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		<updated>2026-04-08T03:26:25Z</updated>
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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Talk:Poison_Mage&amp;diff=12910</id>
		<title>Talk:Poison Mage</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Talk:Poison_Mage&amp;diff=12910"/>
				<updated>2009-09-19T02:21:08Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In regard to &amp;quot;Poison Mages are reminiscent of other Mage enemies in Diablo II, but they aren't visually related to anything we've seen before,&amp;quot; they actually look like something we have seen before: Baal. They have insect legs and the horn like spindles on their backs. I don't know if they'd have a relation to Baal though, considering he's defeated(?)&lt;br /&gt;
---LordOfStrategy&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=11018</id>
		<title>Known Items Listing</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=11018"/>
				<updated>2009-08-21T23:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Little is known about the [[Items]] in [[Diablo III]]. There will likely be uniques, sets and many other items of the types we're familiar with from ''Diablo II'', but this far before release the D3 team is keeping quiet about item types, and what we see in screenshots and gameplay movies is subject to change.&lt;br /&gt;
&lt;br /&gt;
==Items in the WWI Gameplay Movie==&lt;br /&gt;
The name colours of these items are not yet confirmed. White items seem to be normal, but purple are unknown. There were no purple named item types in Diablo II, so it's unknown if these are analogous to Rare, Set, or Unique, or are an entirely new type of item. Also keep in mind that item stats are the sort of feature that is highly subject to change during development.&lt;br /&gt;
&lt;br /&gt;
The Diablo III team is taking a lot of inspiration from [[World of Warcraft]], meaning the purple items in Diablo III could be Epics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Colors and Item Types==&lt;br /&gt;
&lt;br /&gt;
The Background and the name of items is colored to show which Item Type they are, The colors and item types are:&lt;br /&gt;
&lt;br /&gt;
*Normal items = No/White Color: An Item that has no magical effects.&lt;br /&gt;
*Magic items = Blue Color: An Item that has some random magical effects/Attributes, each effect/attribute bonus gives a specific prefix and/or a specific suffix to the name of the item to reflect this.&lt;br /&gt;
*Rare items = Yellow Color: An Item that has Many random magical effects/Attributes, including some unique ones and is better by stats than a magical item. It comes with a randomly selected preset name.&lt;br /&gt;
*Set items = Unknown Color (Speculated to be either Green, Purple or Gold): Set items belong to a set, which is powerful if the set is complete. Some sets are made for specific classes and increase the class' skills and gives effects/attributes more appropriate for that class. Each set and set piece is Uniquely named. Set items complement one another, so if you have 2 different items of the same set (I.E Boots and Gloves), you will get a bonus for having 2 items of the set.&lt;br /&gt;
*Unique/Legendary items = Unknown Color (Speculated to be either Green, Purple or Gold) : Considered to be the best items in the game, they will be uniquely named, will look unique and will possess unique effects/attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Stats==&lt;br /&gt;
Items that were seen hovered on, allowing their stats to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Items-equipped.jpg|frame|center|Hovering on an item shows its stats compared to what you currently have equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
List of Items Seen in the game or from screenshots:&lt;br /&gt;
(2H = Two-Handed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Weapons'''&lt;br /&gt;
**'''Axes'''    [[Image:Axe.png|40px]]&lt;br /&gt;
*** Gaff and Spitze. : It is unknown if &amp;quot;Gaff&amp;quot; or &amp;quot;Spitze&amp;quot; is a TYPE of axe or the rumored names of the Barbarian's slain Children.&lt;br /&gt;
***Heavy Axe.&lt;br /&gt;
***Double Axe.&lt;br /&gt;
***Hand Axe.&lt;br /&gt;
***Military Pick.&lt;br /&gt;
***Two-Handed Axe (2H).&lt;br /&gt;
***Long Axe.&lt;br /&gt;
**'''Maces'''    [[Image:Club.png]]&lt;br /&gt;
***Annihilator Maul (2H).&lt;br /&gt;
***Club.&lt;br /&gt;
***Spiked Club.&lt;br /&gt;
***Two-Handed Club (2H).&lt;br /&gt;
**'''Thrown'''&lt;br /&gt;
*** Throwing Knife.&lt;br /&gt;
**'''Wands'''&lt;br /&gt;
***Lesser Wand.&lt;br /&gt;
***Yew Wand. &lt;br /&gt;
**'''Staves'''&lt;br /&gt;
***Short Staff.&lt;br /&gt;
***Eagle Orb. (Eagle Orbs were a Sorceress-Only type of stave, 1 handed) &lt;br /&gt;
**'''Bows'''&lt;br /&gt;
***Short Bow.&lt;br /&gt;
**'''Swords'''    [[Image:Sword.png]]&lt;br /&gt;
***Short Sword.&lt;br /&gt;
***Falchion.&lt;br /&gt;
***Scimitar.&lt;br /&gt;
**'''Daggers'''&lt;br /&gt;
***Short Dagger.&lt;br /&gt;
***Long Dagger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Armor'''&lt;br /&gt;
**'''Shields'''    [[Image:Shield.png]]&lt;br /&gt;
***Buckler.&lt;br /&gt;
***Large Shield.&lt;br /&gt;
***Magic Orb.(This Wizard-Only Item, while not a shield, goes into the Shield Slot in the inventory. It provides various magical benefits but does not block or have an armor rating, it was seen in the inventory in the 2009 Gamescon video, it provided 19% increase to spell damage.)&lt;br /&gt;
**'''Boots'''    [[Image:Boots.png]]&lt;br /&gt;
***Plated Greaves.&lt;br /&gt;
***Leather Boots.&lt;br /&gt;
**'''Belts'''    [[Image:Belt.png]]&lt;br /&gt;
***Sash.&lt;br /&gt;
***Scale Belt.&lt;br /&gt;
**'''Body Armor'''    [[Image:Chest.png]]&lt;br /&gt;
***Quilted Armor.&lt;br /&gt;
***Gothic Plate.&lt;br /&gt;
***Leather Armor.&lt;br /&gt;
**'''Helms'''&lt;br /&gt;
***Gothic Helm.&lt;br /&gt;
***Skull Cap.&lt;br /&gt;
**'''Gloves'''    [[Image:Gloves.png]]&lt;br /&gt;
***Leather Gloves.&lt;br /&gt;
***Gauntlets.&lt;br /&gt;
***Worn Gloves.&lt;br /&gt;
**'''Legs'''    [[Image:Pants.png]]&lt;br /&gt;
***Quilted Pants.&lt;br /&gt;
***Plate Leggings.&lt;br /&gt;
***Leather Pants.&lt;br /&gt;
**'''Shoulder Pad(s)'''. &lt;br /&gt;
***Plated Pauldrons.&lt;br /&gt;
***Quilted Shoulder Pads.&lt;br /&gt;
***Leather Shoulder Pads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Consumables'''&lt;br /&gt;
**'''[[Elixirs]]''' provide effects for a limited period, and have a number on the end indicating the rank of the elixir (so far, only rank 1 and rank 3 elixirs were seen). Higher ranks of Elixirs could mean better effects and/or longer lasting time. (Standard lasting time is 300 seconds as was seen in the BlizzCon Demo)&lt;br /&gt;
***Elixir of Strength I. : Gives X amount of Strength for Y amount of time.&lt;br /&gt;
***Elixir of Dexterity I. : Gives X amount of Dexterity for Y amount of time.&lt;br /&gt;
***Elixir of Vitality I. : Gives X amount of Vitality for Y amount of time.&lt;br /&gt;
***Elixir of Willpower I. : Gives X amount of Willpower for Y amount of time.&lt;br /&gt;
***Elixir of Regeneration I. : Restores X amount of HP over Y amount of time. [[Image:Elixir.png]]&lt;br /&gt;
**'''Scrolls''' are small, stackable, 1-time-use items that provide effects for a limited period. World of Warcraft has similar scrolls, which buff the player for 30 to 60 minutes with various buffs (mostly stats and armor). They too have ranks, except they are represent by an adjective instead of a number, that could mean better effects and/or longer lasting time.&lt;br /&gt;
***Scroll of Town Portal : Opens a portal to town. Could be a completely different scroll.[[Image:Blue_Scroll.png]] &lt;br /&gt;
***Unknown Red Scroll : As seen in the latest screenshots, 4 stacked red scrolls. They could be Scrolls of Identity, but this is not confirmed.[[Image:Red_Scroll.png]]&lt;br /&gt;
***Scroll of Superior Protection. : Gives X amount of Armor for Y amount of time.&lt;br /&gt;
**'''[[Potions]]''' are concoctions that provide the player with some sort of relief. 1 Potion has been seen so far in inventories, they have the same icon as they had in D2.&lt;br /&gt;
***Unknown Potion : According to video made at BlizzCon, this should be Elixir of Willpower I.[[Image:Potion.png]]&lt;br /&gt;
**'''[[Vials]]''' are a sort of potion, which are made for the player's teammates. The player cannot use them on himself, Only One vial has been seen in an inventory (in the Gamescon Video).&lt;br /&gt;
***Vial of Resurrection : In the item description (hard to read, by the way), it says &amp;quot;.... Fallen Party Member&amp;quot; (The 1st 3-4 words are unreadable). This implies that this vial is made to resurrect fallen party members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[:category:Jewelry|Jewelry]]'''&lt;br /&gt;
**'''[[Amulet]]s''' are worn in the Amulet Slot. There are various designs of amulets, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
**'''[[Rings]]''' are worn in the Rings Slots. There are various designs of rings, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
**'''[[Gem]]s''' are small, precious stones that are magically enchanted and can be socketed into an item, to give it a permanent effect (it is not known whether you can replace socketed gems). Each gem type has properties that give a specific effect depending where you socket it. Ranks of gems exist, and are named by how fine they are cut (Chipped, Flawless). As stated in a recent talk with [[Jay Wilson|Jay Wilson]], Sockets are random and affect all items, meaning that 1 player may get a Legendary item while another player gets that same item but with a socket(s).&lt;br /&gt;
***Topaz : A Yellow Coloured precious gem. May have Electrical properties.[[Image:Topaz.png]]&lt;br /&gt;
***Emerald : A Green Coloured precious gem. May have Poison properties.[[Image:Emerald.png]]&lt;br /&gt;
***Sapphire : A Blue Coloured precious gem. May have Frost properties.[[Image:Sapphire.png]]&lt;br /&gt;
&lt;br /&gt;
==List of Prefixes/Suffixes/Non-Magical Prefixes==&lt;br /&gt;
&lt;br /&gt;
Items with non-magical prefixes, are not Magic items, they still maintain a white colored name, they are rather, prefixes that make the item better than normal, sometimes adding magical effects BUT not making the item change its color to blue. Also the magical effects (if any) are randomized.&lt;br /&gt;
&lt;br /&gt;
Note: &amp;quot;...&amp;quot; = the name of the item. So &amp;quot;.... of Storms&amp;quot; could mean &amp;quot;Heavy Axe of Storms&amp;quot; or &amp;quot;Short Sword of Storms&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''List of Prefixes'''&lt;br /&gt;
** &amp;quot;Savage ...&amp;quot; : Gives X amount of Damage Increase in Percentages to the weapon.&lt;br /&gt;
** &amp;quot;Restless ...&amp;quot; : Increases the base experience rewarded per kill by X.&lt;br /&gt;
** &amp;quot;Oracle's ...&amp;quot; : Spells deal X% more damage.&lt;br /&gt;
** &amp;quot;Locust's ...&amp;quot; : It is unknown what this prefix adds to an item, it was seen in the gamescon video, part 2. It was on a Shoulder Pad.&lt;br /&gt;
** &amp;quot;Piercing ...&amp;quot; : Gives X to Critical Strike Rating.&lt;br /&gt;
** &amp;quot;Devastating ...&amp;quot; : Unknown.&lt;br /&gt;
&lt;br /&gt;
* '''List of Suffixes'''&lt;br /&gt;
** &amp;quot;... of Brilliance&amp;quot; : Gives X to Willpower.&lt;br /&gt;
** &amp;quot;... of Immolation&amp;quot; : Gives X to Y amount of Fire Damage.&lt;br /&gt;
** &amp;quot;... of Storms&amp;quot; : Gives X to Y amount of Lightning Damage.&lt;br /&gt;
** &amp;quot;... of Frost&amp;quot; : Gives X to Y amount of Cold Damage.&lt;br /&gt;
** &amp;quot;... of Wrath&amp;quot; : Gives X to Maximum Damage.&lt;br /&gt;
** &amp;quot;... of Accuracy&amp;quot; : Gives X to Dexterity.&lt;br /&gt;
** &amp;quot;... of Craftsmanship&amp;quot; : Unknown.&lt;br /&gt;
** &amp;quot;... of The Bear&amp;quot; : Gives X to Life.&lt;br /&gt;
&lt;br /&gt;
* '''Non-Magical Prefixes'''&lt;br /&gt;
** &amp;quot;Superior ...&amp;quot;&lt;br /&gt;
** &amp;quot;Inferior ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Runes==&lt;br /&gt;
&lt;br /&gt;
*'''Skill [[Runes]]''' can be socketed into skills to improve them uniquely based on the rune socketed.&lt;br /&gt;
** [[Hydra Rune]]: Increases skill quantity.[[Image:Hydra.png]]&lt;br /&gt;
** [[Viper Rune]]: Increases skill lethality.[[Image:Viper.png]]&lt;br /&gt;
** [[Force Rune]]: Increases power of skill.[[Image:Force.png]]&lt;br /&gt;
** [[Energy Rune]]: Reduces [[Resource Pool|resource]] cost of skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Misc Small Items==&lt;br /&gt;
According to Jay Wilson during his short interview for [[BlizzCast_Episode_6|the 6th Blizzcast episode]], elixirs will provide a short-term buff. For more information see [[BlizzCast_Episode_6|a transcript of the blizzcast]], or our article on [[elixirs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
{{GamesCom 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=10768</id>
		<title>Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=10768"/>
				<updated>2009-08-17T23:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Thousand Pounder]] is a special [[monster]] of a mini-[[boss]] variety. He is slow, but deals massive damage with his two huge maces. He appears to be a [[Demon]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-thousand-pounder1.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|bosstype= boss&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Bosses&lt;br /&gt;
|role= Boss&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= N/A&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= 2x Mace&lt;br /&gt;
|dps= High&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Slow&lt;br /&gt;
|movement= Slow&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= Enrage&lt;br /&gt;
|found= [[Forgotten Tombs]]&lt;br /&gt;
}}[[Image:Mon-thousand-pounder-concept1.jpg|left|thumb|220px|Concept art of the Thousand Pounder(s).]]Thousand Pounder is a special boss monster, seen in the [[WWI 2008]] [[gameplay movie]] and a few related screenshots. It's not known if he's one particular individual out of a whole class of big, fat, dual-wielding, tattooed [[Demon]]s, or if he's a special, one-of-a-kind demon. He's not an [[Act Boss]] or a major [[Quest boss]] though, that much was made clear in the panels at the WWI event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Demon is summoned (as is described below), and sets to attack the player. Once he's ready to rumble, Thousand Pounder moves slowly, but with tremendous power, and deals heavy damage with his two large maces. When he smacks his two maces together, you don't want to be standing in the impact zone. In the gameplay movie, a [[Barbarian]] avoids damage by jumping around the beast with [[Leap Attack]] and uses [[Furious Charge]] to smash through the fatty monster. Other classes will likely be able to have some sort of similar mobility skills, like the [[Wizard]] skill [[Teleport]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When his [[life]] drops below about 50%, he kicks into an enraged mode. At that point his tattoos begin to glow red and he moves much more quickly. He retains this rage until he is killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Thousand Pounder doesn't have any additional minions or other monsters to help him out, so if the player uses an avoidance tactic and tries to damage him with ranged attacks, or forces him to use his strong but slow attacks, dodges them, and counter attacks before the Pounder retaliates, he can be taken down easily. Just remember not to get hit by the maces, and you'll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Summoning Ritual===&lt;br /&gt;
Thousand Pounder is summoned up in a scripted event. The [[Barbarian]] in the [[Gameplay_WWI2008| Gameplay movie]] from WWI 2008 is running through the [[Forgotten Tombs]] when he comes upon a circle of five [[Dark Cultist]]s channelling their energy to call up the [[Demon]]. At first there are three pale-skinned youths dancing in the circle. They explode one by one, and then from their blood and flesh the demon is made incarnate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon1.jpg|center|thumb|600px|Youths dance, then are sacrificed to call forth Thousand Pounder.]]&lt;br /&gt;
&lt;br /&gt;
While the Barbarian watches, lights began to glow and the Thousand Pounder takes form. First his bones appear, then muscles, then skin over the top, until with a final explosion that sends the Cultists flying, Thousand Pounder bursts into life. &lt;br /&gt;
&lt;br /&gt;
The brainstorming and work that went into creating this sequence was discussed between [[Bashiok]], [[Julian Love]] and [[Mike Nicholson]] during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh... I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...&lt;br /&gt;
&lt;br /&gt;
::'''Mike:'''&amp;quot; Oh yeah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' Very cool, and is that something we’ll see in the final game you think?&lt;br /&gt;
&lt;br /&gt;
::'''Julian: '''Oh yeah, in fact I think there’s been a lot of off-shoot ideas. Like every other monster in the game, where applicable, we ended building a skeletal structure into him, and even a muscular set and things like that, that you see. And those things are functional, so I wouldn’t be surprised if you see skeletal and muscular thousand pounders running around, maybe half-summoned, and that sort of thing. There’s a lot of leeway with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon2.jpg|center|thumb|600px|Bones form, then are covered by muscle.]]&lt;br /&gt;
&lt;br /&gt;
===Death Animation===&lt;br /&gt;
&lt;br /&gt;
When he is defeated his death animation is basically the summoning animation in reverse; his skin sloughs off, then his muscles, before his bones clatter to the ground.&lt;br /&gt;
&lt;br /&gt;
===Thousand Pounder 'Title'===&lt;br /&gt;
The title '[[Gluttony]] [[Incarnate]]' is a mystery. Comparing this big fella with the [[Siegebreaker Assault Beast]], he seems to have a 'title' that would work very much like Diablo 2 {{iw|Monster_Modifiers Monster Modifiers}}. Still, 'Gluttony Incarnate' could be his ''title'' just like the Siegebreaker's 'Living Siege Engine of Hell' obviously must be. The [[Thousand Pounder]] could also very well be an equivalent of a Diablo II {{iw|Superunique Superunique}}, with a different name than other units that look the same (as the Thousand Pounder has been depicted to come in packs in concept art). &lt;br /&gt;
&lt;br /&gt;
Other players have speculated that perhaps we'll see mini-bosses with names inspired by all [http://en.wikipedia.org/wiki/Seven_deadly_sins seven deadly sins]. It's purely speculation at this point, but it's as good a guess as any.&lt;br /&gt;
# Lust&lt;br /&gt;
# Gluttony&lt;br /&gt;
# Greed&lt;br /&gt;
# Sloth&lt;br /&gt;
# Wrath&lt;br /&gt;
# Envy&lt;br /&gt;
# Pride&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
*[[Image:Mon-thousand-pounder2.jpg|thumb|right|Rage mode activated.]]'''Enrage''' - The Thousand Pounder enrages when he reaches 50% health, making his tattoos glow ominously, and increasing his speed and damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known X Types===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Display the different types of enemies, like weapon/equipment carried, or behavior difference.&lt;br /&gt;
* Example: Warrior, Archer, Mage&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
* [[Dark Cultist]] - These creatures summon the Thousand Pounder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
List any &amp;quot;character&amp;quot; monster, such as King Leoric for skeletons and the Butcher for Overlords.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Nothing is specifically known about the background of the Thousand Pounder. Is it a &amp;quot;[[Superunique]]&amp;quot; of this &amp;quot;Fat Demon&amp;quot; kind, or is it a type of monster all together? The concept art seems to indicate that it's not a unique entity, showing a Barbarian with several of these creatures, but the matter in which he is summoned could suggest he is a little bit of a personality anyway. He is in either way powerful enough to require a quite advanced summoning to enter the physical realm.&lt;br /&gt;
&lt;br /&gt;
==Diablo I &amp;amp; II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo I]] or [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===The D3 Team on Thousand Pounder===&lt;br /&gt;
