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		<updated>2026-09-24T04:01:34Z</updated>
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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Items&amp;diff=81800</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Items&amp;diff=81800"/>
				<updated>2019-03-15T17:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;Orion: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Inventory-dh-ros1.jpg|thumb]]&lt;br /&gt;
Item hunting is one of the mayor objectives in [[Diablo games]], besides questing and leveling. The item system in [[Diablo III]] &amp;lt;nowiki/&amp;gt;has been simplified and streamlined, when compared to the predecessor. The loss in iconic itemization depth and replay value is arguably justified by allowing franchise newcomers to easier understand items in Diablo III.&lt;br /&gt;
&lt;br /&gt;
Items come in three large categories: Armor, Weapon, and Other&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor refers to any non-held equipment. Most of them provide Mainstat, Vitality and other defensive bonuses.&lt;br /&gt;
&lt;br /&gt;
There are 11 total armor slots:&lt;br /&gt;
*Head&lt;br /&gt;
*Torso&lt;br /&gt;
*Waist&lt;br /&gt;
*Shoulders&lt;br /&gt;
*Wrists&lt;br /&gt;
*Hands&lt;br /&gt;
*Legs&lt;br /&gt;
*Feet&lt;br /&gt;
*Rings (2 slots)&lt;br /&gt;
*Amulets&lt;br /&gt;
==Weapons==&lt;br /&gt;
Weapons include anything held in the hand, even if they player doesn't hit monsters with it.&lt;br /&gt;
{| -&lt;br /&gt;
!One-Handed&lt;br /&gt;
!Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Axes&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Maces&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Swords&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearms&lt;br /&gt;
|-&lt;br /&gt;
|Daggers&lt;br /&gt;
|Staves&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Bows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Crossbows&lt;br /&gt;
|}&lt;br /&gt;
==Class Restrictions==&lt;br /&gt;
All classes can use all types of armor, although most classes have a special type for one of the slots. Weapons are restricted by class and each class has at least one special weapon type.&lt;br /&gt;
{|&lt;br /&gt;
! &lt;br /&gt;
! Restrictions&lt;br /&gt;
! Special Items&lt;br /&gt;
|-&lt;br /&gt;
| '''Barbarian'''&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Staves, Bows and Crossbows&lt;br /&gt;
| Might Belts(Belts) and Weapons (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusader'''&lt;br /&gt;
| Crusader Shields(OH) and Flails (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Monk'''&lt;br /&gt;
| Spirit Stones(Head), Fists(1H) and Daibos(2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon Hunter'''&lt;br /&gt;
| All 2H but Bows and Crossbows&lt;br /&gt;
| Cloaks(Torso), Hand Crossbows(1H) and Quivers(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Wizards'''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Polearms and 2H Maces&lt;br /&gt;
| Wizard Hats(Head), Wands(1H) and Sources(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Witch Doctors'''&lt;br /&gt;
| Voodoo Mask(Head), Ceremonial Knives(1H) and Mojos(OH)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Follower Gear==&lt;br /&gt;
Each of the [[follower]]s can equip a weapon, 2 rings, an amulet and a special item particular to each follow&lt;br /&gt;
*The Templar can equip one-handed swords, axes, spears and daggers, along with a shield and a [[Templar Relic]]&lt;br /&gt;
*The Scoundrel can equip either bow or crossbow and a [[Scoundrel Token]]&lt;br /&gt;
*The Enchantress can equip staves, swords, axes, and maces along with a [[Enchantress Focus]]&lt;br /&gt;
&lt;br /&gt;
==Item Quality and Color==&lt;br /&gt;
Every item has a quality level associated with it and each quality level has a color associated with it&lt;br /&gt;
&lt;br /&gt;
*Junk - grey&lt;br /&gt;
*Normal - white&lt;br /&gt;
*Magic - blue&lt;br /&gt;
*Rare - yellow&lt;br /&gt;
*Legendary - orange&lt;br /&gt;
*Set - green&lt;br /&gt;
&lt;br /&gt;
Ironically, the most common quality level of item drops is Rare.&lt;br /&gt;
&lt;br /&gt;
Grey, Normal, Magic, and Rare items are useless in Diablo III after reaching level 70. This is a massive ideology departure from Diablo II Lord of Destruction.&lt;br /&gt;
&lt;br /&gt;
Set items have their own color but are considered legendary in terms of drop rate.&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
Weapons, Jewelry as well as Head, Torso, and Leg Armor can have sockets for [[Gems]]. These [[Gems]] provide additional effects, depending on where they are socketed.&lt;br /&gt;
&lt;br /&gt;
There are five types of [[Gems]] in a range of qualities: &lt;br /&gt;
Ruby, Topaz, Emerald, Amethyst and Diamond. &lt;br /&gt;
&lt;br /&gt;
In Addition, [[Patch 2.1]] introduced [[Legendary Gems]] that mostly socket into Jewelry and provide various effects.&lt;br /&gt;
&lt;br /&gt;
Check the [[Gems|main article]] for more information&lt;/div&gt;</summary>
		<author><name>Orion</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Quest&amp;diff=81799</id>
		<title>Quest</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Quest&amp;diff=81799"/>
				<updated>2019-03-15T17:04:00Z</updated>
		
		<summary type="html">&lt;p&gt;Orion: /* How Quests Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Quests''' lead the story and progression of Diablo 3. &lt;br /&gt;
&lt;br /&gt;
==What Are Quests?==&lt;br /&gt;
&lt;br /&gt;
Quests are the meat of Diablo's plot, story, and progression. They must be followed to progress. In Diablo II Lord of Destruction there were many quests that contributed significantly to character building, but unfortunately this iconic feature has been removed in Diablo III for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
==How Quests Work==&lt;br /&gt;
&lt;br /&gt;
Quests are triggered and continued by following the instructions below the minimap on the side of the screen. When completed, they provide experiance and gold (only), which is a big change from how the Diablo II quest system worked. In addition, all quests ''must'' be completed, one after another in the order they are given. There is no way to fail a quest in Diablo III. It is possible to have a high level character &amp;quot;carry&amp;quot; you through content, until you reach level caps. It is even possible to [[powerlevel]] through the content.&lt;br /&gt;
&lt;br /&gt;
[[Waypoints]] and [[Checkpoints]] are unlocked based on quest progress.&lt;br /&gt;
&lt;br /&gt;
==Quest Interface==&lt;br /&gt;
&lt;br /&gt;
[[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]]&lt;br /&gt;
[[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]]&lt;br /&gt;
&lt;br /&gt;
The final quest interface was modified from the blizzcon versions. The final version consists of a small description of the task to accomplish, and a journel entry for whatever class the player is using. A very easy way to check what is needed to be done on a quest is to look to the right of the screen, which has the instructions on how to progress in the quest.&lt;br /&gt;
&lt;br /&gt;
==List of Quests==&lt;br /&gt;
&lt;br /&gt;
Below are all the quests in [[Diablo III]].&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
[[Events]] are mini quests that build off, but are not directly connected to (usually) the main quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Act I Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act I]] has 10 quests.&lt;br /&gt;
