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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=The_Torture_Chambers_of_the_Mad_King_(quest)&amp;diff=24966</id>
		<title>The Torture Chambers of the Mad King (quest)</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=The_Torture_Chambers_of_the_Mad_King_(quest)&amp;diff=24966"/>
				<updated>2010-11-07T13:03:09Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Torture Chambers of the Mad King''' is quest that was first seen in the [[BlizzCon 2010]] build.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
Not much is known about this quest, details are vague and will most probably be changed or incorrect in some way. Upon entering [[Leoric's Hold]], the player encounters the beheaded ghost of [[Queen Scylla]](Leoric's Wife), imploring the player to free the spirits of the innocent people who died within.  Upon accepting the quest, the Queen blesses the player with the ability to release the spirits, and access to the dungeon is granted, as the locked heavy oak door swings open.&lt;br /&gt;
&lt;br /&gt;
The player must then explore the prison, experiencing flashbacks of Leoric's madness (Such as Leoric executing his wife with [[Lazarus]]), and find 5 forgotten spirits, which are placed randomly within the cells and free them. &lt;br /&gt;
&lt;br /&gt;
Once this is completed, the player must battle through Leoric's Halls of Agony, and as a Bonus objective, kill the Cultist Guard Inquisitor (Completing this bonus objective may give the player a reward)&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=The_Torture_Chambers_of_the_Mad_King_(quest)&amp;diff=24965</id>
		<title>The Torture Chambers of the Mad King (quest)</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=The_Torture_Chambers_of_the_Mad_King_(quest)&amp;diff=24965"/>
				<updated>2010-11-07T12:52:46Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Torture Chambers of the Mad King''' is quest that was first seen in the [[BlizzCon 2010]] build.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
Not much is known about this quest, details are vague and will most probably be changed or incorrect in some way. Upon entering [[Leoric's Hold]], the player encounters the beheaded ghost of a woman, who is the Queen (Leoric's Wife), imploring the player to free the spirits of the innocent people who died within.  Upon accepting the quest, the Queen blesses the player with the ability to release the spirits, and access to the dungeon is granted, as the locked heavy oak door swings open.&lt;br /&gt;
&lt;br /&gt;
The player must then explore the prison, experiencing flashbacks of Leoric's madness (Such as Leoric executing his wife with [[Lazarus]]), and find 5 forgotten spirits, which are placed randomly within the cells and free them. &lt;br /&gt;
&lt;br /&gt;
Once this is completed, the player must battle through Leoric's Halls of Agony, and as a Bonus objective, kill the Cultist Guard Inquisitor (Completing this bonus objective may give the player a reward)&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Boss_Modifiers&amp;diff=24801</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Boss_Modifiers&amp;diff=24801"/>
				<updated>2010-11-04T06:22:18Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Fast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diablo III Boss Modifiers are special bonus properties that [[bosses]] and [[champions]] randomly spawn, or that they have preset by the developers. These grant the bosses extra speed, damage, the ability to teleport or duplicate themselves, and much more.&lt;br /&gt;
&lt;br /&gt;
Regular monsters sometimes appear with one of these properties, presumably as part of their base stats. [[Molten]] skeletons, for instance, appear to replace the &amp;quot;Burning Dead&amp;quot; skeletons seen in past Diablo games.&lt;br /&gt;
&lt;br /&gt;
* {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzcon 2010 Update===&lt;br /&gt;
&lt;br /&gt;
Boss properties continue to evolve and be added to the game. At least four new properties were seen at Blizzcon 2010; [[Ballista]], [[Desecrating]], [[Vortex]], and [[Linked]]. All have been added to the listing below.&lt;br /&gt;
&lt;br /&gt;
Other known properties had evolved somewhat since Blizzcon 2009, and some weren't seen at the show; they may have been removed entirely, modified, or were just not noticed. A full list will have to wait on the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Modifiers==&lt;br /&gt;
&lt;br /&gt;
Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of {{iw|Monster_modifier#Unique_Monster_Bonuses those seen in Diablo 2}}, but there are some new ones mixed in. All of the bosses seen (on normal difficulty) in the Blizzcon 2008 and 2009 demos had at least one modifier, but quite a few had two. It's not known if the bosses with two mods were [[SuperUniques]] sporting their own innate mod + a random one, or if some bosses can just spawn with multiple modifiers on normal difficulty.&lt;br /&gt;
&lt;br /&gt;
Plenty of [[champions]] spawned with one or two properties as well, something never seen in Diablo II. &lt;br /&gt;
&lt;br /&gt;
This page is the master list. Each entry has a brief listing here; click to the individual pages for a fully detailed listing with screenshots and gameplay reports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property in the Blizzcon 2010 demo. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan, but not seen in any videos of the event. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. After Blizzcon, [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]], so monsters having auras as well doesn't seem that unlikely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrating===&lt;br /&gt;
[[Desecrating]] was seen in the Blizzcon 2010 demo.  The function wasn't clear from viewing it; it seemed like monsters with this were enchanted with an Arcane energy; purple and crackling. &lt;br /&gt;
&lt;br /&gt;
It may be basically a kind of &amp;quot;Arcane Enchanted&amp;quot; to use the Diablo II term, and this grants [[Arcane]] bonus damage to the monster as well as raising its resistance to Arcane damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
[[Doppleganger]] is an annoying property that can be quite dangerous. &lt;br /&gt;
&lt;br /&gt;
Bosses and Champions with it create duplicates of themselves, much as {{iw|Baal Baal}} did in Diablo II: Lord of Destruction. The clones have the same properties as the original, a big danger when the boss has nasty mods on top of the Doppleganger. Clones have only have the hit points of the original, so the die fairly quickly, but they're not worth anything to kill, and while the player is busy with them, another Doppleganger or two are likely to appear.&lt;br /&gt;
&lt;br /&gt;
The clones are easy to spot; their names say &amp;quot;Clone of _______&amp;quot; with the boss' name in the blank, but they're best ignored or avoided since the boss needs to be killed to stop the clones from appearing.&lt;br /&gt;
&lt;br /&gt;
Individual bosses are able to produce numerous clones at the same time, essentially making their own minion packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|300px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
[[Electrified]] are Diablo 3's version of Lightning Enchanted bosses. These bosses emit sparks when struck, add lightning damage to their attacks, and presumably resist lightning damage as well, though that's not yet been tesed. &lt;br /&gt;
&lt;br /&gt;
Their sparking properties were observed with awe at Blizzcon 2009 and 2010, for the sheer amount of blueish sparks they spit out like miniature arc reactors. The sparks don't seem to be very damaging, at least not early in the game, and are more about an impressive visual than a dangerous attack. &lt;br /&gt;
&lt;br /&gt;
The sparks do not spit out in just four directions, as they did in Diablo II. They course out almost like blood being poured from a wound, with something of a disco light show to them as they move around in circles and send out long strands in various random directions, while the boss is taking damage.&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
[[Fast]] does what you'd expect, just more quickly. These monsters have much quicker movement speed than normal, and a faster attack as well. Most bosses looked to be about twice as fast, but Diii.net reported seeing a crazy fast [[desert wasp]] boss. [http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]&lt;br /&gt;
&lt;br /&gt;
::It’s a substantial speed increase; I got a Doppelganger, Fast, Desert Wasp, and the boss and its clones were moving like lightning. Far faster than any other monster I ever saw in the Blizzcon build, and Desert Wasps usually just hovered in place, hardly moving at all. The boss and the clones did not shoot out any of the little green wasp BBs, at least.&lt;br /&gt;
&lt;br /&gt;
Nailing these with [[Entangling Shot]] provided some interesting visuals, as the boss would try to pursue at high speed, stretching the chain tethering him to the other slowed monsters for a great distance and seeming to pull the other slowed monsters along at a faster pace than they'd otherwise have moved.&lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
&lt;br /&gt;
[[Frozen]] is Diablo 3's version of Cold Enchanted. These monsters hit with bonus cold damage that chills the target, and it's assumed that they have higher cold resistance as well. &lt;br /&gt;
&lt;br /&gt;
The cold property is visible even when they're not attacking, as such monsters sparkle with frost and emit little puffs of cold as they move around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Molten===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|300px|A Molten [[unburied]].]]&lt;br /&gt;
[[Molten]] is a property that adds fire damage (and presumably fire resistance) to monsters, much as Fire Enchanted did in Diablo 2. This modifier was also seen on some normal monsters; Molten skeletons were seen, and they appeared to have fire damage added. From this sighting players are speculating that boss modifiers may regularly appear on normal monsters, adding to their abilities. Rather than Diablo 2's Burning Dead skeletons, Diablo 3 might just have regular skeletons with Molten or other boss properties.&lt;br /&gt;
&lt;br /&gt;
As of Blizzcon 2010 Molten has been upgraded. Monsters with it now generate fire fields under their feet during combat, burning attackers. They also cause fire fields to appear under the feet of their attackers, guaranteeing that players take AoE fire damage during the combat, no matter how they dart around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
The dreaded multi-shot boss modifier returns in Diablo[http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794]. It's nastier by itself in Diablo III, since ranged attacker pack more of a punch than most of them did in Diablo II, and a boss or champion pack of ranged attackers with this mod can emit some serious ordinance.&lt;br /&gt;
&lt;br /&gt;
The real danger of MS in Diablo II was due to a bug; since the MS stacked on top of the sparks that Lightning-Enchanted bosses emitted, creating insta-kill fields of lightning. That MSLE bug was fixed in v1.10, and MSLE bosses have not been any special danger since then, and that bug will not return in Diablo III. The devs might, however, cause Multishot bosses to stack (somewhat) with [[Electrified]] bosses, if only to hurt players in homage of Diablo II's most feared boss modifier combo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[Mythical]] was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nightmarish===&lt;br /&gt;
&lt;br /&gt;
[[Nightmarish]] bosses can inflicts the Witch Doctor's [[Horrify]] skill, causing characters to run away. It's an interesting property, since none of the mind control curses worked on players in Diablo 2. It's not dangerous in of itself, but if the horrified character runs into other monsters, or takes a lot of damage while non-responsive from fear, it could be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linked===&lt;br /&gt;
Health [[linked]] bosses and champions were seen in the Blizzcon 2010 demo, and feared. This mod &amp;quot;links&amp;quot; the hit points of all the champions, or the boss and his minions, essentially giving them all one huge health pool. This makes it impossible to kill any single target quickly, since all of the enemies lose hit points at the same rate, until the health link breaks when they are very low on hit points.&lt;br /&gt;
&lt;br /&gt;
It's dangerous since you can't pick them off one at a time, and you can't kill one quickly to lessen the damage they're dealing. All of the monsters stay on the attack until they're nearly dead, at which point they de-link and usually drop over one right after the other. That aspect of it is a fun mod, since the whole group goes over like dominoes once one of them succumbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plagued===&lt;br /&gt;
&lt;br /&gt;
[[Plagued]] bosses add poison damage to their attacks, and presumably enjoyed greater resistance to poison damage as well. They gave off a visual identifier, with little clouds of green smoke rising up from them. This mod seems to be the Diablo 3 version of &amp;quot;Poison Enchanted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like the Diablo III version of &amp;quot;Extra Strong,&amp;quot; a Diablo II mod that granted bonus damage to monsters, but that wasn't clear from the play testing. Nor did these bosses seem to have any specially greater amount of hit points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]] returns from Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monster's hit points or resistances though, as [[Wizard]]s found monsters with this one easy prey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleporting===&lt;br /&gt;
&lt;br /&gt;
[[Teleporting]] is another returning modifier from Diablo 2, though it's been changed a bit in function. Diablo 3 bosses with Teleport use it regularly and randomly; about every 6 seconds the monster pops to a new, random location. This is annoying to the boss when it's a melee fighter, and it comes running back to attack at once. &lt;br /&gt;
&lt;br /&gt;
On a large screen, especially one with obstacles like ledges or walls, this was vexing to players, since it often seemed to take a bout 5 seconds to get back into range, at which point the monster would teleport again. It was actually easier in practice to stand your ground when a monster popped too far away, hoping it would pop right back to you 6 seconds later.&lt;br /&gt;
&lt;br /&gt;
This one is most dangerous when it spawns on ranged attackers, since the monster can keep on firing, while a melee fighter player runs after it, getting pincushioned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vampirific===&lt;br /&gt;
&lt;br /&gt;
[[Vampirific]] is life leech in Diablo III, and player reports from Blizzcon 2009 ranked this among the worst of the boss modifiers. The life leech was very high from this one, and some players found these guys literally impossible to kill, since they'd heal almost fully with a single hit, while it took dozens of hits to kill them.[http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]&lt;br /&gt;
&lt;br /&gt;
::A vampiric monster ruined my last playthrough of the con.  I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels.  I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me.  I didn’t even get to level up that time.  Very, very mad.&lt;br /&gt;
::--ExtraCrispy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vortex===&lt;br /&gt;
[[Vortex]] was seen in the Blizzcon 2010 demo. It was very nasty for ranged players to deal with, since it allowed the boss or champion to yank the player back into their midst; the last place a ranged attacker wanted to be. The graphics for this skill weren't yet clear, since there was no visible display for what was happening. To the player it looked almost like lag, or a desynch, as you'd rush away from the monsters and sudden get bounced back into the midst of them.&lt;br /&gt;
&lt;br /&gt;
[[Julian Love]] said that the graphics were still under construction and it would be improved in the final game. [http://diablo.incgamers.com/blog/comments/exclusive-blizzcon-interview-lead-technical-artist-julian-love/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox}}&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Boss_Modifiers&amp;diff=24800</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Boss_Modifiers&amp;diff=24800"/>
				<updated>2010-11-04T06:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Electrified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diablo III Boss Modifiers are special bonus properties that [[bosses]] and [[champions]] randomly spawn, or that they have preset by the developers. These grant the bosses extra speed, damage, the ability to teleport or duplicate themselves, and much more.&lt;br /&gt;
&lt;br /&gt;
Regular monsters sometimes appear with one of these properties, presumably as part of their base stats. [[Molten]] skeletons, for instance, appear to replace the &amp;quot;Burning Dead&amp;quot; skeletons seen in past Diablo games.&lt;br /&gt;
&lt;br /&gt;
* {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzcon 2010 Update===&lt;br /&gt;
&lt;br /&gt;
Boss properties continue to evolve and be added to the game. At least four new properties were seen at Blizzcon 2010; [[Ballista]], [[Desecrating]], [[Vortex]], and [[Linked]]. All have been added to the listing below.&lt;br /&gt;
&lt;br /&gt;
Other known properties had evolved somewhat since Blizzcon 2009, and some weren't seen at the show; they may have been removed entirely, modified, or were just not noticed. A full list will have to wait on the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Modifiers==&lt;br /&gt;
&lt;br /&gt;
Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of {{iw|Monster_modifier#Unique_Monster_Bonuses those seen in Diablo 2}}, but there are some new ones mixed in. All of the bosses seen (on normal difficulty) in the Blizzcon 2008 and 2009 demos had at least one modifier, but quite a few had two. It's not known if the bosses with two mods were [[SuperUniques]] sporting their own innate mod + a random one, or if some bosses can just spawn with multiple modifiers on normal difficulty.&lt;br /&gt;
&lt;br /&gt;
Plenty of [[champions]] spawned with one or two properties as well, something never seen in Diablo II. &lt;br /&gt;
&lt;br /&gt;
This page is the master list. Each entry has a brief listing here; click to the individual pages for a fully detailed listing with screenshots and gameplay reports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property in the Blizzcon 2010 demo. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan, but not seen in any videos of the event. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. After Blizzcon, [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]], so monsters having auras as well doesn't seem that unlikely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrating===&lt;br /&gt;
[[Desecrating]] was seen in the Blizzcon 2010 demo.  The function wasn't clear from viewing it; it seemed like monsters with this were enchanted with an Arcane energy; purple and crackling. &lt;br /&gt;
&lt;br /&gt;
It may be basically a kind of &amp;quot;Arcane Enchanted&amp;quot; to use the Diablo II term, and this grants [[Arcane]] bonus damage to the monster as well as raising its resistance to Arcane damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
[[Doppleganger]] is an annoying property that can be quite dangerous. &lt;br /&gt;
&lt;br /&gt;
Bosses and Champions with it create duplicates of themselves, much as {{iw|Baal Baal}} did in Diablo II: Lord of Destruction. The clones have the same properties as the original, a big danger when the boss has nasty mods on top of the Doppleganger. Clones have only have the hit points of the original, so the die fairly quickly, but they're not worth anything to kill, and while the player is busy with them, another Doppleganger or two are likely to appear.&lt;br /&gt;
&lt;br /&gt;
The clones are easy to spot; their names say &amp;quot;Clone of _______&amp;quot; with the boss' name in the blank, but they're best ignored or avoided since the boss needs to be killed to stop the clones from appearing.&lt;br /&gt;
&lt;br /&gt;
Individual bosses are able to produce numerous clones at the same time, essentially making their own minion packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|300px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
[[Electrified]] are Diablo 3's version of Lightning Enchanted bosses. These bosses emit sparks when struck, add lightning damage to their attacks, and presumably resist lightning damage as well, though that's not yet been tesed. &lt;br /&gt;
&lt;br /&gt;
Their sparking properties were observed with awe at Blizzcon 2009 and 2010, for the sheer amount of blueish sparks they spit out like miniature arc reactors. The sparks don't seem to be very damaging, at least not early in the game, and are more about an impressive visual than a dangerous attack. &lt;br /&gt;
&lt;br /&gt;
The sparks do not spit out in just four directions, as they did in Diablo II. They course out almost like blood being poured from a wound, with something of a disco light show to them as they move around in circles and send out long strands in various random directions, while the boss is taking damage.&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
[[Fast]] do what you'd expect, just more quickly. These monsters have much quicker movement speed than normal, and a faster attack as well. Most bosses looked to be about twice as fast, but Diii.net reported seeing a crazy fast [[desert wasp]] boss. [http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]&lt;br /&gt;
&lt;br /&gt;
::It’s a substantial speed increase; I got a Doppelganger, Fast, Desert Wasp, and the boss and its clones were moving like lightning. Far faster than any other monster I ever saw in the Blizzcon build, and Desert Wasps usually just hovered in place, hardly moving at all. The boss and the clones did not shoot out any of the little green wasp BBs, at least.&lt;br /&gt;
&lt;br /&gt;
Nailing these with [[Entangling Shot]] provided some interesting visuals, as the boss would try to pursue at high speed, stretching the chain tethering him to the other slowed monsters for a great distance and seeming to pull the other slowed monsters along at a faster pace than they'd otherwise have moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
&lt;br /&gt;
[[Frozen]] is Diablo 3's version of Cold Enchanted. These monsters hit with bonus cold damage that chills the target, and it's assumed that they have higher cold resistance as well. &lt;br /&gt;
&lt;br /&gt;
The cold property is visible even when they're not attacking, as such monsters sparkle with frost and emit little puffs of cold as they move around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Molten===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|300px|A Molten [[unburied]].]]&lt;br /&gt;
[[Molten]] is a property that adds fire damage (and presumably fire resistance) to monsters, much as Fire Enchanted did in Diablo 2. This modifier was also seen on some normal monsters; Molten skeletons were seen, and they appeared to have fire damage added. From this sighting players are speculating that boss modifiers may regularly appear on normal monsters, adding to their abilities. Rather than Diablo 2's Burning Dead skeletons, Diablo 3 might just have regular skeletons with Molten or other boss properties.&lt;br /&gt;
&lt;br /&gt;
As of Blizzcon 2010 Molten has been upgraded. Monsters with it now generate fire fields under their feet during combat, burning attackers. They also cause fire fields to appear under the feet of their attackers, guaranteeing that players take AoE fire damage during the combat, no matter how they dart around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
The dreaded multi-shot boss modifier returns in Diablo[http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794]. It's nastier by itself in Diablo III, since ranged attacker pack more of a punch than most of them did in Diablo II, and a boss or champion pack of ranged attackers with this mod can emit some serious ordinance.&lt;br /&gt;
&lt;br /&gt;
The real danger of MS in Diablo II was due to a bug; since the MS stacked on top of the sparks that Lightning-Enchanted bosses emitted, creating insta-kill fields of lightning. That MSLE bug was fixed in v1.10, and MSLE bosses have not been any special danger since then, and that bug will not return in Diablo III. The devs might, however, cause Multishot bosses to stack (somewhat) with [[Electrified]] bosses, if only to hurt players in homage of Diablo II's most feared boss modifier combo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[Mythical]] was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nightmarish===&lt;br /&gt;
&lt;br /&gt;
[[Nightmarish]] bosses can inflicts the Witch Doctor's [[Horrify]] skill, causing characters to run away. It's an interesting property, since none of the mind control curses worked on players in Diablo 2. It's not dangerous in of itself, but if the horrified character runs into other monsters, or takes a lot of damage while non-responsive from fear, it could be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linked===&lt;br /&gt;
Health [[linked]] bosses and champions were seen in the Blizzcon 2010 demo, and feared. This mod &amp;quot;links&amp;quot; the hit points of all the champions, or the boss and his minions, essentially giving them all one huge health pool. This makes it impossible to kill any single target quickly, since all of the enemies lose hit points at the same rate, until the health link breaks when they are very low on hit points.&lt;br /&gt;
&lt;br /&gt;
It's dangerous since you can't pick them off one at a time, and you can't kill one quickly to lessen the damage they're dealing. All of the monsters stay on the attack until they're nearly dead, at which point they de-link and usually drop over one right after the other. That aspect of it is a fun mod, since the whole group goes over like dominoes once one of them succumbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plagued===&lt;br /&gt;
&lt;br /&gt;
[[Plagued]] bosses add poison damage to their attacks, and presumably enjoyed greater resistance to poison damage as well. They gave off a visual identifier, with little clouds of green smoke rising up from them. This mod seems to be the Diablo 3 version of &amp;quot;Poison Enchanted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like the Diablo III version of &amp;quot;Extra Strong,&amp;quot; a Diablo II mod that granted bonus damage to monsters, but that wasn't clear from the play testing. Nor did these bosses seem to have any specially greater amount of hit points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]] returns from Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monster's hit points or resistances though, as [[Wizard]]s found monsters with this one easy prey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleporting===&lt;br /&gt;
&lt;br /&gt;
[[Teleporting]] is another returning modifier from Diablo 2, though it's been changed a bit in function. Diablo 3 bosses with Teleport use it regularly and randomly; about every 6 seconds the monster pops to a new, random location. This is annoying to the boss when it's a melee fighter, and it comes running back to attack at once. &lt;br /&gt;
&lt;br /&gt;
On a large screen, especially one with obstacles like ledges or walls, this was vexing to players, since it often seemed to take a bout 5 seconds to get back into range, at which point the monster would teleport again. It was actually easier in practice to stand your ground when a monster popped too far away, hoping it would pop right back to you 6 seconds later.&lt;br /&gt;
&lt;br /&gt;
This one is most dangerous when it spawns on ranged attackers, since the monster can keep on firing, while a melee fighter player runs after it, getting pincushioned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vampirific===&lt;br /&gt;
&lt;br /&gt;
[[Vampirific]] is life leech in Diablo III, and player reports from Blizzcon 2009 ranked this among the worst of the boss modifiers. The life leech was very high from this one, and some players found these guys literally impossible to kill, since they'd heal almost fully with a single hit, while it took dozens of hits to kill them.[http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]&lt;br /&gt;
&lt;br /&gt;
::A vampiric monster ruined my last playthrough of the con.  I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels.  I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me.  I didn’t even get to level up that time.  Very, very mad.&lt;br /&gt;
::--ExtraCrispy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vortex===&lt;br /&gt;
[[Vortex]] was seen in the Blizzcon 2010 demo. It was very nasty for ranged players to deal with, since it allowed the boss or champion to yank the player back into their midst; the last place a ranged attacker wanted to be. The graphics for this skill weren't yet clear, since there was no visible display for what was happening. To the player it looked almost like lag, or a desynch, as you'd rush away from the monsters and sudden get bounced back into the midst of them.&lt;br /&gt;
&lt;br /&gt;
[[Julian Love]] said that the graphics were still under construction and it would be improved in the final game. [http://diablo.incgamers.com/blog/comments/exclusive-blizzcon-interview-lead-technical-artist-julian-love/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox}}&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Arena&amp;diff=24541</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Arena&amp;diff=24541"/>
				<updated>2010-10-31T16:14:34Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battle Arenas were unveiled at Blizzcon 2010.  &lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/user/Diablo3Inc?feature=mhum#p/u/10/BWzHmq27RkE Video of its unveiling with gameplay].&lt;br /&gt;
&lt;br /&gt;
They have been implemented as a separate type of gameplay for players to engage in Player vs. Player (PVP) combat without having to affect the normal Player vs. Environment (PVE) game.  Blizzard has stated that they want PVP to be completely separate from the normal game for several reasons.  First and foremost, they can adjust, tone-down, and fine tune abilities in PVP without having to make any changes to the PVE balance.  Secondly, by moving PVP into an arena type format, they eliminate griefing from the game, which was a major source of frustration for many in Diablo 2.  Finally, they will be developing match-making services through [[battle.net]] and will have separate PVP [[achievements]].&lt;br /&gt;
&lt;br /&gt;
Battle Arena is match based play, based on a 3 vs 3 format.  Blizzard chose 3 vs. 3 as a way to help eliminate some of the balance issues from a particular build / class combination.  However, they have also stated that they would like to support duelling of some kind, and perhaps even some other game types, so expect to see more than just the 3 vs. 3 format with the shipped game.&lt;br /&gt;
&lt;br /&gt;
The matches appear to be fast and furious, keeping the pace of gameplay fast and fun, with many rounds during a match.   &lt;br /&gt;
&lt;br /&gt;
The only battle arena we have seen so far is a small area with several obstacles laid out symmetrically across the map, and four health globe spawn points centered in the middle.  &lt;br /&gt;
&lt;br /&gt;
Needs images&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Arena&amp;diff=24540</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Arena&amp;diff=24540"/>
				<updated>2010-10-31T16:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battle Arenas were unveiled at Blizzcon 2010.  &lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/user/Diablo3Inc?feature=mhum#p/u/10/BWzHmq27RkE Video of its unveiling with gameplay].&lt;br /&gt;
&lt;br /&gt;
They were implemented as a separate type of gameplay for players to engage in Player vs. Player (PVP) combat without having to affect normal gameplay.  Blizzard has stated that they want PVP to be completely separate from the normal game for several reasons.  First and foremost, they can adjust, tone-down, and fine tune abilities in PVP without having to make any changes to the PVE balance.  Secondly, by moving PVP into an arena type format, they eliminate griefing from the game, which was a major source of frustration for many in Diablo 2.  Finally, they will be developing match-making services through [[battle.net]] and will have separate PVP [[achievements]].&lt;br /&gt;
&lt;br /&gt;
Battle Arena is match based play, based on a 3 vs 3 format.  Blizzard chose 3 vs. 3 as a way to help eliminate some of the balance issues from a particular build / class combination.  However, they have also stated that they would like to support duelling of some kind, and perhaps even some other game types, so expect to see more than just the 3 vs. 3 format with the shipped game.&lt;br /&gt;
&lt;br /&gt;
The matches appear to be fast and furious, keeping the pace of gameplay fast and fun, with many rounds during a match.   &lt;br /&gt;
&lt;br /&gt;
The only battle arena we have seen so far is a small area with several obstacles laid out symmetrically across the map, and four health globe spawn points centered in the middle.  &lt;br /&gt;
&lt;br /&gt;
Needs images&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Death&amp;diff=24539</id>
		<title>Death</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Death&amp;diff=24539"/>
				<updated>2010-10-31T15:54:42Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Hardcore Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Death''' comes to us all, especially in [[Diablo III]]. The D3 Team wants to make the game more challenging and involving than Diablo II, and they've incorporated numerous design ideas to create this. &lt;br /&gt;
&lt;br /&gt;
While you may die in Diablo III, the penalties are not steep. Dead players respawn at the last [[checkpoint]] they reached, with all of their equipment still on; there is no corpse to retrieve in Diablo III, as there was in Diablo II. The only penalty (for non-[[hardcore]] characters) is a loss of [[durability]] to the equipment, which may result in expensive repairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Death and Difficulty==&lt;br /&gt;
The [[D3 Team]] has talked about balancing D3 to make it a more steady struggle, than was D2. The design goal with D3 is to make the game consistently challenging, rather than very easy most of the time, with spikes of super hard boss monsters, Iron Maiden curses, Cursed Stygian Dolls, etc.  To that end, [[potions|potion]] use will be greatly curtailed, [[leech|life leech]] will be very rare, healing skills are uncommon, and there are no [[town portal]]s. &lt;br /&gt;
&lt;br /&gt;
These changes make healing from [[health globes]] the primary way to stay alive, and monsters will be balanced to drop health globes just often enough for players to survive, but not so much that they litter the screen after every skirmish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Death Penalties==&lt;br /&gt;
[[File:Death-revive.jpg|thumb|350px|Death and revive, from the BlizzCon 2009 demo build.]]&lt;br /&gt;
