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		<id>https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30245</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30245"/>
				<updated>2011-05-13T20:16:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: /* Unofficial gem stats */  Changed the math to a more plausible solution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Gems''' return in [[Diablo III]], and they're set to be a much larger part of the game. The item type works just as it did in Diablo 2; Gems are still small objects that have no function on their own, which add various bonuses when placed in item sockets. The bonuses they grant have changed though, and there are many more quality levels of gems (14 in D3, vs. 5 in D2). &lt;br /&gt;
&lt;br /&gt;
They can still be upgraded in a 3&amp;lt;1 ratio, though that process requires the [[Jeweler]], rather than the {{iw|Horadric_Cube Horadric Cube}}, and it's widely suspected that gems will be used in more than items, with a use in the [[Talisman]] perhaps making them even more valuable.&lt;br /&gt;
&lt;br /&gt;
* Information about {{iw|gems Gems in Diablo II}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
[[File:Gem-socket1.jpg|frame|Normal Emerald in a shield.]]&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|left|frame|Early D3 gem.]]&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Early on, they were similar to World of Warcraft gems, with a &amp;quot;cut&amp;quot; listed in their properties. For instance, a &amp;quot;chipped star topaz&amp;quot; was seen in an early gameplay movie. &lt;br /&gt;
&lt;br /&gt;
This feature was removed over time, and as of late 2010 gems are much closer to how they were in Diablo 2; no &amp;quot;cut&amp;quot; is listed, and they simply have quality levels; 14 of them (compared to 5 in Diablo 2).&lt;br /&gt;
&lt;br /&gt;
Gems grant varying bonuses when socketed into items of all types, and they might have other functions, such as use in [[crafting]] [[recipes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. &lt;br /&gt;
&lt;br /&gt;
[[Skull]] gems were not shown, and they have not been seen in the game. Skulls, or other types of gems, may be in the game and not revealed yet, or might be added in expansion packs.&lt;br /&gt;
&lt;br /&gt;
==Gem Levels==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-levels-blizzcon2010.jpg|thumb|450px|The full display of gems in Diablo III.]]&lt;br /&gt;
The naming convention for gems in Diablo III is similar to how it worked in Diablo II. The first four levels are the same, with &amp;quot;radiant&amp;quot; replacing &amp;quot;perfect&amp;quot; for the fifth level. After the first five there are square, round, and star gems that repeat the top three quality levels.&lt;br /&gt;
&lt;br /&gt;
* Level 1 - Chipped &lt;br /&gt;
* Level 2 - Flawed&lt;br /&gt;
* Level 3 - Normal&lt;br /&gt;
* Level 4 - Flawless&lt;br /&gt;
* Level 5 - Radiant&lt;br /&gt;
* Level 6 - Square &lt;br /&gt;
* Level 7 - Flawless Square&lt;br /&gt;
* Level 8 - Radiant Square&lt;br /&gt;
* Level 9 - Round&lt;br /&gt;
* Level 10 - Flawless Round&lt;br /&gt;
* Level 11 - Radiant Round&lt;br /&gt;
* Level 12 - Star&lt;br /&gt;
* Level 13 - Flawless Star&lt;br /&gt;
* Level 14 - Radiant Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems upgrade in D3 just as the did in D2. Three of one level will combine into one of the next level.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/]  This is accomplished by taking the gems to the [[Jeweler]], rather than simply doing it yourself with a Horadric Cube, but the function is the same.  &lt;br /&gt;
&lt;br /&gt;
One improvement over Diablo 2 is that gems of like type/level will stack up to 10 high[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/] in a single inventory space. Players will thus not sacrifice so much space for gem storage.&lt;br /&gt;
&lt;br /&gt;
Gems can be found at levels 1-5, and with a maximum level of 14, the process of upgrading a gem all the way to the top should be a '''very''' long term project. If the current 3&amp;gt;1 upgrading ratio remains unchanged, then it would require 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). To give you an idea how long this would take, just upgrading the gems that many times would take 664 hours of nonstop clicking, assuming you could complete one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|The 14 levels of [[Sapphire]]s.]]&lt;br /&gt;
The math isn't quite as daunting if you assume you'll be upgrading level 5 gems; it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson has said that they're open to tweaking the formulae if it's taking too long; instead of 3&amp;gt;1 they might turn it down to 2&amp;gt;1 at higher levels, as was done with higher level Runes in Diablo II. It would only require 512 L5 gems to upgrade to a L14, if the requirement was 2&amp;gt;1 all the way up.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
It also sounds as if the Jeweler will have a way to create gems, judging from his description in the [[Caravan FAQ]].&lt;br /&gt;
&lt;br /&gt;
::The jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
What, &amp;quot;crafts gems&amp;quot; means isn't yet known, but if [[materials]] can be spent to create new gems, that could radically change the time table for crafting up top level gems.&lt;br /&gt;
&lt;br /&gt;
Bashiok alluded to other gem purposes as well, in a forum post in August 2010. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/] with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem.&lt;br /&gt;
&lt;br /&gt;
If a character's goal is to gain a huge bonus from a L14 gem in their shield, they'll be using that type of gem at L9, L10, L11, and so on, as they slowly upgrade it towards L14. This should make the upgrading process seem a little less lengthy, especially as it will take weeks or months for each additional level of improvement with a high level gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Little is yet known of the bonuses gems will provide. It's widely-assumed that the higher level gems will grant very high bonuses, and that the bonuses won't simply increase at say, +3 per level. That doesn't seem like enough of an improvement to make the months and months of collecting and upgrading required to create a L14 gem worth it. &lt;br /&gt;
&lt;br /&gt;
As for what the gems will provide bonuses to, that's also unknown. Jay Wilson commented on this from Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can you tell us about gem stats?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The only officially confirmed gem stats were seen on a normal (level 3) [[Emerald]], in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]. That gem granted:&lt;br /&gt;
* Weapon: +4% Casting Speed. &lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
===Unofficial gem stats===&lt;br /&gt;
&lt;br /&gt;
Recently a few more gems we're discovered through [[:Category:Ninja_Videos|ninja]] photos of the Blizzcon 2010 build. Note that this build still used the old [[attributes]], and that all of these gems have probably been updated to the new [[attributes]] in the latest build.&lt;br /&gt;
&lt;br /&gt;
Chipped (level 1) [[Ruby]] granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Amethyst]] granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Secound&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Sapphire]] granted:&lt;br /&gt;
* Weapon: +3% Life Stolen per Hit&lt;br /&gt;
* Helm: 3% Better Chance of Finding Magical Items&lt;br /&gt;
* Other: +4 Willpower&lt;br /&gt;
&lt;br /&gt;
As you can see, a Chipped (level 1) [[Ruby]] grants +2 [[Strength]], while a Flawed (level 2) [[Sapphire]] grants +4 [[Willpower]] and a level 3 [[Emerald]] (as seen in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]) grants +7 [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
It is possible that it is always the bonus granted from the gem a level below it + the level of the current gem that decides how much bonus a given gem gives to an attribute. So a Emerald would give 4 (the bonus to an attribute granted from a Flawed Emerald) + 3 (the level, 3 out of 14, of the Emerald) = 7.&lt;br /&gt;
&lt;br /&gt;
Another example would be a Flawed Ruby would give 2 (the attribute bonus from the Chipped Ruby) + 2 (the level of the Flawed Ruby) = 4.&lt;br /&gt;
&lt;br /&gt;