The following quests are in Act I:&lt;br /&gt;
&lt;br /&gt;
* [[The Fallen Star]]&lt;br /&gt;
* [[The Legacy of Cain]]&lt;br /&gt;
* [[A Shattered Crown]]&lt;br /&gt;
* [[Reign of the Black King]]&lt;br /&gt;
* [[Sword of the Stranger]]&lt;br /&gt;
* [[The Broken Blade]]&lt;br /&gt;
* [[The Doom in Wortham]]&lt;br /&gt;
* [[Trailing the Coven]]&lt;br /&gt;
* [[Imprisoned Angel]]&lt;br /&gt;
* [[Return to New Tristram]]&lt;br /&gt;
&lt;br /&gt;
The [[Return to New Tristram]] is manditory for doing the [[Infernal Machine]] event.&lt;br /&gt;
&lt;br /&gt;
===Act II Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act II]] has 10 quests. &lt;br /&gt;
The folling quest are in Act II:&lt;br /&gt;
&lt;br /&gt;
* [[Shadows in the Desert]]&lt;br /&gt;
* [[The Road to Alcarnus]]&lt;br /&gt;
* [[City of Blood]]&lt;br /&gt;
* [[A Royal Audience]]&lt;br /&gt;
* [[Unexpected Allies]]&lt;br /&gt;
* [[Betrayer of the Horodrim]]&lt;br /&gt;
* [[Blood and Sand]]&lt;br /&gt;
* [[The Black Soulstone]]&lt;br /&gt;
* [[The Scouring of Caldeum]]&lt;br /&gt;
* [[The Lord of Lies]]&lt;br /&gt;
&lt;br /&gt;
===Act III Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act III]] has less quests than the other acts, with only 7. &lt;br /&gt;
The following quests are in Act III:&lt;br /&gt;
&lt;br /&gt;
* [[The Siege of Bastion's Keep]]&lt;br /&gt;
* [[Turning the Tide]]&lt;br /&gt;
* [[The Breached Keep]]&lt;br /&gt;
* [[Tremors in the Stone]]&lt;br /&gt;
* [[Machines of War]]&lt;br /&gt;
* [[Siegebreaker]]&lt;br /&gt;
* [[Heart of Sin]]&lt;br /&gt;
&lt;br /&gt;
===Act IV Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act IV]], like [[diablo II]]'s {{iw|Act_IV Act 4}}, is the smallest act in Diablo III, with a grand total of 4 quests. &lt;br /&gt;
The following quests are in Act IV:&lt;br /&gt;
&lt;br /&gt;
* [[Fall of the High Heavens]]&lt;br /&gt;
* [[The Light of Hope]]&lt;br /&gt;
* [[Beneath the Spire]]&lt;br /&gt;
* [[The Prime Evil]]&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
&lt;br /&gt;
[[Events]] are small sub-quests that have a random chance to spawn in an area. They can appear accross every act besides [[Act IV]]. Typically, they consist of completing a task for an npc, such as the [[Matriarch's Bones]] event or the [[Forged in Battle]] event.&lt;br /&gt;
&lt;br /&gt;
==Quest Development==&lt;br /&gt;
[[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]]&lt;br /&gt;
[[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]]&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atomic Gamer:&amp;lt;/b&amp;gt; Is there anything specifically from Diablo II that the team felt needed improvement and wanted to tweak for Diablo III?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kevin Martens: &amp;lt;/b&amp;gt;The questing and story. I think we’ve added way more quests, more variety of quests. We’ve randomized the quests, and have these sort of quests that are self contained. For example, if you enter a dungeon in Diablo III, there might be somebody standing at the entrance, like a treasure hunter, saying, “Hey, I heard stories about The Idol of Rygnar is hidden somewhere in this dungeon. Help me find it and you can share in the reward.” Then you go through the dungeon and protect this guy. Then you’ll find the idol and you’ll get the reward.&lt;br /&gt;
&lt;br /&gt;
People will turn on you…you’re never quite sure what is going to happen. We’re adding all those random elements all over the world. There is way more quest content overall than Diablo II, period. Also, I think we wanted to do a much better job on the storytelling aspects, not just the cinematics, which are fantastic, but also in the storytelling itself, like more twists and turns, more interesting quests, more variety of experiences. That’s what we spent a lot of time on, and making the co-op nature of it better as well.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was one of the first statements blizzard made on behalf of quests in diablo III. As you can see, blizzard was origionally intending to make quests diverse, interesting, and much improved to diablo 2.&lt;br /&gt;
&lt;br /&gt;
===Blizzcons===&lt;br /&gt;
&lt;br /&gt;
At [[Blizzcon 2008]], a couple of quests were playable. They were:&lt;br /&gt;
&lt;br /&gt;
* [[Little Girl Lost]]&lt;br /&gt;
* [[Escort Mission]] (not actual name, the real one was never stated)&lt;br /&gt;
* [[The Skeleton King]]&lt;br /&gt;
&lt;br /&gt;
All were featured in Tristram/ nearby dungeons. Quest rewards were small items (random boots and the like). Only the skeleton king quest appeared in the final game.&lt;br /&gt;
&lt;br /&gt;
At [[Blizzcon 2009]], many more quests than the last year were avaible, based in the deserts in [[Act 2]]. They were:&lt;br /&gt;
&lt;br /&gt;
* [[Find Alcarnus]]*&lt;br /&gt;
* [[Blood Money]]&lt;br /&gt;
* [[Stranded]]&lt;br /&gt;
* [[The Lost Girl]]&lt;br /&gt;
* [[Alesar's Pendant]]&lt;br /&gt;
* [[The Collapsing Tomb]]*&lt;br /&gt;
* [[The Lost Wagon]]&lt;br /&gt;
* [[The Necromancer's Book]]&lt;br /&gt;
* [[A Miner's Gold]]*&lt;br /&gt;
* [[The Idol of Rygnar]]*&lt;br /&gt;
&lt;br /&gt;
Some of these quests appeared in some form or another in the final game (*'s). Rewards were items and experiance.&lt;br /&gt;
&lt;br /&gt;
A couple small quests appeared at [[Blizzcon 2010]]. They were:&lt;br /&gt;
&lt;br /&gt;
* [[The Torture Chambers of the Mad King]] &lt;br /&gt;
* [[Escort the Weapon Maker]]&lt;br /&gt;
* [[Queen Alyssa's Servants]]&lt;br /&gt;
&lt;br /&gt;
All 3 of these quests appeared in the final game, although the first mention was expanded upon as the [[Imprisoned Angel]] quest.&lt;br /&gt;
&lt;br /&gt;
===Early Stances===&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;I think Jay hinted during Blizzcon that there might be updated quests to keep higher level content exciting to keep people coming back and playing again. &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Julian Love: It's not so much actually high level versus low level. I think we have a plan that facilitates high level content. What I think you're really getting at there is replayability, and what that gets down to is the way we're exercising randomness within the game. We've put a lot of focus towards what kinds of randomness are really beneficial in supporting replayability and what things are just, heh, not all that important or not all that awesome. One of the things that we have in the system that we have is something that we call - well, we have a really technical name for it -- sub-scenes.&lt;br /&gt;
&lt;br /&gt;
What it comes down to is we can sort of like create a hole in the world that's like a socket that we can fill with just about anything that we want. It could be empty ground with a bunch of monsters on it, it could be a giant canyon that a really elaborate scripted event happens, it could turn into a caravan walking across the desert that you have an escort quest on. The point being is that this hole in the earth can randomly, at any time become something totally different. It could even be a doorway to a whole new dungeon that you've never seen before. So, the fact that the world is able to change things up and actually deliver different events, stories and quests is what's really going to make the game a lot more replayable at the both the low and high ends.&amp;lt;/font&amp;gt;&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was somewhat implamented in the final game, but not to a great extent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’re doing -– there’s a main storyline that is, parts of it might be randomized depending on the area, depending on what the quests are, depending on what the actual objective is. But apart from the main quest, most of our other content is randomized, so from game to game it will be completely different. I can’t give you any kind of percentage because we’re still playing with those numbers, but that’s really the way we built this game is so that we can have a lot of randomized content, including story elements and including quests.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This did appear in the final game in the form of events. However, the main story is completely static.&lt;br /&gt;