The &amp;quot;Death Penalty&amp;quot; is the term used to describe the negative consequences imparted to the player when they are killed by monsters or other players. The stated penalties have varied during Diablo III's development, and may not yet be written in stone. The most recent information came from Jay Wilson in August 2010[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/], when he said that death now results in durability losses to equipped items, which may result in expensive repairs.&lt;br /&gt;
&lt;br /&gt;
An earlier comment came from [[Bashiok]] in September 2008[http://www.diii.net/n/696684/bashiok-on-death-penalties]. At that point there was no death penalty at all, other than the loss of pride and some time spent to return to the sight of your failure.&lt;br /&gt;
&lt;br /&gt;
::''...we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each &amp;quot;floor&amp;quot; of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.''&lt;br /&gt;
&lt;br /&gt;
::''Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far.''&lt;br /&gt;
&lt;br /&gt;
Bashiok also said this, regarding death in the [[BlizzCon 2008]] demo:[http://www.diii.net/blog/comments/what-happens-when-you-die/]&lt;br /&gt;
::''We had a [[checkpoint]] system in the BlizzCon demo we showed, where you would die and pop back up at the last chekpoint you came across. Some of that was for the convenience of the demo, but we do like the checkpoint system and intend to carry that forward in the same or similar form. We're not looking toward corpse retrieval currently.''&lt;br /&gt;
&lt;br /&gt;
::''Any death system we do have needs to allow players to get back into the action quickly, but not be so meaningless that you’re just flinging your corpse against a wall of monsters over and over until you finally get through.''&lt;br /&gt;
&lt;br /&gt;
It's not known if there will be more substantial penalties on higher difficulty levels; presumably characters will be wearing equipment that is more expensive to repair, thus letting the team scale up the costs accordingly. It's unlikely that more harsh penalties will be imposed, since that runs counter to one of the team's main design goals. [http://www.diii.net/n/687801/jay-wilson-from-leipzig-5]&lt;br /&gt;
&lt;br /&gt;
::''&amp;quot;We have not actually decided on the final death mechanic. I can guarantee that you will not lose experience. We are not urging to big penalties for death. But we want enough of a penalty to be there, so that death has meaning! Like to lose a little bit time, some kind of detriment... We do not currently have a [[durability]] loss (to equipment), but some kind of ... a gold cost is actually not so bad. And having the player to waste some time, that is certainly an element. Generally we kind of rely on the effect that players do not want to die. You know, you just do not want to. So there is no real reason to add a further &amp;quot;ding&amp;quot; to them for something happening that was already unfavorable to them. But we have not got our final mechanics on that, yet.''&lt;br /&gt;
&lt;br /&gt;
[[Hardcore]] characters, naturally, still suffer the ultimate penalty upon death.&lt;br /&gt;
&lt;br /&gt;
==Special Death Animations==&lt;br /&gt;
[[Diablo III]] will have special animations for different types of deaths for almost every monster, as well as for characters. &lt;br /&gt;
&lt;br /&gt;
Monster death animations vary according to the type of damage they die from, as well as whether or not a [[critical hit]] finishes them off. [[Bosses|Boss monsters]] also have extra juicy death animations. &lt;br /&gt;
*Read much more about this in the [[Monster#Deaths|in the Monsters article]]. &lt;br /&gt;
&lt;br /&gt;
As for player deaths...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fatalities===&lt;br /&gt;
[[Image:Mon-siegebreaker-decapitation.jpg|thumb|250px|[[Siegebreaker]] chomps.]]Besides the normal death animations, there are plans to include semi-random death animations that are keyed to special bosses, such as the amazing decapitation death [[Siegebreaker]] inflicted upon one of the Barbarians in the WWI Gameplay movie. D3 Community Manager [[Bashiok]] answered a question about this [http://www.diii.net/n/681638/bashiok-quick-answers in a forum post]. &lt;br /&gt;
&lt;br /&gt;
::'''''Will there be more boss-specific fatalities like the [[Barbarian]] head bite by [[Siegebreaker]]?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
::''That's what we would like to do. We'd like it that when a player dies to a boss we may have a special/random event or death animation specific to that boss. So if you're going to die or have died to a boss, there's a random chance that you'll see something other than a normal death. That's the dream any way.''&lt;br /&gt;
&lt;br /&gt;
The Lead Developer [[Jay Wilson]] also made a good reply on this in [[BlizzCast Episode 6]]:&lt;br /&gt;
::''Well what we want to do with that, especially for particular bosses is have when essentially when the player is very low on health and they're about to die the boss essentially checks like when it attacks you, did I just do enough damage to kill you? And if so then instead of just doing his normal attack he'd actually play some kind of special I pick you up and eat you or I throw you up in the air and knock you around like a baseball or something like that. It's a system that really our announcement video we tested it for the first time, mainly just to see – can we actually do this kind of animation interaction between the characters but the actual system itself is still not in there but we do plan to do that and that's primarily where. We might do some other things, we've talked about physics based deaths we've talked about having the characters if they like die to a cold monster he might completely freeze solid into a statue and then shatter or things like that but we haven't decided at this point if that's exactly what we're going to do.''&lt;br /&gt;
&lt;br /&gt;
[[Hardcore]] players might want to try out some softcore, just to run around and die in interesting ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This information also creates more questions, though. How many such special animations are there? Do all the bosses have some special fatality move they only show when they kill a character in a special way?  Do any regular monsters have such talents? Do players die in as wide a variety of ways as monsters? Shattering when frozen, falling down and burning to a cinder from flame, charring to a skeleton from lightning, etc?&lt;br /&gt;
&lt;br /&gt;
==Hardcore Mode==&lt;br /&gt;
The inclusion of a [[Hardcore]] option was confirmed in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamespot-au/]&lt;br /&gt;
&lt;br /&gt;
Just as in Diablo 2, when a Hardcore character dies in Diablo 3, they stay dead. Permanently. There will be some additional bells and whistles added to HC characters on Battle.net, since the team wants a HC player to be instantly noticeable in the chat channels.  At Blizzcon 2010, we also learned that there will be Hardcore options for the [[Battle Arena]] as well. Not for the faint of heart!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=24538</id>
		<title>Talisman</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=24538"/>
				<updated>2010-10-31T15:49:37Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Blizzcon 2010 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Talisman.jpg|thumb|300px|The Talisman with 2 [[charms]], Oct 2010.]]&lt;br /&gt;
The '''Talisman''' is a new game mechanic in [[Diablo III]], allowing storage of [[charm]]s, while not using up inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
The Talisman was part of the inventory interface in the demo build at [[BlizzCon 2008]]. It was seen between the two weapon slots in the [[inventory]], and when clicked a bronze, circular disk appeared over the character. There were 9 slots on the talisman, with lines connecting some of them. It had no function in the Blizzcon build, and could not be clicked or activated in any way.&lt;br /&gt;
&lt;br /&gt;
In interviews at the show[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], Jay Wilson disclosed that it was something they were playing around with during development. It's called the &amp;quot;Talisman&amp;quot; and it's an &amp;quot;attribute modifier that used [[gem]]s,&amp;quot; according to Jay. There were gems to be found in the BlizzCon demo, but the talisman was not functional, so no players could attempt to experiment with it.&lt;br /&gt;
&lt;br /&gt;
Jay said they'd rejected the Talisman the way it had been working, and that it was now non-functional, but that they would probably do something else with it.&lt;br /&gt;
&lt;br /&gt;
Features like this are good to keep in mind when pondering the game balance and design of Diablo III. New interfaces and features can (and will) be added, such as [[runes|skill runes]], that radically change the balance of the game, the utility of items, and more. People not on the D3 Team can never know just how much importance to place on various issues, since what we see from the outside is not necessarily what's going on inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Update==&lt;br /&gt;
The Talisman was revealed to be a storage area for charms, which could modify core attributes of your character. Few details were given on specific charms bonuses, though the new look of the device was shown off in the demo build.  In terms of functionality, the Talisman slots unlock as your character progresses through the levels.  The example in the picture to the above right shows 6 slots unlocked.  It is not specifically known yet at what levels the slots unlock, but it is safe to assume that they will all be unlocked by level 60 for a total of 13 slots.&lt;br /&gt;
&lt;br /&gt;
==April 2009 Update==&lt;br /&gt;
[[Image:Paper-doll-annotated.jpg|250px-Paper-doll-annotated.jpg|thumb|Annotated paperdoll.]]&lt;br /&gt;
The talisman remains in the game, though no more details have been revealed. It's prominently displayed in several screenshots of the inventory that were released along with BlizzCast #8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==October 2009 Update==&lt;br /&gt;
&lt;br /&gt;
The talisman was not enabled at this year's BlizzCon, and no further hints were given as to its potential function. However in an interview in October 2009, Jay Wilson talked about a planned stat-boosting item/object, which is presumed to be the Talisman. [http://www.diii.net/blog/comments/jay-wilson-exclusive-part-iv-skills-and-stats/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' The Talisman. You said initially it was some sort of stat-boosting thing, but it’s been disabled for the past year and a half, in playable builds anyway.''&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' Mm-hmm. It’s still on hold.&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' People are wondering if there’s going to be some mechanism to allow greater character diversification in stats, given that we can not manually assign our own attribute points in Diablo 3. There will be something more than just finding +10 on an item. We’ll be able to do something more to differentiate our characters from others?''&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' Yes. We’re stated in the past that we’re working on a new customization system. A system that’s part of your character building. Also that within the item space we’re looking for ways for more... we really prefer the single point stat customization be more item based. But we’re going to have a system to more or less replace the attribute point spending system. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Talisman images were few and far between during much of Diablo III's development, since the team kept the feature out of the public builds while it was being revised and reworked. Nevertheless, there are some images that show how the look of the device has changed over time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inv-talisman.jpg|Talisman opened in the Inventory Window, Blizzcon 2008.&lt;br /&gt;
Image:Paper-doll-annotated.jpg|Annotated paperdoll, with the Talisman shown in the lower right corner. 2009.&lt;br /&gt;
File:Talisman.jpg|The Talisman in the left side of the [[paper doll]], at Blizzcon 2010.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/ BlizzCon Press Conference with Jay Wilson]&lt;br /&gt;
* [http://www.diii.net/blog/comments/jay-wilson-exclusive-part-iv-skills-and-stats/ Jay Wilson Exclusive Part IV - Skill and Stats]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=24537</id>
		<title>Talisman</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=24537"/>
				<updated>2010-10-31T15:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Blizzcon 2010 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Talisman.jpg|thumb|300px|The Talisman with 2 [[charms]], Oct 2010.]]&lt;br /&gt;
The '''Talisman''' is a new game mechanic in [[Diablo III]], allowing storage of [[charm]]s, while not using up inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
The Talisman was part of the inventory interface in the demo build at [[BlizzCon 2008]]. It was seen between the two weapon slots in the [[inventory]], and when clicked a bronze, circular disk appeared over the character. There were 9 slots on the talisman, with lines connecting some of them. It had no function in the Blizzcon build, and could not be clicked or activated in any way.&lt;br /&gt;
&lt;br /&gt;
In interviews at the show[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], Jay Wilson disclosed that it was something they were playing around with during development. It's called the &amp;quot;Talisman&amp;quot; and it's an &amp;quot;attribute modifier that used [[gem]]s,&amp;quot; according to Jay. There were gems to be found in the BlizzCon demo, but the talisman was not functional, so no players could attempt to experiment with it.&lt;br /&gt;
&lt;br /&gt;
Jay said they'd rejected the Talisman the way it had been working, and that it was now non-functional, but that they would probably do something else with it.&lt;br /&gt;
&lt;br /&gt;
Features like this are good to keep in mind when pondering the game balance and design of Diablo III. New interfaces and features can (and will) be added, such as [[runes|skill runes]], that radically change the balance of the game, the utility of items, and more. People not on the D3 Team can never know just how much importance to place on various issues, since what we see from the outside is not necessarily what's going on inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Update==&lt;br /&gt;
The Talisman was revealed to be a storage area for charms, which could modify core attributes of your character. Few details were given on specific charms bonuses, though the new look of the device was shown off in the demo build.  In terms of functionality, the Talisman slots unlock as your character progresses through the levels.  The example in the picture to the above right shows 6 slots unlocked.  It is not specifically known yet at what levels the slots unlock, but it is safe to assume that they will all be unlocked by level 60 for a total of .&lt;br /&gt;
&lt;br /&gt;
==April 2009 Update==&lt;br /&gt;
[[Image:Paper-doll-annotated.jpg|250px-Paper-doll-annotated.jpg|thumb|Annotated paperdoll.]]&lt;br /&gt;
The talisman remains in the game, though no more details have been revealed. It's prominently displayed in several screenshots of the inventory that were released along with BlizzCast #8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==October 2009 Update==&lt;br /&gt;
&lt;br /&gt;
The talisman was not enabled at this year's BlizzCon, and no further hints were given as to its potential function. However in an interview in October 2009, Jay Wilson talked about a planned stat-boosting item/object, which is presumed to be the Talisman. [http://www.diii.net/blog/comments/jay-wilson-exclusive-part-iv-skills-and-stats/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' The Talisman. You said initially it was some sort of stat-boosting thing, but it’s been disabled for the past year and a half, in playable builds anyway.''&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' Mm-hmm. It’s still on hold.&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' People are wondering if there’s going to be some mechanism to allow greater character diversification in stats, given that we can not manually assign our own attribute points in Diablo 3. There will be something more than just finding +10 on an item. We’ll be able to do something more to differentiate our characters from others?''&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' Yes. We’re stated in the past that we’re working on a new customization system. A system that’s part of your character building. Also that within the item space we’re looking for ways for more... we really prefer the single point stat customization be more item based. But we’re going to have a system to more or less replace the attribute point spending system. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Talisman images were few and far between during much of Diablo III's development, since the team kept the feature out of the public builds while it was being revised and reworked. Nevertheless, there are some images that show how the look of the device has changed over time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inv-talisman.jpg|Talisman opened in the Inventory Window, Blizzcon 2008.&lt;br /&gt;
Image:Paper-doll-annotated.jpg|Annotated paperdoll, with the Talisman shown in the lower right corner. 2009.&lt;br /&gt;
File:Talisman.jpg|The Talisman in the left side of the [[paper doll]], at Blizzcon 2010.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/ BlizzCon Press Conference with Jay Wilson]&lt;br /&gt;
* [http://www.diii.net/blog/comments/jay-wilson-exclusive-part-iv-skills-and-stats/ Jay Wilson Exclusive Part IV - Skill and Stats]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=24536</id>
		<title>Talisman</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=24536"/>
				<updated>2010-10-31T15:47:53Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Blizzcon 2010 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Talisman.jpg|thumb|300px|The Talisman with 2 [[charms]], Oct 2010.]]&lt;br /&gt;
The '''Talisman''' is a new game mechanic in [[Diablo III]], allowing storage of [[charm]]s, while not using up inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
The Talisman was part of the inventory interface in the demo build at [[BlizzCon 2008]]. It was seen between the two weapon slots in the [[inventory]], and when clicked a bronze, circular disk appeared over the character. There were 9 slots on the talisman, with lines connecting some of them. It had no function in the Blizzcon build, and could not be clicked or activated in any way.&lt;br /&gt;
&lt;br /&gt;
In interviews at the show[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], Jay Wilson disclosed that it was something they were playing around with during development. It's called the &amp;quot;Talisman&amp;quot; and it's an &amp;quot;attribute modifier that used [[gem]]s,&amp;quot; according to Jay. There were gems to be found in the BlizzCon demo, but the talisman was not functional, so no players could attempt to experiment with it.&lt;br /&gt;
&lt;br /&gt;
Jay said they'd rejected the Talisman the way it had been working, and that it was now non-functional, but that they would probably do something else with it.&lt;br /&gt;
&lt;br /&gt;
Features like this are good to keep in mind when pondering the game balance and design of Diablo III. New interfaces and features can (and will) be added, such as [[runes|skill runes]], that radically change the balance of the game, the utility of items, and more. People not on the D3 Team can never know just how much importance to place on various issues, since what we see from the outside is not necessarily what's going on inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Update==&lt;br /&gt;
The Talisman was revealed to be a storage area for charms, which could modify core attributes of your character. Few details were given on specific charms bonuses, though the new look of the device was shown off in the demo build.  In terms of functionality, the Talisman slots unlock as your character progresses through the levels.  The example in the picture to the right shows 5 slots unlocked.  It is not specifically known yet at what levels the slots unlock, but it is safe to assume that they will all be unlocked by level 60.&lt;br /&gt;
&lt;br /&gt;
==April 2009 Update==&lt;br /&gt;
[[Image:Paper-doll-annotated.jpg|250px-Paper-doll-annotated.jpg|thumb|Annotated paperdoll.]]&lt;br /&gt;
The talisman remains in the game, though no more details have been revealed. It's prominently displayed in several screenshots of the inventory that were released along with BlizzCast #8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==October 2009 Update==&lt;br /&gt;
&lt;br /&gt;
The talisman was not enabled at this year's BlizzCon, and no further hints were given as to its potential function. However in an interview in October 2009, Jay Wilson talked about a planned stat-boosting item/object, which is presumed to be the Talisman. [http://www.diii.net/blog/comments/jay-wilson-exclusive-part-iv-skills-and-stats/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' The Talisman. You said initially it was some sort of stat-boosting thing, but it’s been disabled for the past year and a half, in playable builds anyway.''&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' Mm-hmm. It’s still on hold.&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' People are wondering if there’s going to be some mechanism to allow greater character diversification in stats, given that we can not manually assign our own attribute points in Diablo 3. There will be something more than just finding +10 on an item. We’ll be able to do something more to differentiate our characters from others?''&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' Yes. We’re stated in the past that we’re working on a new customization system. A system that’s part of your character building. Also that within the item space we’re looking for ways for more... we really prefer the single point stat customization be more item based. But we’re going to have a system to more or less replace the attribute point spending system. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Talisman images were few and far between during much of Diablo III's development, since the team kept the feature out of the public builds while it was being revised and reworked. Nevertheless, there are some images that show how the look of the device has changed over time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inv-talisman.jpg|Talisman opened in the Inventory Window, Blizzcon 2008.&lt;br /&gt;
Image:Paper-doll-annotated.jpg|Annotated paperdoll, with the Talisman shown in the lower right corner. 2009.&lt;br /&gt;
File:Talisman.jpg|The Talisman in the left side of the [[paper doll]], at Blizzcon 2010.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/ BlizzCon Press Conference with Jay Wilson]&lt;br /&gt;
* [http://www.diii.net/blog/comments/jay-wilson-exclusive-part-iv-skills-and-stats/ Jay Wilson Exclusive Part IV - Skill and Stats]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=24535</id>
		<title>Known Items Listing</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=24535"/>
				<updated>2010-10-31T15:11:08Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Crafting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Little is known about the [[Items]] in [[Diablo III]]. There will likely be uniques, sets and many other items of the types we're familiar with from ''Diablo II'', but this far before release the D3 team is keeping quiet about item types, and what we see in screenshots and gameplay movies is subject to change.&lt;br /&gt;
&lt;br /&gt;
==Items in the WWI Gameplay Movie==&lt;br /&gt;
The name colours of these items are not yet confirmed. White items seem to be normal, but purple are unknown. There were no purple named item types in Diablo II, so it's unknown if these are analogous to Rare, Set, or Unique, or are an entirely new type of item. Also keep in mind that item stats are the sort of feature that is highly subject to change during development.&lt;br /&gt;
&lt;br /&gt;
The Diablo III team is taking a lot of inspiration from [[World of Warcraft]], meaning the purple items in Diablo III could be Epics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Colors and Item Types==&lt;br /&gt;
&lt;br /&gt;
The Background and the name of items is colored to show which Item Type they are, The colors and item types are:&lt;br /&gt;
&lt;br /&gt;
*Normal items = No/White Color: An Item that has no magical effects.&lt;br /&gt;
*Magic items = Blue Color: An Item that has some random magical effects/Attributes, each effect/attribute bonus gives a specific prefix and/or a specific suffix to the name of the item to reflect this.&lt;br /&gt;
*Rare items = Yellow Color: An Item that has Many random magical effects/Attributes, including some unique ones and is better by stats than a magical item. It comes with a randomly selected preset name.&lt;br /&gt;
*Set items = Unknown Color (Speculated to be either Green, Purple or Gold): Set items belong to a set, which is powerful if the set is complete. Some sets are made for specific classes and increase the class' skills and gives effects/attributes more appropriate for that class. Each set and set piece is Uniquely named. Set items complement one another, so if you have 2 different items of the same set (I.E Boots and Gloves), you will get a bonus for having 2 items of the set.&lt;br /&gt;
*Unique/Legendary items = Unknown Color (Speculated to be either Green, Purple or Gold) : Considered to be the best items in the game, they will be uniquely named, will look unique and will possess unique effects/attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Stats==&lt;br /&gt;
Items that were seen hovered on, allowing their stats to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Items-equipped.jpg|frame|center|Hovering on an item shows its stats compared to what you currently have equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
List of Items Seen in the game or from screenshots:&lt;br /&gt;
(2H = Two-Handed)&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|August 2010.]]&lt;br /&gt;
*'''Axes'''    [[Image:Axe.png|40px]]&lt;br /&gt;
** Gaff and Spitze : It is unknown if &amp;quot;Gaff&amp;quot; or &amp;quot;Spitze&amp;quot; is a TYPE of axe or the rumored names of the Barbarian's slain Children&lt;br /&gt;
**Heavy Axe&lt;br /&gt;
**Double Axe&lt;br /&gt;
**Hand Axe&lt;br /&gt;
**Military Pick&lt;br /&gt;
**Two-Handed Axe&lt;br /&gt;
**Long Axe&lt;br /&gt;
&lt;br /&gt;
*'''Polearms'''&lt;br /&gt;
** Polearm&lt;br /&gt;
&lt;br /&gt;
*'''Maces'''    [[Image:Club.png]]&lt;br /&gt;
**Annihilator Maul (2H)&lt;br /&gt;
**Club.&lt;br /&gt;
**Spiked Club&lt;br /&gt;
**Two-Handed Club&lt;br /&gt;
**Two-Handed Hammer&lt;br /&gt;
**Hammer&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-empowered-wrist-spade.jpg|frame|Wrist Space recipe. August 2010.]]&lt;br /&gt;
*'''Thrown'''&lt;br /&gt;
** Throwing Knife&lt;br /&gt;
&lt;br /&gt;
*'''Wands'''&lt;br /&gt;
**Lesser Wand&lt;br /&gt;
**Yew Wand &lt;br /&gt;
**Eagle Orb&lt;br /&gt;
&lt;br /&gt;
*'''Staves'''&lt;br /&gt;
**Short Staff&lt;br /&gt;
**Eagle Orb (Eagle Orbs were a Wizard-only type of stave, 1 handed)&lt;br /&gt;
**Long Staff&lt;br /&gt;
**Yew Staff&lt;br /&gt;
&lt;br /&gt;
*'''Combat Staff'''&lt;br /&gt;
(Used by Monks)&lt;br /&gt;
**Yew Stick&lt;br /&gt;
&lt;br /&gt;
*'''Bows'''&lt;br /&gt;
**Short Bow&lt;br /&gt;
&lt;br /&gt;
*'''Crossbows'''&lt;br /&gt;
**Light Slingbow&lt;br /&gt;
&lt;br /&gt;
*'''Swords'''    [[Image:Sword.png]]&lt;br /&gt;
**Short Sword&lt;br /&gt;
**Falchion&lt;br /&gt;
**Scimitar&lt;br /&gt;
**Two-Handed Sword&lt;br /&gt;
&lt;br /&gt;
*'''Daggers'''&lt;br /&gt;
**Short Dagger&lt;br /&gt;
**Long Dagger&lt;br /&gt;
**Knife&lt;br /&gt;
&lt;br /&gt;
*'''Fist Weapons'''&lt;br /&gt;
**Wrist Spade&lt;br /&gt;
**Fist Blade&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
[[File:Recipe-magical-leather-belt-of-brawn.jpg|frame|Magical Belt. August 2010.]]&lt;br /&gt;
*'''Shields'''    [[Image:Shield.png]]&lt;br /&gt;
**Buckler&lt;br /&gt;
**Large Shield&lt;br /&gt;
**Small Shield&lt;br /&gt;
**Magic Orb (This Wizard-Only Item, while not a shield, goes into the Shield Slot in the inventory. It provides various magical benefits but does not block or have an armor rating, it was seen in the inventory in the 2009 GamesCom video, and provided a 19% increase to spell damage.)&lt;br /&gt;
&lt;br /&gt;
*'''Boots'''    [[Image:Boots.png]]&lt;br /&gt;
**Plated Greaves&lt;br /&gt;
**Leather Boots&lt;br /&gt;
**Boots&lt;br /&gt;
**Shoes&lt;br /&gt;
**Heavy Boots&lt;br /&gt;
&lt;br /&gt;
*'''Belts'''    [[Image:Belt.png]]&lt;br /&gt;
**Sash&lt;br /&gt;
**Scale Belt&lt;br /&gt;
**Leather Belt&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-magical-leather-boots-of-dexterity.jpg|frame|Magical boots recipe. August 2010.]]&lt;br /&gt;
*'''Body Armor'''    [[Image:Chest.png]]&lt;br /&gt;
**Quilted Armor&lt;br /&gt;
**Gothic Plate&lt;br /&gt;
**Leather Armor&lt;br /&gt;
**Garments&lt;br /&gt;
**Stronghide Tunic&lt;br /&gt;
**Happy Armor&lt;br /&gt;
**Vestments&lt;br /&gt;
**Scale Mail&lt;br /&gt;
&lt;br /&gt;
*'''Helms'''&lt;br /&gt;
**Gothic Helm&lt;br /&gt;
**Skull Cap&lt;br /&gt;
**Cap&lt;br /&gt;
**Hat&lt;br /&gt;
&lt;br /&gt;
*'''Gloves'''    [[Image:Gloves.png]]&lt;br /&gt;
**Leather Gloves&lt;br /&gt;
**Gauntlets&lt;br /&gt;
**Worn Gloves&lt;br /&gt;
**Scale Gloves&lt;br /&gt;
&lt;br /&gt;
*'''Legs'''    [[Image:Pants.png]]&lt;br /&gt;
**Quilted Pants&lt;br /&gt;
**Plate Leggings&lt;br /&gt;
**Leather Pants&lt;br /&gt;
&lt;br /&gt;
*'''Shoulder Pad(s)'''. &lt;br /&gt;
**Plated Pauldrons&lt;br /&gt;
**Quilted Shoulder Pads&lt;br /&gt;
**Leather Shoulder Pads&lt;br /&gt;
&lt;br /&gt;
*'''Wrists'''&lt;br /&gt;
**Bracers&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
*'''[[Elixirs]]''' provide effects for a limited period, and have a number on the end indicating the rank of the elixir (so far, only rank 1 and rank 3 elixirs were seen). Higher ranks of Elixirs could mean better effects and/or longer lasting time. (Standard lasting time is 300 seconds as was seen in the BlizzCon Demo)&lt;br /&gt;
**Elixir of Strength I. : Gives X amount of Strength for Y amount of time.&lt;br /&gt;
**Elixir of Dexterity I. : Gives X amount of Dexterity for Y amount of time.&lt;br /&gt;
**Elixir of Vitality I. : Gives X amount of Vitality for Y amount of time.&lt;br /&gt;
**Elixir of Willpower I. : Gives X amount of Willpower for Y amount of time.&lt;br /&gt;
**Elixir of Regeneration I. : Restores X amount of HP over Y amount of time. [[Image:Elixir.png]]&lt;br /&gt;
&lt;br /&gt;
*'''Scrolls''' are small, stackable, 1-time-use items that provide effects for a limited period. World of Warcraft has similar scrolls, which buff the player for 30 to 60 minutes with various buffs (mostly stats and armor). They too have ranks, except they are represent by an adjective instead of a number, that could mean better effects and/or longer lasting time.&lt;br /&gt;
**''Scroll of Town Portal (Removed) : Opens a portal to town. Could be a completely different scroll.[[Image:Blue_Scroll.png]]''  &lt;br /&gt;
**Unknown Red Scroll : As seen in the latest screenshots, 4 stacked red scrolls. They could be Scrolls of Identity, but this is not confirmed.[[Image:Red_Scroll.png]]&lt;br /&gt;
**Scroll of Superior Protection : Gives X amount of Armor for Y amount of time.&lt;br /&gt;
**Scroll of Detection : It is unknown what this scroll does, but it was seen in the [[GamesCom 2009]] demo, so it may have a good use, like detecting invisible monsters, for example.&lt;br /&gt;
**Scroll of Wealth : Allows the player to sell his items/loot right on the spot. May look like a Yellow Scroll.&lt;br /&gt;
&lt;br /&gt;
*'''[[Potions]]''' are concoctions that provide the player with some sort of relief. 1 Potion has been seen so far in inventories, they have the same icon as they had in D2.&lt;br /&gt;
**Unknown Potion : According to video made at BlizzCon, this should be Elixir of Willpower I.[[Image:Potion.png]]&lt;br /&gt;
***Super Health Potion&lt;br /&gt;
***Health Potion&lt;br /&gt;
***Lesser Health Potion&lt;br /&gt;
&lt;br /&gt;
*'''[[Vials]]''' are a sort of potion, which are made for the player's teammates. The player cannot use them on himself, Only One vial has been seen in an inventory (in the GamesCom Video).&lt;br /&gt;
**Vial of Resurrection : In the item description (hard to read, by the way), it says &amp;quot;.... Fallen Party Member&amp;quot; (The 1st 3-4 words are unreadable). This implies that this vial is made to resurrect fallen party members.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
'''[[:category:Jewelry|Jewelry]]'''&lt;br /&gt;
*'''[[Amulet]]s''' are worn in the Amulet Slot. There are various designs of amulets, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Rings]]''' are worn in the Rings Slots. There are various designs of rings, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Gem]]s''' are small, precious stones that are magically enchanted and can be socketed into an item, to give it a permanent effect (it is not known whether you can replace socketed gems). Each gem type has properties that give a specific effect depending where you socket it. Ranks of gems exist, and are named by how fine they are cut (Chipped, Flawless). As stated in a recent talk with [[Jay Wilson|Jay Wilson]], Sockets are random and affect all items, meaning that 1 player may get a Legendary item while another player gets that same item but with a socket(s).&lt;br /&gt;
**Topaz : A Yellow Coloured precious gem. May have Electrical properties.[[Image:Topaz.png]]&lt;br /&gt;
**Emerald : A Green Coloured precious gem. May have Poison properties.[[Image:Emerald.png]]&lt;br /&gt;
***Weapons: X% Casting Speed&lt;br /&gt;
***Helm: Attacker takes X Damage&lt;br /&gt;
***Other: X to Dexterity&lt;br /&gt;
**Sapphire : A Blue Coloured precious gem. May have Frost properties.[[Image:Sapphire.png]]&lt;br /&gt;
&lt;br /&gt;
==List of Prefixes/Suffixes/Non-Magical Prefixes==&lt;br /&gt;
Items with non-magical prefixes, are not Magic items, they still maintain a white colored name, they are rather, prefixes that make the item better than normal, sometimes adding magical effects BUT not making the item change its color to blue. Also the magical effects (if any) are randomized.&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-ornate-boots-of-accuracy.jpg|frame|August 2010.]]&lt;br /&gt;
Note: &amp;quot;...&amp;quot; = the name of the item. So &amp;quot;.... of Storms&amp;quot; could mean &amp;quot;Heavy Axe of Storms&amp;quot; or &amp;quot;Short Sword of Storms&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Prefix]]es'''&lt;br /&gt;