But it is an intressting thought, and if this theory holds true, then a maxed out Radiant Star (level 14) [[Ruby]] (or any gem that increses an attribute, I am just using a Ruby as an example) would give +106 Strength if it was socked into something other than a weapon or a helm, which is a upgrade from the Flawless Star (level 13) [[Ruby]] that would give 92 Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Socketing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30228</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30228"/>
				<updated>2011-05-13T16:55:01Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Gems''' return in [[Diablo III]], and they're set to be a much larger part of the game. The item type works just as it did in Diablo 2; Gems are still small objects that have no function on their own, which add various bonuses when placed in item sockets. The bonuses they grant have changed though, and there are many more quality levels of gems (14 in D3, vs. 5 in D2). &lt;br /&gt;
&lt;br /&gt;
They can still be upgraded in a 3&amp;lt;1 ratio, though that process requires the [[Jeweler]], rather than the {{iw|Horadric_Cube Horadric Cube}}, and it's widely suspected that gems will be used in more than items, with a use in the [[Talisman]] perhaps making them even more valuable.&lt;br /&gt;
&lt;br /&gt;
* Information about {{iw|gems Gems in Diablo II}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
[[File:Gem-socket1.jpg|frame|Normal Emerald in a shield.]]&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|left|frame|Early D3 gem.]]&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Early on, they were similar to World of Warcraft gems, with a &amp;quot;cut&amp;quot; listed in their properties. For instance, a &amp;quot;chipped star topaz&amp;quot; was seen in an early gameplay movie. &lt;br /&gt;
&lt;br /&gt;
This feature was removed over time, and as of late 2010 gems are much closer to how they were in Diablo 2; no &amp;quot;cut&amp;quot; is listed, and they simply have quality levels; 14 of them (compared to 5 in Diablo 2).&lt;br /&gt;
&lt;br /&gt;
Gems grant varying bonuses when socketed into items of all types, and they might have other functions, such as use in [[crafting]] [[recipes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. &lt;br /&gt;
&lt;br /&gt;
[[Skull]] gems were not shown, and they have not been seen in the game. Skulls, or other types of gems, may be in the game and not revealed yet, or might be added in expansion packs.&lt;br /&gt;
&lt;br /&gt;
==Gem Levels==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-levels-blizzcon2010.jpg|thumb|450px|The full display of gems in Diablo III.]]&lt;br /&gt;
The naming convention for gems in Diablo III is similar to how it worked in Diablo II. The first four levels are the same, with &amp;quot;radiant&amp;quot; replacing &amp;quot;perfect&amp;quot; for the fifth level. After the first five there are square, round, and star gems that repeat the top three quality levels.&lt;br /&gt;
&lt;br /&gt;
* Level 1 - Chipped &lt;br /&gt;
* Level 2 - Flawed&lt;br /&gt;
* Level 3 - Normal&lt;br /&gt;
* Level 4 - Flawless&lt;br /&gt;
* Level 5 - Radiant&lt;br /&gt;
* Level 6 - Square &lt;br /&gt;
* Level 7 - Flawless Square&lt;br /&gt;
* Level 8 - Radiant Square&lt;br /&gt;
* Level 9 - Round&lt;br /&gt;
* Level 10 - Flawless Round&lt;br /&gt;
* Level 11 - Radiant Round&lt;br /&gt;
* Level 12 - Star&lt;br /&gt;
* Level 13 - Flawless Star&lt;br /&gt;
* Level 14 - Radiant Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems upgrade in D3 just as the did in D2. Three of one level will combine into one of the next level.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/]  This is accomplished by taking the gems to the [[Jeweler]], rather than simply doing it yourself with a Horadric Cube, but the function is the same.  &lt;br /&gt;
&lt;br /&gt;
One improvement over Diablo 2 is that gems of like type/level will stack up to 10 high[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/] in a single inventory space. Players will thus not sacrifice so much space for gem storage.&lt;br /&gt;
&lt;br /&gt;
Gems can be found at levels 1-5, and with a maximum level of 14, the process of upgrading a gem all the way to the top should be a '''very''' long term project. If the current 3&amp;gt;1 upgrading ratio remains unchanged, then it would require 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). To give you an idea how long this would take, just upgrading the gems that many times would take 664 hours of nonstop clicking, assuming you could complete one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|The 14 levels of [[Sapphire]]s.]]&lt;br /&gt;
The math isn't quite as daunting if you assume you'll be upgrading level 5 gems; it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson has said that they're open to tweaking the formulae if it's taking too long; instead of 3&amp;gt;1 they might turn it down to 2&amp;gt;1 at higher levels, as was done with higher level Runes in Diablo II. It would only require 512 L5 gems to upgrade to a L14, if the requirement was 2&amp;gt;1 all the way up.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
It also sounds as if the Jeweler will have a way to create gems, judging from his description in the [[Caravan FAQ]].&lt;br /&gt;
&lt;br /&gt;
::The jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
What, &amp;quot;crafts gems&amp;quot; means isn't yet known, but if [[materials]] can be spent to create new gems, that could radically change the time table for crafting up top level gems.&lt;br /&gt;
&lt;br /&gt;
Bashiok alluded to other gem purposes as well, in a forum post in August 2010. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/] with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem.&lt;br /&gt;
&lt;br /&gt;
If a character's goal is to gain a huge bonus from a L14 gem in their shield, they'll be using that type of gem at L9, L10, L11, and so on, as they slowly upgrade it towards L14. This should make the upgrading process seem a little less lengthy, especially as it will take weeks or months for each additional level of improvement with a high level gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Little is yet known of the bonuses gems will provide. It's widely-assumed that the higher level gems will grant very high bonuses, and that the bonuses won't simply increase at say, +3 per level. That doesn't seem like enough of an improvement to make the months and months of collecting and upgrading required to create a L14 gem worth it. &lt;br /&gt;
&lt;br /&gt;
As for what the gems will provide bonuses to, that's also unknown. Jay Wilson commented on this from Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can you tell us about gem stats?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The only officially confirmed gem stats were seen on a normal (level 3) [[Emerald]], in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]. That gem granted:&lt;br /&gt;
* Weapon: +4% Casting Speed. &lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
===Unofficial gem stats===&lt;br /&gt;
&lt;br /&gt;
Recently a few more gems we're discovered through [[:Category:Ninja_Videos|ninja]] photos of the Blizzcon 2010 build. Note that this build still used the old [[attributes]], and that all of these gems have probably been updated to the new [[attributes]] in the latest build.&lt;br /&gt;
&lt;br /&gt;
Chipped (level 1) [[Ruby]] granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Amethyst]] granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Secound&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Sapphire]] granted:&lt;br /&gt;
* Weapon: +3% Life Stolen per Hit&lt;br /&gt;
* Helm: 3% Better Chance of Finding Magical Items&lt;br /&gt;
* Other: +4 Willpower&lt;br /&gt;
&lt;br /&gt;
As you can see, a level 1 [[Ruby]] grants +2 [[Strength]], while a level 2 [[Sapphire]] grants +4 [[Willpower]] and a level 3 [[Emerald]] (as seen in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]) grants +7 [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
It is possible that it is always a 75% increase in an attribute per level of the gem, and that the +2 from the Chipped [[Ruby]] is increased by 75% to 3,5 on the Flawed [[Sapphire]] and then rounded (to the closest number without a decimal) to an even 4. The +4 from Flawed [[Sapphire]] increased by 75% equals 7, like we can see on the [[Emerald]]. All of this is pure speculation and highly likely to change, since itemisation is one of the last things that gets done in the development of the game.&lt;br /&gt;