&lt;br /&gt;
====Randomized Quests====&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;DF: Will there be class specific quests in the game? If so, can you explain how they would work?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Jay Wilson: We are still discussing whether or not we would like to include class-specific quests in the game mainly because of the simple fact that it may not really fit in with the fast-paced play-style known to the Diablo series. While this is definitely something we would like to consider, we just haven't agreed on how just yet. &lt;br /&gt;
&lt;br /&gt;
However, we would like to do something in regards to character specificity. We are looking into having different dialogues and experiences for the same quest or interaction for each of the classes. Each character will react differently and have different responses for different scenarios. For example, the Barbarian may do or say one thing in response to what an NPC has to say, whereas a Witch Doctor will treat the encounter in a complete opposite manner.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Can you tell us anymore about the class-specific quest system in the game?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Jay Wilson: Not a a lot but I can tell you we do intend to do some class quests and mostly what we want to do is give [[story]] arcs to the characters. We don't want them to be kind of nameless...I think we've reached a point where we are trying to build a universe and a universe is filled with characters. And so a lot of what we want to do with the class quests is support that idea to build characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;: So when you start the game will the different classes begin in the same  place or will you start at some sort of origin level to setup your character?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Jay Wilson: Originally we wanted to do an origin - we wanted to actually have the characters start in their own location but it was a monumental cost for us to do it so we decided that we would have everyone start in the same place. We do try to set the characters up though. We have a little event early on that's going to try to setup where the characters come from and what their mindset is.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blizzard has not yet added class specific quests in Diablo III.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Long story short, blizzard appears to have had goals for making quests more interesting but ended up scrapping most of it, and now we have what we do today.&lt;br /&gt;
&lt;br /&gt;
===Quests in the Expansion===&lt;br /&gt;
&lt;br /&gt;
No changes to quests have been made so far in the expansion [[Reaper of Souls]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quest_navbox|act_I}}&lt;br /&gt;
&lt;br /&gt;
[[category:quests]]&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[stub:it requires pictures of the modern quest interface]]&lt;/div&gt;</summary>
		<author><name>Orion</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Items&amp;diff=81798</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Items&amp;diff=81798"/>
				<updated>2019-03-15T17:01:35Z</updated>
		
		<summary type="html">&lt;p&gt;Orion: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Inventory-dh-ros1.jpg|thumb]]&lt;br /&gt;
Item hunting is one of the mayor objectives in [[Diablo games]], besides questing and leveling. The item system in [[Diablo III]] &amp;lt;nowiki/&amp;gt;has been simplified and streamlined, when compared to the predecessor. The loss in itemization depth and replay value is countered by allowing franchise newcomers to instantly see if an item is an upgrade or not.&lt;br /&gt;
&lt;br /&gt;
Items come in three large categories: Armor, Weapon, and Other&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor refers to any non-held equipment. Most of them provide Mainstat, Vitality and other defensive bonuses.&lt;br /&gt;
&lt;br /&gt;
There are 11 total armor slots:&lt;br /&gt;
*Head&lt;br /&gt;
*Torso&lt;br /&gt;
*Waist&lt;br /&gt;
*Shoulders&lt;br /&gt;
*Wrists&lt;br /&gt;
*Hands&lt;br /&gt;
*Legs&lt;br /&gt;
*Feet&lt;br /&gt;
*Rings (2 slots)&lt;br /&gt;
*Amulets&lt;br /&gt;
==Weapons==&lt;br /&gt;
Weapons include anything held in the hand, even if they player doesn't hit monsters with it.&lt;br /&gt;
{| -&lt;br /&gt;
!One-Handed&lt;br /&gt;
!Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Axes&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Maces&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Swords&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearms&lt;br /&gt;
|-&lt;br /&gt;
|Daggers&lt;br /&gt;
|Staves&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Bows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Crossbows&lt;br /&gt;
|}&lt;br /&gt;
==Class Restrictions==&lt;br /&gt;
All classes can use all types of armor, although most classes have a special type for one of the slots. Weapons are restricted by class and each class has at least one special weapon type.&lt;br /&gt;
{|&lt;br /&gt;
! &lt;br /&gt;
! Restrictions&lt;br /&gt;
! Special Items&lt;br /&gt;
|-&lt;br /&gt;
| '''Barbarian'''&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Staves, Bows and Crossbows&lt;br /&gt;
| Might Belts(Belts) and Weapons (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusader'''&lt;br /&gt;
| Crusader Shields(OH) and Flails (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Monk'''&lt;br /&gt;
| Spirit Stones(Head), Fists(1H) and Daibos(2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon Hunter'''&lt;br /&gt;
| All 2H but Bows and Crossbows&lt;br /&gt;
| Cloaks(Torso), Hand Crossbows(1H) and Quivers(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Wizards'''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Polearms and 2H Maces&lt;br /&gt;
| Wizard Hats(Head), Wands(1H) and Sources(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Witch Doctors'''&lt;br /&gt;
| Voodoo Mask(Head), Ceremonial Knives(1H) and Mojos(OH)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Follower Gear==&lt;br /&gt;
Each of the [[follower]]s can equip a weapon, 2 rings, an amulet and a special item particular to each follow&lt;br /&gt;
*The Templar can equip one-handed swords, axes, spears and daggers, along with a shield and a [[Templar Relic]]&lt;br /&gt;
*The Scoundrel can equip either bow or crossbow and a [[Scoundrel Token]]&lt;br /&gt;
*The Enchantress can equip staves, swords, axes, and maces along with a [[Enchantress Focus]]&lt;br /&gt;
&lt;br /&gt;
==Item Quality and Color==&lt;br /&gt;
Every item has a quality level associated with it and each quality level has a color associated with it&lt;br /&gt;
&lt;br /&gt;
*Junk - grey&lt;br /&gt;
*Normal - white&lt;br /&gt;
*Magic - blue&lt;br /&gt;