** &amp;quot;Savage ...&amp;quot; : Gives X amount of Damage Increase in Percentages to the weapon.&lt;br /&gt;
** &amp;quot;Restless ...&amp;quot; : Increases the base experience rewarded per kill by X.&lt;br /&gt;
*** &amp;quot;Peerlees ...&amp;quot; : Increases the base experience rewarded per kill by X. More than above.&lt;br /&gt;
** &amp;quot;Oracle's ...&amp;quot; : Spells deal X% more damage.&lt;br /&gt;
*** &amp;quot;Bewitched ...&amp;quot; : Spells deal X% more damage. More than above.&lt;br /&gt;
** &amp;quot;Piercing ...&amp;quot; : Gives X to Critical Strike Rating.&lt;br /&gt;
** &amp;quot;Ornate ...&amp;quot; : Worth 150% more gold to Vendors.&lt;br /&gt;
** &amp;quot;Emerald ...&amp;quot; : Gives X Poison Resistance.&lt;br /&gt;
** &amp;quot;Imbued ...&amp;quot; : Provide class unique benefits. (''Only 2 items were seen with this prefix, they made all Mana Spells and Abilities cost less mana by 1 and 2 points respectively''&lt;br /&gt;
** &amp;quot;Lucky ...&amp;quot; : Increase chance of finding magic items by X.&lt;br /&gt;
** &amp;quot;Grounded ...&amp;quot; : Gives X to Lightning Resistance.&lt;br /&gt;
** &amp;quot;Ruby ...&amp;quot; : Gives X to Fire Resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Suffixes]]'''&lt;br /&gt;
** &amp;quot;... of Brilliance&amp;quot; : Gives X to Willpower.&lt;br /&gt;
** &amp;quot;... of Immolation&amp;quot; : Gives X to Y amount of Fire Damage.&lt;br /&gt;
** &amp;quot;... of Scorching&amp;quot; : Gives X to Y amount of Fire Damage&lt;br /&gt;
** &amp;quot;... of Storms&amp;quot; : Gives X to Y amount of Lightning Damage.&lt;br /&gt;
** &amp;quot;... of Frost&amp;quot; : Gives X to Y amount of Cold Damage.&lt;br /&gt;
** &amp;quot;... of Wrath&amp;quot; : Gives X to Maximum Damage.&lt;br /&gt;
** &amp;quot;... of Accuracy&amp;quot; : Gives X to Dexterity.&lt;br /&gt;
** &amp;quot;... of Dexterity&amp;quot; : Gives 3-4 to Dexterity. (Seen on boots.)&lt;br /&gt;
** &amp;quot;... of Fitness&amp;quot; : Gives X to Vitality.&lt;br /&gt;
** &amp;quot;... of The Bear&amp;quot; : Gives X to Life.&lt;br /&gt;
[[File:Item-gamescon2010-wrist-spade.jpg|frame|Rare Wrist Spade. August 2010.]]&lt;br /&gt;
** &amp;quot;... of Brawn&amp;quot; : Gives 3-4 to Strength. (Seen on armor and gloves.)&lt;br /&gt;
** &amp;quot;... of Haste&amp;quot; : Gives X to Movement Speed.&lt;br /&gt;
** &amp;quot;... of Fortification&amp;quot; : Gives X amount of Armor.&lt;br /&gt;
** &amp;quot;... of Gore&amp;quot; : Increases Damage by X-Y.&lt;br /&gt;
** &amp;quot;... of Spines&amp;quot; : Attacker takes X flat Damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Non-Magical Prefixes'''&lt;br /&gt;
** &amp;quot;Superior ...&amp;quot;&lt;br /&gt;
** &amp;quot;Inferior ...&amp;quot;&lt;br /&gt;
** &amp;quot;Socketed ...&amp;quot; : Contains a Socket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Unknown Categories'''&lt;br /&gt;
** &amp;quot;Devastating ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Craftsmanship&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;Locust's ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Focus&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Horadrim&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Elements&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Titans&amp;quot; : Unknown.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Crafting goods are used for [[Artisan (NPC)|Artisans]], to craft items and to train the artisan in their selected craft. These are obtained by [[Salvaging]] items, turning them into Raw Materials. It is very similar to World of Warcrafts' Disenchanting sub-profession.&lt;br /&gt;
&lt;br /&gt;
*'''Crafting Goods'''&lt;br /&gt;
**Common Scraps&lt;br /&gt;
**Subtle Essence&lt;br /&gt;
&lt;br /&gt;
==Skill Runes==&lt;br /&gt;
&lt;br /&gt;
*'''Skill [[Runes]]''' are items that can be socketed into skills to improve or change them uniquely based on the rune. There are 5 rune types: Crimson, Indigo, Obsidian, Gold, and Alabaster.  &lt;br /&gt;
&lt;br /&gt;
Each type of rune affects every skill differently, although there are similarities. Runes have 7 ranks of quality, each rank is visualized by a spike extruding from the rune (lowest rank doesn't have a spike, highest rank has 6 spikes).&lt;br /&gt;
&lt;br /&gt;
Runes have undergone a tortuous evolution, with a whole new system revealed in August, 2010 and fleshed out at Blizzcon in October 2010. See the [[runestones]] page for all the updates.&lt;br /&gt;
&lt;br /&gt;
==Misc Small Items==&lt;br /&gt;
According to Jay Wilson during his short interview for [[BlizzCast_Episode_6|the 6th Blizzcast episode]], elixirs will provide a short-term buff. For more information see [[BlizzCast_Episode_6|a transcript of the blizzcast]], or our article on [[elixirs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
{{GamesCom 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24534</id>
		<title>Other classes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24534"/>
				<updated>2010-10-31T15:04:27Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* The Demon Hunter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diablo 3 will launch with 5 playable classes. As of Blizzcon 2010, all five have been revealed. &lt;br /&gt;
&lt;br /&gt;
* The [[Barbarian]] and [[Witch Doctor]] were shown with the game reveal, in June 2008.&lt;br /&gt;
* The [[Wizard]] was revealed in October 2008 at [[BlizzCon 2008|Blizzcon]].&lt;br /&gt;
* The [[Monk]] was revealed in August 2009 at [[BlizzCon 2009|Blizzcon]]&lt;br /&gt;
* The [[Demon Hunter]] was revealed at [[BlizzCon 2010]], October 22-23, 2010. Prior to the official announcement, the fifth class was widely-expected to be an [[archer]] class.  [http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/] (See details below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Demon Hunter==&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, it was revealed that the fifth and final playable class in Diablo 3 is the Demon Hunter. She is mainly a ranged class with the ability to use shadow magic and traps and gadgets (like [[grenades]]! Little is known what this magic will be like, or if it will even use mana. She is a new type of character in the Diablo universe.  The class's female version was the first announced, like the Wizard before her.&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter wears black, plated armor and a hooded cloak in the debut trailer. She is a young woman around the age of 20 and has white eyes when not fighting. Near the end of the debut trailer, however, while fighting off a horde of demons, her eyes glow a fiery red. She wields two crossbows in the trailer.&lt;br /&gt;
&lt;br /&gt;
Like the four classes before her, she debuted with five of her skills on display. The first of these skills was the &amp;quot;Grenade&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
==The Fifth Character==&lt;br /&gt;
It's widely-expected that the fifth character will be a [[ranged|archer]]-type character, one who specializes in the bow and perhaps other ranged weapons. This speculation comes chiefly from looking at the roles the known characters occupy, and noting that there is no ranged attacker other than the Wizard, and no character with any special skill with bows or other ranged weapons. (No [[bows]] were seen in the game at BlizzCon [[BlizzCon 2008|2008]] or [[BlizzCon 2009|2009]], but one was seen to drop in the initial [[WWI 2008|WWI Paris 2008]] gameplay movie. No throwing weapons have been seen at all.)&lt;br /&gt;
&lt;br /&gt;
Numerous articles [http://diablo.incgamers.com/forums/blog.php?b=59 speculating] on what the fifth character might be have been posted. The main points include the following:&lt;br /&gt;
&lt;br /&gt;
* The fifth class will be announced at [[BlizzCon 2010]].[http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/]&lt;br /&gt;
* The fifth class was one of the first the [[D3 Team]] sketched out. (Likely meaning its a traditional RPG class.)&lt;br /&gt;
* None of the first four classes specializes in bows or ranged weapons.&lt;br /&gt;
** The fifth character will fit a niche not occupied by any other character. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
* The fifth class is said to be very similar to/inspired by a class from an earlier game in the series. [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
** The return of any other Diablo 2 chars has been ruled out. (For D3; some might return in expansion packs.)&lt;br /&gt;
** The Diablo 1 Warrior is too generic and his combat role is filled by the Barbarian and Monk.&lt;br /&gt;
** The Diablo 1 Sorcerer would be redundant with the [[Wizard]].&lt;br /&gt;
** The Monk, added in {{iw|Hellfire Hellfire}} is already in the game, though the D3 Monk traces no official lineage to the Hellfire version. (The D3 Team has disowned him and de-canon'ed Hellfire entirely.)&lt;br /&gt;
*** This leaves the Diablo 1 Rogue as the only realistic returning character option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard Comments on the Fifth Character===&lt;br /&gt;
[[Jay Wilson]] made a comment about a possible reappearance of a character from Diablo 1 or 2 in an interview with IGN at Blizzcon 2009: [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
&lt;br /&gt;
::'''''IGN:''' ''You did mention that [the fifth class is] being revealed next year, and that it's someone from the previous games...''&lt;br /&gt;
::'''Jay Wilson:''' I did say that. I probably shouldn't have said that, because we're not sure that's going to be the case. It's just logical, that's what we tend to do. But it may or may not. I'm not gonna answer it, anyway... [laughs]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In another interview from Blizzcon 2009, [[Kevin Martens]] said the fifth character will fit an unfilled niche. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
::'''Kevin Martens:''' It's going to fit a different niche than the existing classes, and it will still be awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When asked why they revealed the Monk as the fourth character, Blizzard gave an interesting answer.  [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' Why did you choose to reveal the Monk this year? Was there some debate re: the Monk vs. the other unannounced class? ''&lt;br /&gt;
::'''Kevin Martens:''' It was largely chance that we developed and revealed them in the order we did. We did the Wizard last year and that was a ranged, magical class. So this year we thought the Monk, as the game’s second melee class, would be a nice change. The Monk is a good contrast from the Barbarian, our real tank class. The Barbarian can’t move as fast as the Monk, and he’s much tougher. The Monk does as much damage as the Barbarian, but he’s not as tough or durable. He has to keep moving to keep from being dominated, but if he moves right he can dominate. This was the right time to reveal the second melee class.&lt;br /&gt;
&lt;br /&gt;
While Kevin doesn't exactly say so, his reply contains a strong element of, &amp;quot;we didn't want to reveal 2 ranged attackers in a row.&amp;quot; Since they had the unknown 5th character, and the melee fighter Monk to choose from for the 4th reveal, that strongly hints at a ranged attacker remaining for the last slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson added more details about the character's long development in another Blizzcon 2009 interview.[http://www.wired.com/gamelife/2009/09/diablo-iii-character-classes/]&lt;br /&gt;
&lt;br /&gt;
::Wilson said at Blizzcon that his team doesn’t yet have a final concept for the fifth class, and that they recently changed their minds about it. But he’s quick to add that doesn’t mean that they’ve changed the character completely. “We changed gears,” he said. “We changed our high-level idea of the class because it was actually one of the first classes that we picked, years and years ago.”&lt;br /&gt;
&lt;br /&gt;
The fact that the class was chosen first, he said, was part of the reason why it needs to be re-tooled. “We’ve had this class for four years, and it’s not as exciting to us as it used to be,” he said. “It had actually become a chain around our necks.” The new class isn’t a “complete departure” from the first concept, Wilson said. “Most of the skills can transfer over, but (the changes) definitely freed up our art staff to be a lot more imaginative.”&lt;br /&gt;
&lt;br /&gt;
==New Class Has 5-character Long Name?==&lt;br /&gt;
[[File:5th_class_hints.jpg|thumb|right|300px|Screenshot by MidnightMurder to support his theory using FireBug to see how many characters would fit in the last slot.]]&lt;br /&gt;
Midnight Murder from [[Diii.net]] looked at the code, hinting that the last class might be &amp;quot;Rogue&amp;quot; or another 5-character long name to the class.[http://diablo.incgamers.com/forums/showthread.php?t=757665]&lt;br /&gt;
&lt;br /&gt;
This fairly-silly assumption acts as though Blizzard isn't going to redesign their entire site, change the font or spacing of the other character names, etc. Under the condition that Blizzard will just ''add another class'' to the list, a 5-character long name (or shorter) would be the logical alternative, and people are already rooting for the [[Rogue]] to return anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Class Information==&lt;br /&gt;
The D3 Team has confirmed that the [[Barbarian]] will be the only recurring character [[class]] from [[Diablo II]],of the original 5 Diablo III characters. More characters will be added in expansion(s) and some may be revisions of earlier character types. We also know that the Diablo III dev team at once thought about making a [[Dervish]] class, but no information if that idea is completely shelved. It seems highly unlikely that the Dervish would appear though, as [[Blizzard]] have avoided talking about upcoming classes, and they would be unlikely to mention the class in passing if that is one class that will make the game.&lt;br /&gt;
* The [[Barbarian]] is the only Diablo II character to make it into Diablo III release. He's quite updated in style and use.&lt;br /&gt;
* The [[Witch Doctor]] is a new character, similar in use to the [[Necromancer]].&lt;br /&gt;
* The [[Wizard]] is the third announced class, filling the archetypal magic user role previously occupied by the [[Sorceress]].&lt;br /&gt;
* The [[Monk]] is the fourth class, and is comparable to the monk from the [[Hellfire]] expansion. &lt;br /&gt;
* The following characters have been confirmed to NOT appear:&lt;br /&gt;
** The [[Amazon]] will not appear in Diablo III.&lt;br /&gt;
** The [[Assassin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Druid]] will not appear in Diablo III.&lt;br /&gt;
** The [[Necromancer]] will not appear in Diablo III.&lt;br /&gt;
** The [[Paladin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Sorceress]] will not appear in Diablo III.&lt;br /&gt;
** Some of these seem likely to join in on an upcoming [[expansion]], that has been hinted about [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview].&lt;br /&gt;
* The conceptualised [[Dervish]] class will likely not appear in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Classes NOT Reappearing===&lt;br /&gt;
[[Jay Wilson]] said the following in an interview: [http://www.ausgamers.com/features/read/2662371]&lt;br /&gt;
----&lt;br /&gt;
::''The [[Barbarian]] is the '''only''' returning class. Originally we actually planned to have no returning classes, but as we developed the barbarian, it essentially ended up turning into a barbarian. We sort of got to the point where we went – because we actually had a different name for him originally - I think were going to call it this other name and everyone else is just going to call it the barbarian, so maybe we should just call it the barbarian.''&lt;br /&gt;
&lt;br /&gt;
::''One of the things we really did not want to do – it's why we set that initial goal to not repeat classes – was, we didn't just want a rehash; we wanted to make the sequel and the sequel has new gameplay and new experiences. I know a lot of people really love the {{iw|Category:Diablo_II_classes classes in Diablo 2}} and it's not my desire to intentionally arc those people – I like those classes to; I love the [[Necromancer]], he's my favorite class from [[Diablo 2]] – but as our goal we really wanted to provide new experiences; that was our focus.''&lt;br /&gt;
&lt;br /&gt;
Jay elaborated on the issue of returning characters in [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
::'''Jay:''' I don't want to close the door on bringing back classes from Diablo or Diablo 2; I just don't want to do so with the initial release of Diablo 3. In Diablo 3, all of the classes should do something completely new. Then I'd like us to look back and figure out what gameplay gaps [exist].... Then we'd go back and satisfy our and the fans' nostalgia by pulling back some classes that we think really stood out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why No Necromancer?===&lt;br /&gt;
Though many fans hoped to see the Necromancer return in Diablo 3, the team has repeatedly stated that he will not. Fans have also asked why the [[Witch Doctor]] was added instead, since the WD seems superficially similar to the Necro. Jay Wilson addressed this issue in an interview with Mtv in August 2008. [http://multiplayerblog.mtv.com/2008/08/05/diablo-iii-necromancer/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Our approach for classes in 'Diablo III' is that we don't have a strong desire to bring back classes from the previous game,&amp;quot; Wilson told me. &amp;quot;The goal is to try and give people new gameplay and not just re-hash old gameplay. We're not just making a 'Diablo II' with updated 3D graphics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;The problem was, we looked at the [Necromancer] class and didn't think that we could really make him a lot better,&amp;quot; Jay explained. &amp;quot;We could add some new stuff to him but for the most part -- curses, corpse explosion, skeleton pets -- done. That's the class. We wanted to create new gameplay, so we chose to do the Witch Doctor as a different kind of class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Necromancer]] article for more on this issue.&lt;br /&gt;
&lt;br /&gt;
==Fan-Made Classes==&lt;br /&gt;
Fans have not just been waiting around for the next class, they have been busy making suggestions for Blizzard to consider. These [[fan class]]es include everything from a [[Fan class:Flagellant|Flagellant]] to an [[Fan class:Arcane Warrior|Arcane Warrior]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Past Classes' Pre-Announce==&lt;br /&gt;
&lt;br /&gt;
===The 4th Character: The Monk===&lt;br /&gt;
After the [[Wizard]] was revealed at Blizzcon 2008, fan speculation was widespread for what we'd seen in the remaining classes. Most fans were sure that some sort of archer/ranged attacker would be added, but it was by no means clear that character would ''only'' use ranged attacks. The character types in Diablo 3 are being designed with a lot of variety, so there was much speculation about ranged hybrid characters; possibly able to engage in melee combat, or using a variety of magical traps, stealth forms, pets, etc. &lt;br /&gt;
&lt;br /&gt;
The [[Monk]] was revealed at Blizzcon 2009, surprising most fans, even those who had expected some sort of light fighter to complement the heavy-tanking [[Barbarian]].  The Monk was certainly a better-kept secret than the Wizard, since before revealing the third character, Blizzard had made numerous remarks that the third character would fill a common RPG combat role, and was quite similar to a character from previous games in the series.&lt;br /&gt;
&lt;br /&gt;
Looking back, it's clear that Blizzard was careful not to give any meaningful hints about the Monk before the reveal.&lt;br /&gt;
&lt;br /&gt;
===Wizard Hints===&lt;br /&gt;
The third class to be revealed was the [[Wizard]], who debuted at Blizzcon, October 13, 2008. Jay Wilson hinted at the Wizard in advance, in an interview with Videogamer.com: [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html]&lt;br /&gt;
&lt;br /&gt;
::''All the [[barbarian]] players are delighted and all the [[necromancer]]s hate us. I understand, I don't begrudge them that. I would hate me too! But what I would say is that when we announce the next class, which is quite similar to a previous class, then all those players will hate us too. You can't make everybody happy, but I think when the game finally comes out players will find there's a good class for them, one they will love as much as the ones that came before. And if they don't, I absolutely promise that in the expansions we'll consider bringing back old classes. We just don't want to do it with the first release. We want to establish our identity.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* The [[Diablo 3 Basics]] article lists all known features and changes in [[Diablo III]] compared to [[Diablo II]]&lt;br /&gt;
* The [[Media Coverage]] has all the various interview, previews and articles about Diablo III from around the web.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/what-do-casual-fans-think-about-the-fifth-character/ Casual fans and Fifth class]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/ BlizzCon 2010 Announced]&lt;br /&gt;
* [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview IncGamers Inforview hinting at classes returning in expansions]&lt;br /&gt;
* [http://www.ausgamers.com/features/read/2662371 Ausgamers interview - Barb ONLY returning char]&lt;br /&gt;
* [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 Interview with 1up.com on D1/D2 classes in expansions and progress]&lt;br /&gt;
* [http://www.gameinformer.com/News/Story/200809/N08.0903.1800.35279.htm?Page=3 GameInformer interview about Necro]&lt;br /&gt;
* [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html Videogamer interview - Wizard hints]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=757665 Class Speculations from a Web-developer]&lt;br /&gt;
* [http://forums.diii.net/forumdisplay.php?f=134 Other Characters and Skills forum]&lt;br /&gt;
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{{Class navbox|D3}}&lt;br /&gt;
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[[Category:Classes]]&lt;br /&gt;
[[Category:Other classes]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24533</id>
		<title>Other classes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24533"/>
				<updated>2010-10-31T15:02:24Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diablo 3 will launch with 5 playable classes. As of Blizzcon 2010, all five have been revealed. &lt;br /&gt;
&lt;br /&gt;
* The [[Barbarian]] and [[Witch Doctor]] were shown with the game reveal, in June 2008.&lt;br /&gt;
* The [[Wizard]] was revealed in October 2008 at [[BlizzCon 2008|Blizzcon]].&lt;br /&gt;
* The [[Monk]] was revealed in August 2009 at [[BlizzCon 2009|Blizzcon]]&lt;br /&gt;
* The [[Demon Hunter]] was revealed at [[BlizzCon 2010]], October 22-23, 2010. Prior to the official announcement, the fifth class was widely-expected to be an [[archer]] class.  [http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/] (See details below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Demon Hunter==&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, it was revealed that the fifth and final playable class in Diablo 3 is the Demon Hunter. She is mainly a long-ranged class with the ability to use dark magic. Little is known what this magic will be like, or if it will even use mana. She is a new type of character in the Diablo universe.  The class's female version was the first announced, like the Wizard before her.&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter wears black, plated armor and a hooded cloak in the debut trailer. She is a young woman around the age of 20 and has white eyes when not fighting. Near the end of the debut trailer, however, she has red eyes. She wields two crossbows in the trailer.&lt;br /&gt;
&lt;br /&gt;
Like the four classes before her, she debuted with five of her skills on display. The first of these skills was the &amp;quot;Grenade&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
==The Fifth Character==&lt;br /&gt;
It's widely-expected that the fifth character will be a [[ranged|archer]]-type character, one who specializes in the bow and perhaps other ranged weapons. This speculation comes chiefly from looking at the roles the known characters occupy, and noting that there is no ranged attacker other than the Wizard, and no character with any special skill with bows or other ranged weapons. (No [[bows]] were seen in the game at BlizzCon [[BlizzCon 2008|2008]] or [[BlizzCon 2009|2009]], but one was seen to drop in the initial [[WWI 2008|WWI Paris 2008]] gameplay movie. No throwing weapons have been seen at all.)&lt;br /&gt;
&lt;br /&gt;
Numerous articles [http://diablo.incgamers.com/forums/blog.php?b=59 speculating] on what the fifth character might be have been posted. The main points include the following:&lt;br /&gt;
&lt;br /&gt;
* The fifth class will be announced at [[BlizzCon 2010]].[http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/]&lt;br /&gt;
* The fifth class was one of the first the [[D3 Team]] sketched out. (Likely meaning its a traditional RPG class.)&lt;br /&gt;
* None of the first four classes specializes in bows or ranged weapons.&lt;br /&gt;
** The fifth character will fit a niche not occupied by any other character. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
* The fifth class is said to be very similar to/inspired by a class from an earlier game in the series. [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
** The return of any other Diablo 2 chars has been ruled out. (For D3; some might return in expansion packs.)&lt;br /&gt;
** The Diablo 1 Warrior is too generic and his combat role is filled by the Barbarian and Monk.&lt;br /&gt;
** The Diablo 1 Sorcerer would be redundant with the [[Wizard]].&lt;br /&gt;
** The Monk, added in {{iw|Hellfire Hellfire}} is already in the game, though the D3 Monk traces no official lineage to the Hellfire version. (The D3 Team has disowned him and de-canon'ed Hellfire entirely.)&lt;br /&gt;
*** This leaves the Diablo 1 Rogue as the only realistic returning character option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard Comments on the Fifth Character===&lt;br /&gt;
[[Jay Wilson]] made a comment about a possible reappearance of a character from Diablo 1 or 2 in an interview with IGN at Blizzcon 2009: [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
&lt;br /&gt;
::'''''IGN:''' ''You did mention that [the fifth class is] being revealed next year, and that it's someone from the previous games...''&lt;br /&gt;
::'''Jay Wilson:''' I did say that. I probably shouldn't have said that, because we're not sure that's going to be the case. It's just logical, that's what we tend to do. But it may or may not. I'm not gonna answer it, anyway... [laughs]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In another interview from Blizzcon 2009, [[Kevin Martens]] said the fifth character will fit an unfilled niche. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
::'''Kevin Martens:''' It's going to fit a different niche than the existing classes, and it will still be awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When asked why they revealed the Monk as the fourth character, Blizzard gave an interesting answer.  [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' Why did you choose to reveal the Monk this year? Was there some debate re: the Monk vs. the other unannounced class? ''&lt;br /&gt;
::'''Kevin Martens:''' It was largely chance that we developed and revealed them in the order we did. We did the Wizard last year and that was a ranged, magical class. So this year we thought the Monk, as the game’s second melee class, would be a nice change. The Monk is a good contrast from the Barbarian, our real tank class. The Barbarian can’t move as fast as the Monk, and he’s much tougher. The Monk does as much damage as the Barbarian, but he’s not as tough or durable. He has to keep moving to keep from being dominated, but if he moves right he can dominate. This was the right time to reveal the second melee class.&lt;br /&gt;
&lt;br /&gt;
While Kevin doesn't exactly say so, his reply contains a strong element of, &amp;quot;we didn't want to reveal 2 ranged attackers in a row.&amp;quot; Since they had the unknown 5th character, and the melee fighter Monk to choose from for the 4th reveal, that strongly hints at a ranged attacker remaining for the last slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson added more details about the character's long development in another Blizzcon 2009 interview.[http://www.wired.com/gamelife/2009/09/diablo-iii-character-classes/]&lt;br /&gt;
&lt;br /&gt;
::Wilson said at Blizzcon that his team doesn’t yet have a final concept for the fifth class, and that they recently changed their minds about it. But he’s quick to add that doesn’t mean that they’ve changed the character completely. “We changed gears,” he said. “We changed our high-level idea of the class because it was actually one of the first classes that we picked, years and years ago.”&lt;br /&gt;
&lt;br /&gt;
The fact that the class was chosen first, he said, was part of the reason why it needs to be re-tooled. “We’ve had this class for four years, and it’s not as exciting to us as it used to be,” he said. “It had actually become a chain around our necks.” The new class isn’t a “complete departure” from the first concept, Wilson said. “Most of the skills can transfer over, but (the changes) definitely freed up our art staff to be a lot more imaginative.”&lt;br /&gt;
&lt;br /&gt;
==New Class Has 5-character Long Name?==&lt;br /&gt;
[[File:5th_class_hints.jpg|thumb|right|300px|Screenshot by MidnightMurder to support his theory using FireBug to see how many characters would fit in the last slot.]]&lt;br /&gt;
Midnight Murder from [[Diii.net]] looked at the code, hinting that the last class might be &amp;quot;Rogue&amp;quot; or another 5-character long name to the class.[http://diablo.incgamers.com/forums/showthread.php?t=757665]&lt;br /&gt;
&lt;br /&gt;
This fairly-silly assumption acts as though Blizzard isn't going to redesign their entire site, change the font or spacing of the other character names, etc. Under the condition that Blizzard will just ''add another class'' to the list, a 5-character long name (or shorter) would be the logical alternative, and people are already rooting for the [[Rogue]] to return anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Class Information==&lt;br /&gt;
The D3 Team has confirmed that the [[Barbarian]] will be the only recurring character [[class]] from [[Diablo II]],of the original 5 Diablo III characters. More characters will be added in expansion(s) and some may be revisions of earlier character types. We also know that the Diablo III dev team at once thought about making a [[Dervish]] class, but no information if that idea is completely shelved. It seems highly unlikely that the Dervish would appear though, as [[Blizzard]] have avoided talking about upcoming classes, and they would be unlikely to mention the class in passing if that is one class that will make the game.&lt;br /&gt;
* The [[Barbarian]] is the only Diablo II character to make it into Diablo III release. He's quite updated in style and use.&lt;br /&gt;
* The [[Witch Doctor]] is a new character, similar in use to the [[Necromancer]].&lt;br /&gt;
* The [[Wizard]] is the third announced class, filling the archetypal magic user role previously occupied by the [[Sorceress]].&lt;br /&gt;
* The [[Monk]] is the fourth class, and is comparable to the monk from the [[Hellfire]] expansion. &lt;br /&gt;
* The following characters have been confirmed to NOT appear:&lt;br /&gt;
** The [[Amazon]] will not appear in Diablo III.&lt;br /&gt;
** The [[Assassin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Druid]] will not appear in Diablo III.&lt;br /&gt;
** The [[Necromancer]] will not appear in Diablo III.&lt;br /&gt;
** The [[Paladin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Sorceress]] will not appear in Diablo III.&lt;br /&gt;
** Some of these seem likely to join in on an upcoming [[expansion]], that has been hinted about [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview].&lt;br /&gt;
* The conceptualised [[Dervish]] class will likely not appear in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Classes NOT Reappearing===&lt;br /&gt;
[[Jay Wilson]] said the following in an interview: [http://www.ausgamers.com/features/read/2662371]&lt;br /&gt;
----&lt;br /&gt;
::''The [[Barbarian]] is the '''only''' returning class. Originally we actually planned to have no returning classes, but as we developed the barbarian, it essentially ended up turning into a barbarian. We sort of got to the point where we went – because we actually had a different name for him originally - I think were going to call it this other name and everyone else is just going to call it the barbarian, so maybe we should just call it the barbarian.''&lt;br /&gt;
&lt;br /&gt;
::''One of the things we really did not want to do – it's why we set that initial goal to not repeat classes – was, we didn't just want a rehash; we wanted to make the sequel and the sequel has new gameplay and new experiences. I know a lot of people really love the {{iw|Category:Diablo_II_classes classes in Diablo 2}} and it's not my desire to intentionally arc those people – I like those classes to; I love the [[Necromancer]], he's my favorite class from [[Diablo 2]] – but as our goal we really wanted to provide new experiences; that was our focus.''&lt;br /&gt;
&lt;br /&gt;
Jay elaborated on the issue of returning characters in [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
::'''Jay:''' I don't want to close the door on bringing back classes from Diablo or Diablo 2; I just don't want to do so with the initial release of Diablo 3. In Diablo 3, all of the classes should do something completely new. Then I'd like us to look back and figure out what gameplay gaps [exist].... Then we'd go back and satisfy our and the fans' nostalgia by pulling back some classes that we think really stood out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why No Necromancer?===&lt;br /&gt;
Though many fans hoped to see the Necromancer return in Diablo 3, the team has repeatedly stated that he will not. Fans have also asked why the [[Witch Doctor]] was added instead, since the WD seems superficially similar to the Necro. Jay Wilson addressed this issue in an interview with Mtv in August 2008. [http://multiplayerblog.mtv.com/2008/08/05/diablo-iii-necromancer/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Our approach for classes in 'Diablo III' is that we don't have a strong desire to bring back classes from the previous game,&amp;quot; Wilson told me. &amp;quot;The goal is to try and give people new gameplay and not just re-hash old gameplay. We're not just making a 'Diablo II' with updated 3D graphics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;The problem was, we looked at the [Necromancer] class and didn't think that we could really make him a lot better,&amp;quot; Jay explained. &amp;quot;We could add some new stuff to him but for the most part -- curses, corpse explosion, skeleton pets -- done. That's the class. We wanted to create new gameplay, so we chose to do the Witch Doctor as a different kind of class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Necromancer]] article for more on this issue.&lt;br /&gt;
&lt;br /&gt;
==Fan-Made Classes==&lt;br /&gt;
Fans have not just been waiting around for the next class, they have been busy making suggestions for Blizzard to consider. These [[fan class]]es include everything from a [[Fan class:Flagellant|Flagellant]] to an [[Fan class:Arcane Warrior|Arcane Warrior]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Past Classes' Pre-Announce==&lt;br /&gt;
&lt;br /&gt;
