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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Lore_Book&amp;diff=51958</id>
		<title>Lore Book</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Lore_Book&amp;diff=51958"/>
				<updated>2012-05-27T00:55:19Z</updated>
		
		<summary type="html">&lt;p&gt;Cthulhuhoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lorebook.jpg|left|thumb|A Lore Book in Deckard Cain's house.]]&lt;br /&gt;
'''Lore Books''' are in-game items that the player can pick up, which will deliver [[lore]] and story information via audio files in-game. Each lore book has its own narrator, depending on the content of the book itself. Lore books are almost exclusively epistolary in nature, where the narrator is giving an oral account in a journal-like format, and the narrator is always the author of the document. Some of the notable narrators in the game are [[Deckard Cain]], [[Leah]], and [[Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
Lore books are a natural extension of the Diablo III development team's narrative philosophy of &amp;quot;play, don't tell&amp;quot; where the player would not simply be delivered all of the in-game lore via text windows a la Diablo I and II. Lore books are fully narrated with audio and accompanied text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[Image:Lorebook2.jpg|center|frame|Deckard Cain's Journal being played in full audio.]]&lt;br /&gt;
&lt;br /&gt;
Once picked up, a lore book will automatically begin playing. It can be re-visited in the journal section of the [[UI| user interface]][http://www.diablowiki.net/File:Lorebook3.jpg]. The lore books are separate from the [[bestiary]] entries which are automatically unlocked when a certain type of monster is killed. Lore books are items that drop, and they are labeled in green when on the ground.&lt;br /&gt;
&lt;br /&gt;
Vasadan clarified the mechanics of lore books while grouped during the Diablo III [[beta]][http://blues.incgamers.com/Posts/10/1/46/858/158443/39leah-book39#postId_425851]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;If you have lore already, it's going to disappear if you click on it. That way you do not get experience points for picking it up, but other people in your party still get the lore if they do not have it.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collector's Guide==&lt;br /&gt;
&lt;br /&gt;
It is currently unknown whether or not lore books will be tied into the [[achievement]] system, but it's likely that many players will want to collect all available books in the game.&lt;br /&gt;
Some books are sensitive to [[quest]]s, where if the player misses them during a quest step, they will have to repeat the quest to attain the book. This list will eventually house the location of every lore book in the game.&lt;br /&gt;
&lt;br /&gt;
The following is listed by when the book becomes available to the player chronologically, not when they were recorded. A ''static spawn'' is an item spawned in a pre-set area, and will always appear during a specific event or in a specific area. A dynamic spawn does not have a 100% chance to spawn, and it will also usually spawn in multiple locations.&lt;br /&gt;
&lt;br /&gt;
===Act I===&lt;br /&gt;
&lt;br /&gt;
''A History of New Tristram'' - Available during the quest [[The Fallen Star]], located in the [[Slaughtered Calf Inn]] right by the entrance. Static spawn.&lt;br /&gt;
&lt;br /&gt;
''Mira's Letter to Haedrig'' - Available by [[Haedrig Eamon]]'s blacksmithing shop once the quest [[A Shattered Crown]] is completed. It is on the ground inside of a box by the anvil. Static spawn.&lt;br /&gt;
&lt;br /&gt;
''Leoric's Journal, Part 1'' - Available from pedestals in the [[Royal Crypts]]. May require multiple runs of the quest [[Reign of the Black King]]. Semi-static spawn.&lt;br /&gt;
&lt;br /&gt;
''Leoric's Journal, Part 2'' - Available from pedestals in the [[Royal Crypts]]. May require multiple runs of the quest [[Reign of the Black King]]. Semi-static spawn.&lt;br /&gt;
&lt;br /&gt;
''Lachdanan's Scroll, Part 1'' - Available in the [[Tristram Cathedral]] dungeon, levels 1-4. They are on pedestals. May require multiple runs of [[Reign of the Black King]]. Semi-static spawn.&lt;br /&gt;
&lt;br /&gt;
''Lachdanan's Scroll, Part 2'' - Available in the [[Tristram Cathedral]] dungeon, levels 1-4. They are on pedestals. May require multiple runs of [[Reign of the Black King]]. Semi-static spawn.&lt;br /&gt;
&lt;br /&gt;
''Lachdanan's Scroll, Part 3'' - Available in the [[Tristram Cathedral]] dungeon, levels 1-4. They are on pedestals. May require multiple runs of [[Reign of the Black King]]. Semi-static spawn.&lt;br /&gt;