Thousand Pounder was discussed in the [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI Denizens of Diablo]] panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''The other way we emphasize [[monster]] character and personality is to look at the monster on whole. How do they get on screen and die? He's going to be on screen in a cool way, so we went to the the Thousand Pounder here. He's all bout hell. He's summoned from it literally piece by piece. When he gets on screen we figured he should be made and big. Express anger. Part of his gameplay is that he gets really mad when he's almost dead. Throws a huge temper tantrum and this changes how he plays and how the player has to play against him. When he's enraged we changed how he looked; made his tattoos glow, gave him new attack animations and special effects. When he dies the animation is somewhat a reverse of how he came on screen. We did this to show of the whole idea that he's from hell.''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Notes from development of monster. Might have changed between games, or during Alpha/Beta/Release stages.&lt;br /&gt;
* Appearance&lt;br /&gt;
* Concepts&lt;br /&gt;
* How the unit evolved&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
===The Metric System===&lt;br /&gt;
Speculative (and humorous), are suggestions for what this monster could be called in non-US/UK versions of the game, where the people don't, in [http://www.imdb.com/title/tt0110912/quotes the words of Vincent], &amp;quot;know what the f**k a quarter pounder is.&amp;quot; Somehow, calling this boss the, &amp;quot;Four hundred and fifty four kilo'er&amp;quot; doesn't have quite the same ring to it...&lt;br /&gt;
&lt;br /&gt;
A thread was started with this topic in the Unofficial Diablo 3 Forums as well.[http://forums.diii.net/showthread.php?t=712626]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stay-Puft-Marshmallow-Pounder===&lt;br /&gt;
On the 30th of January, 2009[http://www.diii.net/blog/comments/thousand-pound-ghostbuster/], [[Bashiok]] responded to a [[Battle.net]] thread[http://forums.battle.net/thread.html?topicId=14697601893&amp;amp;postId=146959698364&amp;amp;sid=3000#0] about the similarities with Stay Puft from the [http://www.imdb.com/title/tt0087332/ Ghostbusters film]. His response was the image to the right here:&lt;br /&gt;
[[Image:Ghostbusters_Thousand_Pounder.jpg|thumb|499px|center|Similarities?]]&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=thousand-pounder Thousand-Pounder-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-thousand-summon1.jpg|Summoning, part 1.&lt;br /&gt;
Image:Mon-thousand-summon2.jpg|Summoning, part 2.&lt;br /&gt;
Image:Mon-thousand-pounder1.jpg|Thousand Pounder swingin'.&lt;br /&gt;
Image:Mon-thousand-pounder2.jpg|Enraging.&lt;br /&gt;
Image:Mon-thousand-pounder-concept1.jpg|Concept art: 5 fat-blobs visible.&lt;br /&gt;
Image:Ghostbusters_Thousand_Pounder.jpg|Looking like Stay Puft?&lt;br /&gt;
Image:Delowyn Pounder.jpg|3D render by [[Delowyn]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;References&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI 2008: Denizens of Diablo Panel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox}}&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=10767</id>
		<title>Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Thousand_Pounder&amp;diff=10767"/>
				<updated>2009-08-17T23:00:20Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: various grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Thousand Pounder]] is a special [[monster]] of a mini-[[boss]] variety. He is slow, but deals massive damage with his two huge maces. He appears to be a [[Demon]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-thousand-pounder1.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|bosstype= boss&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Bosses&lt;br /&gt;
|role= Boss&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= N/A&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= 2x Mace&lt;br /&gt;
|dps= High&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Slow&lt;br /&gt;
|movement= Slow&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= Enrage&lt;br /&gt;
|found= [[Forgotten Tombs]]&lt;br /&gt;
}}[[Image:Mon-thousand-pounder-concept1.jpg|left|thumb|220px|Concept art of the Thousand Pounder(s).]]Thousand Pounder is a special boss monster, seen in the [[WWI 2008]] [[gameplay movie]] and a few related screenshots. It's not known if he's one particular individual out of a whole class of big, fat, dual-wielding, tattooed [[Demon]]s, or if he's a special, one-of-a-kind demon. He's not an [[Act Boss]] or a major [[Quest boss]] though, that much was made clear in the panels at the WWI event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Demon is summoned (as is described below), and sets to attack the player. Once he's ready to rumble, Thousand Pounder moves slowly, but with tremendous power, and deals heavy damage with his two large maces. When he smacks his two maces together, you don't want to be standing in the impact zone. In the gameplay movie, a [[Barbarian]] avoids damage by jumping around the beast with [[Leap Attack]] and uses [[Furious Charge]] to smash through the fatty monster. Other classes will likely be able to have some sort of similar mobility skills, like the [[Wizard]] skill [[Teleport]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When his [[life]] drops below about 50%, he kicks into an enraged mode. At that point his tattoos begin to glow red and he moves much more quickly. He retains this rage until he is killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Thousand Pounder doesn't have any additional minions or other monsters to help him out, so if the player uses an avoidance tactic and tries to damage him with ranged attacks, or forces him to use his strong but slow attacks, dodges them, and counter attacks before the Pounder retaliates, he can be taken down easily. Just remember not to get hit by the maces, and you'll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Summoning Ritual===&lt;br /&gt;
Thousand Pounder is summoned up in a scripted event. The [[Barbarian]] in the [[Gameplay_WWI2008| Gameplay movie]] from WWI 2008 is running through the [[Forgotten Tombs]] when he comes upon a circle of five [[Dark Cultist]]s channelling their energy to call up the [[Demon]]. At first there are three pale-skinned youths dancing in the circle. They explode one by one, and then from their blood and flesh the demon is made incarnate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon1.jpg|center|thumb|600px|Youths dance, then are sacrificed to call forth Thousand Pounder.]]&lt;br /&gt;
&lt;br /&gt;
While the Barbarian watches, lights began to glow and the Thousand Pounder takes form. First his bones appear, then muscles, then skin over the top, until with a final explosion that sends the Cultists flying, Thousand Pounder bursts into life. &lt;br /&gt;
&lt;br /&gt;
The brainstorming and work that went into creating this sequence was discussed between [[Bashiok]], [[Julian Love]] and [[Mike Nicholson]] during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh... I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...&lt;br /&gt;
&lt;br /&gt;
::'''Mike:'''&amp;quot; Oh yeah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Julian:''' [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' Very cool, and is that something we’ll see in the final game you think?&lt;br /&gt;
&lt;br /&gt;
::'''Julian: '''Oh yeah, in fact I think there’s been a lot of off-shoot ideas. Like every other monster in the game, where applicable, we ended building a skeletal structure into him, and even a muscular set and things like that, that you see. And those things are functional, so I wouldn’t be surprised if you see skeletal and muscular thousand pounders running around, maybe half-summoned, and that sort of thing. There’s a lot of leeway with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-thousand-summon2.jpg|center|thumb|600px|Bones form, then are covered by muscle.]]&lt;br /&gt;
&lt;br /&gt;
===Death Animation===&lt;br /&gt;
&lt;br /&gt;
When he is defeated his death animation is basically the summoning animation in reverse; his skin sloughs off, then his muscles, before his bones clatter to the ground.&lt;br /&gt;
&lt;br /&gt;
===Thousand Pounder 'Title'===&lt;br /&gt;
The title '[[Gluttony]] [[Incarnate]]' is a mystery. Comparing this big fella with the [[Siegebreaker Assault Beast]], he seems to have a 'title' that would work very much like Diablo 2 {{iw|Monster_Modifiers Monster Modifiers}}. Still, 'Gluttony Incarnate' could be his ''title'' just like the Siegebreaker's 'Living Siege Engine of Hell' obviously must be. The [[Thousand Pounder]] could also very well be an equivalent of a Diablo II {{iw|Superunique Superunique}}, with a different name than other units that look the same (as the Thousand Pounder has been depicted to come in packs in concept art). &lt;br /&gt;
&lt;br /&gt;
Other players have speculated that perhaps we'll see mini-bosses with names inspired by all [http://en.wikipedia.org/wiki/Seven_deadly_sins seven deadly sins]. It's purely speculation at this point, but it's as good a guess as any.&lt;br /&gt;
# Lust&lt;br /&gt;
# Gluttony&lt;br /&gt;
# Greed&lt;br /&gt;
# Sloth&lt;br /&gt;
# Wrath&lt;br /&gt;
# Envy&lt;br /&gt;
# Pride&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
*[[Image:Mon-thousand-pounder2.jpg|thumb|right|Rage mode activated.]]'''Enrage''' - The Thousand Pounder enrages when he reaches 50% health, making his tattoos glow ominously, and increasing his speed and damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known X Types===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Display the different types of enemies, like weapon/equipment carried, or behavior difference.&lt;br /&gt;
* Example: Warrior, Archer, Mage&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
* [[Dark Cultist]] - These creatures summon the Thousand Pounder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
List any &amp;quot;character&amp;quot; monster, such as King Leoric for skeletons and the Butcher for Overlords.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Nothing is specifically known about the background of the Thousand Pounder. Is he a &amp;quot;[[Superunique]]&amp;quot; of this &amp;quot;Fat Demon&amp;quot; kind, or is it a type of monster all together? The concept art seems to indicate that it's not a unique entity, showing a Barbarian with several of these creatures, but the matter in which he is summoned could suggest he is a little bit of a personality anyway. He is in either way powerful enough to require a quite advanced summoning to enter the physical realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo I &amp;amp; II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo I]] or [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===The D3 Team on Thousand Pounder===&lt;br /&gt;
Thousand Pounder was discussed in the [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI Denizens of Diablo]] panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''The other way we emphasize [[monster]] character and personality is to look at the monster on whole. How do they get on screen and die? He's going to be on screen in a cool way, so we went to the the Thousand Pounder here. He's all bout hell. He's summoned from it literally piece by piece. When he gets on screen we figured he should be made and big. Express anger. Part of his gameplay is that he gets really mad when he's almost dead. Throws a huge temper tantrum and this changes how he plays and how the player has to play against him. When he's enraged we changed how he looked; made his tattoos glow, gave him new attack animations and special effects. When he dies the animation is somewhat a reverse of how he came on screen. We did this to show of the whole idea that he's from hell.''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Notes from development of monster. Might have changed between games, or during Alpha/Beta/Release stages.&lt;br /&gt;
* Appearance&lt;br /&gt;
* Concepts&lt;br /&gt;
* How the unit evolved&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
===The Metric System===&lt;br /&gt;
Speculative (and humorous), are suggestions for what this monster could be called in non-US/UK versions of the game, where the people don't, in [http://www.imdb.com/title/tt0110912/quotes the words of Vincent], &amp;quot;know what the f**k a quarter pounder is.&amp;quot; Somehow, calling this boss the, &amp;quot;Four hundred and fifty four kilo'er&amp;quot; doesn't have quite the same ring to it...&lt;br /&gt;
&lt;br /&gt;
A thread was started with this topic in the Unofficial Diablo 3 Forums as well.[http://forums.diii.net/showthread.php?t=712626]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stay-Puft-Marshmallow-Pounder===&lt;br /&gt;
On the 30th of January, 2009[http://www.diii.net/blog/comments/thousand-pound-ghostbuster/], [[Bashiok]] responded to a [[Battle.net]] thread[http://forums.battle.net/thread.html?topicId=14697601893&amp;amp;postId=146959698364&amp;amp;sid=3000#0] about the similarities with Stay Puft from the [http://www.imdb.com/title/tt0087332/ Ghostbusters film]. His response was the image to the right here:&lt;br /&gt;
[[Image:Ghostbusters_Thousand_Pounder.jpg|thumb|499px|center|Similarities?]]&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=thousand-pounder Thousand-Pounder-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-thousand-summon1.jpg|Summoning, part 1.&lt;br /&gt;
Image:Mon-thousand-summon2.jpg|Summoning, part 2.&lt;br /&gt;
Image:Mon-thousand-pounder1.jpg|Thousand Pounder swingin'.&lt;br /&gt;
Image:Mon-thousand-pounder2.jpg|Enraging.&lt;br /&gt;
Image:Mon-thousand-pounder-concept1.jpg|Concept art: 5 fat-blobs visible.&lt;br /&gt;
Image:Ghostbusters_Thousand_Pounder.jpg|Looking like Stay Puft?&lt;br /&gt;
Image:Delowyn Pounder.jpg|3D render by [[Delowyn]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;References&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[WWI_2008:_Denizens_of_Diablo_Panel#Custom_Deaths|WWI 2008: Denizens of Diablo Panel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox}}&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Experience&amp;diff=10688</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Experience&amp;diff=10688"/>
				<updated>2009-08-11T05:24:22Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: /* Gaining Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience''' is earned by killing [[monster]]s and finishing [[quest]]s. Nothing is yet known of the formulas used in [[Diablo III]], but it's assumed that the process will work roughly as it did in [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Gaining Experience==&lt;br /&gt;
Killing [[monster]]s of about the same [[level]] as your [[character]] will gain your character more experience, while monsters are worth a decreasing percentage of their full value as they get further above or below your character's level. It's likely that experience will be gained from [[quest]]s as well, similar to how it works in [[World of WarCraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play testers from the [[BlizzCon 2008]] demo build (October) reported that the level up speed, from 5-10, was about the same as it is in [[Diablo II]], or perhaps even a bit faster. How well the progress rate in that demo of the game will correspond to the final game is not known.&lt;br /&gt;
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==Level Up Bonus==&lt;br /&gt;
[[Image:Level-up2.jpg|thumb|300px|Level up display.]]Characters gain 1 skill point and 5 [[attribute]] points (which are automatically distributed) when they level up in [[Diablo III]]. Other bonuses are added as well, including gains in [[mana]], [[life]], damage, to/hit, and more. Details are not yet known (or finalized, with the game still in development).&lt;br /&gt;
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The actual level up moment is displayed very vividly in Diablo III. Instead of just a sound effect, there's a bright visual graphic, as a funnel of orange light washes down over the player, exploding outwards. Any [[monster]]s in range are blasted by the level up bonus, which deals considerable damage.&lt;br /&gt;
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==Experience Combo Bonuses==&lt;br /&gt;
A new feature in Diablo III grants experience bonuses for multiple kills in rapid succession. Characters score the usual experience for each kill, and then get a bonus on top of that for any series of kills. This bonus pops up on the screen whenever a character mows down five or more monsters in a row. In the [[BlizzCon 2008]] build, characters were allowed a few seconds between kills to keep the bonus counting. For instance, if there were a dozen [[zombie]]s on the screen, at least one needed to go down every 3 or 4 seconds for the bonus to keep adding up. Once there were no kills made for about 5 seconds, the bonus would display in big flashing letters and numbers.&lt;br /&gt;
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Multiple bonuses could be wracked up in succession; if the aforementioned screen of a dozen zombies yielded 6 quick kills, a pause, and then the other 6, two six-kill combos would be scored. Those would be worth less than a single 12-kill combo, though.&lt;br /&gt;
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Players who tested this feature in the BlizzCon 2008 demo noted that the experience bonuses were not massive, but they did seem noticeable. It's hard to judge such things the first time playing the game, when no one is sure how much experience anything is worth, or how long it takes to level up, so more thorough testing will be required in the future. &lt;br /&gt;
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&lt;br /&gt;
In an interview from BlizzCon 2008 [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], [[Jay Wilson]] said there was a maximum hard cap for the experience bonus, but that he'd set it so high he didn't think anyone would ever achieve it. {{iw|Secret_Cow_Level Secret Cow Level}} style mobs would be required?&lt;br /&gt;
&lt;br /&gt;
::Q: Is there any caps on the Killing Spree combo?&amp;lt;br&amp;gt;&lt;br /&gt;
::A: Yes, there is a maximum combination combo. It’s related to your level but I don’t think anyone can actually get it. It has a theoretical limit, but you are not likely to reach it.&lt;br /&gt;
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&lt;br /&gt;
Jay also said that there would be other bonuses (of unspecified types) to be had in Diablo III, and that they're going to look into how to make the bonuses more equitable for slower-killing character types. &lt;br /&gt;
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[[category:Character]]&lt;br /&gt;
[[category:Calculations]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Undead&amp;diff=10687</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Undead&amp;diff=10687"/>
				<updated>2009-08-11T04:41:24Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: editing/grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Undead''' is one of the three classifications of [[monster]]s in [[Diablo II]]. All monsters belong to one of the classifications in Diablo II, and certain spells or [[item]]s are more effective against different types of monsters.&lt;br /&gt;
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It's not known if these classifications will return in [[Diablo III]], but we're using it since it's a convenient way to sort things, until official information is released.&lt;br /&gt;
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The classifications of monsters we use in [[Diablo III]] are:&lt;br /&gt;
* [[Animal]]s ([[:Category:Animals|category]]) - Feral, unintelligent enemies.&lt;br /&gt;
* [[Demon]]s ([[:Category:Demons|category]]) - Mostly sinister, sentient monsters from [[Hell]].&lt;br /&gt;
* [[Object]]s ([[:Category:Objects|category]]) - Stationary obstacles, like traps.&lt;br /&gt;
* [[Undead]] ([[:Category:Undead|category]]) - Varying types of re-animated corpses, mostly from humans.&lt;br /&gt;
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For a full list of Undead monsters, check out the '''[[:Category:Undead|Undead Category]]'''. You can also go to the '''Diablo 2 Wiki''' to the find '''{{iw|Category:Undead Diablo 2 Undead}}'''.&lt;br /&gt;
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==Undead==&lt;br /&gt;