===The 4th Character: The Monk===&lt;br /&gt;
After the [[Wizard]] was revealed at Blizzcon 2008, fan speculation was widespread for what we'd seen in the remaining classes. Most fans were sure that some sort of archer/ranged attacker would be added, but it was by no means clear that character would ''only'' use ranged attacks. The character types in Diablo 3 are being designed with a lot of variety, so there was much speculation about ranged hybrid characters; possibly able to engage in melee combat, or using a variety of magical traps, stealth forms, pets, etc. &lt;br /&gt;
&lt;br /&gt;
The [[Monk]] was revealed at Blizzcon 2009, surprising most fans, even those who had expected some sort of light fighter to complement the heavy-tanking [[Barbarian]].  The Monk was certainly a better-kept secret than the Wizard, since before revealing the third character, Blizzard had made numerous remarks that the third character would fill a common RPG combat role, and was quite similar to a character from previous games in the series.&lt;br /&gt;
&lt;br /&gt;
Looking back, it's clear that Blizzard was careful not to give any meaningful hints about the Monk before the reveal.&lt;br /&gt;
&lt;br /&gt;
===Wizard Hints===&lt;br /&gt;
The third class to be revealed was the [[Wizard]], who debuted at Blizzcon, October 13, 2008. Jay Wilson hinted at the Wizard in advance, in an interview with Videogamer.com: [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html]&lt;br /&gt;
&lt;br /&gt;
::''All the [[barbarian]] players are delighted and all the [[necromancer]]s hate us. I understand, I don't begrudge them that. I would hate me too! But what I would say is that when we announce the next class, which is quite similar to a previous class, then all those players will hate us too. You can't make everybody happy, but I think when the game finally comes out players will find there's a good class for them, one they will love as much as the ones that came before. And if they don't, I absolutely promise that in the expansions we'll consider bringing back old classes. We just don't want to do it with the first release. We want to establish our identity.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* The [[Diablo 3 Basics]] article lists all known features and changes in [[Diablo III]] compared to [[Diablo II]]&lt;br /&gt;
* The [[Media Coverage]] has all the various interview, previews and articles about Diablo III from around the web.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/what-do-casual-fans-think-about-the-fifth-character/ Casual fans and Fifth class]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/ BlizzCon 2010 Announced]&lt;br /&gt;
* [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview IncGamers Inforview hinting at classes returning in expansions]&lt;br /&gt;
* [http://www.ausgamers.com/features/read/2662371 Ausgamers interview - Barb ONLY returning char]&lt;br /&gt;
* [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 Interview with 1up.com on D1/D2 classes in expansions and progress]&lt;br /&gt;
* [http://www.gameinformer.com/News/Story/200809/N08.0903.1800.35279.htm?Page=3 GameInformer interview about Necro]&lt;br /&gt;
* [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html Videogamer interview - Wizard hints]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=757665 Class Speculations from a Web-developer]&lt;br /&gt;
* [http://forums.diii.net/forumdisplay.php?f=134 Other Characters and Skills forum]&lt;br /&gt;
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{{Class navbox|D3}}&lt;br /&gt;
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[[Category:Classes]]&lt;br /&gt;
[[Category:Other classes]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24532</id>
		<title>Other classes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24532"/>
				<updated>2010-10-31T15:01:03Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diablo 3 will launch with 5 playable classes. As of Blizzcon 2010, all five have been revealed. &lt;br /&gt;
&lt;br /&gt;
* The [[Barbarian]] and [[Witch Doctor]] were shown with the game reveal, in June 2008.&lt;br /&gt;
* The [[Wizard]] was revealed in October 2008 at [[BlizzCon 2008|Blizzcon]].&lt;br /&gt;
* The [[Monk]] was revealed in August 2009 at [[BlizzCon 2009|Blizzcon]]&lt;br /&gt;
* The [[Demon Hunter]] was[http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/] revealed at [[BlizzCon 2010]], October 22-23, 2010. Prior to the official announcement, the fifth class was widely-expected to be an [[archer]] class. (See details below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Demon Hunter==&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, it was revealed that the fifth and final playable class in Diablo 3 is the Demon Hunter. She is mainly a long-ranged class with the ability to use dark magic. Little is known what this magic will be like, or if it will even use mana. She is a new type of character in the Diablo universe.  The class's female version was the first announced, like the Wizard before her.&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter wears black, plated armor and a hooded cloak in the debut trailer. She is a young woman around the age of 20 and has white eyes when not fighting. Near the end of the debut trailer, however, she has red eyes. She wields two crossbows in the trailer.&lt;br /&gt;
&lt;br /&gt;
Like the four classes before her, she debuted with five of her skills on display. The first of these skills was the &amp;quot;Grenade&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
==The Fifth Character==&lt;br /&gt;
It's widely-expected that the fifth character will be a [[ranged|archer]]-type character, one who specializes in the bow and perhaps other ranged weapons. This speculation comes chiefly from looking at the roles the known characters occupy, and noting that there is no ranged attacker other than the Wizard, and no character with any special skill with bows or other ranged weapons. (No [[bows]] were seen in the game at BlizzCon [[BlizzCon 2008|2008]] or [[BlizzCon 2009|2009]], but one was seen to drop in the initial [[WWI 2008|WWI Paris 2008]] gameplay movie. No throwing weapons have been seen at all.)&lt;br /&gt;
&lt;br /&gt;
Numerous articles [http://diablo.incgamers.com/forums/blog.php?b=59 speculating] on what the fifth character might be have been posted. The main points include the following:&lt;br /&gt;
&lt;br /&gt;
* The fifth class will be announced at [[BlizzCon 2010]].[http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/]&lt;br /&gt;
* The fifth class was one of the first the [[D3 Team]] sketched out. (Likely meaning its a traditional RPG class.)&lt;br /&gt;
* None of the first four classes specializes in bows or ranged weapons.&lt;br /&gt;
** The fifth character will fit a niche not occupied by any other character. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
* The fifth class is said to be very similar to/inspired by a class from an earlier game in the series. [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
** The return of any other Diablo 2 chars has been ruled out. (For D3; some might return in expansion packs.)&lt;br /&gt;
** The Diablo 1 Warrior is too generic and his combat role is filled by the Barbarian and Monk.&lt;br /&gt;
** The Diablo 1 Sorcerer would be redundant with the [[Wizard]].&lt;br /&gt;
** The Monk, added in {{iw|Hellfire Hellfire}} is already in the game, though the D3 Monk traces no official lineage to the Hellfire version. (The D3 Team has disowned him and de-canon'ed Hellfire entirely.)&lt;br /&gt;
*** This leaves the Diablo 1 Rogue as the only realistic returning character option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard Comments on the Fifth Character===&lt;br /&gt;
[[Jay Wilson]] made a comment about a possible reappearance of a character from Diablo 1 or 2 in an interview with IGN at Blizzcon 2009: [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
&lt;br /&gt;
::'''''IGN:''' ''You did mention that [the fifth class is] being revealed next year, and that it's someone from the previous games...''&lt;br /&gt;
::'''Jay Wilson:''' I did say that. I probably shouldn't have said that, because we're not sure that's going to be the case. It's just logical, that's what we tend to do. But it may or may not. I'm not gonna answer it, anyway... [laughs]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In another interview from Blizzcon 2009, [[Kevin Martens]] said the fifth character will fit an unfilled niche. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
::'''Kevin Martens:''' It's going to fit a different niche than the existing classes, and it will still be awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When asked why they revealed the Monk as the fourth character, Blizzard gave an interesting answer.  [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' Why did you choose to reveal the Monk this year? Was there some debate re: the Monk vs. the other unannounced class? ''&lt;br /&gt;
::'''Kevin Martens:''' It was largely chance that we developed and revealed them in the order we did. We did the Wizard last year and that was a ranged, magical class. So this year we thought the Monk, as the game’s second melee class, would be a nice change. The Monk is a good contrast from the Barbarian, our real tank class. The Barbarian can’t move as fast as the Monk, and he’s much tougher. The Monk does as much damage as the Barbarian, but he’s not as tough or durable. He has to keep moving to keep from being dominated, but if he moves right he can dominate. This was the right time to reveal the second melee class.&lt;br /&gt;
&lt;br /&gt;
While Kevin doesn't exactly say so, his reply contains a strong element of, &amp;quot;we didn't want to reveal 2 ranged attackers in a row.&amp;quot; Since they had the unknown 5th character, and the melee fighter Monk to choose from for the 4th reveal, that strongly hints at a ranged attacker remaining for the last slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson added more details about the character's long development in another Blizzcon 2009 interview.[http://www.wired.com/gamelife/2009/09/diablo-iii-character-classes/]&lt;br /&gt;
&lt;br /&gt;
::Wilson said at Blizzcon that his team doesn’t yet have a final concept for the fifth class, and that they recently changed their minds about it. But he’s quick to add that doesn’t mean that they’ve changed the character completely. “We changed gears,” he said. “We changed our high-level idea of the class because it was actually one of the first classes that we picked, years and years ago.”&lt;br /&gt;
&lt;br /&gt;
The fact that the class was chosen first, he said, was part of the reason why it needs to be re-tooled. “We’ve had this class for four years, and it’s not as exciting to us as it used to be,” he said. “It had actually become a chain around our necks.” The new class isn’t a “complete departure” from the first concept, Wilson said. “Most of the skills can transfer over, but (the changes) definitely freed up our art staff to be a lot more imaginative.”&lt;br /&gt;
&lt;br /&gt;
==New Class Has 5-character Long Name?==&lt;br /&gt;
[[File:5th_class_hints.jpg|thumb|right|300px|Screenshot by MidnightMurder to support his theory using FireBug to see how many characters would fit in the last slot.]]&lt;br /&gt;
Midnight Murder from [[Diii.net]] looked at the code, hinting that the last class might be &amp;quot;Rogue&amp;quot; or another 5-character long name to the class.[http://diablo.incgamers.com/forums/showthread.php?t=757665]&lt;br /&gt;
&lt;br /&gt;
This fairly-silly assumption acts as though Blizzard isn't going to redesign their entire site, change the font or spacing of the other character names, etc. Under the condition that Blizzard will just ''add another class'' to the list, a 5-character long name (or shorter) would be the logical alternative, and people are already rooting for the [[Rogue]] to return anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Class Information==&lt;br /&gt;
The D3 Team has confirmed that the [[Barbarian]] will be the only recurring character [[class]] from [[Diablo II]],of the original 5 Diablo III characters. More characters will be added in expansion(s) and some may be revisions of earlier character types. We also know that the Diablo III dev team at once thought about making a [[Dervish]] class, but no information if that idea is completely shelved. It seems highly unlikely that the Dervish would appear though, as [[Blizzard]] have avoided talking about upcoming classes, and they would be unlikely to mention the class in passing if that is one class that will make the game.&lt;br /&gt;
* The [[Barbarian]] is the only Diablo II character to make it into Diablo III release. He's quite updated in style and use.&lt;br /&gt;
* The [[Witch Doctor]] is a new character, similar in use to the [[Necromancer]].&lt;br /&gt;
* The [[Wizard]] is the third announced class, filling the archetypal magic user role previously occupied by the [[Sorceress]].&lt;br /&gt;
* The [[Monk]] is the fourth class, and is comparable to the monk from the [[Hellfire]] expansion. &lt;br /&gt;
* The following characters have been confirmed to NOT appear:&lt;br /&gt;
** The [[Amazon]] will not appear in Diablo III.&lt;br /&gt;
** The [[Assassin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Druid]] will not appear in Diablo III.&lt;br /&gt;
** The [[Necromancer]] will not appear in Diablo III.&lt;br /&gt;
** The [[Paladin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Sorceress]] will not appear in Diablo III.&lt;br /&gt;
** Some of these seem likely to join in on an upcoming [[expansion]], that has been hinted about [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview].&lt;br /&gt;
* The conceptualised [[Dervish]] class will likely not appear in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Classes NOT Reappearing===&lt;br /&gt;
[[Jay Wilson]] said the following in an interview: [http://www.ausgamers.com/features/read/2662371]&lt;br /&gt;
----&lt;br /&gt;
::''The [[Barbarian]] is the '''only''' returning class. Originally we actually planned to have no returning classes, but as we developed the barbarian, it essentially ended up turning into a barbarian. We sort of got to the point where we went – because we actually had a different name for him originally - I think were going to call it this other name and everyone else is just going to call it the barbarian, so maybe we should just call it the barbarian.''&lt;br /&gt;
&lt;br /&gt;
::''One of the things we really did not want to do – it's why we set that initial goal to not repeat classes – was, we didn't just want a rehash; we wanted to make the sequel and the sequel has new gameplay and new experiences. I know a lot of people really love the {{iw|Category:Diablo_II_classes classes in Diablo 2}} and it's not my desire to intentionally arc those people – I like those classes to; I love the [[Necromancer]], he's my favorite class from [[Diablo 2]] – but as our goal we really wanted to provide new experiences; that was our focus.''&lt;br /&gt;
&lt;br /&gt;
Jay elaborated on the issue of returning characters in [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
::'''Jay:''' I don't want to close the door on bringing back classes from Diablo or Diablo 2; I just don't want to do so with the initial release of Diablo 3. In Diablo 3, all of the classes should do something completely new. Then I'd like us to look back and figure out what gameplay gaps [exist].... Then we'd go back and satisfy our and the fans' nostalgia by pulling back some classes that we think really stood out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why No Necromancer?===&lt;br /&gt;
Though many fans hoped to see the Necromancer return in Diablo 3, the team has repeatedly stated that he will not. Fans have also asked why the [[Witch Doctor]] was added instead, since the WD seems superficially similar to the Necro. Jay Wilson addressed this issue in an interview with Mtv in August 2008. [http://multiplayerblog.mtv.com/2008/08/05/diablo-iii-necromancer/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Our approach for classes in 'Diablo III' is that we don't have a strong desire to bring back classes from the previous game,&amp;quot; Wilson told me. &amp;quot;The goal is to try and give people new gameplay and not just re-hash old gameplay. We're not just making a 'Diablo II' with updated 3D graphics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;The problem was, we looked at the [Necromancer] class and didn't think that we could really make him a lot better,&amp;quot; Jay explained. &amp;quot;We could add some new stuff to him but for the most part -- curses, corpse explosion, skeleton pets -- done. That's the class. We wanted to create new gameplay, so we chose to do the Witch Doctor as a different kind of class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Necromancer]] article for more on this issue.&lt;br /&gt;
&lt;br /&gt;
==Fan-Made Classes==&lt;br /&gt;
Fans have not just been waiting around for the next class, they have been busy making suggestions for Blizzard to consider. These [[fan class]]es include everything from a [[Fan class:Flagellant|Flagellant]] to an [[Fan class:Arcane Warrior|Arcane Warrior]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Past Classes' Pre-Announce==&lt;br /&gt;
&lt;br /&gt;
===The 4th Character: The Monk===&lt;br /&gt;
After the [[Wizard]] was revealed at Blizzcon 2008, fan speculation was widespread for what we'd seen in the remaining classes. Most fans were sure that some sort of archer/ranged attacker would be added, but it was by no means clear that character would ''only'' use ranged attacks. The character types in Diablo 3 are being designed with a lot of variety, so there was much speculation about ranged hybrid characters; possibly able to engage in melee combat, or using a variety of magical traps, stealth forms, pets, etc. &lt;br /&gt;
&lt;br /&gt;
The [[Monk]] was revealed at Blizzcon 2009, surprising most fans, even those who had expected some sort of light fighter to complement the heavy-tanking [[Barbarian]].  The Monk was certainly a better-kept secret than the Wizard, since before revealing the third character, Blizzard had made numerous remarks that the third character would fill a common RPG combat role, and was quite similar to a character from previous games in the series.&lt;br /&gt;
&lt;br /&gt;
Looking back, it's clear that Blizzard was careful not to give any meaningful hints about the Monk before the reveal.&lt;br /&gt;
&lt;br /&gt;
===Wizard Hints===&lt;br /&gt;
The third class to be revealed was the [[Wizard]], who debuted at Blizzcon, October 13, 2008. Jay Wilson hinted at the Wizard in advance, in an interview with Videogamer.com: [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html]&lt;br /&gt;
&lt;br /&gt;
::''All the [[barbarian]] players are delighted and all the [[necromancer]]s hate us. I understand, I don't begrudge them that. I would hate me too! But what I would say is that when we announce the next class, which is quite similar to a previous class, then all those players will hate us too. You can't make everybody happy, but I think when the game finally comes out players will find there's a good class for them, one they will love as much as the ones that came before. And if they don't, I absolutely promise that in the expansions we'll consider bringing back old classes. We just don't want to do it with the first release. We want to establish our identity.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* The [[Diablo 3 Basics]] article lists all known features and changes in [[Diablo III]] compared to [[Diablo II]]&lt;br /&gt;
* The [[Media Coverage]] has all the various interview, previews and articles about Diablo III from around the web.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/what-do-casual-fans-think-about-the-fifth-character/ Casual fans and Fifth class]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/ BlizzCon 2010 Announced]&lt;br /&gt;
* [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview IncGamers Inforview hinting at classes returning in expansions]&lt;br /&gt;
* [http://www.ausgamers.com/features/read/2662371 Ausgamers interview - Barb ONLY returning char]&lt;br /&gt;
* [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 Interview with 1up.com on D1/D2 classes in expansions and progress]&lt;br /&gt;
* [http://www.gameinformer.com/News/Story/200809/N08.0903.1800.35279.htm?Page=3 GameInformer interview about Necro]&lt;br /&gt;
* [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html Videogamer interview - Wizard hints]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=757665 Class Speculations from a Web-developer]&lt;br /&gt;
* [http://forums.diii.net/forumdisplay.php?f=134 Other Characters and Skills forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox|D3}}&lt;br /&gt;
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&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Other classes]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24531</id>
		<title>Other classes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Other_classes&amp;diff=24531"/>
				<updated>2010-10-31T14:59:59Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diablo 3 will launch with 5 playable classes. As of Blizzcon 2010, all five have been revealed. &lt;br /&gt;
&lt;br /&gt;
* The [[Barbarian]] and [[Witch Doctor]] were shown with the game reveal, in June 2008.&lt;br /&gt;
* The [[Wizard]] was revealed in October 2008 at [[BlizzCon 2008|Blizzcon]].&lt;br /&gt;
* The [[Monk]] was revealed in August 2009 at [[BlizzCon 2009|Blizzcon]]&lt;br /&gt;
* The 5th class, the [Demon Hunter], was[http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/] revealed at [[BlizzCon 2010]], October 22-23, 2010. The fifth class was widely-expected to be an [[archer]] class. (See details below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Demon Hunter==&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, it was revealed that the fifth and final playable class in Diablo 3 is the Demon Hunter. She is mainly a long-ranged class with the ability to use dark magic. Little is known what this magic will be like, or if it will even use mana. She is a new type of character in the Diablo universe.  The class's female version was the first announced, like the Wizard before her.&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter wears black, plated armor and a hooded cloak in the debut trailer. She is a young woman around the age of 20 and has white eyes when not fighting. Near the end of the debut trailer, however, she has red eyes. She wields two crossbows in the trailer.&lt;br /&gt;
&lt;br /&gt;
Like the four classes before her, she debuted with five of her skills on display. The first of these skills was the &amp;quot;Grenade&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
==The Fifth Character==&lt;br /&gt;
It's widely-expected that the fifth character will be a [[ranged|archer]]-type character, one who specializes in the bow and perhaps other ranged weapons. This speculation comes chiefly from looking at the roles the known characters occupy, and noting that there is no ranged attacker other than the Wizard, and no character with any special skill with bows or other ranged weapons. (No [[bows]] were seen in the game at BlizzCon [[BlizzCon 2008|2008]] or [[BlizzCon 2009|2009]], but one was seen to drop in the initial [[WWI 2008|WWI Paris 2008]] gameplay movie. No throwing weapons have been seen at all.)&lt;br /&gt;
&lt;br /&gt;
Numerous articles [http://diablo.incgamers.com/forums/blog.php?b=59 speculating] on what the fifth character might be have been posted. The main points include the following:&lt;br /&gt;
&lt;br /&gt;
* The fifth class will be announced at [[BlizzCon 2010]].[http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/]&lt;br /&gt;
* The fifth class was one of the first the [[D3 Team]] sketched out. (Likely meaning its a traditional RPG class.)&lt;br /&gt;
* None of the first four classes specializes in bows or ranged weapons.&lt;br /&gt;
** The fifth character will fit a niche not occupied by any other character. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
* The fifth class is said to be very similar to/inspired by a class from an earlier game in the series. [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
** The return of any other Diablo 2 chars has been ruled out. (For D3; some might return in expansion packs.)&lt;br /&gt;
** The Diablo 1 Warrior is too generic and his combat role is filled by the Barbarian and Monk.&lt;br /&gt;
** The Diablo 1 Sorcerer would be redundant with the [[Wizard]].&lt;br /&gt;
** The Monk, added in {{iw|Hellfire Hellfire}} is already in the game, though the D3 Monk traces no official lineage to the Hellfire version. (The D3 Team has disowned him and de-canon'ed Hellfire entirely.)&lt;br /&gt;
*** This leaves the Diablo 1 Rogue as the only realistic returning character option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard Comments on the Fifth Character===&lt;br /&gt;
[[Jay Wilson]] made a comment about a possible reappearance of a character from Diablo 1 or 2 in an interview with IGN at Blizzcon 2009: [http://pc.ign.com/articles/101/1017305p3.html]&lt;br /&gt;
&lt;br /&gt;
::'''''IGN:''' ''You did mention that [the fifth class is] being revealed next year, and that it's someone from the previous games...''&lt;br /&gt;
::'''Jay Wilson:''' I did say that. I probably shouldn't have said that, because we're not sure that's going to be the case. It's just logical, that's what we tend to do. But it may or may not. I'm not gonna answer it, anyway... [laughs]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In another interview from Blizzcon 2009, [[Kevin Martens]] said the fifth character will fit an unfilled niche. [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]&lt;br /&gt;
::'''Kevin Martens:''' It's going to fit a different niche than the existing classes, and it will still be awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When asked why they revealed the Monk as the fourth character, Blizzard gave an interesting answer.  [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' Why did you choose to reveal the Monk this year? Was there some debate re: the Monk vs. the other unannounced class? ''&lt;br /&gt;
::'''Kevin Martens:''' It was largely chance that we developed and revealed them in the order we did. We did the Wizard last year and that was a ranged, magical class. So this year we thought the Monk, as the game’s second melee class, would be a nice change. The Monk is a good contrast from the Barbarian, our real tank class. The Barbarian can’t move as fast as the Monk, and he’s much tougher. The Monk does as much damage as the Barbarian, but he’s not as tough or durable. He has to keep moving to keep from being dominated, but if he moves right he can dominate. This was the right time to reveal the second melee class.&lt;br /&gt;
&lt;br /&gt;
While Kevin doesn't exactly say so, his reply contains a strong element of, &amp;quot;we didn't want to reveal 2 ranged attackers in a row.&amp;quot; Since they had the unknown 5th character, and the melee fighter Monk to choose from for the 4th reveal, that strongly hints at a ranged attacker remaining for the last slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson added more details about the character's long development in another Blizzcon 2009 interview.[http://www.wired.com/gamelife/2009/09/diablo-iii-character-classes/]&lt;br /&gt;
&lt;br /&gt;
::Wilson said at Blizzcon that his team doesn’t yet have a final concept for the fifth class, and that they recently changed their minds about it. But he’s quick to add that doesn’t mean that they’ve changed the character completely. “We changed gears,” he said. “We changed our high-level idea of the class because it was actually one of the first classes that we picked, years and years ago.”&lt;br /&gt;
&lt;br /&gt;
The fact that the class was chosen first, he said, was part of the reason why it needs to be re-tooled. “We’ve had this class for four years, and it’s not as exciting to us as it used to be,” he said. “It had actually become a chain around our necks.” The new class isn’t a “complete departure” from the first concept, Wilson said. “Most of the skills can transfer over, but (the changes) definitely freed up our art staff to be a lot more imaginative.”&lt;br /&gt;
&lt;br /&gt;
==New Class Has 5-character Long Name?==&lt;br /&gt;
[[File:5th_class_hints.jpg|thumb|right|300px|Screenshot by MidnightMurder to support his theory using FireBug to see how many characters would fit in the last slot.]]&lt;br /&gt;
Midnight Murder from [[Diii.net]] looked at the code, hinting that the last class might be &amp;quot;Rogue&amp;quot; or another 5-character long name to the class.[http://diablo.incgamers.com/forums/showthread.php?t=757665]&lt;br /&gt;
&lt;br /&gt;
This fairly-silly assumption acts as though Blizzard isn't going to redesign their entire site, change the font or spacing of the other character names, etc. Under the condition that Blizzard will just ''add another class'' to the list, a 5-character long name (or shorter) would be the logical alternative, and people are already rooting for the [[Rogue]] to return anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Class Information==&lt;br /&gt;
The D3 Team has confirmed that the [[Barbarian]] will be the only recurring character [[class]] from [[Diablo II]],of the original 5 Diablo III characters. More characters will be added in expansion(s) and some may be revisions of earlier character types. We also know that the Diablo III dev team at once thought about making a [[Dervish]] class, but no information if that idea is completely shelved. It seems highly unlikely that the Dervish would appear though, as [[Blizzard]] have avoided talking about upcoming classes, and they would be unlikely to mention the class in passing if that is one class that will make the game.&lt;br /&gt;
* The [[Barbarian]] is the only Diablo II character to make it into Diablo III release. He's quite updated in style and use.&lt;br /&gt;
* The [[Witch Doctor]] is a new character, similar in use to the [[Necromancer]].&lt;br /&gt;
* The [[Wizard]] is the third announced class, filling the archetypal magic user role previously occupied by the [[Sorceress]].&lt;br /&gt;
* The [[Monk]] is the fourth class, and is comparable to the monk from the [[Hellfire]] expansion. &lt;br /&gt;
* The following characters have been confirmed to NOT appear:&lt;br /&gt;
** The [[Amazon]] will not appear in Diablo III.&lt;br /&gt;
** The [[Assassin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Druid]] will not appear in Diablo III.&lt;br /&gt;
** The [[Necromancer]] will not appear in Diablo III.&lt;br /&gt;
** The [[Paladin]] will not appear in Diablo III.&lt;br /&gt;
** The [[Sorceress]] will not appear in Diablo III.&lt;br /&gt;
** Some of these seem likely to join in on an upcoming [[expansion]], that has been hinted about [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview].&lt;br /&gt;
* The conceptualised [[Dervish]] class will likely not appear in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Classes NOT Reappearing===&lt;br /&gt;
[[Jay Wilson]] said the following in an interview: [http://www.ausgamers.com/features/read/2662371]&lt;br /&gt;
----&lt;br /&gt;
::''The [[Barbarian]] is the '''only''' returning class. Originally we actually planned to have no returning classes, but as we developed the barbarian, it essentially ended up turning into a barbarian. We sort of got to the point where we went – because we actually had a different name for him originally - I think were going to call it this other name and everyone else is just going to call it the barbarian, so maybe we should just call it the barbarian.''&lt;br /&gt;
&lt;br /&gt;
::''One of the things we really did not want to do – it's why we set that initial goal to not repeat classes – was, we didn't just want a rehash; we wanted to make the sequel and the sequel has new gameplay and new experiences. I know a lot of people really love the {{iw|Category:Diablo_II_classes classes in Diablo 2}} and it's not my desire to intentionally arc those people – I like those classes to; I love the [[Necromancer]], he's my favorite class from [[Diablo 2]] – but as our goal we really wanted to provide new experiences; that was our focus.''&lt;br /&gt;
&lt;br /&gt;
Jay elaborated on the issue of returning characters in [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
::'''Jay:''' I don't want to close the door on bringing back classes from Diablo or Diablo 2; I just don't want to do so with the initial release of Diablo 3. In Diablo 3, all of the classes should do something completely new. Then I'd like us to look back and figure out what gameplay gaps [exist].... Then we'd go back and satisfy our and the fans' nostalgia by pulling back some classes that we think really stood out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why No Necromancer?===&lt;br /&gt;
Though many fans hoped to see the Necromancer return in Diablo 3, the team has repeatedly stated that he will not. Fans have also asked why the [[Witch Doctor]] was added instead, since the WD seems superficially similar to the Necro. Jay Wilson addressed this issue in an interview with Mtv in August 2008. [http://multiplayerblog.mtv.com/2008/08/05/diablo-iii-necromancer/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Our approach for classes in 'Diablo III' is that we don't have a strong desire to bring back classes from the previous game,&amp;quot; Wilson told me. &amp;quot;The goal is to try and give people new gameplay and not just re-hash old gameplay. We're not just making a 'Diablo II' with updated 3D graphics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;The problem was, we looked at the [Necromancer] class and didn't think that we could really make him a lot better,&amp;quot; Jay explained. &amp;quot;We could add some new stuff to him but for the most part -- curses, corpse explosion, skeleton pets -- done. That's the class. We wanted to create new gameplay, so we chose to do the Witch Doctor as a different kind of class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Necromancer]] article for more on this issue.&lt;br /&gt;
&lt;br /&gt;
==Fan-Made Classes==&lt;br /&gt;
Fans have not just been waiting around for the next class, they have been busy making suggestions for Blizzard to consider. These [[fan class]]es include everything from a [[Fan class:Flagellant|Flagellant]] to an [[Fan class:Arcane Warrior|Arcane Warrior]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Past Classes' Pre-Announce==&lt;br /&gt;
&lt;br /&gt;
===The 4th Character: The Monk===&lt;br /&gt;
After the [[Wizard]] was revealed at Blizzcon 2008, fan speculation was widespread for what we'd seen in the remaining classes. Most fans were sure that some sort of archer/ranged attacker would be added, but it was by no means clear that character would ''only'' use ranged attacks. The character types in Diablo 3 are being designed with a lot of variety, so there was much speculation about ranged hybrid characters; possibly able to engage in melee combat, or using a variety of magical traps, stealth forms, pets, etc. &lt;br /&gt;
&lt;br /&gt;
The [[Monk]] was revealed at Blizzcon 2009, surprising most fans, even those who had expected some sort of light fighter to complement the heavy-tanking [[Barbarian]].  The Monk was certainly a better-kept secret than the Wizard, since before revealing the third character, Blizzard had made numerous remarks that the third character would fill a common RPG combat role, and was quite similar to a character from previous games in the series.&lt;br /&gt;