&lt;br /&gt;
But it is an intressting thought, and if this theory holds true, then a maxed out Radiant Star (level 14) [[Ruby]] (or any gem that increses an attribute, I am just using a Ruby as an example) would give +3287 Strength if it was socked into something other than a weapon or a helm, which is a massive upgrade from the Flawless Star (level 13) [[Ruby]] that would &amp;quot;only&amp;quot; give 1878 Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Socketing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30224</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30224"/>
				<updated>2011-05-13T15:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: /* Unofficial gem stats */  updated math&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Gems''' return in [[Diablo III]], and they're set to be a much larger part of the game. The item type works just as it did in Diablo 2; Gems are still small objects that have no function on their own, which add various bonuses when placed in item sockets. The bonuses they grant have changed though, and there are many more quality levels of gems (14 in D3, vs. 5 in D2). &lt;br /&gt;
&lt;br /&gt;
They can still be upgraded in a 3&amp;lt;1 ratio, though that process requires the [[Jeweler]], rather than the {{iw|Horadric_Cube Horadric Cube}}, and it's widely suspected that gems will be used in more than items, with a use in the [[Talisman]] perhaps making them even more valuable.&lt;br /&gt;
&lt;br /&gt;
* Information about {{iw|gems Gems in Diablo II}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
[[File:Gem-socket1.jpg|frame|Normal Emerald in a shield.]]&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|left|frame|Early D3 gem.]]&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Early on, they were similar to World of Warcraft gems, with a &amp;quot;cut&amp;quot; listed in their properties. For instance, a &amp;quot;chipped star topaz&amp;quot; was seen in an early gameplay movie. &lt;br /&gt;
&lt;br /&gt;
This feature was removed over time, and as of late 2010 gems are much closer to how they were in Diablo 2; no &amp;quot;cut&amp;quot; is listed, and they simply have quality levels; 14 of them (compared to 5 in Diablo 2).&lt;br /&gt;
&lt;br /&gt;
Gems grant varying bonuses when socketed into items of all types, and they might have other functions, such as use in [[crafting]] [[recipes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. &lt;br /&gt;
&lt;br /&gt;
[[Skull]] gems were not shown, and they have not been seen in the game. Skulls, or other types of gems, may be in the game and not revealed yet, or might be added in expansion packs.&lt;br /&gt;
&lt;br /&gt;
==Gem Levels==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-levels-blizzcon2010.jpg|thumb|450px|The full display of gems in Diablo III.]]&lt;br /&gt;
The naming convention for gems in Diablo III is similar to how it worked in Diablo II. The first four levels are the same, with &amp;quot;radiant&amp;quot; replacing &amp;quot;perfect&amp;quot; for the fifth level. After the first five there are square, round, and star gems that repeat the top three quality levels.&lt;br /&gt;
&lt;br /&gt;
* Level 1 - Chipped &lt;br /&gt;
* Level 2 - Flawed&lt;br /&gt;
* Level 3 - Normal&lt;br /&gt;
* Level 4 - Flawless&lt;br /&gt;
* Level 5 - Radiant&lt;br /&gt;
* Level 6 - Square &lt;br /&gt;
* Level 7 - Flawless Square&lt;br /&gt;
* Level 8 - Radiant Square&lt;br /&gt;
* Level 9 - Round&lt;br /&gt;
* Level 10 - Flawless Round&lt;br /&gt;
* Level 11 - Radiant Round&lt;br /&gt;
* Level 12 - Star&lt;br /&gt;
* Level 13 - Flawless Star&lt;br /&gt;
* Level 14 - Radiant Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems upgrade in D3 just as the did in D2. Three of one level will combine into one of the next level.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/]  This is accomplished by taking the gems to the [[Jeweler]], rather than simply doing it yourself with a Horadric Cube, but the function is the same.  &lt;br /&gt;
&lt;br /&gt;
One improvement over Diablo 2 is that gems of like type/level will stack up to 10 high[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/] in a single inventory space. Players will thus not sacrifice so much space for gem storage.&lt;br /&gt;
&lt;br /&gt;
Gems can be found at levels 1-5, and with a maximum level of 14, the process of upgrading a gem all the way to the top should be a '''very''' long term project. If the current 3&amp;gt;1 upgrading ratio remains unchanged, then it would require 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). To give you an idea how long this would take, just upgrading the gems that many times would take 664 hours of nonstop clicking, assuming you could complete one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|The 14 levels of [[Sapphire]]s.]]&lt;br /&gt;
The math isn't quite as daunting if you assume you'll be upgrading level 5 gems; it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson has said that they're open to tweaking the formulae if it's taking too long; instead of 3&amp;gt;1 they might turn it down to 2&amp;gt;1 at higher levels, as was done with higher level Runes in Diablo II. It would only require 512 L5 gems to upgrade to a L14, if the requirement was 2&amp;gt;1 all the way up.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
It also sounds as if the Jeweler will have a way to create gems, judging from his description in the [[Caravan FAQ]].&lt;br /&gt;
&lt;br /&gt;
::The jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
What, &amp;quot;crafts gems&amp;quot; means isn't yet known, but if [[materials]] can be spent to create new gems, that could radically change the time table for crafting up top level gems.&lt;br /&gt;
&lt;br /&gt;
Bashiok alluded to other gem purposes as well, in a forum post in August 2010. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/] with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem.&lt;br /&gt;
&lt;br /&gt;
If a character's goal is to gain a huge bonus from a L14 gem in their shield, they'll be using that type of gem at L9, L10, L11, and so on, as they slowly upgrade it towards L14. This should make the upgrading process seem a little less lengthy, especially as it will take weeks or months for each additional level of improvement with a high level gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Little is yet known of the bonuses gems will provide. It's widely-assumed that the higher level gems will grant very high bonuses, and that the bonuses won't simply increase at say, +3 per level. That doesn't seem like enough of an improvement to make the months and months of collecting and upgrading required to create a L14 gem worth it. &lt;br /&gt;
&lt;br /&gt;
As for what the gems will provide bonuses to, that's also unknown. Jay Wilson commented on this from Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can you tell us about gem stats?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The only officially confirmed gem stats were seen on a normal (level 3) [[Emerald]], in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]. That gem granted:&lt;br /&gt;
* Weapon: +4% Casting Speed. &lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
===Unofficial gem stats===&lt;br /&gt;
&lt;br /&gt;
Recently a few more gems we're discovered through [[:Category:Ninja_Videos|ninja]] photos of the Blizzcon 2010 build. Note that this build still used the old [[attributes]], and that all of these gems have probably been updated to the new [[attributes]] in the latest build.&lt;br /&gt;
&lt;br /&gt;
Chipped (level 1) [[Ruby]] granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Amethyst]] granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Secound&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Sapphire]] granted:&lt;br /&gt;
* Weapon: +3% Life Stolen per Hit&lt;br /&gt;
* Helm: 3% Better Chance of Finding Magical Items&lt;br /&gt;
* Other: +4 Willpower&lt;br /&gt;
&lt;br /&gt;
As you can see, a level 1 [[Ruby]] grants +2 [[Strength]], while a level 2 [[Sapphire]] grants +4 [[Willpower]] and a level 3 [[Emerald]] (as seen in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]) grants +7 [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