The '''Undead''' classification is for several types of [[Undead#Corpse_Types|corpse]] or [[skeleton]] reanimation. A [[Witch Doctor]] or [[Necromancer]] is capable of summoning undead [[monster]]s to help in battle without touching [[demonic magic]], but the term mostly refers to enemies of the player. The undead monsters vary greatly in appearance and intelligence.&lt;br /&gt;
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The demonic undead belong to the realm of influence of [[Mephisto]], who specializes in perverting the dead into macabre creations of undeath.&lt;br /&gt;
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==Skeletal Types==&lt;br /&gt;
[[Image:Mon-skeleton3.jpg|thumb|A [[Skeleton]].]]A lot of undead comes in the shape of a [[skeleton]], or a skeletal construct. As necromantic magic works, reanimated skeletons don't have to be made up of pieces from one single old skeleton, but can be made from pieces from a number of corpses. As [[Abd al-Hazir]] says in his [[Writings_of_Abd_al-Hazir:_Entry_no._0008|entry on the Skeletal Undead]], it's up to the [[Necromancer]] or mage that reanimates a skeleton and how much energy he infuses it with, and the intelligence and power of the skeleton varies greatly. Some are nothing more than a brainless shell, attacking with limbs or simple tools, while others have enough intellect to use more complex tools like bows, and powerful ones can cast spells and even summon additional skeletons themselves, making a skeletal army potentially very powerful.&lt;br /&gt;
&lt;br /&gt;
There are also truly powerful skeletal undead, like [[King Leoric]], which is infused by the power of his tormented soul in addition to dark magic.&lt;br /&gt;
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*Read more about this type of undead in the '''[[Skeleton]]''' article.&lt;br /&gt;
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==Corpse Types==&lt;br /&gt;
[[Image:Mon-ghouls3.jpg|thumb|Lots of [[Ghoul]]s.]]There is a great assortment of undead creatures. Some are restless spirits trapped in their bodies, and others are animated by [[Witch Doctor]]s, [[Necromancer]]s, mages or [[demon]]s. In some cases, several different corpses are built together to serve some other perverse use for the hordes of [[Hell]]. An example of this is the [[Grotesque]].&lt;br /&gt;
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===Ghouls===&lt;br /&gt;
[[Ghoul]]s are some sort of reanimated corpse but nothing like slow shambling [[zombie]]s; the ghouls are fast and uncanny, running hunched over in a bestial, almost quadrupedal style. They climb quickly and leap out at the player from all angles, seen scaling a huge wall to get into the action. They seem somewhat intelligent in that they can also wield weapons, such as swords.&lt;br /&gt;
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===Zombies===&lt;br /&gt;
[[Image:Mon-zombie3.jpg|thumb|A [[Zombie]].]][[Zombie]]s can be both re-animated corpses straight out of a grave, which require very little [[magic]] energy from a [[Necromancer]] to give a basic motivation (braaaains...) of destructive power. It's motivation can also be a restless spirit of the former inhabitant of the body, awakening again after death, looking for others to inflict this pain.&lt;br /&gt;
&lt;br /&gt;
Zombies are generally completely void of intelligence, and the wounds they received prior to their death often slows them down, making them dangerous primarily only in large numbers. They are the most basic sort of undead, often thought of as even less troublesome than [[Skeleton]]s. The one thing they have as an advantage is usually that they can take more physical punishment before they are destroyed, and the force or spirit that drives them is removed/expelled.&lt;br /&gt;
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===Mummies===&lt;br /&gt;
Mummies are usually powerful warriors or kings stored in great tombs of the [[Sanctuary]] desert tombs, and when reanimated, they will react similar to [[Zombie]]s. The difference is their power and capabilities of spreading disease easier. No mummy type enemies have been announced for [[Diablo III]] yet.&lt;br /&gt;
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==Construct Types==&lt;br /&gt;
[[Image:Mon-grotesque.jpg|thumb|100px|A [[Grotesque]].]]&amp;quot;Construct&amp;quot; undead can be made up of both bone and dead flesh. An undead is a &amp;quot;construct&amp;quot; if it is made up of more parts than the average corpse would have. The only example we have seen so far is a flesh construct, called the [[Grotesque]], but it's likely that we might see more sorts, and even bone constructs before the launch of [[Diablo 3]].&lt;br /&gt;
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==Incorporeal Types==&lt;br /&gt;
A great deal of undead comes in incorporeal forms, such as [[Wraith]]s. This type of undead is the ectoplasmic manifestation of a soul that chose to stay in the mortal realm after losing its normal life, a spirit that has been forced to stay through [[magic]], or perhaps pulled in to the mortal realm from the spirit world. Depending on the type, they usually require weapons of magical nature to damage, and they are experts in draining speed, [[mana|energy]] or [[life]] from anyone that would have a close encounter with them.&lt;br /&gt;
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==Higher Undead==&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|thumb|right|75px|[[Leoric]]]]Most general types of undead never reach a point where they are truly sentient, and even then, they are usually slaves to some sort of master that resurrected them. However, if enough dark magical power is infused in a corpse, skeleton or a skeletal construct, they can attain sentience, and even outdo their former master. Examples of this is classically Liches or Vampires, who often in turn raise lower undead as servants and guards.&lt;br /&gt;
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Besides [[King Leoric]], no other &amp;quot;Higher&amp;quot; undead has been announced for [[Diablo 3]].&lt;br /&gt;
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==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0008]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=564 Diablo 3 Artwork: Monsters]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=546 Diablo 3 Screenshots]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=597 Diablo 3 Gameplay Shots]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=598 Diablo 3 Cinematic Shots]&lt;br /&gt;
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{{monster navbox}}&lt;br /&gt;
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&lt;br /&gt;
[[category:Undead]]&lt;br /&gt;
[[category:Monsters]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Malformed&amp;diff=10686</id>
		<title>Malformed</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Malformed&amp;diff=10686"/>
				<updated>2009-08-11T04:22:06Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: editing/grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Malformed''' are some sort of many-mouthed behemoths, possibly mutated from [[Goatmen]].&lt;br /&gt;
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Malformed are [[Demon]]s.&lt;br /&gt;
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They were first shown in a shot from Diablo3.com [http://www.diii.net/gallery/showphoto.php?photo=921], but without any form of explanation of what it was or its name. During the 6th BlizzCast[http://www.diii.net/blog/comments/blizzcast-6-diablo-iii-qa/], we saw a full posting of the concept art below. [[Bashiok]] unfortunately did not give us any more information about the demon, but he's obviously malformed, and it does look like the faces, horns and hooves could indicate former Goatman kinship. It could also be a relation to the [http://www.diii.net/gallery/showphoto.php?photo=920 Fat Rat Shaman] concept. Time will tell.&lt;br /&gt;
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[[Image:Malformed.jpg|450px|center]]&lt;br /&gt;
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{{monster navbox}}&lt;br /&gt;
[[Category:Demons]]&lt;br /&gt;
[[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Teeth_of_Diablo&amp;diff=10657</id>
		<title>Teeth of Diablo</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Teeth_of_Diablo&amp;diff=10657"/>
				<updated>2009-08-09T18:42:39Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Teeth of Diablo''' appear to be some sort of power-infused spikes, used by Triune [[cultist]]s in making [[Dark Vessel]]s, and subsequently [[Activated Vessel]]s, but also hold additional powers of unknown potency.&lt;br /&gt;
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==Mysterious Teeth==&lt;br /&gt;
[[Image:Mon-activated-vessel-con.jpg|thumb|left|150px|Activated Vessel concept art, showing &amp;quot;[[Teeth of Diablo]]&amp;quot;.]][[Image:Blood_guard.jpg|thumb|150px|Artwork showing [[Triune Leader Blood Guard]] with &amp;quot;[[Teeth of Diablo]]&amp;quot; studded hammer. Remarkably similar to [[Berserker]]s.]]These metal spikes are seen in two pieces of artwork released by Blizzard, and mentioned in the [[Writings of Abd al-Hazir: Entry no. 0042|42nd entry of Abd al-Hazir's writings]].&lt;br /&gt;
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Not much info is available but the assumption can be made that these spikes, which are infused with symbols, may be the source of some [[demon]]ic power.&lt;br /&gt;
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One illustration contains a Triune Leader Blood Guard, with a studded hammer that contains Teeth of Diablo to make it more... well... pretty? Maybe it does more damage due to the teeth. Maybe it is the teeth that allows the Blood Guard to go into a berserker state. We just don't know yet.&lt;br /&gt;
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The only reference in literature to spikes that may refer to the Teeth of Diablo can be found in the [[Writings of Abd al-Hazir]], more specifically the [[Writings of Abd al-Hazir: Entry no. 0042|42nd entry]] regarding [[Dark Cultist]]s. While reading the entry you get a feeling that the entry and the illustration of a [[Dark Vessel]] and an [[Activated Vessel]]s are linked. In the entry they talk about spikes being driven into some complacent victim's back, which is clearly the case in the illustration.&lt;br /&gt;
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But this is all just speculation, we just don't know enough to really be able to say anything with any degree of confidence.&lt;br /&gt;
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[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Magic&amp;diff=10656</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Magic&amp;diff=10656"/>
				<updated>2009-08-09T18:30:17Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: /* Schools of Magic */&lt;/p&gt;
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&lt;div&gt;'''Magic''' is an essential part of [[Sanctuary]] and the planes surrounding the world. It is a force of the [[etheral plane]] that exists &amp;quot;under&amp;quot; the [[physical plane]] and can have turbulent manifestations when the two planes interact.&lt;br /&gt;
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==The Nature of Magic==&lt;br /&gt;
[[Image:Spells_n_Magic_Artwork.jpg|right|thumb|400px|Schematics and notes about Magic from the [[Diablo I Manual]].]]The primal arcane magical force that pervades [[Sanctuary]] is usually called &amp;quot;[[Mana]].&amp;quot; Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing. In Sanctuary, there are several divisions of magic, and great [[mage clan]]s dedicated to learning all the secrets about this force.&lt;br /&gt;
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Magic is not commonly accessible by just any man, but some people can use a minor degree of magic power to do very basic things. A very small minority of people have the additional magical spark and the great willpower required to control magic in a way that is more significant in effect. The culture of the [[Western Kingdoms]] is more negative toward magic than the [[Eastern]] ones, while they still hone the art of [[potion]]-crafting, which involves some magical components. Across the lands there are also remnants of old and magical items like [[ring]]s or [[amulet]]s that can still be found and used.&lt;br /&gt;
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The two primary planes of reality are the [[Physical plane]] and the [[Ethereal plane]]. The visual effects of magic becomes apparent when the two planes interact with each other and create turbulence. Some scholars try to explain the interaction of the two by likening the physical world with the sky and the Ethereal realm of magic with the ocean. The appearance of spells are much like the turbulence that occurs where the two interact with each other. During the [[Sin War]], [[Demon]] and [[Angel]] alike wrought powerful magics that threatened to tear the fabric of reality apart. The physical and magical realms began to blur and merge, which in this example would be the equivalent of a fierce hurricane.&lt;br /&gt;
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==Schools of Magic==&lt;br /&gt;
There are several types of magic which can be categorized based on the source of the energy. It's unknown exactly how it works, but it's likely to come from a representation of a power in the Ethereal plane, and that is where it is channeled it from. The bits and pieces of a spell can therefore be channelled as Holy magic, Prime magic or Elemental magic, for example.&lt;br /&gt;
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* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Arcane magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;A group name for magic, but also the most advanced and powerful of incantations. Can be used to manipulate the flow of time, and is considered highly volatile and dangerous.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Divine magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled through other entity or source of power. Effects are subject to the source.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Demonic magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[Burning Hells]]. Very corrupting and unreliable, but also has great raw power. Can summon demonic entities or bring forth destructive powers. Can be obtained through just accessing demonic energies as a skilled sorcerer, or through a pact with a [[demon]] of some power. Sometimes called the power of Chaos.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Godly magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the deity of the subject. Effects are usually limited to the deity's sphere of influence (ie: a god of fire will allow the subject to cast spells of a fiery nature), and their own whims on who should have the power.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Holy magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[High Heavens]]. A person must be granted this ability. Used mainly to battle the [[Undead]] and other [[demonic]] forces. Elemental magic can sometimes be channelled through the Holy force, as can the essence of Life. Sometimes called the power of Order.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Nature magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Using nature itself to channel magic energy. Nature spells are often more &amp;quot;primal&amp;quot; in nature than Elemental spells, and involves specific aspects of nature, or nature's spirits. Very different from other forms of magic, but can channel some elemental effects through it.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Spirit magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Additional magic in the world attached to spirits of different kinds. Not much is known about this source of power.&lt;br /&gt;
*** '''Death'''&amp;lt;br&amp;gt;It's not known if Death is part of the spiritual energies or not, but the essence of death is part of the [[Great Cycle of Being]] rather than only Dark/Demonic/Chaotic magic, even if they DO use death. Death is the opposite of life and death magic will hurt living creatures.&lt;br /&gt;
*** '''Life'''&amp;lt;br&amp;gt;It's not known if Life is part of the spiritual energies or not, but the essence of life is part of the [[Great Cycle of Being]] rather than only Light/Holy/Order magic, even if they DO use life. Life is the opposite of death and life magic will hurt undead creatures.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Prime magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from inside the body. Used mainly to allow the body to accomplish feats that are otherwise impossible. Can also be used to [[curse]] a target.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Elemental magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Standard&amp;quot; type of magic. Can be very forceful and full of power.&lt;br /&gt;
** '''Fire'''&amp;lt;br&amp;gt;It's relatively easy to form Mana into a flame, and to control it into a form, like a bolt, stream ball or wall. Used almost exclusively in a destructive manner.&lt;br /&gt;
** '''Lightning'''&amp;lt;br&amp;gt;It's easy to transform [[Mana]] into electricity, but hard to control. Used for casting bolts of lightning on foes, move objects, teleport or create a damage-absorbing shield.&lt;br /&gt;
** '''Cold'''&amp;lt;br&amp;gt;Drawing all heat out of a small area to create ice or frost. Used for damaging and chilling any would-be enemy of the [[sorcerer]]. Not as destructive as Fire or Electric magic, it can be more useful as a personal defence, or subduing an enemy.&lt;br /&gt;
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==Spells==&lt;br /&gt;
[[Image:wizard_disintegrate.jpg|center|900px|thumb|&amp;lt;center&amp;gt;[[Wizard]] using her [[Disintegrate]] ability.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Magic is an extremely powerful force and it has been studied my mages and scholars for hundreds of years, but the force is also very elusive and the power is never fully mastered. A &amp;quot;spell&amp;quot; is a magical incantation or kinetic movements that help weave and organise channelled [[Mana]] into a higher structure of useful effects.&lt;br /&gt;
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The Forces of [[Order]] sought to preserve the fabric of reality by limiting the power of mortal man using the [[Worldstone]]. This is why so few can wield magic, as much energy is lost in the transition of power between the two realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.&lt;br /&gt;
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All schooled [[sorcerer]]s spend hours studying these spells to learn how to master them and to improve their efficiency or power. After years of training, they will be able to cast spells with less &amp;quot;wasted&amp;quot; Mana, and with greater precision, making the spells more powerful while using less Mana for the same effect.&lt;br /&gt;
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Many of [[Sanctuary]]'s denizens can feel the aura that shines from spells, even if they can not interact with it. Hair rising at the back of your neck does not have to be a cold wind, it can be a reaction to nearby use of magic in sensitive people.&lt;br /&gt;
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While a powerful man might accidentally use magic without spells, this causes a jolt of energy to rush forward from the Ethereal plane, and the &amp;quot;spell&amp;quot; is as likely to kill him as doing anything else. Organised spells can be very intricate and specific or used for general chaos, depending on the intended effect. More complex spells will not necessarily require a lot more Mana, but they generally do.&lt;br /&gt;
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===Magical Transportation===&lt;br /&gt;
[[Image:Horadrim_Sigil.jpg|thumb|right|250px|The sigil of the [[Horadrim]].]][[Sanctuary]] is an absolutely huge world, and travelling from one end to the other of the known world will take a considerable time. Magicians around the world have naturally done what they can to decrease the time they travel, even spending years in research on how to do this. The powerful [[Horadrim]] brotherhood were the most advanced magic users at the time and they devised many ways to transport quickly without physically exerting themselves.&lt;br /&gt;
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====Waypoints====&lt;br /&gt;
[[Waypoint]]s 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 a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from [[runes|rune]]-inscribed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveller need to be physically standing on the stone to use it's power.&lt;br /&gt;
