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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=BattleTag&amp;diff=46421</id>
		<title>BattleTag</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=BattleTag&amp;diff=46421"/>
				<updated>2012-01-28T23:07:59Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* BattleTag Name Limitations */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BattleTag is a player-created name that serves as your Battle.net title. It is used in all Blizzard games, as well as on their forums and community websites. Players create a name of up to 12 characters, and this becomes their official title on Battle.net. Your BattleTag is what other players see on your Diablo III characters, and what appears on their [[Friends List]].&lt;br /&gt;
* See the official [[Battle Tag FAQ]] for additional details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BattleTags Introduced==&lt;br /&gt;
&lt;br /&gt;
The BattleTag was introduced in December 2011.[http://diablo.incgamers.com/blog/comments/battle-net-battle-tag-announced]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;A BattleTag is a unified, player-chosen nickname that will identify you across all of Battle.net -- in Blizzard Entertainment games, on our official websites, and in our community forums. Similar to the Real ID system, BattleTags will ultimately give players on Battle.net a new way to manage public profiles, find and chat with friends they've met while playing, form groups, and stay connected across multiple Blizzard games.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BattleTag system is an evolution from the [[Real ID]] system Blizzard attempted to introduce in early 2011, until massive fan outcry over the privacy issues forced Blizzard to rework it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding Friends==&lt;br /&gt;
&lt;br /&gt;
The [[BattleTag FAQ]] answers this question neatly enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;To add a friend via their BattleTag manually in the Diablo III beta client, simply type their BattleTag and code (e.g. DemonStomper#1537) into the Add a Friend field in the Add Friend interface. This will send the player a BattleTag friend request; if the other player accepts your request, your BattleTags will appear on each other’s friends lists. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BattleTag Name Limitations==&lt;br /&gt;
&lt;br /&gt;
Since the BattleTag system debuted during the [[Diablo 3 Beta]], D3 beta testers were among the first people to use the system. Most fans liked the design and concept, but quite a few ran into problems[http://diablo.incgamers.com/blog/comments/battle-net-battle-tag-announced] when trying to create their BattleTag, due to the strict naming policy. It's very easy to hit upon a name that's not allowed, and as there is no explanation offered, players just have to keep trying different names until they find one that's permitted.&lt;br /&gt;
&lt;br /&gt;
Blizzard's [http://us.blizzard.com/support/article/BattleTagNamingPolicy?locale=en_US support page can be seen here]; it lists the dozens of categories of names that are not permitted, which include many vague umbrella terms, including the following:&lt;br /&gt;
&lt;br /&gt;
* Have any racial/ethnic connotations.&lt;br /&gt;
* Are inappropriate references to human anatomy or bodily functions.&lt;br /&gt;
* Insultingly refer to other characters, players, Blizzard employees, or groups of people, be they in the game or external.&lt;br /&gt;
* The names of any customer support representative or employee of Blizzard Entertainment (Both real names and aliases.)&lt;br /&gt;
* Are mildly inappropriate references to human anatomy or bodily functions.&lt;br /&gt;
* Are references to illegal drugs or activities.&lt;br /&gt;
* Have neutral or positive racial/ethnic/national connotations.&lt;br /&gt;
* Are otherwise considered inappropriate for the game world.&lt;br /&gt;
* Are trademarked/licensed by a company or an individual.&lt;br /&gt;
&lt;br /&gt;
Blizzard obviously had to stake out a vast area of forbidden names, to give them wiggle room in the future. That said, the banned terms are so extensive and vague that potentially anything could be disallowed. After all, no one could possibly know the real names and aliases of every single Blizzard employee, much less every obscene slang word in every language on Earth, or every trademarked company name. &lt;br /&gt;
&lt;br /&gt;
Fans can only hope that Blizzard employs some discretion in assembling their banned name list, and that there's some built in mechanism to automatically switch friends over to a new name, should one in use be deemed inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:battle.net]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=BattleTag&amp;diff=46420</id>
		<title>BattleTag</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=BattleTag&amp;diff=46420"/>
				<updated>2012-01-28T23:05:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Adding Friands */ Typo in title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BattleTag is a player-created name that serves as your Battle.net title. It is used in all Blizzard games, as well as on their forums and community websites. Players create a name of up to 12 characters, and this becomes their official title on Battle.net. Your BattleTag is what other players see on your Diablo III characters, and what appears on their [[Friends List]].&lt;br /&gt;
* See the official [[Battle Tag FAQ]] for additional details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BattleTags Introduced==&lt;br /&gt;
&lt;br /&gt;
The BattleTag was introduced in December 2011.[http://diablo.incgamers.com/blog/comments/battle-net-battle-tag-announced]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;A BattleTag is a unified, player-chosen nickname that will identify you across all of Battle.net -- in Blizzard Entertainment games, on our official websites, and in our community forums. Similar to the Real ID system, BattleTags will ultimately give players on Battle.net a new way to manage public profiles, find and chat with friends they've met while playing, form groups, and stay connected across multiple Blizzard games.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BattleTag system is an evolution from the [[Real ID]] system Blizzard attempted to introduce in early 2011, until massive fan outcry over the privacy issues forced Blizzard to rework it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding Friends==&lt;br /&gt;
&lt;br /&gt;
The [[BattleTag FAQ]] answers this question neatly enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;To add a friend via their BattleTag manually in the Diablo III beta client, simply type their BattleTag and code (e.g. DemonStomper#1537) into the Add a Friend field in the Add Friend interface. This will send the player a BattleTag friend request; if the other player accepts your request, your BattleTags will appear on each other’s friends lists. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BattleTag Name Limitations==&lt;br /&gt;
&lt;br /&gt;
Since the BattleTag system debuted during the [[Diablo 3 Beta]], D3 beta testers were among the first people to use the system. Most fans liked the design and concept, but quite a few ran into problems[http://diablo.incgamers.com/blog/comments/battle-net-battle-tag-announced] when trying to create their BattleTag, due to the strict naming policy. It's very easy to hit upon a name that's not allowed, and as there is no explanation offered, players just have to keep trying different names until they fine one that's permitted.&lt;br /&gt;
&lt;br /&gt;
Blizzard's [http://us.blizzard.com/support/article/BattleTagNamingPolicy?locale=en_US support page can be seen here]; it lists the dozens of categories of names that are not permitted, which include many vague umbrella terms, including the following:&lt;br /&gt;
&lt;br /&gt;
* Have any racial/ethnic connotations.&lt;br /&gt;
* Are inappropriate references to human anatomy or bodily functions.&lt;br /&gt;
* Insultingly refer to other characters, players, Blizzard employees, or groups of people, be they in the game or external.&lt;br /&gt;
* The names of any customer support representative or employee of Blizzard Entertainment (Both real names and aliases.)&lt;br /&gt;
* Are mildly inappropriate references to human anatomy or bodily functions.&lt;br /&gt;
* Are references to illegal drugs or activities.&lt;br /&gt;
* Have neutral or positive racial/ethnic/national connotations.&lt;br /&gt;
* Are otherwise considered inappropriate for the game world.&lt;br /&gt;
* Are trademarked/licensed by a company or an individual.&lt;br /&gt;
&lt;br /&gt;
Blizzard obviously had to stake out a vast area of forbidden names, to give them wiggle room in the future. That said, the banned terms are so extensive and vague that potentially anything could be disallowed. After all, no one could possibly know the real names and aliases of every single Blizzard employee, much less every obscene slang word in every language on Earth, or every trademarked company name. &lt;br /&gt;
&lt;br /&gt;
Fans can only hope that Blizzard employs some discretion in assembling their banned name list, and that there's some built in mechanism to automatically switch friends over to a new name, should one in use be deemed inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:battle.net]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Bolas&amp;diff=37438</id>
		<title>Bolas</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Bolas&amp;diff=37438"/>
				<updated>2011-09-22T22:16:55Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Skill Design */ s/Arrow/Shot/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconBolaShot.png|left]]&lt;br /&gt;
'''Bola Shot''' (not Bolo Shot) is an Offensive [[Demon Hunter skill]] unlocked at [[clvl|Level]] 5. It fires a pair of bombs on a rope that wrap around the target, sticking and dealing explosive damage to the main target and any targets close to it after a couple of seconds of delay. This skill is not limited to monsters, as the bola can also attach to doors, barrels, and other targettable destructibles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
==Background==&lt;br /&gt;
[[File:bolo_small.jpg|thumb|200px|right|Bola Shot in action]]&lt;br /&gt;
The skill deals light damage upon the initial hit, but packs a considerable explosive charge after a couple of seconds. Multiple Bolas can be wrapped around the same target, yielding repeated explosions in rapid succession. The [[explosions]] damage other enemies in the immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Effects==&lt;br /&gt;
The following is a very quick list. See the [[Bola Shot rune effects]] page for a more thorough summary of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more. &lt;br /&gt;
 &lt;br /&gt;
{{Active skills header}}&lt;br /&gt;
{{Demon Hunter Skill Bola Shot}}&lt;br /&gt;
{{Demon Hunter Skillrune Imminent Doom}}&lt;br /&gt;
{{Demon Hunter Skillrune Volatile Explosives}}&lt;br /&gt;
{{Demon Hunter Skillrune Bitter Pill}}&lt;br /&gt;
{{Demon Hunter Skillrune Acid Strike}}&lt;br /&gt;
{{Demon Hunter Skillrune Thunder Ball}}&lt;br /&gt;
{{center|Note: Information is based on a level 60 character and rank 7 runestones.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bola Shot Video===&lt;br /&gt;
A video of Bola Shot can be seen below, courtesy of [http://www.youtube.com/Diablo3Inc the Diablo.IncGamers.com You Tube channel].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;0JdPruw67_g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[Image:bola_in_flight.jpg|thumb|left|200px|Bola in flight.]]&lt;br /&gt;
Bola Shot fires what looks like a blurry Frisbee, spinning in a dark crimson spiral until it reaches its target, leaving a quickly-fading glowing orange trail. It’s actually two bombs on a string, which whirl around and wrap around the neck of a monster. After a short delay, the bola explodes, doing substantial damage to the target, and less damage to nearby monsters.&lt;br /&gt;
&lt;br /&gt;
It's difficult to miss with them, since if they’re aimed anywhere near a target, and any part of the bola touches, the whole thing will stick. Bola Shot also works against larger targets, such as sarcophagi and other destructibles that are too large for the ropes to actually wrap around.&lt;br /&gt;
{{clear-left}}&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[Demon Hunter passives]] are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[File:bola_attached.jpg|thumb|300px|The Bola shot attached to a monster.]]&lt;br /&gt;
'''Bola Shot''' was first shown at [[BlizzCon 2010]] when the [[Demon Hunter]] debuted. According to [[Wyatt Cheng]] from the Gameplay Panel:[http://diablo.incgamers.com/blog/comments/diablo-3-gameplay-panel-transcript/P1/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;It feels really tactical, it has a slight delay that you can use to your advantage in the right situations.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After testing it in the gameplay demo, [[Flux]] described using it:[http://diablo.incgamers.com/blog/comments/demon-hunter-screenshots-and-hands-on-report/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''In practice it’s like Explosive Arrow with a time delay fuse; you hit monsters and deal tiny damage with the impact, but then about 1.5 seconds later the bomb goes off and deals substantial fire damage. This skill was fun and effective, but not great to stack on a single target, since you could shoot them 5 or 6 times before the bomb started going off, and usually 2 or 3 would kill anything short of a boss. Thus wasting almost all the damage of your last 3 or 4 shots.  I found it most effective to hit monsters with one or two Bolas, and then move on to shoot something else, trusting them to die when the time delay ran out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skill tiers were removed for the [[July 2011 Press Event]], and Bola Shot became a level 5 skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
Bola Shot 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 III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Bola+Shot&amp;amp;cat=all '''Bola Shot''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bola-shot1.jpg|Bola Shot tool tip; Blizzcon 2010. &lt;br /&gt;
Image:Bola_splodin.jpg|Bola Shot detonating on a [[cultist]].&lt;br /&gt;
Image:Bolo_trailer.jpg|A close-up look of the bola, courtesy of the [[BlizzCon 2010]] trailer.&lt;br /&gt;
&amp;lt;/gallery&amp;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/P1/ BlizzCon 2010 Demon Hunter PvM Hands-on Report]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=8009356#post8009356 HardRock's Demon Hunter Skills and Their Rune Effects] -- IncGamers 6th Sep 2011&lt;br /&gt;
* [http://us.battle.net/d3/en/class/demon-hunter/active/ Demon Hunter Active Skills] -- Diablo III 12th Sep 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|DH}}&lt;br /&gt;
&lt;br /&gt;
[[category:Demon Hunter skills]]&lt;br /&gt;
[[category:Active skills]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Auction_House&amp;diff=37437</id>
		<title>Auction House</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Auction_House&amp;diff=37437"/>
				<updated>2011-09-22T22:12:43Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Blizzard’s About-Face on RMT */ Increase clarity. Fix use of &amp;quot;whom&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ''Auction House'' is an in-game mechanism to allow for easier trading of items for items or money. Diablo II did not include this sort of feature, but many MMORPGs do, notably [[World of Warcraft]]. Diablo III will feature an Auction House (AH), which comes in two main varieties: the [[gold]]-based Auction House will allow players to sell items, crafting materials, and even their characters for gold. The [[RMT]] (Real Money Transaction) Auction House will allow the sales of the items listed prior, but the caveat is that they are for real-world currency. Namely, Euros, Dollars, Rubles, etc. Real-world money transactions within this wiki entry will be referred to as RMT, or “currency” transactions.&lt;br /&gt;
&lt;br /&gt;
The benefit of an auction house is that players can put items up for sale in an automated system. They need not be present to sell their item or spam ads about their item in the chat channels. It's also easier to find items you want to trade for, since other players don't have to be online for you to see &amp;quot;[[WUG]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Auction House is restricted between SC (Softcore) characters, and HC ([[Hardcore]]) characters.&lt;br /&gt;
The AH was revealed during the late-July 2011 Press Event, and the first images and information about it were released on the first of August of the same year.&lt;br /&gt;
* Official [[Auction House FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Auction House(s)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As stated, the Auction House system is divided into RMT transactions (of which [[Blizzard]] will assign a fee for every listing, whether the item or character is sold or not), and gold transactions (which will also be assigned a fee, albeit one that doesn't cost the player real-world money, just gold).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interface===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ah-rmt-gold-sale-item.jpg|thumb|450px|The same item showing gold and RMT sales.]]&lt;br /&gt;
The Auction House is available for use during any point in time, including in the [[Battle.net]] menu, the game's main menu, the lobby, and also in-game.&lt;br /&gt;
&lt;br /&gt;
The items for sale are listed by category, and each category has their own set of variables that the player may choose to search for. For instance, if a player is seeking a weapon with [[lifesteal]], they will be able to specifically search for that [[mod]].&lt;br /&gt;
&lt;br /&gt;
In addition to this, Blizzard has also implemented a system where the player may select a character of their own choosing, and the auction house will perform a &amp;quot;smart search&amp;quot; based on the items they have equipped, and what could conceivably be an upgrade for them. The efficacy of this system is as yet unproven, as an &amp;quot;upgrade&amp;quot; for a specific build can be quite hard to define.&lt;br /&gt;
&lt;br /&gt;
Your auction house history is also tracked through the battle.net client, showing the player what they bid, what they won, what they lost, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bids and Buyouts===&lt;br /&gt;
&lt;br /&gt;
Much like an auction house found in any other game (or on online sites such as ebay), a player may choose to bid on an item, or to pay the full buyout.&lt;br /&gt;
The seller can place a minimum bid on the item, which is the minimum they are willing to accept for it (whether it is gold or an RMT transaction). They can also place a buyout on an item, where the purchaser may choose to simply pay an up-front cost in order to secure the item without needing to watch the auction, hoping they aren't outbid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hardcore versus Softcore===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trade in the Auction House is separated between game modes. Hardcore characters cannot use the softcore auction house, and vice versa. In addition to this, hardcore characters may only use the gold-based auction house. Any and all items, including characters for sale, may only be purchased with gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Auction Storage===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items that will be put up for auction, or items purchased at auction, are sent to and from the shared [[stash]]. The shared stash itself can be increased in size by purchasing larger tabs (with gold this time, not currency).&lt;br /&gt;
&lt;br /&gt;
Seeing as how the Auction House can be accessed at any point in time, inside the game or in the battle.net client, a player can choose to send an item directly from their inventory to the auction house. The item will be removed from their inventory, and if it sells, then it is removed from the system entirely. If an item does not sell, it will be returned to the player via their stash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preventing Item Flood===&lt;br /&gt;
&lt;br /&gt;
[[File:Ah_search.jpg|thumb|250px|The search window for the AH.]]&lt;br /&gt;
&lt;br /&gt;
Item flood was a long-time worry for specualtive Diablo fans when faced with the prospect of an Auction House. Item flood consists of a player putting up junk items that had little-to-no value in the auction house in bulk, effectively flooding the market with things that nobody would conceivably want, making searching a difficult and frustrating prospect.&lt;br /&gt;
Blizzard has decided to initiate a fee for each item listed, whether it is gold or currency, and this fee is taken out regardless of whether or not the item sells. A similar system is used in the gold-based auction house for World of WarCraft and it is fairly effective; in that game, the listing fee is a proportional percentage of the vendor worth of the item in question, believed to be roughly 25%. For low-level items, this isn’t as much of an issue as the fee is fairly small (and nobody bothers to put them in the auction house because they simply won’t sell), however the fees for expensive weapons and armor can often add up.&lt;br /&gt;
This also helps to prevent players from grossly overpricing their goods in the auction house. While it will be the players who define the worth of an item, there’s always that one oddball in the bunch who thinks a quiver of arrows should sell for at least five million gold.&lt;br /&gt;
&lt;br /&gt;
In addition to this, there may be a gold surcharge for selling an item in the Diablo III auction house, but this has yet to be seen. It has been an initiative in WoW since the AH’s debut, and this acts as a gold sink. Up to 10% of a seller’s winnings in the AH would go to the gold sink, as a fee for using the auction house.&lt;br /&gt;
&lt;br /&gt;
===Face-to-Face Trading===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was widely speculated (and even assumed by some) that the trade system within Diablo III, which was a mystery until mid-2011, would feature face-to-face trading as in Diablo II, or a bartering system of one sort or another. While this eventually was seen to be false, it isn’t unlikely that players will find themselves trading items directly with other players. Perhaps it could be two players who happen to find good drops for each other in a game, friends or [[guild]]mates playing together, or someone within a chat channel advertising their goods.&lt;br /&gt;
&lt;br /&gt;
It is extremely likely that [[gem]]s will find a home within a bartering or face-to-face system that will be built up by the players, along with other common (yet randomized) items like [[Rune]]s. It is assumed that the game will support this with at least a simple trade window and chat channels dedicated to trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method Behind the Madness: Why RMT?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blizzard has always staunchly opposed real-money transactions for a variety of reasons. One of the reasons which hits close to home for the company who created battle.net, which is plagued by all manner of hackers, dupers, botters, and spammers, is that they are unable to control the legitimacy of the items being sold on third-party websites, they cannot control the security behind the transaction, and they are, to put it bluntly, not profiting from people who are buying and selling “their” virtual items.&lt;br /&gt;
&lt;br /&gt;
This entire subject is rather a moral and ethical, not to mention ‘’legal’’, quagmire. Yet, Blizzard has always opposed these transactions for the reasons listed above, and others. Their reasoning for finally allowing it, in their own game no less, is twofold: they are able to control the transaction, and they are also able to profit from it. A player will no longer feel the need to go to unreputable websites which may contain malicious software that steals their personal or account information. All of these transactions now take place within the game’s client.&lt;br /&gt;
&lt;br /&gt;
This isn’t to say there aren’t many questionable activities that may occur in an RMT auction house, however. With the success of [[World of WarCraft]], Blizzard has become a rather large market for gold farmers, scammers, and spammers. With the ability to directly make money from what they are already (illegally) doing, it is extremely likely that if Diablo III is successful, it will attract these less-than-savory elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RMT Transactions and Keeping a Secure Account===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With battle.net, the newest version of it, all of the metaphorical eggs are in a single basket: a player’s account, their personal information, their game keys, their digital rights, their payment information is stored within a single account. It has become rather commonplace for accounts to be “hacked” or stolen or, as Blizzard likes to say, “compromised”. With the advent of an RMT auction house, the implications of a “compromised” account are incredibly dire. It remains to be seen how secure this RMT auction house system is.&lt;br /&gt;
&lt;br /&gt;
It is always wise for a player to follow proper security guidelines to make sure they do not have their account stolen. Blizzard offers [[authenticator]]s for sale which enhance security a great deal, and it is also well advised that a player doesn’t wander to unreputable websites or other areas of the internet which may hold some malicious intent, including clicking links or banner ads for hacking or cheating advertisements.&lt;br /&gt;
&lt;br /&gt;
More information on keeping a battle.net account secure can be found on [http://us.blizzard.com/support/article.xml?locale=en_US&amp;amp;articleId=30791&amp;amp;pageNumber=1&amp;amp;searchQuery=security Blizzard’s official customer support website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard’s About-Face on RMT===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blizzard has made their stance clear throughout the past ten years or so on RMT transactions, and it has never really been a secret affair. Here is a direct quote (amongst many) from the company in 2007, pertaining to World of WarCraft[http://massively.joystiq.com/2007/12/20/blizzard-wont-support-legit-rmt-service/]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The game's Terms of Use clearly states that all World of Warcraft content is the property of Blizzard Entertainment, and Blizzard does not allow 'in-game' items to be sold for real money. Not only do we believe that doing so would be illegal, but it also has the potential to damage the game economy and overall experience for the many thousands of others who play World of Warcraft for fun ... While we can understand the temptation to purchase items for real money, we feel that players can find ample equipment and money for their characters within the game through their own adventuring and questing.&amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
However, in the [[Auction House FAQ|official FAQ]] for the Auction House, Blizzard stated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The foundation of the decision appears to be Blizzard giving up the legal battle against RMT agents around the globe, and may signify a paradigm shift for the rest of the North American industry. It remains to be seen what impact this will have, not only on Diablo III and Activision-Blizzard, but on PC gaming in general and the future business models of the games industry.&lt;br /&gt;
&lt;br /&gt;
==Development of the Trade System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The trade system was one of the largest mysteries behind the game up until the press event in July, 2011. A bartering system or an auction house were largely the chief speculations, but only one could come out the victor. Below is text dedicated to the time when the auction house system was unknown, including developer quotes and interviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blue Comments Prior to Announcement===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson commented on trading in an interview from [[BlizzCon 2009]]. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We haven’t made a decision about something like an auction house, but we want a better trading system than the one in Diablo II. It could take the form of an auction house or it could take the form of a new trade system that is easier, facilitating trades through Battle.net. That could be another way that players could trade items without having to actually go into the game. We haven’t made a decision on any of that, but we are going to do something to that end. We consider it really critical to the game.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to that, in January 2009, Diablo 3 Community Manager [[Bashiok]] weighed in on the whole issue of Diablo 3's [[economy]] and trading mechanisms. [http://www.diii.net/blog/comments/bashiok-on-auction-houses/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Just a couple of my own cents on the system. First off we really don’t have a solid plan for any sort of external trading system, that is anything beyond being in the same game with the person. We know we’d like something like that though if at all possible.&lt;br /&gt;
&lt;br /&gt;
Foremost – spamming is bad. I think trade channels usually suck because of the requirement to spam. The amount of time and effort spent just to get your items noticed borders on brain-explosiony. Throw in the lack of easily gauged economy and you’re usually left out in the dark, laughed at, ripped off, etc. Your suggestion seems to mix the idea of an auction house and trade channel, in that you can use a channel in-game to spam, and then have some sort of UI to trade the item. That definitely solves one issue, which is needing to leave the game and just sit in a chat channel. What it doesn’t solve is needing to sit in a chat channel and spam. Sure, you could probably play and spam the channel every once in a while but it’s really not the cleanest approach. You’re still spamming a chat channel, you’re still limited to the people that want to see that spam (ie not many).&lt;br /&gt;