It is possible that it is always a 75% increase in an attribute per level of the gem, and that the +2 from the Chipped [[Ruby]] is increased by 75% to 3,5 on the Flawed [[Sapphire]] and then rounded (to the closest number without a decimal) to an even 4. The +4 from Flawed [[Sapphire]] increased by 75% equals 7, like we can see on the [[Emerald]]. All of this is pure speculation and highly likely to change, since itemisation is one of the last things that gets done in the development of the game.&lt;br /&gt;
&lt;br /&gt;
But it is an intressting thought, and if this theory holds true, then a maxed out (level 14) [[Ruby]] (or any gem that increses an attribute, I am just using a Ruby as an example) would give +3287 Strength if it was socked into something other than a weapon or a helm, which is a massive upgrade from the level 13 [[Ruby]] that would &amp;quot;only&amp;quot; give 1878 Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Socketing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Scroll_of_Wealth&amp;diff=30223</id>
		<title>Scroll of Wealth</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Scroll_of_Wealth&amp;diff=30223"/>
				<updated>2011-05-13T13:48:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scroll-wealth1.jpg|left|frame]]&lt;br /&gt;
The Scroll of Wealth is a new item introduced in Diablo III that lets a player instantly sell a single item anywhere; even when not in [[caravan|town]].&lt;br /&gt;
&lt;br /&gt;
The goal of these scrolls, along with the new [[salvaging]] system, is to allow players to remain in the dungeons, engaged in combat all the time, rather than forcing regular trips back to town just to sell or salvage items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scroll Revealed==&lt;br /&gt;
&lt;br /&gt;
Jay Wilson revealed the Scroll of Wealth during an interview at Gamescom, 2010. His quote was short and to the point, and has not yet been elaborated upon. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamona/ Jay Wilson Interview @ Gamescom 2010] - IncGamers August 20, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;We’ve also added a Scroll of Wealth that allows you to sell items right on location.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scroll Function==&lt;br /&gt;
&lt;br /&gt;
The scroll was found from a monster drop in the demo build at Blizzcon 2010. It worked properly; to activate it required one click, which changed the pointer icon. Clicking that on an item sold the item, instantly vanishing it and adding [[gold]] to the player's supply. &lt;br /&gt;
&lt;br /&gt;
The scroll was single use. One scroll = one item sold. &lt;br /&gt;
&lt;br /&gt;
This suggests that either the scrolls will be very common, sold by vendors and dropped regularly, or else that they'll make little difference to the overall economy, since players find hundreds of items in any game session. Apparently scrolls are designed for unusual items; if something isn't worth saving to use, but has such a high sales value that it's better to sell than [[salvage]], it's worth using a SoW on. &lt;br /&gt;
&lt;br /&gt;
All items list their gold sale value as part of the hover display in Diablo III, so you know what you're going to get before you use this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tooltip==&lt;br /&gt;
&lt;br /&gt;
During the Blizzcon 2010 build, the tooltip of the Scroll of Wealth was as follow:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Traveling merchants often use magic to save space in their caravans by transforming their purchased wares to gold.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unknown Issues==&lt;br /&gt;
&lt;br /&gt;
How much will Scrolls of Wealth cost? How readily accessible will they be? It's assumed that they will be sold by the [[Mystic]], or perhaps the [[Jeweler]]. They were not seen in the [[Blacksmith]]'s items for sale, when his interface was profiled in August, 2010.&lt;br /&gt;
&lt;br /&gt;
A buyback menu is part of the basic NPC interface in Diablo III, but it's not known if this is integrated into the Scroll of Wealth. Perhaps retrieving an accidentally-sold item would require a trip to town?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:scrolls]]&lt;br /&gt;
[[category:spells]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Scroll_of_Wealth&amp;diff=30222</id>
		<title>Scroll of Wealth</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Scroll_of_Wealth&amp;diff=30222"/>
				<updated>2011-05-13T13:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Added tooltip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scroll-wealth1.jpg|left|frame]]&lt;br /&gt;
The Scroll of Wealth is a new item introduced in Diablo III that lets a player instantly sell a single item anywhere; even when not in [[caravan|town]].&lt;br /&gt;
&lt;br /&gt;
The goal of these scrolls, along with the new [[salvaging]] system, is to allow players to remain in the dungeons, engaged in combat all the time, rather than forcing regular trips back to town just to sell or salvage items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scroll Revealed==&lt;br /&gt;
&lt;br /&gt;
Jay Wilson revealed the Scroll of Wealth during an interview at Gamescom, 2010. His quote was short and to the point, and has not yet been elaborated upon. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamona/ Jay Wilson Interview @ Gamescom 2010] - IncGamers August 20, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;We’ve also added a Scroll of Wealth that allows you to sell items right on location.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scroll Function==&lt;br /&gt;
&lt;br /&gt;
The scroll was found from a monster drop in the demo build at Blizzcon 2010. It worked properly; to activate it required one click, which changed the pointer icon. Clicking that on an item sold the item, instantly vanishing it and adding [[gold]] to the player's supply. &lt;br /&gt;
&lt;br /&gt;
The scroll was single use. One scroll = one item sold. &lt;br /&gt;
&lt;br /&gt;
This suggests that either the scrolls will be very common, sold by vendors and dropped regularly, or else that they'll make little difference to the overall economy, since players find hundreds of items in any game session. Apparently scrolls are designed for unusual items; if something isn't worth saving to use, but has such a high sales value that it's better to sell than [[salvage]], it's worth using a SoW on. &lt;br /&gt;
&lt;br /&gt;
All items list their gold sale value as part of the hover display in Diablo III, so you know what you're going to get before you use this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tooltip==&lt;br /&gt;
&lt;br /&gt;
During the Blizzcon 2010 build, the tooltip of the Scroll of Wealth was as follow:&lt;br /&gt;
&lt;br /&gt;
'''Traveling merchants often use magic to save space in their caravans by transforming their purchased wares to gold.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unknown Issues==&lt;br /&gt;
&lt;br /&gt;
How much will Scrolls of Wealth cost? How readily accessible will they be? It's assumed that they will be sold by the [[Mystic]], or perhaps the [[Jeweler]]. They were not seen in the [[Blacksmith]]'s items for sale, when his interface was profiled in August, 2010.&lt;br /&gt;
&lt;br /&gt;
A buyback menu is part of the basic NPC interface in Diablo III, but it's not known if this is integrated into the Scroll of Wealth. Perhaps retrieving an accidentally-sold item would require a trip to town?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:scrolls]]&lt;br /&gt;
[[category:spells]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=File:SoW_tooltip.jpg&amp;diff=30221</id>
		<title>File:SoW tooltip.jpg</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=File:SoW_tooltip.jpg&amp;diff=30221"/>
				<updated>2011-05-13T13:44:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Image of the Tool Tip for Scroll of Wealth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of the Tool Tip for Scroll of Wealth.&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Pound_of_Flesh_(trait)&amp;diff=30219</id>
		<title>Pound of Flesh (trait)</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Pound_of_Flesh_(trait)&amp;diff=30219"/>