&lt;br /&gt;
Looking back, it's clear that Blizzard was careful not to give any meaningful hints about the Monk before the reveal.&lt;br /&gt;
&lt;br /&gt;
===Wizard Hints===&lt;br /&gt;
The third class to be revealed was the [[Wizard]], who debuted at Blizzcon, October 13, 2008. Jay Wilson hinted at the Wizard in advance, in an interview with Videogamer.com: [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html]&lt;br /&gt;
&lt;br /&gt;
::''All the [[barbarian]] players are delighted and all the [[necromancer]]s hate us. I understand, I don't begrudge them that. I would hate me too! But what I would say is that when we announce the next class, which is quite similar to a previous class, then all those players will hate us too. You can't make everybody happy, but I think when the game finally comes out players will find there's a good class for them, one they will love as much as the ones that came before. And if they don't, I absolutely promise that in the expansions we'll consider bringing back old classes. We just don't want to do it with the first release. We want to establish our identity.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* The [[Diablo 3 Basics]] article lists all known features and changes in [[Diablo III]] compared to [[Diablo II]]&lt;br /&gt;
* The [[Media Coverage]] has all the various interview, previews and articles about Diablo III from around the web.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/what-do-casual-fans-think-about-the-fifth-character/ Casual fans and Fifth class]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzcon-2010-announced/ BlizzCon 2010 Announced]&lt;br /&gt;
* [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview IncGamers Inforview hinting at classes returning in expansions]&lt;br /&gt;
* [http://www.ausgamers.com/features/read/2662371 Ausgamers interview - Barb ONLY returning char]&lt;br /&gt;
* [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 Interview with 1up.com on D1/D2 classes in expansions and progress]&lt;br /&gt;
* [http://www.gameinformer.com/News/Story/200809/N08.0903.1800.35279.htm?Page=3 GameInformer interview about Necro]&lt;br /&gt;
* [http://www.videogamer.com/pc/diablo_3/preview-1253-2.html Videogamer interview - Wizard hints]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=757665 Class Speculations from a Web-developer]&lt;br /&gt;
* [http://forums.diii.net/forumdisplay.php?f=134 Other Characters and Skills forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox|D3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Other classes]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Barbarian_skills&amp;diff=24376</id>
		<title>Barbarian skills</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Barbarian_skills&amp;diff=24376"/>
				<updated>2010-10-29T20:12:38Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Call of the Ancients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skill-tree-blizzcon09-barb-muldric.jpg|thumb|right|300px|[[Barbarian]] Skill Tree interpretation by [http://forums.diii.net/showthread.php?t=739038 Muldric].]]&lt;br /&gt;
This page lists all known '''[[Barbarian]] skills''', sorted by skill tree. Follow the links to the individual skill pages for full discussion of every skill, including first hand reports and screenshots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Useful skill links:'''&lt;br /&gt;
* [[Skill]]s - General skill design and mechanics.&lt;br /&gt;
* [[Barbarian traits]] -- The new passive skills in Diablo III.&lt;br /&gt;
* [[Barbarian skill archive]] -- Removed Barbarian skills.&lt;br /&gt;
* [[Fury]] -- The Barbarian's resource&lt;br /&gt;
* [[Runestones]] -- The huge skill customization and improvement system.&lt;br /&gt;
* [[Signature skill]]s -- Skills that define characters.&lt;br /&gt;
* [[Active skill]]s -- Skills where effects are activated by the player.&lt;br /&gt;
* [[Passive skill]]s -- Skills where effects are activated automatically, by the computer or by special events. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier One Skills==&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 2. Click to the individual skill pages for more details and screenshots of these skills.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
[[Bash]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful melee swiping attack, this hits a single target for heavy damage, with a chance to knockback as well.&lt;br /&gt;
* '''Description:''' Bashes the enemy for X-X weapon damage, with a X% chance to cause knockback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rampage===&lt;br /&gt;
&lt;br /&gt;
[[Rampage]]&amp;lt;br&amp;gt;&lt;br /&gt;
This warcry/buff allows the Barbarian to hit additional targets per swing, as well as increasing the attack speed.&lt;br /&gt;
* '''Description:''' Strikes X additional targets with each attack and increases attack speed by X%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleave===&lt;br /&gt;
&lt;br /&gt;
[[Cleave]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful melee attack, this hits multiple enemies per swing; as many as are within the sweep of the Barbarian's reach, dealing substantial damage to everything.&lt;br /&gt;
* '''Description:''' The Barbarian swings at multiple targets at once, dealing X% weapon damage to all targets in front of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Two Skills==&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 3. Click to the individual skill pages for more details and screenshots of these skills.&lt;br /&gt;
&lt;br /&gt;
===Ground Stomp===&lt;br /&gt;
&lt;br /&gt;
[[Ground Stomp]]&amp;lt;br&amp;gt;&lt;br /&gt;
This defensive skill causes the Barbarian to stomp his foot, crushing the earth and stunning all nearby enemies. With [[runestones]] it can add damage, knockback, and more.&lt;br /&gt;
* '''Description:''' Shakes the ground, stunning all enemies within X feet for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ignore Pain===&lt;br /&gt;
[[Ignore Pain]]&amp;lt;br&amp;gt;&lt;br /&gt;
A [[shout]], this skill reduces all damage taken and grants immunity to most debuffs.&lt;br /&gt;
* '''Description:''' Reduces all damage taken by X% and grants immunity to root, snare and stun effects for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===War Cry===&lt;br /&gt;
[[War Cry]]&amp;lt;br&amp;gt;&lt;br /&gt;
This [[shout]] boosts the Barbarian's Fury, as well as the armor of the Barbarian and all nearby party members.&lt;br /&gt;
* '''Description:''' A terrifying cry that provides X fury and increases the armor of the Barbarian and all party members within X feet by X% for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon Throw===&lt;br /&gt;
[[Weapon Throw]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful ranged attack, this one allows the Barbarian to hurl his weapon at enemies. Runestones add amazing effects, including one in which the Barbarian hurls a monster corpse, dealing high damage to nearby targets.&lt;br /&gt;
* '''Description:''' The Barbarian hurls a weapon at his foes, causing X% weapon damage and slows the target to X% of their normal movement speed for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Three Skills==&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 6. Click to the individual skill pages for more details and screenshots of these skills.&lt;br /&gt;
&lt;br /&gt;
===Frenzy===&lt;br /&gt;
&lt;br /&gt;
[[Frenzy]]&amp;lt;br&amp;gt;&lt;br /&gt;
Consecutive hits with this melee skill grant increased attack speed and weapon damage.&lt;br /&gt;
* '''Description:''' Each strike grants a X% attack speed and X% weapon damage boost for X seconds. Frenzy can be stacked up to X times for a total bonus of X% attack speed and X% weapon damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revenge===&lt;br /&gt;
[[Revenge]]&amp;lt;br&amp;gt;&lt;br /&gt;
A melee skill, this one becomes available when when the Barbarian is hit. It deals a fast spinning hit that can strike multiple enemies for considerable damage. It is an active skill; you must trigger it each time to make it work; it doesn't just activate automatically when you are struck.&lt;br /&gt;
* '''Description:''' When hit, there is a X% chance the Barbarian may strike all enemies within X feet, dealing X% weapon damage and gaining X% health for each enemy hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hammer of the Ancients===&lt;br /&gt;
&lt;br /&gt;
[[Hammer of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Barbarian swings a huge yellow hammer overhead, crushing it down on enemies for massive damage, plus a good chance of critical damage.&lt;br /&gt;
* '''Description:''' Calls forth a massive hammer to smash the enemy for X% weapon damage, and has a X% critical chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Four Skills==&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 10. Click to the individual skill pages for more details and screenshots of these skills.&lt;br /&gt;
&lt;br /&gt;
===Leap Attack===&lt;br /&gt;
[[Leap Attack]]&amp;lt;br&amp;gt;&lt;br /&gt;
A deadly fast attack, this one allows the Barbarian to leap into attack, moving far faster than running speed, as well as vaulting over obstacles or monsters between him and his prey.&lt;br /&gt;
* '''Description:''' The Barbarian makes a mighty leap, causing X% weapon damage to all enemies within X feet upon landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sprint===&lt;br /&gt;
&lt;br /&gt;
[[Sprint]]&amp;lt;br&amp;gt;&lt;br /&gt;
A [[shout]] that buffs the Barbarian with extra movement speed.&lt;br /&gt;
* '''Description:''' Grants X% speed boost for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Threatening Shout===&lt;br /&gt;
&lt;br /&gt;
[[Threatening Shout]]&amp;lt;br&amp;gt;&lt;br /&gt;
A [[shout]] that debuffs enemies, lowering their damage.&lt;br /&gt;
* '''Description:''' Shouts with great ferocity, reducing damage done by enemies within X feet by X% for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Five Skills==&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 14. Click to the individual skill pages for more details and screenshots of these skills.&lt;br /&gt;
&lt;br /&gt;
===Ancient Spear===&lt;br /&gt;
&lt;br /&gt;
[[Ancient Spear]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Get over here!&amp;quot; A spear on a chain, hurled to skewer enemies and drag them closer. Runestones can add the ability to skewer multiple enemies on a single spear. This skill should really be called &amp;quot;Ancient Harpoon&amp;quot; since harpoons have barbs and ropes to pull in the aquatic life form they are used to skewer. Spears have neither barbs nor ropes attached.&lt;br /&gt;
* '''Description:''' Throws a spear with a maximum range of X feet, pulling each target back to the Barbarian, slowing movement speed and dealing X-X damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle Rage===&lt;br /&gt;
&lt;br /&gt;
[[Battle Rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
A [[shout]] that provides a damage boost and critical hit improvement for a short duration.&lt;br /&gt;
* '''Description:''' Enter a rage which provides a X% damage boost and X% critical hit bonus for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rend===&lt;br /&gt;
&lt;br /&gt;
[[Rend]]&amp;lt;br&amp;gt;&lt;br /&gt;
A melee attack that deals considerable bonus damage to all enemies within range.&lt;br /&gt;
* '''Description:''' Perform a slashing vicious blow to all enemies within X feet, dealing X% weapon damage and an additional X-X physical damage over X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seismic Slam===&lt;br /&gt;
&lt;br /&gt;
[[Seismic Slam]]&amp;lt;br&amp;gt;&lt;br /&gt;
A more powerful version of [[Ground Stomp]], this skill deals higher damage and knocks back enemies, rather than stunning them.&lt;br /&gt;
* '''Description:''' Slam the ground causing a wave of destruction that deals X% weapon damage in front of the Barbarian and causes knockback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Six Skills==&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 20. Click to the individual skill pages for more details and screenshots of these skills.&lt;br /&gt;
&lt;br /&gt;
===Furious Charge===&lt;br /&gt;
&lt;br /&gt;
[[Furious Charge]]&amp;lt;br&amp;gt;&lt;br /&gt;
A very fast moving charge attack, enabling the Barbarian to pass through enemies on the way to his target.&lt;br /&gt;
* '''Description:''' Charge directly at an enemy causing X% weapon damage to them and X% damage to enemies in the way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Taunt===&lt;br /&gt;
&lt;br /&gt;
[[Taunt]]&amp;lt;br&amp;gt;&lt;br /&gt;
A [[shout]] that overrides monster AI, causing them to rush towards the Barbarian and launch weakened melee attacks.&lt;br /&gt;
* '''Description:''' Taunt monsters to attack you at close range for X seconds. Taunted monsters do X% less damage while taunted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whirlwind===&lt;br /&gt;
&lt;br /&gt;
[[Whirlwind]]&amp;lt;br&amp;gt;&lt;br /&gt;
The classic Diablo 2 skill, this one allows the Barbarian to whirl in a moving circle, landing multiple hits to anything in range. Can be quite dangerous in PvP, since a slowed Barbarian becomes a sitting duck, unable to exit the WW in case of emergency.&lt;br /&gt;
* '''Description:''' The Barbarian swirls in a cyclone, delivering multiple attacks to everything in his path with each hit doing X% weapon damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Seven Skills==&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 26. Click to the individual skill pages for more details and screenshots of these skills.&lt;br /&gt;
&lt;br /&gt;
===Call of the Ancients===&lt;br /&gt;
&lt;br /&gt;
[[Call of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
The only summoning skill of the Barbarian, this one allows him to summon the Ancients from Diablo II, who will briefly assist in battle.&lt;br /&gt;
* '''Description:''' Summons three ancient Barbarians; Talic, Korlic and Madawc, who inflict X% weapon damage. Lasts X seconds.&lt;br /&gt;
&lt;br /&gt;
[[Bashiok ]] replied to a complaint that this wasn't a very Barbarian-appropriate skill in October 2010. [http://blues.incgamers.com/Posts/1/1/4/10/15064/call-of-the-ancients]&lt;br /&gt;
&lt;br /&gt;
::Well, he does have very few spells like this... just the one actually. :)&lt;br /&gt;
&lt;br /&gt;
::It's a top tier skill, so you can't buy it until somewhere around the end of Normal or maybe beginning of Nightmare. They're fairly short lived, at least at their base skill. I will admit it's pretty nutty, especially when it's planned that each of them (probably through runes) will use various barbarian skills themselves. But, I do think the flavor and vibe works. The barbarian calling upon the spiritual protectors of his homeland and people which now lie, along with the majority of barbarian society, in the afterlife, if not simply ash at the bottom of a fiery chasm. It makes good sense that they would be easily summoned to assist in redemption, honor, what have you, of the Barbarian people.&lt;br /&gt;
&lt;br /&gt;
===Earthquake===&lt;br /&gt;
[[Earthquake]]&amp;lt;br&amp;gt;&lt;br /&gt;
This stomp causes massive damage to all nearby enemies.&lt;br /&gt;
* '''Description:''' Shakes the earth violently, causing massive damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wrath of the Berserker===&lt;br /&gt;
&lt;br /&gt;
[[Wrath of the Berserker]]&amp;lt;br&amp;gt;&lt;br /&gt;
This [[shout]] grants higher stats and enables the Barbarian to partially break monster immunities. &lt;br /&gt;
* '''Description:''' Enter a heightened sense of fury, raising several stats (Critical Hit, Attack Speed, Dodge Chance, Movement Speed) for X seconds. Monsters with damage immunities will take X% less damage from the Barbarian's attacks rather than being immune.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Removed Skills==&lt;br /&gt;
&lt;br /&gt;
The updated Barbarian skills list at Blizzcon 2010 removed all earlier passive skills (they became [[Barbarian traits]]) and changed around a number of active skills as well. &lt;br /&gt;
&lt;br /&gt;
Five skills were added in Blizzcon 2010.&lt;br /&gt;
* [[Rampage]]&lt;br /&gt;
* [[War Cry]]&lt;br /&gt;
* [[Ancient Spear]]&lt;br /&gt;
* [[Rend]]&lt;br /&gt;
* [[Call of the Ancients]]&lt;br /&gt;
&lt;br /&gt;
The following skills were present in 2009, and gone in 2010. Many of these were turned, more or less directly, into [[Barbarian Traits]].&lt;br /&gt;
&lt;br /&gt;
* Berserker Skills&lt;br /&gt;
** [[Bad Temper]]&lt;br /&gt;
** [[Double Strike]]&lt;br /&gt;
** [[Slashing Strike]]&lt;br /&gt;
** [[Berserker State]]&lt;br /&gt;
** [[Onslaught]]&lt;br /&gt;
* Juggernaut Skills&lt;br /&gt;
** [[Scavenge]]&lt;br /&gt;
** [[Invigorated]]&lt;br /&gt;
** [[Bloodthirst]]&lt;br /&gt;
** [[Recovery]]&lt;br /&gt;
** [[Strong Constitution]]&lt;br /&gt;
* Battlemaster Skills&lt;br /&gt;
** [[Battle Cry]]&lt;br /&gt;
** [[Second Wind]]&lt;br /&gt;
** [[Stubborn]]&lt;br /&gt;
** [[Enrage]]&lt;br /&gt;
** [[Inspiration]]&lt;br /&gt;
** [[Retaliation]]&lt;br /&gt;
** [[Cripple]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-barbarian-skill-trees-and-stats1/ Full Barbarian Skill Trees and Stats]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox}}&lt;br /&gt;
{{Skill navbox Barbarian}}&lt;br /&gt;
[[Category:Barbarian skills]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Barbarian]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=DiabloWiki_Crew&amp;diff=24098</id>
		<title>DiabloWiki Crew</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=DiabloWiki_Crew&amp;diff=24098"/>
				<updated>2010-10-25T01:15:50Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all users that are somewhat active on DiabloWiki. Feel free to join up, just add your name to the list!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[User:Flux|Flux]] - Admin&lt;br /&gt;
*[[User:Elly|Elly]] - Admin&lt;br /&gt;
*[[User:Rushster|Rushster]] - Admin&lt;br /&gt;
*[[User:Leord|Leord]] - Sysop/community manager&lt;br /&gt;
*[[User:Holyknight3000|Holyknight3000]] - Sysop&lt;br /&gt;
*[[User:Adree|Adree]] - Contributor&lt;br /&gt;
*[[User:Azymn|Azymn]] - Contributor&lt;br /&gt;
*[[User:Melianor|Melianor]] - Contributor&lt;br /&gt;
*[[User:Mouseman|Mouseman]] - Contributor&lt;br /&gt;
*[[User:Mizantrop|Mizantrop]] - Contributor&lt;br /&gt;
*[[User:Drakk|Drakk]] - Contributor&lt;br /&gt;
*[[User:TheWanderer|TheWanderer]] - Contributor&lt;br /&gt;
*[[User:WizardGurl|WizardGurl]] - Contributor&lt;br /&gt;
*[[User:Rampa|Rampa]] - Contributor&lt;br /&gt;
*[[User:Arkadier|Arkadier]] - Contributor&lt;br /&gt;
[[Category:DiabloWiki]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=24007</id>
		<title>Known Items Listing</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=24007"/>
				<updated>2010-10-23T05:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Skill Runes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Little is known about the [[Items]] in [[Diablo III]]. There will likely be uniques, sets and many other items of the types we're familiar with from ''Diablo II'', but this far before release the D3 team is keeping quiet about item types, and what we see in screenshots and gameplay movies is subject to change.&lt;br /&gt;
&lt;br /&gt;
==Items in the WWI Gameplay Movie==&lt;br /&gt;
The name colours of these items are not yet confirmed. White items seem to be normal, but purple are unknown. There were no purple named item types in Diablo II, so it's unknown if these are analogous to Rare, Set, or Unique, or are an entirely new type of item. Also keep in mind that item stats are the sort of feature that is highly subject to change during development.&lt;br /&gt;
&lt;br /&gt;
The Diablo III team is taking a lot of inspiration from [[World of Warcraft]], meaning the purple items in Diablo III could be Epics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Colors and Item Types==&lt;br /&gt;
&lt;br /&gt;
The Background and the name of items is colored to show which Item Type they are, The colors and item types are:&lt;br /&gt;
&lt;br /&gt;
*Normal items = No/White Color: An Item that has no magical effects.&lt;br /&gt;
*Magic items = Blue Color: An Item that has some random magical effects/Attributes, each effect/attribute bonus gives a specific prefix and/or a specific suffix to the name of the item to reflect this.&lt;br /&gt;
*Rare items = Yellow Color: An Item that has Many random magical effects/Attributes, including some unique ones and is better by stats than a magical item. It comes with a randomly selected preset name.&lt;br /&gt;
*Set items = Unknown Color (Speculated to be either Green, Purple or Gold): Set items belong to a set, which is powerful if the set is complete. Some sets are made for specific classes and increase the class' skills and gives effects/attributes more appropriate for that class. Each set and set piece is Uniquely named. Set items complement one another, so if you have 2 different items of the same set (I.E Boots and Gloves), you will get a bonus for having 2 items of the set.&lt;br /&gt;
*Unique/Legendary items = Unknown Color (Speculated to be either Green, Purple or Gold) : Considered to be the best items in the game, they will be uniquely named, will look unique and will possess unique effects/attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Stats==&lt;br /&gt;
Items that were seen hovered on, allowing their stats to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Items-equipped.jpg|frame|center|Hovering on an item shows its stats compared to what you currently have equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
List of Items Seen in the game or from screenshots:&lt;br /&gt;
(2H = Two-Handed)&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|August 2010.]]&lt;br /&gt;
*'''Axes'''    [[Image:Axe.png|40px]]&lt;br /&gt;
** Gaff and Spitze : It is unknown if &amp;quot;Gaff&amp;quot; or &amp;quot;Spitze&amp;quot; is a TYPE of axe or the rumored names of the Barbarian's slain Children&lt;br /&gt;
**Heavy Axe&lt;br /&gt;
**Double Axe&lt;br /&gt;
**Hand Axe&lt;br /&gt;
**Military Pick&lt;br /&gt;
**Two-Handed Axe&lt;br /&gt;
**Long Axe&lt;br /&gt;
&lt;br /&gt;
*'''Polearms'''&lt;br /&gt;
** Polearm&lt;br /&gt;
&lt;br /&gt;
*'''Maces'''    [[Image:Club.png]]&lt;br /&gt;
**Annihilator Maul (2H)&lt;br /&gt;
**Club.&lt;br /&gt;
**Spiked Club&lt;br /&gt;
**Two-Handed Club&lt;br /&gt;
**Two-Handed Hammer&lt;br /&gt;
**Hammer&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-empowered-wrist-spade.jpg|frame|Wrist Space recipe. August 2010.]]&lt;br /&gt;
*'''Thrown'''&lt;br /&gt;
** Throwing Knife&lt;br /&gt;
&lt;br /&gt;
*'''Wands'''&lt;br /&gt;
**Lesser Wand&lt;br /&gt;
**Yew Wand &lt;br /&gt;
&lt;br /&gt;
*'''Staves'''&lt;br /&gt;
**Short Staff&lt;br /&gt;
**Eagle Orb (Eagle Orbs were a Wizard-only type of stave, 1 handed)&lt;br /&gt;
**Long Staff&lt;br /&gt;
**Yew Staff&lt;br /&gt;
&lt;br /&gt;
*'''Combat Staff'''&lt;br /&gt;
(Used by Monks)&lt;br /&gt;
**Yew Stick&lt;br /&gt;
&lt;br /&gt;
*'''Bows'''&lt;br /&gt;
**Short Bow&lt;br /&gt;
&lt;br /&gt;
*'''Swords'''    [[Image:Sword.png]]&lt;br /&gt;
**Short Sword&lt;br /&gt;
**Falchion&lt;br /&gt;
**Scimitar&lt;br /&gt;
**Two-Handed Sword&lt;br /&gt;
&lt;br /&gt;
*'''Daggers'''&lt;br /&gt;
**Short Dagger&lt;br /&gt;
**Long Dagger&lt;br /&gt;
**Knife&lt;br /&gt;
&lt;br /&gt;
*'''Fist Weapons'''&lt;br /&gt;
**Wrist Spade&lt;br /&gt;
**Fist Blade&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
[[File:Recipe-magical-leather-belt-of-brawn.jpg|frame|Magical Belt. August 2010.]]&lt;br /&gt;
*'''Shields'''    [[Image:Shield.png]]&lt;br /&gt;
**Buckler&lt;br /&gt;
**Large Shield&lt;br /&gt;
**Magic Orb (This Wizard-Only Item, while not a shield, goes into the Shield Slot in the inventory. It provides various magical benefits but does not block or have an armor rating, it was seen in the inventory in the 2009 GamesCom video, and provided a 19% increase to spell damage.)&lt;br /&gt;
**Eagle Orb&lt;br /&gt;
&lt;br /&gt;
*'''Boots'''    [[Image:Boots.png]]&lt;br /&gt;
**Plated Greaves&lt;br /&gt;
**Leather Boots&lt;br /&gt;
**Boots&lt;br /&gt;
**Shoes&lt;br /&gt;
**Heavy Boots&lt;br /&gt;
&lt;br /&gt;
*'''Belts'''    [[Image:Belt.png]]&lt;br /&gt;
**Sash&lt;br /&gt;
**Scale Belt&lt;br /&gt;
**Leather Belt&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-magical-leather-boots-of-dexterity.jpg|frame|Magical boots recipe. August 2010.]]&lt;br /&gt;
*'''Body Armor'''    [[Image:Chest.png]]&lt;br /&gt;
**Quilted Armor&lt;br /&gt;
**Gothic Plate&lt;br /&gt;
**Leather Armor&lt;br /&gt;
**Garments&lt;br /&gt;
**Stronghide Tunic&lt;br /&gt;
**Happy Armor&lt;br /&gt;
**Vestments&lt;br /&gt;
**Scale Mail&lt;br /&gt;
&lt;br /&gt;
*'''Helms'''&lt;br /&gt;
**Gothic Helm&lt;br /&gt;
**Skull Cap&lt;br /&gt;
&lt;br /&gt;
*'''Gloves'''    [[Image:Gloves.png]]&lt;br /&gt;
**Leather Gloves&lt;br /&gt;
**Gauntlets&lt;br /&gt;
**Worn Gloves&lt;br /&gt;
**Scale Gloves&lt;br /&gt;
&lt;br /&gt;
*'''Legs'''    [[Image:Pants.png]]&lt;br /&gt;
**Quilted Pants&lt;br /&gt;
**Plate Leggings&lt;br /&gt;
**Leather Pants&lt;br /&gt;
&lt;br /&gt;
*'''Shoulder Pad(s)'''. &lt;br /&gt;
**Plated Pauldrons&lt;br /&gt;
**Quilted Shoulder Pads&lt;br /&gt;
**Leather Shoulder Pads&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
*'''[[Elixirs]]''' provide effects for a limited period, and have a number on the end indicating the rank of the elixir (so far, only rank 1 and rank 3 elixirs were seen). Higher ranks of Elixirs could mean better effects and/or longer lasting time. (Standard lasting time is 300 seconds as was seen in the BlizzCon Demo)&lt;br /&gt;
**Elixir of Strength I. : Gives X amount of Strength for Y amount of time.&lt;br /&gt;
**Elixir of Dexterity I. : Gives X amount of Dexterity for Y amount of time.&lt;br /&gt;
**Elixir of Vitality I. : Gives X amount of Vitality for Y amount of time.&lt;br /&gt;
**Elixir of Willpower I. : Gives X amount of Willpower for Y amount of time.&lt;br /&gt;
**Elixir of Regeneration I. : Restores X amount of HP over Y amount of time. [[Image:Elixir.png]]&lt;br /&gt;
&lt;br /&gt;
*'''Scrolls''' are small, stackable, 1-time-use items that provide effects for a limited period. World of Warcraft has similar scrolls, which buff the player for 30 to 60 minutes with various buffs (mostly stats and armor). They too have ranks, except they are represent by an adjective instead of a number, that could mean better effects and/or longer lasting time.&lt;br /&gt;
**''Scroll of Town Portal (Removed) : Opens a portal to town. Could be a completely different scroll.[[Image:Blue_Scroll.png]]''  &lt;br /&gt;
**Unknown Red Scroll : As seen in the latest screenshots, 4 stacked red scrolls. They could be Scrolls of Identity, but this is not confirmed.[[Image:Red_Scroll.png]]&lt;br /&gt;
**Scroll of Superior Protection : Gives X amount of Armor for Y amount of time.&lt;br /&gt;
**Scroll of Detection : It is unknown what this scroll does, but it was seen in the [[GamesCom 2009]] demo, so it may have a good use, like detecting invisible monsters, for example.&lt;br /&gt;
**Scroll of Wealth : Allows the player to sell his items/loot right on the spot. May look like a Yellow Scroll.&lt;br /&gt;
&lt;br /&gt;
*'''[[Potions]]''' are concoctions that provide the player with some sort of relief. 1 Potion has been seen so far in inventories, they have the same icon as they had in D2.&lt;br /&gt;
**Unknown Potion : According to video made at BlizzCon, this should be Elixir of Willpower I.[[Image:Potion.png]]&lt;br /&gt;
***Super Health Potion&lt;br /&gt;
***Health Potion&lt;br /&gt;
***Lesser Health Potion&lt;br /&gt;
&lt;br /&gt;
*'''[[Vials]]''' are a sort of potion, which are made for the player's teammates. The player cannot use them on himself, Only One vial has been seen in an inventory (in the GamesCom Video).&lt;br /&gt;
**Vial of Resurrection : In the item description (hard to read, by the way), it says &amp;quot;.... Fallen Party Member&amp;quot; (The 1st 3-4 words are unreadable). This implies that this vial is made to resurrect fallen party members.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
'''[[:category:Jewelry|Jewelry]]'''&lt;br /&gt;
*'''[[Amulet]]s''' are worn in the Amulet Slot. There are various designs of amulets, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Rings]]''' are worn in the Rings Slots. There are various designs of rings, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Gem]]s''' are small, precious stones that are magically enchanted and can be socketed into an item, to give it a permanent effect (it is not known whether you can replace socketed gems). Each gem type has properties that give a specific effect depending where you socket it. Ranks of gems exist, and are named by how fine they are cut (Chipped, Flawless). As stated in a recent talk with [[Jay Wilson|Jay Wilson]], Sockets are random and affect all items, meaning that 1 player may get a Legendary item while another player gets that same item but with a socket(s).&lt;br /&gt;
**Topaz : A Yellow Coloured precious gem. May have Electrical properties.[[Image:Topaz.png]]&lt;br /&gt;
**Emerald : A Green Coloured precious gem. May have Poison properties.[[Image:Emerald.png]]&lt;br /&gt;
***Weapons: X% Casting Speed&lt;br /&gt;
***Helm: Attacker takes X Damage&lt;br /&gt;
***Other: X to Dexterity&lt;br /&gt;
**Sapphire : A Blue Coloured precious gem. May have Frost properties.[[Image:Sapphire.png]]&lt;br /&gt;
&lt;br /&gt;
==List of Prefixes/Suffixes/Non-Magical Prefixes==&lt;br /&gt;
Items with non-magical prefixes, are not Magic items, they still maintain a white colored name, they are rather, prefixes that make the item better than normal, sometimes adding magical effects BUT not making the item change its color to blue. Also the magical effects (if any) are randomized.&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-ornate-boots-of-accuracy.jpg|frame|August 2010.]]&lt;br /&gt;
Note: &amp;quot;...&amp;quot; = the name of the item. So &amp;quot;.... of Storms&amp;quot; could mean &amp;quot;Heavy Axe of Storms&amp;quot; or &amp;quot;Short Sword of Storms&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Prefix]]es'''&lt;br /&gt;
** &amp;quot;Savage ...&amp;quot; : Gives X amount of Damage Increase in Percentages to the weapon.&lt;br /&gt;
** &amp;quot;Restless ...&amp;quot; : Increases the base experience rewarded per kill by X.&lt;br /&gt;
*** &amp;quot;Peerlees ...&amp;quot; : Increases the base experience rewarded per kill by X. More than above.&lt;br /&gt;
** &amp;quot;Oracle's ...&amp;quot; : Spells deal X% more damage.&lt;br /&gt;
*** &amp;quot;Bewitched ...&amp;quot; : Spells deal X% more damage. More than above.&lt;br /&gt;
** &amp;quot;Piercing ...&amp;quot; : Gives X to Critical Strike Rating.&lt;br /&gt;
** &amp;quot;Ornate ...&amp;quot; : Worth 150% more gold to Vendors.&lt;br /&gt;
** &amp;quot;Emerald ...&amp;quot; : Gives X Poison Resistance.&lt;br /&gt;
** &amp;quot;Imbued ...&amp;quot; : Provide class unique benefits. (''Only 2 items were seen with this prefix, they made all Mana Spells and Abilities cost less mana by 1 and 2 points respectively''&lt;br /&gt;
** &amp;quot;Lucky ...&amp;quot; : Increase chance of finding magic items by X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Suffixes]]'''&lt;br /&gt;
** &amp;quot;... of Brilliance&amp;quot; : Gives X to Willpower.&lt;br /&gt;
** &amp;quot;... of Immolation&amp;quot; : Gives X to Y amount of Fire Damage.&lt;br /&gt;
** &amp;quot;... of Storms&amp;quot; : Gives X to Y amount of Lightning Damage.&lt;br /&gt;
** &amp;quot;... of Frost&amp;quot; : Gives X to Y amount of Cold Damage.&lt;br /&gt;
** &amp;quot;... of Wrath&amp;quot; : Gives X to Maximum Damage.&lt;br /&gt;
** &amp;quot;... of Accuracy&amp;quot; : Gives X to Dexterity.&lt;br /&gt;
** &amp;quot;... of Dexterity&amp;quot; : Gives 3-4 to Dexterity. (Seen on boots.)&lt;br /&gt;
** &amp;quot;... of Fitness&amp;quot; : Gives X to Vitality.&lt;br /&gt;
** &amp;quot;... of The Bear&amp;quot; : Gives X to Life.&lt;br /&gt;
[[File:Item-gamescon2010-wrist-spade.jpg|frame|Rare Wrist Spade. August 2010.]]&lt;br /&gt;
** &amp;quot;... of Brawn&amp;quot; : Gives 3-4 to Strength. (Seen on armor and gloves.)&lt;br /&gt;
** &amp;quot;... of Haste&amp;quot; : Gives X to Movement Speed.&lt;br /&gt;
** &amp;quot;... of Fortification&amp;quot; : Gives X amount of Armor.&lt;br /&gt;
** &amp;quot;... of Gore&amp;quot; : Increases Damage by X-Y.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Non-Magical Prefixes'''&lt;br /&gt;
** &amp;quot;Superior ...&amp;quot;&lt;br /&gt;
** &amp;quot;Inferior ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Unknown Categories'''&lt;br /&gt;
** &amp;quot;Devastating ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Craftsmanship&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;Locust's ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Focus&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Horadrim&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Elements&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Titans&amp;quot; : Unknown.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Crafting goods are used for [[Artisan (NPC)|Artisans]], to craft items and to train the artisan in their selected craft. These are obtained by [[Salvaging]] items, turning them into Raw Materials. It is very similar to World of Warcrafts' Disenchanting sub-proffesion.&lt;br /&gt;
&lt;br /&gt;
*'''Crafting Goods'''&lt;br /&gt;
**Common Scraps&lt;br /&gt;
**Subtle Essence&lt;br /&gt;
&lt;br /&gt;
==Skill Runes==&lt;br /&gt;
&lt;br /&gt;
*'''[[Runes]]''' can be socketed into skills to improve them uniquely based on the rune socketed.  The new rune system was announced at Blizzcon 2010.  There are 5 runes: Crimson, Indigo, Obsidian, Gold, and Alabaster.  Each type of rune has a different effect, but it's not clear just yet how each rune impacts each skill as they've designed them to loosely fit around a type of concept which varies by class and ability.  Runes also have ranks.  There are 7 ranks - each rank amplifies the original effect of the base rune.  Here are a few examples: &lt;br /&gt;
&lt;br /&gt;
as it impacts the [Witch Doctor] spell [Poison Dart]&lt;br /&gt;
&lt;br /&gt;
** [[Crimson Rune]]: extra damage/fire&lt;br /&gt;
** [[Indigo Rune]]: rapid fire&lt;br /&gt;
** [[Obsidian Rune]]: slows monsters&lt;br /&gt;
** [[Golden Rune]]: mana recovery&lt;br /&gt;
** [[Alabaster Rune]]: snakes attack the monster's face!&lt;br /&gt;
&lt;br /&gt;
as it impacts the [Barbarian] skill [Weapon Throw]:&lt;br /&gt;
&lt;br /&gt;
** [[Crimson Rune]]: extra damage&lt;br /&gt;
** [[Indigo Rune]]: ricochets (AOE)&lt;br /&gt;
** [[Obsidian Rune]]: stuns targets&lt;br /&gt;
** [[Golden Rune]]: throws a CORPSE instead of a weapon!&lt;br /&gt;
** [[Alabaster Rune]]: confuses target&lt;br /&gt;
&lt;br /&gt;
as it impacts the [Wizard] spell [Hydra]:&lt;br /&gt;
&lt;br /&gt;
** [[Crimson Rune]]: changes from fire to frost&lt;br /&gt;
** [[Indigo Rune]]: lightning (lightning hydras never miss!)&lt;br /&gt;
** [[Obsidian Rune]]: hydra spits acid&lt;br /&gt;
** [[Golden Rune]]: one big hydra head, which spits out walls of fire&lt;br /&gt;
** [[Alabaster Rune]]: hydra spits arcane orbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runes have undergone a tortuous evolution, with a whole new system revealed in August, 2010 and fleshed out at Blizzcon in October 2010. See the [[runestones]] page for all the updates.&lt;br /&gt;
&lt;br /&gt;