&lt;br /&gt;
Since you brought it up let’s move on to the World of Warcraft’s auction house. World of Warcraft did not invent the auction house trading system. It may have certainly refined it, but an irrational hatred of the game that some of you seem to have really shouldn’t translate to game systems that aren’t original to it. There are some major advantages to an auction house similar to WoW’s. You don’t have to be present being the biggest and best. You can be playing with friends, PvPing, asleep, at school or work, and someone has the ability to see your items, and you have a greater chance to sell/trade them. You don’t have to spam a channel, you don’t have to even be online and playing. That’s HUGE, and really the main reason so many people use trading systems such as websites and forums for Diablo II. You want to focus on playing the game or not playing the game, not sitting around hoping someone wants your item.&lt;br /&gt;
&lt;br /&gt;
It also helps form a visible and easily identified economy. I’m a new player, I got a sword I think it’s probably pretty nice, I can go on an auction house and search for it or similar swords and get an idea of how much it should sell for. In this case being in a trade channel is no better whether it’s in-game or out of game. What you’d probably end up with is people still going to forums and more static styles of trading found on websites, but even then any unified sense of economy is spread thin. Maybe that’s not such a bad system in itself, and an official trading site could work. Of course what you lose either way though, auction house or website, is in-game player interaction. Which is what I assume you’re striving to keep.&lt;br /&gt;
&lt;br /&gt;
When it comes down to it, any change or addition or removal of any systems have to be weighed. Do the positives outweigh the negatives?&lt;br /&gt;
&lt;br /&gt;
I’ll go back to what I said at the beginning and state we don’t know what if any types of trading systems will be in the final game. Maybe there won’t be, it may be that eventually we settle on leaving it Diablo II style. We have some ideas of what would be cool, but at the end of the day we’re not going to do anything that isn’t far and away a more positive change for the game. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
[http://diabloauctions.com Diablo III Auction house Helper] A Diablo 3 site which focuses on tricks, strategies, stories and calculations in how to become rich through Blizzards Diablo 3 Auction House.&lt;br /&gt;
&lt;br /&gt;
[http://www.diablo3goldguide.net Diablo III Gold Blog] - Markco is dedicated to delivering new and interesting methods for making gold and money on the Diablo auction houses. Go here to learn more and discuss the Diablo III auction houses.&lt;br /&gt;
&lt;br /&gt;
[[category:trading]]&lt;br /&gt;
[[category:economy]]&lt;br /&gt;
[[category:battle.net]]&lt;br /&gt;
[[category:Auction House]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Auction_House&amp;diff=37436</id>
		<title>Auction House</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Auction_House&amp;diff=37436"/>
				<updated>2011-09-22T21:58:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: D3 not an MMORPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ''Auction House'' is an in-game mechanism to allow for easier trading of items for items or money. Diablo II did not include this sort of feature, but many MMORPGs do, notably [[World of Warcraft]]. Diablo III will feature an Auction House (AH), which comes in two main varieties: the [[gold]]-based Auction House will allow players to sell items, crafting materials, and even their characters for gold. The [[RMT]] (Real Money Transaction) Auction House will allow the sales of the items listed prior, but the caveat is that they are for real-world currency. Namely, Euros, Dollars, Rubles, etc. Real-world money transactions within this wiki entry will be referred to as RMT, or “currency” transactions.&lt;br /&gt;
&lt;br /&gt;
The benefit of an auction house is that players can put items up for sale in an automated system. They need not be present to sell their item or spam ads about their item in the chat channels. It's also easier to find items you want to trade for, since other players don't have to be online for you to see &amp;quot;[[WUG]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Auction House is restricted between SC (Softcore) characters, and HC ([[Hardcore]]) characters.&lt;br /&gt;
The AH was revealed during the late-July 2011 Press Event, and the first images and information about it were released on the first of August of the same year.&lt;br /&gt;
* Official [[Auction House FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Auction House(s)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As stated, the Auction House system is divided into RMT transactions (of which [[Blizzard]] will assign a fee for every listing, whether the item or character is sold or not), and gold transactions (which will also be assigned a fee, albeit one that doesn't cost the player real-world money, just gold).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interface===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ah-rmt-gold-sale-item.jpg|thumb|450px|The same item showing gold and RMT sales.]]&lt;br /&gt;
The Auction House is available for use during any point in time, including in the [[Battle.net]] menu, the game's main menu, the lobby, and also in-game.&lt;br /&gt;
&lt;br /&gt;
The items for sale are listed by category, and each category has their own set of variables that the player may choose to search for. For instance, if a player is seeking a weapon with [[lifesteal]], they will be able to specifically search for that [[mod]].&lt;br /&gt;
&lt;br /&gt;
In addition to this, Blizzard has also implemented a system where the player may select a character of their own choosing, and the auction house will perform a &amp;quot;smart search&amp;quot; based on the items they have equipped, and what could conceivably be an upgrade for them. The efficacy of this system is as yet unproven, as an &amp;quot;upgrade&amp;quot; for a specific build can be quite hard to define.&lt;br /&gt;
&lt;br /&gt;
Your auction house history is also tracked through the battle.net client, showing the player what they bid, what they won, what they lost, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bids and Buyouts===&lt;br /&gt;
&lt;br /&gt;
Much like an auction house found in any other game (or on online sites such as ebay), a player may choose to bid on an item, or to pay the full buyout.&lt;br /&gt;
The seller can place a minimum bid on the item, which is the minimum they are willing to accept for it (whether it is gold or an RMT transaction). They can also place a buyout on an item, where the purchaser may choose to simply pay an up-front cost in order to secure the item without needing to watch the auction, hoping they aren't outbid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hardcore versus Softcore===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trade in the Auction House is separated between game modes. Hardcore characters cannot use the softcore auction house, and vice versa. In addition to this, hardcore characters may only use the gold-based auction house. Any and all items, including characters for sale, may only be purchased with gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Auction Storage===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items that will be put up for auction, or items purchased at auction, are sent to and from the shared [[stash]]. The shared stash itself can be increased in size by purchasing larger tabs (with gold this time, not currency).&lt;br /&gt;
&lt;br /&gt;
Seeing as how the Auction House can be accessed at any point in time, inside the game or in the battle.net client, a player can choose to send an item directly from their inventory to the auction house. The item will be removed from their inventory, and if it sells, then it is removed from the system entirely. If an item does not sell, it will be returned to the player via their stash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preventing Item Flood===&lt;br /&gt;
&lt;br /&gt;
[[File:Ah_search.jpg|thumb|250px|The search window for the AH.]]&lt;br /&gt;
&lt;br /&gt;
Item flood was a long-time worry for specualtive Diablo fans when faced with the prospect of an Auction House. Item flood consists of a player putting up junk items that had little-to-no value in the auction house in bulk, effectively flooding the market with things that nobody would conceivably want, making searching a difficult and frustrating prospect.&lt;br /&gt;
Blizzard has decided to initiate a fee for each item listed, whether it is gold or currency, and this fee is taken out regardless of whether or not the item sells. A similar system is used in the gold-based auction house for World of WarCraft and it is fairly effective; in that game, the listing fee is a proportional percentage of the vendor worth of the item in question, believed to be roughly 25%. For low-level items, this isn’t as much of an issue as the fee is fairly small (and nobody bothers to put them in the auction house because they simply won’t sell), however the fees for expensive weapons and armor can often add up.&lt;br /&gt;
This also helps to prevent players from grossly overpricing their goods in the auction house. While it will be the players who define the worth of an item, there’s always that one oddball in the bunch who thinks a quiver of arrows should sell for at least five million gold.&lt;br /&gt;
&lt;br /&gt;
In addition to this, there may be a gold surcharge for selling an item in the Diablo III auction house, but this has yet to be seen. It has been an initiative in WoW since the AH’s debut, and this acts as a gold sink. Up to 10% of a seller’s winnings in the AH would go to the gold sink, as a fee for using the auction house.&lt;br /&gt;
&lt;br /&gt;
===Face-to-Face Trading===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was widely speculated (and even assumed by some) that the trade system within Diablo III, which was a mystery until mid-2011, would feature face-to-face trading as in Diablo II, or a bartering system of one sort or another. While this eventually was seen to be false, it isn’t unlikely that players will find themselves trading items directly with other players. Perhaps it could be two players who happen to find good drops for each other in a game, friends or [[guild]]mates playing together, or someone within a chat channel advertising their goods.&lt;br /&gt;
&lt;br /&gt;
It is extremely likely that [[gem]]s will find a home within a bartering or face-to-face system that will be built up by the players, along with other common (yet randomized) items like [[Rune]]s. It is assumed that the game will support this with at least a simple trade window and chat channels dedicated to trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method Behind the Madness: Why RMT?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blizzard has always staunchly opposed real-money transactions for a variety of reasons. One of the reasons which hits close to home for the company who created battle.net, which is plagued by all manner of hackers, dupers, botters, and spammers, is that they are unable to control the legitimacy of the items being sold on third-party websites, they cannot control the security behind the transaction, and they are, to put it bluntly, not profiting from people who are buying and selling “their” virtual items.&lt;br /&gt;
&lt;br /&gt;
This entire subject is rather a moral and ethical, not to mention ‘’legal’’, quagmire. Yet, Blizzard has always opposed these transactions for the reasons listed above, and others. Their reasoning for finally allowing it, in their own game no less, is twofold: they are able to control the transaction, and they are also able to profit from it. A player will no longer feel the need to go to unreputable websites which may contain malicious software that steals their personal or account information. All of these transactions now take place within the game’s client.&lt;br /&gt;
&lt;br /&gt;
This isn’t to say there aren’t many questionable activities that may occur in an RMT auction house, however. With the success of [[World of WarCraft]], Blizzard has become a rather large market for gold farmers, scammers, and spammers. With the ability to directly make money from what they are already (illegally) doing, it is extremely likely that if Diablo III is successful, it will attract these less-than-savory elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RMT Transactions and Keeping a Secure Account===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With battle.net, the newest version of it, all of the metaphorical eggs are in a single basket: a player’s account, their personal information, their game keys, their digital rights, their payment information is stored within a single account. It has become rather commonplace for accounts to be “hacked” or stolen or, as Blizzard likes to say, “compromised”. With the advent of an RMT auction house, the implications of a “compromised” account are incredibly dire. It remains to be seen how secure this RMT auction house system is.&lt;br /&gt;
&lt;br /&gt;
It is always wise for a player to follow proper security guidelines to make sure they do not have their account stolen. Blizzard offers [[authenticator]]s for sale which enhance security a great deal, and it is also well advised that a player doesn’t wander to unreputable websites or other areas of the internet which may hold some malicious intent, including clicking links or banner ads for hacking or cheating advertisements.&lt;br /&gt;
&lt;br /&gt;
More information on keeping a battle.net account secure can be found on [http://us.blizzard.com/support/article.xml?locale=en_US&amp;amp;articleId=30791&amp;amp;pageNumber=1&amp;amp;searchQuery=security Blizzard’s official customer support website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard’s About-Face on RMT===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blizzard has made their stance clear throughout the past ten years or so on RMT transactions, and it has never really been a secret affair. Here is a direct quote (amongst many) from the company in 2007, pertaining to World of WarCraft[http://massively.joystiq.com/2007/12/20/blizzard-wont-support-legit-rmt-service/]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The game's Terms of Use clearly states that all World of Warcraft content is the property of Blizzard Entertainment, and Blizzard does not allow 'in-game' items to be sold for real money. Not only do we believe that doing so would be illegal, but it also has the potential to damage the game economy and overall experience for the many thousands of others who play World of Warcraft for fun ... While we can understand the temptation to purchase items for real money, we feel that players can find ample equipment and money for their characters within the game through their own adventuring and questing.&amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
However, in the [[Auction House FAQ|official FAQ]] for the Auction House, Blizzard stated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The foundation behind the currency auction house appears to be Blizzard giving up the legal battle against RMT agents around the globe, and may signify a shift in the paradigm for the rest of the North American industry. It remains to be seen specifically what impact this will have not only on Diablo III and Activision-Blizzard, but PC gaming in general, and the business models the companys whom make the games choose to pursue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development of the Trade System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The trade system was one of the largest mysteries behind the game up until the press event in July, 2011. A bartering system or an auction house were largely the chief speculations, but only one could come out the victor. Below is text dedicated to the time when the auction house system was unknown, including developer quotes and interviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blue Comments Prior to Announcement===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson commented on trading in an interview from [[BlizzCon 2009]]. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We haven’t made a decision about something like an auction house, but we want a better trading system than the one in Diablo II. It could take the form of an auction house or it could take the form of a new trade system that is easier, facilitating trades through Battle.net. That could be another way that players could trade items without having to actually go into the game. We haven’t made a decision on any of that, but we are going to do something to that end. We consider it really critical to the game.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to that, in January 2009, Diablo 3 Community Manager [[Bashiok]] weighed in on the whole issue of Diablo 3's [[economy]] and trading mechanisms. [http://www.diii.net/blog/comments/bashiok-on-auction-houses/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Just a couple of my own cents on the system. First off we really don’t have a solid plan for any sort of external trading system, that is anything beyond being in the same game with the person. We know we’d like something like that though if at all possible.&lt;br /&gt;
&lt;br /&gt;
Foremost – spamming is bad. I think trade channels usually suck because of the requirement to spam. The amount of time and effort spent just to get your items noticed borders on brain-explosiony. Throw in the lack of easily gauged economy and you’re usually left out in the dark, laughed at, ripped off, etc. Your suggestion seems to mix the idea of an auction house and trade channel, in that you can use a channel in-game to spam, and then have some sort of UI to trade the item. That definitely solves one issue, which is needing to leave the game and just sit in a chat channel. What it doesn’t solve is needing to sit in a chat channel and spam. Sure, you could probably play and spam the channel every once in a while but it’s really not the cleanest approach. You’re still spamming a chat channel, you’re still limited to the people that want to see that spam (ie not many).&lt;br /&gt;
&lt;br /&gt;
Since you brought it up let’s move on to the World of Warcraft’s auction house. World of Warcraft did not invent the auction house trading system. It may have certainly refined it, but an irrational hatred of the game that some of you seem to have really shouldn’t translate to game systems that aren’t original to it. There are some major advantages to an auction house similar to WoW’s. You don’t have to be present being the biggest and best. You can be playing with friends, PvPing, asleep, at school or work, and someone has the ability to see your items, and you have a greater chance to sell/trade them. You don’t have to spam a channel, you don’t have to even be online and playing. That’s HUGE, and really the main reason so many people use trading systems such as websites and forums for Diablo II. You want to focus on playing the game or not playing the game, not sitting around hoping someone wants your item.&lt;br /&gt;
&lt;br /&gt;
It also helps form a visible and easily identified economy. I’m a new player, I got a sword I think it’s probably pretty nice, I can go on an auction house and search for it or similar swords and get an idea of how much it should sell for. In this case being in a trade channel is no better whether it’s in-game or out of game. What you’d probably end up with is people still going to forums and more static styles of trading found on websites, but even then any unified sense of economy is spread thin. Maybe that’s not such a bad system in itself, and an official trading site could work. Of course what you lose either way though, auction house or website, is in-game player interaction. Which is what I assume you’re striving to keep.&lt;br /&gt;
&lt;br /&gt;
When it comes down to it, any change or addition or removal of any systems have to be weighed. Do the positives outweigh the negatives?&lt;br /&gt;
&lt;br /&gt;
I’ll go back to what I said at the beginning and state we don’t know what if any types of trading systems will be in the final game. Maybe there won’t be, it may be that eventually we settle on leaving it Diablo II style. We have some ideas of what would be cool, but at the end of the day we’re not going to do anything that isn’t far and away a more positive change for the game. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
[http://diabloauctions.com Diablo III Auction house Helper] A Diablo 3 site which focuses on tricks, strategies, stories and calculations in how to become rich through Blizzards Diablo 3 Auction House.&lt;br /&gt;
&lt;br /&gt;
[http://www.diablo3goldguide.net Diablo III Gold Blog] - Markco is dedicated to delivering new and interesting methods for making gold and money on the Diablo auction houses. Go here to learn more and discuss the Diablo III auction houses.&lt;br /&gt;
&lt;br /&gt;
[[category:trading]]&lt;br /&gt;
[[category:economy]]&lt;br /&gt;
[[category:battle.net]]&lt;br /&gt;
[[category:Auction House]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Arena&amp;diff=33812</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Arena&amp;diff=33812"/>
				<updated>2011-09-10T00:31:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Dual Specing */ Removed legacy &amp;quot;traits&amp;quot; term.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battle Arenas were unveiled at Blizzcon 2010.  They are a specialized game type in which players can engage in PvP combat in a controlled, regulated environment. &lt;br /&gt;
&lt;br /&gt;
Arenas exist solely for PvP play, generally in 2v2 or 3v3 teams. They are not part of the normal PvM game and there are no monsters or items to find in the Arenas. (Though these are possible additions for future Arena game modes.)  There are no NPC merchants in Arena games. &amp;lt;ref&amp;gt;[http://www.diablowiki.net/Crafting_Sanctuary_Panel_Blizzcon_2010#Question_and_Answer/ Crafting Sanctuary Panel Q&amp;amp;A, Blizzcon Blizzcon 2010] - DiabloWiki.net, October 26, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The developers have repeatedly stressed that the PvP and PvM games are entirely separate in Diablo III, and that if any skills need to be tweaked to make Arena more competitive, this will not affect the same skill in the PvM game. (This was a major complaint about World of Warcraft's PvP, that skills had to be nerfed in PvM when they were tweaked in PvP.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
[[File:Battle-arena-new-round1.jpg|thumb|300px|A new round begins.]]&lt;br /&gt;
The basic logic behind the Arena was explained by Jay Wilson in a short interview answer in the Blizzcon 2010 show program:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-blizzcon-program/ Jay Wilson @ Blizzcon 2010] - IncGamers October 26, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''This is the first time you’re showing Diablo III’s PvP combat. What can players expect from that aspect of the game?&lt;br /&gt;
::'''Jay Wilson:''' Diablo II had a big dueling community, but there was really no in-game support for it. You could go hostile and duel, but there were no [[ladders]], teams, or really any structure to it. In Diablo III, we wanted to create an arena-style environment where players could fight each other. The different combinations of [[skills]], [[traits]], [[runes]], and [[items]] available lead to an almost endless variety of builds, so rather than try to achieve perfect 1-vs.-1 balance, we focused on team-based arena PvP -- so even if one class or build is stronger than another, it’s complemented by the other classes on a team. We’ll have support for matchmaking and ladders, and we think players will have a lot of fun seeing what their single-player characters can do in an arena setting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual Specing==&lt;br /&gt;
&lt;br /&gt;
Many RPGs allow &amp;quot;dual spec&amp;quot; characters; one version for PvM and one for PvP. This is a way have two versions of the same character, with their equipment, skills, traits, and everything else entirely different. Diablo III is not planning to allow this sort of thing, and players will need to decide if they want to optimize their character for PvM or PvP. &lt;br /&gt;
&lt;br /&gt;
All characters must play PvM to level up, but thanks to respecs and other such features, it won't be hard to level a character to the desired PvP level, and then pass them new equipment through the [[shared stash]] and respec their skills.&lt;br /&gt;
&lt;br /&gt;
@Diablo commented on this in November 2010: &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-charms-bugs-and-the-arena/ @Diablo tweet] - IncGamers November 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Hi, do you have any plans on allowing the items, traits, skills etc. used in PvM to be swapped for a PvP build on the same character? --Nielsdue&lt;br /&gt;
::No current plans for a dual spec or other quick-swap mechanic to change into a PvP build. --Diablo&lt;br /&gt;
&lt;br /&gt;
==Arena Gameplay==&lt;br /&gt;
&lt;br /&gt;
Battle Arena is match based play, based on a 3 vs 3 format.  Blizzard chose 3 vs. 3 as a way to help eliminate some of the balance issues from a particular build / class combination.  However, they have also stated that they would like to support 1v1 and other duels of a custom size, and perhaps even some other game types, so expect to see more than just the 3 vs. 3 format with the shipped game.&lt;br /&gt;
&lt;br /&gt;
Early testing of the matches at Blizzcon 2010 showed that most of them were very quick and brutal, typically lasting less than a minute per round.  It's expected that matches will become longer and more strategic as players gain skill and use their own characters, but the basic game design is for a &amp;quot;best of&amp;quot; series of matches, with numerous deaths in a short time. It's not meant to be a long, drawn out, one-fall type of battle. (Though it might become that way for [[Hardcore]] dueling, depending on how that feature is implemented.)&lt;br /&gt;
&lt;br /&gt;
[[File:Health-orb-arena1.jpg|frame|Arena health orb.]]&lt;br /&gt;
The only battle arena we have seen so far is a small area with several obstacles laid out symmetrically across the map, and four health globe spawn points centered in the middle. Its design was fairly similar to the interior of [[Bastion's Keep]], perhaps coincidentally.&lt;br /&gt;
&lt;br /&gt;
Diii.net posted a lengthy Arena hands-on report from Blizzcon 2010 play experience. Reading it is highly-recommended for anyone who wishes additional information on the playing the the Arena. The introduction describes the basic playing conditions of the Arena demo at Blizzcon2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ Diii.net Battle Arena Report @ Blizzcon 2010] - IncGamers. November 6, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::There was no character customization allowed in the PvP characters. They were all level 30 (I think; around there, anyway), with all their skill points and traits assigned. All of their skills were maxed out at level 5 (higher skill point totals will be unlocked in higher difficulty levels), all of their trait points were already assigned (it looked like they had a lot more than they should have for their level; probably part of Blizzard’s balancing the chars for the Arena), and all of their skills already had runes socketed into them. All the runes I looked at were fairly generic in their function; +dmg/effect, or lowers resource cost. I think the idea was to improve the skills, but to keep them fairly near their normal function.&lt;br /&gt;
&lt;br /&gt;
::All of the characters were wearing basic plate armor. Non-magical; they looked like they were in Sigon’s Set in the inventory window, but nothing had any modifiers on it. Not even the weapons; the Wizard had a plain 2H staff, the Witch Doctor had a plain dagger, and the Barbarian had a plain 2H axe.&lt;br /&gt;
&lt;br /&gt;
::The characters were tweaked in some way to give them all roughly equivalent hit points. All had around 850-950 to start with (in the normal game a Barbarian in plain gear would have far more hps than a Wizard or WD of equivalent level, so perhaps the Wiz and WD had lots of trait points in +vitality, as part of the balancing?) I didn’t take note of the character resistances and defense, but they all balanced out fairly well. By that I mean the damage each char took from the spells and skills was fairly close to what those skills listed as damage. You saw the damage constantly, as numbers popped up during combat, and you could always see your own and everyone else's hit points on a bar over their heads. Even the [[Mongrels]] displayed their hit points in that fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Entering the Arena===&lt;br /&gt;
&lt;br /&gt;
There's no official word on the requirements for Arena combat. Jay Wilson spoke on this in April 2011.[http://diablo.incgamers.com/blog/comments/jay-wilson-diablo3.cc-interview-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Is there any requirement to enter the Arena? Like reaching a certain level or any other requirement?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Jay Wilson:&amp;lt;/b&amp;gt; We actually haven’t made that call yet. It’s very likely that will be, since we’re finding that Arenas, outside of max level, tend to be highly imbalanced in ways we can’t readily fix. But even if there is a requirement for match-made arenas, we probably still allow people to play custom arena games that don’t count against their ratings, and upon those we likely wouldn’t put nearly as many restrictions. &lt;br /&gt;
&lt;br /&gt;