				<updated>2011-05-13T13:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Added Lore and updated information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pound of Flesh is a [[trait]] used by the [[Barbarian]], [[Demon Hunter]], and [[Monk]]. It increases the likelihood that a [[health globe]] will drop from a monster they kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pound of Flesh Properties==&lt;br /&gt;
&lt;br /&gt;
'''Pound of Flesh'''&lt;br /&gt;
* '''Clvl Req:''' &lt;br /&gt;
** '''Barbarian:''' 11&lt;br /&gt;
** '''Demon Hunter:''' 9&lt;br /&gt;
** '''Monk:''' 39&lt;br /&gt;
* '''Description:''' Increases your chance to get health globes to drop. Also increases the amount of healing provided by 10%. *&lt;br /&gt;
* '''Max points:''' 5*&lt;br /&gt;
** '''Rank One:''' +20% increased chance.&lt;br /&gt;
** '''Rank Two:''' +40% increased chance.&lt;br /&gt;
** '''Rank Three:''' +60% increased chance.&lt;br /&gt;
** '''Rank Four:''' +80% increased chance.&lt;br /&gt;
** '''Rank Five:''' +100% increased chance.&lt;br /&gt;
* '''Lore: ''' 'When the sky bleeds the crops grow tall, when our enemies bleed we grow strong.' - The Chant of the Harvest &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The '''Barbarian''' and the '''Demon Hunter''' only had 3 levels possible in this trait in the Blizzcon 2010 demo, and the '''Barbarian''' received no increased healing per globe. It's not known if this was an error in transcription by the fan who recorded the info, an error in the game display info, or if it's an intentional variation between characters in the game.&lt;br /&gt;
&lt;br /&gt;
This trait improves the odds of a health globe dropping. It's assumed that this only works for kills by the character with the trait, since unlike [[gold]] and [[item]] drops, [[health globes]] are shared/seen by all characters in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a [[Barbarian traits|Barbarian]], [[Demon Hunter traits|Demon Hunter]], and [[Monk traits|Monk]], trait.  The Wizard and Witch Doctor do not possess this trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
&lt;br /&gt;
It's not known if the Monk's [[Healer]] trait, which boosts the healing he received from his healing skills, is somehow factored into Pound of Flesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|D3_Barbarian_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:Barbarian traits]]&lt;br /&gt;
[[category:Demon Hunter traits]]&lt;br /&gt;
[[category:Monk traits]]&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Ranged_Weapon_Specialization&amp;diff=30218</id>
		<title>Ranged Weapon Specialization</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Ranged_Weapon_Specialization&amp;diff=30218"/>
				<updated>2011-05-13T13:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Added Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ranged Weapon Specialization is a [[trait]] possessed by the [[Demon Hunter]]. It enables her to boost her weapon and skill damage while using ranged weapons ([[bows]] and [[crossbows]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapon Specialization Properties==&lt;br /&gt;
&lt;br /&gt;
'''Ranged Weapon Specialization'''&lt;br /&gt;
* '''Clvl Req:''' Under 10&lt;br /&gt;
* '''Description:''' Increases damage done by skills and weapons when the Demon Hunter is wielding a ranged weapon.&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
** '''Rank One:''' +25% damage.&lt;br /&gt;
** '''Rank Two:''' +50% damage.&lt;br /&gt;
** '''Rank Three:''' +75% damage.&lt;br /&gt;
* '''Lore: ''' If an archer shoots just for fun he has all his skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a [[Demon Hunter traits|Demon Hunter]] trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
&lt;br /&gt;
None known. This is a skill any ranged weapon using Demon Hunter will want to spend points in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Demon_Hunter_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:Demon Hunter traits]]&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Toughness_(trait)&amp;diff=30217</id>
		<title>Toughness (trait)</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Toughness_(trait)&amp;diff=30217"/>
				<updated>2011-05-13T13:22:27Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Added Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toughness is a defensive [[trait]] possessed by the [[Barbarian]], [[Demon Hunter]], [[Monk]], [[Witch Doctor]], and [[Wizard]]. This trait increases a character's [[Vitality]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Toughness Properties ==&lt;br /&gt;
&lt;br /&gt;
'''Toughness'''&lt;br /&gt;
* '''Clvl Req:''' Under 10 (for all 5 classes).&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your [[vitality]] by 20% per level.&lt;br /&gt;
** '''Rank One:''' +20% vitality &lt;br /&gt;
** '''Rank Two:''' +40% vitality  &lt;br /&gt;
** '''Rank Three:''' +60% vitality &lt;br /&gt;
** '''Rank Four:''' +80% vitality  &lt;br /&gt;
** '''Rank Five:''' +100% vitality &lt;br /&gt;
* '''Lore: ''' 'These are dangerous times, I have the scars to prove it.' - Warmaster Karja&lt;br /&gt;
&lt;br /&gt;
It is presumed this increases all the vitality bonuses from [[equipment]] and [[charm]]s as well, but the details are not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
&lt;br /&gt;
No class has any other skills or traits that are directly affected by Toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
This is a [[Barbarian traits|Barbarian]], [[Demon Hunter traits|Demon Hunter]], [[Monk traits|Monk]], [[Witch Doctor traits|Witch Doctor]], and [[Wizard traits|Wizard]] trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|D3_Barbarian_Trait}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:Barbarian traits]]&lt;br /&gt;
[[category:Demon Hunter traits]]&lt;br /&gt;
[[category:Monk traits]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Wizard traits]]&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Lightning_Reflexes&amp;diff=30215</id>
		<title>Lightning Reflexes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Lightning_Reflexes&amp;diff=30215"/>
				<updated>2011-05-13T13:20:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightning Reflexes is a trait possessed by the [[Demon Hunter]]. It enables the character to increase her dexterity.&lt;br /&gt;
&lt;br /&gt;
This might represent a new name for an existing [[trait]], since the other four classes all possess [[Superior Skill]], another [[trait]] that boosts [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lightning Reflexes Properties==&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reflexes'''&lt;br /&gt;
* '''Clvl Req:''' Under 10&lt;br /&gt;
* '''Description:''' Increases your dexterity. &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
** '''Rank One:''' +20% dexterity&lt;br /&gt;
** '''Rank Two:''' +40% dexterity.&lt;br /&gt;
** '''Rank Three:''' +60% dexterity.&lt;br /&gt;
** '''Rank Four:''' +80% dexterity.&lt;br /&gt;
** '''Rank Five:''' +100% dexterity.&lt;br /&gt;
* '''Lore: ''' The true warrior's swiftness makes him a difficult target when taken unawares; when alert, none can touch him.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a [[Demon Hunter traits|Demon Hunter]] trait. The other four classes also have a +dexterity [[traits]], so this might represent an error in the trait name, as seen in the Blizzcon 2010 demo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
&lt;br /&gt;
None known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Demon_Hunter_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:Demon Hunter traits]]&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Lightning_Reflexes&amp;diff=30214</id>
		<title>Lightning Reflexes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Lightning_Reflexes&amp;diff=30214"/>
				<updated>2011-05-13T13:08:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: /* Lightning Reflexes Properties */  Added Lore text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightning Reflexes is a trait possessed by the [[Demon Hunter]]. It enables the character to increase her dexterity.&lt;br /&gt;
&lt;br /&gt;
This might represent a new name for an existing trait, since the other four classes all possess [[Superior Skill]], another trait that boosts dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lightning Reflexes Properties==&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reflexes'''&lt;br /&gt;
* '''Clvl Req:''' Under 10&lt;br /&gt;