*Rare - yellow&lt;br /&gt;
*Legendary - orange&lt;br /&gt;
*Set - green&lt;br /&gt;
&lt;br /&gt;
Ironically, the most common quality level of item drops is Rare.&lt;br /&gt;
&lt;br /&gt;
Grey, Normal, Magic, and Rare items are useless in Diablo III after reaching level 70. This is a massive ideology departure from Diablo II Lord of Destruction.&lt;br /&gt;
&lt;br /&gt;
Set items have their own color but are considered legendary in terms of drop rate.&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
Weapons, Jewelry as well as Head, Torso, and Leg Armor can have sockets for [[Gems]]. These [[Gems]] provide additional effects, depending on where they are socketed.&lt;br /&gt;
&lt;br /&gt;
There are five types of [[Gems]] in a range of qualities: &lt;br /&gt;
Ruby, Topaz, Emerald, Amethyst and Diamond. &lt;br /&gt;
&lt;br /&gt;
In Addition, [[Patch 2.1]] introduced [[Legendary Gems]] that mostly socket into Jewelry and provide various effects.&lt;br /&gt;
&lt;br /&gt;
Check the [[Gems|main article]] for more information&lt;/div&gt;</summary>
		<author><name>Orion</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Monster&amp;diff=81797</id>
		<title>Monster</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Monster&amp;diff=81797"/>
				<updated>2019-03-15T17:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;Orion: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Monsters''' are one of the main attractions in [[Diablo III]], or at least the opportunity to kill them is. See the [[:Category:Monsters|Monsters Category]] for a listing of all the known monsters in ''Diablo III''. There is also a brief list below. In addition to monsters, there is more of the basic Diablo III information available in the [[Diablo 3 Basics]] article.&lt;br /&gt;
&lt;br /&gt;
[[Boss]]es and [[champion]]s are found in Diablo 3 as they were in the previous games in the series, and are the real focus of most reward/difficulty to be found during combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Mon-siegebreaker1.jpg|thumb|150px|The [[Siegebreaker Assault Beast|Siegebreaker]] eyes his next victim.]]&lt;br /&gt;
The D3 team has created a huge variety of monsters for our slaughtering pleasure, and the denizens of the underworld are customized, personalized, and quite versatile. Bosses have been greatly upgraded in appearance and size, and the AI has been improved as well, but unfortunately they are not the main targets for item hunting anymore. This is a big departure from previous Diablo games, and was received with worse than mixed reception.&lt;br /&gt;
&lt;br /&gt;
As the [[D3 Team]] describes it, the monsters and characters evolve at the same time, feeding off of each other. Jay Wilson described this process in a December 2008 interview.[http://www.1up.com/do/previewPage?pager.offset=2&amp;amp;cId=3172030&amp;amp;p=]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;...the monster design. As we get further and further into the game, our goal is to make monsters that we can't figure out how the player can defeat [with the existing skills] and give the player the tools they need to defeat them. So the design of the monsters has a direct relationship to the design of the classes. That's kind of an ongoing thing; we [decide] &amp;quot;Let's create a monster that has really debilitating rooting attacks that just get you stuck when you encounter them.&amp;quot; Then we see that this really screws with the Barbarian, so we give him a skill that lets him break out of roots so that he can counter that. Those things are interesting and allow for the player to have a broader, deeper character. On the other hand, we don't want to go too far -- a lot of mechanics of ''World of WarCraft'' are based heavily on control, and we want to make sure that Diablo 3 stays mostly a combat game based mostly on attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an interview from October 2009, Leonard Boyarsky described the monster design process in more detail. [http://hellforge.gameriot.com/blogs/Hellforge/Diablo-III-The-Lore-of-the-World-An-Interview-with-Leonard-Boyarsky/page1]&lt;br /&gt;
::'''Leonard Boyarsky: '''A lot of the monster design stems from what is needed from a gameplay perspective. So different guys from our team from different disciplines like art, design, effects… will get together and will call a strike team and will really kind of brainstorm what would be cool to fit this niche in the game that we know we need. In the broadest sense we’ll know we’ll need let’s say a ranged monster, we’ll know we’ll need a monster that casts buffs on other monsters, and how can we bring something original to that. How can we make that an interesting character, or interesting monster. And then, a lot of the times the artists will give a personality or a kind of feel to those monsters and then we’ll come in and work with them on the lore.&lt;br /&gt;
&lt;br /&gt;
::What we wanna do for a lot of the stuff is decide whether it’s from the lore side of the demons – whether it’s naturally occurring, and then we’ll try to come up with backgrounds for those different things. And sometimes, we’ll have the idea for, well, you’re in this area so this is the kind of... from a lore standpoint this is the kind of monsters or the kind of animals that you’d encounter, but we really don’t put any kind of requirements in terms of the gameplay of them. We could say, “Oh, you’re gonna run into a goatman here, or whatever” and then they will be able to run with that, because it’s pretty wide open, you know you can do a lot of different stuff with the characters.&lt;br /&gt;
&lt;br /&gt;
===Monster Shape, Color, and Silhouette===&lt;br /&gt;
&lt;br /&gt;
Blizzard's designers work hard to give the monsters distinctive shapes, colors, and outlines, so they'll be recognizable at a glance, even through the busiest of on-screen action.  This slide from a panel at Blizzcon 2009 shows the distinctive design of D2 and D3 monsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Bz09-m-d2shape-color.jpg|center|D2 and D3 monsters have distinctive shapes and outlines.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classifications==&lt;br /&gt;
&lt;br /&gt;
We're grouping monsters as they were sorted in Diablo II, as [[Animals]], [[Demons]], or [[Undead]]. At this point, this is purely for ease of organization. It's not known how monsters will be grouped in the final game, and/or if the familiar aspects of their types, such as undead taking extra damage from blunt weapons, will be retained in Diablo III. This information will be added to the wiki as soon as Blizzard makes it available.  Consider all these classifications as tentative, for now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Classification by Function===&lt;br /&gt;
&lt;br /&gt;
The Diablo design team classifies monsters by their function, with all monsters grouped into a few types, depending on their AI. The design goal is to group different types by how they best cooperate with each other, and you'll see the same types of monsters together in different areas throughout the game.&lt;br /&gt;
&lt;br /&gt;
* '''Swarmer:''' Weak. Typically melee.&amp;lt;br&amp;gt;&lt;br /&gt;
It's a lot of fun to fight tons of little monsters at once. These function basically as &amp;quot;health walls,&amp;quot; giving the players something to kill and gather health orbs from. They're not really meant to be dangerous.&lt;br /&gt;
&lt;br /&gt;
* '''Ranged:''' Projectile speed. Arc. Direct.&amp;lt;br&amp;gt;&lt;br /&gt;