So, people who just want to see what their level 20 characters can do in Arenas against other characters, even against higher level characters, we will probably allow that, but we wouldn’t make it official Arena game. The official game, we will structure it a little more. How much so? It reminds to be seen.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arena Maps===&lt;br /&gt;
&lt;br /&gt;
Though only one arena map/layout has been seen as of July 2011, the developers have stated that they will include a wide variety of maps. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-arena-maps/ @Diablo tweet] - IncGamers, December 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ll have as many arena maps as we can. --Diablo&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In April 2011 The Korean Diablo twitter feed confirmed that there would be outdoor Arena maps, with trees, rocks, ponds, etc.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/official-d3-korean-twitter-reveals-new-arena-info-the-limits-of-google-tran/ Korean Diablo 3 Tweet] - Diablo.IncGamers.com, April 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fans hope for a wide variety of tile sets, representing many of the environments seen throughout the game. Different arena layouts and sizes are expected as well, though it seems likely that the developers will limit the sizes and make sure that every map has a decent amount of (but not too many) obstacles so that the arenas are fair for all the different classes. &lt;br /&gt;
&lt;br /&gt;
For instance, an arena with too many trees, posts, walls, and other barriers would work against ranged attackers, while one that was wide open, with lots of holes or other ground obstacles would be a killing field for ranged attackers. Arenas with too many pits or water hazards would discriminate against characters who didn't have a [[teleport]] or [[leap]] skill, etc.&lt;br /&gt;
&lt;br /&gt;
===Arena Balancing===&lt;br /&gt;
&lt;br /&gt;
Diablo III's PvP is not meant to be perfectly balanced, especially for 1v1 matches. There is just too much potential variety with character builds, plus equipment variance, skill runes, and more. D3 is not meant as an [[e-sport]] in that way. The &amp;quot;balance&amp;quot; is meant to be found more in the 3v3 duels, where teams can form and compensate for the weaknesses of any particular character in the group. &lt;br /&gt;
&lt;br /&gt;
Bashiok spoke on the PvP balance issue in February 2011. [http://diablo.incgamers.com/blog/comments/blue-on-pvp-balance/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We intend to get PvP as balanced as we can, because we want it to be fun and have some meaning to it. But, PvP balance is not an integral goal to releasing the game. We want PvP to be fun, not necessarily balanced to a razors edge. With the huge number of combinations per character compounded by team comps, balance is not going to be something we’d hold the game for. If we did it might never come out. It will be balanced as much as we realistically can expect before releasing the game, and we’ll certainly continue to make changes to try to keep it fun and interesting.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arena Death===&lt;br /&gt;
&lt;br /&gt;
[[File:Death-barb-arena1.jpg|frame|Dead Barbarian.]]&lt;br /&gt;
Dying in the Arena is very common, and encouraged. Matches go quickly and without any pause between the rounds. Each arena match ran for 15 minutes at Blizzcon, with numerous rounds per match. A typical score for the full 15 minutes was something like 10-7, with most rounds lasting less than one minute.&lt;br /&gt;
&lt;br /&gt;
Dead players can no longer interact with the living. Upon death you become a ghost, able to move around and watch the action, but invisible to the others. In theory a dead player could scout enemy locations for his friends, if he had voice chat or they were playing in the same room, but this would be of very minor assistance, given the small size of the Arena and the fast pace of the action.&lt;br /&gt;
&lt;br /&gt;
It's been promised that hardcore characters will die permanently in the arena, which means the image below might be the last sight a player ever sees of their beloved character. Many Hardcore players have pushed for some sort of non-lethal practice mode, to allow HC players to play as much arena as they want, rather than only doing it on very rare special occasions, since so few players would be willing to risk their characters in duels. &lt;br /&gt;
&lt;br /&gt;
Blizzard has not commented on that concept, though [[Bashiok]] did admit that some sort of &amp;quot;whole team survives&amp;quot; option might be necessary, to get anyone to ever play on a Hardcore Arena team.&lt;br /&gt;
&lt;br /&gt;
Much more coverage of this issue can be [[Hardcore#Arena_PvP|seen on the Hardcore article]].&lt;br /&gt;
&lt;br /&gt;
[[File:Death-arena3.jpg|center|frame|Dead, but only until the next round begins.]]&lt;br /&gt;
&lt;br /&gt;
==Arena Evolution==&lt;br /&gt;
&lt;br /&gt;
The Diablo 3 developers have not said much about how the arena system was designed or developed. Since the game's launch they repeatedly said they didn't want uncontrolled PvP as in previous games in the series, which made some sort of Arena dueling area seem a logical alternative.  Precisely what developments they went through on their way to the current system is unknown.&lt;br /&gt;
&lt;br /&gt;
[[Jason Bender]] spoke briefly about it from Blizzcon 2010.&amp;lt;ref&amp;gt;[http://www.vg247.com/2010/10/27/interview-diablo-iiis-jason-bender-and-christian-lichtner-talk-demon-hunters-pvp-blizzard-on-consoles-tons-more/ Jason Bender @ Blizzcon 2010] - VG24/7. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''VG24/7: '''Has Arena PVP always been a priority for you? When did you decide to implement it?&lt;br /&gt;
::'''JB:''' I can say that we tried a few different things. The sky’s the limit when you first start out. And we zeroed in on [arenas} iteratively. You know, of all the things we tried, it just tends to come back to that being the most solid, the most fun, and the easiest to jump into. Having tried a whole bunch of different stuff, that's the one that just popped up as being the best on its own. That's what the feedback was. That's not to say we didn't learn a lot about other possibilities. That's the one that just really nailed it.&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft PvP Influences===&lt;br /&gt;
&lt;br /&gt;
While none of the Diablo III developers ever mentioned WoW's PvP system during their many comments on the Arena from Blizzcon 2010, one of the WoW developers did.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/wow-s-pvp-influence-on-diablo-iiis-arenas/ John Legrave @ Blizzcon 2010] - GamePlanet NZ, November 10, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;John Legrave: You know, one of the great core values of our company is “every voice matters” and they certainly consulted us. It’s their own, and they have great designers doing their work there, but we’ve certainly done strike team work with them and talked about what they’re doing. So yeah, absolutely, but the majority of that work is their own baby.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This news item kicked off a huge debate about the shortcomings of WoW's PvP system, with most WoW veterans sure that Diablo III's system would be far more enjoyable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arena Rewards and Achievements==&lt;br /&gt;
&lt;br /&gt;
The developers have been vague about what sorts of rankings and rewards arena players can look forward to. They have stressed that the basic game is about PvE; players will need to battle monsters to obtain their equipment and experience. This equipment can be put to excellent use in the Battle Arena, and there will be rewards for the winner, but these will be achievements and arena ranking, rather than items or experience.&lt;br /&gt;
&lt;br /&gt;
Arena rewards will be earned by wins in regulation, 3v3 team duels against qualified opponents. Players will be able to create their own 1v1 or [[FFA]] games&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-charms-bugs-and-the-arena/ @Diablo] - IncGamers, November 2010&amp;lt;/ref&amp;gt;, but those will not qualify for the same sort of achievements, since win-fixing would be easily done when playing friends rather than anonymously-selected opponents of a similar skill rank.&lt;br /&gt;
&lt;br /&gt;
Jason Bender spoke about this from Blizzcon 2010. &amp;lt;ref&amp;gt;[http://www.vg247.com/2010/10/27/interview-diablo-iiis-jason-bender-and-christian-lichtner-talk-demon-hunters-pvp-blizzard-on-consoles-tons-more/ Jason Bender @ Blizzcon 2010] - VG24/7. October 24, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''In a panel, some of your fellow Diablo III devs were discussing the fact that the game’s PVP reward system isn’t based on loot or gold or other traditional Diablo standbys. Instead, it’s all about earning titles, achievements, and the like. Why’d you decide to go that route instead of giving players new toys for all their hard work?&lt;br /&gt;
&lt;br /&gt;
::JB: It’s definitely more of a Call of Duty-style progression speaking very generally. Part of the reason is that we want to make sure you’re playing PVP for the right reasons. We want PVP to be inherently fun. And Diablo is primarily a PVE game – cooperative with lots of loot, right? We don’t think the best way to get loot should be to grind in PVP and be like “Well, I don’t really like PVP, but it’s where I get the best loot.” We really want to make sure you’re playing PVP just because it’s fun and for bragging rights. We intend to support it, but really, PVE and cooperative is where the loot’s at.&lt;br /&gt;
&lt;br /&gt;
==Arena Matchmaking==&lt;br /&gt;
&lt;br /&gt;
[[File:Meteor-arena2.jpg|thumb|300px|Red vs. blue teams. Pets and spells are also marked.]]&lt;br /&gt;
While it will be possible to play in the Arena with or against your friends in established teams, the [[D3 Team]] are going to create a large matchmaking system to allow strangers to quickly get into games against opponents of equivalent skill, any time of the day or night.&lt;br /&gt;
&lt;br /&gt;
[[Julian Love]] spoke about this in an interview from Blizzcon 2010. &amp;lt;ref&amp;gt;[http://interviews.slashdot.org/story/10/10/25/1711255/Julian-Love-Lead-Technical-Artist-for-Diablo-3 Julian Love @ Blizzcon 2010] - Slashdot. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ll have a system very similar to how StarCraft works in terms of trying to match people up fairly. Part of the reason is to avoid people saying, “I’m going to go get my level 80.” “Well, I’m going to go get my level 90.” That kind of thing happened in Diablo 2 where people would just one-up each other to the point where it was a fair fight, at which point everybody left because nobody wants to do that. It’s a lot more fun when everybody is playing together and they are much more on the same level.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson also spoke on this issue from Blizzcon: &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/ Jay Wilson @ Blizzcon 2010] - Diablo 3 ESP. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ll have matchmaking, yes. We’ve not implemented that into Diablo III yet, but we have a lot of company experience with matchmaking in World of Warcraft and Starcraft, and what we’ve found is to consider character level, and then a [hidden from the player] skill ranking. The skill ranking is usually sufficient to make good player matches, because even if there’s a vast difference in gear between the characters, that’s reflected in the skill ranking. That’s what we’ve talked about for Diablo III, at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And you’ll also be able to go in with organized teams, or to play alone and get slotted into a random team.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arena Will Focus on Diablo III's Core Game==&lt;br /&gt;
&lt;br /&gt;
The Battle Arena is a game type presented to players via Battle.net. It won't be open to modding or variations created by players. This point was stressed by Jason Bender in an interview from Blizzcon 2010.&amp;lt;ref&amp;gt;[http://www.vg247.com/2010/10/27/interview-diablo-iiis-jason-bender-and-christian-lichtner-talk-demon-hunters-pvp-blizzard-on-consoles-tons-more/ Jason Bender @ Blizzcon 2010] - VG24/7. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''VG247:''' How open is Arena PVP going to be as a platform? Where does it fall in the great Blizzard divide? Is it like StarCraft II: potentially able to house everything from puzzle games to Left 4 Dead rip-offs? Or is it like WoW, which is pretty much locked up tight aside from the occasional UI mod that skitters through?&lt;br /&gt;
::'''JB: '''We're not going to be very mod-heavy like StarCraft. We're not supporting them the same way. So Diablo, for example, is really about us providing [the content]. That’s why it has randomization. The way you find the loot and all that stuff is really fair. Obviously, it’s not an MMO, so the problems are a bit different. But we really do want you to jump in with your buddies and slay the monsters and get the cool stuff.&lt;br /&gt;
&lt;br /&gt;
::That extends to PVP. So currently, we’re not gonna ship an editor that you can make your own maps in or anything. That’s not planned. But I can say that we’ve learned so much from Battle.net and StarCraft that there are a lot of other ways we think we can make the experience much richer. I think StarCraft has taught us so much; things like achievements and titles and things of that nature, how people connect, how we match people up – ladders and such. We have a lot of work we can do there to really make the experience awesome in a whole bunch of other ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hardcore Battle Arena==&lt;br /&gt;
&lt;br /&gt;
Jay Wilson announced, with something of a gleam in his eye, that Hardcore characters could play in the arena, but that it was the real thing. [[Hardcore]]. Permanent death to the losers. &lt;br /&gt;
&lt;br /&gt;
Details were not given; whether it would be single-fall, some sort of best of 3/5/7 competition, team based, etc. But it's clear that Hardcore characters will get to play in the arena, and that dying there will be as serious as dying anywhere else.&lt;br /&gt;
&lt;br /&gt;
You can find much more discussion of this matter, with arguments pro and con, on the [[Hardcore]] article.&lt;br /&gt;
&lt;br /&gt;
==Arena Gameplay Video==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
two wide wiki table.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;BWzHmq27RkE&amp;lt;/youtube&amp;gt; &lt;br /&gt;
Arena gameplay was first introduced by a short video shown at the Blizzcon 2010 opening ceremonies.&lt;br /&gt;
| &amp;lt;youtube&amp;gt;XCKtBR91KsY&amp;lt;/youtube&amp;gt; &lt;br /&gt;
Several minutes of Arena matches were shown at the end of the long gameplay movie released on the Blizzcon 2010 press kit. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;youtube&amp;gt;8c2r3ZNNmO8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Seventeen minutes of scrambling newbie action in the Arena.&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;youtube&amp;gt;nrUQeZ98RhA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Fifteen more minutes of Arena action filmed by the same guys. They played several games between the first movie and this one, and as a result the action in this one is much more skillful and entertaining.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second of the two fan-recorded movies above has numerous excellent action sequences, and some analysis of key points was provided in the news post on Diii.net. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/15-more-minutes-of-arena-ninja-cam-from-blizzcon/ Blizzcon demo footage] - IncGamers, November 2010&amp;lt;/ref&amp;gt; Refer to these if you want to know what to look for at the various times, since the action can be fast to the point of confusion for fans who haven't had a chance to play the Battle Arena yet.&lt;br /&gt;
&lt;br /&gt;
::'''3:40-4:00''' -- Nice chase sequence with the two blue team wizards hunting down the last surviving red [[wizard]]. This happened a lot at Blizzcon with players using the posts for cover from [[Disintegrate]] and moving around the perimeter. Pursuers had to throw [[Hydras]] out in front of them to cut them off or [[Teleport]] ahead to get a firing angle. You could dodge for some time on the edge like that, but it was a doomed effort since you couldn’t get to the center where the [[health globes]] spawned, while your pursuers were able to grab them and heal up.&lt;br /&gt;
&lt;br /&gt;
::'''4:12''' -- The red team [[Witch Doctor]] shows how paralyzingly slow [[Grasp of the Dead]] is. The Blue wizard under its effect is virtually motionless for several seconds, and only survives thanks to a lack of nearby Barbarians, [[Mongrels]], and the WD not being quicker with his [[Firebomb]]. The Blue wizard’s round ends shortly afterwards after he takes a big [[Whirlwind]], and then gets stuck in a [[Slow Time]] bubble with a Hydra banging away and a Meteor coming down.&lt;br /&gt;
&lt;br /&gt;
::'''5:00-6:12''' -- Awesome end game fight with one blue Wizard (not the PoV) fighting a red wizard and barb, both of whom are very low on hit points. Blue Wizard does good work with taking cover, using hydras and meteors, and sniping Disintegrate, and gets the Barb, but he winds up stuck in a Slow Time and eats a Meteor when both he and the other Wiz were down to a sliver.&lt;br /&gt;
&lt;br /&gt;
::'''6:30''' -- Shows the danger of teleporting towards enemies, as the PoV blue wizard bamfs across the screen and lands in a Slow Time bubble, then gets absolutely chewed up by [[Sacrifice]]d Mongrels and some Disintegrate. His round ends seconds later.&lt;br /&gt;
&lt;br /&gt;
::'''7:36''' -- Same problem, with a long Teleport into close range of another Wizard. Slow Time + no teleport for escape = dead.&lt;br /&gt;
&lt;br /&gt;
::'''7:38''' -- Nice end to the round twenty seconds later as the one surviving blue Wiz runs for it, rounds a post with a Barb in pursuit, and crashes right into 3 incoming Mongrels. I had a few of those moments myself at Blizzcon. IMHO, if you’re going to die, you might as well die big!&lt;br /&gt;
&lt;br /&gt;
::'''8:44''' -- Another awesome round ending as the PoV blue wizard, the last survivor on his team, runs from a Wizard, past his Hydra, and the red Barb yanks him back with [[Ancient Harpoon]], right into a descending [[Meteor]]. Sooooo dead.&lt;br /&gt;
&lt;br /&gt;
::'''9:42''' -- Nice sequence of the PoV blue wizard who is nearly dead. With a Barb right on his heels, he races through the middle and manages to grab all 4 health globes, narrowly avoiding an Ancient Harpoon on the way.&lt;br /&gt;
&lt;br /&gt;
::'''10:50''' -- The PoV blue wizard does it again. Nearly dead, racing along with exploding Mongrels right on his heels, he grabs all 4 health orbs and goes back to full life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle Arena Media==&lt;br /&gt;
&lt;br /&gt;
[http://diablo.incgamers.com/gallery/showgallery.php?cat=591 Screenshots of the Arena] can be seen in the Image Gallery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Leap-attack-arena1.jpg|[[Leap Attack]]ing [[Barbarian]].&lt;br /&gt;
File:Mongrel-sacrifice-arena1.jpg|[[Mongrel]]s are [[Sacrifice]]d.&lt;br /&gt;
File:Arena-disintegrate1.jpg|[[Wizard]]s laser battle with [[Disintegrate]].&lt;br /&gt;
File:Arena-barb-brokestun2.jpg|Barbs get all caveman-style.&lt;br /&gt;
File:Gameplay-movie-2010-arena01.jpg&lt;br /&gt;
File:Gameplay-movie-2010-arena02.jpg&lt;br /&gt;
File:Gameplay-movie-2010-arena03.jpg&lt;br /&gt;
File:Gameplay-movie-2010-arena04.jpg&lt;br /&gt;
File:Arena-profile-f-barb.jpg|Female Barbarian profile image.&lt;br /&gt;
File:Arena-profile-m-barb.jpg|Male Barbarian profile image.&lt;br /&gt;
File:Arena-profile-f-wd.jpg|Female Witch Doctor profile image.&lt;br /&gt;
File:Arena-profile-m-wd.jpg|Male Witch Doctor profile image.&lt;br /&gt;
File:Arena-profile-f-wiz.jpg|Female Wizard profile image.&lt;br /&gt;
File:Arena-profile-m-wiz.jpg|Male Wizard profile image.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://us.blizzard.com/diablo3/world/systems/pvp.xml Blizzard's official Arena page]. Pretty, but very sparse on information.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:arena]]&lt;br /&gt;
[[category:Battle.net]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Arena&amp;diff=33811</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Arena&amp;diff=33811"/>
				<updated>2011-09-10T00:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: All content is now BNet only. No need to specify this for Arena.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battle Arenas were unveiled at Blizzcon 2010.  They are a specialized game type in which players can engage in PvP combat in a controlled, regulated environment. &lt;br /&gt;
&lt;br /&gt;
Arenas exist solely for PvP play, generally in 2v2 or 3v3 teams. They are not part of the normal PvM game and there are no monsters or items to find in the Arenas. (Though these are possible additions for future Arena game modes.)  There are no NPC merchants in Arena games. &amp;lt;ref&amp;gt;[http://www.diablowiki.net/Crafting_Sanctuary_Panel_Blizzcon_2010#Question_and_Answer/ Crafting Sanctuary Panel Q&amp;amp;A, Blizzcon Blizzcon 2010] - DiabloWiki.net, October 26, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The developers have repeatedly stressed that the PvP and PvM games are entirely separate in Diablo III, and that if any skills need to be tweaked to make Arena more competitive, this will not affect the same skill in the PvM game. (This was a major complaint about World of Warcraft's PvP, that skills had to be nerfed in PvM when they were tweaked in PvP.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
[[File:Battle-arena-new-round1.jpg|thumb|300px|A new round begins.]]&lt;br /&gt;
The basic logic behind the Arena was explained by Jay Wilson in a short interview answer in the Blizzcon 2010 show program:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-blizzcon-program/ Jay Wilson @ Blizzcon 2010] - IncGamers October 26, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''This is the first time you’re showing Diablo III’s PvP combat. What can players expect from that aspect of the game?&lt;br /&gt;
::'''Jay Wilson:''' Diablo II had a big dueling community, but there was really no in-game support for it. You could go hostile and duel, but there were no [[ladders]], teams, or really any structure to it. In Diablo III, we wanted to create an arena-style environment where players could fight each other. The different combinations of [[skills]], [[traits]], [[runes]], and [[items]] available lead to an almost endless variety of builds, so rather than try to achieve perfect 1-vs.-1 balance, we focused on team-based arena PvP -- so even if one class or build is stronger than another, it’s complemented by the other classes on a team. We’ll have support for matchmaking and ladders, and we think players will have a lot of fun seeing what their single-player characters can do in an arena setting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual Specing==&lt;br /&gt;
&lt;br /&gt;
Many RPGs allow &amp;quot;dual spec&amp;quot; characters; one version for PvM and one for PvP. This is a way have two versions of the same character, with their equipment, skills, traits, and everything else entirely different. Diablo III is not planning to allow this sort of thing, and players will need to decide if they want to optimize their character for PvM or PvP. &lt;br /&gt;
&lt;br /&gt;
All characters must play PvM to level up, but thanks to respecs and other such features, it won't be hard to level a character to the desired PvP level, and then pass them new equipment through the [[shared stash]] and respec their skills and traits.&lt;br /&gt;
&lt;br /&gt;
@Diablo commented on this in November 2010: &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-charms-bugs-and-the-arena/ @Diablo tweet] - IncGamers November 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Hi, do you have any plans on allowing the items, traits, skills etc. used in PvM to be swapped for a PvP build on the same character? --Nielsdue&lt;br /&gt;
::No current plans for a dual spec or other quick-swap mechanic to change into a PvP build. --Diablo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arena Gameplay==&lt;br /&gt;
&lt;br /&gt;
Battle Arena is match based play, based on a 3 vs 3 format.  Blizzard chose 3 vs. 3 as a way to help eliminate some of the balance issues from a particular build / class combination.  However, they have also stated that they would like to support 1v1 and other duels of a custom size, and perhaps even some other game types, so expect to see more than just the 3 vs. 3 format with the shipped game.&lt;br /&gt;
&lt;br /&gt;
Early testing of the matches at Blizzcon 2010 showed that most of them were very quick and brutal, typically lasting less than a minute per round.  It's expected that matches will become longer and more strategic as players gain skill and use their own characters, but the basic game design is for a &amp;quot;best of&amp;quot; series of matches, with numerous deaths in a short time. It's not meant to be a long, drawn out, one-fall type of battle. (Though it might become that way for [[Hardcore]] dueling, depending on how that feature is implemented.)&lt;br /&gt;
&lt;br /&gt;
[[File:Health-orb-arena1.jpg|frame|Arena health orb.]]&lt;br /&gt;
The only battle arena we have seen so far is a small area with several obstacles laid out symmetrically across the map, and four health globe spawn points centered in the middle. Its design was fairly similar to the interior of [[Bastion's Keep]], perhaps coincidentally.&lt;br /&gt;
&lt;br /&gt;
Diii.net posted a lengthy Arena hands-on report from Blizzcon 2010 play experience. Reading it is highly-recommended for anyone who wishes additional information on the playing the the Arena. The introduction describes the basic playing conditions of the Arena demo at Blizzcon2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ Diii.net Battle Arena Report @ Blizzcon 2010] - IncGamers. November 6, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::There was no character customization allowed in the PvP characters. They were all level 30 (I think; around there, anyway), with all their skill points and traits assigned. All of their skills were maxed out at level 5 (higher skill point totals will be unlocked in higher difficulty levels), all of their trait points were already assigned (it looked like they had a lot more than they should have for their level; probably part of Blizzard’s balancing the chars for the Arena), and all of their skills already had runes socketed into them. All the runes I looked at were fairly generic in their function; +dmg/effect, or lowers resource cost. I think the idea was to improve the skills, but to keep them fairly near their normal function.&lt;br /&gt;
&lt;br /&gt;
::All of the characters were wearing basic plate armor. Non-magical; they looked like they were in Sigon’s Set in the inventory window, but nothing had any modifiers on it. Not even the weapons; the Wizard had a plain 2H staff, the Witch Doctor had a plain dagger, and the Barbarian had a plain 2H axe.&lt;br /&gt;
&lt;br /&gt;
::The characters were tweaked in some way to give them all roughly equivalent hit points. All had around 850-950 to start with (in the normal game a Barbarian in plain gear would have far more hps than a Wizard or WD of equivalent level, so perhaps the Wiz and WD had lots of trait points in +vitality, as part of the balancing?) I didn’t take note of the character resistances and defense, but they all balanced out fairly well. By that I mean the damage each char took from the spells and skills was fairly close to what those skills listed as damage. You saw the damage constantly, as numbers popped up during combat, and you could always see your own and everyone else's hit points on a bar over their heads. Even the [[Mongrels]] displayed their hit points in that fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Entering the Arena===&lt;br /&gt;
&lt;br /&gt;
There's no official word on the requirements for Arena combat. Jay Wilson spoke on this in April 2011.[http://diablo.incgamers.com/blog/comments/jay-wilson-diablo3.cc-interview-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Is there any requirement to enter the Arena? Like reaching a certain level or any other requirement?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Jay Wilson:&amp;lt;/b&amp;gt; We actually haven’t made that call yet. It’s very likely that will be, since we’re finding that Arenas, outside of max level, tend to be highly imbalanced in ways we can’t readily fix. But even if there is a requirement for match-made arenas, we probably still allow people to play custom arena games that don’t count against their ratings, and upon those we likely wouldn’t put nearly as many restrictions. &lt;br /&gt;
&lt;br /&gt;
So, people who just want to see what their level 20 characters can do in Arenas against other characters, even against higher level characters, we will probably allow that, but we wouldn’t make it official Arena game. The official game, we will structure it a little more. How much so? It reminds to be seen.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arena Maps===&lt;br /&gt;
&lt;br /&gt;
Though only one arena map/layout has been seen as of July 2011, the developers have stated that they will include a wide variety of maps. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-arena-maps/ @Diablo tweet] - IncGamers, December 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ll have as many arena maps as we can. --Diablo&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In April 2011 The Korean Diablo twitter feed confirmed that there would be outdoor Arena maps, with trees, rocks, ponds, etc.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/official-d3-korean-twitter-reveals-new-arena-info-the-limits-of-google-tran/ Korean Diablo 3 Tweet] - Diablo.IncGamers.com, April 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fans hope for a wide variety of tile sets, representing many of the environments seen throughout the game. Different arena layouts and sizes are expected as well, though it seems likely that the developers will limit the sizes and make sure that every map has a decent amount of (but not too many) obstacles so that the arenas are fair for all the different classes. &lt;br /&gt;