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The knowledge to create new Waypoints has since been lost, but some of these magical rocks can still be accessed and used. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.&lt;br /&gt;
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Waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.&lt;br /&gt;
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====Town Portal====&lt;br /&gt;
The [[Town Portal]] spell seems to be closely related to the [[Horadric]] [[Waypoint]] network, and uses similar magical components to the [[Teleport]] spell. However, it does not seem to require runes as a physical component like a Waypoint. The Brotherhood constructed numerous magical gateways between their mighty fortresses and settlements so that they could quickly concentrate their defences against any incursion by the [[Demon]]s. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart.&lt;br /&gt;
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It's likely that there are Waypoints with additional magic infused into them to allow the use of a Town Portal spell to the vicinity of that Waypoint. A Waypoint located at a former Horadrim fortress or settlement site could be what enables Town Portal spells to bring you there. If this is the case, it might be possible for a [[Sorcerer]] with enough skill to use a similar spell to teleport directly to a Waypoint. &lt;br /&gt;
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The town portal spell could also use a completely different set of teleportation nodes to the actual Waypoint network, made specifically for retreating back to the nearest safe place, and nothing else.&lt;br /&gt;
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Although the secret of creating these gateways as well as the Waypoints has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring the caster back to his point of origin. The [[Tristram Cathedral]] is built upon the remains of a Horadrim monastery, and has at least in the past harboured a portal gateway nearby.&lt;br /&gt;
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====Teleport====&lt;br /&gt;
The [[Teleport]] spell is a way for trained magic users to traverse the [[Ether]], and materialise in another location with the speed of thought. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques to transport. The Teleport spell is only reliable for short distances, like teleporting up a few stories in your tower apartments, or to escape imminent danger.&lt;br /&gt;
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It's unknown why the spell is only usable in short distances, but the likely scenario is that it becomes significantly harder to return to the [[Physical realm]], the farther away you try to re-emerge, and is why these beacon-like gateways have been made for Waypoints and Town Portal spells.&lt;br /&gt;
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====Planewalking====&lt;br /&gt;
Somewhat related to this topic is that of beasts capable of traversing both the [[Physical plane|Physical]] and Ethereal plane at the same time. One example of this is the demon called simply: &amp;quot;the [[Hidden]]&amp;quot;. Used by [[Diablo]] when he corrupted [[Tristram]], the demon is capable of phasing in and out of the Physical and Ethereal plane, essentially walking the line between them. This creature will travel on the Ethereal realm until someone is vulnerable to ambush. If wounded, he can phase back into the Ethereal plane to [[heal]] his wounds.&lt;br /&gt;
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What is interesting is that he never truly leaves either plane, and although he might be invisible, he's still possible to hurt with spells or effects if you know where he is. Magical spells that target automatically can easily find them, as their power originate from the Ethereal plane, making the Hidden as visible as ever.&lt;br /&gt;
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Whether this creature is capable of travelling through the Ethereal plane in a similar fashion to the [[Teleport]] spell is unknown, and they have not been seen for the last 20 years in the physical realm. They may have been hunted to extinction by the Hero who saved Tristram.&lt;br /&gt;
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===Magical Summoning===&lt;br /&gt;
There are different ways to summon companions, servants or familiars for [[caster]]s of [[Sanctuary]], it can be done with very different types of magic, and will produce very different types of summoned creatures. Everything from a small hellish [[Imp]] (that's harder to control than you might think), to a larger [[demon]], a divine [[Valkyrie]] of [[Athulua]], to nature spirits and the Holy Hammer of Ghrab Thaar can be brought into our physical realm with the right magical affinity.&lt;br /&gt;
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====Divine Interventions====&lt;br /&gt;
[[Image:Archangel Tyrael.jpg|right|thumb|300px|[[Archangel]] [[Tyrael]] doing something powerful.]]Divine summonings usually require not only affinity with supernatural powers, but also a great dedication to faith in the deity or other Divine power that is willing to grant intervention. [[Sanctuary]] is separated from other planes, and this makes it hard for extraplanar creatures and entities to affect our realm. It's similar to the Ethereal realm, where magic is drawn from, and a lot of circumstances must be optimal in order to allow Divine creatures to manifest on our plane, or using any form of magic. For a magician, it's a matter of being attuned to magic, but a priest, cleric, Paladin or other believer must instead focus on their inner faith and believes.&lt;br /&gt;
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[[Angel]]s generally don't manifest on Sanctuary, and few (if any) Holy spells are able to call an Angel through to the physical world. Powers of the [[High Heavens]] are still able to penetrate, and Holy soldiers such as [[Paladin]]s are able to tap into this power to expel the forces of [[Darkness]], much like [[Dark Cultist]]s can use powers from the [[Burning Hells]] for their own ends. Holy magic is hard to come by, and requires much or the recipient, but is not treacherous like Demonic magic is. One of the few known summonings involving physical representation of Holy magic is the [[Hammer of Ghrab Thaar]] in the Paladin [[Holy Hammer]] spell. Much like he would invoke the powers of Light, he calls forth the Hammer and it will circulate the paladin, knocking anyone in it's path, being extra powerful against [[Undead]].&lt;br /&gt;
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Deities are much more fickle about who who they will bestow their gifts upon, but as long as the subject belongs to that deity in some level of faith, they can bestow powers or physical representation to protect their ward. The [[Amazon]] pantheon is relatively straight forward warfare society, and not particularly fickle. An Amazon warrior who has spent a lot of training in holy studies and warfare might eventually be able to call forth an emissary of [[Athulua]] called a [[Valkyrie]]. They are the spirits of the greatest heroes from the Amazon people and the power to summon a Valkyrie is the greatest honour that an Amazon warrior can receive. It is believed this gift is a sign that your place beside the Goddess is assured when you pass from this world—perhaps even as a Valkyrie.&lt;br /&gt;
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Of all the types of summonings that are possible through Divine magic, they are usually &amp;quot;gifts&amp;quot; with set parameters rather than anything that's possible to manipulate or change (other than summoning a more powerful &amp;quot;gift&amp;quot;). Quite the opposite of [[Demonic magic]].&lt;br /&gt;
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====Minions of Hell====&lt;br /&gt;
It's very possible to use the forces of [[Burning Hells|Hell]] against itself. The problem is the strong corrupting effect this have on the magician, as well as the fact that the entity or forces summoned usually want to take control of the caster. Strict discipline and observance is needed to attempt to summon even smaller demons. The act of making a pact with a [[Demon]] Lord or a [[Prime Evil]] is not a prudent one, and in most cases there will be loopholes in the pact to allow the demonic entity to take control of the mortal's soul without giving much back.&lt;br /&gt;
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Demonic summonings work the opposite of Divine ones, and involves forcing creatures to our plane, and subduing them. They can also be changed and twisted to the shape that the summoner wishes, if he has the power to do so, and not be turned into a servant himself.&lt;br /&gt;
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=====Summon and Subdue=====&lt;br /&gt;
[[Image:Imp.jpg|thumb|right|An [[Imp]].]]Men who do not go into pacts with [[demon]]s, but wield demonic energies are also likely to end up dead, or worse. Centuries ago, it was common to invoke lesser demons and subdue them in order to gain their power. One such small demon type is the [[Imp]], who made the [[Sorcerer]]s underestimate their powers and be summoned as familiars. When an Imp had made their &amp;quot;master&amp;quot; trust them, the Sorcerer would find his will subjugated by that of his &amp;quot;servant,&amp;quot; who would then vivisect him and create numerous homunculi from the pieces. In time, these homunculi would grow into other Imps.&lt;br /&gt;
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Imps were later found in the battle for [[Mount Arreat]]. Aware that its size is a liability in battle, an Imp uses magic to teleport and attack an opponent at range, from a fortified tower position, or even while mounted on the backs of large beasts.&lt;br /&gt;
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=====Creating Demonic Creatures=====&lt;br /&gt;
[[Image:Winged_Fiend.jpg|right|thumb|150px|A [[Winged Fiend]].]]A dark cabal of [[wizard]]s tried to use dark powers they attained through an arcane pact with [[Burning Hells|Hell]] in order to create a race of creatures as servants. They created a general form of bat-winged imps that they named ''[[Alae Nefastus]]'' to act as messengers and to carry out deeds that were too trivial for themselves. Each of the wizards embedded power in them that reflected their own specialization on magic and the creatures were small, nimble and possessed an unnatural cunning.&lt;br /&gt;
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The initial impression by the corrupt [[sorcerer]]s was that the experiment had been a success, until they realised that the Alae did not serve them as loyally as they had hoped. With their cunning, the creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. By this time, the sorcerers tried to undo their creations, but the [[Winged Fiend]]s had been secretly breeding outside of the sorcerer's domains and they banded together in swarms, killing their former masters.&lt;br /&gt;
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Descendants of these Winged Fiends can still be found terrorizing the countryside with their great speed, razor sharp claws, hooked wings and magical abilities.&lt;br /&gt;
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====The Undead====&lt;br /&gt;
The [[Undead]] are mostly, but not always, Evil. Undead can be summoned both through Demonic magic as well as other forms of magic. The [[Priests of Rathma]] summons the spirits of the dead into corpses and skeletons, but remain untouched by Demonic corruption. It's possible that this is because Life and Death are not part of Holy or Demonic magic, but rather some sort of Spiritual magic enabling these &amp;quot;[[Necromancer]]s&amp;quot; to use the undead against Demons without falling to corruption.&lt;br /&gt;
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* Read more about it on the '''[[Undead]]''' and '''Skeleton''' pages.&lt;br /&gt;
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====Nature Spirits====&lt;br /&gt;
There are many different forms of Nature-worshipping and spirits of Nature exists in such a wide diversity that they are innumerable, allowing many different types of nature worshipping in a parallel manner. Different Shaman, [[Witch Doctor]] and [[Druid]] tribes have spent long time attuning to Nature and can call forth spirits of nature to help them in their task of protecting nature itself. The summoning of spirits is more similar to [[Divine magic]] than [[Demonic magic]], with the difference that the nature magician needs to convince the individual spirits to join him, and they will personally stand and fall beside the protector of nature, not calling forth anyone to fight or serve for them. [[Nature magic]] is more upfront and personal.&lt;br /&gt;
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Nature spirits usually come in three types: spirit animals, sentient vines, and minor spirits of Nature.&lt;br /&gt;
* '''Spirit animals''' are simply spirits that take on physical animal shape, and is usually of higher endurance and power than a regular animal.&lt;br /&gt;
* '''Sentient vines''' are different types of plants induced with the spirits of nature, capable of some level of intelligent thought, and willing to help nature's guardian.&lt;br /&gt;
* '''Minor spirits of Nature''' are non-physical spirits that can join up with the Nature caster and improve aspects of himself, such as eyesight, smell, strength or endurance.&lt;br /&gt;
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====Other Summonings====&lt;br /&gt;
It's not impossible that [[Prime magic]] can be used for summonings, in which case it might be a matter of making dreams and thoughts materialised, but there are as of yet no proof of this. Summoning pure Elements contained in magic bonds such as Fire, Earth, Cold or Electricity might make it possible some sort of elemental servant (that isn't part of Nature spirits, or spirits of the dead, forces the [[Druid]]s, [[Necromancer]]s and [[Witch Doctor]]s use), but there have not been any known experiments of this nature.&lt;br /&gt;
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==Enchanted Objects==&lt;br /&gt;
Magic can be used by gifted people around [[Sanctuary]], but the effects are usually only temporary, or active only as long as the [[cast]]er is concentrating on the spell. If a magician imbues an item with a magical spell, then it's often possible to get a near unlimited magical use from it, or at least allowing the magician to use spells with significantly less personal expense of [[Mana]].&lt;br /&gt;
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===Identifying Magical Items===&lt;br /&gt;
Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. It's extremely difficult to master the ability to memorize a spell of this magnitude but the [[Vizjerei]] [[mage clan]] have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. [[Scroll]]s and staves have been crafted and imbued with the spell that identify virtually any magical aura. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object. &lt;br /&gt;
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===Staves===&lt;br /&gt;
The [[Mana]] of even a very skilled mage is still limited to his personal abilities, as is his ability to learn the different versions of a powerful spell. The [[Brotherhood of the Vizjerei]] discovered ways to use a simple wooden staff as a container for focused magical energy a long time ago. These staves are also often used as a foci for regular spells, and can substantially improve an Arcane user's ability to cast his own spells.&lt;br /&gt;
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Creating such a staff is very time consuming, and requires very expensive paraphernalia to properly imbue with spells. The design for these spell-casting staves is quite simple, however, and even an apprentice [[sorcerer]] with the right skill can replenish a staff by just channelling magic into it. While he might need a good knowledge in magic to refill a certain staff, he doesn't not need to know the spell in question. In order to use such a magical staff, the caster needs to have physical contact with the staff with both hands. The use of gloves is usually not a problem, as long as the sorcerer is actually holding the staff properly.&lt;br /&gt;
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Infusing a staff with magic will give it what would appear as a will of it's own, and it can require a quite powerful magician in order to wield it's power. Some are simply too overpowering to even wield. A staff does not need to have active spells in it to be unruly to wield. Some staves have passive spells of less physical effect that constantly affects the user, enabling him to remember spells better or use more [[Mana]] before being spent.&lt;br /&gt;
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===Jewellery===&lt;br /&gt;
[[Image:Sorceress.jpg|thumb|right|200px|[[Sorceress]] wearing jewellery.]]Precious gems and metals make excellent foci for magical enchantments in addition to staves and is quite popular among any magic user, regardless of school of magic. The process of preparing these jewels into actually magical items is a long lost secret in the [[Western Kingdoms]], but is still used in some of the [[mage clans]]. A lot of items created in times long past can still be found, and as many [[monster]]s have an affinity for finding people with them, defeating the minions of [[Burning Hells|Hell]] can be a good way to get this treasure. Another good reason why they are so popular is that since they are so small and located on places such as hands and neck, they are unlikely to be damaged in combat.&lt;br /&gt;
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Magical jewellery pieces have some sort of &amp;quot;maginetic&amp;quot; fields, and will easily be interrupted by other pieces. It's probable that this is because of their small size and relative high density magic in their physical shell. The effect is similar to that of a magnet, but not really. Holding two of these magical rings on the same hand, for instance, will completely cancel out both. Using more than one necklace at the same time will do the same. It might be a combination of the essence of the item, combined with how magic flows in the human body (even in the magically untrained), but there is no known studies made on the topic. However, the result of this is that only three pieces of enchanted jewlery may be worn at any one time: one ring on each hand, and one amulet around the neck.&lt;br /&gt;
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===Potions and Elixirs===&lt;br /&gt;
Creating [[Potion]]s and [[Elixir]]s is one of the magical arts that's still practised in the [[West]]. It's a combination of herbal essences and magical infusion to create draughts that for example can near instantly mend torn flesh and knit broken bone back together. The reason why this is still practised in the West seems to be mainly due to the more social uses, and them being perceived as &amp;quot;not as magical&amp;quot; in the view of the average person. Some of this magical power or magic healing power can be made through a combination of herbs that will funnel magic into the beverage. For more advanced potion, an Alchemist or magically skilled herbalist will be required. The two most common potions are [[Heal]]ing and [[Mana]] potions. Neither is common, but among potions with a magical nature, they are more common than others.&lt;br /&gt;
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====Healing Potions====&lt;br /&gt;
Healing potions consist of an unknown combination of liquids, herbs and magical infusion that will have different [[heal]]ing effects depending on the quality of the beverage. They are usually delivered in very small containers but with immense healing capabilities. The effect of a healing potion can bring a dying man to life within a few seconds, healing the wounds in a better way than the body itself can accomplish, presumably leaving less scar tissue. The availability of healing potions vary from place to place. This is the most commonly existing potion. &lt;br /&gt;
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====Mana Potions====&lt;br /&gt;