Most dangerous type other than bosses, since they can all attack you at once. Unlike melee enemies. Ranged may employ some evasive movement AI as well, rather than just running in to die like swarmers.&lt;br /&gt;
&lt;br /&gt;
* '''Lieutenant:''' Resurrecting. Buff. Spawners.&amp;lt;br&amp;gt;&lt;br /&gt;
These are higher level monsters that can cast spells or share abilities with the swarmers and ranged lesser monsters. They can resurrect, buff, spawn, etc. They're not in large numbers, but are high priority targets.&lt;br /&gt;
&lt;br /&gt;
* '''Elite:''' Tough. Stronger attacks. Or both.&amp;lt;br&amp;gt;&lt;br /&gt;
Designed to make the player pause and think. High damage attack, high hit points, etc. Something different. Scary and dangerous, more so than the lieutenant.&lt;br /&gt;
&lt;br /&gt;
* '''AOE:''' (Area of Effect). Point blank, line, radial, cone.&amp;lt;br&amp;gt;&lt;br /&gt;
Area of Denial characters. Change the &amp;quot;game space.&amp;quot; Set the ground on fire, make player move. Mix up the gameplay. The description terms refer to the types of shapes their spells can create, thus forcing the player to avoid or play differently than normal.&lt;br /&gt;
&lt;br /&gt;
*''' Weakener:''' Debuff. Slow. Drainer.&amp;lt;br&amp;gt;&lt;br /&gt;
Kind of like Lieutenants, but they make swarmers and ranged guys more threatening. &lt;br /&gt;
&lt;br /&gt;
* '''One offs:''' Sleeper, Alarm, Bee Hive, Linked, Sapper, Thief&amp;lt;br&amp;gt;&lt;br /&gt;
Various monsters that have cool abilities. Jay Wilson purposely didn't explain what they were, saying he wanted fans to have fun debating them.&lt;br /&gt;
&lt;br /&gt;
==Monster Types==&lt;br /&gt;
It's not yet known how monsters are classified in ''Diablo III''. There are monsters seen in the early screenshots and gameplay movie that look to be animals, and quite a few undead, and others that might be demons, but there's no telling if that ''Diablo II'' classification system will be reused in ''Diablo III''.  We're tentatively referring to the monsters by their apparent demon/undead/animal genus, for the sake of easier organization, but do not take that as evidence that they'll be sorted by those types in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances and Immunities==&lt;br /&gt;
&lt;br /&gt;
The D3 Team is not planning to grant many immunities to monsters in Diablo 3. They want enough resistances to require characters to use more than one type of attack all the time, but they don't want to make some monsters too hard for particular characters to deal with. Jay Wilson elaborated on this in a November 2009 interview. [http://diablofans.com/forums/showthread.php?t=23550]&lt;br /&gt;
::'''Jay Wilson:''' We aren't looking to have full immunities or anything of the sort; however we are considering keeping one-element immunities on enemies. Because of the way our skill system works it's almost impossible to build a character that won't have some alternate skill to attack an enemy. So then it becomes an interesting use of a skill or skills that you may not be using all the time. We think that's interesting and fun gameplay, to have to adapt to situations. The adaptation just shouldn't be realizing your character or class is broken and you have to run away or you need to get in a multiplayer game. Those are things we intend to avoid forcing the player into.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
[[Image:Mon-thousand-pounder1.jpg|thumb|none|300px|Thousand Pounder. A boss!]]&lt;br /&gt;
From what players saw during the Blizzcon 2008 and 2009 demos, bosses in Diablo 3 are much as they were in Diablo 2. SuperUniques in a few set, scripted locations, with lots of champions and random bosses (with random modifiers) scattered around the rest of the game world.&lt;br /&gt;
&lt;br /&gt;
No players have yet seen any Act Bosses, with even the mighty [[Siegebreaker Assault Beast]] from the WWI 2008 gameplay movie (who was 10x larger than any monster in Diablo 2) said to be a not especially impressive enemy, taking the game as a whole.&lt;br /&gt;
&lt;br /&gt;
* See the [[boss]]es page for many more details and comments from the development team on this issue.&lt;br /&gt;
* See the [[Boss Modifiers]] page for the 20~ known special modifiers bosses can spawn with; many more than in Diablo II.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Superuniques===&lt;br /&gt;
&lt;br /&gt;
A Superunique is a specific kind of monster in Diablo III. They are displayed with their names in purple, have set spawn locations, and are often part of a quest or event. They will have special attacks such as Vampiric, Knockback and Jailer. While some superuniques are always found on given locations (e.g. [[Odeg the Keywarden]] always appears somewhere in the [[Fields of Misery]]), others only spawn occasionally. The probability of finding some is really low and encountering them can require hundreds of attempts. This is why the &amp;quot;A Unique Collection&amp;quot; achievement is one of the hardest to complete in Diablo III.&lt;br /&gt;
&lt;br /&gt;
List of [http://www.diablowiki.net/Category:Superuniques Superuniques]. &lt;br /&gt;
&lt;br /&gt;
[[File:Dataminer.jpg#sthash.CbH2aoqb.dpuf|thumb|none|600px|A Superunique with its purple name]]&lt;br /&gt;
&lt;br /&gt;
===Champions===&lt;br /&gt;
&lt;br /&gt;
There are several types of champions in Diablo 3, much as there were in Diablo 2. These are monsters that spawn alone or in small groups, and are less powerful than bosses, but much stronger than normal monsters.  See the [[champion]]s page for more details.&lt;br /&gt;
&lt;br /&gt;
Known types of Diablo 3 Champions:&lt;br /&gt;
&lt;br /&gt;
* Champions&lt;br /&gt;
* Fanatics&lt;br /&gt;
* Possessed&lt;br /&gt;
* Frenzied&lt;br /&gt;
&lt;br /&gt;
==Behavior/AI==&lt;br /&gt;
Monsters are going to be smarter and more varied in their behaviours in ''Diablo III''. The [[D3 Team]] wants to force players to play smarter, and use tactics other than simply rushing to kill the monsters as soon as they are sighted. So some creatures have very powerful attacks that need to be avoided, others work very well in groups, others run away if threatened or only attack in packs, and so forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deaths==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has repeatedly talked about the fact that monsters in the Diablo series are chiefly defined by their entrances and their exits. Creatures don't live for very long, so what they do in life is less memorable than how they appear, and how they die.  This issue came up in Blizzcast #8. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' Julian back to you, one of the major effects systems is the death system which kind of goes over how monsters die. Which is one of the cooler parts of the game, and we’ve seen a little bit of that before at WWI and BlizzCon, but what is the system and can you explain it to those listening and what does it do in the game?&lt;br /&gt;
&lt;br /&gt;
[[Image:Critical-hit1.jpg|frame|A Dark Cultist gets splatted by a critical death.]]&lt;br /&gt;
::'''Julian:''' Yeah, something pretty close to my own heart there. We recognized that monsters really live to die in Diablo. We developers don’t have a lot of time to express their personality, or much time to make the character's experience with monsters meaningful. Most of what players are doing is killing them. So one of the things we were interested in doing during development was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we’re up to something like 35 ways for any given monster to “bite it” at this point.&lt;br /&gt;