&lt;br /&gt;
''Lachdanan's Scroll, Part 4'' - Available in the [[Tristram Cathedral]] dungeon, levels 1-4. They are on pedestals. May require multiple runs of [[Reign of the Black King]]. Semi-static spawn.&lt;br /&gt;
&lt;br /&gt;
''Lachdanan's Scroll, Part 5'' - Available in the [[Tristram Cathedral]] dungeon, levels 1-4. They are on pedestals. May require multiple runs of [[Reign of the Black King]]. Semi-static spawn.&lt;br /&gt;
&lt;br /&gt;
''Leah's Journal, Part 1'' - Available during the quest [[The Fallen Star]], from Leah's room in the [[Slaughtered Calf Inn]], on a desk near the entrance. Static spawn.&lt;br /&gt;
&lt;br /&gt;
''Leah's Journal, Part 2'' - Available during the quest [[The Legacy of Cain]], from Leah's room in the [[Slaughtered Calf Inn]], on a desk near the entrance. Must be picked up before entering the [[Cathedral]]. Static spawn.&lt;br /&gt;
&lt;br /&gt;
''Leah's Journal, Part 3'' - Available during the quest [[A Shattered Crown]], from Leah's room in the [[Slaughtered Calf Inn]], on a desk near the entrance. Static spawn.&lt;br /&gt;
&lt;br /&gt;
''Leah's Journal, Part 4'' -&lt;br /&gt;
&lt;br /&gt;
''Leah's Journal, Part 5'' -&lt;br /&gt;
&lt;br /&gt;
''Leah's Journal, Part 6'' -&lt;br /&gt;
&lt;br /&gt;
''Leah's Journal, Part 7'' -&lt;br /&gt;
&lt;br /&gt;
''Traveler's Journal'' - Multiple locations along [[Old Tristram Road]], most often near the tree in the north or the house in the north. May require combat. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Warriv's Journal'' - Available during [[The Fallen Star]] in [[Old Tristram Road]]. Warriv's corpse will spawn in a demolished caravan off the road. Rare dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Cain's Old Journal, Part 1'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Cain's Old Journal, Part 2'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Despina's Journal'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Gillian's Diary, Part 1'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Gillian's Diary, Part 2'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Lost Journal'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Old Diary'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Old Tristram Journal'' - Located in an &amp;quot;Old Keepsake Box&amp;quot; in either the [[Old Tristram Road]] or [[Old Tristram]]. Requires multiple playthroughs. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''[[Adria]]'s Journal'' - Automatically obtained during [[The Legacy of Cain]] by Leah upon mid-quest completion below [[Adria's Hut]]. Static spawn.&lt;br /&gt;
&lt;br /&gt;
''The Hanging Tree'' - Available in the [[Weeping Hollow]] after the player completes the &amp;quot;Hanging Tree&amp;quot; [[adventure]]. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''Gravedigger's Log'' - Located in the [[Cemetery of the Forsaken]] from the gravedigger's bones. Static spawn.&lt;br /&gt;
&lt;br /&gt;
''Scoundrel's Journal'' - Located in a Stolen Sack just before Sasha's farm in the Fields of Misery. Static Spawn.&lt;br /&gt;
&lt;br /&gt;
''Adenah's Jottings'' - Located in the [[Fields of Misery]]. Spawn unknown.&lt;br /&gt;
&lt;br /&gt;
''Wandering Tinker's Diary'' - Located outside the Tinker's Hovel in the Fields of Misery. Dynamic Spawn.&lt;br /&gt;
&lt;br /&gt;
''Farmer's Journal'' - Located on Swickard's corpse. Dynamic spawn.&lt;br /&gt;
&lt;br /&gt;
''The Last Stand of the Ancients'' - Available after killing the boss of the Last Stand of the Ancients event.&lt;br /&gt;
&lt;br /&gt;
''Kingsport Bill'' - Can be obtained by completing all conversations by Covetous Shen. Spawns next to Covetous Shen (Jeweler).&lt;br /&gt;
&lt;br /&gt;
''Command from the Cultist Grand Inquisitor'' - Located in the [[Halls of Agony]] level 2. Spawn unknown.&lt;br /&gt;
&lt;br /&gt;
===Act II===&lt;br /&gt;
&lt;br /&gt;
Coming Soon.&lt;br /&gt;
&lt;br /&gt;
===Act III===&lt;br /&gt;
&lt;br /&gt;
Coming Soon.&lt;br /&gt;
&lt;br /&gt;
===Act IV===&lt;br /&gt;
&lt;br /&gt;
Coming Soon®.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Lore navbox|people}}&lt;br /&gt;
&lt;br /&gt;
[[category:Items]][[category:Story]][[category:Lore]]&lt;/div&gt;</summary>
		<author><name>Cthulhuhoop</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Death&amp;diff=51955</id>
		<title>Death</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Death&amp;diff=51955"/>
				<updated>2012-05-27T00:40:02Z</updated>
		
		<summary type="html">&lt;p&gt;Cthulhuhoop: &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, while avoiding punishing death penalties for softcore characters. [[Hardcore]] characters are as they were in Diablo II; mortal. One death there is the end of a character. Forever.&lt;br /&gt;