&lt;br /&gt;
For instance, an arena with too many trees, posts, walls, and other barriers would work against ranged attackers, while one that was wide open, with lots of holes or other ground obstacles would be a killing field for ranged attackers. Arenas with too many pits or water hazards would discriminate against characters who didn't have a [[teleport]] or [[leap]] skill, etc.&lt;br /&gt;
&lt;br /&gt;
===Arena Balancing===&lt;br /&gt;
&lt;br /&gt;
Diablo III's PvP is not meant to be perfectly balanced, especially for 1v1 matches. There is just too much potential variety with character builds, plus equipment variance, skill runes, and more. D3 is not meant as an [[e-sport]] in that way. The &amp;quot;balance&amp;quot; is meant to be found more in the 3v3 duels, where teams can form and compensate for the weaknesses of any particular character in the group. &lt;br /&gt;
&lt;br /&gt;
Bashiok spoke on the PvP balance issue in February 2011. [http://diablo.incgamers.com/blog/comments/blue-on-pvp-balance/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We intend to get PvP as balanced as we can, because we want it to be fun and have some meaning to it. But, PvP balance is not an integral goal to releasing the game. We want PvP to be fun, not necessarily balanced to a razors edge. With the huge number of combinations per character compounded by team comps, balance is not going to be something we’d hold the game for. If we did it might never come out. It will be balanced as much as we realistically can expect before releasing the game, and we’ll certainly continue to make changes to try to keep it fun and interesting.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arena Death===&lt;br /&gt;
&lt;br /&gt;
[[File:Death-barb-arena1.jpg|frame|Dead Barbarian.]]&lt;br /&gt;
Dying in the Arena is very common, and encouraged. Matches go quickly and without any pause between the rounds. Each arena match ran for 15 minutes at Blizzcon, with numerous rounds per match. A typical score for the full 15 minutes was something like 10-7, with most rounds lasting less than one minute.&lt;br /&gt;
&lt;br /&gt;
Dead players can no longer interact with the living. Upon death you become a ghost, able to move around and watch the action, but invisible to the others. In theory a dead player could scout enemy locations for his friends, if he had voice chat or they were playing in the same room, but this would be of very minor assistance, given the small size of the Arena and the fast pace of the action.&lt;br /&gt;
&lt;br /&gt;
It's been promised that hardcore characters will die permanently in the arena, which means the image below might be the last sight a player ever sees of their beloved character. Many Hardcore players have pushed for some sort of non-lethal practice mode, to allow HC players to play as much arena as they want, rather than only doing it on very rare special occasions, since so few players would be willing to risk their characters in duels. &lt;br /&gt;
&lt;br /&gt;
Blizzard has not commented on that concept, though [[Bashiok]] did admit that some sort of &amp;quot;whole team survives&amp;quot; option might be necessary, to get anyone to ever play on a Hardcore Arena team.&lt;br /&gt;
&lt;br /&gt;
Much more coverage of this issue can be [[Hardcore#Arena_PvP|seen on the Hardcore article]].&lt;br /&gt;
&lt;br /&gt;
[[File:Death-arena3.jpg|center|frame|Dead, but only until the next round begins.]]&lt;br /&gt;
&lt;br /&gt;
==Arena Evolution==&lt;br /&gt;
&lt;br /&gt;
The Diablo 3 developers have not said much about how the arena system was designed or developed. Since the game's launch they repeatedly said they didn't want uncontrolled PvP as in previous games in the series, which made some sort of Arena dueling area seem a logical alternative.  Precisely what developments they went through on their way to the current system is unknown.&lt;br /&gt;
&lt;br /&gt;
[[Jason Bender]] spoke briefly about it from Blizzcon 2010.&amp;lt;ref&amp;gt;[http://www.vg247.com/2010/10/27/interview-diablo-iiis-jason-bender-and-christian-lichtner-talk-demon-hunters-pvp-blizzard-on-consoles-tons-more/ Jason Bender @ Blizzcon 2010] - VG24/7. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''VG24/7: '''Has Arena PVP always been a priority for you? When did you decide to implement it?&lt;br /&gt;
::'''JB:''' I can say that we tried a few different things. The sky’s the limit when you first start out. And we zeroed in on [arenas} iteratively. You know, of all the things we tried, it just tends to come back to that being the most solid, the most fun, and the easiest to jump into. Having tried a whole bunch of different stuff, that's the one that just popped up as being the best on its own. That's what the feedback was. That's not to say we didn't learn a lot about other possibilities. That's the one that just really nailed it.&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft PvP Influences===&lt;br /&gt;
&lt;br /&gt;
While none of the Diablo III developers ever mentioned WoW's PvP system during their many comments on the Arena from Blizzcon 2010, one of the WoW developers did.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/wow-s-pvp-influence-on-diablo-iiis-arenas/ John Legrave @ Blizzcon 2010] - GamePlanet NZ, November 10, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;John Legrave: You know, one of the great core values of our company is “every voice matters” and they certainly consulted us. It’s their own, and they have great designers doing their work there, but we’ve certainly done strike team work with them and talked about what they’re doing. So yeah, absolutely, but the majority of that work is their own baby.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This news item kicked off a huge debate about the shortcomings of WoW's PvP system, with most WoW veterans sure that Diablo III's system would be far more enjoyable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arena Rewards and Achievements==&lt;br /&gt;
&lt;br /&gt;
The developers have been vague about what sorts of rankings and rewards arena players can look forward to. They have stressed that the basic game is about PvE; players will need to battle monsters to obtain their equipment and experience. This equipment can be put to excellent use in the Battle Arena, and there will be rewards for the winner, but these will be achievements and arena ranking, rather than items or experience.&lt;br /&gt;
&lt;br /&gt;
Arena rewards will be earned by wins in regulation, 3v3 team duels against qualified opponents. Players will be able to create their own 1v1 or [[FFA]] games&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-charms-bugs-and-the-arena/ @Diablo] - IncGamers, November 2010&amp;lt;/ref&amp;gt;, but those will not qualify for the same sort of achievements, since win-fixing would be easily done when playing friends rather than anonymously-selected opponents of a similar skill rank.&lt;br /&gt;
&lt;br /&gt;
Jason Bender spoke about this from Blizzcon 2010. &amp;lt;ref&amp;gt;[http://www.vg247.com/2010/10/27/interview-diablo-iiis-jason-bender-and-christian-lichtner-talk-demon-hunters-pvp-blizzard-on-consoles-tons-more/ Jason Bender @ Blizzcon 2010] - VG24/7. October 24, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''In a panel, some of your fellow Diablo III devs were discussing the fact that the game’s PVP reward system isn’t based on loot or gold or other traditional Diablo standbys. Instead, it’s all about earning titles, achievements, and the like. Why’d you decide to go that route instead of giving players new toys for all their hard work?&lt;br /&gt;
&lt;br /&gt;
::JB: It’s definitely more of a Call of Duty-style progression speaking very generally. Part of the reason is that we want to make sure you’re playing PVP for the right reasons. We want PVP to be inherently fun. And Diablo is primarily a PVE game – cooperative with lots of loot, right? We don’t think the best way to get loot should be to grind in PVP and be like “Well, I don’t really like PVP, but it’s where I get the best loot.” We really want to make sure you’re playing PVP just because it’s fun and for bragging rights. We intend to support it, but really, PVE and cooperative is where the loot’s at.&lt;br /&gt;
&lt;br /&gt;
==Arena Matchmaking==&lt;br /&gt;
&lt;br /&gt;
[[File:Meteor-arena2.jpg|thumb|300px|Red vs. blue teams. Pets and spells are also marked.]]&lt;br /&gt;
While it will be possible to play in the Arena with or against your friends in established teams, the [[D3 Team]] are going to create a large matchmaking system to allow strangers to quickly get into games against opponents of equivalent skill, any time of the day or night.&lt;br /&gt;
&lt;br /&gt;
[[Julian Love]] spoke about this in an interview from Blizzcon 2010. &amp;lt;ref&amp;gt;[http://interviews.slashdot.org/story/10/10/25/1711255/Julian-Love-Lead-Technical-Artist-for-Diablo-3 Julian Love @ Blizzcon 2010] - Slashdot. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ll have a system very similar to how StarCraft works in terms of trying to match people up fairly. Part of the reason is to avoid people saying, “I’m going to go get my level 80.” “Well, I’m going to go get my level 90.” That kind of thing happened in Diablo 2 where people would just one-up each other to the point where it was a fair fight, at which point everybody left because nobody wants to do that. It’s a lot more fun when everybody is playing together and they are much more on the same level.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson also spoke on this issue from Blizzcon: &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/ Jay Wilson @ Blizzcon 2010] - Diablo 3 ESP. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ll have matchmaking, yes. We’ve not implemented that into Diablo III yet, but we have a lot of company experience with matchmaking in World of Warcraft and Starcraft, and what we’ve found is to consider character level, and then a [hidden from the player] skill ranking. The skill ranking is usually sufficient to make good player matches, because even if there’s a vast difference in gear between the characters, that’s reflected in the skill ranking. That’s what we’ve talked about for Diablo III, at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And you’ll also be able to go in with organized teams, or to play alone and get slotted into a random team.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arena Will Focus on Diablo III's Core Game==&lt;br /&gt;
&lt;br /&gt;
The Battle Arena is a game type presented to players via Battle.net. It won't be open to modding or variations created by players. This point was stressed by Jason Bender in an interview from Blizzcon 2010.&amp;lt;ref&amp;gt;[http://www.vg247.com/2010/10/27/interview-diablo-iiis-jason-bender-and-christian-lichtner-talk-demon-hunters-pvp-blizzard-on-consoles-tons-more/ Jason Bender @ Blizzcon 2010] - VG24/7. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''VG247:''' How open is Arena PVP going to be as a platform? Where does it fall in the great Blizzard divide? Is it like StarCraft II: potentially able to house everything from puzzle games to Left 4 Dead rip-offs? Or is it like WoW, which is pretty much locked up tight aside from the occasional UI mod that skitters through?&lt;br /&gt;
::'''JB: '''We're not going to be very mod-heavy like StarCraft. We're not supporting them the same way. So Diablo, for example, is really about us providing [the content]. That’s why it has randomization. The way you find the loot and all that stuff is really fair. Obviously, it’s not an MMO, so the problems are a bit different. But we really do want you to jump in with your buddies and slay the monsters and get the cool stuff.&lt;br /&gt;
&lt;br /&gt;
::That extends to PVP. So currently, we’re not gonna ship an editor that you can make your own maps in or anything. That’s not planned. But I can say that we’ve learned so much from Battle.net and StarCraft that there are a lot of other ways we think we can make the experience much richer. I think StarCraft has taught us so much; things like achievements and titles and things of that nature, how people connect, how we match people up – ladders and such. We have a lot of work we can do there to really make the experience awesome in a whole bunch of other ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hardcore Battle Arena==&lt;br /&gt;
&lt;br /&gt;
Jay Wilson announced, with something of a gleam in his eye, that Hardcore characters could play in the arena, but that it was the real thing. [[Hardcore]]. Permanent death to the losers. &lt;br /&gt;
&lt;br /&gt;
Details were not given; whether it would be single-fall, some sort of best of 3/5/7 competition, team based, etc. But it's clear that Hardcore characters will get to play in the arena, and that dying there will be as serious as dying anywhere else.&lt;br /&gt;
&lt;br /&gt;
You can find much more discussion of this matter, with arguments pro and con, on the [[Hardcore]] article.&lt;br /&gt;
&lt;br /&gt;
==Arena Gameplay Video==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
two wide wiki table.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;BWzHmq27RkE&amp;lt;/youtube&amp;gt; &lt;br /&gt;
Arena gameplay was first introduced by a short video shown at the Blizzcon 2010 opening ceremonies.&lt;br /&gt;
| &amp;lt;youtube&amp;gt;XCKtBR91KsY&amp;lt;/youtube&amp;gt; &lt;br /&gt;
Several minutes of Arena matches were shown at the end of the long gameplay movie released on the Blizzcon 2010 press kit. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;youtube&amp;gt;8c2r3ZNNmO8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Seventeen minutes of scrambling newbie action in the Arena.&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;youtube&amp;gt;nrUQeZ98RhA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Fifteen more minutes of Arena action filmed by the same guys. They played several games between the first movie and this one, and as a result the action in this one is much more skillful and entertaining.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second of the two fan-recorded movies above has numerous excellent action sequences, and some analysis of key points was provided in the news post on Diii.net. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/15-more-minutes-of-arena-ninja-cam-from-blizzcon/ Blizzcon demo footage] - IncGamers, November 2010&amp;lt;/ref&amp;gt; Refer to these if you want to know what to look for at the various times, since the action can be fast to the point of confusion for fans who haven't had a chance to play the Battle Arena yet.&lt;br /&gt;
&lt;br /&gt;
::'''3:40-4:00''' -- Nice chase sequence with the two blue team wizards hunting down the last surviving red [[wizard]]. This happened a lot at Blizzcon with players using the posts for cover from [[Disintegrate]] and moving around the perimeter. Pursuers had to throw [[Hydras]] out in front of them to cut them off or [[Teleport]] ahead to get a firing angle. You could dodge for some time on the edge like that, but it was a doomed effort since you couldn’t get to the center where the [[health globes]] spawned, while your pursuers were able to grab them and heal up.&lt;br /&gt;
&lt;br /&gt;
::'''4:12''' -- The red team [[Witch Doctor]] shows how paralyzingly slow [[Grasp of the Dead]] is. The Blue wizard under its effect is virtually motionless for several seconds, and only survives thanks to a lack of nearby Barbarians, [[Mongrels]], and the WD not being quicker with his [[Firebomb]]. The Blue wizard’s round ends shortly afterwards after he takes a big [[Whirlwind]], and then gets stuck in a [[Slow Time]] bubble with a Hydra banging away and a Meteor coming down.&lt;br /&gt;
&lt;br /&gt;
::'''5:00-6:12''' -- Awesome end game fight with one blue Wizard (not the PoV) fighting a red wizard and barb, both of whom are very low on hit points. Blue Wizard does good work with taking cover, using hydras and meteors, and sniping Disintegrate, and gets the Barb, but he winds up stuck in a Slow Time and eats a Meteor when both he and the other Wiz were down to a sliver.&lt;br /&gt;
&lt;br /&gt;
::'''6:30''' -- Shows the danger of teleporting towards enemies, as the PoV blue wizard bamfs across the screen and lands in a Slow Time bubble, then gets absolutely chewed up by [[Sacrifice]]d Mongrels and some Disintegrate. His round ends seconds later.&lt;br /&gt;
&lt;br /&gt;
::'''7:36''' -- Same problem, with a long Teleport into close range of another Wizard. Slow Time + no teleport for escape = dead.&lt;br /&gt;
&lt;br /&gt;
::'''7:38''' -- Nice end to the round twenty seconds later as the one surviving blue Wiz runs for it, rounds a post with a Barb in pursuit, and crashes right into 3 incoming Mongrels. I had a few of those moments myself at Blizzcon. IMHO, if you’re going to die, you might as well die big!&lt;br /&gt;
&lt;br /&gt;
::'''8:44''' -- Another awesome round ending as the PoV blue wizard, the last survivor on his team, runs from a Wizard, past his Hydra, and the red Barb yanks him back with [[Ancient Harpoon]], right into a descending [[Meteor]]. Sooooo dead.&lt;br /&gt;
&lt;br /&gt;
::'''9:42''' -- Nice sequence of the PoV blue wizard who is nearly dead. With a Barb right on his heels, he races through the middle and manages to grab all 4 health globes, narrowly avoiding an Ancient Harpoon on the way.&lt;br /&gt;
&lt;br /&gt;
::'''10:50''' -- The PoV blue wizard does it again. Nearly dead, racing along with exploding Mongrels right on his heels, he grabs all 4 health orbs and goes back to full life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Battle Arena Media==&lt;br /&gt;
&lt;br /&gt;
[http://diablo.incgamers.com/gallery/showgallery.php?cat=591 Screenshots of the Arena] can be seen in the Image Gallery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Leap-attack-arena1.jpg|[[Leap Attack]]ing [[Barbarian]].&lt;br /&gt;
File:Mongrel-sacrifice-arena1.jpg|[[Mongrel]]s are [[Sacrifice]]d.&lt;br /&gt;
File:Arena-disintegrate1.jpg|[[Wizard]]s laser battle with [[Disintegrate]].&lt;br /&gt;
File:Arena-barb-brokestun2.jpg|Barbs get all caveman-style.&lt;br /&gt;
File:Gameplay-movie-2010-arena01.jpg&lt;br /&gt;
File:Gameplay-movie-2010-arena02.jpg&lt;br /&gt;
File:Gameplay-movie-2010-arena03.jpg&lt;br /&gt;
File:Gameplay-movie-2010-arena04.jpg&lt;br /&gt;
File:Arena-profile-f-barb.jpg|Female Barbarian profile image.&lt;br /&gt;
File:Arena-profile-m-barb.jpg|Male Barbarian profile image.&lt;br /&gt;
File:Arena-profile-f-wd.jpg|Female Witch Doctor profile image.&lt;br /&gt;
File:Arena-profile-m-wd.jpg|Male Witch Doctor profile image.&lt;br /&gt;
File:Arena-profile-f-wiz.jpg|Female Wizard profile image.&lt;br /&gt;
File:Arena-profile-m-wiz.jpg|Male Wizard profile image.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://us.blizzard.com/diablo3/world/systems/pvp.xml Blizzard's official Arena page]. Pretty, but very sparse on information.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:arena]]&lt;br /&gt;
[[category:Battle.net]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33810</id>
		<title>Teleport</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33810"/>
				<updated>2011-09-10T00:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconTeleport.png|left]]&lt;br /&gt;
'''Teleport''' is a [[Wizard skill]] unlocked at [[clvl|Level]] 18, allowing the [[caster]] to instantly transport herself a short distance through the air. &lt;br /&gt;
&lt;br /&gt;
This skill is the Wizard's [[movement ability]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
|portrait= Wiz-teleport1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Teleport&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|clvl= 18&lt;br /&gt;
|description= Teleport through the ether to the selected location up to {{c_lime|35}} yards away.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: {{c_lime|15}} Arcane Power&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown: {{c_lime|16}} seconds&lt;br /&gt;
|type= [[Movement ability|Movement]]&lt;br /&gt;
|resource= Costs [[Arcane Power]]&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 Teleport [[skill]] is a way for trained [[magic]] users to traverse the [[Ether]] - and with the speed of thought - materialize in another location a short distance from the entry point. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques. The Teleport spell is only reliable over short distances, to jump gaps, or to escape immediate danger.&lt;br /&gt;
&lt;br /&gt;
It's unknown why the spell is only usable for short distance travel, but the likely scenario is that it becomes significantly harder for the caster to return to the [[Physical realm]], the farther away they try to re-emerge. The beacon-like gateways of Waypoints and Town Portal spells may address this problem, thus allowing longer travel distances.&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[File:Wiz-teleport1.jpg|left|thumb|250px|Mid-air appearance.]]&lt;br /&gt;
Teleport has been seen in videos, and was testable for the first time in the PvP Arena demo at [[Blizzcon 2010]]. The main difference in the Diablo III version (compared to the Diablo II version) is in the character animation.  In the new version, the Wizard leaps up into the air when casting it, appears in the air at the location she targets the skill, and falls to the ground after she appears. This makes the spell less of an instant escape/movement option. Just in case that wasn't clear enough, the developers have added a fairly lengthy [[cooldown]] to the skill. They seem to be serious about not letting Teleport be the queen of all fast moving, item run spells! However, the spell can be used offensively with the addition of [[rune|skill runes]].&lt;br /&gt;
&lt;br /&gt;
In one of the [[BlizzCon 2008]] panels, Teleport was demonstrated with a [[Striking Rune|striking]] [[skill rune]] socketed in it. With the rune, the spell was given an offensive component, dealing damage to all monsters in the area to which the wizard teleported. Socketing in a [[Hydra Rune]] (former name: Multi Strike) would instead cause the Wizard to split into images of herself when teleporting, making the skill useful to distract [[monster]]s, just like [[Mirror Image]]. The names of the skill runes have since been changed and it is unknown whether similiar rune effects for Teleport have been retained.&lt;br /&gt;
&lt;br /&gt;
Each class has been given its own type of [[movement ability]] with a unique design/feel.&lt;br /&gt;
&lt;br /&gt;
==Teleport Video==&lt;br /&gt;
A video of Teleport can be seen below, courtesy of [http://www.youtube.com/Diablo3Inc the DiabloInc You Tube channel].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;1O4Ubqa6Y2M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Maximum range 100 feet, 8 sec [[cooldown]]. Cost: 23 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
[[Image:Teleport_striking.jpg|frame|Teleport with [[Striking Rune]].]]&lt;br /&gt;
The following [[rune]] effects for Teleport are known:&lt;br /&gt;
* Unknown rune: Explosion [[AoE]] damage where the Wizard lands.&amp;lt;ref name=&amp;quot;rune&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=V1mQmy8ZMuY Diablo 3 Runes in Action - BlizzCon 2008] -- Diablo3Inc's Channel&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Unknown rune: Splitting into images like [[Mirror Image]] to distract monsters.&amp;lt;ref name=&amp;quot;rune&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Teleport''' was first shown at [[BlizzCon 2008]] when the [[Wizard]] debuted. Back then, it was at Tier IV in the [[Arcane Skill Tree]] and wasn't playable in the demo.&lt;br /&gt;
&lt;br /&gt;
When Teleport was seen in the [[BlizzCon 2009]] demo, it had a greatly increased range (from 40 to 100 feet), a slightly lowered mana cost, and had been moved to Tier VI. Again, however, it wasn't playable.&lt;br /&gt;
&lt;br /&gt;
Teleport was finally available for play at [[BlizzCon 2010]], where it was one of the Wizard's skills in the [[PvP]] demo.  [[Flux]] allayed fears about the speed of the animation:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Teleport was fun to use, and I was surprised at how quick it was. I’d thought with the new Diablo III animation—where the Wizard leaps up into the air before vanishing, and appears in mid-air and drops to earth on the other end—that it would be kind of slow. Not noticeable. Teleport felt as instantaneous as the Teleport in Diablo II. The delay was from the cooldown, which was around 8 seconds. This effectively turned Teleport into an emergency escape skill, one that was great during the busy scramble of an early round, but one that wasn’t so useful late game, if you were outnumbered and being hunted down.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skill tiers were removed for the [[July 2011 Press Event]], and Teleport became a level 18 skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Previous Versions===&lt;br /&gt;
See the [[Wizard skill archive]] for more details on previous versions of Teleport and other Wizard skills.&amp;lt;br&amp;gt; &lt;br /&gt;
Or see [[Teleport (BlizzCon 2008)]] for the original version of this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Other Games===&lt;br /&gt;
In [[Diablo I]], all classes with enough intellect could use the Teleport spell, albeit any class besides the [[Sorcerer]] did so with a much longer casting time, as with all spells.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo II]] there was only one class capable of using {{iw|Teleport Teleport}} without the use of the rune word {{iw|Enigma Enigma}}, the {{iw|Sorceress Sorceress}}. This was due to Diablo II having individual skill trees rather than just a spellbook like in the original Diablo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Teleport can be seen in action on video here:&lt;br /&gt;
* [[Gameplay: Blizzcon 2010]] (in the [[Arena]])&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Teleport&amp;amp;cat=all '''Teleport''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teleport_striking.jpg|Teleport used with a [[Striking Rune]].&lt;br /&gt;
File:Wiz-teleport1.jpg|Teleporting Wizard appears in mid-air.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-wizard-skill-trees/ BlizzCon 2009 Full Wizard Skill Trees]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Wizard}}&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33809</id>
		<title>Teleport</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33809"/>
				<updated>2011-09-10T00:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconTeleport.png|left]]&lt;br /&gt;
'''Teleport''' is a [[Wizard skill]] unlocked at [[clvl|Level]] 18, allowing the [[caster]] to instantly transport herself a short distance through the air. &lt;br /&gt;
&lt;br /&gt;
This skill is the Wizard's [[movement ability]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
|portrait= Wiz-teleport1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Teleport&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|clvl= 18&lt;br /&gt;
|description= Teleport through the ether to the selected location up to {{c_lime|35}} yards away.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: {{c_lime|15}} Arcane Power&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown: {{c_lime|16}} seconds&lt;br /&gt;
|type= [[Movement ability|Movement]]&lt;br /&gt;
|resource= Costs [[Arcane Power]]&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 Teleport [[skill]] is a way for trained [[magic]] users to traverse the [[Ether]] - and with the speed of thought - materialize in another location a short distance from the entry point. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques. The Teleport spell is only reliable over short distances, to jump gaps, or to escape immediate danger.&lt;br /&gt;
&lt;br /&gt;
It's unknown why the spell is only usable for short distance travel, but the likely scenario is that it becomes significantly harder for the caster to return to the [[Physical realm]], the farther away they try to re-emerge. The beacon-like gateways of Waypoints and Town Portal spells may address this problem, thus allowing longer travel distances.&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[File:Wiz-teleport1.jpg|left|thumb|250px|Mid-air appearance.]]&lt;br /&gt;
Teleport has been seen in videos, and was testable for the first time in the PvP Arena demo at [[Blizzcon 2010]]. The main difference in the Diablo III version (compared to the Diablo II version) is in the character animation.  In the new version, the Wizard leaps up into the air when casting it, appears in the air at the location she targets the skill, and falls to the ground after she appears. This makes the spell less of an instant escape/movement option. Just in case that wasn't clear enough, the developers have added a fairly lengthy [[cooldown]] to the skill. They seem to be serious about not letting Teleport be the queen of all fast moving, item run spells! However, the spell can be used offensively with the addition of [[rune|skill runes]].&lt;br /&gt;
&lt;br /&gt;
In one of the [[BlizzCon 2008]] panels, Teleport was demonstrated with a [[Striking Rune|striking]] [[skill rune]] socketed in it. With the rune, the spell was given an offensive component, dealing damage to all monsters in the area to which the wizard teleported. Socketing in a [[Hydra Rune]] (former name: Multi Strike) would instead cause the Wizard to split into images of herself when teleporting, making the skill useful to distract [[monster]]s, just like [[Mirror Image]]. The names of the skill runes have since been changed and it is unknown whether similiar rune effects for Teleport have been retained.&lt;br /&gt;
&lt;br /&gt;
Each class has been given their own type of [[movement ability]] with a unique design/feel.&lt;br /&gt;
&lt;br /&gt;
==Teleport Video==&lt;br /&gt;