&lt;br /&gt;
::The basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a fiery sword, and then we added the idea of [[crits]] and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Death Animations===&lt;br /&gt;
Monsters that die to a [[critical hit]] get a special &amp;quot;critical death&amp;quot; animation, which is extra gory. The monsters literally explode, leaving chunks of themselves scattered across the ground. These animations are customized for whatever type of damage killed them; the chunks have flames licking across them from fire damage, sparks and arcs from lightning, etc. Physical damage critical deaths tend to leave huge slicks of blood, and give a battlefield a lovely post-massacre patina.&lt;br /&gt;
&lt;br /&gt;
These special deaths are even extended to individual skills, with acid spells causing them to dissolve, [[Locust Swarm]] bugs eating them down to their bones, [[Disintegrate]] turning them to ash, and many others. Lots of these effects were demonstrated during a panel at [[BlizzCon 2008]], an lovely excerpt from which you can view below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;bdxzTV2qhLs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Component System==&lt;br /&gt;
This term referred to the way monsters of the same type in ''Diablo II'' could appear different. Skeletons spawned with different types of weapons, armor, shields, and so forth, just to give the demonic legions some variety in their appearance. The different equipment wasn't purely superficial either; it went along with logical changes to the monster's damage or defense. &lt;br /&gt;
&lt;br /&gt;
This technique is being used in ''Diablo III'', and while details haven't yet been revealed, the team has mentioned their plans to use graphical tweaks and palette shifts to give the monsters some variety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Known Monsters==&lt;br /&gt;
Here is a list of all the monsters in brief. Click on their names for further information about them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
Bosses were technically called &amp;quot;SuperUniques&amp;quot; in Diablo II. We're calling them [[Bosses]] in Diablo III, just for the sake of simplicity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Siegebreaker Assault Beast]]====&lt;br /&gt;
[[Image:Mon-siegebreaker1.jpg|100px|left]]''&amp;quot;Living siege Engine of Hell&amp;quot;''. The [[Siegebreaker Assault Beast|Siege Breaker]] is an absolutely massive &amp;quot;miniboss&amp;quot; shown in the [[WWI 2008]] gameplay video. It's apparent that Blizzard is taking the gameplay with even the minor bosses to a whole new level in Diablo III! We don't know if he's a random encounter or not, but this big bad-ass is found in [[Leoric Highlands]].&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Thousand Pounder]]====&lt;br /&gt;
[[Image:Mon-thousand-pounder1.jpg|100px|left]]Inside the [[Forgotten Tombs]] of the [[WWI 2008]] gameplay video, we got familiar with the [[Thousand Pounder]] as he was summoned in to the scene. He's also seen in concept art work, and looks more like an overly powerful monster than an actual type of boss, like a SuperUnique.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Leoric]]====&lt;br /&gt;
[[Image:Mon-skeleton-king1.jpg|100px|left]]&lt;br /&gt;
[[Image:Mon-leoric1.jpg|100px|right]]&lt;br /&gt;
The Skeleton King returns in Diablo III, and he's up to his old skeleton-summoning tricks. He's found sitting on his throne, must be awakened by the use of a quest item, and does not return in a good mood. Leoric wields a gigantic hammer and commands a vast army of the undead. He is a quest boss and was the final creature to defeat in the Blizzcon demo build (October 2008.) See [[The Skeleton King]] quest article for more details.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Standard Monsters===&lt;br /&gt;
Even the &amp;quot;standard&amp;quot; monsters of Diablo III comes in many different shapes and forms, and employs different types of obstacles for the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Activated Vessel]]====&lt;br /&gt;
[[Image:Mon-activated-vessel2.jpg|left|100px]]Scary looking humanoid demonic creation made from willing [[Dark Vessel]]s. Activated Vessels are mutated, half-demonic things who fight furiously and move very quickly. It's a good idea to kill off the Dark Vessels before they can activate, if at all possible.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Berserker]]====&lt;br /&gt;
[[Image:Mon-berserker1.jpg|left|100px]][[Berserker]]s are the muscle of their evil, demon-worshiping cult. They are massive, powerful men who wear hoods and loincloths and carry huge mauls, with which they are happy to bash your brains in.&lt;br /&gt;
&lt;br /&gt;
Berserkers have a special overhead smashing attack, which they telegraph by powering up their mauls with a reddish glow. Their overhead attack is highly damaging, but if you dodge it the Berserker will hit the floor so hard their maul breaks through the stone and gets stuck there.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Crawling Torso]]====&lt;br /&gt;
[[Image:Mon-crawling-torso.jpg|left|100px]][[Crawling Torso]]s are one of the more disturbing monsters we've yet seen. They are the upper half of a [[Walking Corpse]], a type of [[zombie]]. If the walking corpse is killed with a powerful hit, it will die completely. If it's only hit with a glancing blow though, it will break in half, and the upper body will become... A crawling torso.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Cultist]]====&lt;br /&gt;
[[Image:Mon-dark-cultist1.jpg|left|100px]][[Cultist]]s are human mages who spawn with [[Berserker]]s. Cultists are very weak, but they can shoot fireball projectiles and summon powerful [[Dark Demon]]s, so it's wise to bypass the hulking Berserkers to kill the Cultists as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Cultists can be recognized from [[Dark Vessel]]s by their lack of a staff. Vessels have a long staff which curls at the end, on which they lean while summoning up the demons by which they are possessed.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Dark Demon]]====&lt;br /&gt;
[[Image:Mon-dark-demon1.jpg|left|125px]]These odd, half-skeletal creatures are summoned from raw, red manhole-like openings in the ground by [[Dark Cultist]]s. They are quadrupedal, and look a bit like a dog crossed with a crocodile, then turned inside out. They are quick of foot, but appear to possess only melee attacks.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Dark Vessel]]====&lt;br /&gt;
[[Image:Mon-dark-vessel4.jpg|left|100px]]These human mages are commonly found standing motionless, amidst various other types of Dark enemies. Vessels are harmless in their human form, but become very dangerous [[melee]] fighters if they manage to pull a demonic entity into themselves. In that form they are known as [[Activated Vessel]]s, and are ferocious fighters.&lt;br /&gt;
&lt;br /&gt;
Dark Vessels look a bit like [[Dark Cultists]], but Vessels lean on tall crooks, and remain motionless until they transform, while Cultists are mage-like enemies who cast a variety of spells and summon demons.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Dune Thresher]]====&lt;br /&gt;