&lt;br /&gt;
For non-hardcore characters in Diablo III, death is a very temporary setback. Dead players can be resurrected by other players on the spot, or after a few second delay they may choose to respawn at the last [[checkpoint]] they reached. When they respawn they are wearing all of their equipment and have full health; there is no corpse to retrieve or loot as there was in Diablo 2. Characters do not lose any [[experience]] or [[gold]] upon death, though the developers have said there may be a hit to item durability, which could result in expensive repairs.&lt;br /&gt;
&lt;br /&gt;
When a character is very low on health, a reddish haze appears around the outside of the screen, providing an emergency visual indicator. The sound effects are tweaked also, with the sound of a heartbeat added to emphasize the danger of imminent death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Death and Difficulty==&lt;br /&gt;
[[File:Death-in-town2.jpg|thumb|300px|Death in the [[beta]] in town.]]&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;
===Discouraging Reckless Play===&lt;br /&gt;
&lt;br /&gt;
Diablo II's death penalty cost some gold, and experience as well on Nightmare and Hell. This was painful for players who were trying to level up, but for a character who was totally devoted to finding items, the death penalties were meaningless, since no items were lost. It was therefore strategically wise to go full out on [[magic find]] gear and play with reckless speed, since you'd find more items, wouldn't die very often, and when you did the penalties were negligible.&lt;br /&gt;
&lt;br /&gt;
Given that Diablo III will have even more negligible death penalties than Diablo II, won't this be a problem? It was never fun to party with a crazy player in Diablo II, since they just ran off on their own to find bosses, and made no effort to clear levels or play with any teamwork.&lt;br /&gt;
&lt;br /&gt;
Bashiok said no, in an October 2010 post about the lack of death penalties in the game: &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-no-death-penalties-required-in-d3/ Bashiok forum post] - Battl.net forums, October 5, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;I don’t think death penalties need to edge into the ‘punishment’ definition (although I realize that’s a confusion of terms) to be worthwhile.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Making sure someone can’t endlessly throw themselves against monsters/die/repeat and eventually win is something we’d want to stop. To make the player take pause and realize they’re not going to get past them unless they straighten up and pay attention and play better, or take some extra measures to buff up, or simply come up with a different strategy, those are the types of death penalties that work. Those are the ones we like and that I’m talking about.&lt;br /&gt;
&lt;br /&gt;
Taking gold away from people, or taking a full level of experience away, yeah, that’s a wake up call. It’s also the quickest way to get someone to uninstall the game. A very select few people will put up with something like that. It’s fine in Diablo II because gold has almost no use, but imagine if it did. You’d be encouraged through the mechanic to grind in easier areas where you’re sure you couldn’t die just so you could earn gold safely. That sounds terrible. Without a gold penalty you can play the content you want to play and meanwhile you’re finding items and amounts of gold that are relevant. That sounds like fun. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most fans still feel that some sort of death penalty is required, so players are not penalized for playing recklessly and ruining party games. The developers clearly don't think so, and since at this point they know the game far better than the fans, we basically have to take their word for it.&lt;br /&gt;
&lt;br /&gt;
==Death Penalties==&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&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson interview] - August 2010&amp;lt;/ref&amp;gt; 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.&amp;lt;ref&amp;gt;[http://www.diii.net/n/696684/bashiok-on-death-penalties Bashiok forum post] - September 2008&amp;lt;/ref&amp;gt; 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;
[[File:Death-revive.jpg|thumb|250px|Death and revive.]]&lt;br /&gt;