A video of Teleport can be seen below, courtesy of [http://www.youtube.com/Diablo3Inc the DiabloInc You Tube channel].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;1O4Ubqa6Y2M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Maximum range 100 feet, 8 sec [[cooldown]]. Cost: 23 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
[[Image:Teleport_striking.jpg|frame|Teleport with [[Striking Rune]].]]&lt;br /&gt;
The following [[rune]] effects for Teleport are known:&lt;br /&gt;
* Unknown rune: Explosion [[AoE]] damage where the Wizard lands.&amp;lt;ref name=&amp;quot;rune&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=V1mQmy8ZMuY Diablo 3 Runes in Action - BlizzCon 2008] -- Diablo3Inc's Channel&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Unknown rune: Splitting into images like [[Mirror Image]] to distract monsters.&amp;lt;ref name=&amp;quot;rune&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Teleport''' was first shown at [[BlizzCon 2008]] when the [[Wizard]] debuted. Back then, it was at Tier IV in the [[Arcane Skill Tree]] and wasn't playable in the demo.&lt;br /&gt;
&lt;br /&gt;
When Teleport was seen in the [[BlizzCon 2009]] demo, it had a greatly increased range (from 40 to 100 feet), a slightly lowered mana cost, and had been moved to Tier VI. Again, however, it wasn't playable.&lt;br /&gt;
&lt;br /&gt;
Teleport was finally available for play at [[BlizzCon 2010]], where it was one of the Wizard's skills in the [[PvP]] demo.  [[Flux]] allayed fears about the speed of the animation:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Teleport was fun to use, and I was surprised at how quick it was. I’d thought with the new Diablo III animation—where the Wizard leaps up into the air before vanishing, and appears in mid-air and drops to earth on the other end—that it would be kind of slow. Not noticeable. Teleport felt as instantaneous as the Teleport in Diablo II. The delay was from the cooldown, which was around 8 seconds. This effectively turned Teleport into an emergency escape skill, one that was great during the busy scramble of an early round, but one that wasn’t so useful late game, if you were outnumbered and being hunted down.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skill tiers were removed for the [[July 2011 Press Event]], and Teleport became a level 18 skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Previous Versions===&lt;br /&gt;
See the [[Wizard skill archive]] for more details on previous versions of Teleport and other Wizard skills.&amp;lt;br&amp;gt; &lt;br /&gt;
Or see [[Teleport (BlizzCon 2008)]] for the original version of this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Other Games===&lt;br /&gt;
In [[Diablo I]], all classes with enough intellect could use the Teleport spell, albeit any class besides the [[Sorcerer]] did so with a much longer casting time, as with all spells.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo II]] there was only one class capable of using {{iw|Teleport Teleport}} without the use of the rune word {{iw|Enigma Enigma}}, the {{iw|Sorceress Sorceress}}. This was due to Diablo II having individual skill trees rather than just a spellbook like in the original Diablo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Teleport can be seen in action on video here:&lt;br /&gt;
* [[Gameplay: Blizzcon 2010]] (in the [[Arena]])&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Teleport&amp;amp;cat=all '''Teleport''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teleport_striking.jpg|Teleport used with a [[Striking Rune]].&lt;br /&gt;
File:Wiz-teleport1.jpg|Teleporting Wizard appears in mid-air.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-wizard-skill-trees/ BlizzCon 2009 Full Wizard Skill Trees]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Wizard}}&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33808</id>
		<title>Teleport</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33808"/>
				<updated>2011-09-10T00:23:28Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Skill Design */ Very minor plural issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconTeleport.png|left]]&lt;br /&gt;
'''Teleport''' is a [[Wizard skill]] unlocked at [[clvl|Level]] 18, allowing the [[caster]] to instantly transport herself a short distance through the air. &lt;br /&gt;
&lt;br /&gt;
This skill is the Wizard's [[movement ability]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
|portrait= Wiz-teleport1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Teleport&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|clvl= 18&lt;br /&gt;
|description= Teleport through the ether to the selected location up to {{c_lime|35}} yards away.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: {{c_lime|15}} Arcane Power&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown: {{c_lime|16}} seconds&lt;br /&gt;
|type= [[Movement ability|Movement]]&lt;br /&gt;
|resource= Costs [[Arcane Power]]&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 Teleport [[skill]] is a way for trained [[magic]] users to traverse the [[Ether]] - and with the speed of thought - materialize in another location a short distance from the entry point. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques. The Teleport spell is only reliable over short distances, to jump gaps, or to escape immediate danger.&lt;br /&gt;
&lt;br /&gt;
It's unknown why the spell is only usable for short distance travel, but the likely scenario is that it becomes significantly harder for the caster to return to the [[Physical realm]], the farther away they try to re-emerge. The beacon-like gateways of Waypoints and Town Portal spells may address this problem, thus allowing longer travel distances.&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[File:Wiz-teleport1.jpg|left|thumb|250px|Mid-air appearance.]]&lt;br /&gt;
Teleport has been seen in videos, and was testable for the first time in the PvP Arena demo at [[Blizzcon 2010]]. The main difference in the Diablo III version (compared to the Diablo II version) is in the character animation.  In the new version, the Wizard leaps up into the air when casting it, appears in the air at the location she targets the skill, and falls to the ground after she appears. This makes the spell less of an instant escape/movement option. Just in case that wasn't clear enough, the developers have added a fairly lengthy [[cooldown]] to the skill. They seem to be serious about not letting Teleport be the queen of all fast moving, item run spells! However, the spell can be used offensively with the addition of [[rune|skill runes]].&lt;br /&gt;
&lt;br /&gt;
In one of the [[BlizzCon 2008]] panels, Teleport was demonstrated with a [[Striking Rune|striking]] [[skill rune]] socketed in it. With the rune, the spell was given an offensive component, dealing damage to all monsters in the area to which the wizard teleported. Socketing in a [[Hydra Rune]] (former name: Multi Strike) would instead cause the Wizard to split into images of herself when teleporting, making the skill useful to distract [[monster]]s, just like [[Mirror Image]]. The names of the skill runes have since been changed and it is unknown whether similiar rune effects for Teleport have been retained.&lt;br /&gt;
&lt;br /&gt;
Each class has been given their own type of [[movement ability]] with unique design/feel.&lt;br /&gt;
&lt;br /&gt;
==Teleport Video==&lt;br /&gt;
A video of Teleport can be seen below, courtesy of [http://www.youtube.com/Diablo3Inc the DiabloInc You Tube channel].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;1O4Ubqa6Y2M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Maximum range 100 feet, 8 sec [[cooldown]]. Cost: 23 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
[[Image:Teleport_striking.jpg|frame|Teleport with [[Striking Rune]].]]&lt;br /&gt;
The following [[rune]] effects for Teleport are known:&lt;br /&gt;
* Unknown rune: Explosion [[AoE]] damage where the Wizard lands.&amp;lt;ref name=&amp;quot;rune&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=V1mQmy8ZMuY Diablo 3 Runes in Action - BlizzCon 2008] -- Diablo3Inc's Channel&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Unknown rune: Splitting into images like [[Mirror Image]] to distract monsters.&amp;lt;ref name=&amp;quot;rune&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Teleport''' was first shown at [[BlizzCon 2008]] when the [[Wizard]] debuted. Back then, it was at Tier IV in the [[Arcane Skill Tree]] and wasn't playable in the demo.&lt;br /&gt;
&lt;br /&gt;
When Teleport was seen in the [[BlizzCon 2009]] demo, it had a greatly increased range (from 40 to 100 feet), a slightly lowered mana cost, and had been moved to Tier VI. Again, however, it wasn't playable.&lt;br /&gt;
&lt;br /&gt;
Teleport was finally available for play at [[BlizzCon 2010]], where it was one of the Wizard's skills in the [[PvP]] demo.  [[Flux]] allayed fears about the speed of the animation:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Teleport was fun to use, and I was surprised at how quick it was. I’d thought with the new Diablo III animation—where the Wizard leaps up into the air before vanishing, and appears in mid-air and drops to earth on the other end—that it would be kind of slow. Not noticeable. Teleport felt as instantaneous as the Teleport in Diablo II. The delay was from the cooldown, which was around 8 seconds. This effectively turned Teleport into an emergency escape skill, one that was great during the busy scramble of an early round, but one that wasn’t so useful late game, if you were outnumbered and being hunted down.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skill tiers were removed for the [[July 2011 Press Event]], and Teleport became a level 18 skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Previous Versions===&lt;br /&gt;
See the [[Wizard skill archive]] for more details on previous versions of Teleport and other Wizard skills.&amp;lt;br&amp;gt; &lt;br /&gt;
Or see [[Teleport (BlizzCon 2008)]] for the original version of this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Other Games===&lt;br /&gt;
In [[Diablo I]], all classes with enough intellect could use the Teleport spell, albeit any class besides the [[Sorcerer]] did so with a much longer casting time, as with all spells.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo II]] there was only one class capable of using {{iw|Teleport Teleport}} without the use of the rune word {{iw|Enigma Enigma}}, the {{iw|Sorceress Sorceress}}. This was due to Diablo II having individual skill trees rather than just a spellbook like in the original Diablo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Teleport can be seen in action on video here:&lt;br /&gt;
* [[Gameplay: Blizzcon 2010]] (in the [[Arena]])&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Teleport&amp;amp;cat=all '''Teleport''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teleport_striking.jpg|Teleport used with a [[Striking Rune]].&lt;br /&gt;
File:Wiz-teleport1.jpg|Teleporting Wizard appears in mid-air.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-wizard-skill-trees/ BlizzCon 2009 Full Wizard Skill Trees]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Wizard}}&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33807</id>
		<title>Teleport</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Teleport&amp;diff=33807"/>
				<updated>2011-09-09T23:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Background */ Small re-write for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconTeleport.png|left]]&lt;br /&gt;
'''Teleport''' is a [[Wizard skill]] unlocked at [[clvl|Level]] 18, allowing the [[caster]] to instantly transport herself a short distance through the air. &lt;br /&gt;
&lt;br /&gt;
This skill is the Wizard's [[movement ability]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
|portrait= Wiz-teleport1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Teleport&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|clvl= 18&lt;br /&gt;
|description= Teleport through the ether to the selected location up to {{c_lime|35}} yards away.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: {{c_lime|15}} Arcane Power&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown: {{c_lime|16}} seconds&lt;br /&gt;
|type= [[Movement ability|Movement]]&lt;br /&gt;
|resource= Costs [[Arcane Power]]&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 Teleport [[skill]] is a way for trained [[magic]] users to traverse the [[Ether]] - and with the speed of thought - materialize in another location a short distance from the entry point. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques. The Teleport spell is only reliable over short distances, to jump gaps, or to escape immediate danger.&lt;br /&gt;
&lt;br /&gt;
It's unknown why the spell is only usable for short distance travel, but the likely scenario is that it becomes significantly harder for the caster to return to the [[Physical realm]], the farther away they try to re-emerge. The beacon-like gateways of Waypoints and Town Portal spells may address this problem, thus allowing longer travel distances.&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[File:Wiz-teleport1.jpg|left|thumb|250px|Mid-air appearance.]]&lt;br /&gt;
Teleport has been seen in videos, and was testable for the first time in the PvP Arena demo at [[Blizzcon 2010]]. The main difference in the Diablo III version (compared to the Diablo II version) is in the character animation.  In the new version, the Wizard leaps up into the air when casting it, appears in the air at the location she targets the skill, and falls to the ground after she appears. This makes the spell less of an instant escape/movement option. Just in case that wasn't clear enough, the developers have added a fairly lengthy [[cooldown]] to the skill. They seem to be serious about not letting Teleport be the queen of all fast moving, item run spells! However, the spell can be used offensively with the addition of [[rune|skill runes]].&lt;br /&gt;
&lt;br /&gt;
In one of the [[BlizzCon 2008]] panels, Teleport was demonstrated with a [[Striking Rune|striking]] [[skill rune]] socketed in it. With the rune, the spell was given an offensive component, dealing damage to all monsters in the area to which the wizard teleported. Socketing in a [[Hydra Rune]] (former name: Multi Strike) would instead cause the Wizard to split into images of herself when teleporting, making the skill useful to distract [[monster]]s, just like [[Mirror Image]]. The names of the skill runes have since been changed and it is unknown whether similiar rune effects for Teleport have been retained.&lt;br /&gt;
&lt;br /&gt;
Each class has been given their own type of [[movement ability]] with unique designs/feels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teleport Video==&lt;br /&gt;
A video of Teleport can be seen below, courtesy of [http://www.youtube.com/Diablo3Inc the DiabloInc You Tube channel].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;1O4Ubqa6Y2M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Maximum range 100 feet, 8 sec [[cooldown]]. Cost: 23 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
[[Image:Teleport_striking.jpg|frame|Teleport with [[Striking Rune]].]]&lt;br /&gt;
The following [[rune]] effects for Teleport are known:&lt;br /&gt;
* Unknown rune: Explosion [[AoE]] damage where the Wizard lands.&amp;lt;ref name=&amp;quot;rune&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=V1mQmy8ZMuY Diablo 3 Runes in Action - BlizzCon 2008] -- Diablo3Inc's Channel&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Unknown rune: Splitting into images like [[Mirror Image]] to distract monsters.&amp;lt;ref name=&amp;quot;rune&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Teleport''' was first shown at [[BlizzCon 2008]] when the [[Wizard]] debuted. Back then, it was at Tier IV in the [[Arcane Skill Tree]] and wasn't playable in the demo.&lt;br /&gt;
&lt;br /&gt;
When Teleport was seen in the [[BlizzCon 2009]] demo, it had a greatly increased range (from 40 to 100 feet), a slightly lowered mana cost, and had been moved to Tier VI. Again, however, it wasn't playable.&lt;br /&gt;
&lt;br /&gt;
Teleport was finally available for play at [[BlizzCon 2010]], where it was one of the Wizard's skills in the [[PvP]] demo.  [[Flux]] allayed fears about the speed of the animation:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Teleport was fun to use, and I was surprised at how quick it was. I’d thought with the new Diablo III animation—where the Wizard leaps up into the air before vanishing, and appears in mid-air and drops to earth on the other end—that it would be kind of slow. Not noticeable. Teleport felt as instantaneous as the Teleport in Diablo II. The delay was from the cooldown, which was around 8 seconds. This effectively turned Teleport into an emergency escape skill, one that was great during the busy scramble of an early round, but one that wasn’t so useful late game, if you were outnumbered and being hunted down.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skill tiers were removed for the [[July 2011 Press Event]], and Teleport became a level 18 skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Previous Versions===&lt;br /&gt;
See the [[Wizard skill archive]] for more details on previous versions of Teleport and other Wizard skills.&amp;lt;br&amp;gt; &lt;br /&gt;
Or see [[Teleport (BlizzCon 2008)]] for the original version of this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Other Games===&lt;br /&gt;
In [[Diablo I]], all classes with enough intellect could use the Teleport spell, albeit any class besides the [[Sorcerer]] did so with a much longer casting time, as with all spells.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo II]] there was only one class capable of using {{iw|Teleport Teleport}} without the use of the rune word {{iw|Enigma Enigma}}, the {{iw|Sorceress Sorceress}}. This was due to Diablo II having individual skill trees rather than just a spellbook like in the original Diablo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Teleport can be seen in action on video here:&lt;br /&gt;
* [[Gameplay: Blizzcon 2010]] (in the [[Arena]])&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Teleport&amp;amp;cat=all '''Teleport''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teleport_striking.jpg|Teleport used with a [[Striking Rune]].&lt;br /&gt;
File:Wiz-teleport1.jpg|Teleporting Wizard appears in mid-air.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-wizard-skill-trees/ BlizzCon 2009 Full Wizard Skill Trees]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Wizard}}&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Town_Portal&amp;diff=33806</id>
		<title>Town Portal</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Town_Portal&amp;diff=33806"/>
				<updated>2011-09-09T23:15:27Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: Redirected page to Stone of Recall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Stone of Recall]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Checkpoint&amp;diff=33805</id>
		<title>Checkpoint</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Checkpoint&amp;diff=33805"/>
				<updated>2011-09-09T23:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: Remove D2-specific reference to Waypoints.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Checkpoints''' in [[Diablo 3]] function similar to [[respawn]] points in FPS games. Players who die appear back at the last checkpoint they reached, usually at the stairs that they took to reach the current level, or the closest chokepoint that separates two outdoor levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:BlizzCon_2009_demo_map.jpg|thumb|right|Checkpoints visible on the map from [[BlizzCon 2009]] snippet of [[Act II]].]]&lt;br /&gt;
Checkpoints are not spots on the ground that must be clicked, like [[waypoints]]. They aren't visible in the game at all, until your character passes through one, at which point a &amp;quot;checkpoint reached&amp;quot; title pops with flashing graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There was no mechanism in the [[BlizzCon 2008]] or [[BlizzCon 2009]] demo builds to ''travel between checkpoints'', (there were no waypoints in the build either), but the D3 Team has talked [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview] about allowing players to resume a new game at the last checkpoint reached if they wish it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Convenient Travel Options==&lt;br /&gt;
&lt;br /&gt;
Checkpoints are designed to save players time and effort when they die, allowing their character to quickly rejoin the party and continue the battle. Players restart at the last checkpoint they passed through, fully equipped and recovered in health. Checkpoints are common enough that a character seldom requires more than a minute to run from one to the site of their death. &lt;br /&gt;
&lt;br /&gt;
Checkpoints are necessary in Diablo 3 since there are no [[town portal]] scrolls or spells. This is a design decision to force more honest/nervy play, by removing the easy monster escape of a town portal.&lt;br /&gt;
&lt;br /&gt;
Since there are no town portals, the [[D3 Team]] has made waypoints more common and improved their function and UI design. Waypoints will be the primary way players move between town and the field. [[Jay Wilson]] detailed this concept in an October 2009 interview:[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' How will we sell items easily in town, since there are no more town portals? How do you pop back quickly and easily without slowing down the gameplay?''&lt;br /&gt;
::'''Jay Wilson:''' Waypoints are a little bit more frequent and your bag space is a little bit bigger.&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net:''' It’s going to be Diablo 2 in style? There won’t be pets you can send back, or NPC merchants out in the wild, or any other odd features?''&lt;br /&gt;
::'''Jay Wilson: No. &lt;br /&gt;
&lt;br /&gt;
A bit more about waypoints was shared via Blizzard's [[Twitter]] feed in January 2010. [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/]&lt;br /&gt;
&lt;br /&gt;
::Updated waypoint design and UI implemented. Waypoints will function similar to Diablo II. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to waypoints and checkpoints, the D3 Team has talked about adding some mechanism to allow characters to travel instantly from town to the location of the other characters in the game. This would work something like a one-way town portal, letting a newcomer to the game get right into the action, but not working as a way to travel to and from town for exploitative reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/ Jay Wilson Interview]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Jay Wilson Interview]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/ @Diablo Twitter]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Waypoint&amp;diff=33804</id>
		<title>Waypoint</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Waypoint&amp;diff=33804"/>
				<updated>2011-09-09T23:07:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: Reflect presence of waypoints in the beta.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::''Were you looking for '''{{iw|Waypoint Diablo 2 waypoints}}'''?&lt;br /&gt;
&lt;br /&gt;
'''Waypoints''' were a feature added in Diablo 2. They are special squares on the ground that allow players to teleport instantly between that waypoint and any other that the player has already found. Waypoints will be more frequent and more important in Diablo 3 than they were in Diablo 2, since [[Town Portal]] scrolls are not going to be found in Diablo 3.&lt;br /&gt;
&lt;br /&gt;
In addition to waypoints, the D3 Team has discussed including a function that would allow a player newly arrived in a game instantly join the others, out in the dungeons.&lt;br /&gt;
&lt;br /&gt;
A related feature in Diablo 3 are [[checkpoint]]s, which are spots at the start of each level, where a player will respawn after death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Waypoints==&lt;br /&gt;
[[Image:Wp_comparison.jpg|frame|Waypoint in-game and on the map.]]&lt;br /&gt;
The inclusion of Waypoints have been confirmed in various interviews, and the team has said they will work much as they did in Diablo 2. Here's an update posted via the @Diablo twitter feed in January 2010. [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/]&lt;br /&gt;
::Updated waypoint design and UI implemented. Waypoints will function similar to Diablo II. &lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] also spoke briefly about waypoints in an interview from October 2009. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''How will we sell items easily in town, since there are no more town portals? How do you pop back quickly and easily without slowing down the gameplay?&lt;br /&gt;
::'''Jay Wilson: '''Waypoints are a little bit more frequent and your bag space is a little bit bigger.&lt;br /&gt;
&lt;br /&gt;
In a later interview, Jay stressed that waypoints are never that far apart in Diablo III. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamona/]&lt;br /&gt;
&lt;br /&gt;
::'''''Gamona.de:''' In regards to the waypoints, how far apart are they? In terms of gameplay time?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''It varies depending on area. Usually 10 minutes, if that. Yeah, about 10 minutes is as long as it ever takes.&lt;br /&gt;
&lt;br /&gt;
In a press event in July of 2011, a picture surfaced which shows the waypoint menu, viewed below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waypointmenu.jpg|thumb|300px|left|Waypoint menu with [[checkpoint]] option.]]&lt;br /&gt;
&lt;br /&gt;
Indeed, the waypoints show up only when the player has been to the waypoint, and there also appears to be an option to spawn at the last checkpoint that the player has visited.&lt;br /&gt;
&lt;br /&gt;
==Hidden Until Revealed==&lt;br /&gt;
&lt;br /&gt;
In Diablo II the full list of the levels on which waypoints were found was visible as soon as a character reached a new act. This was something of a spoiler, as the names of the levels sometimes gave away plot points or at least let players know what was coming before it arrived. &lt;br /&gt;
&lt;br /&gt;
This will not be repeated in Diablo III, and the names of the later waypoints in a given act will not be revealed until your characters has found the waypoint.[http://diablo.incgamers.com/blog/comments/diablo-on-crafting-materials-waypoint-spoilers-and-ui-previews/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will waypoints spoil all the locations in the act? It was annoying in Diablo 2. On that note, are they going to be easier to find? --Grug&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spoil all the locations… hrm. What do you mean? --Diablo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Waypoints in town told you where all the others were. EG Act 2 WP spoiled the Palace Cellar/Arcane Sanctuary/Canyon of the Magi. --Grug&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ahhh, right. That was annoying. No, waypoints do not appear in the list until you discover them. :) --Diablo&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
[[Image:Waypoint.jpg|thumb|right|200px|Not a waypoint, just a dungeon entrance in an early build.]]&lt;br /&gt;
Waypoints are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region with a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from runed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveler must physically stand on the stone to use its power.&lt;br /&gt;
&lt;br /&gt;
The knowledge to create new waypoints has since been lost, but some of these magical rocks can still be accessed and used, if you happen to find one. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.&lt;br /&gt;
&lt;br /&gt;
These waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Waypoint Locations==&lt;br /&gt;
&lt;br /&gt;
* [[New Tristram]] - First area of the game.&lt;br /&gt;
* [[The Old Ruins]] Ruins outside of New Tristram.&lt;br /&gt;
* [[Cathedral Garden]] - Garden outside the old cathedral.&lt;br /&gt;
* [[Cemetery of the Forsaken]] - A cemetery outlying the entrance to the cathedral.&lt;br /&gt;
&lt;br /&gt;
[[Image:D3wp.jpg|thumb|left|300px|Presumably the waypoint for The Old ruins.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speculated Waypoint Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Caldeum]] - Has always been a major city. Waypoint likely.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/ Blizzard on Witch Doctor Pets and Waypoints]&lt;br /&gt;
* [http://www.diii.net/gallery/showphoto.php?photo=3108&amp;amp;cat=546 Waypoint screenshot]&lt;br /&gt;
* [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/ Jay Wilson Interview]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Levels]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Waypoint&amp;diff=33797</id>
		<title>Waypoint</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Waypoint&amp;diff=33797"/>
				<updated>2011-09-09T22:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: Grammar fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::''Were you looking for '''{{iw|Waypoint Diablo 2 waypoints}}'''?&lt;br /&gt;
&lt;br /&gt;
'''Waypoints''' were a feature added in Diablo 2. They are special squares on the ground that allow players to teleport instantly between that waypoint and any other that the player has already found. There have not yet been any waypoints seen in Diablo 3, but they have been confirmed as a returning game feature. Waypoints will be more frequent and more important in Diablo 3 than they were in Diablo 2, since [[Town Portal]] scrolls are not going to be found in Diablo 3.&lt;br /&gt;
&lt;br /&gt;
In addition to waypoints, the D3 Team has discussed including a function that would allow a player newly arrived in a game instantly join the others, out in the dungeons.&lt;br /&gt;
&lt;br /&gt;
A related feature in Diablo 3 are [[checkpoint]]s, which are spots at the start of each level, where a player will respawn after death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Waypoints==&lt;br /&gt;
[[Image:Wp_comparison.jpg|frame|Waypoint in-game and on the map.]]&lt;br /&gt;