[[Image:Mon-dunethresher1.jpg|left|100px]][[Dune Thresher]]s are apparently mostly located north of [[Caldeum]], which would imply that the game will take us to the surrounding desert areas. They are the croco-sharks of the sand, and is a great threat to anyone wandering in the desert. Well, besides heroes like the average player in [[Diablo III]]. Above two primary front legs these beasts are equipped with a second pair of appendage in the form of gigantic talons that supplement its leap-and-bite attack. The beasts are very fast and most dangerous.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Fallen Shaman]]====&lt;br /&gt;
[[Image:Mon-fallen-shaman-bashiok.gif|left|100px]][[Fallen Shaman]]s return in Diablo III, but none have yet been seen in screenshots. We only know of them thanks to this animated gif, which [[Blizzard]]'s D3 Community Manager, [[Bashiok]], had as his forum avatar. [[Fallen]] were in D1 and took on an expanded role with new AI, shamans, and grouping habits in D2 ({{iw|Fallen Diablo 2 Fallen}}). How they'll progress in D3 remains to be seen, but everyone seems to like this monster type, so their return is a popular one.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Ghostly Orb]]====&lt;br /&gt;
[[Image:Mon-ghostly-orb.jpg|left|100px]][[Ghostly Orb]]s are a sort of monster generator, creating a wraith every few seconds until they are destroyed. They've only been seen in the [[WWI 2008]] gameplay movie, when four of them emerge from the floor in a trapped room and begin producing wraiths as soon as they are active. &amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Ghoul]]====&lt;br /&gt;
[[Image:Mon-ghouls3.jpg|left|100px]]These swarming monsters appear to be the zombie cannon fodder of [[Diablo III]]. They are blue-skinned [[undead]] who spawn in great numbers, are quite fleet of foot and quick of movement, but are fairly weak and easy to kill. [[Ghoul]]s can be seen climbing up the walls and swarming the [[Barbarian]] in the beginning of the [[WWI 2008]] gameplay movie. They die almost as fast as they race to battle (which is quite quickly).&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Goatman]]====&lt;br /&gt;
[[Image:Mon-goatman1.jpg|left|100px]]The [[goatmen]] foot soldiers seen thus far are much as they were in [[Diablo II]]. They mill around in medium-sized packs, wielding huge two-handed polearms, and attack quickly, but not very effectively. The D3 goatmen have quick footspeed and a fast swing, but they pause for a long time between attacks. Their death sounds seem to be improved over how they were in D2, though they're not quite as delightfully bleaty and goaty as they were in D1, when their enticing noises put them amongst everyone's favourite monsters to kill. In Diablo III they finally received a proper [[goatman|backstory]] though...&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Goatman Shaman]]====&lt;br /&gt;
[[Image:Mon-goatman-shaman4.jpg|left|100px]]Though [[goatmen]] were a popular monster in D1 and D2, the Goatman Shaman is a new unit, and nothing is yet known about its abilities. Presumably it will be able to buff goatmen in various ways, and perhaps heal or even resurrect them as well. It is known that the shaman have intelligent AI; one in the [[WWI 2008]] gameplay movie runs when its herd is wiped out by a [[Witch Doctor]]'s [[Wall of Zombies]], finds a new pack of goatmen, and takes up a position behind them.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Grotesque]]====&lt;br /&gt;
[[Image:Mon-grotesque.jpg|left|100px]]One of the more interesting monsters seen in the [[WWI 2008]] movie, the [[Grotesque]] are basically living pinatas. They are fat, white, humanoid monsters, who either don't have an attack or a very weak one. What they do instead is run up to a player who comes into range, take a few hits, bend over backwards, and rupture into a massive fountain of wriggling silver eels called [[Lamprey]]. There seem to be far more eels within a grotesque than their volume would permit, but such is the nature of magic.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Lamprey]]====&lt;br /&gt;
[[Image:Mon-lamprey2.jpg|left|100px]]Lamprey are squirming eels that emerge in a flood from a ruptured [[Grotesque]]. They are not powerful monsters, but are disgusting in their fecundity and must be stomped out, like giant maggots.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Savage Beast]]====&lt;br /&gt;
[[Image:Mon-beast2.jpg|left|100px]][[Savage Beast]]s are large, buffalo-like herd beasts seen in the plains areas of Diablo III. They have a very fast charging attack, and gore with their huge tusks up close, though the few seen in the WWI 2008 gameplay movie died pretty easily. They're not just animals either; they've been mutated by [[Diablo]] (or someone?) to become monstrous.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Scavenger]]====&lt;br /&gt;
[[Image:Mon-scavenger1.jpg|left|100px]]The [[scavenger]] returns from [[Diablo I]], and it's taken on some properties of the {{iw|Leapers Leapers}} from [[Diablo II]]. They look more like animals than demons, and are somewhat badger-like in their furry, striped appearance. But they leap and dart around wildly, and seem quite capable of swarming an unwary hero by sheer numbers.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeleton]]====&lt;br /&gt;
[[Image:Mon-skeleton3.jpg|left|100px]]As iconic as [[zombies]], animated human [[skeleton]]s have been featured in all of the Diablo games, and just about every other fantasy RPG ever made. In D3, plain skeleton warriors are joined [[Skeletal Summoner]]s, [[Skeletal Archer]]s, and [[Skeletal Shieldman]], and (perhaps) other types not yet revealed.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Archer]]====&lt;br /&gt;
[[Image:Mon-skeletal-archer1.jpg|left|100px]]The basic bones with a bow, [[Skeletal Archer]]s return for their third go 'round in the Diablo series, and they are much as they've ever been. A humanoid skeleton with a bow and a relatively slow firing rate. They are not dangerous one on one, but a pack of them can be pretty nasty, especially against low armor or stationary targets.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Executioner]]====&lt;br /&gt;
[[Image:Mon-skeletal-executioner2.jpg|left|100px]]&lt;br /&gt;
Skeletal Executioners are a larger, more powerful version of skeletons, instantly recognizable by their red hoods, huge shoulder pads, and the massive headsmen axes. They only pick up the axes when they are about to use them, and they use both arms to deliver vicious overhead chops with their weapons. Skeletal executioners have a short range charge attack that they finish with a devastating chop of their axes. Being hit by one won't actually kill a character in a single blow, but it's quite painful. &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Shieldman]]====&lt;br /&gt;
[[Image:Mon-skeletal-shieldman4.jpg|left|100px]][[Skeletal Shieldman|Skeletal Shieldmen]] spawn with large, round, glowing blue shields from which they derive their names. They carry a sword as well, but use it only sporadically, and not with very great effect. Their chief purpose is as a defensive unit, and a phalanx of these skeletons can usually be found in front of [[Skeletal Archer]]s or a [[Skeletal Summoner]]s. They block very effectively, thwarting most attacks launched straight at them, but are very slow to turn and can be flanked or simply run past without much difficulty.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Skeletal Summoner]]====&lt;br /&gt;
[[Image:Mon-skeletal-summoner5.jpg|left|100px]]&lt;br /&gt;