Bashiok also said this, regarding death in the [[BlizzCon 2008]] demo:&amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/what-happens-when-you-die Bashiok forum post] - August 2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&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.&amp;lt;ref&amp;gt;[http://www.diii.net/n/687801/jay-wilson-from-leipzig-5 Jay Wilson Interview] - August 2009&amp;lt;/ref&amp;gt;&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;
&lt;br /&gt;
===No Gold Loss on Death===&lt;br /&gt;
&lt;br /&gt;
Players will not lose gold when they die, since the team doesn't feel this is a necessary or useful [[gold sink]]. Bashiok commented on it in October 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-no-death-penalties-required-in-d3/ Bashiok forum post] - B.net forums, October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You lost gold when you died in Diablo II and it was still worthless. Losing gold on death isn’t a necessary sink to make it worth something. Balancing gains and expenditures properly will make it worth something.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said, I don’t think we’ve made any final determinations on death penalties. Though I wouldn’t expect it to take anything away from the player. Gold, experience, etc.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Hardcore]] characters, naturally, still suffer the ultimate penalty upon death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Death in the Arena===&lt;br /&gt;
&lt;br /&gt;
[[File:Death-barb-arena1.jpg|frame|Dead Barbarian.]]&lt;br /&gt;
Dying in the [[Arena]] is very common, and encouraged. Matches go quickly and without any pause between the rounds. A match last until all the players on one team or the other are dead, and this doesn't often take very long in the cramped confines of the arena. In early testing at Blizzcon 2010, most 3v3 games had a round more than every minute, with 15 minute battles winding up with scores in the vicinity of 10-7.&lt;br /&gt;
&lt;br /&gt;
Dead players can no longer interact with the living. Upon death you become a ghost, able to move around and watch the action, but invisible to the others. In theory a dead player could scout enemy locations for his friends, if he had voice chat or they were playing in the same room, but this would be of very minor assistance, given the small size of the Arena and the fast pace of the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Death-arena3.jpg|center|frame|Dead, but only until the next round begins.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hardcore Arena Death===&lt;br /&gt;
&lt;br /&gt;
[[Hardcore]] characters can play in the Arena, but the same rules apply there as in a [[PvM]] game. If you die, you're dead. Forever. Full details have not yet been revealed; it's not known if there will be corpse looting allowed, if all the winning team survives or only the ones who didn't die during the round, etc. But many Hardcore players are excited about this new option, and expectations are that [[LLD]] will be very popular, for high stakes, but not weeks of effort in building a character at risk.&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 special 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. &lt;br /&gt;
&lt;br /&gt;
D3 Community Manager [[Bashiok]] answered a question about this in a forum post. &amp;lt;ref&amp;gt;[http://www.diii.net/n/681638/bashiok-quick-answers Bashiok forum post] - August 2009&amp;lt;/ref&amp;gt;&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;
Unfortunately, this feature did not make it into the actual game, as revealed in January 2012. [http://diablo.incgamers.com/blog/comments/no-gruesome-character-death-animations-in-diablo-iii]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Unfortunately we never managed to get these implemented. They were a really cool idea, but a pretty huge amount of work. The one we showed of the [[Siegebreaker]] was a scripted sequence we set up specifically for that video. It was never implemented, and never actually worked without someone sitting there typing in a bunch of commands to get it all to fire off properly. It’s still something we’d like to do, though.&lt;br /&gt;
&lt;br /&gt;
All things considered there are just higher priority tasks sometimes. We’d love, for example, to have the monk display his weapons during all of his skill animations. But it’s an enormous animation and effects investment to get it done, and we have to weigh all of these things against other features and polish. A lot of the skills we could improve have multiple animation sets, multiplied twice for each gender, and then multiplied by each weapon type he can equip. That can be 40 or more unique animations, and then there’s a full FX pass, approvals, QA testing, etc. etc. and that’d just be for 1 skill.&lt;br /&gt;