The inclusion of Waypoints have been confirmed in various interviews, and the team has said they will work much as they did in Diablo 2. Here's an update posted via the @Diablo twitter feed in January 2010. [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/]&lt;br /&gt;
::Updated waypoint design and UI implemented. Waypoints will function similar to Diablo II. &lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] also spoke briefly about waypoints in an interview from October 2009. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''How will we sell items easily in town, since there are no more town portals? How do you pop back quickly and easily without slowing down the gameplay?&lt;br /&gt;
::'''Jay Wilson: '''Waypoints are a little bit more frequent and your bag space is a little bit bigger.&lt;br /&gt;
&lt;br /&gt;
In a later interview, Jay stressed that waypoints are never that far apart in Diablo III. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamona/]&lt;br /&gt;
&lt;br /&gt;
::'''''Gamona.de:''' In regards to the waypoints, how far apart are they? In terms of gameplay time?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''It varies depending on area. Usually 10 minutes, if that. Yeah, about 10 minutes is as long as it ever takes.&lt;br /&gt;
&lt;br /&gt;
In a press event in July of 2011, a picture surfaced which shows the waypoint menu, viewed below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waypointmenu.jpg|thumb|300px|left|Waypoint menu with [[checkpoint]] option.]]&lt;br /&gt;
&lt;br /&gt;
Indeed, the waypoints show up only when the player has been to the waypoint, and there also appears to be an option to spawn at the last checkpoint that the player has visited.&lt;br /&gt;
&lt;br /&gt;
==Hidden Until Revealed==&lt;br /&gt;
&lt;br /&gt;
In Diablo II the full list of the levels on which waypoints were found was visible as soon as a character reached a new act. This was something of a spoiler, as the names of the levels sometimes gave away plot points or at least let players know what was coming before it arrived. &lt;br /&gt;
&lt;br /&gt;
This will not be repeated in Diablo III, and the names of the later waypoints in a given act will not be revealed until your characters has found the waypoint.[http://diablo.incgamers.com/blog/comments/diablo-on-crafting-materials-waypoint-spoilers-and-ui-previews/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will waypoints spoil all the locations in the act? It was annoying in Diablo 2. On that note, are they going to be easier to find? --Grug&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spoil all the locations… hrm. What do you mean? --Diablo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Waypoints in town told you where all the others were. EG Act 2 WP spoiled the Palace Cellar/Arcane Sanctuary/Canyon of the Magi. --Grug&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ahhh, right. That was annoying. No, waypoints do not appear in the list until you discover them. :) --Diablo&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
[[Image:Waypoint.jpg|thumb|right|200px|Not a waypoint, just a dungeon entrance in an early build.]]&lt;br /&gt;
Waypoints are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region with a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from runed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveler must physically stand on the stone to use its power.&lt;br /&gt;
&lt;br /&gt;
The knowledge to create new waypoints has since been lost, but some of these magical rocks can still be accessed and used, if you happen to find one. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.&lt;br /&gt;
&lt;br /&gt;
These waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Waypoint Locations==&lt;br /&gt;
&lt;br /&gt;
* [[New Tristram]] - First area of the game.&lt;br /&gt;
* [[The Old Ruins]] Ruins outside of New Tristram.&lt;br /&gt;
* [[Cathedral Garden]] - Garden outside the old cathedral.&lt;br /&gt;
* [[Cemetery of the Forsaken]] - A cemetery outlying the entrance to the cathedral.&lt;br /&gt;
&lt;br /&gt;
[[Image:D3wp.jpg|thumb|left|300px|Presumably the waypoint for The Old ruins.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speculated Waypoint Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Caldeum]] - Has always been a major city. Waypoint likely.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/ Blizzard on Witch Doctor Pets and Waypoints]&lt;br /&gt;
* [http://www.diii.net/gallery/showphoto.php?photo=3108&amp;amp;cat=546 Waypoint screenshot]&lt;br /&gt;
* [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/ Jay Wilson Interview]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Levels]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Naked&amp;diff=33354</id>
		<title>Naked</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Naked&amp;diff=33354"/>
				<updated>2011-09-03T09:00:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''naked''' character is not a character you can see the 'bits' of, but rather just a character without any protective gear on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In some games, naked is actually naked[http://www.incgamers.com/News/18825/mortal-onlines-nude-models-cause-a-stir], with bits and all, but for most online [[RPG]]s, it's merely the player description for taking off all the gear of the character. In many cases this excludes rings, amulets or other trinkets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
It's not uncommon for players to remove all their gear, and start jumping, convulsively, especially when the &amp;quot;nude&amp;quot; model has as little clothes as possible - male or female. This has no particular purpose other than showing that the player is bored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Play Styles==&lt;br /&gt;
Certain [[play style]]s include the character being naked. With rings and amulets or without, this varies. The reason why this is interesting is because it dramatically increases the difficulty of gameplay, since most stat gains and resistances are based in the equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://www.incgamers.com/News/18825/mortal-onlines-nude-models-cause-a-stir Mortal Online's Nude Models Cause a Stir]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Play styles]]&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Ironman&amp;diff=33353</id>
		<title>Ironman</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Ironman&amp;diff=33353"/>
				<updated>2011-09-03T09:00:00Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ironman''' is a [[Live off the Land|LotL]] [[play style]] some players choose to add challenge to the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
When playing Ironman style characters can not use any [[item]]s they do not find themselves, repeat/replay areas, or buy items from [[NPC]]s. Ironman characters are generally [[hardcore]], and are forbidden to return to [[town]] or interact with NPCs in any way other than as required to complete progress-stopping [[quest]]s. There is naturally no [[twink]]ing or [[mule|muling]] or other such activities either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
Ironman is often played in parties, where several friends begin at the same time, all with brand new characters, and see how far they can make it through the dungeons without dying, running out of equipment, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
This style of play enjoyed some popularity in ''[[Diablo I]]'', where 3 players worked together cooperatively, each playing a different class. Items were traded freely between the party, with the {{iw|Rogue Rogue}} getting the best [[ranged]] items (bows only then), the {{iw|Sorcerer Sorcerer}} the [[spellbook]]s and [[mana]] [[Potion|pots]], the {{iw|Warrior Warrior}} the [[melee]] weapons and armor so he could tank, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooperative Ironman play can be extremely powerful in ''[[Diablo II]]'', thanks to the complimentary skills and shared spell effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
A group of 8 players from Germany completed the entire game, including the {{iw|Pandemonium_Event Pandemonium Event}}, with [[naked]], [[hardcore]], [[LotL]], Ironman characters, who additionally forbade the use of the most powerful [[minion]] [[summon]]ing skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their character lists, techniques, and videos of the achievement [http://diablo.incgamers.com/blog/comments/naked-ironman-hardcore-uber-tristram/ can be seen here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
[http://diablo.incgamers.com/blog/comments/naked-ironman-hardcore-uber-tristram/ Naked Ironman Hardcore Uber Tristram]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
[[Category:Play styles]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Ironman&amp;diff=33352</id>
		<title>Ironman</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Ironman&amp;diff=33352"/>
				<updated>2011-09-03T08:59:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ironman''' is a [[Live off the Land|LotL]] [[play style]] some players choose to add challenge to the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
When playing Ironman style characters can not use any [[item]]s they do not find themselves, repeat/replay areas, or buy items from [[NPC]]s. Ironman characters are generally [[hardcore]], and are forbidden to return to [[town]] or interact with NPCs in any way other than as required to complete progress-stopping [[quest]]s. There is naturally no [[twink]]ing or [[mule|muling]] or other such activities either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
Ironman is often played in parties, where several friends begin at the same time, all with brand new characters, and see how far they can make it through the dungeons without dying, running out of equipment, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
This style of play enjoyed some popularity in ''[[Diablo I]]'', where 3 players worked together cooperatively, each playing a different class. Items were traded freely between the party, with the {{iw|Rogue Rogue}} getting the best [[ranged]] items (bows only then), the {{iw|Sorcerer Sorcerer}} the [[spellbook]]s and [[mana]] [[Potion|pots]], the {{iw|Warrior Warrior}} the [[melee]] weapons and armor so he could tank, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooperative Ironman play can be extremely powerful in ''[[Diablo II]]'', thanks to the complimentary skills and shared spell effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
A group of 8 players from Germany completed the entire game, including the {{iw|Pandemonium_Event Pandemonium Event}}, with [[naked]], [[hardcore]], [[LotL]], Ironman characters, who additionally forbad themselves to use the most powerful [[minion]] [[summon]]ing skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their character lists, techniques, and videos of the achievement [http://diablo.incgamers.com/blog/comments/naked-ironman-hardcore-uber-tristram/ can be seen here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
[http://diablo.incgamers.com/blog/comments/naked-ironman-hardcore-uber-tristram/ Naked Ironman Hardcore Uber Tristram]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
[[Category:Play styles]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Nephalem&amp;diff=33153</id>
		<title>Nephalem</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Nephalem&amp;diff=33153"/>
				<updated>2011-08-27T23:26:55Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Nephalem''' were the first inhabitants of [[Sanctuary]], children of an [[Angel]] called [[Inarius]] and a [[Demon]] called [[Lilith]].&lt;br /&gt;
&lt;br /&gt;
The [[salvage]] cube in Diablo III is officially called the [[Nephalem Cube]], as revealed[http://diablo.incgamers.com/blog/comments/blue-on-armor-dyes-and-the-nephalem-cube/] in April 2011. This seems to suggest that that the Nephalem will somehow figure in the storyline of Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Nephalem''' were the first [[human]]s upon Sanctuary, created as a result of the union between [[Angel]]s and [[Demon]]s. The creation process is unknown, although it is for certain completely unlike human procreation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Such a Celestial union granted the Nephalem great power. So great was their potential that the demon [[Lilith]] attempted to use their power to build an army. [[Inarius]] put an end to her malicious designs and used the [[Worldstone]] to diminish the power of the '''Nephalem'''. Such is the curse upon the '''Nephalem''' that each successive generation also loses power. In fact, only the first generation have kept their full potential.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lives of very few individual Nephalem have been recounted throughout the history of Sanctuary, and it is only those few who are now known by name.&lt;br /&gt;
&lt;br /&gt;
==Known Nephalem==&lt;br /&gt;
* [[Rathma]]&lt;br /&gt;
* [[Bul-Kathos]]&lt;br /&gt;
* [[Esu]]&lt;br /&gt;
* [[Vasily]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nephalem Descendants===&lt;br /&gt;
* '''[[Edyrem]]''' - Group of people&lt;br /&gt;
* [[Mendeln]]&lt;br /&gt;
* [[Serenthia]]&lt;br /&gt;
* [[Uldyssian]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ancients as Nephalem===&lt;br /&gt;
The &amp;quot;Ancient Ones&amp;quot;, or the [[Ancient]]s, have been associated with the &amp;quot;spirits of the [[nephalem]].&amp;quot; Whether they really are spirits of the Nephalem, or perhaps these are Nephalem descendants (and they are spirits of them) is unknown. The powers of [[Madawc]] seem to indicate he has some sort of Nephalem connection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Nephalem comes from the biblical mythology of the [http://en.wikipedia.org/wiki/Nephilim Nephilim].&lt;br /&gt;
&lt;br /&gt;
==Chinese Translation==&lt;br /&gt;
[http://product.game.163.com/diablowiki/index.php?title=%E7%BA%B3%E6%B3%95%E5%8B%92%E5%A7%86 纳法勒姆]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|Nephalem}}&lt;br /&gt;
&lt;br /&gt;
[[category:Nephalem]]&lt;br /&gt;
[[category:Ethnic groups]]&lt;br /&gt;
[[category:Sanctuary]]&lt;br /&gt;
[[category:Angels]]&lt;br /&gt;
[[category:Demons]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Sanctuary&amp;diff=33152</id>
		<title>Sanctuary</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Sanctuary&amp;diff=33152"/>
				<updated>2011-08-27T23:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Were you looking for the '''{{iw|Sanctuary Sanctuary rune word}}''' from [[Diablo II]]?''&lt;br /&gt;
&lt;br /&gt;
[[Image:Sanctuary World Map.jpg|thumb|300px|The [[World Map]] of Sanctuary.]]'''Sanctuary''' is the name of the physical realm of man in the Diablo Universe. It is not the only realm, but it is the world in which the [[Diablo game]]s take place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Sanctuary was created as a plane of existence for the [[Nephalem]], a race of omni-powerful beings birthed from renegade [[angel]]s and [[demon]]s who were tired of the war. The powerful [[demon]]ess [[Lilith]] and the [[Archangel]] [[Inarius]] were the prime powers behind this, and their offspring were called [[Nephalem]].&lt;br /&gt;
&lt;br /&gt;
The Nephalem could basically bend reality to their whims, significantly more powerful than demons or angels themselves.&lt;br /&gt;
&lt;br /&gt;
When the [[High Heavens]] and the [[Angiris Council]] found out about Sanctuary, they felt it was an abomination and designated [[Tyrael]] to take the [[Heavenly Host]] and destroy the entire world. The selfless sacrifice of [[Uldyssian]] to save Sanctuary changed Tyrael's mind, and in the end his was the weighing vote to leave Sanctuary unharmed.&lt;br /&gt;
&lt;br /&gt;
He was the last to vote and while both [[Auriel]] &amp;amp; [[Itherael]] voted for its existence and only [[Imperius]] had voted for destruction, had Tyrael voted with Imperius, it's most likely the world would have been destroyed on Imperius' insistence.&lt;br /&gt;
&lt;br /&gt;
The council wiped the memories of all humans, and none now know that Tyrael could have been the one responsible for the undoing of all of humanity.&lt;br /&gt;
&lt;br /&gt;
After the existence of Sanctuary was secured, Tyrael was ordered by his fellow angels on many occasions not to interfere with the mortal world. He has often disobeyed, fearing that Sanctuary would otherwise fall into the hands of the [[Burning Hells]].&lt;br /&gt;
&lt;br /&gt;
When the [[Prime Evil]]s were banished from hell during the [[Dark Exile]], Tyrael helped humanity to create the [[Horadrim]] and the [[Soulstone]]s they used to imprison [[Diablo]], [[Mephisto]] and [[Baal]], centuries before the events covered in [[Diablo I]] and [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
==Locations in Sactuary==&lt;br /&gt;
For details on all places within Sanctuary, check out the Sanctuary category:&lt;br /&gt;
* '''[[:Category:Sanctuary|Sanctuary Category]]'''&lt;br /&gt;
You can also see the navigation at the bottom of this page for an easy pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic in Sanctuary==&lt;br /&gt;
Sanctuary is located on the [[Physical plane]] of the fabric of reality, and intermingling with this is the [[Etheral plane]], as some explain it; located &amp;quot;under&amp;quot; the plane of reality. Certain strong-willed individuals are able to harness the spiritual essence of themselves (called &amp;quot;[[Mana]]&amp;quot;) and use it to channel power from the Etheral realm, creating magical effects in the physical one. Read more in the Magic article:&lt;br /&gt;
* '''[[Magic]] in Sanctuary'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sanctuary Languages==&lt;br /&gt;
As most fantasy worlds, Sanctuary consists of cultures that shares different social traits. For now, the only thing that is known about these is that there is a mutual understanding of languages between the continents, and whether this is due to the fact that people speak multiple languages through their culture, of if there is a &amp;quot;common&amp;quot; language (English) that everyone shares is unknown. Players as well as [[character]]s and [[NPC]]s in the world travel to either side of the globe, and can still communicate with people.&lt;br /&gt;
&lt;br /&gt;
Names are more socially inspired though, and does show there must be some diversity with languages in the lands. Country names such as &amp;quot;[[Westmarch]]&amp;quot;, and town names such as &amp;quot;[[Tristram]]&amp;quot;, has a clear &amp;quot;Western&amp;quot; reference from ''our world'', as does the architecture. [[Deckard Cain]] is a character name from a person of the west, while &amp;quot;[[Abd al-Hazir]]&amp;quot; is the name of a character from the flourishing East. If everyone shares a &amp;quot;common&amp;quot; language, they still seem to retain their own cultural names.&lt;br /&gt;
&lt;br /&gt;
The only known specifically mentioned language is the [[Umbaru]] people's tongue from the [[Teganze]] area of the [[Torajan]] jungles [http://www.diablowiki.net/Writings_of_Abd_al-Hazir:_Entry_no._0009].&lt;br /&gt;
&lt;br /&gt;
===Language/Name Inspiration===&lt;br /&gt;
This is of course a lot more complex than just saying they speak one of our real world languages, and &amp;quot;inspiration&amp;quot; is the best word here. Blizzard were inspired by these real world languages when they created names or words in the fantasy languages of Sanctuary. Some names have a related meaning, some ''sound'' like the related language, and some are completely unrelated:&lt;br /&gt;
* '''[[Druid]]ic''' - Irish (seems like a 100% conversion)&lt;br /&gt;
* '''[[Barbarian]]''' - Scandinavian (mostly)&lt;br /&gt;
* '''[[Kehjistan]]i''' - Arabic (mostly)&lt;br /&gt;
* '''[[Umbaru]]''' - Aboriginal/African/Haitian/Indian. ''There are some connections with an Aboriginal &amp;quot;King&amp;quot; who apparently was clairvoyant, and the name is similar to an Indian village, but there's also heavy inspiration from Haitian Voodoo culture.''&lt;br /&gt;
* '''[[Western Kingdoms|Western Kingdoms Tounge]]''' - English (mostly)&lt;br /&gt;
* '''[[Xiansai]]an''' - Eastern Asian. ''Hard to know, since not much information about [[Xiansai]] is released, and the clothing seems to have both Chinese and Japanese inspiration.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sanctuary Calendar==&lt;br /&gt;
This is a list of known date names and numbers from the Sanctuary Calendar (really the [[Kehjistan]]i calendar), based on journals made by [[Deckard Cain]] and [[Aust|Elder Aust of Harrogath]] in the years 1265-1266, during the war with the [[Prime Evil]]s. From Cain's notes, it looks like months are about as long as our own world's, and they obviously have both their own month names as well as week day names.&lt;br /&gt;
&lt;br /&gt;
It is unknown exactly how many days are in a month, how many months there are in a year (but we can make a guess at 12), how many days there are in a week, if weeks/months/years length vary (like Earth's &amp;quot;Leap Year&amp;quot;) and many other details. We currently know this:&lt;br /&gt;
&lt;br /&gt;
* There are at '''least''' 10 months in the Kehjistani calendar (likely 12, mirroring our own calendar).&lt;br /&gt;
* There are at least 28 days in one of the months (Kathon), and 27 in another (Damhar), indicating similar month length to our own earth.&lt;br /&gt;
* Kathon is most likely the ''first'' month in a year.&lt;br /&gt;
* Solmoneth is very likely the second month.&lt;br /&gt;
* Lycanum, Montath, Ostara, Vasan are middle months, not necessarily in that order, and also likely to be mixed in with two unknown months.&lt;br /&gt;
* Jerharan is very likely the fourth last month (9th, if 12 months total).&lt;br /&gt;
* Damhar is the third last month (10th).&lt;br /&gt;
* Ratham is the second last month (11th).&lt;br /&gt;
* Esunar is the ''last'' month (12th).&lt;br /&gt;
&lt;br /&gt;
At least some of these month names were inspired by names in the real world. &amp;quot;Ostara&amp;quot; is an old Germanic name for Easter, while &amp;quot;Damhair&amp;quot; is the Scottish Gaelic name for October, the tenth month.&lt;br /&gt;
&lt;br /&gt;
Worth noting is also the similarity with [[Nephalem]] names: [[Bul-Kathos|Bul-'''Katho'''s]] (Kathon), [[Rathma|'''Rath'''ma]] (Ratham), '''[[Esu]]''' (Esunar), [[Vasily|'''Vas'''ily]] (Vasan). Perhaps the months, or some of them are named after the Nephalem?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the dates we know to exist from the journals of [[Deckard Cain|Cain]] and [[Aust]] (including archives and [[retcon]]ned dates):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Calendar Start'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* ''Example Year 1''&lt;br /&gt;
** '''Montath'''&lt;br /&gt;
* ''Example Year 2''&lt;br /&gt;
** '''Jerharan'''&lt;br /&gt;
*** 15th&lt;br /&gt;
** '''Damhar'''&lt;br /&gt;
*** 1st&lt;br /&gt;
*** 12th&lt;br /&gt;
*** 20th&lt;br /&gt;
*** 27th&lt;br /&gt;
** '''Ratham'''&lt;br /&gt;
*** 1st&lt;br /&gt;
*** 21st&lt;br /&gt;
** '''Esunar'''&lt;br /&gt;
*** 6th&lt;br /&gt;
*** 18th&lt;br /&gt;
*** 20th&lt;br /&gt;
* ''Example Year 2b''&lt;br /&gt;
** '''Jerharan'''&lt;br /&gt;
*** 29&lt;br /&gt;
** '''Damhar'''&lt;br /&gt;
*** 1&lt;br /&gt;
*** 12&lt;br /&gt;
*** 20&lt;br /&gt;
*** 27&lt;br /&gt;
** '''Ratham'''&lt;br /&gt;
*** 1&lt;br /&gt;
*** 21&lt;br /&gt;
** '''Esunar'''&lt;br /&gt;
*** 6&lt;br /&gt;
*** 18&lt;br /&gt;
*** 20&lt;br /&gt;
* ''Example Year 3''&lt;br /&gt;
** '''Kathon'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
*** 28th&lt;br /&gt;
** '''Solmoneth'''&lt;br /&gt;
*** 11th&lt;br /&gt;
** '''Montath'''&lt;br /&gt;
*** 1st&lt;br /&gt;
** '''Ostara'''&lt;br /&gt;
*** 4th&lt;br /&gt;
** '''Vasan'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
*** 10th&lt;br /&gt;
* ''Example Year 3b''&lt;br /&gt;
** '''Kathon'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
** '''Solmoneth'''&lt;br /&gt;
*** 15th&lt;br /&gt;
** '''Lycanum'''&lt;br /&gt;
*** 11th&lt;br /&gt;
** '''Ratham'''&lt;br /&gt;
*** 1st&lt;br /&gt;
* ''Example Year 4''&lt;br /&gt;
** '''Kathon'''&lt;br /&gt;
*** 1st&lt;br /&gt;
** '''Vasan'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
*** 10th&lt;br /&gt;
&lt;br /&gt;
==Sanctuary Time==&lt;br /&gt;
&lt;br /&gt;
Time of day is given by named hours. We have five examples in [[Aust]]'s journal. Based on the other time clues in his journal entries, we can guess that the names used correspond to the hours of the same name on Earth, with the exception that Matins and Lauds, which are synonyms on Earth, appear to be different in Sanctuary:&lt;br /&gt;
&lt;br /&gt;
* Lauds - sunrise&lt;br /&gt;
* Sext - noon&lt;br /&gt;
* Vespers - sunset&lt;br /&gt;
* Compline - midnight&lt;br /&gt;
* Matins - uncertain, possibly first light of morning&lt;br /&gt;
&lt;br /&gt;
There may be other named hours in the day, or times might be given in forms like &amp;quot;An hour past Lauds&amp;quot; or &amp;quot;Halfway from Lauds to Sext&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Footnotes===&lt;br /&gt;
The names of the hours, like the general pattern of angelic names and a few other details of the world of Sanctuary,&lt;br /&gt;
bear striking similarity to elements of Judeochristian religion on Earth but do not quite match under detailed scrutiny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
Worth noting is that these two sources would be more or less compatible if it were not for the fact that Aust is talking about events in 1265 and Deckard Cain talks about 1266. As Deckard Cain's Journal is more recently released from Blizzard, it's probably safe to say that this is the [[canon]] lore.&lt;br /&gt;
* [[Journal of Elder Aust of Harrogath]]&lt;br /&gt;
* [[Deckard Cain's Journal]]&lt;br /&gt;
Mind the fact Blizzard has said there are discrepancies, and the latest stuff is the material we should believe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Important Events===&lt;br /&gt;
The only reoccurring event known at this time about sanctuary is the mysterious [[Night of Souls]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The [[Aranoch]] desert on the western continent has a very similar name to another great desert in the Dungeons &amp;amp; Dragons fantasy setting, the Forgotten Realms: Anauroch. Seeing how many Blizzard employees have spent time in the D&amp;amp;D worlds, it's likely the name was inspired by the Anauroch desert, or perhaps a tribute to the great desert of the Forgotten Realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0009]]&lt;br /&gt;
* [[Journal of Elder Aust of Harrogath]]&lt;br /&gt;
* [[Deckard Cain's Journal]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location navbox|main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sanctuary]]&lt;br /&gt;
[[Category:Worlds]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Sanctuary&amp;diff=33151</id>
		<title>Sanctuary</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Sanctuary&amp;diff=33151"/>
				<updated>2011-08-27T23:24:08Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: Minor grammar edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Were you looking for the '''{{iw|Sanctuary Sanctuary rune word}}''' from [[Diablo II]]?''&lt;br /&gt;
&lt;br /&gt;
[[Image:Sanctuary World Map.jpg|thumb|300px|The [[World Map]] of Sanctuary.]]'''Sanctuary''' is the name of the physical realm of man in the Diablo Universe. It is not the only realm, but it is the world in which the [[Diablo game]]s take place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Sanctuary was created as a plane of existence for the [[Nephalem]], a race of omni-powerful beings birthed from renegade [[angel]] and [[demon]]s who were tired of the war. The powerful [[demon]]ess [[Lilith]] and the [[Archangel]] [[Inarius]] were the prime powers behind this, and their offspring were called [[Nephalem]].&lt;br /&gt;
&lt;br /&gt;
The Nephalem could basically bend reality to their whims, significantly more powerful than demons or angels themselves.&lt;br /&gt;
&lt;br /&gt;
When the [[High Heavens]] and the [[Angiris Council]] found out about Sanctuary, they felt it was an abomination and designated [[Tyrael]] to take the [[Heavenly Host]] and destroy the entire world. The selfless sacrifice of [[Uldyssian]] to save Sanctuary changed Tyrael's mind, and in the end his was the weighing vote to leave Sanctuary unharmed.&lt;br /&gt;
&lt;br /&gt;
He was the last to vote and while both [[Auriel]] &amp;amp; [[Itherael]] voted for its existence and only [[Imperius]] had voted for destruction, had Tyrael voted with Imperius, it's most likely the world would have been destroyed on Imperius' insistence.&lt;br /&gt;
&lt;br /&gt;
The council wiped the memories of all humans, and none now know that Tyrael could have been the one responsible for the undoing of all of humanity.&lt;br /&gt;
&lt;br /&gt;
After the existence of Sanctuary was secured, Tyrael was ordered by his fellow angels on many occasions not to interfere with the mortal world. He has often disobeyed, fearing that Sanctuary would otherwise fall into the hands of the [[Burning Hells]].&lt;br /&gt;
&lt;br /&gt;
When the [[Prime Evil]]s were banished from hell during the [[Dark Exile]], Tyrael helped humanity to create the [[Horadrim]] and the [[Soulstone]]s they used to imprison [[Diablo]], [[Mephisto]] and [[Baal]], centuries before the events covered in [[Diablo I]] and [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations in Sactuary==&lt;br /&gt;
For details on all places within Sanctuary, check out the Sanctuary category:&lt;br /&gt;
* '''[[:Category:Sanctuary|Sanctuary Category]]'''&lt;br /&gt;
You can also see the navigation at the bottom of this page for an easy pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic in Sanctuary==&lt;br /&gt;
Sanctuary is located on the [[Physical plane]] of the fabric of reality, and intermingling with this is the [[Etheral plane]], as some explain it; located &amp;quot;under&amp;quot; the plane of reality. Certain strong-willed individuals are able to harness the spiritual essence of themselves (called &amp;quot;[[Mana]]&amp;quot;) and use it to channel power from the Etheral realm, creating magical effects in the physical one. Read more in the Magic article:&lt;br /&gt;