* '''Description:''' Increases your dexterity. &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
** '''Rank One:''' +20% dexterity&lt;br /&gt;
** '''Rank Two:''' +40% dexterity.&lt;br /&gt;
** '''Rank Three:''' +60% dexterity.&lt;br /&gt;
** '''Rank Four:''' +80% dexterity.&lt;br /&gt;
** '''Rank Five:''' +100% dexterity.&lt;br /&gt;
* '''Lore: ''' The true warrior's swiftness makes him a difficult target when taken unawares; when alert, none can touch him.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a [[Demon Hunter traits|Demon Hunter]] trait. The other four classes also have a +dexterity trait, so this might represent an error in the trait name, as seen in the Blizzcon 2010 demo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
&lt;br /&gt;
None known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Demon_Hunter_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:Demon Hunter traits]]&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Vault&amp;diff=30213</id>
		<title>Vault</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Vault&amp;diff=30213"/>
				<updated>2011-05-13T13:05:20Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: /* Skill Rank Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vault''' is a [[Demon Hunter]] Tier 3 [[Demon Hunter skills|skill]] unlocked at [[clvl|level]] 6. The Demon Hunter vaults forward, moving as a shadow with a flair for acrobatics.&lt;br /&gt;
&lt;br /&gt;
This is the Demon Hunter's [[movement ability]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
|portrait= vaulting4.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Vault&lt;br /&gt;
|user= Demon Hunter&lt;br /&gt;
|tier= 3&lt;br /&gt;
|clvl= 6&lt;br /&gt;
|description= Dance through the shadows to escape your enemies.&lt;br /&gt;
|type= [[Movement ability|Movement]]&lt;br /&gt;
|resource= Costs [[Discipline]]&lt;br /&gt;
|alabaster= Unknown&lt;br /&gt;
|crimson= Unknown&lt;br /&gt;
|golden= Unknown&lt;br /&gt;
|indigo= Unknown&lt;br /&gt;
|obsidian= Unknown&lt;br /&gt;
}}&lt;br /&gt;
The Demon Hunter melts into the shadows, using them to spin forward with a series of acrobatic somersaults and flips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[Image:vault2.jpg|thumb|left|200px|I could do that...if I wanted to.]]&lt;br /&gt;
Every [[character]] in Diablo III has a [[movement ability]], and for the Demon Hunter, that would be Vault.&amp;lt;br&amp;gt;&lt;br /&gt;
Once activated, the Demon Hunter moves over the ground in a series of flips and such, in a shadow form, until she reaches her destination. The Demon Hunter is assumed to be invulnerable during this time; however, she cannot Vault through doors, walls, or other obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Tumble acrobatically 40 feet.&lt;br /&gt;
&lt;br /&gt;
==Trait Synergies==&lt;br /&gt;
[[File:vaulting4.jpg|thumb|300px|Transform and roll out.]]&lt;br /&gt;
* No [[synergies]] with any of the [[trait]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Vault are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Vault''' was first shown at [[BlizzCon 2010]] as one of the originals when the [[Demon Hunter]] was unveiled. [[Wyatt Cheng]] had this to say about it[http://diablo.incgamers.com/blog/comments/diablo-3-gameplay-panel-transcript/P1/]:&lt;br /&gt;
&amp;lt;blue&amp;gt;This a movement skill. The Barbarian has Leap Attack, the Wizard has Teleport and we wanted to make sure all our classes had a way to get around the battlefield. In this skill we wanted to sell the Shadow theme. Initially we talked about Shadow Vault and stuff like that, but we decided to just call it Vault and let the art peak for itself. There's no need to have to weave these concepts into every single skill. The artistic representation has some acrobatics and has some shadow themes to it. It's basically a way to take a solid mechanic and wrap it up with the aesthetic we are trying to sell and deliver something we think will be fun for the players.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Flux]] also weighed in on the skill from his time on the BlizzCon 2010 demo[http://diablo.incgamers.com/blog/comments/demon-hunter-screenshots-and-hands-on-report/]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Vault was the last Demon Hunter skill the pre-made demo characters had, and it was useful to rush through the dungeon or to escape from boss packs. It was a fast moving cartwheel that covered about 1/2 the screen. It’s seen a few times in the DH cinematic. This skill allows the DH to pass through any monsters in the way, though it’s stopped by obstacles such as walls or doors or the huge, chopping cleaver booby [[trap]]s that filled this year’s demo dungeon.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
Vault can be seen in action on video here:&lt;br /&gt;
* [[Gameplay: Blizzcon 2010]]&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Vault&amp;amp;cat=all '''Vault''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:vault.jpg|The Demon Hunter mid-Vault.&lt;br /&gt;
Image:vaulting.jpg|Another shot of the multiple shadows.&lt;br /&gt;
Image:vault2.jpg| Each shadow has its own posture.&lt;br /&gt;
Image:vaulting4.jpg| By now, you should be sick of the word 'vault'.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/diablo-3-gameplay-panel-transcript/P1/ BlizzCon 2010 Gameplay Panel Transcript]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/demon-hunter-screenshots-and-hands-on-report/ BlizzCon 2010 Demon Hunter First Impressions]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvm-report-demon-hunter/P2/ BlizzCon 2010 Demon Hunter PvM Hands-on Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave navbox Diablo III|Demon_Hunter}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30212</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30212"/>
				<updated>2011-05-13T13:02:56Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Gems''' return in [[Diablo III]], and they're set to be a much larger part of the game. The item type works just as it did in Diablo 2; Gems are still small objects that have no function on their own, which add various bonuses when placed in item sockets. The bonuses they grant have changed though, and there are many more quality levels of gems (14 in D3, vs. 5 in D2). &lt;br /&gt;
&lt;br /&gt;
They can still be upgraded in a 3&amp;lt;1 ratio, though that process requires the [[Jeweler]], rather than the {{iw|Horadric_Cube Horadric Cube}}, and it's widely suspected that gems will be used in more than items, with a use in the [[Talisman]] perhaps making them even more valuable.&lt;br /&gt;
&lt;br /&gt;
* Information about {{iw|gems Gems in Diablo II}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
[[File:Gem-socket1.jpg|frame|Normal Emerald in a shield.]]&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|left|frame|Early D3 gem.]]&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Early on, they were similar to World of Warcraft gems, with a &amp;quot;cut&amp;quot; listed in their properties. For instance, a &amp;quot;chipped star topaz&amp;quot; was seen in an early gameplay movie. &lt;br /&gt;
&lt;br /&gt;
This feature was removed over time, and as of late 2010 gems are much closer to how they were in Diablo 2; no &amp;quot;cut&amp;quot; is listed, and they simply have quality levels; 14 of them (compared to 5 in Diablo 2).&lt;br /&gt;
&lt;br /&gt;
Gems grant varying bonuses when socketed into items of all types, and they might have other functions, such as use in [[crafting]] [[recipes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. &lt;br /&gt;
&lt;br /&gt;
[[Skull]] gems were not shown, and they have not been seen in the game. Skulls, or other types of gems, may be in the game and not revealed yet, or might be added in expansion packs.&lt;br /&gt;
&lt;br /&gt;
==Gem Levels==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-levels-blizzcon2010.jpg|thumb|450px|The full display of gems in Diablo III.]]&lt;br /&gt;
The naming convention for gems in Diablo III is similar to how it worked in Diablo II. The first four levels are the same, with &amp;quot;radiant&amp;quot; replacing &amp;quot;perfect&amp;quot; for the fifth level. After the first five there are square, round, and star gems that repeat the top three quality levels.&lt;br /&gt;
&lt;br /&gt;
* Level 1 - Chipped &lt;br /&gt;
* Level 2 - Flawed&lt;br /&gt;