&lt;br /&gt;
We have our wish lists, but it’s a balancing act of resources. Ideally our choices when balancing go toward setting realistic limitations, and producing the best game possible. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardcore Mode==&lt;br /&gt;
[[File:Death-blizzcon2010.JPG|thumb|350px|Death in the final bonus room, Blizzcon 2010 PvM demo.]]&lt;br /&gt;
&lt;br /&gt;
The inclusion of a [[Hardcore]] option was confirmed in August, 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamespot-au/ Jay Wilson interview] - August 2010&amp;lt;/ref&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
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;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&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>Cthulhuhoop</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Queen_Alyssa%27s_Servants&amp;diff=51715</id>
		<title>Queen Alyssa's Servants</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Queen_Alyssa%27s_Servants&amp;diff=51715"/>
				<updated>2012-05-25T01:44:05Z</updated>
		
		<summary type="html">&lt;p&gt;Cthulhuhoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Queen Asylla's Servants]] is the informal name for a quest found in the BlizzCon 2010 demo. It was the only proper quest in that year's demo, and will likely return in the final game in a form similar to this one.&lt;br /&gt;
&lt;br /&gt;
The quest was given by the headless ghost of [[Queen Asylla]], who greeted players as soon as they entered [[The Torture Chambers of the Mad King]], a large, green-tinted jail level.&lt;br /&gt;
&lt;br /&gt;
* Back to the [[Quest]]s article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quest Details==&lt;br /&gt;
&lt;br /&gt;
[[File:Queen-Asylla2.jpg|thumb|150px|Queen Asylla's ghost.]]&lt;br /&gt;
The quest begins as soon as a player enters the third level of the Blizzcon 2010 demo. In the front hallway stood the spectral wraith of [[Queen Asylla]], eager to ask for your assistance. Headless, she held her head in one hand, and the sound came from it.&lt;br /&gt;
&lt;br /&gt;
::''&amp;quot;Finally, someone to help my people. Guilty of nothing, save being loyal to me, they were cursed to be held in these cells beyond their natural lives. My blessing will allow you to free them from their long torment.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The quest was to find the ghosts of six of her servants. The ghosts were forever circling the bones of the servants, where they lay spread throughout the large dungeon level. The way was not open, of course, and numerous [[skeleton]]s, [[wraith]]s, and other monsters filed the dungeon with peril. &lt;br /&gt;
&lt;br /&gt;
The overall level form was the same every game. It was a square, with complexes of jail cells in all four corners, and two long pathways that crossed in the center. The cells were always in the same place, but the corpses of the servants were randomly-located in each new game, and had to be hunted down anew each time. &lt;br /&gt;
&lt;br /&gt;
After a player found and freed all six ghosts, the quest was completed, and the second stage began. The battle against the massive undead [[Warden|The Warden]] of the prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Warden and Black Key==&lt;br /&gt;
&lt;br /&gt;
[[File:Asylla-ghost1.jpg|left|frame|One servant's ghost.]]&lt;br /&gt;
[[File:KLTC-WardenMonster.png|thumb|200px|[[The Warden]] in combat.]]&lt;br /&gt;
Once the ghosts were free, quest prompts directed the player to find the Warden of the jail. Helpfully, an arrow appeared on the player's mini-map, directing you to run to the center of the level. Once there the Warden's deep voice rang out, threatening the player while dozens of ghouls came scrambling up the sides of the level.&lt;br /&gt;
&lt;br /&gt;
::''&amp;quot;Am I alone here? Must I do this myself? So be it! Face me. And repent.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Battle commenced then, in glorious fashion. Upon defeating the Warden, a black key dropped from his body, along with a selection of items. Players had to take the key to the far edge of the dungeon, where a black fence blocked access to a narrow room with numerous chests sitting in it. &lt;br /&gt;
&lt;br /&gt;
Running into the gate with the key in your possession was enough to open it, and players could gorge themselves with loot from the chests before running down a final hallway to the doorway that led to the end of the demo room, or take a turn off to the side into a small room where the ghosts of [[Archbishop Lazarus]], [[King Leoric]], and [[Queen Asylla]] reenacted her death for your staring eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In the Final Game?==&lt;br /&gt;