* '''[[Magic]] in Sanctuary'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sanctuary Languages==&lt;br /&gt;
As most fantasy worlds, Sanctuary consists of cultures that shares different social traits. For now, the only thing that is known about these is that there is a mutual understanding of languages between the continents, and whether this is due to the fact that people speak multiple languages through their culture, of if there is a &amp;quot;common&amp;quot; language (English) that everyone shares is unknown. Players as well as [[character]]s and [[NPC]]s in the world travel to either side of the globe, and can still communicate with people.&lt;br /&gt;
&lt;br /&gt;
Names are more socially inspired though, and does show there must be some diversity with languages in the lands. Country names such as &amp;quot;[[Westmarch]]&amp;quot;, and town names such as &amp;quot;[[Tristram]]&amp;quot;, has a clear &amp;quot;Western&amp;quot; reference from ''our world'', as does the architecture. [[Deckard Cain]] is a character name from a person of the west, while &amp;quot;[[Abd al-Hazir]]&amp;quot; is the name of a character from the flourishing East. If everyone shares a &amp;quot;common&amp;quot; language, they still seem to retain their own cultural names.&lt;br /&gt;
&lt;br /&gt;
The only known specifically mentioned language is the [[Umbaru]] people's tongue from the [[Teganze]] area of the [[Torajan]] jungles [http://www.diablowiki.net/Writings_of_Abd_al-Hazir:_Entry_no._0009].&lt;br /&gt;
&lt;br /&gt;
===Language/Name Inspiration===&lt;br /&gt;
This is of course a lot more complex than just saying they speak one of our real world languages, and &amp;quot;inspiration&amp;quot; is the best word here. Blizzard were inspired by these real world languages when they created names or words in the fantasy languages of Sanctuary. Some names have a related meaning, some ''sound'' like the related language, and some are completely unrelated:&lt;br /&gt;
* '''[[Druid]]ic''' - Irish (seems like a 100% conversion)&lt;br /&gt;
* '''[[Barbarian]]''' - Scandinavian (mostly)&lt;br /&gt;
* '''[[Kehjistan]]i''' - Arabic (mostly)&lt;br /&gt;
* '''[[Umbaru]]''' - Aboriginal/African/Haitian/Indian. ''There are some connections with an Aboriginal &amp;quot;King&amp;quot; who apparently was clairvoyant, and the name is similar to an Indian village, but there's also heavy inspiration from Haitian Voodoo culture.''&lt;br /&gt;
* '''[[Western Kingdoms|Western Kingdoms Tounge]]''' - English (mostly)&lt;br /&gt;
* '''[[Xiansai]]an''' - Eastern Asian. ''Hard to know, since not much information about [[Xiansai]] is released, and the clothing seems to have both Chinese and Japanese inspiration.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sanctuary Calendar==&lt;br /&gt;
This is a list of known date names and numbers from the Sanctuary Calendar (really the [[Kehjistan]]i calendar), based on journals made by [[Deckard Cain]] and [[Aust|Elder Aust of Harrogath]] in the years 1265-1266, during the war with the [[Prime Evil]]s. From Cain's notes, it looks like months are about as long as our own world's, and they obviously have both their own month names as well as week day names.&lt;br /&gt;
&lt;br /&gt;
It is unknown exactly how many days are in a month, how many months there are in a year (but we can make a guess at 12), how many days there are in a week, if weeks/months/years length vary (like Earth's &amp;quot;Leap Year&amp;quot;) and many other details. We currently know this:&lt;br /&gt;
&lt;br /&gt;
* There are at '''least''' 10 months in the Kehjistani calendar (likely 12, mirroring our own calendar).&lt;br /&gt;
* There are at least 28 days in one of the months (Kathon), and 27 in another (Damhar), indicating similar month length to our own earth.&lt;br /&gt;
* Kathon is most likely the ''first'' month in a year.&lt;br /&gt;
* Solmoneth is very likely the second month.&lt;br /&gt;
* Lycanum, Montath, Ostara, Vasan are middle months, not necessarily in that order, and also likely to be mixed in with two unknown months.&lt;br /&gt;
* Jerharan is very likely the fourth last month (9th, if 12 months total).&lt;br /&gt;
* Damhar is the third last month (10th).&lt;br /&gt;
* Ratham is the second last month (11th).&lt;br /&gt;
* Esunar is the ''last'' month (12th).&lt;br /&gt;
&lt;br /&gt;
At least some of these month names were inspired by names in the real world. &amp;quot;Ostara&amp;quot; is an old Germanic name for Easter, while &amp;quot;Damhair&amp;quot; is the Scottish Gaelic name for October, the tenth month.&lt;br /&gt;
&lt;br /&gt;
Worth noting is also the similarity with [[Nephalem]] names: [[Bul-Kathos|Bul-'''Katho'''s]] (Kathon), [[Rathma|'''Rath'''ma]] (Ratham), '''[[Esu]]''' (Esunar), [[Vasily|'''Vas'''ily]] (Vasan). Perhaps the months, or some of them are named after the Nephalem?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the dates we know to exist from the journals of [[Deckard Cain|Cain]] and [[Aust]] (including archives and [[retcon]]ned dates):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Calendar Start'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* ''Example Year 1''&lt;br /&gt;
** '''Montath'''&lt;br /&gt;
* ''Example Year 2''&lt;br /&gt;
** '''Jerharan'''&lt;br /&gt;
*** 15th&lt;br /&gt;
** '''Damhar'''&lt;br /&gt;
*** 1st&lt;br /&gt;
*** 12th&lt;br /&gt;
*** 20th&lt;br /&gt;
*** 27th&lt;br /&gt;
** '''Ratham'''&lt;br /&gt;
*** 1st&lt;br /&gt;
*** 21st&lt;br /&gt;
** '''Esunar'''&lt;br /&gt;
*** 6th&lt;br /&gt;
*** 18th&lt;br /&gt;
*** 20th&lt;br /&gt;
* ''Example Year 2b''&lt;br /&gt;
** '''Jerharan'''&lt;br /&gt;
*** 29&lt;br /&gt;
** '''Damhar'''&lt;br /&gt;
*** 1&lt;br /&gt;
*** 12&lt;br /&gt;
*** 20&lt;br /&gt;
*** 27&lt;br /&gt;
** '''Ratham'''&lt;br /&gt;
*** 1&lt;br /&gt;
*** 21&lt;br /&gt;
** '''Esunar'''&lt;br /&gt;
*** 6&lt;br /&gt;
*** 18&lt;br /&gt;
*** 20&lt;br /&gt;
* ''Example Year 3''&lt;br /&gt;
** '''Kathon'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
*** 28th&lt;br /&gt;
** '''Solmoneth'''&lt;br /&gt;
*** 11th&lt;br /&gt;
** '''Montath'''&lt;br /&gt;
*** 1st&lt;br /&gt;
** '''Ostara'''&lt;br /&gt;
*** 4th&lt;br /&gt;
** '''Vasan'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
*** 10th&lt;br /&gt;
* ''Example Year 3b''&lt;br /&gt;
** '''Kathon'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
** '''Solmoneth'''&lt;br /&gt;
*** 15th&lt;br /&gt;
** '''Lycanum'''&lt;br /&gt;
*** 11th&lt;br /&gt;
** '''Ratham'''&lt;br /&gt;
*** 1st&lt;br /&gt;
* ''Example Year 4''&lt;br /&gt;
** '''Kathon'''&lt;br /&gt;
*** 1st&lt;br /&gt;
** '''Vasan'''&lt;br /&gt;
*** 2nd&lt;br /&gt;
*** 10th&lt;br /&gt;
&lt;br /&gt;
==Sanctuary Time==&lt;br /&gt;
&lt;br /&gt;
Time of day is given by named hours. We have five examples in [[Aust]]'s journal. Based on the other time clues in his journal entries, we can guess that the names used correspond to the hours of the same name on Earth, with the exception that Matins and Lauds, which are synonyms on Earth, appear to be different in Sanctuary:&lt;br /&gt;
&lt;br /&gt;
* Lauds - sunrise&lt;br /&gt;
* Sext - noon&lt;br /&gt;
* Vespers - sunset&lt;br /&gt;
* Compline - midnight&lt;br /&gt;
* Matins - uncertain, possibly first light of morning&lt;br /&gt;
&lt;br /&gt;
There may be other named hours in the day, or times might be given in forms like &amp;quot;An hour past Lauds&amp;quot; or &amp;quot;Halfway from Lauds to Sext&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Footnotes===&lt;br /&gt;
The names of the hours, like the general pattern of angelic names and a few other details of the world of Sanctuary,&lt;br /&gt;
bear striking similarity to elements of Judeochristian religion on Earth but do not quite match under detailed scrutiny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
Worth noting is that these two sources would be more or less compatible if it were not for the fact that Aust is talking about events in 1265 and Deckard Cain talks about 1266. As Deckard Cain's Journal is more recently released from Blizzard, it's probably safe to say that this is the [[canon]] lore.&lt;br /&gt;
* [[Journal of Elder Aust of Harrogath]]&lt;br /&gt;
* [[Deckard Cain's Journal]]&lt;br /&gt;
Mind the fact Blizzard has said there are discrepancies, and the latest stuff is the material we should believe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Important Events===&lt;br /&gt;
The only reoccurring event known at this time about sanctuary is the mysterious [[Night of Souls]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The [[Aranoch]] desert on the western continent has a very similar name to another great desert in the Dungeons &amp;amp; Dragons fantasy setting, the Forgotten Realms: Anauroch. Seeing how many Blizzard employees have spent time in the D&amp;amp;D worlds, it's likely the name was inspired by the Anauroch desert, or perhaps a tribute to the great desert of the Forgotten Realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0009]]&lt;br /&gt;
* [[Journal of Elder Aust of Harrogath]]&lt;br /&gt;
* [[Deckard Cain's Journal]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location navbox|main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sanctuary]]&lt;br /&gt;
[[Category:Worlds]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33126</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33126"/>
				<updated>2011-08-27T08:51:00Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: /* Runestone Scarcity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter its utility.&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
* [[Rune Archive]] -- Runes evolved greatly during the development of Diablo III. See the archive page for a history lesson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Basics==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] generally adds damage or a fire effect. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===D3 Runestones vs. D2 Runes===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]'s Runestones are nothing like the '{{iw|runes runes}}' found in [[Diablo II]]. In D2 there are thirty-three kinds of runes, which are small items that have no use on their own, but can be placed in item sockets to add various bonuses to those items, and in certain combinations produce {{iw|Runeword RuneWords}}, which add powerful, predetermined sets of bonuses, provided that the item has precisely the right number of sockets.&lt;br /&gt;
&lt;br /&gt;
Diablo III's runes are socketed into [[skills]], not items. See the [[Gem]]s and [[Socket]]s articles for more details about [[item]] socketing in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Tool Tips===&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
The tool tip that displays when a rune is hovered over is not informative. It simply says, &amp;quot;socket in skills for a special bonus.&amp;quot; To obtain information about what a rune actually does, players need to click on the rune to pick it up, then hover it over their available skills. The tool tip will then briefly describe what effect the rune will grant that skill.&lt;br /&gt;
&lt;br /&gt;
Since just the word descriptions aren't that informative, most players will want seek out additional information from a wiki or video of the skill in action. Or simply plan on testing out a lot of rune functions before deciding on what they want to use long term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function. All runes improve the base skill effect, and in every known case any rune is better than no rune at all. &lt;br /&gt;
&lt;br /&gt;
That said, a rune'd skill may not be an improvement over the base skill in every situation -- using a rune to change a [[fire]] attack to a [[cold]] attack (as the [[Crimson]] rune does to the [[Hydra]] skill) would obviously be a poor choice against cold resistant monsters.&lt;br /&gt;
&lt;br /&gt;
The functions of each type of rune in each skill vary widely. While the early runestone system had fairly predictable bonuses -- certain runes added +damage, or multishot, or lowered the resource cost in almost every skill -- the complexity and variety of rune effects grew steadily over the course of game development.&lt;br /&gt;
&lt;br /&gt;
Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function which is modified in at least four or five totally different ways by each runestone.&lt;br /&gt;
&lt;br /&gt;
===Proposed Changes to Rune Functionality===&lt;br /&gt;
&lt;br /&gt;
The following portion is still theory for the development team, revealed on August 1st, 2011, after a press event.&lt;br /&gt;
Jay Wilson described a slightly changed rune system from what fans are accustomed to.&lt;br /&gt;
&lt;br /&gt;
Note that this system is still theoretical, it has not been implemented or tested and it is unknown whether it will be released in any form.&lt;br /&gt;
&lt;br /&gt;
The proposed change does not fundamentally alter the function of runes. The core function of socketing a rune into a skill to change how the skill works is still present.&lt;br /&gt;
However, the &amp;quot;color&amp;quot; system of the runes would be dropped in favor of runes that are &amp;quot;Unattuned&amp;quot;. The player would &amp;quot;attune&amp;quot; the rune by socketing it into a skill. Whatever effect the rune would have on the skill would not be known beforehand, making runes sort of similar to [[Jewel]]s in Diablo II.&lt;br /&gt;
In addition to this, each rune, once attuned (or identified to follow Diablo parlance) would also have another passive benefit on it, such as an increase to [[Attack]] or another [[stat]]. This is perhaps an attempt by the development team to add in more customisation after the loss of [[Charms]] and the [[Talisman]]. Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to &amp;quot;wipe&amp;quot; the rune back to a blank slate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early Functions==&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon it was revealed that this simple, predictable approach, had largely been discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. &lt;br /&gt;
&lt;br /&gt;
It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
[[File:Runeprogression.jpg|thumb|300px|Runestone levels as of August, 2011.]]&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one and two are found as a character progresses through Normal, three and four are found in Nightmare, five and six in Hell, and the final seventh rank is found exclusively in [[Inferno]] (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Are all five runes equally as rare or is one or more types rarer than others?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” &lt;br /&gt;
&lt;br /&gt;
Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
&lt;br /&gt;
It's not known if the Mystic can upgrade the quality of runestones though, as the [[jeweler]] can by combining three [[gems]] of the same type/level to create one of the next higher level.&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|The [[interface]] for runestone socketing.]]&lt;br /&gt;
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. &lt;br /&gt;
&lt;br /&gt;
The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town, or to use one of the [[Artisans]] to switch out runes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, Blizzard has only revealed all five runestone effects for a few skills. There may yet be additional changes to these effects, as development continues up to and even after release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch Doctor skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill has the Witch Doctor throwing out several toads, which hop forwards in erratic, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[Obsidian rune]]: Summons a single, huge, stationary frog that uses a sticky tongue to capture and consume monsters in one gulp. It spits out the treasure and items. The mega-toad can eat [[Champions]] (possibly only at higher/highest rune level?), but not [[bosses]] or (presumably) bigger enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[Witch Doctor skill]], were revealed during a panel discussion at [[BlizzCon 2010]]. The basic skill is a fairly slow-working spell that fires a single poison dart that deals poison damage and some [[DoT]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
The rune functions for [[Hydra]], a [[Wizard skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill summons a fiery dragon that breaks through the earth and spits firebolts at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Throw Weapon]], a [[Barbarian skill]], were revealed during a panel discussion at Blizzcon 2010. The basic skill is a ranged attack in which the Barbarian is able to hurl his weapon with distance and accuracy. The weapon magically reappears in his hands after each toss.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Videos==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each. &lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Barbarian}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33125</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33125"/>
				<updated>2011-08-27T08:48:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter its utility.&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
* [[Rune Archive]] -- Runes evolved greatly during the development of Diablo III. See the archive page for a history lesson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Basics==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] generally adds damage or a fire effect. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===D3 Runestones vs. D2 Runes===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]'s Runestones are nothing like the '{{iw|runes runes}}' found in [[Diablo II]]. In D2 there are thirty-three kinds of runes, which are small items that have no use on their own, but can be placed in item sockets to add various bonuses to those items, and in certain combinations produce {{iw|Runeword RuneWords}}, which add powerful, predetermined sets of bonuses, provided that the item has precisely the right number of sockets.&lt;br /&gt;
&lt;br /&gt;
Diablo III's runes are socketed into [[skills]], not items. See the [[Gem]]s and [[Socket]]s articles for more details about [[item]] socketing in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Tool Tips===&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
The tool tip that displays when a rune is hovered over is not informative. It simply says, &amp;quot;socket in skills for a special bonus.&amp;quot; To obtain information about what a rune actually does, players need to click on the rune to pick it up, then hover it over their available skills. The tool tip will then briefly describe what effect the rune will grant that skill.&lt;br /&gt;
&lt;br /&gt;
Since just the word descriptions aren't that informative, most players will want seek out additional information from a wiki or video of the skill in action. Or simply plan on testing out a lot of rune functions before deciding on what they want to use long term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function. All runes improve the base skill effect, and in every known case any rune is better than no rune at all. &lt;br /&gt;
&lt;br /&gt;
That said, a rune'd skill may not be an improvement over the base skill in every situation -- using a rune to change a [[fire]] attack to a [[cold]] attack (as the [[Crimson]] rune does to the [[Hydra]] skill) would obviously be a poor choice against cold resistant monsters.&lt;br /&gt;
&lt;br /&gt;
The functions of each type of rune in each skill vary widely. While the early runestone system had fairly predictable bonuses -- certain runes added +damage, or multishot, or lowered the resource cost in almost every skill -- the complexity and variety of rune effects grew steadily over the course of game development.&lt;br /&gt;
&lt;br /&gt;
Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function which is modified in at least four or five totally different ways by each runestone.&lt;br /&gt;
&lt;br /&gt;
===Proposed Changes to Rune Functionality===&lt;br /&gt;
&lt;br /&gt;
The following portion is still theory for the development team, revealed on August 1st, 2011, after a press event.&lt;br /&gt;
Jay Wilson described a slightly changed rune system from what fans are accustomed to.&lt;br /&gt;
&lt;br /&gt;
Note that this system is still theoretical, it has not been implemented or tested and it is unknown whether it will be released in any form.&lt;br /&gt;
&lt;br /&gt;
The proposed change does not fundamentally alter the function of runes. The core function of socketing a rune into a skill to change how the skill works is still present.&lt;br /&gt;
However, the &amp;quot;color&amp;quot; system of the runes would be dropped in favor of runes that are &amp;quot;Unattuned&amp;quot;. The player would &amp;quot;attune&amp;quot; the rune by socketing it into a skill. Whatever effect the rune would have on the skill would not be known beforehand, making runes sort of similar to [[Jewel]]s in Diablo II.&lt;br /&gt;
In addition to this, each rune, once attuned (or identified to follow Diablo parlance) would also have another passive benefit on it, such as an increase to [[Attack]] or another [[stat]]. This is perhaps an attempt by the development team to add in more customisation after the loss of [[Charms]] and the [[Talisman]]. Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to &amp;quot;wipe&amp;quot; the rune back to a blank slate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early Functions==&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon it was revealed that this simple, predictable approach, had largely been discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. &lt;br /&gt;
&lt;br /&gt;
It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
[[File:Runeprogression.jpg|thumb|300px|Runestone levels as of August, 2011.]]&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one and two are found as a character progresses through Normal, three and four are found in Nightmare, six is found in Hell, and the final seventh rank is found exclusively in [[Inferno]] (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Are all five runes equally as rare or is one or more types rarer than others?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” &lt;br /&gt;
&lt;br /&gt;
Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
&lt;br /&gt;
It's not known if the Mystic can upgrade the quality of runestones though, as the [[jeweler]] can by combining three [[gems]] of the same type/level to create one of the next higher level.&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|The [[interface]] for runestone socketing.]]&lt;br /&gt;
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. &lt;br /&gt;
&lt;br /&gt;
The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town, or to use one of the [[Artisans]] to switch out runes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, Blizzard has only revealed all five runestone effects for a few skills. There may yet be additional changes to these effects, as development continues up to and even after release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch Doctor skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill has the Witch Doctor throwing out several toads, which hop forwards in erratic, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[Obsidian rune]]: Summons a single, huge, stationary frog that uses a sticky tongue to capture and consume monsters in one gulp. It spits out the treasure and items. The mega-toad can eat [[Champions]] (possibly only at higher/highest rune level?), but not [[bosses]] or (presumably) bigger enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[Witch Doctor skill]], were revealed during a panel discussion at [[BlizzCon 2010]]. The basic skill is a fairly slow-working spell that fires a single poison dart that deals poison damage and some [[DoT]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
The rune functions for [[Hydra]], a [[Wizard skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill summons a fiery dragon that breaks through the earth and spits firebolts at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Throw Weapon]], a [[Barbarian skill]], were revealed during a panel discussion at Blizzcon 2010. The basic skill is a ranged attack in which the Barbarian is able to hurl his weapon with distance and accuracy. The weapon magically reappears in his hands after each toss.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Videos==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each. &lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Barbarian}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33124</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33124"/>
				<updated>2011-08-27T08:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter its utility.&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
* [[Rune Archive]] -- Runes evolved greatly during the development of Diablo III. See the archive page for a history lesson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Basics==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] generally adds damage or a fire effect. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===D3 Runestones vs. D2 Runes===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]'s Runestones are nothing like the '{{iw|runes runes}}' found in [[Diablo II]]. In D2 there are thirty-three kinds of runes, which are small items that have no use on their own, but can be placed in item sockets to add various bonuses to those items, and in certain combinations produce {{iw|Runeword RuneWords}}, which add powerful, predetermined sets of bonuses, provided that the item has precisely the right number of sockets.&lt;br /&gt;
&lt;br /&gt;
Diablo III's runes are socketed into [[skills]], not items. See the [[Gem]]s and [[Socket]]s articles for more details about [[item]] socketing in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Tool Tips===&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
The tool tip that displays when a rune is hovered over is not informative. It simply says, &amp;quot;socket in skills for a special bonus.&amp;quot; To obtain information about what a rune actually does, players need to click on the rune to pick it up, then hover it over their available skills. The tool tip will then briefly describe what effect the rune will grant that skill.&lt;br /&gt;
&lt;br /&gt;
Since just the word descriptions aren't that informative, most players will want seek out additional information from a wiki or video of the skill in action. Or simply plan on testing out a lot of rune functions before deciding on what they want to use long term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function. All runes improve the base skill effect, and in every known case any rune is better than no rune at all. &lt;br /&gt;
&lt;br /&gt;
That said, a rune'd skill may not be an improvement over the base skill in every situation -- using a rune to change a [[fire]] attack to a [[cold]] attack (as the [[Crimson]] rune does to the [[Hydra]] skill) would obviously be a poor choice against cold resistant monsters.&lt;br /&gt;
&lt;br /&gt;
The functions of each type of rune in each skill vary widely. While the early runestone system had fairly predictable bonuses -- certain runes added +damage, or multishot, or lowered the resource cost in almost every skill -- the complexity and variety of rune effects grew steadily over the course of game development.&lt;br /&gt;
&lt;br /&gt;
Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function which is modified in at least four or five totally different ways by each runestone.&lt;br /&gt;
&lt;br /&gt;
===Proposed Changes to Rune Functionality===&lt;br /&gt;
&lt;br /&gt;
The following portion is still theory for the development team, revealed on August 1st, 2011, after a press event.&lt;br /&gt;
Jay Wilson described a slightly changed rune system from what fans are accustomed to.&lt;br /&gt;
&lt;br /&gt;
Note that this system is still theory, it has not be implemented or tested yet, and there is no way to tell whether it will make it into the release of the game in any form.&lt;br /&gt;
&lt;br /&gt;
The proposed change does not fundementally alter the function of a rune whatsoever. The core function of socketing a rune into a skill to change how the skill works is still very much present.&lt;br /&gt;
However, the &amp;quot;color&amp;quot; system of the runes would be dropped in favor of runes that are &amp;quot;Unattuned&amp;quot;. The player would &amp;quot;attune&amp;quot; the rune by socketing it into a skill. Whatever effect the rune would have on the skill would not be known beforehand, making runes sort of similar to [[Jewel]]s in Diablo II.&lt;br /&gt;
In addition to this, each rune, once attuned (or identified to follow Diablo parlance) would also have another passive benefit on it, such as an increase to [[Attack]] or another [[stat]]. This is perhaps an attempt by the development team to add in more customisation after the loss of [[Charms]] and the [[Talisman]]. Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to &amp;quot;wipe&amp;quot; the rune back to a blank slate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early Functions==&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon it was revealed that this simple, predictable approach, had largely been discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. &lt;br /&gt;
&lt;br /&gt;
It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
[[File:Runeprogression.jpg|thumb|300px|Runestone levels as of August, 2011.]]&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one and two are found as a character progresses through Normal, three and four are found in Nightmare, six is found in Hell, and the final seventh rank is found exclusively in [[Inferno]] (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Are all five runes equally as rare or is one or more types rarer than others?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” &lt;br /&gt;
&lt;br /&gt;
Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
&lt;br /&gt;