Mana potions are made purely for [[caster]]s, who rely on [[Mana]] in order to cast [[spell]]s, and will replenish their internal magical reserves. They are essentially consisting of raw magical energy infused into with a liquid edible medium and can replenish energy in a mage that has expended their power. In most cases they will not bring the capabilities of a well rested magic user over his normal limits.&lt;br /&gt;
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====Other Elixirs and Potions====&lt;br /&gt;
While [[Heal]]ing and [[Mana]] potions might be the most &amp;quot;common&amp;quot; potions in [[Sanctuary]], there are also potions made to stop disease and poison, heating up a body affected by syndromes of Cold magic as well as improve physical stamina, and bringing new strength to tired bodies. Some of these potions should not be confused with the purely alchemical warfare throwing potions, that can result in explosions or poison clouds. Fortunately, they have a very different consistency and smell.&lt;br /&gt;
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Elixirs made by the greatest [[Horadrim]] alchemists capable of permanently affect the imbiber in different positive ways, including making them stronger, smarter or even more agile.&lt;br /&gt;
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===Scrolls===&lt;br /&gt;
Scrolls are specially prepared pieces of parchment that have runes scribed on them with magical ink in order to work as a focus for spells. When a spell is infused, a reader can cast the spell without using any of his own inherent mana, or even knowing the spell itself, much similar to using a magically infused staff. The writing itself is not the full spell. The spell itself is ''infused'' into the ink and parchment by scribing it and the actual runes on the parchment works like a keyword to cast the pre-prepared spell. Scroll scribing is a good way to store spells for later use, or for less experienced magicians to use in the case of immediate danger. They are less time complex and consuming to create, which makes them a popular alternative.&lt;br /&gt;
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More complex spells need more complex keywords, and a high level of proficiency in reading these runes is needed to cast the spells from the most powerful scrolls. Even with a quite complex and cryptic writing, it would still be impossible for most mages to learn the actual spell from the writing, or analysing the embedded spell. Any such analysis can't be made sole from the runes, but requires a proper analyse of the magical aura of the spell. This is something most mages would never be able to do.&lt;br /&gt;
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When the magical keywords are read up in a proper way while focusing on the spell in the parchment, the energy of the ink and scroll will release in the shape of given spell and also turn the scroll into dust.&lt;br /&gt;
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===Waypoint Rune Stones===&lt;br /&gt;
The old [[Waypoint]] network created by the [[Horadrim]] still stands as a testament to their immense magical knowledge, and there are no longer any mages capable of creating further additions to the Waypoint network. A waypoint consists of large stone slabs in the ground inscribed with magic through runes, and will transport anyone knowledgeable enough to use them to another stone that the user has previously activated for his personal spiritual pattern. In addition to this, the old [[Town Portal]] gateway system made by the Horadrim might be related, but with a slightly skewed focus, to avoid any Waypoint traveller being damaged by an opening Town Portal.&lt;br /&gt;
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===Shrines and Wells===&lt;br /&gt;
An active adventurer of [[Sanctuary]] will once in a while come across [[Shrine]]s and magical [[Well]]s erected in the heart of wilderness, or sometimes even in haunted caves or dungeons. These are speculated to be dedicated to some magical force, deity or natural spirit but the truth is that none actually knows their true function. Drinking from one of these wells usually restore physical [[life]] and spiritual [[mana]], as well as endurance, but it naturally needs to be a magically infused well, and not any regular waterhole. Paying homage to one of the shrines can invoke positive magical effects upon the believer, ranging from insight, regenerative powers or ability to run without pause for long periods of time.&lt;br /&gt;
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Most of the wells, and a lot of these magical shrines also slowly regenerate their magical gifts opens up for speculation that they might have been set here by ancient [[Horadrim]] mages to harness the ley lines of [[Sanctuary]], and further their power against [[Darkness]]. The fact that [[demon]]ic creatures and [[monster]]s generally never touch them also support this theory. The evil forces don't seem to have much problems standing near them, so it might just be a very simple protective spell making it untouchable, or invisible to dark spawns.&lt;br /&gt;
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==The Corrupting Force of Magic==&lt;br /&gt;
:''Power corrupts; absolute power corrupts absolutely''&lt;br /&gt;
:: Proverb from Earth&lt;br /&gt;
:: - Lord Acton (1834–1902)&lt;br /&gt;
Any man, woman or entity in power are subject to being corrupted by hunger for power, or just being subject of losing empathy of &amp;quot;lesser&amp;quot; men, women or entities. This is naturally true with magic as well, and great magical power can be even more thrilling than great political power, as you can manipulate your immediate surroundings in an instant. Whether channelling magic in itself will corrupt a person is unknown, but [[Demonic magic]] seems to have the ability to do so.&lt;br /&gt;
&lt;br /&gt;
It might just be the fact that Demonic magic handles a lot more destructive components than other schools of magic, but many [[sorcerer]]s and [[sorceress]]es have fallen to the demonic lure, and turned against fellow man. The [[mage wars]] between [[Bartuc]] and [[Horazon]] is a prime examples of this, and one of the reasons the [[mage clans]] started concentrating more on [[Elemental magic]] instead.&lt;br /&gt;
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The [[Vizjerei]] also formed the [[Order of Mage Slayers]] (also known as the [[Assassin]]s) to watch for rogue magi that may become corrupted by the forces of [[Evil]]. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption, and using magical or technological equipment rather than magic by themselves.&lt;br /&gt;
&lt;br /&gt;
Ironically, some parts of the &amp;quot;traditional&amp;quot; Demonic magic that involves the manipulation of the dead has seemed to have almost no corruptive powers. The [[Priests of Rathma]], also known as the [[Necromancer]]s have shown no signs of traditional corruption, despite what many citizens of the world might think of them.&lt;br /&gt;
&lt;br /&gt;
Druids shun traditional magic calling it [[Dubhdroiacht]] (black magic), and use another path that also seems to be impervious to corrupting forces, namely [[Nature magic]]. The [[Holy magic]] of the [[High Heavens]] and magic through the [[Amazon]] deities also seem to be more or less free of corruption.&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
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===other notes===&lt;br /&gt;
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Gods&lt;br /&gt;
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Necromancers have the ability to reanimate corpses of most entities and to control the recently dead. The dead release spiritual energies that haunt the mortal realms. The Necromancer can focus these energies, giving them manifestation in the corporal world. Practitioners of necromancy can curse the very fate of a victim by manipulating the Prime energies flowing through all living things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Auras - Unique to Paladins and certain creatures, Auras project a field of influence around the caster. Any allied character, hireling or minion will benefit from the aura so long as they are within the aura’s range. Those who are under the effect of an aura are indicated in the Play Area by a glowing halo beneath their feet.&lt;br /&gt;
&lt;br /&gt;
Curses - Necromancers and some monsters possess the ability to influence the fate of others around them. A curse affects those within a certain radius of the caster, and victims are marked for misfortune by a fuming haze above their heads. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is even able to retrieve items out of her reach, or send her attacks to distant enemies. Useful to a cunning Sorceress, this spell rewards quick thinking to make the most of opportunities when they present themselves.&lt;br /&gt;
&lt;br /&gt;
A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of waypoints or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas.&lt;br /&gt;
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&lt;br /&gt;
Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.&lt;br /&gt;
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The Druids shun the use of traditional magic, or Dubhdroiacht, as they call it. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druid’s call for help. Over the many years since then, the spirits have contributed in many ways to the Druids’ cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature. &lt;br /&gt;
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Order of the Light&lt;br /&gt;
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--&amp;gt;&lt;br /&gt;
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{{stub|it needs pictures}}&lt;br /&gt;
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==References==&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
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&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Talk:Acid_Cloud&amp;diff=10655</id>
		<title>Talk:Acid Cloud</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Talk:Acid_Cloud&amp;diff=10655"/>
				<updated>2009-08-09T18:25:27Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In light of Bashiok's comment, &amp;quot;[Acid cloud] seems like it could be a good fit for the Witch Doctor though,&amp;quot; it looks like there's a good chance this skill will be removed or transferred to the witch doctor. Should we include this information somewhere in the article, perhaps as speculation?&lt;br /&gt;
&lt;br /&gt;
Source: http://www.blizzblues.com/us/acid-cloud-for-the-wizard-frown-18360842066.html&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Zombie_Dog&amp;diff=10654</id>
		<title>Zombie Dog</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Zombie_Dog&amp;diff=10654"/>
				<updated>2009-08-09T18:14:03Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Wd-mongrel2.jpg|thumb|300px|Fire and regular mongrels.]]&lt;br /&gt;
The ''Mongrel'' is the first summon that the [[Witch Doctor]] gets, and is summoned with the [[Summon Mongrel]] Spell.  &lt;br /&gt;
&lt;br /&gt;
This summon was first seen in the [[Gameplay Trailer]] where fans were told that it could be enhanced with the Witch Doctors offensive spells to do additional damage.  The Player then demonstrates this by blasting the Mongrel with a [[Locust Swarm]].  This buff makes the Mongrel's appearance change, leaving it covered in a green goo as well as making it cause additional damage with it's regular attack.  Later in the same video the female witch doctor is seen hitting her mongrel with a [[Skull of Flame]] (although it was called &amp;quot;Fire Bomb&amp;quot; at the time of the trailer) causing it to look fiery and, presumably, do fire damage.  &lt;br /&gt;
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There is also a [[Sacrifice]] spell in the Witch Doctor's arsenal with causes the Mongrel to explode and cause damage to all nearby enemies.&lt;br /&gt;
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As many as 4 Mongrels are seen in screen shots and in the gameplay video for a single Witch Woctor, although it is not known what the limits are. In fact, most of the mechanics are not known for sure.&lt;br /&gt;
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&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Magic&amp;diff=10653</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Magic&amp;diff=10653"/>
				<updated>2009-08-09T18:09:05Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: /* The Nature of Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magic''' is an essential part of [[Sanctuary]] and the planes surrounding the world. It is a force of the [[etheral plane]] that exists &amp;quot;under&amp;quot; the [[physical plane]] and can have turbulent manifestations when the two planes interact.&lt;br /&gt;
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==The Nature of Magic==&lt;br /&gt;
[[Image:Spells_n_Magic_Artwork.jpg|right|thumb|400px|Schematics and notes about Magic from the [[Diablo I Manual]].]]The primal arcane magical force that pervades [[Sanctuary]] is usually called &amp;quot;[[Mana]].&amp;quot; Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing. In Sanctuary, there are several divisions of magic, and great [[mage clan]]s dedicated to learning all the secrets about this force.&lt;br /&gt;
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Magic is not commonly accessible by just any man, but some people can use a minor degree of magic power to do very basic things. A very small minority of people have the additional magical spark and the great willpower required to control magic in a way that is more significant in effect. The culture of the [[Western Kingdoms]] is more negative toward magic than the [[Eastern]] ones, while they still hone the art of [[potion]]-crafting, which involves some magical components. Across the lands there are also remnants of old and magical items like [[ring]]s or [[amulet]]s that can still be found and used.&lt;br /&gt;
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The two primary planes of reality are the [[Physical plane]] and the [[Ethereal plane]]. The visual effects of magic becomes apparent when the two planes interact with each other and create turbulence. Some scholars try to explain the interaction of the two by likening the physical world with the sky and the Ethereal realm of magic with the ocean. The appearance of spells are much like the turbulence that occurs where the two interact with each other. During the [[Sin War]], [[Demon]] and [[Angel]] alike wrought powerful magics that threatened to tear the fabric of reality apart. The physical and magical realms began to blur and merge, which in this example would be the equivalent of a fierce hurricane.&lt;br /&gt;
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==Schools of Magic==&lt;br /&gt;
There are several types of magic, which can be categorised based on the source of the energy. It's unknown exactly how it works, but it's likely to come from a representation of a power in the Ethereal plane, and that is where you channel it from. The bits and pieces of a spell can therefore be channelled as Holy magic, Prime magic or Elemental magic, for example.&lt;br /&gt;
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* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Arcane magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;A group name for magic, but also the most advanced and powerful incantations. Can be used to manipulate the flow of time, and is considered highly volatile and dangerous.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Divine magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled through other entity or source of power. Effects are subject to the source.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Demonic magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[Burning Hells]]. Very corrupting and unreliable, but also has great raw power. Can summon demonic entities or bring forth destructive powers. Can be obtained through just accessing demonic energies as a skilled sorcerer, or through a pact with a [[demon]] of some power. Sometimes called the power of Chaos.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Godly magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the deity of the subject. Effects are usually limited to the deity's sphere of influence (ie: a god of fire will allow the subject to cast spells of a fiery nature), and their own whims on who should have the power.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Holy magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[High Heavens]]. A person must be granted this ability. Used mainly to battle the [[Undead]] and other [[demonic]] forces. Elemental magic can sometimes be channelled through the Holy force, as can the essence of Life. Sometimes called the power of Order.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Nature magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Using nature itself to channel magic energy. Nature spells are often more &amp;quot;primal&amp;quot; in nature than Elemental spells, and involves specific aspects of nature, or nature's spirits. Very different from other forms of magic, but can channel some elemental effects through it.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Spirit magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Additional magic in the world attached to spirits of different kinds. Not much is known about this source of power.&lt;br /&gt;
*** '''Death'''&amp;lt;br&amp;gt;It's not known if Death is part of the spiritual energies or not, but the essence of death is part of the [[Great Cycle of Being]] rather than only Dark/Demonic/Chaotic magic, even if they DO use death. Death is the opposite of life and death magic will hurt living creatures.&lt;br /&gt;
*** '''Life'''&amp;lt;br&amp;gt;It's not known if Life is part of the spiritual energies or not, but the essence of life is part of the [[Great Cycle of Being]] rather than only Light/Holy/Order magic, even if they DO use life. Life is the opposite of death and life magic will hurt undead creatures.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Prime magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from inside the body. Used mainly to allow the body to accomplish feats that are otherwise impossible. Can also be used to [[curse]] a target.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Elemental magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Standard&amp;quot; type of magic. Can be very forceful and full of power.&lt;br /&gt;
** '''Fire'''&amp;lt;br&amp;gt;It's relatively easy to form Mana into a flame, and to control it into a form, like a bolt, stream ball or wall. Used almost exclusively in a destructive manner.&lt;br /&gt;
** '''Lightning'''&amp;lt;br&amp;gt;It's easy to transform [[Mana]] into electricity, but hard to control. Used for casting bolts of lightning on foes, move objects, teleport or create a damage-absorbing shield.&lt;br /&gt;
** '''Cold'''&amp;lt;br&amp;gt;Drawing all heat out of a small area to create ice or frost. Used for damaging and chilling any would-be enemy of the [[sorcerer]]. Not as destructive as Fire or Electric magic, it can be more useful as a personal defence, or subduing an enemy.&lt;br /&gt;
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==Spells==&lt;br /&gt;
[[Image:wizard_disintegrate.jpg|center|900px|thumb|&amp;lt;center&amp;gt;[[Wizard]] using her [[Disintegrate]] ability.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Magic is an extremely powerful force and it has been studied my mages and scholars for hundreds of years, but the force is also very elusive and the power is never fully mastered. A &amp;quot;spell&amp;quot; is a magical incantation or kinetic movements that help weave and organise channelled [[Mana]] into a higher structure of useful effects.&lt;br /&gt;
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The Forces of [[Order]] sought to preserve the fabric of reality by limiting the power of mortal man using the [[Worldstone]]. This is why so few can wield magic, as much energy is lost in the transition of power between the two realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.&lt;br /&gt;
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All schooled [[sorcerer]]s spend hours studying these spells to learn how to master them and to improve their efficiency or power. After years of training, they will be able to cast spells with less &amp;quot;wasted&amp;quot; Mana, and with greater precision, making the spells more powerful while using less Mana for the same effect.&lt;br /&gt;