&lt;br /&gt;
Alone of the three quests in the BlizzCon 2010 demo, this one seems likely to return in the final game, in a form fairly similar to this one. It wasn't a difficult quest, but it at lest advanced the plot, while informing the player of some interesting backstory. The battle against the Warden was fun, and there were numerous valuable item drops, from monsters as well as treasure [[chests]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
A selection of images from the [[The Torture Chambers of the Mad King]] dungeon level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:KLTC-SoulRest.png|One of the servants still in ghost form.&lt;br /&gt;
File:KLTC-WardenArea.png|The Warden in battle.]]&lt;br /&gt;
File:Lazarus-Asylla-leoric1.jpg|The ghastly, ghostly reenactment of Queen Asylla's last living moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-quests-and-dungeons Flux's Mega Quests and Levels BlizzCon 2010 Report].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;br /&gt;
[[category:BlizzCon 2010]]&lt;/div&gt;</summary>
		<author><name>Cthulhuhoop</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Espionage&amp;diff=51714</id>
		<title>Espionage</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Espionage&amp;diff=51714"/>
				<updated>2012-05-25T01:40:17Z</updated>
		
		<summary type="html">&lt;p&gt;Cthulhuhoop: /* Orders from Azmodan, Part 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Espionage''' is an achievement obtainable in [[Act 3]]. It involves the collection of Quest Lore items.&lt;br /&gt;
&lt;br /&gt;
==Entries==&lt;br /&gt;
&lt;br /&gt;
===Battlefield Reports===&lt;br /&gt;
Location: Unknown&lt;br /&gt;
&lt;br /&gt;
Quest: Unknown&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unknown Text&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 1===&lt;br /&gt;
Location: [[Skycrown Battlements]] After lighting the two Signal Beacons, it is on a corpse of a Missive of Azmodan&lt;br /&gt;
&lt;br /&gt;
Quest: [[The Siege of Bastion's Keep]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
Bastion's Keep has nearly fallen. Many of you have already gorged yourself on blood and manflesh, but do not let your feasting delay you. I would have the keep and it's commander in my possession before the next dawn. The rest of this world will fall soon after. &lt;br /&gt;
&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 2===&lt;br /&gt;
Location: [[Stonefort]] On a messenger of Azmodan after raising the first catapault&lt;br /&gt;
&lt;br /&gt;
Quest: [[Turning the Tide]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
The imbecile who slew my brother, Belial, now means to aid the keep's beleaguered soldiers. [He/She] brings a girl with her who could undo us all. But I am not Belial; he was weak and cowered behind his disguises. Of course they failed him! We will seize our victory through bloodshed.&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 3===&lt;br /&gt;
Location: [[The Keep Depths]] Level 1, bottom left corner near the Fall of the Barbarians book&lt;br /&gt;
&lt;br /&gt;
Quest: Any Quest&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
The men actually think that they can hide behind their paltry little walls! But they have only had a glimpse of the full host of Hell. We will see them drown in our tide of sin! The girl is still weak, and their &amp;quot;hero&amp;quot; will not expect us to attack from below. Send in the ravening beast...&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 4===&lt;br /&gt;
Location: [[The Battlefields]] to the south on a missive of Azmodan&lt;br /&gt;
&lt;br /&gt;
Quest: Any Quest&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
My brothers grow impatient within the soulstone. Yes, I can hear them even down here. Their voices are so pitiful and small that they almost amuse me. Yet they are my prize, not the nephalem's... or the girl's, for that matter. This is not her time. This... is the Age of Sin.&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 5===&lt;br /&gt;
Location: [[Fields of Slaughter]] on a messenger of Azmodan&lt;br /&gt;
&lt;br /&gt;
Quest: [[Machines of War]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
There is nothing I loathe more than failure. You know this well, but if any of you need a further lesson, I will have you delivered into the Circle of Wrath with great haste. The enemy is strong, but [he/she] cannot pass the demon gate. Secure it, or your lives will be forfeit.&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 6===&lt;br /&gt;