* Level 3 - Normal&lt;br /&gt;
* Level 4 - Flawless&lt;br /&gt;
* Level 5 - Radiant&lt;br /&gt;
* Level 6 - Square &lt;br /&gt;
* Level 7 - Flawless Square&lt;br /&gt;
* Level 8 - Radiant Square&lt;br /&gt;
* Level 9 - Round&lt;br /&gt;
* Level 10 - Flawless Round&lt;br /&gt;
* Level 11 - Radiant Round&lt;br /&gt;
* Level 12 - Star&lt;br /&gt;
* Level 13 - Flawless Star&lt;br /&gt;
* Level 14 - Radiant Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems upgrade in D3 just as the did in D2. Three of one level will combine into one of the next level.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/]  This is accomplished by taking the gems to the [[Jeweler]], rather than simply doing it yourself with a Horadric Cube, but the function is the same.  &lt;br /&gt;
&lt;br /&gt;
One improvement over Diablo 2 is that gems of like type/level will stack up to 10 high[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/] in a single inventory space. Players will thus not sacrifice so much space for gem storage.&lt;br /&gt;
&lt;br /&gt;
Gems can be found at levels 1-5, and with a maximum level of 14, the process of upgrading a gem all the way to the top should be a '''very''' long term project. If the current 3&amp;gt;1 upgrading ratio remains unchanged, then it would require 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). To give you an idea how long this would take, just upgrading the gems that many times would take 664 hours of nonstop clicking, assuming you could complete one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|The 14 levels of [[Sapphire]]s.]]&lt;br /&gt;
The math isn't quite as daunting if you assume you'll be upgrading level 5 gems; it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson has said that they're open to tweaking the formulae if it's taking too long; instead of 3&amp;gt;1 they might turn it down to 2&amp;gt;1 at higher levels, as was done with higher level Runes in Diablo II. It would only require 512 L5 gems to upgrade to a L14, if the requirement was 2&amp;gt;1 all the way up.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
It also sounds as if the Jeweler will have a way to create gems, judging from his description in the [[Caravan FAQ]].&lt;br /&gt;
&lt;br /&gt;
::The jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
What, &amp;quot;crafts gems&amp;quot; means isn't yet known, but if [[materials]] can be spent to create new gems, that could radically change the time table for crafting up top level gems.&lt;br /&gt;
&lt;br /&gt;
Bashiok alluded to other gem purposes as well, in a forum post in August 2010. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/] with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem.&lt;br /&gt;
&lt;br /&gt;
If a character's goal is to gain a huge bonus from a L14 gem in their shield, they'll be using that type of gem at L9, L10, L11, and so on, as they slowly upgrade it towards L14. This should make the upgrading process seem a little less lengthy, especially as it will take weeks or months for each additional level of improvement with a high level gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Little is yet known of the bonuses gems will provide. It's widely-assumed that the higher level gems will grant very high bonuses, and that the bonuses won't simply increase at say, +3 per level. That doesn't seem like enough of an improvement to make the months and months of collecting and upgrading required to create a L14 gem worth it. &lt;br /&gt;
&lt;br /&gt;
As for what the gems will provide bonuses to, that's also unknown. Jay Wilson commented on this from Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can you tell us about gem stats?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The only officially confirmed gem stats were seen on a normal (level 3) [[Emerald]], in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]. That gem granted:&lt;br /&gt;
* Weapon: +4% Casting Speed. &lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
===Unofficial gem stats===&lt;br /&gt;
&lt;br /&gt;
Recently a few more gems we're discovered through [[:Category:Ninja_Videos|ninja]] photos of the Blizzcon 2010 build. Note that this build still used the old [[attributes]], and that all of these gems have probably been updated to the new [[attributes]] in the latest build.&lt;br /&gt;
&lt;br /&gt;
Chipped (level 1) [[Ruby]] granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Amethyst]] granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Secound&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Sapphire]] granted:&lt;br /&gt;
* Weapon: +3% Life Stolen per Hit&lt;br /&gt;
* Helm: 3% Better Chance of Finding Magical Items&lt;br /&gt;
* Other: +4 Willpower&lt;br /&gt;
&lt;br /&gt;
As you can see, a level 1 [[Ruby]] grants +2 [[Strength]], while a level 2 [[Sapphire]] grants +4 [[Willpower]] and a level 3 [[Emerald]] (as seen in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]) grants +7 [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
If we assume that all of the [[attributes]] are worth equally, then we can see that every upgrade of a gems level increases the bonus of it by roughly 150%. All of this is highly likely to change, since itemisation is one of the last things that gets done in the development of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Socketing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30211</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Gem&amp;diff=30211"/>
				<updated>2011-05-13T12:54:38Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Added more known gem bonuses + fixed broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Gems''' return in [[Diablo III]], and they're set to be a much larger part of the game. The item type works just as it did in Diablo 2; Gems are still small objects that have no function on their own, which add various bonuses when placed in item sockets. The bonuses they grant have changed though, and there are many more quality levels of gems (14 in D3, vs. 5 in D2). &lt;br /&gt;
&lt;br /&gt;
They can still be upgraded in a 3&amp;lt;1 ratio, though that process requires the [[Jeweler]], rather than the {{iw|Horadric_Cube Horadric Cube}}, and it's widely suspected that gems will be used in more than items, with a use in the [[Talisman]] perhaps making them even more valuable.&lt;br /&gt;
&lt;br /&gt;
* Information about {{iw|gems Gems in Diablo II}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
[[File:Gem-socket1.jpg|frame|Normal Emerald in a shield.]]&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|left|frame|Early D3 gem.]]&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Early on, they were similar to World of Warcraft gems, with a &amp;quot;cut&amp;quot; listed in their properties. For instance, a &amp;quot;chipped star topaz&amp;quot; was seen in an early gameplay movie. &lt;br /&gt;
&lt;br /&gt;
This feature was removed over time, and as of late 2010 gems are much closer to how they were in Diablo 2; no &amp;quot;cut&amp;quot; is listed, and they simply have quality levels; 14 of them (compared to 5 in Diablo 2).&lt;br /&gt;
&lt;br /&gt;
Gems grant varying bonuses when socketed into items of all types, and they might have other functions, such as use in [[crafting]] [[recipes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. &lt;br /&gt;
&lt;br /&gt;
[[Skull]] gems were not shown, and they have not been seen in the game. Skulls, or other types of gems, may be in the game and not revealed yet, or might be added in expansion packs.&lt;br /&gt;
&lt;br /&gt;
==Gem Levels==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-levels-blizzcon2010.jpg|thumb|450px|The full display of gems in Diablo III.]]&lt;br /&gt;
The naming convention for gems in Diablo III is similar to how it worked in Diablo II. The first four levels are the same, with &amp;quot;radiant&amp;quot; replacing &amp;quot;perfect&amp;quot; for the fifth level. After the first five there are square, round, and star gems that repeat the top three quality levels.&lt;br /&gt;
&lt;br /&gt;
* Level 1 - Chipped &lt;br /&gt;
* Level 2 - Flawed&lt;br /&gt;
* Level 3 - Normal&lt;br /&gt;
* Level 4 - Flawless&lt;br /&gt;
* Level 5 - Radiant&lt;br /&gt;
* Level 6 - Square &lt;br /&gt;
* Level 7 - Flawless Square&lt;br /&gt;
* Level 8 - Radiant Square&lt;br /&gt;
* Level 9 - Round&lt;br /&gt;
* Level 10 - Flawless Round&lt;br /&gt;