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Many of [[Sanctuary]]'s denizens can feel the aura that shines from spells, even if they can not interact with it. Hair rising at the back of your neck does not have to be a cold wind, it can be a reaction to nearby use of magic in sensitive people.&lt;br /&gt;
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While a powerful man might accidentally use magic without spells, this causes a jolt of energy to rush forward from the Ethereal plane, and the &amp;quot;spell&amp;quot; is as likely to kill him as doing anything else. Organised spells can be very intricate and specific or used for general chaos, depending on the intended effect. More complex spells will not necessarily require a lot more Mana, but they generally do.&lt;br /&gt;
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===Magical Transportation===&lt;br /&gt;
[[Image:Horadrim_Sigil.jpg|thumb|right|250px|The sigil of the [[Horadrim]].]][[Sanctuary]] is an absolutely huge world, and travelling from one end to the other of the known world will take a considerable time. Magicians around the world have naturally done what they can to decrease the time they travel, even spending years in research on how to do this. The powerful [[Horadrim]] brotherhood were the most advanced magic users at the time and they devised many ways to transport quickly without physically exerting themselves.&lt;br /&gt;
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====Waypoints====&lt;br /&gt;
[[Waypoint]]s 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 a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from [[runes|rune]]-inscribed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveller need to be physically standing on the stone to use it's power.&lt;br /&gt;
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The knowledge to create new Waypoints has since been lost, but some of these magical rocks can still be accessed and used. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.&lt;br /&gt;
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Waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.&lt;br /&gt;
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====Town Portal====&lt;br /&gt;
The [[Town Portal]] spell seems to be closely related to the [[Horadric]] [[Waypoint]] network, and uses similar magical components to the [[Teleport]] spell. However, it does not seem to require runes as a physical component like a Waypoint. The Brotherhood constructed numerous magical gateways between their mighty fortresses and settlements so that they could quickly concentrate their defences against any incursion by the [[Demon]]s. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart.&lt;br /&gt;
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It's likely that there are Waypoints with additional magic infused into them to allow the use of a Town Portal spell to the vicinity of that Waypoint. A Waypoint located at a former Horadrim fortress or settlement site could be what enables Town Portal spells to bring you there. If this is the case, it might be possible for a [[Sorcerer]] with enough skill to use a similar spell to teleport directly to a Waypoint. &lt;br /&gt;
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The town portal spell could also use a completely different set of teleportation nodes to the actual Waypoint network, made specifically for retreating back to the nearest safe place, and nothing else.&lt;br /&gt;
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Although the secret of creating these gateways as well as the Waypoints has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring the caster back to his point of origin. The [[Tristram Cathedral]] is built upon the remains of a Horadrim monastery, and has at least in the past harboured a portal gateway nearby.&lt;br /&gt;
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====Teleport====&lt;br /&gt;
The [[Teleport]] spell is a way for trained magic users to traverse the [[Ether]], and materialise in another location with the speed of thought. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques to transport. The Teleport spell is only reliable for short distances, like teleporting up a few stories in your tower apartments, or to escape imminent danger.&lt;br /&gt;
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It's unknown why the spell is only usable in short distances, but the likely scenario is that it becomes significantly harder to return to the [[Physical realm]], the farther away you try to re-emerge, and is why these beacon-like gateways have been made for Waypoints and Town Portal spells.&lt;br /&gt;
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====Planewalking====&lt;br /&gt;
Somewhat related to this topic is that of beasts capable of traversing both the [[Physical plane|Physical]] and Ethereal plane at the same time. One example of this is the demon called simply: &amp;quot;the [[Hidden]]&amp;quot;. Used by [[Diablo]] when he corrupted [[Tristram]], the demon is capable of phasing in and out of the Physical and Ethereal plane, essentially walking the line between them. This creature will travel on the Ethereal realm until someone is vulnerable to ambush. If wounded, he can phase back into the Ethereal plane to [[heal]] his wounds.&lt;br /&gt;
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What is interesting is that he never truly leaves either plane, and although he might be invisible, he's still possible to hurt with spells or effects if you know where he is. Magical spells that target automatically can easily find them, as their power originate from the Ethereal plane, making the Hidden as visible as ever.&lt;br /&gt;
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Whether this creature is capable of travelling through the Ethereal plane in a similar fashion to the [[Teleport]] spell is unknown, and they have not been seen for the last 20 years in the physical realm. They may have been hunted to extinction by the Hero who saved Tristram.&lt;br /&gt;
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===Magical Summoning===&lt;br /&gt;
There are different ways to summon companions, servants or familiars for [[caster]]s of [[Sanctuary]], it can be done with very different types of magic, and will produce very different types of summoned creatures. Everything from a small hellish [[Imp]] (that's harder to control than you might think), to a larger [[demon]], a divine [[Valkyrie]] of [[Athulua]], to nature spirits and the Holy Hammer of Ghrab Thaar can be brought into our physical realm with the right magical affinity.&lt;br /&gt;
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====Divine Interventions====&lt;br /&gt;
[[Image:Archangel Tyrael.jpg|right|thumb|300px|[[Archangel]] [[Tyrael]] doing something powerful.]]Divine summonings usually require not only affinity with supernatural powers, but also a great dedication to faith in the deity or other Divine power that is willing to grant intervention. [[Sanctuary]] is separated from other planes, and this makes it hard for extraplanar creatures and entities to affect our realm. It's similar to the Ethereal realm, where magic is drawn from, and a lot of circumstances must be optimal in order to allow Divine creatures to manifest on our plane, or using any form of magic. For a magician, it's a matter of being attuned to magic, but a priest, cleric, Paladin or other believer must instead focus on their inner faith and believes.&lt;br /&gt;
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[[Angel]]s generally don't manifest on Sanctuary, and few (if any) Holy spells are able to call an Angel through to the physical world. Powers of the [[High Heavens]] are still able to penetrate, and Holy soldiers such as [[Paladin]]s are able to tap into this power to expel the forces of [[Darkness]], much like [[Dark Cultist]]s can use powers from the [[Burning Hells]] for their own ends. Holy magic is hard to come by, and requires much or the recipient, but is not treacherous like Demonic magic is. One of the few known summonings involving physical representation of Holy magic is the [[Hammer of Ghrab Thaar]] in the Paladin [[Holy Hammer]] spell. Much like he would invoke the powers of Light, he calls forth the Hammer and it will circulate the paladin, knocking anyone in it's path, being extra powerful against [[Undead]].&lt;br /&gt;
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Deities are much more fickle about who who they will bestow their gifts upon, but as long as the subject belongs to that deity in some level of faith, they can bestow powers or physical representation to protect their ward. The [[Amazon]] pantheon is relatively straight forward warfare society, and not particularly fickle. An Amazon warrior who has spent a lot of training in holy studies and warfare might eventually be able to call forth an emissary of [[Athulua]] called a [[Valkyrie]]. They are the spirits of the greatest heroes from the Amazon people and the power to summon a Valkyrie is the greatest honour that an Amazon warrior can receive. It is believed this gift is a sign that your place beside the Goddess is assured when you pass from this world—perhaps even as a Valkyrie.&lt;br /&gt;
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Of all the types of summonings that are possible through Divine magic, they are usually &amp;quot;gifts&amp;quot; with set parameters rather than anything that's possible to manipulate or change (other than summoning a more powerful &amp;quot;gift&amp;quot;). Quite the opposite of [[Demonic magic]].&lt;br /&gt;
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====Minions of Hell====&lt;br /&gt;
It's very possible to use the forces of [[Burning Hells|Hell]] against itself. The problem is the strong corrupting effect this have on the magician, as well as the fact that the entity or forces summoned usually want to take control of the caster. Strict discipline and observance is needed to attempt to summon even smaller demons. The act of making a pact with a [[Demon]] Lord or a [[Prime Evil]] is not a prudent one, and in most cases there will be loopholes in the pact to allow the demonic entity to take control of the mortal's soul without giving much back.&lt;br /&gt;
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Demonic summonings work the opposite of Divine ones, and involves forcing creatures to our plane, and subduing them. They can also be changed and twisted to the shape that the summoner wishes, if he has the power to do so, and not be turned into a servant himself.&lt;br /&gt;
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=====Summon and Subdue=====&lt;br /&gt;
[[Image:Imp.jpg|thumb|right|An [[Imp]].]]Men who do not go into pacts with [[demon]]s, but wield demonic energies are also likely to end up dead, or worse. Centuries ago, it was common to invoke lesser demons and subdue them in order to gain their power. One such small demon type is the [[Imp]], who made the [[Sorcerer]]s underestimate their powers and be summoned as familiars. When an Imp had made their &amp;quot;master&amp;quot; trust them, the Sorcerer would find his will subjugated by that of his &amp;quot;servant,&amp;quot; who would then vivisect him and create numerous homunculi from the pieces. In time, these homunculi would grow into other Imps.&lt;br /&gt;
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Imps were later found in the battle for [[Mount Arreat]]. Aware that its size is a liability in battle, an Imp uses magic to teleport and attack an opponent at range, from a fortified tower position, or even while mounted on the backs of large beasts.&lt;br /&gt;
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=====Creating Demonic Creatures=====&lt;br /&gt;
[[Image:Winged_Fiend.jpg|right|thumb|150px|A [[Winged Fiend]].]]A dark cabal of [[wizard]]s tried to use dark powers they attained through an arcane pact with [[Burning Hells|Hell]] in order to create a race of creatures as servants. They created a general form of bat-winged imps that they named ''[[Alae Nefastus]]'' to act as messengers and to carry out deeds that were too trivial for themselves. Each of the wizards embedded power in them that reflected their own specialization on magic and the creatures were small, nimble and possessed an unnatural cunning.&lt;br /&gt;
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The initial impression by the corrupt [[sorcerer]]s was that the experiment had been a success, until they realised that the Alae did not serve them as loyally as they had hoped. With their cunning, the creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. By this time, the sorcerers tried to undo their creations, but the [[Winged Fiend]]s had been secretly breeding outside of the sorcerer's domains and they banded together in swarms, killing their former masters.&lt;br /&gt;
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Descendants of these Winged Fiends can still be found terrorizing the countryside with their great speed, razor sharp claws, hooked wings and magical abilities.&lt;br /&gt;
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====The Undead====&lt;br /&gt;
The [[Undead]] are mostly, but not always, Evil. Undead can be summoned both through Demonic magic as well as other forms of magic. The [[Priests of Rathma]] summons the spirits of the dead into corpses and skeletons, but remain untouched by Demonic corruption. It's possible that this is because Life and Death are not part of Holy or Demonic magic, but rather some sort of Spiritual magic enabling these &amp;quot;[[Necromancer]]s&amp;quot; to use the undead against Demons without falling to corruption.&lt;br /&gt;
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* Read more about it on the '''[[Undead]]''' and '''Skeleton''' pages.&lt;br /&gt;
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====Nature Spirits====&lt;br /&gt;
There are many different forms of Nature-worshipping and spirits of Nature exists in such a wide diversity that they are innumerable, allowing many different types of nature worshipping in a parallel manner. Different Shaman, [[Witch Doctor]] and [[Druid]] tribes have spent long time attuning to Nature and can call forth spirits of nature to help them in their task of protecting nature itself. The summoning of spirits is more similar to [[Divine magic]] than [[Demonic magic]], with the difference that the nature magician needs to convince the individual spirits to join him, and they will personally stand and fall beside the protector of nature, not calling forth anyone to fight or serve for them. [[Nature magic]] is more upfront and personal.&lt;br /&gt;
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Nature spirits usually come in three types: spirit animals, sentient vines, and minor spirits of Nature.&lt;br /&gt;
* '''Spirit animals''' are simply spirits that take on physical animal shape, and is usually of higher endurance and power than a regular animal.&lt;br /&gt;
* '''Sentient vines''' are different types of plants induced with the spirits of nature, capable of some level of intelligent thought, and willing to help nature's guardian.&lt;br /&gt;
* '''Minor spirits of Nature''' are non-physical spirits that can join up with the Nature caster and improve aspects of himself, such as eyesight, smell, strength or endurance.&lt;br /&gt;
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====Other Summonings====&lt;br /&gt;
It's not impossible that [[Prime magic]] can be used for summonings, in which case it might be a matter of making dreams and thoughts materialised, but there are as of yet no proof of this. Summoning pure Elements contained in magic bonds such as Fire, Earth, Cold or Electricity might make it possible some sort of elemental servant (that isn't part of Nature spirits, or spirits of the dead, forces the [[Druid]]s, [[Necromancer]]s and [[Witch Doctor]]s use), but there have not been any known experiments of this nature.&lt;br /&gt;
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==Enchanted Objects==&lt;br /&gt;
Magic can be used by gifted people around [[Sanctuary]], but the effects are usually only temporary, or active only as long as the [[cast]]er is concentrating on the spell. If a magician imbues an item with a magical spell, then it's often possible to get a near unlimited magical use from it, or at least allowing the magician to use spells with significantly less personal expense of [[Mana]].&lt;br /&gt;
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===Identifying Magical Items===&lt;br /&gt;
Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. It's extremely difficult to master the ability to memorize a spell of this magnitude but the [[Vizjerei]] [[mage clan]] have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. [[Scroll]]s and staves have been crafted and imbued with the spell that identify virtually any magical aura. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object. &lt;br /&gt;
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===Staves===&lt;br /&gt;
The [[Mana]] of even a very skilled mage is still limited to his personal abilities, as is his ability to learn the different versions of a powerful spell. The [[Brotherhood of the Vizjerei]] discovered ways to use a simple wooden staff as a container for focused magical energy a long time ago. These staves are also often used as a foci for regular spells, and can substantially improve an Arcane user's ability to cast his own spells.&lt;br /&gt;
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Creating such a staff is very time consuming, and requires very expensive paraphernalia to properly imbue with spells. The design for these spell-casting staves is quite simple, however, and even an apprentice [[sorcerer]] with the right skill can replenish a staff by just channelling magic into it. While he might need a good knowledge in magic to refill a certain staff, he doesn't not need to know the spell in question. In order to use such a magical staff, the caster needs to have physical contact with the staff with both hands. The use of gloves is usually not a problem, as long as the sorcerer is actually holding the staff properly.&lt;br /&gt;
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Infusing a staff with magic will give it what would appear as a will of it's own, and it can require a quite powerful magician in order to wield it's power. Some are simply too overpowering to even wield. A staff does not need to have active spells in it to be unruly to wield. Some staves have passive spells of less physical effect that constantly affects the user, enabling him to remember spells better or use more [[Mana]] before being spent.&lt;br /&gt;
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===Jewellery===&lt;br /&gt;
[[Image:Sorceress.jpg|thumb|right|200px|[[Sorceress]] wearing jewellery.]]Precious gems and metals make excellent foci for magical enchantments in addition to staves and is quite popular among any magic user, regardless of school of magic. The process of preparing these jewels into actually magical items is a long lost secret in the [[Western Kingdoms]], but is still used in some of the [[mage clans]]. A lot of items created in times long past can still be found, and as many [[monster]]s have an affinity for finding people with them, defeating the minions of [[Burning Hells|Hell]] can be a good way to get this treasure. Another good reason why they are so popular is that since they are so small and located on places such as hands and neck, they are unlikely to be damaged in combat.&lt;br /&gt;
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Magical jewellery pieces have some sort of &amp;quot;maginetic&amp;quot; fields, and will easily be interrupted by other pieces. It's probable that this is because of their small size and relative high density magic in their physical shell. The effect is similar to that of a magnet, but not really. Holding two of these magical rings on the same hand, for instance, will completely cancel out both. Using more than one necklace at the same time will do the same. It might be a combination of the essence of the item, combined with how magic flows in the human body (even in the magically untrained), but there is no known studies made on the topic. However, the result of this is that only three pieces of enchanted jewlery may be worn at any one time: one ring on each hand, and one amulet around the neck.&lt;br /&gt;
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===Potions and Elixirs===&lt;br /&gt;