==Misc Small Items==&lt;br /&gt;
According to Jay Wilson during his short interview for [[BlizzCast_Episode_6|the 6th Blizzcast episode]], elixirs will provide a short-term buff. For more information see [[BlizzCast_Episode_6|a transcript of the blizzcast]], or our article on [[elixirs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
{{GamesCom 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=24006</id>
		<title>Known Items Listing</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=24006"/>
				<updated>2010-10-23T05:42:18Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Skill Runes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Little is known about the [[Items]] in [[Diablo III]]. There will likely be uniques, sets and many other items of the types we're familiar with from ''Diablo II'', but this far before release the D3 team is keeping quiet about item types, and what we see in screenshots and gameplay movies is subject to change.&lt;br /&gt;
&lt;br /&gt;
==Items in the WWI Gameplay Movie==&lt;br /&gt;
The name colours of these items are not yet confirmed. White items seem to be normal, but purple are unknown. There were no purple named item types in Diablo II, so it's unknown if these are analogous to Rare, Set, or Unique, or are an entirely new type of item. Also keep in mind that item stats are the sort of feature that is highly subject to change during development.&lt;br /&gt;
&lt;br /&gt;
The Diablo III team is taking a lot of inspiration from [[World of Warcraft]], meaning the purple items in Diablo III could be Epics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Colors and Item Types==&lt;br /&gt;
&lt;br /&gt;
The Background and the name of items is colored to show which Item Type they are, The colors and item types are:&lt;br /&gt;
&lt;br /&gt;
*Normal items = No/White Color: An Item that has no magical effects.&lt;br /&gt;
*Magic items = Blue Color: An Item that has some random magical effects/Attributes, each effect/attribute bonus gives a specific prefix and/or a specific suffix to the name of the item to reflect this.&lt;br /&gt;
*Rare items = Yellow Color: An Item that has Many random magical effects/Attributes, including some unique ones and is better by stats than a magical item. It comes with a randomly selected preset name.&lt;br /&gt;
*Set items = Unknown Color (Speculated to be either Green, Purple or Gold): Set items belong to a set, which is powerful if the set is complete. Some sets are made for specific classes and increase the class' skills and gives effects/attributes more appropriate for that class. Each set and set piece is Uniquely named. Set items complement one another, so if you have 2 different items of the same set (I.E Boots and Gloves), you will get a bonus for having 2 items of the set.&lt;br /&gt;
*Unique/Legendary items = Unknown Color (Speculated to be either Green, Purple or Gold) : Considered to be the best items in the game, they will be uniquely named, will look unique and will possess unique effects/attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Stats==&lt;br /&gt;
Items that were seen hovered on, allowing their stats to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Items-equipped.jpg|frame|center|Hovering on an item shows its stats compared to what you currently have equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
List of Items Seen in the game or from screenshots:&lt;br /&gt;
(2H = Two-Handed)&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|August 2010.]]&lt;br /&gt;
*'''Axes'''    [[Image:Axe.png|40px]]&lt;br /&gt;
** Gaff and Spitze : It is unknown if &amp;quot;Gaff&amp;quot; or &amp;quot;Spitze&amp;quot; is a TYPE of axe or the rumored names of the Barbarian's slain Children&lt;br /&gt;
**Heavy Axe&lt;br /&gt;
**Double Axe&lt;br /&gt;
**Hand Axe&lt;br /&gt;
**Military Pick&lt;br /&gt;
**Two-Handed Axe&lt;br /&gt;
**Long Axe&lt;br /&gt;
&lt;br /&gt;
*'''Polearms'''&lt;br /&gt;
** Polearm&lt;br /&gt;
&lt;br /&gt;
*'''Maces'''    [[Image:Club.png]]&lt;br /&gt;
**Annihilator Maul (2H)&lt;br /&gt;
**Club.&lt;br /&gt;
**Spiked Club&lt;br /&gt;
**Two-Handed Club&lt;br /&gt;
**Two-Handed Hammer&lt;br /&gt;
**Hammer&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-empowered-wrist-spade.jpg|frame|Wrist Space recipe. August 2010.]]&lt;br /&gt;
*'''Thrown'''&lt;br /&gt;
** Throwing Knife&lt;br /&gt;
&lt;br /&gt;
*'''Wands'''&lt;br /&gt;
**Lesser Wand&lt;br /&gt;
**Yew Wand &lt;br /&gt;
&lt;br /&gt;
*'''Staves'''&lt;br /&gt;
**Short Staff&lt;br /&gt;
**Eagle Orb (Eagle Orbs were a Wizard-only type of stave, 1 handed)&lt;br /&gt;
**Long Staff&lt;br /&gt;
**Yew Staff&lt;br /&gt;
&lt;br /&gt;
*'''Combat Staff'''&lt;br /&gt;
(Used by Monks)&lt;br /&gt;
**Yew Stick&lt;br /&gt;
&lt;br /&gt;
*'''Bows'''&lt;br /&gt;
**Short Bow&lt;br /&gt;
&lt;br /&gt;
*'''Swords'''    [[Image:Sword.png]]&lt;br /&gt;
**Short Sword&lt;br /&gt;
**Falchion&lt;br /&gt;
**Scimitar&lt;br /&gt;
**Two-Handed Sword&lt;br /&gt;
&lt;br /&gt;
*'''Daggers'''&lt;br /&gt;
**Short Dagger&lt;br /&gt;
**Long Dagger&lt;br /&gt;
**Knife&lt;br /&gt;
&lt;br /&gt;
*'''Fist Weapons'''&lt;br /&gt;
**Wrist Spade&lt;br /&gt;
**Fist Blade&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
[[File:Recipe-magical-leather-belt-of-brawn.jpg|frame|Magical Belt. August 2010.]]&lt;br /&gt;
*'''Shields'''    [[Image:Shield.png]]&lt;br /&gt;
**Buckler&lt;br /&gt;
**Large Shield&lt;br /&gt;
**Magic Orb (This Wizard-Only Item, while not a shield, goes into the Shield Slot in the inventory. It provides various magical benefits but does not block or have an armor rating, it was seen in the inventory in the 2009 GamesCom video, and provided a 19% increase to spell damage.)&lt;br /&gt;
**Eagle Orb&lt;br /&gt;
&lt;br /&gt;
*'''Boots'''    [[Image:Boots.png]]&lt;br /&gt;
**Plated Greaves&lt;br /&gt;
**Leather Boots&lt;br /&gt;
**Boots&lt;br /&gt;
**Shoes&lt;br /&gt;
**Heavy Boots&lt;br /&gt;
&lt;br /&gt;
*'''Belts'''    [[Image:Belt.png]]&lt;br /&gt;
**Sash&lt;br /&gt;
**Scale Belt&lt;br /&gt;
**Leather Belt&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-magical-leather-boots-of-dexterity.jpg|frame|Magical boots recipe. August 2010.]]&lt;br /&gt;
*'''Body Armor'''    [[Image:Chest.png]]&lt;br /&gt;
**Quilted Armor&lt;br /&gt;
**Gothic Plate&lt;br /&gt;
**Leather Armor&lt;br /&gt;
**Garments&lt;br /&gt;
**Stronghide Tunic&lt;br /&gt;
**Happy Armor&lt;br /&gt;
**Vestments&lt;br /&gt;
**Scale Mail&lt;br /&gt;
&lt;br /&gt;
*'''Helms'''&lt;br /&gt;
**Gothic Helm&lt;br /&gt;
**Skull Cap&lt;br /&gt;
&lt;br /&gt;
*'''Gloves'''    [[Image:Gloves.png]]&lt;br /&gt;
**Leather Gloves&lt;br /&gt;
**Gauntlets&lt;br /&gt;
**Worn Gloves&lt;br /&gt;
**Scale Gloves&lt;br /&gt;
&lt;br /&gt;
*'''Legs'''    [[Image:Pants.png]]&lt;br /&gt;
**Quilted Pants&lt;br /&gt;
**Plate Leggings&lt;br /&gt;
**Leather Pants&lt;br /&gt;
&lt;br /&gt;
*'''Shoulder Pad(s)'''. &lt;br /&gt;
**Plated Pauldrons&lt;br /&gt;
**Quilted Shoulder Pads&lt;br /&gt;
**Leather Shoulder Pads&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
*'''[[Elixirs]]''' provide effects for a limited period, and have a number on the end indicating the rank of the elixir (so far, only rank 1 and rank 3 elixirs were seen). Higher ranks of Elixirs could mean better effects and/or longer lasting time. (Standard lasting time is 300 seconds as was seen in the BlizzCon Demo)&lt;br /&gt;
**Elixir of Strength I. : Gives X amount of Strength for Y amount of time.&lt;br /&gt;
**Elixir of Dexterity I. : Gives X amount of Dexterity for Y amount of time.&lt;br /&gt;
**Elixir of Vitality I. : Gives X amount of Vitality for Y amount of time.&lt;br /&gt;
**Elixir of Willpower I. : Gives X amount of Willpower for Y amount of time.&lt;br /&gt;
**Elixir of Regeneration I. : Restores X amount of HP over Y amount of time. [[Image:Elixir.png]]&lt;br /&gt;
&lt;br /&gt;
*'''Scrolls''' are small, stackable, 1-time-use items that provide effects for a limited period. World of Warcraft has similar scrolls, which buff the player for 30 to 60 minutes with various buffs (mostly stats and armor). They too have ranks, except they are represent by an adjective instead of a number, that could mean better effects and/or longer lasting time.&lt;br /&gt;
**''Scroll of Town Portal (Removed) : Opens a portal to town. Could be a completely different scroll.[[Image:Blue_Scroll.png]]''  &lt;br /&gt;
**Unknown Red Scroll : As seen in the latest screenshots, 4 stacked red scrolls. They could be Scrolls of Identity, but this is not confirmed.[[Image:Red_Scroll.png]]&lt;br /&gt;
**Scroll of Superior Protection : Gives X amount of Armor for Y amount of time.&lt;br /&gt;
**Scroll of Detection : It is unknown what this scroll does, but it was seen in the [[GamesCom 2009]] demo, so it may have a good use, like detecting invisible monsters, for example.&lt;br /&gt;
**Scroll of Wealth : Allows the player to sell his items/loot right on the spot. May look like a Yellow Scroll.&lt;br /&gt;
&lt;br /&gt;
*'''[[Potions]]''' are concoctions that provide the player with some sort of relief. 1 Potion has been seen so far in inventories, they have the same icon as they had in D2.&lt;br /&gt;
**Unknown Potion : According to video made at BlizzCon, this should be Elixir of Willpower I.[[Image:Potion.png]]&lt;br /&gt;
***Super Health Potion&lt;br /&gt;
***Health Potion&lt;br /&gt;
***Lesser Health Potion&lt;br /&gt;
&lt;br /&gt;
*'''[[Vials]]''' are a sort of potion, which are made for the player's teammates. The player cannot use them on himself, Only One vial has been seen in an inventory (in the GamesCom Video).&lt;br /&gt;
**Vial of Resurrection : In the item description (hard to read, by the way), it says &amp;quot;.... Fallen Party Member&amp;quot; (The 1st 3-4 words are unreadable). This implies that this vial is made to resurrect fallen party members.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
'''[[:category:Jewelry|Jewelry]]'''&lt;br /&gt;
*'''[[Amulet]]s''' are worn in the Amulet Slot. There are various designs of amulets, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Rings]]''' are worn in the Rings Slots. There are various designs of rings, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Gem]]s''' are small, precious stones that are magically enchanted and can be socketed into an item, to give it a permanent effect (it is not known whether you can replace socketed gems). Each gem type has properties that give a specific effect depending where you socket it. Ranks of gems exist, and are named by how fine they are cut (Chipped, Flawless). As stated in a recent talk with [[Jay Wilson|Jay Wilson]], Sockets are random and affect all items, meaning that 1 player may get a Legendary item while another player gets that same item but with a socket(s).&lt;br /&gt;
**Topaz : A Yellow Coloured precious gem. May have Electrical properties.[[Image:Topaz.png]]&lt;br /&gt;
**Emerald : A Green Coloured precious gem. May have Poison properties.[[Image:Emerald.png]]&lt;br /&gt;
***Weapons: X% Casting Speed&lt;br /&gt;
***Helm: Attacker takes X Damage&lt;br /&gt;
***Other: X to Dexterity&lt;br /&gt;
**Sapphire : A Blue Coloured precious gem. May have Frost properties.[[Image:Sapphire.png]]&lt;br /&gt;
&lt;br /&gt;
==List of Prefixes/Suffixes/Non-Magical Prefixes==&lt;br /&gt;
Items with non-magical prefixes, are not Magic items, they still maintain a white colored name, they are rather, prefixes that make the item better than normal, sometimes adding magical effects BUT not making the item change its color to blue. Also the magical effects (if any) are randomized.&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-ornate-boots-of-accuracy.jpg|frame|August 2010.]]&lt;br /&gt;
Note: &amp;quot;...&amp;quot; = the name of the item. So &amp;quot;.... of Storms&amp;quot; could mean &amp;quot;Heavy Axe of Storms&amp;quot; or &amp;quot;Short Sword of Storms&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Prefix]]es'''&lt;br /&gt;
** &amp;quot;Savage ...&amp;quot; : Gives X amount of Damage Increase in Percentages to the weapon.&lt;br /&gt;
** &amp;quot;Restless ...&amp;quot; : Increases the base experience rewarded per kill by X.&lt;br /&gt;
*** &amp;quot;Peerlees ...&amp;quot; : Increases the base experience rewarded per kill by X. More than above.&lt;br /&gt;
** &amp;quot;Oracle's ...&amp;quot; : Spells deal X% more damage.&lt;br /&gt;
*** &amp;quot;Bewitched ...&amp;quot; : Spells deal X% more damage. More than above.&lt;br /&gt;
** &amp;quot;Piercing ...&amp;quot; : Gives X to Critical Strike Rating.&lt;br /&gt;
** &amp;quot;Ornate ...&amp;quot; : Worth 150% more gold to Vendors.&lt;br /&gt;
** &amp;quot;Emerald ...&amp;quot; : Gives X Poison Resistance.&lt;br /&gt;
** &amp;quot;Imbued ...&amp;quot; : Provide class unique benefits. (''Only 2 items were seen with this prefix, they made all Mana Spells and Abilities cost less mana by 1 and 2 points respectively''&lt;br /&gt;
** &amp;quot;Lucky ...&amp;quot; : Increase chance of finding magic items by X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Suffixes]]'''&lt;br /&gt;
** &amp;quot;... of Brilliance&amp;quot; : Gives X to Willpower.&lt;br /&gt;
** &amp;quot;... of Immolation&amp;quot; : Gives X to Y amount of Fire Damage.&lt;br /&gt;
** &amp;quot;... of Storms&amp;quot; : Gives X to Y amount of Lightning Damage.&lt;br /&gt;
** &amp;quot;... of Frost&amp;quot; : Gives X to Y amount of Cold Damage.&lt;br /&gt;
** &amp;quot;... of Wrath&amp;quot; : Gives X to Maximum Damage.&lt;br /&gt;
** &amp;quot;... of Accuracy&amp;quot; : Gives X to Dexterity.&lt;br /&gt;
** &amp;quot;... of Dexterity&amp;quot; : Gives 3-4 to Dexterity. (Seen on boots.)&lt;br /&gt;
** &amp;quot;... of Fitness&amp;quot; : Gives X to Vitality.&lt;br /&gt;
** &amp;quot;... of The Bear&amp;quot; : Gives X to Life.&lt;br /&gt;
[[File:Item-gamescon2010-wrist-spade.jpg|frame|Rare Wrist Spade. August 2010.]]&lt;br /&gt;
** &amp;quot;... of Brawn&amp;quot; : Gives 3-4 to Strength. (Seen on armor and gloves.)&lt;br /&gt;
** &amp;quot;... of Haste&amp;quot; : Gives X to Movement Speed.&lt;br /&gt;
** &amp;quot;... of Fortification&amp;quot; : Gives X amount of Armor.&lt;br /&gt;
** &amp;quot;... of Gore&amp;quot; : Increases Damage by X-Y.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Non-Magical Prefixes'''&lt;br /&gt;
** &amp;quot;Superior ...&amp;quot;&lt;br /&gt;
** &amp;quot;Inferior ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Unknown Categories'''&lt;br /&gt;
** &amp;quot;Devastating ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Craftsmanship&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;Locust's ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Focus&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Horadrim&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Elements&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Titans&amp;quot; : Unknown.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Crafting goods are used for [[Artisan (NPC)|Artisans]], to craft items and to train the artisan in their selected craft. These are obtained by [[Salvaging]] items, turning them into Raw Materials. It is very similar to World of Warcrafts' Disenchanting sub-proffesion.&lt;br /&gt;
&lt;br /&gt;
*'''Crafting Goods'''&lt;br /&gt;
**Common Scraps&lt;br /&gt;
**Subtle Essence&lt;br /&gt;
&lt;br /&gt;
==Skill Runes==&lt;br /&gt;
&lt;br /&gt;
*'''[[Runes]]''' can be socketed into skills to improve them uniquely based on the rune socketed.  The new rune system was announced at Blizzcon 2010.  There are 5 runes: Crimson, Indigo, Obsidian, Gold, and Alabaster.  Each type of rune has a different effect, but it's not clear just yet how each rune impacts each skill as they've designed them to loosely fit around a type of concept which varies by class and ability.  Runes also have ranks.  There are 7 ranks - each rank amplifies the original effect of the base rune.  Here are a few examples: &lt;br /&gt;
&lt;br /&gt;
as it impacts the [Witch Doctor] spell [Poison Dart]&lt;br /&gt;
&lt;br /&gt;
** [[Crimson Rune]]: extra damage/fire&lt;br /&gt;
** [[Indigo Rune]]: rapid fire&lt;br /&gt;
** [[Obsidian Rune]]: slows monsters&lt;br /&gt;
** [[Gold Rune]]: mana recovery&lt;br /&gt;
** [[Alabaster Rune]]: snakes attack the monster's face!&lt;br /&gt;
&lt;br /&gt;
as it impacts the [Barbarian] skill [Weapon Throw]:&lt;br /&gt;
&lt;br /&gt;
** [[Crimson Rune]]: extra damage&lt;br /&gt;
** [[Indigo Rune]]: ricochets (AOE)&lt;br /&gt;
** [[Obsidian Rune]]: stuns targets&lt;br /&gt;
** [[Gold Rune]]: throws a CORPSE instead of a weapon!&lt;br /&gt;
** [[Alabaster Rune]]: confuses target&lt;br /&gt;
&lt;br /&gt;
as it impacts the [Wizard] spell [Hydra]:&lt;br /&gt;
&lt;br /&gt;
** [[Crimson Rune]]: changes from fire to frost&lt;br /&gt;
** [[Indigo Rune]]: lightning (lightning hydras never miss!)&lt;br /&gt;
** [[Obsidian Rune]]: hydra spits acid&lt;br /&gt;
** [[Gold Rune]]: one big hydra head, which spits out walls of fire&lt;br /&gt;
** [[Alabaster Rune]]: hydra spits arcane orbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runes have undergone a tortuous evolution, with a whole new system revealed in August, 2010 and fleshed out at Blizzcon in October 2010. See the [[runestones]] page for all the updates.&lt;br /&gt;
&lt;br /&gt;
==Misc Small Items==&lt;br /&gt;
According to Jay Wilson during his short interview for [[BlizzCast_Episode_6|the 6th Blizzcast episode]], elixirs will provide a short-term buff. For more information see [[BlizzCast_Episode_6|a transcript of the blizzcast]], or our article on [[elixirs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
{{GamesCom 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Health_Globe&amp;diff=23970</id>
		<title>Health Globe</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Health_Globe&amp;diff=23970"/>
				<updated>2010-10-21T05:19:14Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Health Globes''' are orbs of life energy that can drop from some slain monsters. Characters refill their hit points by walking over health globes. The benefit of health globes are shared to every player in the area. Health globes persist forever, and if not consumed after a battle will float in space indefinitely, allowing players to save them for later, if necessary.&lt;br /&gt;
&lt;br /&gt;
[[Image:Health Orbs1.jpg|right|thumb|Two health orbs after battle. [http://www.diii.net/gallery/showphoto.php?photo=1369&amp;amp;cat=546&amp;amp;size=big Full picture].]]&lt;br /&gt;
In early builds of Diablo III there were also [[Mana Globe]]s, but these were removed in mid-2009, and Health Globes now provide [[mana]] bonuses to characters using mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why they Exist==&lt;br /&gt;
[[Image:Health Orb2.jpg|left|thumb|One health orb in the middle of a fray. [http://www.diii.net/gallery/showphoto.php?photo=1368&amp;amp;cat=546&amp;amp;size=big Full picture].]]&lt;br /&gt;
While there isn't a given reason in the lore (yet) for these power-ups floating in mid air like an arcade game, the reason for their existence in the gameplay is to increase speed of gameplay without relying so heavily on [[potion]]s. The development team wanted to keep Diablo III fast paced and filled with action, not waiting idle for [[health]] or [[mana]] to regenerate. [[Jay Wilson]] also said that the old potion-based combat, where potions basically were extra health and mana to your pools, they wanted it to be more interactive.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
These globes of health work as you would expect, when stepping on them, you will get an increase in health. The increase is over time, so not instant, and you only activate them if you are lacking health. The interesting thing about multiplayer and orbs is that they heal all party members in the vicinity, enabling any player to be a makeshift healer. Even if the person picking the orb up is at full health, it will heal others.&lt;br /&gt;
&lt;br /&gt;
The [[drop rate]] is quite low, but with the amount of monsters coming at players, there should rarely be a lack of orbs, and when they are far between, there is always potions. Additional tweaks have also been promised.&lt;br /&gt;
&lt;br /&gt;
[http://www.diii.net/n/688738/bashiok-on-health-orbs-and-pvp Source]&lt;br /&gt;
::''We're also playing around with some alternate functionality for when/how they're picked up while you're at full health, as well as some visual tweaks. Regardless we're going to make sure it's as fun and balanced as possible.''&lt;br /&gt;
&lt;br /&gt;
Health orbs heal on a % basis; if they fill say, 25% of a character's hit points, then a Barbarian would get more actual health from one than a Witch Doctor, even though both would see their health globe fill the same amount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drop Rates===&lt;br /&gt;
[[Jay Wilson]] said they were on [http://www.gamereactor.eu/grtv/?id=2936 about 25-35%].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boss Battles===&lt;br /&gt;
During [[Boss]] battles, or battles with [[rare]]s and [[champion]]s, [[Jay Wilson]] said &amp;quot;they would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%.&amp;quot;[http://uk.pc.ign.com/articles/101/1017305p2.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
[[Image:newhealthglobe.png|thumb|right|A new globe as seen in the Wizard gameplay trailer.]]&lt;br /&gt;
In the [[BlizzCon 2008]] build, the globes had changed slightly, getting some sort of ornamental graphic on the top and bottom, like a small golden crown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Health Globes and Mana==&lt;br /&gt;
In the [[GamesCom 2009 demo]], [[Mana Globe]]s have been removed. At the end of one video, the [[Wizard]] regains a large amount of [[mana]] by picking up a Health Globe. This is because they now get Mana as well as Health from Health Globes if they invested in [[Stability Control]]. &lt;br /&gt;
&lt;br /&gt;
[[Witch Doctor]]s also receive mana benefits from health globes, if they have invested into various of their mana+ skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
There has been some small level of controversy about these Health Orbs as some players do not like the idea of &amp;quot;power-ups&amp;quot; in a [[RPG]] game. It is nowhere near the levels of the [[art controversy]], but some people are genuinely upset.&lt;br /&gt;
&lt;br /&gt;
In either way, it is highly unlikely that [[Blizzard Entertainment|Blizzard]] will change Health Orbs significantly at this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The first Health Globe was shown at [[WWI 2008]] with the announcement of [[Diablo III]] and the [[Barbarian]]/[[Witch Doctor]]. It was originally just a read &amp;quot;blob&amp;quot; floating, but had received a graphics update by [[BlizzCon 2008|BlizzCon later in the year]] with a little golden crown on the top and end.&lt;br /&gt;
&lt;br /&gt;
By [[BlizzCon 2009]], the mechanics of the globe had been changed slightly as well with the disappearance of [[Mana Globe]]s, now giving [[mana]] to [[Wizard]]s using the [[Stability Control]] skill. &lt;br /&gt;
&lt;br /&gt;
In January 2010[http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/], the Wizard got a confirmed new [[resource pool]] known only as [[instability]], which has since been removed, but the [[Witch Doctor]] might still be able to benefit from Health Globes when recuperating mana.&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* [[Stability Control]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/ Monk Mana Resource System Progressing]&lt;br /&gt;
* [http://www.diii.net/n/688738/bashiok-on-health-orbs-and-pvp Bashiok on Health Orbs and PvP]&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://uk.pc.ign.com/articles/101/1017305p2.html IGN: Globes and Boss Battles]&lt;br /&gt;
* [http://www.gamereactor.eu/grtv/?id=2936 Droprate about 25-35%]&lt;br /&gt;
* [[GamesCom 2009 demo]]&lt;br /&gt;
* [[Wizard Gameplay Blizzcon 2008]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Controversies]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=23969</id>
		<title>Known Items Listing</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=23969"/>
				<updated>2010-10-21T05:13:58Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Little is known about the [[Items]] in [[Diablo III]]. There will likely be uniques, sets and many other items of the types we're familiar with from ''Diablo II'', but this far before release the D3 team is keeping quiet about item types, and what we see in screenshots and gameplay movies is subject to change.&lt;br /&gt;
&lt;br /&gt;
==Items in the WWI Gameplay Movie==&lt;br /&gt;
The name colours of these items are not yet confirmed. White items seem to be normal, but purple are unknown. There were no purple named item types in Diablo II, so it's unknown if these are analogous to Rare, Set, or Unique, or are an entirely new type of item. Also keep in mind that item stats are the sort of feature that is highly subject to change during development.&lt;br /&gt;
&lt;br /&gt;
The Diablo III team is taking a lot of inspiration from [[World of Warcraft]], meaning the purple items in Diablo III could be Epics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Colors and Item Types==&lt;br /&gt;
&lt;br /&gt;
The Background and the name of items is colored to show which Item Type they are, The colors and item types are:&lt;br /&gt;
&lt;br /&gt;
*Normal items = No/White Color: An Item that has no magical effects.&lt;br /&gt;
*Magic items = Blue Color: An Item that has some random magical effects/Attributes, each effect/attribute bonus gives a specific prefix and/or a specific suffix to the name of the item to reflect this.&lt;br /&gt;
*Rare items = Yellow Color: An Item that has Many random magical effects/Attributes, including some unique ones and is better by stats than a magical item. It comes with a randomly selected preset name.&lt;br /&gt;
*Set items = Unknown Color (Speculated to be either Green, Purple or Gold): Set items belong to a set, which is powerful if the set is complete. Some sets are made for specific classes and increase the class' skills and gives effects/attributes more appropriate for that class. Each set and set piece is Uniquely named. Set items complement one another, so if you have 2 different items of the same set (I.E Boots and Gloves), you will get a bonus for having 2 items of the set.&lt;br /&gt;
*Unique/Legendary items = Unknown Color (Speculated to be either Green, Purple or Gold) : Considered to be the best items in the game, they will be uniquely named, will look unique and will possess unique effects/attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Stats==&lt;br /&gt;
Items that were seen hovered on, allowing their stats to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Items-equipped.jpg|frame|center|Hovering on an item shows its stats compared to what you currently have equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
List of Items Seen in the game or from screenshots:&lt;br /&gt;
(2H = Two-Handed)&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|August 2010.]]&lt;br /&gt;
*'''Axes'''    [[Image:Axe.png|40px]]&lt;br /&gt;
** Gaff and Spitze : It is unknown if &amp;quot;Gaff&amp;quot; or &amp;quot;Spitze&amp;quot; is a TYPE of axe or the rumored names of the Barbarian's slain Children&lt;br /&gt;
**Heavy Axe&lt;br /&gt;
**Double Axe&lt;br /&gt;
**Hand Axe&lt;br /&gt;
**Military Pick&lt;br /&gt;
**Two-Handed Axe&lt;br /&gt;
**Long Axe&lt;br /&gt;
&lt;br /&gt;
*'''Polearms'''&lt;br /&gt;
** Polearm&lt;br /&gt;
&lt;br /&gt;
*'''Maces'''    [[Image:Club.png]]&lt;br /&gt;
**Annihilator Maul (2H)&lt;br /&gt;
**Club.&lt;br /&gt;
**Spiked Club&lt;br /&gt;
**Two-Handed Club&lt;br /&gt;
**Two-Handed Hammer&lt;br /&gt;
**Hammer&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-empowered-wrist-spade.jpg|frame|Wrist Space recipe. August 2010.]]&lt;br /&gt;
*'''Thrown'''&lt;br /&gt;
** Throwing Knife&lt;br /&gt;
&lt;br /&gt;
*'''Wands'''&lt;br /&gt;
**Lesser Wand&lt;br /&gt;
**Yew Wand &lt;br /&gt;
&lt;br /&gt;
*'''Staves'''&lt;br /&gt;
**Short Staff&lt;br /&gt;
**Eagle Orb (Eagle Orbs were a Wizard-only type of stave, 1 handed)&lt;br /&gt;
**Long Staff&lt;br /&gt;
**Yew Staff&lt;br /&gt;
&lt;br /&gt;
*'''Combat Staff'''&lt;br /&gt;
(Used by Monks)&lt;br /&gt;
**Yew Stick&lt;br /&gt;
&lt;br /&gt;
*'''Bows'''&lt;br /&gt;
**Short Bow&lt;br /&gt;
&lt;br /&gt;
*'''Swords'''    [[Image:Sword.png]]&lt;br /&gt;
**Short Sword&lt;br /&gt;
**Falchion&lt;br /&gt;
**Scimitar&lt;br /&gt;
**Two-Handed Sword&lt;br /&gt;
&lt;br /&gt;
*'''Daggers'''&lt;br /&gt;
**Short Dagger&lt;br /&gt;
**Long Dagger&lt;br /&gt;
**Knife&lt;br /&gt;
&lt;br /&gt;
*'''Fist Weapons'''&lt;br /&gt;
**Wrist Spade&lt;br /&gt;
**Fist Blade&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
[[File:Recipe-magical-leather-belt-of-brawn.jpg|frame|Magical Belt. August 2010.]]&lt;br /&gt;
*'''Shields'''    [[Image:Shield.png]]&lt;br /&gt;
**Buckler&lt;br /&gt;
**Large Shield&lt;br /&gt;
**Magic Orb (This Wizard-Only Item, while not a shield, goes into the Shield Slot in the inventory. It provides various magical benefits but does not block or have an armor rating, it was seen in the inventory in the 2009 GamesCom video, and provided a 19% increase to spell damage.)&lt;br /&gt;
**Eagle Orb&lt;br /&gt;
&lt;br /&gt;
*'''Boots'''    [[Image:Boots.png]]&lt;br /&gt;
**Plated Greaves&lt;br /&gt;
**Leather Boots&lt;br /&gt;
**Boots&lt;br /&gt;
**Shoes&lt;br /&gt;
**Heavy Boots&lt;br /&gt;
&lt;br /&gt;
*'''Belts'''    [[Image:Belt.png]]&lt;br /&gt;
**Sash&lt;br /&gt;
**Scale Belt&lt;br /&gt;
**Leather Belt&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe-magical-leather-boots-of-dexterity.jpg|frame|Magical boots recipe. August 2010.]]&lt;br /&gt;
*'''Body Armor'''    [[Image:Chest.png]]&lt;br /&gt;
**Quilted Armor&lt;br /&gt;
**Gothic Plate&lt;br /&gt;
**Leather Armor&lt;br /&gt;
**Garments&lt;br /&gt;
**Stronghide Tunic&lt;br /&gt;
**Happy Armor&lt;br /&gt;
**Vestments&lt;br /&gt;
**Scale Mail&lt;br /&gt;
&lt;br /&gt;
*'''Helms'''&lt;br /&gt;
**Gothic Helm&lt;br /&gt;
**Skull Cap&lt;br /&gt;
&lt;br /&gt;
*'''Gloves'''    [[Image:Gloves.png]]&lt;br /&gt;
**Leather Gloves&lt;br /&gt;
**Gauntlets&lt;br /&gt;
**Worn Gloves&lt;br /&gt;
**Scale Gloves&lt;br /&gt;
&lt;br /&gt;
*'''Legs'''    [[Image:Pants.png]]&lt;br /&gt;
**Quilted Pants&lt;br /&gt;
**Plate Leggings&lt;br /&gt;
**Leather Pants&lt;br /&gt;
&lt;br /&gt;
*'''Shoulder Pad(s)'''. &lt;br /&gt;
**Plated Pauldrons&lt;br /&gt;
**Quilted Shoulder Pads&lt;br /&gt;
**Leather Shoulder Pads&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
*'''[[Elixirs]]''' provide effects for a limited period, and have a number on the end indicating the rank of the elixir (so far, only rank 1 and rank 3 elixirs were seen). Higher ranks of Elixirs could mean better effects and/or longer lasting time. (Standard lasting time is 300 seconds as was seen in the BlizzCon Demo)&lt;br /&gt;
**Elixir of Strength I. : Gives X amount of Strength for Y amount of time.&lt;br /&gt;
**Elixir of Dexterity I. : Gives X amount of Dexterity for Y amount of time.&lt;br /&gt;
**Elixir of Vitality I. : Gives X amount of Vitality for Y amount of time.&lt;br /&gt;
**Elixir of Willpower I. : Gives X amount of Willpower for Y amount of time.&lt;br /&gt;
**Elixir of Regeneration I. : Restores X amount of HP over Y amount of time. [[Image:Elixir.png]]&lt;br /&gt;
&lt;br /&gt;
*'''Scrolls''' are small, stackable, 1-time-use items that provide effects for a limited period. World of Warcraft has similar scrolls, which buff the player for 30 to 60 minutes with various buffs (mostly stats and armor). They too have ranks, except they are represent by an adjective instead of a number, that could mean better effects and/or longer lasting time.&lt;br /&gt;
**''Scroll of Town Portal (Removed) : Opens a portal to town. Could be a completely different scroll.[[Image:Blue_Scroll.png]]''  &lt;br /&gt;
**Unknown Red Scroll : As seen in the latest screenshots, 4 stacked red scrolls. They could be Scrolls of Identity, but this is not confirmed.[[Image:Red_Scroll.png]]&lt;br /&gt;
**Scroll of Superior Protection : Gives X amount of Armor for Y amount of time.&lt;br /&gt;
**Scroll of Detection : It is unknown what this scroll does, but it was seen in the [[GamesCom 2009]] demo, so it may have a good use, like detecting invisible monsters, for example.&lt;br /&gt;
**Scroll of Wealth : Allows the player to sell his items/loot right on the spot. May look like a Yellow Scroll.&lt;br /&gt;
&lt;br /&gt;
*'''[[Potions]]''' are concoctions that provide the player with some sort of relief. 1 Potion has been seen so far in inventories, they have the same icon as they had in D2.&lt;br /&gt;
**Unknown Potion : According to video made at BlizzCon, this should be Elixir of Willpower I.[[Image:Potion.png]]&lt;br /&gt;
***Super Health Potion&lt;br /&gt;
***Health Potion&lt;br /&gt;
***Lesser Health Potion&lt;br /&gt;
&lt;br /&gt;
*'''[[Vials]]''' are a sort of potion, which are made for the player's teammates. The player cannot use them on himself, Only One vial has been seen in an inventory (in the GamesCom Video).&lt;br /&gt;
**Vial of Resurrection : In the item description (hard to read, by the way), it says &amp;quot;.... Fallen Party Member&amp;quot; (The 1st 3-4 words are unreadable). This implies that this vial is made to resurrect fallen party members.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
'''[[:category:Jewelry|Jewelry]]'''&lt;br /&gt;
*'''[[Amulet]]s''' are worn in the Amulet Slot. There are various designs of amulets, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Rings]]''' are worn in the Rings Slots. There are various designs of rings, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
*'''[[Gem]]s''' are small, precious stones that are magically enchanted and can be socketed into an item, to give it a permanent effect (it is not known whether you can replace socketed gems). Each gem type has properties that give a specific effect depending where you socket it. Ranks of gems exist, and are named by how fine they are cut (Chipped, Flawless). As stated in a recent talk with [[Jay Wilson|Jay Wilson]], Sockets are random and affect all items, meaning that 1 player may get a Legendary item while another player gets that same item but with a socket(s).&lt;br /&gt;
**Topaz : A Yellow Coloured precious gem. May have Electrical properties.[[Image:Topaz.png]]&lt;br /&gt;
**Emerald : A Green Coloured precious gem. May have Poison properties.[[Image:Emerald.png]]&lt;br /&gt;
***Weapons: X% Casting Speed&lt;br /&gt;
***Helm: Attacker takes X Damage&lt;br /&gt;
***Other: X to Dexterity&lt;br /&gt;
**Sapphire : A Blue Coloured precious gem. May have Frost properties.[[Image:Sapphire.png]]&lt;br /&gt;
&lt;br /&gt;
==List of Prefixes/Suffixes/Non-Magical Prefixes==&lt;br /&gt;
Items with non-magical prefixes, are not Magic items, they still maintain a white colored name, they are rather, prefixes that make the item better than normal, sometimes adding magical effects BUT not making the item change its color to blue. Also the magical effects (if any) are randomized.&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-ornate-boots-of-accuracy.jpg|frame|August 2010.]]&lt;br /&gt;
Note: &amp;quot;...&amp;quot; = the name of the item. So &amp;quot;.... of Storms&amp;quot; could mean &amp;quot;Heavy Axe of Storms&amp;quot; or &amp;quot;Short Sword of Storms&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Prefix]]es'''&lt;br /&gt;