It's not known if the Mystic can upgrade the quality of runestones though, as the [[jeweler]] can by combining three [[gems]] of the same type/level to create one of the next higher level.&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|The [[interface]] for runestone socketing.]]&lt;br /&gt;
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. &lt;br /&gt;
&lt;br /&gt;
The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town, or to use one of the [[Artisans]] to switch out runes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, Blizzard has only revealed all five runestone effects for a few skills. There may yet be additional changes to these effects, as development continues up to and even after release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch Doctor skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill has the Witch Doctor throwing out several toads, which hop forwards in erratic, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[Obsidian rune]]: Summons a single, huge, stationary frog that uses a sticky tongue to capture and consume monsters in one gulp. It spits out the treasure and items. The mega-toad can eat [[Champions]] (possibly only at higher/highest rune level?), but not [[bosses]] or (presumably) bigger enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[Witch Doctor skill]], were revealed during a panel discussion at [[BlizzCon 2010]]. The basic skill is a fairly slow-working spell that fires a single poison dart that deals poison damage and some [[DoT]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
The rune functions for [[Hydra]], a [[Wizard skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill summons a fiery dragon that breaks through the earth and spits firebolts at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Throw Weapon]], a [[Barbarian skill]], were revealed during a panel discussion at Blizzcon 2010. The basic skill is a ranged attack in which the Barbarian is able to hurl his weapon with distance and accuracy. The weapon magically reappears in his hands after each toss.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Videos==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each. &lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Barbarian}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33123</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Skill_Runes&amp;diff=33123"/>
				<updated>2011-08-27T08:39:41Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter its utility.&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
* [[Rune Archive]] -- Runes evolved greatly during the development of Diablo III. See the archive page for a history lesson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Rune Basics==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] generally adds damage or a fire effect. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===D3 Runestones vs. D2 Runes===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]'s Runestones are nothing like the '{{iw|runes runes}}' found in [[Diablo II]]. In D2 there are thirty-three kinds of runes, which are small items that have no use on their own, but can be placed in item sockets to add various bonuses to those items, and in certain combinations produce {{iw|Runeword RuneWords}}, which add powerful, predetermined sets of bonuses, provided that the item has precisely the right number of sockets.&lt;br /&gt;
&lt;br /&gt;
Diablo III's runes are socketed into [[skills]], not item. See the [[Gem]]s and [[Socket]]s articles for more details about [[item]] socketing in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Tool Tips===&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
The tool tip that displays when a rune is hovered over is not informative. It simply says, &amp;quot;socket in skills for a special bonus.&amp;quot; To obtain information about what a rune actually does, players need to click on the rune to pick it up, then hover it over their available skills. The tool tip will then briefly describe what effect the rune will grant that skill.&lt;br /&gt;
&lt;br /&gt;
Since just the word descriptions aren't that informative, most players will want seek out additional information from a wiki or video of the skill in action. Or simply plan on testing out a lot of rune functions before deciding on what they want to use long term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function. All runes improve the base skill effect, and in every known case any rune is better than no rune at all. &lt;br /&gt;
&lt;br /&gt;
That said, a rune'd skill may not be an improvement over the base skill in every situation -- using a rune to change a [[fire]] attack to a [[cold]] attack (as the [[Crimson]] rune does to the [[Hydra]] skill) would obviously be a poor choice against cold resistant monsters.&lt;br /&gt;
&lt;br /&gt;
The functions of each type of rune in each skill vary widely. While the early runestone system had fairly predictable bonuses -- certain runes added +damage, or multishot, or lowered the resource cost in almost every skill -- the complexity and variety of rune effects grew steadily over the course of game development.&lt;br /&gt;
&lt;br /&gt;
Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function which is modified in at least four or five totally different ways by each runestone.&lt;br /&gt;
&lt;br /&gt;
===Proposed Changes to Rune Functionality===&lt;br /&gt;
&lt;br /&gt;
The following portion is still theory for the development team, revealed on August 1st, 2011, after a press event.&lt;br /&gt;
Jay Wilson described a slightly changed rune system from what fans are accustomed to.&lt;br /&gt;
&lt;br /&gt;
Note that this system is still theory, it has not be implemented or tested yet, and there is no way to tell whether it will make it into the release of the game in any form.&lt;br /&gt;
&lt;br /&gt;
The proposed change does not fundementally alter the function of a rune whatsoever. The core function of socketing a rune into a skill to change how the skill works is still very much present.&lt;br /&gt;
However, the &amp;quot;color&amp;quot; system of the runes would be dropped in favor of runes that are &amp;quot;Unattuned&amp;quot;. The player would &amp;quot;attune&amp;quot; the rune by socketing it into a skill. Whatever effect the rune would have on the skill would not be known beforehand, making runes sort of similar to [[Jewel]]s in Diablo II.&lt;br /&gt;
In addition to this, each rune, once attuned (or identified to follow Diablo parlance) would also have another passive benefit on it, such as an increase to [[Attack]] or another [[stat]]. This is perhaps an attempt by the development team to add in more customisation after the loss of [[Charms]] and the [[Talisman]]. Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to &amp;quot;wipe&amp;quot; the rune back to a blank slate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early Functions==&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon it was revealed that this simple, predictable approach, had largely been discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. &lt;br /&gt;
&lt;br /&gt;
It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
[[File:Runeprogression.jpg|thumb|300px|Runestone levels as of August, 2011.]]&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one and two are found as a character progresses through Normal, three and four are found in Nightmare, six is found in Hell, and the final seventh rank is found exclusively in [[Inferno]] (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Are all five runes equally as rare or is one or more types rarer than others?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” &lt;br /&gt;
&lt;br /&gt;
Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
&lt;br /&gt;
It's not known if the Mystic can upgrade the quality of runestones though, as the [[jeweler]] can by combining three [[gems]] of the same type/level to create one of the next higher level.&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|The [[interface]] for runestone socketing.]]&lt;br /&gt;
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. &lt;br /&gt;
&lt;br /&gt;
The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town, or to use one of the [[Artisans]] to switch out runes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, Blizzard has only revealed all five runestone effects for a few skills. There may yet be additional changes to these effects, as development continues up to and even after release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch Doctor skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill has the Witch Doctor throwing out several toads, which hop forwards in erratic, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[Obsidian rune]]: Summons a single, huge, stationary frog that uses a sticky tongue to capture and consume monsters in one gulp. It spits out the treasure and items. The mega-toad can eat [[Champions]] (possibly only at higher/highest rune level?), but not [[bosses]] or (presumably) bigger enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[Witch Doctor skill]], were revealed during a panel discussion at [[BlizzCon 2010]]. The basic skill is a fairly slow-working spell that fires a single poison dart that deals poison damage and some [[DoT]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
The rune functions for [[Hydra]], a [[Wizard skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill summons a fiery dragon that breaks through the earth and spits firebolts at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Throw Weapon]], a [[Barbarian skill]], were revealed during a panel discussion at Blizzcon 2010. The basic skill is a ranged attack in which the Barbarian is able to hurl his weapon with distance and accuracy. The weapon magically reappears in his hands after each toss.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestone Videos==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each. &lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Barbarian}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
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[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=33050</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=33050"/>
				<updated>2011-08-27T00:17:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Artisan-icon-craft.jpg|left|thumb|75px]]&lt;br /&gt;
The '''crafting''' system in Diablo III uses NPC [[Artisans]] to manufacture new, semi-random items from salvaged [[materials]]. This system allows players to essentially [[gamble]] for new gear, potentially creating some of the best items in the game.&lt;br /&gt;
&lt;br /&gt;
Crafting is a major part of the game economy, creating a useful purpose for all of the extra items and gold that players will accumulate over time.  Players will begin crafting early in the game, and continue doing so as their character's grow. Crafting remains useful in the [[end game]] when the highest level crafting recipes will be rolled over and over again, by players hoping to score great mods from the [[Random Properties]] in all crafting recipes. &lt;br /&gt;
&lt;br /&gt;
* Watch [http://www.youtube.com/watch?v=UNP8QiNbFmU Blizzard's Artisan video] for a visual introduction to Crafting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artisans==&lt;br /&gt;
&lt;br /&gt;
[[Image:CraftingWindow.png|250px|thumb|The crafting interface.]]&lt;br /&gt;
All crafting is done through the [[Artisans]], three new NPCs who are found in the town, or [[Caravan]] area. The caravan travels with the player all through the game, so the same NPCs will be found in each act.  The three artisans cover different aspects of items, and they will be large parts of the game's plot and quests as well, with information to share about all sorts of things encountered during the course of the game's four acts. &lt;br /&gt;
&lt;br /&gt;
New characters do not start off with Artisans; each of the three are encountered during the course of playing through Act One, as [[NPCs]] with [[quests]] that they need assistance with. Once the player completes their quests, the Artisans join up on your journey, out of loyalty or simply a desire for profits.&lt;br /&gt;
&lt;br /&gt;
Artisans start off as apprentices (level one), but they can be [[trained]] up to level five, gaining more abilities and learning many new recipes as their level increases. &lt;br /&gt;
&lt;br /&gt;
Haedrig Eamon is the [[Blacksmith]]. The first artisan encountered, Haedrig's family was killed and zombified, and he needs your assistance in putting them to rest. Once that's done, he gifts the player with the [[salvage cube]] and joins the Caravan. Haedrig handles item [[socketing]], [[repairs]], and buys and sells most every type of weapon and armor. His crafting recipes are all weapons and armor.&lt;br /&gt;
&lt;br /&gt;
The [[Jeweler]] has not yet been named. He's known to be a greedy fellow, who requires assistance obtaining a valuable jewel from a fearsome demon. Once that's given, he joins the Caravan, offering unsocketing, and the ability to upgrade the quality of your found [[gems]]. His crafting recipes create gems, amulets, and rings.&lt;br /&gt;
&lt;br /&gt;
The [[Mystic]] has not yet been named. He (or [[Adria|she]]?) has no revealed story yet. The mystic can [[enchant]] items, as well as create [[scrolls]], [[potions]], magical weapons, [[runestones]], and [[charms]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Materials are required for all crafting recipes, as well as training the Artisans. Materials are obtained by placing unwanted items into the [[salvage cube]]. That magical container reduces all types of armor and weapons into raw materials, which stack up in he character's [[inventory]] taking up very little storage space. &lt;br /&gt;
&lt;br /&gt;
Only four types of material are known at this point, though there are many more yet to be revealed. &lt;br /&gt;
&lt;br /&gt;
* [[Common Scraps]]&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Subtle Essence]]&lt;br /&gt;
* [[Wood ]]&lt;br /&gt;
&lt;br /&gt;
Materials are semi-random in their generation; you do not know exactly how much of each you will obtain from salvaging a given item. In addition to basic substances like bone and wood, magical (and higher quality) items will return magical materials, which are rarer, and required to make magical items. &lt;br /&gt;
&lt;br /&gt;
The best recipes will require very rare materials, which can only be obtained by salvaging equally rare, high-level items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To Craft Items==&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe3.jpg|left|thumb|250px|Empowered Long Axe recipe.]]&lt;br /&gt;
To craft items, select the crafting interface from any Artisan's options menu. The available [[recipes]] will display in a long list. Hovering on a recipe will expand it, showing the required ingredients, as well as a preview of the [[potential item]]. &lt;br /&gt;
&lt;br /&gt;
All recipes include one or more [[random properties]], which is what makes crafting a long term activity in the game. There's no telling what modifiers will spawn in those spots, so while there's some predictability to crafted items, there are thousands of potential items that can be created from each recipe; as many as there are [[modifiers]] in the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Item-crafting1.jpg|thumb|250px|Empowered Long Axe potential item.]]&lt;br /&gt;
The recipe is seen here on the left, with the resulting item to the right. This one would make an [[Empowered Long Axe]]; a decent weapon for a low level [[Barbarian]]. Crafting items requires the right materials; in this case 6 [[common scraps]], 1 [[bone]], and 200 [[gold]]. [[Materials]] are the raw ingredients obtained by [[salvaging]] items in the [[salvage cube]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] made the crafting interface simple, and kept the creation of items quick and easy. They want players to spend their time in the dungeons, bashing monsters. Not standing around in town, hammering on an anvil. Thus all the item creation is done by the Artisans, with ingredients primarily obtained from monster killing. &lt;br /&gt;
&lt;br /&gt;
Artisan [[training]] is quick also, once your character has obtained the materials and gold to pay for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Recipes===&lt;br /&gt;
&lt;br /&gt;
Only a few recipes are known, at this point. See the [[recipes]] page for many more details. The following are all [[Blacksmith Recipes]].&lt;br /&gt;
&lt;br /&gt;
* [[Empowered Wrist Spade]] -- The only item seen in completed form.&lt;br /&gt;
* [[Empowered Long Axe]]&lt;br /&gt;
* [[Magical Skull Cap of Willpower]]&lt;br /&gt;
* [[Magical Leather Boots of Dexterity]]&lt;br /&gt;
* [[Magical Leather Belt of Brawn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End Game Crafting==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has repeatedly stated that they want a wide variety of equipment to make up a character's end game kit. [[Rare]], [[Legendary]], and Crafted items (as well as magical items and [[Set Items]], perhaps, should all compete for the top item in each spot. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of the key elements of crafting is that to acquire the best stuff you need the recipes to make them. and recipes drop. You might find those from final bosses in hell difficulty. It is our goal that some crafted items are viable as top tier items. we don’t want crafting to dominate. If anything, we’ll make them the smallest percentage of the items. But we do want to make some crafted items obviously the best in their area. So that when you get a max level char, they’re not wearing just rares/legendary/crafted. But a mixture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Might the high end Crafted Items be too good? Could a player mass produce them and flood the market, almost as if they had a way to dupe? [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''If Artisan items are that great, can they be created in bulk and traded and passed around?&lt;br /&gt;
::'''Jay Wilson: '''The problem with that idea is that the D3 crafting system produces random items. So there won’t be high end crafted items that don’t have completely random properties. &lt;br /&gt;
&lt;br /&gt;
Crafting is more like gambling was in D2. You know what type of item,but not the mods. So even the uber [[recipes]] you’ll have to make a ton of them to get one that’s really good. Even if crafting does make a lot of great same type of item, it would just devalue it since other people could probably do the same thing. We don’t think that’s a problem as long as crafted items are a small % of the overall [[high end]] items.&lt;br /&gt;
&lt;br /&gt;
==Diablo II Crafting==&lt;br /&gt;
&lt;br /&gt;
Diablo III's item crafting takes {{iw|crafting Diablo II's crafting system}} and expands upon it. The same basic mechanic exists; crafted items are a predictable item type, and they have preset mods that will vary within a slight range, while bonus modifiers are tacked on to make or break the item, quality-wise.&lt;br /&gt;
&lt;br /&gt;
Diablo III adds a lot to it, of course, combining elements of gambling, as well as item recycling and creation to the process. There are hundreds more recipes in Diablo 3 than there were in Diablo 2, plus the rare recipes that can only be obtained as item drops from monsters. &lt;br /&gt;
&lt;br /&gt;
The Artisan interactions are all new as well, with their quest and story input adding to the game. They make crafting much easier as well; players have all they need to know in the game; there's no need to print out or memorize crafting recipes from websites. Crafting is much easier in Diablo III as well, since the items are created from materials. Diablo 2 required players to find an item of the type they wanted to craft, which the recipe would then reroll. That was easy with rings and amulets, but other recipes required a specific quality or types of boot or glove or other item, plus high level gems, which took time to create. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:artisans]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:recipes]]&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=33049</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=33049"/>
				<updated>2011-08-27T00:15:17Z</updated>
		
		<summary type="html">&lt;p&gt;Jarpy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Artisan-icon-craft.jpg|left|thumb|75px]]&lt;br /&gt;
The '''crafting''' system in Diablo III uses NPC [[Artisans]] to manufacture new, semi-random items from salvaged [[materials]]. This system allows players to essentially [[gamble]] for new gear, potentially creating some of the best items in the game.&lt;br /&gt;
&lt;br /&gt;
Crafting is a major part of the game economy, creating a useful purpose for all of the extra items and gold that players will accumulate over time.  Players will begin crafting early in the game, and continue doing so as their character's grow. Crafting remains useful in the [[end game]] when the highest level crafting recipes will be rolled over and over again, by players hoping to score great mods from the [[Random Properties]] in all crafting recipes. &lt;br /&gt;
&lt;br /&gt;
* Watch [http://www.youtube.com/watch?v=UNP8QiNbFmU Blizzard's Artisan video] for a visual introduction to Crafting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artisans==&lt;br /&gt;
&lt;br /&gt;
[[Image:CraftingWindow.png|250px|thumb|The crafting interface.]]&lt;br /&gt;
All crafting is done through the [[Artisans]], three new NPCs who are found in the town, or [[Caravan]] area. The caravan travels with the player all through the game, so the same NPCs will be found in each act.  The three artisans cover different aspects of items, and they will be large parts of the game's plot and quests as well, with information to share about all sorts of things encountered during the course of the game's four acts. &lt;br /&gt;
&lt;br /&gt;
New characters do not start off with Artisans; each of the three are encountered during the course of playing through Act One, as [[NPCs]] with [[quests]] that they need assistance with. Once the player completes their quests, the Artisans join up on your journey, out of loyalty or simply a desire for profits.&lt;br /&gt;
&lt;br /&gt;
Artisans start off as apprentices, but they can be [[trained]] up in level five times, and will gain more abilities and learn many new recipes as their level increases. &lt;br /&gt;
&lt;br /&gt;
Haedrig Eamon is the [[Blacksmith]]. The first artisan encountered, Haedrig's family was killed and zombified, and he needs your assistance in putting them to rest. Once that's done, he gifts the player with the [[salvage cube]] and joins the Caravan. Haedrig handles item [[socketing]], [[repairs]], and buys and sells most every type of weapon and armor. His crafting recipes are all weapons and armor.&lt;br /&gt;
&lt;br /&gt;
The [[Jeweler]] has not yet been named. He's known to be a greedy fellow, who requires assistance obtaining a valuable jewel from a fearsome demon. Once that's given, he joins the Caravan, offering unsocketing, and the ability to upgrade the quality of your found [[gems]]. His crafting recipes create gems, amulets, and rings.&lt;br /&gt;
&lt;br /&gt;
The [[Mystic]] has not yet been named. He (or [[Adria|she]]?) has no revealed story yet. The mystic can [[enchant]] items, as well as create [[scrolls]], [[potions]], magical weapons, [[runestones]], and [[charms]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Materials are required for all crafting recipes, as well as training the Artisans. Materials are obtained by placing unwanted items into the [[salvage cube]]. That magical container reduces all types of armor and weapons into raw materials, which stack up in he character's [[inventory]] taking up very little storage space. &lt;br /&gt;
&lt;br /&gt;
Only four types of material are known at this point, though there are many more yet to be revealed. &lt;br /&gt;
&lt;br /&gt;
* [[Common Scraps]]&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Subtle Essence]]&lt;br /&gt;
* [[Wood ]]&lt;br /&gt;
&lt;br /&gt;
Materials are semi-random in their generation; you do not know exactly how much of each you will obtain from salvaging a given item. In addition to basic substances like bone and wood, magical (and higher quality) items will return magical materials, which are rarer, and required to make magical items. &lt;br /&gt;
&lt;br /&gt;
The best recipes will require very rare materials, which can only be obtained by salvaging equally rare, high-level items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To Craft Items==&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe3.jpg|left|thumb|250px|Empowered Long Axe recipe.]]&lt;br /&gt;
To craft items, select the crafting interface from any Artisan's options menu. The available [[recipes]] will display in a long list. Hovering on a recipe will expand it, showing the required ingredients, as well as a preview of the [[potential item]]. &lt;br /&gt;
&lt;br /&gt;
All recipes include one or more [[random properties]], which is what makes crafting a long term activity in the game. There's no telling what modifiers will spawn in those spots, so while there's some predictability to crafted items, there are thousands of potential items that can be created from each recipe; as many as there are [[modifiers]] in the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Item-crafting1.jpg|thumb|250px|Empowered Long Axe potential item.]]&lt;br /&gt;
The recipe is seen here on the left, with the resulting item to the right. This one would make an [[Empowered Long Axe]]; a decent weapon for a low level [[Barbarian]]. Crafting items requires the right materials; in this case 6 [[common scraps]], 1 [[bone]], and 200 [[gold]]. [[Materials]] are the raw ingredients obtained by [[salvaging]] items in the [[salvage cube]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] made the crafting interface simple, and kept the creation of items quick and easy. They want players to spend their time in the dungeons, bashing monsters. Not standing around in town, hammering on an anvil. Thus all the item creation is done by the Artisans, with ingredients primarily obtained from monster killing. &lt;br /&gt;
&lt;br /&gt;
Artisan [[training]] is quick also, once your character has obtained the materials and gold to pay for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Recipes===&lt;br /&gt;
&lt;br /&gt;
Only a few recipes are known, at this point. See the [[recipes]] page for many more details. The following are all [[Blacksmith Recipes]].&lt;br /&gt;
&lt;br /&gt;
* [[Empowered Wrist Spade]] -- The only item seen in completed form.&lt;br /&gt;
* [[Empowered Long Axe]]&lt;br /&gt;
* [[Magical Skull Cap of Willpower]]&lt;br /&gt;
* [[Magical Leather Boots of Dexterity]]&lt;br /&gt;
* [[Magical Leather Belt of Brawn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End Game Crafting==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has repeatedly stated that they want a wide variety of equipment to make up a character's end game kit. [[Rare]], [[Legendary]], and Crafted items (as well as magical items and [[Set Items]], perhaps, should all compete for the top item in each spot. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of the key elements of crafting is that to acquire the best stuff you need the recipes to make them. and recipes drop. You might find those from final bosses in hell difficulty. It is our goal that some crafted items are viable as top tier items. we don’t want crafting to dominate. If anything, we’ll make them the smallest percentage of the items. But we do want to make some crafted items obviously the best in their area. So that when you get a max level char, they’re not wearing just rares/legendary/crafted. But a mixture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Might the high end Crafted Items be too good? Could a player mass produce them and flood the market, almost as if they had a way to dupe? [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''If Artisan items are that great, can they be created in bulk and traded and passed around?&lt;br /&gt;
::'''Jay Wilson: '''The problem with that idea is that the D3 crafting system produces random items. So there won’t be high end crafted items that don’t have completely random properties. &lt;br /&gt;
&lt;br /&gt;
Crafting is more like gambling was in D2. You know what type of item,but not the mods. So even the uber [[recipes]] you’ll have to make a ton of them to get one that’s really good. Even if crafting does make a lot of great same type of item, it would just devalue it since other people could probably do the same thing. We don’t think that’s a problem as long as crafted items are a small % of the overall [[high end]] items.&lt;br /&gt;
&lt;br /&gt;
==Diablo II Crafting==&lt;br /&gt;
&lt;br /&gt;
Diablo III's item crafting takes {{iw|crafting Diablo II's crafting system}} and expands upon it. The same basic mechanic exists; crafted items are a predictable item type, and they have preset mods that will vary within a slight range, while bonus modifiers are tacked on to make or break the item, quality-wise.&lt;br /&gt;
&lt;br /&gt;
Diablo III adds a lot to it, of course, combining elements of gambling, as well as item recycling and creation to the process. There are hundreds more recipes in Diablo 3 than there were in Diablo 2, plus the rare recipes that can only be obtained as item drops from monsters. &lt;br /&gt;
&lt;br /&gt;
The Artisan interactions are all new as well, with their quest and story input adding to the game. They make crafting much easier as well; players have all they need to know in the game; there's no need to print out or memorize crafting recipes from websites. Crafting is much easier in Diablo III as well, since the items are created from materials. Diablo 2 required players to find an item of the type they wanted to craft, which the recipe would then reroll. That was easy with rings and amulets, but other recipes required a specific quality or types of boot or glove or other item, plus high level gems, which took time to create. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:artisans]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:recipes]]&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Jarpy</name></author>	</entry>

	</feed>