* Level 11 - Radiant Round&lt;br /&gt;
* Level 12 - Star&lt;br /&gt;
* Level 13 - Flawless Star&lt;br /&gt;
* Level 14 - Radiant Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems upgrade in D3 just as the did in D2. Three of one level will combine into one of the next level.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/]  This is accomplished by taking the gems to the [[Jeweler]], rather than simply doing it yourself with a Horadric Cube, but the function is the same.  &lt;br /&gt;
&lt;br /&gt;
One improvement over Diablo 2 is that gems of like type/level will stack up to 10 high[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/] in a single inventory space. Players will thus not sacrifice so much space for gem storage.&lt;br /&gt;
&lt;br /&gt;
Gems can be found at levels 1-5, and with a maximum level of 14, the process of upgrading a gem all the way to the top should be a '''very''' long term project. If the current 3&amp;gt;1 upgrading ratio remains unchanged, then it would require 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). To give you an idea how long this would take, just upgrading the gems that many times would take 664 hours of nonstop clicking, assuming you could complete one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|The 14 levels of [[Sapphire]]s.]]&lt;br /&gt;
The math isn't quite as daunting if you assume you'll be upgrading level 5 gems; it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson has said that they're open to tweaking the formulae if it's taking too long; instead of 3&amp;gt;1 they might turn it down to 2&amp;gt;1 at higher levels, as was done with higher level Runes in Diablo II. It would only require 512 L5 gems to upgrade to a L14, if the requirement was 2&amp;gt;1 all the way up.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
It also sounds as if the Jeweler will have a way to create gems, judging from his description in the [[Caravan FAQ]].&lt;br /&gt;
&lt;br /&gt;
::The jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
What, &amp;quot;crafts gems&amp;quot; means isn't yet known, but if [[materials]] can be spent to create new gems, that could radically change the time table for crafting up top level gems.&lt;br /&gt;
&lt;br /&gt;
Bashiok alluded to other gem purposes as well, in a forum post in August 2010. [http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/] with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem.&lt;br /&gt;
&lt;br /&gt;
If a character's goal is to gain a huge bonus from a L14 gem in their shield, they'll be using that type of gem at L9, L10, L11, and so on, as they slowly upgrade it towards L14. This should make the upgrading process seem a little less lengthy, especially as it will take weeks or months for each additional level of improvement with a high level gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Little is yet known of the bonuses gems will provide. It's widely-assumed that the higher level gems will grant very high bonuses, and that the bonuses won't simply increase at say, +3 per level. That doesn't seem like enough of an improvement to make the months and months of collecting and upgrading required to create a L14 gem worth it. &lt;br /&gt;
&lt;br /&gt;
As for what the gems will provide bonuses to, that's also unknown. Jay Wilson commented on this from Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can you tell us about gem stats?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The only officially confirmed gem stats were seen on a normal (level 3) [[Emerald]], in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]. That gem granted:&lt;br /&gt;
* Weapon: +4% Casting Speed. &lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
===Unofficial gem stats===&lt;br /&gt;
&lt;br /&gt;
Recently a few more gems we're discovered through [[:Category:Ninja_Videos|ninja]] photos of the Blizzcon 2010 build.&lt;br /&gt;
&lt;br /&gt;
Chipped [[Ruby]] (level 1) granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed [[Amethyst]] (level 2) granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Secound&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
Flawed [[Sapphire]] (level 2) granted:&lt;br /&gt;
* Weapon: +3% Life Stolen per Hit&lt;br /&gt;
* Helm: 3% Better Chance of Finding Magical Items&lt;br /&gt;
* Other: +4 Willpower&lt;br /&gt;
&lt;br /&gt;
As you can see, a level 1 Ruby grants +2 Strength, while a level 2 Sapphire grants +4 Willpower and a level 3 Emerald grants +7 Dexterity.&lt;br /&gt;
If we assume that all of the primary attributes are worth equally, then we can see that every upgrade of a gems level increases the bonus of it by roughly 150%. All of this is highly likely to change, since itemisation is one of the last things that gets done in the development of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Socketing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=File:DHskill_bolaShot.jpg&amp;diff=30210</id>
		<title>File:DHskill bolaShot.jpg</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=File:DHskill_bolaShot.jpg&amp;diff=30210"/>
				<updated>2011-05-13T10:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Icon for the Demon Hunter skill Bola Shot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for the Demon Hunter skill Bola Shot.&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Enchantress&amp;diff=30209</id>
		<title>Enchantress</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Enchantress&amp;diff=30209"/>
				<updated>2011-05-13T10:21:40Z</updated>
		
		<summary type="html">&lt;p&gt;Jarnehall: Deleted Star Wars references, it's a serious wiki for Diablo information, not a plattform for lame jokes :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Enchantress''' is one of the three [[class]]es of [[follower]]s in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
The followers in Diablo III are much more restricted in what they can equip from what we've seen in the mercenaries in Diablo II: Lord of Destruction.&lt;br /&gt;
It is currently unknown what items the Enchantress can equip, or what the restrictions are.&lt;br /&gt;
&lt;br /&gt;
Like the other followers, the Enchantress has three levels of gear progression. It's currently unknown if the gear progression is only cosmetic, or if it based upon level, or some other system.&lt;br /&gt;
&lt;br /&gt;
[[image:Ench_progression.jpg‎‎|center|400px|Three levels of gear progression for the Enchantress.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Much like the player character [[class]]es, followers are able to learn a few [[skill]]s or [[spell]]s at specific level milestones. Not much is known about the skills, currently, besides their names and when they are unlocked. Players may choose one skill from each tier.&lt;br /&gt;
&lt;br /&gt;
While, oddly enough, gaining some of the [[Necromancer]]'s abilities from Diablo II, the spell kit for the Enchantress appears to be very similar to that which is seen with the [[Wizard]], namely a fixation on unstable [[Arcane]] powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 5===&lt;br /&gt;
&lt;br /&gt;
* Disorient&lt;br /&gt;
* Forceful Push&lt;br /&gt;
* Charm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 10===&lt;br /&gt;
&lt;br /&gt;
* Decoy&lt;br /&gt;
* Reflect Missiles&lt;br /&gt;
* Powered Armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 15===&lt;br /&gt;
&lt;br /&gt;
* Focused Mind&lt;br /&gt;
* Amplify Damage&lt;br /&gt;
* Lowered Resistance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 20===&lt;br /&gt;
&lt;br /&gt;
* Energize&lt;br /&gt;
* Energy Bomb&lt;br /&gt;
* Guidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&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=Enchantress Enchantress-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ench_skillpane.jpg|Enchantress character sheet.&lt;br /&gt;
Image:Ench_progression.jpg|Enchantress gear progression.&lt;br /&gt;
Image:Ench_action.jpg|The Enchantress in action.&lt;br /&gt;
Image:Ench_concept.jpg|Concept art for the Enchantress.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{Character navbox|d3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:NPCs]]&lt;br /&gt;
[[category:mercenaries]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:followers]]&lt;/div&gt;</summary>
		<author><name>Jarnehall</name></author>	</entry>

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