** &amp;quot;Savage ...&amp;quot; : Gives X amount of Damage Increase in Percentages to the weapon.&lt;br /&gt;
** &amp;quot;Restless ...&amp;quot; : Increases the base experience rewarded per kill by X.&lt;br /&gt;
*** &amp;quot;Peerlees ...&amp;quot; : Increases the base experience rewarded per kill by X. More than above.&lt;br /&gt;
** &amp;quot;Oracle's ...&amp;quot; : Spells deal X% more damage.&lt;br /&gt;
*** &amp;quot;Bewitched ...&amp;quot; : Spells deal X% more damage. More than above.&lt;br /&gt;
** &amp;quot;Piercing ...&amp;quot; : Gives X to Critical Strike Rating.&lt;br /&gt;
** &amp;quot;Ornate ...&amp;quot; : Worth 150% more gold to Vendors.&lt;br /&gt;
** &amp;quot;Emerald ...&amp;quot; : Gives X Poison Resistance.&lt;br /&gt;
** &amp;quot;Imbued ...&amp;quot; : Provide class unique benefits. (''Only 2 items were seen with this prefix, they made all Mana Spells and Abilities cost less mana by 1 and 2 points respectively''&lt;br /&gt;
** &amp;quot;Lucky ...&amp;quot; : Increase chance of finding magic items by X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of [[Suffixes]]'''&lt;br /&gt;
** &amp;quot;... of Brilliance&amp;quot; : Gives X to Willpower.&lt;br /&gt;
** &amp;quot;... of Immolation&amp;quot; : Gives X to Y amount of Fire Damage.&lt;br /&gt;
** &amp;quot;... of Storms&amp;quot; : Gives X to Y amount of Lightning Damage.&lt;br /&gt;
** &amp;quot;... of Frost&amp;quot; : Gives X to Y amount of Cold Damage.&lt;br /&gt;
** &amp;quot;... of Wrath&amp;quot; : Gives X to Maximum Damage.&lt;br /&gt;
** &amp;quot;... of Accuracy&amp;quot; : Gives X to Dexterity.&lt;br /&gt;
** &amp;quot;... of Dexterity&amp;quot; : Gives 3-4 to Dexterity. (Seen on boots.)&lt;br /&gt;
** &amp;quot;... of Fitness&amp;quot; : Gives X to Vitality.&lt;br /&gt;
** &amp;quot;... of The Bear&amp;quot; : Gives X to Life.&lt;br /&gt;
[[File:Item-gamescon2010-wrist-spade.jpg|frame|Rare Wrist Spade. August 2010.]]&lt;br /&gt;
** &amp;quot;... of Brawn&amp;quot; : Gives 3-4 to Strength. (Seen on armor and gloves.)&lt;br /&gt;
** &amp;quot;... of Haste&amp;quot; : Gives X to Movement Speed.&lt;br /&gt;
** &amp;quot;... of Fortification&amp;quot; : Gives X amount of Armor.&lt;br /&gt;
** &amp;quot;... of Gore&amp;quot; : Increases Damage by X-Y.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Non-Magical Prefixes'''&lt;br /&gt;
** &amp;quot;Superior ...&amp;quot;&lt;br /&gt;
** &amp;quot;Inferior ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Unknown Categories'''&lt;br /&gt;
** &amp;quot;Devastating ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Craftsmanship&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;Locust's ...&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of Focus&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Horadrim&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Elements&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of the Titans&amp;quot; : Unknown.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Crafting goods are used for [[Artisan (NPC)|Artisans]], to craft items and to train the artisan in their selected craft. These are obtained by [[Salvaging]] items, turning them into Raw Materials. It is very similar to World of Warcrafts' Disenchanting sub-proffesion.&lt;br /&gt;
&lt;br /&gt;
*'''Crafting Goods'''&lt;br /&gt;
**Common Scraps&lt;br /&gt;
**Subtle Essence&lt;br /&gt;
&lt;br /&gt;
==Skill Runes==&lt;br /&gt;
&lt;br /&gt;
*'''Skill [[Runes]]''' can be socketed into skills to improve them uniquely based on the rune socketed.&lt;br /&gt;
** [[Hydra Rune]]: Increases skill quantity.[[Image:Hydra.png]]&lt;br /&gt;
** [[Viper Rune]]: Increases skill lethality.[[Image:Viper.png]]&lt;br /&gt;
** [[Force Rune]]: Increases power of skill.[[Image:Force.png]]&lt;br /&gt;
** [[Energy Rune]]: Reduces [[Resource Pool|resource]] cost of skill.&lt;br /&gt;
&lt;br /&gt;
Runes have undergone a tortuous evolution, with a whole new system revealed in August, 2010. See the [[runestones]] page for all the updates.&lt;br /&gt;
&lt;br /&gt;
==Misc Small Items==&lt;br /&gt;
According to Jay Wilson during his short interview for [[BlizzCast_Episode_6|the 6th Blizzcast episode]], elixirs will provide a short-term buff. For more information see [[BlizzCast_Episode_6|a transcript of the blizzcast]], or our article on [[elixirs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
{{GamesCom 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Teganze&amp;diff=23757</id>
		<title>Teganze</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Teganze&amp;diff=23757"/>
				<updated>2010-10-07T23:27:34Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Torajan_Jungles_map.jpg|thumb|right|Teganze is located in the [[Torajan Jungles]], quite centrally on [[Sanctuary]]'s [[world map]].]]&lt;br /&gt;
'''Teganze''' is a region of the Torajan Junges on the Eastern continent of [[Sanctuary]]. South west of [[Kurast]], deep in the jungle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
The [[umbaru]] race resides in Teganze. Three clans are known from [[Abd al-Hazir]]'s [[Writings of Abd al-Hazir: Entry no. 0013|thirteenth entry]] of his [[Writings of Abd al-Hazir|Writings]]:&lt;br /&gt;
* [[Tribe of the Five Hills]]&lt;br /&gt;
* [[Clan of the Seven Stones]]&lt;br /&gt;
* [[Tribe of the Clouded Valley]]&lt;br /&gt;
In the Tribe of the Five Hills, which he visited, fearsome [[Witch Doctor]]s lead and fought for the tribe. They conduct ritual warfare against their two neighbours, but it's not known if the Witch Doctors are unique to the Tribe of the Five Hills, or if they are common among all of the umbaru.&lt;br /&gt;
&lt;br /&gt;
Five additional tribes were used by the [[mage clan]] known as [[Vizjerei]], and transformed as beasts of war for the [[Mage Clan War]]. They sold their souls to the demon [[Zagraal]] to get feral power and to defeat their Vizjerei oppressors, but in the end they lost the last of their humanity, now called &amp;quot;[[Khazra]]&amp;quot;, roughly translating to &amp;quot;[[demon]]&amp;quot;. The new names of the tribes are believed to be:&lt;br /&gt;
* Moon Clan&lt;br /&gt;
* Night Clan&lt;br /&gt;
* Blood Clan&lt;br /&gt;
* Death Clan&lt;br /&gt;
* Hell Clan&lt;br /&gt;
&lt;br /&gt;
The umbaru [[Witch Doctor]]s have spent much energy to more or less eradicate the &amp;quot;goatmen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Witch Doctor]]&lt;br /&gt;
* [[Umbaru]]&lt;br /&gt;
* [[Tribe of the Five Hills]]&lt;br /&gt;
* [[Clan of the Seven Stones]]&lt;br /&gt;
* [[Tribe of the Clouded Valley]]&lt;br /&gt;
* [[Khazra]]&lt;br /&gt;
* [[Torajan Jungles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Witch Doctor]]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0008]] - Goatmen&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0013]] - Witch Doctor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Monster&amp;diff=23756</id>
		<title>Monster</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Monster&amp;diff=23756"/>
				<updated>2010-10-07T23:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Thousand Pounder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Monsters''' are one of the main attractions in [[Diablo III]], or at least the opportunity to kill them is. See the [[:Category:Monsters|Monsters Category]] for a listing of all the known monsters in ''Diablo III''. There is also a brief list below. In addition to monsters, there is more of the basic Diablo III information available in the [[Diablo 3 Basics]] article.&lt;br /&gt;
&lt;br /&gt;
[[Boss]]es and [[champion]]s are found in Diablo 3 as they were in the previous games in the series, and are the real focus of most reward/difficulty to be found during combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
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==Development==&lt;br /&gt;
[[Image:Mon-siegebreaker1.jpg|thumb|150px|The [[Siegebreaker Assault Beast|Siegebreaker]] eyes his next victim.]]&lt;br /&gt;
The D3 team has created a huge variety of monsters for our slaughtering pleasure, and the denizens of the underworld are customized, personalized, and quite versatile. Bosses have been greatly upgraded in appearance and size, and the AI has been improved as well.&lt;br /&gt;
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As the [[D3 Team]] describes it, the monsters and characters evolve at the same time, feeding off of each other. Jay Wilson described this process in a December 2008 interview.[http://www.1up.com/do/previewPage?pager.offset=2&amp;amp;cId=3172030&amp;amp;p=]&lt;br /&gt;
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{{clear-left}}::&amp;quot;...the monster design. As we get further and further into the game, our goal is to make monsters that we can't figure out how the player can defeat [with the existing skills] and give the player the tools they need to defeat them. So the design of the monsters has a direct relationship to the design of the classes. That's kind of an ongoing thing; we [decide] &amp;quot;Let's create a monster that has really debilitating rooting attacks that just get you stuck when you encounter them.&amp;quot; Then we see that this really screws with the Barbarian, so we give him a skill that lets him break out of roots so that he can counter that. Those things are interesting and allow for the player to have a broader, deeper character. On the other hand, we don't want to go too far -- a lot of mechanics of ''World of WarCraft'' are based heavily on control, and we want to make sure that Diablo 3 stays mostly a combat game based mostly on attacks.&lt;br /&gt;
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In an interview from October 2009, Leonard Boyarsky described the monster design process in more detail. [http://hellforge.gameriot.com/blogs/Hellforge/Diablo-III-The-Lore-of-the-World-An-Interview-with-Leonard-Boyarsky/page1]&lt;br /&gt;
::'''Leonard Boyarsky: '''A lot of the monster design stems from what is needed from a gameplay perspective. So different guys from our team from different disciplines like art, design, effects… will get together and will call a strike team and will really kind of brainstorm what would be cool to fit this niche in the game that we know we need. In the broadest sense we’ll know we’ll need let’s say a ranged monster, we’ll know we’ll need a monster that casts buffs on other monsters, and how can we bring something original to that. How can we make that an interesting character, or interesting monster. And then, a lot of the times the artists will give a personality or a kind of feel to those monsters and then we’ll come in and work with them on the lore.&lt;br /&gt;
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::What we wanna do for a lot of the stuff is decide whether it’s from the lore side of the demons – whether it’s naturally occurring, and then we’ll try to come up with backgrounds for those different things. And sometimes, we’ll have the idea for, well, you’re in this area so this is the kind of... from a lore standpoint this is the kind of monsters or the kind of animals that you’d encounter, but we really don’t put any kind of requirements in terms of the gameplay of them. We could say, “Oh, you’re gonna run into a goatman here, or whatever” and then they will be able to run with that, because it’s pretty wide open, you know you can do a lot of different stuff with the characters.&lt;br /&gt;
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==Classifications==&lt;br /&gt;
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We're grouping monsters as they were sorted in Diablo II, as [[Animals]], [[Demons]], or [[Undead]]. At this point, this is purely for ease of organization. It's not known how monsters will be grouped in the final game, and/or if the familiar aspects of their types, such as undead taking extra damage from blunt weapons, will be retained in Diablo III. This information will be added to the wiki as soon as Blizzard makes it available.  Consider all these classifications as tentative, for now.&lt;br /&gt;
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===Classification by Function===&lt;br /&gt;
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The Diablo design team classifies monsters by their function, with all monsters grouped into a few types, depending on their AI. The design goal is to group different types by how they best cooperate with each other, and you'll see the same types of monsters together in different areas throughout the game.&lt;br /&gt;
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* '''Swarmer:''' Weak. Typically melee.&amp;lt;br&amp;gt;&lt;br /&gt;
It's a lot of fun to fight tons of little monsters at once. These function basically as &amp;quot;health walls,&amp;quot; giving the players something to kill and gather health orbs from. They're not really meant to be dangerous.&lt;br /&gt;
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* '''Ranged:''' Projectile speed. Arc. Direct.&amp;lt;br&amp;gt;&lt;br /&gt;
Most dangerous type other than bosses, since they can all attack you at once. Unlike melee enemies. Ranged may employ some evasive movement AI as well, rather than just running in to die like swarmers.&lt;br /&gt;
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* '''Lieutenant:''' Resurrecting. Buff. Spawners.&amp;lt;br&amp;gt;&lt;br /&gt;
These are higher level monsters that can cast spells or share abilities with the swarmers and ranged lesser monsters. They can resurrect, buff, spawn, etc. They're not in large numbers, but are high priority targets.&lt;br /&gt;
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* '''Elite:''' Tough. Stronger attacks. Or both.&amp;lt;br&amp;gt;&lt;br /&gt;
Designed to make the player pause and think. High damage attack, high hit points, etc. Something different. Scary and dangerous, more so than the lieutenant.&lt;br /&gt;
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* '''AOE:''' (Area of Effect). Point blank, line, radial, cone.&amp;lt;br&amp;gt;&lt;br /&gt;
Area of Denial characters. Change the &amp;quot;game space.&amp;quot; Set the ground on fire, make player move. Mix up the gameplay. The description terms refer to the types of shapes their spells can create, thus forcing the player to avoid or play differently than normal.&lt;br /&gt;
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*''' Weakener:''' Debuff. Slow. Drainer.&amp;lt;br&amp;gt;&lt;br /&gt;
Kind of like Lieutenants, but they make swarmers and ranged guys more threatening. &lt;br /&gt;
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* '''One offs:''' Sleeper, Alarm, Bee Hive, Linked, Sapper, Thief&amp;lt;br&amp;gt;&lt;br /&gt;
Various monsters that have cool abilities. Jay Wilson purposely didn't explain what they were, saying he wanted fans to have fun debating them.&lt;br /&gt;
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==Monster Types==&lt;br /&gt;
It's not yet known how monsters are classified in ''Diablo III''. There are monsters seen in the early screenshots and gameplay movie that look to be animals, and quite a few undead, and others that might be demons, but there's no telling if that ''Diablo II'' classification system will be reused in ''Diablo III''.  We're tentatively referring to the monsters by their apparent demon/undead/animal genus, for the sake of easier organization, but do not take that as evidence that they'll be sorted by those types in the game.&lt;br /&gt;
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==Resistances and Immunities==&lt;br /&gt;
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The D3 Team is not planning to grant many immunities to monsters in Diablo 3. They want enough resistances to require characters to use more than one type of attack all the time, but they don't want to make some monsters too hard for particular characters to deal with. Jay Wilson elaborated on this in a November 2009 interview. [http://diablofans.com/forums/showthread.php?t=23550]&lt;br /&gt;
::'''Jay Wilson:''' We aren't looking to have full immunities or anything of the sort; however we are considering keeping one-element immunities on enemies. Because of the way our skill system works it's almost impossible to build a character that won't have some alternate skill to attack an enemy. So then it becomes an interesting use of a skill or skills that you may not be using all the time. We think that's interesting and fun gameplay, to have to adapt to situations. The adaptation just shouldn't be realizing your character or class is broken and you have to run away or you need to get in a multiplayer game. Those are things we intend to avoid forcing the player into.&lt;br /&gt;
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==Bosses==&lt;br /&gt;
[[Image:Mon-thousand-pounder1.jpg|thumb|300px|Thousand Pounder. A boss!]]&lt;br /&gt;
From what players saw during the Blizzcon 2008 and 2009 demos, bosses in Diablo 3 are much as they were in Diablo 2. SuperUniques in a few set, scripted locations, with lots of champions and random bosses (with random modifiers) scattered around the rest of the game world.&lt;br /&gt;
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No players have yet seen any Act Bosses, with even the mighty [[Siegebreaker Assault Beast]] from the WWI 2008 gameplay movie (who was 10x larger than any monster in Diablo 2) said to be a not especially impressive enemy, taking the game as a whole.&lt;br /&gt;
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* See the [[boss]]es page for many more details and comments from the development team on this issue.&lt;br /&gt;
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===Champions===&lt;br /&gt;
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There are several types of champions in Diablo 3, much as there were in Diablo 2. These are monsters that spawn alone or in small groups, and are less powerful than bosses, but much stronger than normal monsters.  See the [[champion]]s page for more details.&lt;br /&gt;
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Known types of Diablo 3 Champions:&lt;br /&gt;
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* Champions&lt;br /&gt;
* Fanatics&lt;br /&gt;
* Possessed&lt;br /&gt;
* Frenzied&lt;br /&gt;
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==Behavior/AI==&lt;br /&gt;
Monsters are going to be smarter and more varied in their behaviours in ''Diablo III''. The [[D3 Team]] wants to force players to play smarter, and use tactics other than simply rushing to kill the monsters as soon as they are sighted. So some creatures have very powerful attacks that need to be avoided, others work very well in groups, others run away if threatened or only attack in packs, and so forth.&lt;br /&gt;
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==Deaths==&lt;br /&gt;
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The [[D3 Team]] has repeatedly talked about the fact that monsters in the Diablo series are chiefly defined by their entrances and their exits. Creatures don't live for very long, so what they do in life is less memorable than how they appear, and how they die.  This issue came up in Blizzcast #8. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
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::'''Bashiok:''' Julian back to you, one of the major effects systems is the death system which kind of goes over how monsters die. Which is one of the cooler parts of the game, and we’ve seen a little bit of that before at WWI and BlizzCon, but what is the system and can you explain it to those listening and what does it do in the game?&lt;br /&gt;
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[[Image:Critical-hit1.jpg|frame|A Dark Cultist gets splatted by a critical death.]]&lt;br /&gt;
::'''Julian:''' Yeah, something pretty close to my own heart there. We recognized that monsters really live to die in Diablo. We developers don’t have a lot of time to express their personality, or much time to make the character's experience with monsters meaningful. Most of what players are doing is killing them. So one of the things we were interested in doing during development was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we’re up to something like 35 ways for any given monster to “bite it” at this point.&lt;br /&gt;
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::The basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a fiery sword, and then we added the idea of [[crits]] and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.&lt;br /&gt;
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===Special Death Animations===&lt;br /&gt;
Monsters that die to a [[critical hit]] get a special &amp;quot;critical death&amp;quot; animation, which is extra gory. The monsters literally explode, leaving chunks of themselves scattered across the ground. These animations are customized for whatever type of damage killed them; the chunks have flames licking across them from fire damage, sparks and arcs from lightning, etc. Physical damage critical deaths tend to leave huge slicks of blood, and give a battlefield a lovely post-massacre patina.&lt;br /&gt;
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These special deaths are even extended to individual skills, with acid spells causing them to dissolve, [[Locust Swarm]] bugs eating them down to their bones, [[Disintegrate]] turning them to ash, and many others. Lots of these effects were demonstrated during a panel at [[BlizzCon 2008]], an lovely excerpt from which you can view below:&lt;br /&gt;
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&amp;lt;youtube&amp;gt;bdxzTV2qhLs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Component System==&lt;br /&gt;
This term referred to the way monsters of the same type in ''Diablo II'' could appear different. Skeletons spawned with different types of weapons, armor, shields, and so forth, just to give the demonic legions some variety in their appearance. The different equipment wasn't purely superficial either; it went along with logical changes to the monster's damage or defense. &lt;br /&gt;
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This technique is being used in ''Diablo III'', and while details haven't yet been revealed, the team has mentioned their plans to use graphical tweaks and palette shifts to give the monsters some variety.&lt;br /&gt;
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==List of Known Monsters==&lt;br /&gt;
Here is a list of all the monsters in brief. Click on their names for further information about them.&lt;br /&gt;
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===SuperUniques===&lt;br /&gt;
In lack of a name of &amp;quot;boss type&amp;quot; units, we are calling them [[SuperUnique]]s for now. &lt;br /&gt;
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====[[Siegebreaker Assault Beast]]====&lt;br /&gt;
[[Image:Mon-siegebreaker1.jpg|100px|left]]''&amp;quot;Living siege Engine of Hell&amp;quot;''. The [[Siegebreaker Assault Beast|Siege Breaker]] is an absolutely massive &amp;quot;miniboss&amp;quot; shown in the [[WWI 2008]] gameplay video. It's apparent that Blizzard is taking the gameplay with even the minor bosses to a whole new level in Diablo III! We don't know if he's a random encounter or not, but this big bad-ass is found in [[Leoric Highlands]].&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Thousand Pounder]]====&lt;br /&gt;
[[Image:Mon-thousand-pounder1.jpg|100px|left]]Inside the [[Forgotten Tombs]] of the [[WWI 2008]] gameplay video, we got familiar with the [[Thousand Pounder]] as he was summoned in to the scene. He's also seen in concept art work, and looks more like an overly powerful monster than an actual type of boss, like a SuperUnique.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Leoric]]====&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|100px|left]]&lt;br /&gt;
[[Image:Mon-leoric1.jpg|100px|right]]&lt;br /&gt;
The Skeleton King returns in Diablo III, and he's up to his old skeleton-summoning tricks. He's found sitting on his throne, must be awakened by the use of a quest item, and does not return in a good mood. Leoric wields a gigantic hammer and commands a vast army of the undead. He is a quest boss and was the final creature to defeat in the Blizzcon demo build (October 2008.) See [[The Skeleton King]] quest article for more details.&lt;br /&gt;
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===Standard Monsters===&lt;br /&gt;
Even the &amp;quot;standard&amp;quot; monsters of Diablo III comes in many different shapes and forms, and employs different types of obstacles for the player.&lt;br /&gt;
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====[[Activated Vessel]]====&lt;br /&gt;
[[Image:Mon-activated-vessel2.jpg|left|100px]]Scary looking humanoid demonic creation made from willing [[Dark Vessel]]s. Activated Vessels are mutated, half-demonic things who fight furiously and move very quickly. It's a good idea to kill off the Dark Vessels before they can activate, if at all possible.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Beast]]====&lt;br /&gt;
[[Image:Mon-beast2.jpg|left|100px]][[Beast]]s are large, buffalo-like herd beasts seen in the plains areas of Diablo III. They have a very fast charging attack, and gore with their huge tusks up close, though the few seen in the WWI 2008 gameplay movie died pretty easily. They're not just animals either; they've been mutated by [[Diablo]] (or someone?) to become monstrous.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Berserker]]====&lt;br /&gt;
[[Image:Mon-berserker1.jpg|left|100px]][[Berserker]]s are the muscle of their evil, demon-worshiping cult. They are massive, powerful men who wear hoods and loincloths and carry huge mauls, with which they are happy to bash your brains in.&lt;br /&gt;
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Berserkers have a special overhead smashing attack, which they telegraph by powering up their mauls with a reddish glow. Their overhead attack is highly damaging, but if you dodge it the Berserker will hit the floor so hard their maul breaks through the stone and gets stuck there.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Crawling Torso]]====&lt;br /&gt;
[[Image:Mon-crawling-torso.jpg|left|100px]][[Crawling Torso]]s are one of the more disturbing monsters we've yet seen. They are the upper half of a [[Walking Corpse]], a type of [[zombie]]. If the walking corpse is killed with a powerful hit, it will die completely. If it's only hit with a glancing blow though, it will break in half, and the upper body will become... A crawling torso.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Cultist]]====&lt;br /&gt;
[[Image:Mon-dark-cultist1.jpg|left|100px]][[Cultist]]s are human mages who spawn with [[Berserker]]s. Cultists are very weak, but they can shoot fireball projectiles and summon powerful [[Dark Demon]]s, so it's wise to bypass the hulking Berserkers to kill the Cultists as quickly as possible.&lt;br /&gt;
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Cultists can be recognized from [[Dark Vessel]]s by their lack of a staff. Vessels have a long staff which curls at the end, on which they lean while summoning up the demons by which they are possessed.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Dark Demon]]====&lt;br /&gt;
[[Image:Mon-dark-demon1.jpg|left|125px]]These odd, half-skeletal creatures are summoned from raw, red manhole-like openings in the ground by [[Dark Cultist]]s. They are quadrupedal, and look a bit like a dog crossed with a crocodile, then turned inside out. They are quick of foot, but appear to possess only melee attacks.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Dark Vessel]]====&lt;br /&gt;
[[Image:Mon-dark-vessel4.jpg|left|100px]]These human mages are commonly found standing motionless, amidst various other types of Dark enemies. Vessels are harmless in their human form, but become very dangerous [[melee]] fighters if they manage to pull a demonic entity into themselves. In that form they are known as [[Activated Vessel]]s, and are ferocious fighters.&lt;br /&gt;
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Dark Vessels look a bit like [[Dark Cultists]], but Vessels lean on tall crooks, and remain motionless until they transform, while Cultists are mage-like enemies who cast a variety of spells and summon demons.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Dune Thresher]]====&lt;br /&gt;
[[Image:Mon-dunethresher1.jpg|left|100px]][[Dune Thresher]]s are apparently mostly located north of [[Caldeum]], which would imply that the game will take us to the surrounding desert areas. They are the croco-sharks of the sand, and is a great threat to anyone wandering in the desert. Well, besides heroes like the average player in [[Diablo III]]. Above two primary front legs these beasts are equipped with a second pair of appendage in the form of gigantic talons that supplement its leap-and-bite attack. The beasts are very fast and most dangerous.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Fallen Shaman]]====&lt;br /&gt;
[[Image:Mon-fallen-shaman-bashiok.gif|left|100px]][[Fallen Shaman]]s return in Diablo III, but none have yet been seen in screenshots. We only know of them thanks to this animated gif, which [[Blizzard]]'s D3 Community Manager, [[Bashiok]], had as his forum avatar. [[Fallen]] were in D1 and took on an expanded role with new AI, shamans, and grouping habits in D2 ({{iw|Fallen Diablo 2 Fallen}}). How they'll progress in D3 remains to be seen, but everyone seems to like this monster type, so their return is a popular one.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Ghostly Orb]]====&lt;br /&gt;
[[Image:Mon-ghostly-orb.jpg|left|100px]][[Ghostly Orb]]s are a sort of monster generator, creating a wraith every few seconds until they are destroyed. They've only been seen in the [[WWI 2008]] gameplay movie, when four of them emerge from the floor in a trapped room and begin producing wraiths as soon as they are active. &amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Ghoul]]====&lt;br /&gt;
[[Image:Mon-ghouls3.jpg|left|100px]]These swarming monsters appear to be the zombie cannon fodder of [[Diablo III]]. They are blue-skinned [[undead]] who spawn in great numbers, are quite fleet of foot and quick of movement, but are fairly weak and easy to kill. [[Ghoul]]s can be seen climbing up the walls and swarming the [[Barbarian]] in the beginning of the [[WWI 2008]] gameplay movie. They die almost as fast as they race to battle (which is quite quickly).&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Gnarled Walker]]====&lt;br /&gt;
[[Image:Mon-wood-wraith1.jpg|left|100px]]The only type of this monster yet seen is called the [[Wood Wraith]], but they are called Gnarled Walkers in the concept art, and that seems a more likely name for the entire monster type.&lt;br /&gt;
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Gnarled Walkers are not just living, Ent-like trees, but are demonic, possessed um... trees.  From the concept art they look to be things, mad plants, rather than individual entities. They do not have faces, and they are not bipedal bodies formed from wood. They are literally demonic trees, soulless and mindless and deformed by the dark magics that have animated them.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Goatman]]====&lt;br /&gt;
[[Image:Mon-goatman1.jpg|left|100px]]The [[goatmen]] foot soldiers seen thus far are much as they were in [[Diablo II]]. They mill around in medium-sized packs, wielding huge two-handed polearms, and attack quickly, but not very effectively. The D3 goatmen have quick footspeed and a fast swing, but they pause for a long time between attacks. Their death sounds seem to be improved over how they were in D2, though they're not quite as delightfully bleaty and goaty as they were in D1, when their enticing noises put them amongst everyone's favourite monsters to kill. In Diablo III they finally received a proper [[goatman|backstory]] though...&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Goatman Shaman]]====&lt;br /&gt;
[[Image:Mon-goatman-shaman4.jpg|left|100px]]Though [[goatmen]] were a popular monster in D1 and D2, the Goatman Shaman is a new unit, and nothing is yet known about its abilities. Presumably it will be able to buff goatmen in various ways, and perhaps heal or even resurrect them as well. It is known that the shaman have intelligent AI; one in the [[WWI 2008]] gameplay movie runs when its herd is wiped out by a [[Witch Doctor]]'s [[Wall of Zombies]], finds a new pack of goatmen, and takes up a position behind them.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Grotesque]]====&lt;br /&gt;
[[Image:Mon-grotesque.jpg|left|100px]]One of the more interesting monsters seen in the [[WWI 2008]] movie, the [[Grotesque]] are basically living pinatas. They are fat, white, humanoid monsters, who either don't have an attack or a very weak one. What they do instead is run up to a player who comes into range, take a few hits, bend over backwards, and rupture into a massive fountain of wriggling silver eels called [[Lamprey]]. There seem to be far more eels within a grotesque than their volume would permit, but such is the nature of magic.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Lamprey]]====&lt;br /&gt;
[[Image:Mon-lamprey2.jpg|left|100px]]Lamprey are squirming eels that emerge in a flood from a ruptured [[Grotesque]]. They are not powerful monsters, but are disgusting in their fecundity and must be stomped out, like giant maggots.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
====[[Scavenger]]====&lt;br /&gt;
[[Image:Mon-scavenger1.jpg|left|100px]]The [[scavenger]] returns from [[Diablo I]], and it's taken on some properties of the {{iw|Leapers Leapers}} from [[Diablo II]]. They look more like animals than demons, and are somewhat badger-like in their furry, striped appearance. But they leap and dart around wildly, and seem quite capable of swarming an unwary hero by sheer numbers.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeleton]]====&lt;br /&gt;
[[Image:Mon-skeleton3.jpg|left|100px]]As iconic as [[zombies]], animated human [[skeleton]]s have been featured in all of the Diablo games, and just about every other fantasy RPG ever made. In D3, plain skeleton warriors are joined [[Skeletal Summoner]]s, [[Skeletal Archer]]s, and [[Skeletal Shieldman]], and (perhaps) other types not yet revealed.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Archer]]====&lt;br /&gt;
[[Image:Mon-skeletal-archer1.jpg|left|100px]]The basic bones with a bow, [[Skeletal Archer]]s return for their third go 'round in the Diablo series, and they are much as they've ever been. A humanoid skeleton with a bow and a relatively slow firing rate. They are not dangerous one on one, but a pack of them can be pretty nasty, especially against low armor or stationary targets.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Executioner]]====&lt;br /&gt;
[[Image:Mon-skeletal-executioner2.jpg|left|100px]]&lt;br /&gt;
Skeletal Executioners are a larger, more powerful version of skeletons, instantly recognizable by their red hoods, huge shoulder pads, and the massive headsmen axes. They only pick up the axes when they are about to use them, and they use both arms to deliver vicious overhead chops with their weapons. Skeletal executioners have a short range charge attack that they finish with a devastating chop of their axes. Being hit by one won't actually kill a character in a single blow, but it's quite painful. &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Shieldman]]====&lt;br /&gt;