Creating [[Potion]]s and [[Elixir]]s is one of the magical arts that's still practised in the [[West]]. It's a combination of herbal essences and magical infusion to create draughts that for example can near instantly mend torn flesh and knit broken bone back together. The reason why this is still practised in the West seems to be mainly due to the more social uses, and them being perceived as &amp;quot;not as magical&amp;quot; in the view of the average person. Some of this magical power or magic healing power can be made through a combination of herbs that will funnel magic into the beverage. For more advanced potion, an Alchemist or magically skilled herbalist will be required. The two most common potions are [[Heal]]ing and [[Mana]] potions. Neither is common, but among potions with a magical nature, they are more common than others.&lt;br /&gt;
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====Healing Potions====&lt;br /&gt;
Healing potions consist of an unknown combination of liquids, herbs and magical infusion that will have different [[heal]]ing effects depending on the quality of the beverage. They are usually delivered in very small containers but with immense healing capabilities. The effect of a healing potion can bring a dying man to life within a few seconds, healing the wounds in a better way than the body itself can accomplish, presumably leaving less scar tissue. The availability of healing potions vary from place to place. This is the most commonly existing potion. &lt;br /&gt;
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====Mana Potions====&lt;br /&gt;
Mana potions are made purely for [[caster]]s, who rely on [[Mana]] in order to cast [[spell]]s, and will replenish their internal magical reserves. They are essentially consisting of raw magical energy infused into with a liquid edible medium and can replenish energy in a mage that has expended their power. In most cases they will not bring the capabilities of a well rested magic user over his normal limits.&lt;br /&gt;
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====Other Elixirs and Potions====&lt;br /&gt;
While [[Heal]]ing and [[Mana]] potions might be the most &amp;quot;common&amp;quot; potions in [[Sanctuary]], there are also potions made to stop disease and poison, heating up a body affected by syndromes of Cold magic as well as improve physical stamina, and bringing new strength to tired bodies. Some of these potions should not be confused with the purely alchemical warfare throwing potions, that can result in explosions or poison clouds. Fortunately, they have a very different consistency and smell.&lt;br /&gt;
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Elixirs made by the greatest [[Horadrim]] alchemists capable of permanently affect the imbiber in different positive ways, including making them stronger, smarter or even more agile.&lt;br /&gt;
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===Scrolls===&lt;br /&gt;
Scrolls are specially prepared pieces of parchment that have runes scribed on them with magical ink in order to work as a focus for spells. When a spell is infused, a reader can cast the spell without using any of his own inherent mana, or even knowing the spell itself, much similar to using a magically infused staff. The writing itself is not the full spell. The spell itself is ''infused'' into the ink and parchment by scribing it and the actual runes on the parchment works like a keyword to cast the pre-prepared spell. Scroll scribing is a good way to store spells for later use, or for less experienced magicians to use in the case of immediate danger. They are less time complex and consuming to create, which makes them a popular alternative.&lt;br /&gt;
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More complex spells need more complex keywords, and a high level of proficiency in reading these runes is needed to cast the spells from the most powerful scrolls. Even with a quite complex and cryptic writing, it would still be impossible for most mages to learn the actual spell from the writing, or analysing the embedded spell. Any such analysis can't be made sole from the runes, but requires a proper analyse of the magical aura of the spell. This is something most mages would never be able to do.&lt;br /&gt;
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When the magical keywords are read up in a proper way while focusing on the spell in the parchment, the energy of the ink and scroll will release in the shape of given spell and also turn the scroll into dust.&lt;br /&gt;
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===Waypoint Rune Stones===&lt;br /&gt;
The old [[Waypoint]] network created by the [[Horadrim]] still stands as a testament to their immense magical knowledge, and there are no longer any mages capable of creating further additions to the Waypoint network. A waypoint consists of large stone slabs in the ground inscribed with magic through runes, and will transport anyone knowledgeable enough to use them to another stone that the user has previously activated for his personal spiritual pattern. In addition to this, the old [[Town Portal]] gateway system made by the Horadrim might be related, but with a slightly skewed focus, to avoid any Waypoint traveller being damaged by an opening Town Portal.&lt;br /&gt;
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===Shrines and Wells===&lt;br /&gt;
An active adventurer of [[Sanctuary]] will once in a while come across [[Shrine]]s and magical [[Well]]s erected in the heart of wilderness, or sometimes even in haunted caves or dungeons. These are speculated to be dedicated to some magical force, deity or natural spirit but the truth is that none actually knows their true function. Drinking from one of these wells usually restore physical [[life]] and spiritual [[mana]], as well as endurance, but it naturally needs to be a magically infused well, and not any regular waterhole. Paying homage to one of the shrines can invoke positive magical effects upon the believer, ranging from insight, regenerative powers or ability to run without pause for long periods of time.&lt;br /&gt;
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Most of the wells, and a lot of these magical shrines also slowly regenerate their magical gifts opens up for speculation that they might have been set here by ancient [[Horadrim]] mages to harness the ley lines of [[Sanctuary]], and further their power against [[Darkness]]. The fact that [[demon]]ic creatures and [[monster]]s generally never touch them also support this theory. The evil forces don't seem to have much problems standing near them, so it might just be a very simple protective spell making it untouchable, or invisible to dark spawns.&lt;br /&gt;
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==The Corrupting Force of Magic==&lt;br /&gt;
:''Power corrupts; absolute power corrupts absolutely''&lt;br /&gt;
:: Proverb from Earth&lt;br /&gt;
:: - Lord Acton (1834–1902)&lt;br /&gt;
Any man, woman or entity in power are subject to being corrupted by hunger for power, or just being subject of losing empathy of &amp;quot;lesser&amp;quot; men, women or entities. This is naturally true with magic as well, and great magical power can be even more thrilling than great political power, as you can manipulate your immediate surroundings in an instant. Whether channelling magic in itself will corrupt a person is unknown, but [[Demonic magic]] seems to have the ability to do so.&lt;br /&gt;
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It might just be the fact that Demonic magic handles a lot more destructive components than other schools of magic, but many [[sorcerer]]s and [[sorceress]]es have fallen to the demonic lure, and turned against fellow man. The [[mage wars]] between [[Bartuc]] and [[Horazon]] is a prime examples of this, and one of the reasons the [[mage clans]] started concentrating more on [[Elemental magic]] instead.&lt;br /&gt;
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The [[Vizjerei]] also formed the [[Order of Mage Slayers]] (also known as the [[Assassin]]s) to watch for rogue magi that may become corrupted by the forces of [[Evil]]. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption, and using magical or technological equipment rather than magic by themselves.&lt;br /&gt;
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Ironically, some parts of the &amp;quot;traditional&amp;quot; Demonic magic that involves the manipulation of the dead has seemed to have almost no corruptive powers. The [[Priests of Rathma]], also known as the [[Necromancer]]s have shown no signs of traditional corruption, despite what many citizens of the world might think of them.&lt;br /&gt;
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Druids shun traditional magic calling it [[Dubhdroiacht]] (black magic), and use another path that also seems to be impervious to corrupting forces, namely [[Nature magic]]. The [[Holy magic]] of the [[High Heavens]] and magic through the [[Amazon]] deities also seem to be more or less free of corruption.&lt;br /&gt;
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===other notes===&lt;br /&gt;
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Gods&lt;br /&gt;
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Necromancers have the ability to reanimate corpses of most entities and to control the recently dead. The dead release spiritual energies that haunt the mortal realms. The Necromancer can focus these energies, giving them manifestation in the corporal world. Practitioners of necromancy can curse the very fate of a victim by manipulating the Prime energies flowing through all living things. &lt;br /&gt;
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Auras - Unique to Paladins and certain creatures, Auras project a field of influence around the caster. Any allied character, hireling or minion will benefit from the aura so long as they are within the aura’s range. Those who are under the effect of an aura are indicated in the Play Area by a glowing halo beneath their feet.&lt;br /&gt;
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Curses - Necromancers and some monsters possess the ability to influence the fate of others around them. A curse affects those within a certain radius of the caster, and victims are marked for misfortune by a fuming haze above their heads. &lt;br /&gt;
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With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is even able to retrieve items out of her reach, or send her attacks to distant enemies. Useful to a cunning Sorceress, this spell rewards quick thinking to make the most of opportunities when they present themselves.&lt;br /&gt;
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A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of waypoints or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas.&lt;br /&gt;
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Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.&lt;br /&gt;
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The Druids shun the use of traditional magic, or Dubhdroiacht, as they call it. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.&lt;br /&gt;
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Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druid’s call for help. Over the many years since then, the spirits have contributed in many ways to the Druids’ cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature. &lt;br /&gt;
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Order of the Light&lt;br /&gt;
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{{stub|it needs pictures}}&lt;br /&gt;
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==References==&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
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[[Category:Magic]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=10652</id>
		<title>Talisman</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Talisman&amp;diff=10652"/>
				<updated>2009-08-09T17:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: grammar&lt;/p&gt;
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&lt;div&gt;[[Image:Inv-talisman.jpg|thumb|Inventory window.]]&lt;br /&gt;
The Talisman was part of the inventory interface in the Blizzcon build (October 2008). It was seen between the two weapon slots in the [[inventory]], and when clicked a bronze, circular disk appeared over the character. There were 9 slots on the talisman, with lines connecting some of them. It had no function in the Blizzcon build, and could not be clicked or activated in any way.&lt;br /&gt;
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In interviews at the show[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], Jay Wilson disclosed that it was something they were playing around with during development. It's called the &amp;quot;Talisman&amp;quot; and it's an &amp;quot;attribute modifier that used [[gem]]s,&amp;quot; according to Jay. There were gems to be found in the BlizzCon demo, but the talisman was not functional, so no players could attempt to experiment with it.&lt;br /&gt;
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Jay said they'd rejected the Talisman the way it had been working, and that it was now non-functional, but that they would probably do something else with it.&lt;br /&gt;
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Features like this are good to keep in mind when pondering the game balance and design of Diablo III. New interfaces and features can (and will) be added, such as [[runes|skill runes]], that radically change the balance of the game, the utility of items, and more. People not on the D3 Team can never know just how much importance to place on various issues, since what we see from the outside is not necessarily what's going on inside.&lt;br /&gt;
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==April 2009 Update==&lt;br /&gt;
[[Image:Paper-doll-annotated.jpg|250px-Paper-doll-annotated.jpg|thumb|Annotated paperdoll.]]&lt;br /&gt;
The talisman remains in the game, though no more details have been revealed. It's prominently displayed in several screenshots of the inventory that were released along with BlizzCast #8.&lt;br /&gt;
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[[Category:Gameplay]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Skeleton&amp;diff=10515</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Skeleton&amp;diff=10515"/>
				<updated>2009-08-05T04:47:07Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: /* Necromancers and Skeletons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''skeleton''' is a re-animated collection of bones from primarily human corpses (one or more) that has been filled with dark energies as well as spirits of the dead to act as simple guards or servants of dark [[sorcerer]]s or [[Necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Skeletons are [[Undead]] [[monster]]s.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-skeleton3.jpg&lt;br /&gt;
|portrait-width= 125px&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|classif= Undead&lt;br /&gt;
|family= Skeleton&lt;br /&gt;
|role= Cannonfodder&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= None&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= Sword&lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Unknown&lt;br /&gt;
|movement= Medium&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= None&lt;br /&gt;
|found= [[Tristram Cathedral]]&amp;lt;br&amp;gt;[[Forgotten Tombs]]&amp;lt;br&amp;gt;[[Leoric Highlands]]&lt;br /&gt;
}}As iconic as [[zombie]]s, animated human skeletons have been featured in all of the Diablo games, and just about every other fantasy RPG ever made. In [[Diablo 3]], plain skeleton warriors are joined [[Skeletal Summoner]]s, [[Skeletal Archer]]s, [[Skeletal Shieldman|Skeletal Shieldmen]], [[Skeletal Executioner]]s and (perhaps) other types not yet revealed. These skeletons spawn in mixed packs and work together with much better AI than they've shown in the previous games in the series.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;plain&amp;quot; sort of Skeleton with a sword is quite straight forward, and is mostly only dangerous in large packs, or together with other skeletal types. Avoid being surrounded, and kill other high priority targets first. They typically have a somewhat slow movement speed, normal swing speed, and low damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Skeletal Types===&lt;br /&gt;
* [[Skeleton]]&lt;br /&gt;
* [[Skeletal Archer]]&lt;br /&gt;
* [[Skeletal Executioner]]&lt;br /&gt;
* [[Skeletal Shieldman]]&lt;br /&gt;
* [[Skeletal Summoner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
List any monster that has a relevance, such as other goatmen, or Grotesque/Lamprey.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
* [[King Leoric]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Living skeletons in dungeons and country side have existed for a long time in [[Sanctuary]], at least some three hundred years before the the [[Darkening of Tristram]], but in the last two decades they have been a constant higher danger for travellers and any would-be archaeologists. These skeletons are in most cases remains of warriors from one or another war or conflict, and have been reanimated by unnatural forces by a rogue [[Sorcerer]] or a [[demon]]ic being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Necromancers and Skeletons===&lt;br /&gt;
[[Image:Mon-skeleton1.jpg|thumb|115px|left|Skeleton on the move.]]While many believe that [[Necromancer]]s are evil, they are really Priests of [[Rathma]] who mostly have just received a bad reputation and nickname due to their study of life and death. They dedicate their lives to the sacred balance of life and death as well as the natural balance between [[Order]] and [[Chaos]]. To them, death is merely a natural part of life and they do not seek to deny its arrival. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the [[Great Cycle of Being]]. In truth, they never suffered corruption from magic that other ancient [[mage clan]]s like the [[Vizjerei]] have. In the end, they use the naturally existing forces and spirits to raise inanimate objects (including Skeletons) to help their cause against imbalance between extra-planar forces on [[Sanctuary]]. In most cases you will find skeletons reanimated by a Necromancer to be of help against the [[Darkness]].&lt;br /&gt;
&lt;br /&gt;
===Skeleton Summoning, Intelligence and Power===&lt;br /&gt;
[[Image:Mon-skeletal-shieldman4.jpg|thumb|right|250px|[[Skeletal Shieldman|Shieldmen]] protect [[Skeletal Archer|archers]].]]Skeletons themselves generally have a quite limited intelligence, even if their capability to understand and carry out orders exceed those of a [[Zombie]]. They are more organized, and blindly determined to whatever task is set before them. Even less powerful forms of skeletons are capable of using simple tools, and they have been observed to use swords, clubs, bows, and even armour and shields (often equipped in the same armament in which they fell). They are walking vessels of [[Hell]]'s influence on the mortal realm (besides the ones raised by a [[Priest of Rathma]]), and are corpses and spirits of the deceased, which are twisted and corrupted, are imbued with a hatred for the living that defies understanding. They don't seek consume the flesh of the living like [[Zombie]]s, but they are intent on extinguishing the life of their victims. Some reports have also said that victims of some of these skeletons have risen themselves as skeletal soldiers against the still living. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, they do not need to be bones from the same corpse, however, but can be a composition of several different ones. This makes it possible to form and reform skeletons by a summoner, as broken pieces can easily be replaced. As there generally always are '''some''' bone material from some time in the distant past, a [[necromancer]] or other summoner is able to raise their creatures anywhere. It's just easier to do it in a graveyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-skeletal-summoner4.jpg|thumb|left|250px|[[Skeletal Summoner]] and skeletons.]] Only a minor magical investment is needed by a summoner to bring a single, unintelligent skeleton to life, which makes it possible to raise armies in the hundreds for a powerful magician. It seems to be a fairly simple equation in terms of intelligence and power, where a summoner can choose between having one truly powerful and intelligent servant, or a hundred daft skeletal warriors, with limited capabilities. The skeleton intelligence is limited by the power and scope of the spell used in the creature's creation. Giving the skeleton enough mental capabilities to protect themselves with [[Skeletal Shieldman|shields]], or [[Skeletal Archer|use bow and arrows]] is just a little bit more demanding than summoning a regular bone warrior.&lt;br /&gt;