Location: [[Arreat Crater]] Level 1, near the entrance&lt;br /&gt;
&lt;br /&gt;
Quest: [[Heart of Sin]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Maiden of Lust,&lt;br /&gt;
I have need of your... ample services. Drag yourself out of whatever carnal corner of the Burning Hells you lounge in, and bring your daugthers with you. Be wary-the enemy has proven to be both cunning and strong. But the mortals have always been easy prey for you, have they not?&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:achievements]]&lt;/div&gt;</summary>
		<author><name>Cthulhuhoop</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Espionage&amp;diff=51713</id>
		<title>Espionage</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Espionage&amp;diff=51713"/>
				<updated>2012-05-25T01:39:25Z</updated>
		
		<summary type="html">&lt;p&gt;Cthulhuhoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Espionage''' is an achievement obtainable in [[Act 3]]. It involves the collection of Quest Lore items.&lt;br /&gt;
&lt;br /&gt;
==Entries==&lt;br /&gt;
&lt;br /&gt;
===Battlefield Reports===&lt;br /&gt;
Location: Unknown&lt;br /&gt;
&lt;br /&gt;
Quest: Unknown&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unknown Text&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 1===&lt;br /&gt;
Location: [[Skycrown Battlements]] After lighting the two Signal Beacons, it is on a corpse of a Missive of Azmodan&lt;br /&gt;
&lt;br /&gt;
Quest: [[The Siege of Bastion's Keep]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
 Bastion's Keep has nearly fallen. Many of you have already gorged yourself on blood and manflesh, but do not let your feasting delay you. I would have the keep and it's commander in my possession before the next dawn. The rest of this world will fall soon after. &lt;br /&gt;
&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 2===&lt;br /&gt;
Location: [[Stonefort]] On a messenger of Azmodan after raising the first catapault&lt;br /&gt;
&lt;br /&gt;
Quest: [[Turning the Tide]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
The imbecile who slew my brother, Belial, now means to aid the keep's beleaguered soldiers. [He/She] brings a girl with her who could undo us all. But I am not Belial; he was weak and cowered behind his disguises. Of course they failed him! We will seize our victory through bloodshed.&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 3===&lt;br /&gt;
Location: [[The Keep Depths]] Level 1, bottom left corner near the Fall of the Barbarians book&lt;br /&gt;
&lt;br /&gt;
Quest: Any Quest&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
The men actually think that they can hide behind their paltry little walls! But they have only had a glimpse of the full host of Hell. We will see them drown in our tide of sin! The girl is still weak, and their &amp;quot;hero&amp;quot; will not expect us to attack from below. Send in the ravening beast...&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 4===&lt;br /&gt;
Location: [[The Battlefields]] to the south on a missive of Azmodan&lt;br /&gt;
&lt;br /&gt;
Quest: Any Quest&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
My brothers grow impatient within the soulstone. Yes, I can hear them even down here. Their voices are so pitiful and small that they almost amuse me. Yet they are my prize, not the nephalem's... or the girl's, for that matter. This is not her time. This... is the Age of Sin.&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 5===&lt;br /&gt;
Location: [[Fields of Slaughter]] on a messenger of Azmodan&lt;br /&gt;
&lt;br /&gt;
Quest: [[Machines of War]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Minions,&lt;br /&gt;
There is nothing I loathe more than failure. You know this well, but if any of you need a further lesson, I will have you delivered into the Circle of Wrath with great haste. The enemy is strong, but [he/she] cannot pass the demon gate. Secure it, or your lives will be forfeit.&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Orders from Azmodan, Part 6===&lt;br /&gt;
Location: [[Arreat Crater]] Level 1, near the entrance&lt;br /&gt;
&lt;br /&gt;
Quest: [[Heart of Sin]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Maiden of Lust,&lt;br /&gt;
I have need of your... ample services. Drag yourself out of whatever carnal corner of the Burning Hells you lounge in, and bring your daugthers with you. Be wary-the enemy has proven to be both cunning and strong. But the mortals have always been easy prey for you, have they not?&lt;br /&gt;
Azmodan&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:achievements]]&lt;/div&gt;</summary>
		<author><name>Cthulhuhoop</name></author>	</entry>

	</feed>