[[Image:Mon-skeletal-shieldman4.jpg|left|100px]][[Skeletal Shieldman|Skeletal Shieldmen]] spawn with large, round, glowing blue shields from which they derive their names. They carry a sword as well, but use it only sporadically, and not with very great effect. Their chief purpose is as a defensive unit, and a phalanx of these skeletons can usually be found in front of [[Skeletal Archer]]s or a [[Skeletal Summoner]]s. They block very effectively, thwarting most attacks launched straight at them, but are very slow to turn and can be flanked or simply run past without much difficulty.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Summoner]]====&lt;br /&gt;
[[Image:Mon-skeletal-summoner5.jpg|left|100px]]&lt;br /&gt;
These skeleton shaman spawn with packs of [[Skeletal Archer]]s and [[Skeletal Shieldman]] for protection. The Summoners are larger than regular skeletons, and have glowing purple/pink orbs around their upper bodies. These may be shields, decoration, or an indication what type of elemental damage they deal. During battle the summoners stay to the rear of their foot soldiers, where they keep busy summoning fresh skeletons, or hurling purple projectiles at any players who stray into range.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[The Unburied]]====&lt;br /&gt;
[[Image:Mon-unburied1.jpg|left|100px]]&lt;br /&gt;
These huge, hulking, spike-covered monsters are undead; the largest type of undead ever seen in any of the Diablo titles. They are slow of foot and hard-hitting, much like the club-wielding {{iw|Blunderbore Blunderbores}} seen in Diablo II. The only Unburied yet seen were early in the game, during the demo levels available at Blizzcon 2008, and were not too nasty. It's expected that we'll find more dangerous varieties of them later in the game, since that's how the monsters in Diablo III roll.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Walking Corpse]]====&lt;br /&gt;
[[Image:Mon-walking-corpse3.jpg|left|100px]]These slow moving [[zombie]]s are a bit larger than the base model, and can presumably take a bit more punishment. They are a very similar creature though, shambling around aimlessly, too stupid to use weapons or spells, only dangerous in large groups.&lt;br /&gt;
&lt;br /&gt;
Walking corpses have a unique talent, in that upon death they sometimes break in half, but continue the battle as their upper bodies snap off and become a [[Crawling Torso]].&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Wraith]]====&lt;br /&gt;
[[Image:Mon-wraith3.jpg|left|100px]][[Wraith]]s return in [[Diablo III]], and while their function looks about the same, their graphics have been substantially improved. They were seen emerging from [[Ghostly Orb]]s in the [[WWI 2008]] movie, and it's not known if they can only come from those odd monster generators, or if they'll be found roaming (floating) freely in the dungeons as well.&lt;br /&gt;
&lt;br /&gt;
Wraiths have a [[melee]] slashing attack, and a ranged life drain attack as well. That one has a lovely graphic, with a swirling stream of blueish vapour flowing from the character to the Wraith.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Wretched Dead]]====&lt;br /&gt;
[[Image:Mon-walking-corpse-f2.jpg|left|50px]][[Image:Mon-zombie-unknown.jpg|left|50px]]These [[zombie]]s come in male and female varieties, and appear to be a slight upgrade from the generic, brains-loving shamblers. They look somewhat gothic, the females in ripped gowns, the males like they've just spent their allowance at [http://www.hottopic.com/hottopic/index.jsp Hot Topic].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Zombie]]====&lt;br /&gt;
[[Image:Mon-zombie3.jpg|left|100px]][[Zombie]]s return to [[Diablo III]] in much the same form as they occupied in [[Diablo I]] and [[Diablo II]]. Humanoid, slow, shambling, and just generally unpleasant. Their slow speed and negligible intelligence makes them perfect targets for new characters to warm up and level up against. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|info}}&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:monsters]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Bosses&amp;diff=23755</id>
		<title>Bosses</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Bosses&amp;diff=23755"/>
				<updated>2010-10-07T23:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Thousand Pounder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bosses are the big guys, extra powerful [[monsters]] with special graphics and quest or [[story]] significance in Diablo III. They are the most difficult and dangerous enemies in Diablo III, but also the source of the best potential item drops. Many [[quests]] and all of the [[acts]] end with an epic boss battle, which must be survived in order to continue advancing through the game.&lt;br /&gt;
&lt;br /&gt;
Regular [[boss]] monsters are normal monsters with some hopped up stats and special [[boss modifiers]]. Bosses (technically known as &amp;quot;SuperUniques&amp;quot;) are specially named and located enemies who may have different, unique graphics and special story importance. Only a few such monsters have thus far been revealed in [[Diablo III]], and they are listed below. Click the names to see their full articles; this page is simply a master directory.&lt;br /&gt;
&lt;br /&gt;
* See [[boss|the boss article]] for general info about bosses in Diablo III.&lt;br /&gt;
* See the [[Boss Modifiers]] article for boss bonus properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Siegebreaker Assault Beast]]==&lt;br /&gt;
[[Image:Mon-siegebreaker1.jpg|100px|left]]''&amp;quot;Living siege Engine of Hell&amp;quot;''. The [[Siegebreaker Assault Beast|Siege Breaker]] is an absolutely massive &amp;quot;miniboss&amp;quot; shown in the [[WWI 2008]] gameplay video. It's apparent that Blizzard is taking the gameplay with even the minor bosses to a whole new level in Diablo III! We don't know if he's a random encounter or not, but this big bad-ass is found in [[Leoric Highlands]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[Thousand Pounder]]==&lt;br /&gt;
[[Image:Mon-thousand-pounder1.jpg|100px|left]]Inside the [[Forgotten Tombs]] of the [[WWI 2008]] gameplay video, we got familiar with the [[Thousand Pounder]] as he was summoned in to the scene. He's also seen in concept art work, and looks more like an overly powerful monster than an actual type of boss, like a SuperUnique.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Leoric]]==&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|100px|left]][[Image:Mon-leoric1.jpg|100px|right]]The Skeleton King returns in Diablo III, and he's up to his old skeleton-summoning tricks. He's found sitting on his throne, must be awakened by the use of a quest item, and does not return in a good mood. Leoric wields a gigantic hammer and commands a vast army of the undead. He is a quest boss and was the final creature to defeat in the [[BlizzCon 2008]] demo build. See [[The Skeleton King]] quest article for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Monster navbox|info}}&lt;br /&gt;
&lt;br /&gt;
[[category:Superuniques]]&lt;br /&gt;
[[category:Bosses]]&lt;br /&gt;
[[category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Bosses&amp;diff=23754</id>
		<title>Bosses</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Bosses&amp;diff=23754"/>
				<updated>2010-10-07T23:10:41Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bosses are the big guys, extra powerful [[monsters]] with special graphics and quest or [[story]] significance in Diablo III. They are the most difficult and dangerous enemies in Diablo III, but also the source of the best potential item drops. Many [[quests]] and all of the [[acts]] end with an epic boss battle, which must be survived in order to continue advancing through the game.&lt;br /&gt;
&lt;br /&gt;
Regular [[boss]] monsters are normal monsters with some hopped up stats and special [[boss modifiers]]. Bosses (technically known as &amp;quot;SuperUniques&amp;quot;) are specially named and located enemies who may have different, unique graphics and special story importance. Only a few such monsters have thus far been revealed in [[Diablo III]], and they are listed below. Click the names to see their full articles; this page is simply a master directory.&lt;br /&gt;
&lt;br /&gt;
* See [[boss|the boss article]] for general info about bosses in Diablo III.&lt;br /&gt;
* See the [[Boss Modifiers]] article for boss bonus properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Siegebreaker Assault Beast]]==&lt;br /&gt;
[[Image:Mon-siegebreaker1.jpg|100px|left]]''&amp;quot;Living siege Engine of Hell&amp;quot;''. The [[Siegebreaker Assault Beast|Siege Breaker]] is an absolutely massive &amp;quot;miniboss&amp;quot; shown in the [[WWI 2008]] gameplay video. It's apparent that Blizzard is taking the gameplay with even the minor bosses to a whole new level in Diablo III! We don't know if he's a random encounter or not, but this big bad-ass is found in [[Leoric Highlands]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[Thousand Pounder]]==&lt;br /&gt;
[[Image:Mon-thousand-pounder1.jpg|100px|left]]Inside the [[forgotten Tombs]] of the [[WWI 2008]] gameplay video, we got familiar with the [[Thousand Pounder]] as he was summoned in to the scene. He's also seen in concept art work, and looks more like an overly powerful monster than an actual type of boss, like a SuperUnique.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Leoric]]==&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|100px|left]][[Image:Mon-leoric1.jpg|100px|right]]The Skeleton King returns in Diablo III, and he's up to his old skeleton-summoning tricks. He's found sitting on his throne, must be awakened by the use of a quest item, and does not return in a good mood. Leoric wields a gigantic hammer and commands a vast army of the undead. He is a quest boss and was the final creature to defeat in the [[BlizzCon 2008]] demo build. See [[The Skeleton King]] quest article for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Monster navbox|info}}&lt;br /&gt;
&lt;br /&gt;
[[category:Superuniques]]&lt;br /&gt;
[[category:Bosses]]&lt;br /&gt;
[[category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Bosses&amp;diff=23753</id>
		<title>Bosses</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Bosses&amp;diff=23753"/>
				<updated>2010-10-07T23:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bosses are the big guys, extra powerful [[monsters]] with special graphics and quest or [[story]] significance in Diablo III. They are the most difficult and dangerous enemies in Diablo III, but also the source of the best potential item drops. Many [[quests]] and all of the [[acts]] end with an epic boss battle, which must be survived in order to continue advancing through the game.&lt;br /&gt;
&lt;br /&gt;
Regular [[boss]] monsters are normal monsters with some hopped up stats and some special [[boss modifiers]]. Bosses (technically known as &amp;quot;SuperUniques&amp;quot;) are specially named and located enemies who may have different, unique graphics and special story importance. Only a few such monsters have thus far been revealed in [[Diablo III]], and they are listed below. Click the names to see their full articles; this page is simply a master directory.&lt;br /&gt;
&lt;br /&gt;
* See [[boss|the boss article]] for general info about bosses in Diablo III.&lt;br /&gt;
* See the [[Boss Modifiers]] article for boss bonus properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Siegebreaker Assault Beast]]==&lt;br /&gt;
[[Image:Mon-siegebreaker1.jpg|100px|left]]''&amp;quot;Living siege Engine of Hell&amp;quot;''. The [[Siegebreaker Assault Beast|Siege Breaker]] is an absolutely massive &amp;quot;miniboss&amp;quot; shown in the [[WWI 2008]] gameplay video. It's apparent that Blizzard is taking the gameplay with even the minor bosses to a whole new level in Diablo III! We don't know if he's a random encounter or not, but this big bad-ass is found in [[Leoric Highlands]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[Thousand Pounder]]==&lt;br /&gt;
[[Image:Mon-thousand-pounder1.jpg|100px|left]]Inside the [[forgotten Tombs]] of the [[WWI 2008]] gameplay video, we got familiar with the [[Thousand Pounder]] as he was summoned in to the scene. He's also seen in concept art work, and looks more like an overly powerful monster than an actual type of boss, like a SuperUnique.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Leoric]]==&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|100px|left]][[Image:Mon-leoric1.jpg|100px|right]]The Skeleton King returns in Diablo III, and he's up to his old skeleton-summoning tricks. He's found sitting on his throne, must be awakened by the use of a quest item, and does not return in a good mood. Leoric wields a gigantic hammer and commands a vast army of the undead. He is a quest boss and was the final creature to defeat in the [[BlizzCon 2008]] demo build. See [[The Skeleton King]] quest article for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Monster navbox|info}}&lt;br /&gt;
&lt;br /&gt;
[[category:Superuniques]]&lt;br /&gt;
[[category:Bosses]]&lt;br /&gt;
[[category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=23752</id>
		<title>Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=23752"/>
				<updated>2010-10-07T22:48:33Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* The D3 Team on Thousand Pounder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Thousand Pounder]] is a special [[monster]] of a mini-[[boss]] variety. He is slow, but deals massive damage with his two huge maces. He appears to be a [[Demon]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-thousand-pounder1.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|bosstype= boss&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Bosses&lt;br /&gt;
|role= Boss&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= N/A&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= 2x Mace&lt;br /&gt;
|dps= High&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Slow&lt;br /&gt;
|movement= Slow&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= Enrage&lt;br /&gt;
|found= [[Forgotten Tombs]]&lt;br /&gt;
}}[[Image:Mon-thousand-pounder-concept1.jpg|left|thumb|220px|Concept art of the Thousand Pounder(s).]]Thousand Pounder is a special boss monster, seen in the [[WWI 2008]] [[gameplay movie]] and a few related screenshots. It's not known if he's one particular individual out of a whole class of big, fat, dual-wielding, tattooed [[Demon]]s, or if he's a special, one-of-a-kind demon. He's not an [[Act Boss]] or a major [[Quest boss]] though, that much was made clear in the panels at the WWI event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Demon is summoned (as is described below), and sets to attack the player. Once he's ready to rumble, Thousand Pounder moves slowly, but with tremendous power, and deals heavy damage with his two large maces. When he smacks his two maces together, you don't want to be standing in the impact zone. In the gameplay movie, a [[Barbarian]] avoids damage by jumping around the beast with [[Leap Attack]] and uses [[Furious Charge]] to smash through the fatty monster. Other classes will likely be able to have some sort of similar mobility skills, like the [[Wizard]] skill [[Teleport]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When his [[life]] drops below about 50%, he kicks into an enraged mode. At that point his tattoos begin to glow red and he moves much more quickly. He retains this rage until he is killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Thousand Pounder doesn't have any additional minions or other monsters to help him out, so if the player uses an avoidance tactic and tries to damage him with ranged attacks, or forces him to use his strong but slow attacks, dodges them, and counter attacks before the Pounder retaliates, he can be taken down easily. Just remember not to get hit by the maces, and you'll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Summoning Ritual===&lt;br /&gt;
Thousand Pounder is summoned up in a scripted event. The [[Barbarian]] in the [[Gameplay_WWI2008| Gameplay movie]] from WWI 2008 is running through the [[Forgotten Tombs]] when he comes upon a circle of five [[Dark Cultist]]s channelling their energy to call up the [[Demon]]. At first there are three pale-skinned youths dancing in the circle. They explode one by one, and then from their blood and flesh the demon is made incarnate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon1.jpg|center|thumb|600px|Youths dance, then are sacrificed to call forth Thousand Pounder.]]&lt;br /&gt;
&lt;br /&gt;
While the Barbarian watches, lights began to glow and the Thousand Pounder takes form. First his bones appear, then muscles, then skin over the top, until with a final explosion that sends the Cultists flying, Thousand Pounder bursts into life. &lt;br /&gt;
&lt;br /&gt;
The brainstorming and work that went into creating this sequence was discussed between [[Bashiok]], [[Julian Love]] and [[Mike Nicholson]] during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh... I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...&lt;br /&gt;
&lt;br /&gt;
::'''Mike:'''&amp;quot; Oh yeah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' Very cool, and is that something we’ll see in the final game you think?&lt;br /&gt;
&lt;br /&gt;
::'''Julian: '''Oh yeah, in fact I think there’s been a lot of off-shoot ideas. Like every other monster in the game, where applicable, we ended building a skeletal structure into him, and even a muscular set and things like that, that you see. And those things are functional, so I wouldn’t be surprised if you see skeletal and muscular thousand pounders running around, maybe half-summoned, and that sort of thing. There’s a lot of leeway with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon2.jpg|center|thumb|600px|Bones form, then are covered by muscle.]]&lt;br /&gt;
&lt;br /&gt;
===Death Animation===&lt;br /&gt;
&lt;br /&gt;
When he is defeated his death animation is basically the summoning animation in reverse; starting with a huge gout of blood, then his skin sloughs off, followed by his muscles, before his bones clatter to the ground.&lt;br /&gt;
&lt;br /&gt;
===Thousand Pounder 'Title'===&lt;br /&gt;
The title '[[Gluttony]] [[Incarnate]]' is a mystery. Comparing this big fella with the [[Siegebreaker Assault Beast]], he seems to have a 'title' that would work very much like Diablo 2 {{iw|Monster_Modifiers Monster Modifiers}}. Still, 'Gluttony Incarnate' could be his ''title'' just like the Siegebreaker's 'Living Siege Engine of Hell' obviously must be. The [[Thousand Pounder]] could also very well be an equivalent of a Diablo II {{iw|Superunique Superunique}}, with a different name than other units that look the same (as the Thousand Pounder has been depicted to come in packs in concept art). &lt;br /&gt;
&lt;br /&gt;
Other players have speculated that perhaps we'll see mini-bosses with names inspired by all [http://en.wikipedia.org/wiki/Seven_deadly_sins seven deadly sins]. It's purely speculation at this point, but it's as good a guess as any.&lt;br /&gt;
# Lust&lt;br /&gt;
# Gluttony&lt;br /&gt;
# Greed&lt;br /&gt;
# Sloth&lt;br /&gt;
# Wrath&lt;br /&gt;
# Envy&lt;br /&gt;
# Pride&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
*[[Image:Mon-thousand-pounder2.jpg|thumb|right|Rage mode activated.]]'''Enrage''' - The Thousand Pounder enrages when he reaches 50% health, making his tattoos glow ominously, and increasing his speed and damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known X Types===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Display the different types of enemies, like weapon/equipment carried, or behavior difference.&lt;br /&gt;
* Example: Warrior, Archer, Mage&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
* [[Dark Cultist]] - These creatures summon the Thousand Pounder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
List any &amp;quot;character&amp;quot; monster, such as King Leoric for skeletons and the Butcher for Overlords.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Nothing is specifically known about the background of the Thousand Pounder. Is it a &amp;quot;[[Superunique]]&amp;quot; of this &amp;quot;Fat Demon&amp;quot; kind, or is it a completely new type of monster? The concept art seems to indicate that it's not a unique entity, showing a Barbarian with several of these creatures, but the matter in which he is summoned could suggest he is a little bit of a personality anyway. He is in either way powerful enough to require a quite advanced summoning to enter the physical realm.&lt;br /&gt;
&lt;br /&gt;
==Diablo I &amp;amp; II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo I]] or [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===The D3 Team on Thousand Pounder===&lt;br /&gt;
Thousand Pounder was discussed in the [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI Denizens of Diablo]] panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''The other way we emphasize [[monster]] character and personality is to look at the monster on whole. How do they get on screen and die? He's going to be on screen in a cool way, so we went to the the Thousand Pounder here. He's all about hell. He's summoned from it literally piece by piece. When he gets on screen we figured he should be made and big. Express anger. Part of his gameplay is that he gets really mad when he's almost dead. Throws a huge temper tantrum and this changes how he plays and how the player has to play against him. When he's enraged we changed how he looked; made his tattoos glow, gave him new attack animations and special effects. When he dies the animation is somewhat a reverse of how he came on screen. We did this to show of the whole idea that he's from hell.''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Notes from development of monster. Might have changed between games, or during Alpha/Beta/Release stages.&lt;br /&gt;
* Appearance&lt;br /&gt;
* Concepts&lt;br /&gt;
* How the unit evolved&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
===The Metric System===&lt;br /&gt;
Speculative (and humorous), are suggestions for what this monster could be called in non-US/UK versions of the game, where the people don't, in [http://www.imdb.com/title/tt0110912/quotes the words of Vincent], &amp;quot;know what the f**k a quarter pounder is.&amp;quot; Somehow, calling this boss the, &amp;quot;Four hundred and fifty four kilo'er&amp;quot; doesn't have quite the same ring to it...&lt;br /&gt;
&lt;br /&gt;
A thread was started with this topic in the Unofficial Diablo 3 Forums as well.[http://forums.diii.net/showthread.php?t=712626]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stay-Puft-Marshmallow-Pounder===&lt;br /&gt;
On the 30th of January, 2009[http://www.diii.net/blog/comments/thousand-pound-ghostbuster/], [[Bashiok]] responded to a [[Battle.net]] thread[http://forums.battle.net/thread.html?topicId=14697601893&amp;amp;postId=146959698364&amp;amp;sid=3000#0] about the similarities with Stay Puft from the [http://www.imdb.com/title/tt0087332/ Ghostbusters film]. His response was the image to the right here:&lt;br /&gt;
[[Image:Ghostbusters_Thousand_Pounder.jpg|thumb|499px|center|Similarities?]]&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=thousand-pounder Thousand-Pounder-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-thousand-summon1.jpg|Summoning, part 1.&lt;br /&gt;
Image:Mon-thousand-summon2.jpg|Summoning, part 2.&lt;br /&gt;
Image:Mon-thousand-pounder1.jpg|Thousand Pounder swingin'.&lt;br /&gt;
Image:Mon-thousand-pounder2.jpg|Enraging.&lt;br /&gt;
Image:Mon-thousand-pounder-concept1.jpg|Concept art: 5 fat-blobs visible.&lt;br /&gt;
Image:Ghostbusters_Thousand_Pounder.jpg|Looking like Stay Puft?&lt;br /&gt;
Image:Delowyn Pounder.jpg|3D render by [[Delowyn]]&lt;br /&gt;
Image:Mon-thousand-pounder3.jpg|Summoning&lt;br /&gt;
Image:Mon-thousand-pounder4.jpg|Summoned&lt;br /&gt;
Image:Mon-thousand-pounder5.jpg|Concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;References&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI 2008: Denizens of Diablo Panel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|boss}}&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=23751</id>
		<title>Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=23751"/>
				<updated>2010-10-07T22:46:20Z</updated>
		
		<summary type="html">&lt;p&gt;Adree: /* Death Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Thousand Pounder]] is a special [[monster]] of a mini-[[boss]] variety. He is slow, but deals massive damage with his two huge maces. He appears to be a [[Demon]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-thousand-pounder1.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|bosstype= boss&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Bosses&lt;br /&gt;
|role= Boss&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= N/A&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= 2x Mace&lt;br /&gt;
|dps= High&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Slow&lt;br /&gt;
|movement= Slow&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= Enrage&lt;br /&gt;
|found= [[Forgotten Tombs]]&lt;br /&gt;
}}[[Image:Mon-thousand-pounder-concept1.jpg|left|thumb|220px|Concept art of the Thousand Pounder(s).]]Thousand Pounder is a special boss monster, seen in the [[WWI 2008]] [[gameplay movie]] and a few related screenshots. It's not known if he's one particular individual out of a whole class of big, fat, dual-wielding, tattooed [[Demon]]s, or if he's a special, one-of-a-kind demon. He's not an [[Act Boss]] or a major [[Quest boss]] though, that much was made clear in the panels at the WWI event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Demon is summoned (as is described below), and sets to attack the player. Once he's ready to rumble, Thousand Pounder moves slowly, but with tremendous power, and deals heavy damage with his two large maces. When he smacks his two maces together, you don't want to be standing in the impact zone. In the gameplay movie, a [[Barbarian]] avoids damage by jumping around the beast with [[Leap Attack]] and uses [[Furious Charge]] to smash through the fatty monster. Other classes will likely be able to have some sort of similar mobility skills, like the [[Wizard]] skill [[Teleport]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When his [[life]] drops below about 50%, he kicks into an enraged mode. At that point his tattoos begin to glow red and he moves much more quickly. He retains this rage until he is killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Thousand Pounder doesn't have any additional minions or other monsters to help him out, so if the player uses an avoidance tactic and tries to damage him with ranged attacks, or forces him to use his strong but slow attacks, dodges them, and counter attacks before the Pounder retaliates, he can be taken down easily. Just remember not to get hit by the maces, and you'll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Summoning Ritual===&lt;br /&gt;
Thousand Pounder is summoned up in a scripted event. The [[Barbarian]] in the [[Gameplay_WWI2008| Gameplay movie]] from WWI 2008 is running through the [[Forgotten Tombs]] when he comes upon a circle of five [[Dark Cultist]]s channelling their energy to call up the [[Demon]]. At first there are three pale-skinned youths dancing in the circle. They explode one by one, and then from their blood and flesh the demon is made incarnate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon1.jpg|center|thumb|600px|Youths dance, then are sacrificed to call forth Thousand Pounder.]]&lt;br /&gt;
&lt;br /&gt;
While the Barbarian watches, lights began to glow and the Thousand Pounder takes form. First his bones appear, then muscles, then skin over the top, until with a final explosion that sends the Cultists flying, Thousand Pounder bursts into life. &lt;br /&gt;
&lt;br /&gt;
The brainstorming and work that went into creating this sequence was discussed between [[Bashiok]], [[Julian Love]] and [[Mike Nicholson]] during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh... I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...&lt;br /&gt;
&lt;br /&gt;
::'''Mike:'''&amp;quot; Oh yeah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' Very cool, and is that something we’ll see in the final game you think?&lt;br /&gt;
&lt;br /&gt;
::'''Julian: '''Oh yeah, in fact I think there’s been a lot of off-shoot ideas. Like every other monster in the game, where applicable, we ended building a skeletal structure into him, and even a muscular set and things like that, that you see. And those things are functional, so I wouldn’t be surprised if you see skeletal and muscular thousand pounders running around, maybe half-summoned, and that sort of thing. There’s a lot of leeway with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon2.jpg|center|thumb|600px|Bones form, then are covered by muscle.]]&lt;br /&gt;
&lt;br /&gt;
===Death Animation===&lt;br /&gt;
&lt;br /&gt;
When he is defeated his death animation is basically the summoning animation in reverse; starting with a huge gout of blood, then his skin sloughs off, followed by his muscles, before his bones clatter to the ground.&lt;br /&gt;
&lt;br /&gt;
===Thousand Pounder 'Title'===&lt;br /&gt;
The title '[[Gluttony]] [[Incarnate]]' is a mystery. Comparing this big fella with the [[Siegebreaker Assault Beast]], he seems to have a 'title' that would work very much like Diablo 2 {{iw|Monster_Modifiers Monster Modifiers}}. Still, 'Gluttony Incarnate' could be his ''title'' just like the Siegebreaker's 'Living Siege Engine of Hell' obviously must be. The [[Thousand Pounder]] could also very well be an equivalent of a Diablo II {{iw|Superunique Superunique}}, with a different name than other units that look the same (as the Thousand Pounder has been depicted to come in packs in concept art). &lt;br /&gt;
&lt;br /&gt;
Other players have speculated that perhaps we'll see mini-bosses with names inspired by all [http://en.wikipedia.org/wiki/Seven_deadly_sins seven deadly sins]. It's purely speculation at this point, but it's as good a guess as any.&lt;br /&gt;
# Lust&lt;br /&gt;
# Gluttony&lt;br /&gt;
# Greed&lt;br /&gt;
# Sloth&lt;br /&gt;
# Wrath&lt;br /&gt;
# Envy&lt;br /&gt;
# Pride&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
*[[Image:Mon-thousand-pounder2.jpg|thumb|right|Rage mode activated.]]'''Enrage''' - The Thousand Pounder enrages when he reaches 50% health, making his tattoos glow ominously, and increasing his speed and damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known X Types===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Display the different types of enemies, like weapon/equipment carried, or behavior difference.&lt;br /&gt;
* Example: Warrior, Archer, Mage&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
* [[Dark Cultist]] - These creatures summon the Thousand Pounder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
List any &amp;quot;character&amp;quot; monster, such as King Leoric for skeletons and the Butcher for Overlords.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Nothing is specifically known about the background of the Thousand Pounder. Is it a &amp;quot;[[Superunique]]&amp;quot; of this &amp;quot;Fat Demon&amp;quot; kind, or is it a completely new type of monster? The concept art seems to indicate that it's not a unique entity, showing a Barbarian with several of these creatures, but the matter in which he is summoned could suggest he is a little bit of a personality anyway. He is in either way powerful enough to require a quite advanced summoning to enter the physical realm.&lt;br /&gt;
&lt;br /&gt;
==Diablo I &amp;amp; II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo I]] or [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===The D3 Team on Thousand Pounder===&lt;br /&gt;
Thousand Pounder was discussed in the [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI Denizens of Diablo]] panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''The other way we emphasize [[monster]] character and personality is to look at the monster on whole. How do they get on screen and die? He's going to be on screen in a cool way, so we went to the the Thousand Pounder here. He's all bout hell. He's summoned from it literally piece by piece. When he gets on screen we figured he should be made and big. Express anger. Part of his gameplay is that he gets really mad when he's almost dead. Throws a huge temper tantrum and this changes how he plays and how the player has to play against him. When he's enraged we changed how he looked; made his tattoos glow, gave him new attack animations and special effects. When he dies the animation is somewhat a reverse of how he came on screen. We did this to show of the whole idea that he's from hell.''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Notes from development of monster. Might have changed between games, or during Alpha/Beta/Release stages.&lt;br /&gt;
* Appearance&lt;br /&gt;
* Concepts&lt;br /&gt;
* How the unit evolved&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
===The Metric System===&lt;br /&gt;
Speculative (and humorous), are suggestions for what this monster could be called in non-US/UK versions of the game, where the people don't, in [http://www.imdb.com/title/tt0110912/quotes the words of Vincent], &amp;quot;know what the f**k a quarter pounder is.&amp;quot; Somehow, calling this boss the, &amp;quot;Four hundred and fifty four kilo'er&amp;quot; doesn't have quite the same ring to it...&lt;br /&gt;
&lt;br /&gt;
A thread was started with this topic in the Unofficial Diablo 3 Forums as well.[http://forums.diii.net/showthread.php?t=712626]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stay-Puft-Marshmallow-Pounder===&lt;br /&gt;
On the 30th of January, 2009[http://www.diii.net/blog/comments/thousand-pound-ghostbuster/], [[Bashiok]] responded to a [[Battle.net]] thread[http://forums.battle.net/thread.html?topicId=14697601893&amp;amp;postId=146959698364&amp;amp;sid=3000#0] about the similarities with Stay Puft from the [http://www.imdb.com/title/tt0087332/ Ghostbusters film]. His response was the image to the right here:&lt;br /&gt;
[[Image:Ghostbusters_Thousand_Pounder.jpg|thumb|499px|center|Similarities?]]&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=thousand-pounder Thousand-Pounder-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-thousand-summon1.jpg|Summoning, part 1.&lt;br /&gt;
Image:Mon-thousand-summon2.jpg|Summoning, part 2.&lt;br /&gt;
Image:Mon-thousand-pounder1.jpg|Thousand Pounder swingin'.&lt;br /&gt;
Image:Mon-thousand-pounder2.jpg|Enraging.&lt;br /&gt;
Image:Mon-thousand-pounder-concept1.jpg|Concept art: 5 fat-blobs visible.&lt;br /&gt;
Image:Ghostbusters_Thousand_Pounder.jpg|Looking like Stay Puft?&lt;br /&gt;
Image:Delowyn Pounder.jpg|3D render by [[Delowyn]]&lt;br /&gt;
Image:Mon-thousand-pounder3.jpg|Summoning&lt;br /&gt;
Image:Mon-thousand-pounder4.jpg|Summoned&lt;br /&gt;
Image:Mon-thousand-pounder5.jpg|Concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;References&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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==References==&lt;br /&gt;
* [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI 2008: Denizens of Diablo Panel]]&lt;br /&gt;
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{{Monster navbox|boss}}&lt;/div&gt;</summary>
		<author><name>Adree</name></author>	</entry>

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