&lt;br /&gt;
===More Powerful Skeletons===&lt;br /&gt;
The bones of truly powerful individuals still retain some part of their essence, and also some of their old power. It's harder to corrupt the truly good or independent, but the effort will at the same time produce even more powerful servants. Using the bones of a deceased [[sorcerer]] makes it easier to create spellcasting undead horrors. They can also be induced with the capability to summon skeletons themselves, making [[Skeletal Summoner]]s truly dangerous. They are more powerful and they attain a higher level of intelligence, making it possible for him or her able to replenish the ranks even in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prime Evil Skeletons===&lt;br /&gt;
Most [[undead]] (including skeletons) are brought to life on this plane through power from [[Mephisto]]. Some variants are adapted by other [[Prime Evils]], [[demon]] lords or specific dark [[sorcerer]]s of humankind. Some skeleton summonings require extra treatment, especially if the intention is to make the reanimated creature extra powerful. One example is the {{iw|Reanimated_Horde Reanimated Horde}} used by [[Baal]] in the assault of [[Mount Arreat]]. The Reanimated Horde consisted of warriors that had their hearts turned black while they were still alive, and were given a new existence as skeletons, with vengeful fury. They had an extraordinary level of ferocity, and the lingering power in them even allowed them to re-animate themselves if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extraordinary Skeletons===&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|thumb|right|175px|The Black King, [[Leoric]].]]Bones of '''extraordinary''' men and women can be infinitely more powerful than any regular skeleton, and retain a significant portion of their own personality and memories, if not all of them. An example is [[King Leoric]], who was reanimated by the [[Lord of Terror]] himself, as he was not able to overtake his mind completely. Diablo still managed to corrupt Leoric's mind, which is the source of the madness he retained as an [[undead]]. Due to the power of Leoric as an entity, even defeated it was possible to summon him again, 20 years later (in [[Diablo III]]). The amount of power needed to permanently displace his spirit from this realm will be significant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Life&amp;quot; of a Skeleton===&lt;br /&gt;
Skeletons are generally frail, and the consensus among students of undeath is that you don't have to utterly destroy every single bone to stop a skeleton, but rather just deal enough damage to it in order to dispell the summoning spell. As mentioned, the bones can later be induced with dark energies anew to rebuild it, easily replacing damaged parts. Even though these monstrosities are frail, people find them very dangerous in numbers as a single stab of a sword in the wrong place could potentially bring down any warrior. With enough numbers, they can bring down any hero.&lt;br /&gt;
&lt;br /&gt;
In some cases, the [[undead]] are being continuously kept alive by their summoner, and killing the controlling [[necromancer]] or evil [[sorcerer]] will also either dispel the magic keeping the undead moving, or at least rendering them immovable, lacking orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
Life energy, primarily channeled through magic granted by the [[High Haven]]s unto human vessels, such as [[Paladin]]s or priests of the Light will have a very destructive effect on a Skeleton. Magic that will [[heal]] living creatures will in turn damage or dispel undead. An example is the Paladin [[Holy Bolt]], which can either heal friends of the Paladin, or damage the undead that might cross the path of the hurling spheres of pure Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skeletal Humor===&lt;br /&gt;
The capability of humour of these creations is strange. The traveller and writer [[Abd al-Hazir]] made the following comment on the topic in his [[Writings of Abd al-Hazir: Entry no. 0008|eight]] entry from the book [[Writings of Abd al-Hazir]]:&lt;br /&gt;
:: ''I am at a loss to explain the average skeleton's somewhat ludicrous mental predisposition, however. Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Permanently Disposing of Skeletons===&lt;br /&gt;
As with most undead, the only way to permanently destroy the creature, is to burn the bones to ashes on a pyre.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo I Monster==&lt;br /&gt;
Add this section if you need to discuss Diablo I game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Development==&lt;br /&gt;
Notes from development of monster. Might have changed between games, or during Alpha/Beta/Release stages.&lt;br /&gt;
* Appearance&lt;br /&gt;
* Concepts&lt;br /&gt;
* How the unit evolved&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Fun facts. If you add a trivia fact, also add the it to the Category:Trivia.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=skeleton&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=all&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=all Skeletons gallery search]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-skeleton-king1.jpg|[[King Leoric]] milling about.&lt;br /&gt;
Image:Mon-skeletal-summoner4.jpg|A [[Skeletal Summoner]] showing off.&lt;br /&gt;
Image:Mon-skeletal-shieldman4.jpg|The [[Skeletal Shieldman]] variant.&lt;br /&gt;
Image:Mon-skeleton1.jpg|Regular Skeleton.&lt;br /&gt;
Image:Mon-skeleton3.jpg|Another regular skeleton.&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 Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;Refereces&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0008]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Skeleton&amp;diff=10514</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Skeleton&amp;diff=10514"/>
				<updated>2009-08-05T04:45:35Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: /* Necromancers and Skeletons */  grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''skeleton''' is a re-animated collection of bones from primarily human corpses (one or more) that has been filled with dark energies as well as spirits of the dead to act as simple guards or servants of dark [[sorcerer]]s or [[Necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Skeletons are [[Undead]] [[monster]]s.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-skeleton3.jpg&lt;br /&gt;
|portrait-width= 125px&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|classif= Undead&lt;br /&gt;
|family= Skeleton&lt;br /&gt;
|role= Cannonfodder&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= None&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= Sword&lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Unknown&lt;br /&gt;
|movement= Medium&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= None&lt;br /&gt;
|found= [[Tristram Cathedral]]&amp;lt;br&amp;gt;[[Forgotten Tombs]]&amp;lt;br&amp;gt;[[Leoric Highlands]]&lt;br /&gt;
}}As iconic as [[zombie]]s, animated human skeletons have been featured in all of the Diablo games, and just about every other fantasy RPG ever made. In [[Diablo 3]], plain skeleton warriors are joined [[Skeletal Summoner]]s, [[Skeletal Archer]]s, [[Skeletal Shieldman|Skeletal Shieldmen]], [[Skeletal Executioner]]s and (perhaps) other types not yet revealed. These skeletons spawn in mixed packs and work together with much better AI than they've shown in the previous games in the series.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;plain&amp;quot; sort of Skeleton with a sword is quite straight forward, and is mostly only dangerous in large packs, or together with other skeletal types. Avoid being surrounded, and kill other high priority targets first. They typically have a somewhat slow movement speed, normal swing speed, and low damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Skeletal Types===&lt;br /&gt;
* [[Skeleton]]&lt;br /&gt;
* [[Skeletal Archer]]&lt;br /&gt;
* [[Skeletal Executioner]]&lt;br /&gt;
* [[Skeletal Shieldman]]&lt;br /&gt;
* [[Skeletal Summoner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
List any monster that has a relevance, such as other goatmen, or Grotesque/Lamprey.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
* [[King Leoric]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Living skeletons in dungeons and country side have existed for a long time in [[Sanctuary]], at least some three hundred years before the the [[Darkening of Tristram]], but in the last two decades they have been a constant higher danger for travellers and any would-be archaeologists. These skeletons are in most cases remains of warriors from one or another war or conflict, and have been reanimated by unnatural forces by a rogue [[Sorcerer]] or a [[demon]]ic being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Necromancers and Skeletons===&lt;br /&gt;
[[Image:Mon-skeleton1.jpg|thumb|115px|left|Skeleton on the move.]]While many believe that [[Necromancer]]s are evil, they are really Priests of [[Rathma]] who mostly have just received a bad reputation and nickname due to their study of life and death. They dedicate their lives to the sacred balance of life and death as well as the natural balance between [[Order]] and [[Chaos]]. To them, death is merely a natural part of life and they do not seek to deny its arrival. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the [[Great Cycle of Being]]. In truth, they never suffered corruption from magic that other ancient [[mage clan]]s like the [[Vizjerei]] did. In the end, they use the naturally existing forces and spirits to raise inanimate objects (including Skeletons) to help their cause against imbalance between extra-planar forces on [[Sanctuary]]. In most cases you will find skeletons reanimated by a Necromancer to be of help against the [[Darkness]].&lt;br /&gt;
&lt;br /&gt;
===Skeleton Summoning, Intelligence and Power===&lt;br /&gt;
[[Image:Mon-skeletal-shieldman4.jpg|thumb|right|250px|[[Skeletal Shieldman|Shieldmen]] protect [[Skeletal Archer|archers]].]]Skeletons themselves generally have a quite limited intelligence, even if their capability to understand and carry out orders exceed those of a [[Zombie]]. They are more organized, and blindly determined to whatever task is set before them. Even less powerful forms of skeletons are capable of using simple tools, and they have been observed to use swords, clubs, bows, and even armour and shields (often equipped in the same armament in which they fell). They are walking vessels of [[Hell]]'s influence on the mortal realm (besides the ones raised by a [[Priest of Rathma]]), and are corpses and spirits of the deceased, which are twisted and corrupted, are imbued with a hatred for the living that defies understanding. They don't seek consume the flesh of the living like [[Zombie]]s, but they are intent on extinguishing the life of their victims. Some reports have also said that victims of some of these skeletons have risen themselves as skeletal soldiers against the still living. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, they do not need to be bones from the same corpse, however, but can be a composition of several different ones. This makes it possible to form and reform skeletons by a summoner, as broken pieces can easily be replaced. As there generally always are '''some''' bone material from some time in the distant past, a [[necromancer]] or other summoner is able to raise their creatures anywhere. It's just easier to do it in a graveyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-skeletal-summoner4.jpg|thumb|left|250px|[[Skeletal Summoner]] and skeletons.]] Only a minor magical investment is needed by a summoner to bring a single, unintelligent skeleton to life, which makes it possible to raise armies in the hundreds for a powerful magician. It seems to be a fairly simple equation in terms of intelligence and power, where a summoner can choose between having one truly powerful and intelligent servant, or a hundred daft skeletal warriors, with limited capabilities. The skeleton intelligence is limited by the power and scope of the spell used in the creature's creation. Giving the skeleton enough mental capabilities to protect themselves with [[Skeletal Shieldman|shields]], or [[Skeletal Archer|use bow and arrows]] is just a little bit more demanding than summoning a regular bone warrior.&lt;br /&gt;
&lt;br /&gt;
===More Powerful Skeletons===&lt;br /&gt;
The bones of truly powerful individuals still retain some part of their essence, and also some of their old power. It's harder to corrupt the truly good or independent, but the effort will at the same time produce even more powerful servants. Using the bones of a deceased [[sorcerer]] makes it easier to create spellcasting undead horrors. They can also be induced with the capability to summon skeletons themselves, making [[Skeletal Summoner]]s truly dangerous. They are more powerful and they attain a higher level of intelligence, making it possible for him or her able to replenish the ranks even in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prime Evil Skeletons===&lt;br /&gt;
Most [[undead]] (including skeletons) are brought to life on this plane through power from [[Mephisto]]. Some variants are adapted by other [[Prime Evils]], [[demon]] lords or specific dark [[sorcerer]]s of humankind. Some skeleton summonings require extra treatment, especially if the intention is to make the reanimated creature extra powerful. One example is the {{iw|Reanimated_Horde Reanimated Horde}} used by [[Baal]] in the assault of [[Mount Arreat]]. The Reanimated Horde consisted of warriors that had their hearts turned black while they were still alive, and were given a new existence as skeletons, with vengeful fury. They had an extraordinary level of ferocity, and the lingering power in them even allowed them to re-animate themselves if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extraordinary Skeletons===&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|thumb|right|175px|The Black King, [[Leoric]].]]Bones of '''extraordinary''' men and women can be infinitely more powerful than any regular skeleton, and retain a significant portion of their own personality and memories, if not all of them. An example is [[King Leoric]], who was reanimated by the [[Lord of Terror]] himself, as he was not able to overtake his mind completely. Diablo still managed to corrupt Leoric's mind, which is the source of the madness he retained as an [[undead]]. Due to the power of Leoric as an entity, even defeated it was possible to summon him again, 20 years later (in [[Diablo III]]). The amount of power needed to permanently displace his spirit from this realm will be significant.&lt;br /&gt;
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===&amp;quot;Life&amp;quot; of a Skeleton===&lt;br /&gt;
Skeletons are generally frail, and the consensus among students of undeath is that you don't have to utterly destroy every single bone to stop a skeleton, but rather just deal enough damage to it in order to dispell the summoning spell. As mentioned, the bones can later be induced with dark energies anew to rebuild it, easily replacing damaged parts. Even though these monstrosities are frail, people find them very dangerous in numbers as a single stab of a sword in the wrong place could potentially bring down any warrior. With enough numbers, they can bring down any hero.&lt;br /&gt;
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In some cases, the [[undead]] are being continuously kept alive by their summoner, and killing the controlling [[necromancer]] or evil [[sorcerer]] will also either dispel the magic keeping the undead moving, or at least rendering them immovable, lacking orders.&lt;br /&gt;
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===Healing===&lt;br /&gt;
Life energy, primarily channeled through magic granted by the [[High Haven]]s unto human vessels, such as [[Paladin]]s or priests of the Light will have a very destructive effect on a Skeleton. Magic that will [[heal]] living creatures will in turn damage or dispel undead. An example is the Paladin [[Holy Bolt]], which can either heal friends of the Paladin, or damage the undead that might cross the path of the hurling spheres of pure Light.&lt;br /&gt;
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===Skeletal Humor===&lt;br /&gt;
The capability of humour of these creations is strange. The traveller and writer [[Abd al-Hazir]] made the following comment on the topic in his [[Writings of Abd al-Hazir: Entry no. 0008|eight]] entry from the book [[Writings of Abd al-Hazir]]:&lt;br /&gt;
:: ''I am at a loss to explain the average skeleton's somewhat ludicrous mental predisposition, however. Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?''&lt;br /&gt;
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===Permanently Disposing of Skeletons===&lt;br /&gt;
As with most undead, the only way to permanently destroy the creature, is to burn the bones to ashes on a pyre.&lt;br /&gt;
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==Diablo I Monster==&lt;br /&gt;
Add this section if you need to discuss Diablo I game monsters of the same name/type.&lt;br /&gt;
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==Diablo II Monster==&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
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==Development==&lt;br /&gt;
Notes from development of monster. Might have changed between games, or during Alpha/Beta/Release stages.&lt;br /&gt;
* Appearance&lt;br /&gt;
* Concepts&lt;br /&gt;
* How the unit evolved&lt;br /&gt;
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==Trivia==&lt;br /&gt;
Fun facts. If you add a trivia fact, also add the it to the Category:Trivia.&lt;br /&gt;
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==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=skeleton&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=all&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=all Skeletons gallery search]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-skeleton-king1.jpg|[[King Leoric]] milling about.&lt;br /&gt;
Image:Mon-skeletal-summoner4.jpg|A [[Skeletal Summoner]] showing off.&lt;br /&gt;
Image:Mon-skeletal-shieldman4.jpg|The [[Skeletal Shieldman]] variant.&lt;br /&gt;
Image:Mon-skeleton1.jpg|Regular Skeleton.&lt;br /&gt;
Image:Mon-skeleton3.jpg|Another regular skeleton.&lt;br /&gt;
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==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;Refereces&amp;quot; section below.&lt;br /&gt;
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==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0008]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
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{{Monster navbox}}&lt;br /&gt;
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[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Ancient_Repositories&amp;diff=10513</id>
		<title>Ancient Repositories</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Ancient_Repositories&amp;diff=10513"/>
				<updated>2009-08-05T04:19:14Z</updated>
		
		<summary type="html">&lt;p&gt;LordOfStrategy: typo: &amp;quot;bu&amp;quot; instead of &amp;quot;by&amp;quot;&lt;/p&gt;
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&lt;div&gt;The '''Ancient Repositories''' is an infamous library within the facilities of the [[Vizjerei]] [[mage clan]]. It holds the most dangerous incantations which are housed there for the safety of the public.&lt;br /&gt;
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The [[Wizard]] character of [[Diablo III]] apparently sneaked into the Ancient Repositories and learned how to manipulate the fabric of time itself, together with other powerful magics. She was caught and confronted by [[Valthek]], who she managed to defeat by rendering him unconscious, even if he apparently should hold greater magical powers.&lt;br /&gt;
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[[Category:Vizjerei]]&lt;/div&gt;</summary>
		<author><name>LordOfStrategy</name></author>	</entry>

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