These skeleton shaman spawn with packs of [[Skeletal Archer]]s and [[Skeletal Shieldman]] for protection. The Summoners are larger than regular skeletons, and have glowing purple/pink orbs around their upper bodies. These may be shields, decoration, or an indication what type of elemental damage they deal. During battle the summoners stay to the rear of their foot soldiers, where they keep busy summoning fresh skeletons, or hurling purple projectiles at any players who stray into range.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[The Unburied]]====&lt;br /&gt;
[[Image:Mon-unburied1.jpg|left|100px]]&lt;br /&gt;
These huge, hulking, spike-covered monsters are undead; the largest type of undead ever seen in any of the Diablo titles. They are slow of foot and hard-hitting, much like the club-wielding {{iw|Blunderbore Blunderbores}} seen in Diablo II. The only Unburied yet seen were early in the game, during the demo levels available at Blizzcon 2008, and were not too nasty. It's expected that we'll find more dangerous varieties of them later in the game, since that's how the monsters in Diablo III roll.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Walking Corpse]]====&lt;br /&gt;
[[Image:Mon-walking-corpse3.jpg|left|100px]]These slow moving [[zombie]]s are a bit larger than the base model, and can presumably take a bit more punishment. They are a very similar creature though, shambling around aimlessly, too stupid to use weapons or spells, only dangerous in large groups.&lt;br /&gt;
&lt;br /&gt;
Walking corpses have a unique talent, in that upon death they sometimes break in half, but continue the battle as their upper bodies snap off and become a [[Crawling Torso]].&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Wood Wraith]]====&lt;br /&gt;
[[Image:Mon-wood-wraith1.jpg|left|100px]]The only type of this monster yet seen is called the [[Wood Wraith]], but they are called Gnarled Walkers in the concept art, and that seems a more likely name for the entire monster type.&lt;br /&gt;
&lt;br /&gt;
Gnarled Walkers are not just living, Ent-like trees, but are demonic, possessed um... trees.  From the concept art they look to be things, mad plants, rather than individual entities. They do not have faces, and they are not bipedal bodies formed from wood. They are literally demonic trees, soulless and mindless and deformed by the dark magics that have animated them.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Wraith]]====&lt;br /&gt;
[[Image:Mon-wraith3.jpg|left|100px]][[Wraith]]s return in [[Diablo III]], and while their function looks about the same, their graphics have been substantially improved. They were seen emerging from [[Ghostly Orb]]s in the [[WWI 2008]] movie, and it's not known if they can only come from those odd monster generators, or if they'll be found roaming (floating) freely in the dungeons as well.&lt;br /&gt;
&lt;br /&gt;
Wraiths have a [[melee]] slashing attack, and a ranged life drain attack as well. That one has a lovely graphic, with a swirling stream of blueish vapour flowing from the character to the Wraith.&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Wretched Mother]]====&lt;br /&gt;
[[Image:Mon-walking-corpse-f2.jpg|left|50px]][[Image:Mon-zombie-unknown.jpg|left|50px]]These [[zombie]]s appear to be a slight upgrade from the generic, brains-loving shamblers. They look somewhat gothic and have the ability to summon more undead by regurgitating dead bodies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Zombie]]====&lt;br /&gt;
[[Image:Mon-zombie3.jpg|left|100px]][[Zombie]]s return to [[Diablo III]] in much the same form as they occupied in [[Diablo I]] and [[Diablo II]]. Humanoid, slow, shambling, and just generally unpleasant. Their slow speed and negligible intelligence makes them perfect targets for new characters to warm up and level up against. &lt;br /&gt;
&lt;br /&gt;
{{BC}}&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|info}}&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:monsters]]&lt;/div&gt;</summary>
		<author><name>Orion</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Items&amp;diff=81796</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Items&amp;diff=81796"/>
				<updated>2019-03-15T16:56:28Z</updated>
		
		<summary type="html">&lt;p&gt;Orion: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Inventory-dh-ros1.jpg|thumb]]&lt;br /&gt;
Item hunting is one of the mayor objectives in [[Diablo games]], besides questing and leveling. The item system in [[Diablo III]]&amp;lt;nowiki/&amp;gt;has been simplified and streamlined, when compared to the predecessor. The loss in itemization depth and replay value is countered by allowing franchise newcomers to instantly see if an item is an upgrade or not.&lt;br /&gt;
&lt;br /&gt;
Items come in three large categories: Armor, Weapon, and Other&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor refers to any non-held equipment. Most of them provide Mainstat, Vitality and other defensive bonuses.&lt;br /&gt;
&lt;br /&gt;
There are 11 total armor slots:&lt;br /&gt;
*Head&lt;br /&gt;
*Torso&lt;br /&gt;
*Waist&lt;br /&gt;
*Shoulders&lt;br /&gt;
*Wrists&lt;br /&gt;
*Hands&lt;br /&gt;
*Legs&lt;br /&gt;
*Feet&lt;br /&gt;
*Rings (2 slots)&lt;br /&gt;
*Amulets&lt;br /&gt;
==Weapons==&lt;br /&gt;
Weapons include anything held in the hand, even if they player doesn't hit monsters with it.&lt;br /&gt;
{| -&lt;br /&gt;
!One-Handed&lt;br /&gt;
!Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Axes&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Maces&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Swords&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearms&lt;br /&gt;
|-&lt;br /&gt;
|Daggers&lt;br /&gt;
|Staves&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Bows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Crossbows&lt;br /&gt;
|}&lt;br /&gt;
==Class Restrictions==&lt;br /&gt;
All classes can use all types of armor, although most classes have a special type for one of the slots. Weapons are restricted by class and each class has at least one special weapon type.&lt;br /&gt;
{|&lt;br /&gt;
! &lt;br /&gt;
! Restrictions&lt;br /&gt;
! Special Items&lt;br /&gt;
|-&lt;br /&gt;
| '''Barbarian'''&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Staves, Bows and Crossbows&lt;br /&gt;
| Might Belts(Belts) and Weapons (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusader'''&lt;br /&gt;
| Crusader Shields(OH) and Flails (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Monk'''&lt;br /&gt;
| Spirit Stones(Head), Fists(1H) and Daibos(2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon Hunter'''&lt;br /&gt;
| All 2H but Bows and Crossbows&lt;br /&gt;
| Cloaks(Torso), Hand Crossbows(1H) and Quivers(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Wizards'''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Polearms and 2H Maces&lt;br /&gt;
| Wizard Hats(Head), Wands(1H) and Sources(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Witch Doctors'''&lt;br /&gt;
| Voodoo Mask(Head), Ceremonial Knives(1H) and Mojos(OH)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Follower Gear==&lt;br /&gt;
Each of the [[follower]]s can equip a weapon, 2 rings, an amulet and a special item particular to each follow&lt;br /&gt;
*The Templar can equip one-handed swords, axes, spears and daggers, along with a shield and a [[Templar Relic]]&lt;br /&gt;
*The Scoundrel can equip either bow or crossbow and a [[Scoundrel Token]]&lt;br /&gt;
*The Enchantress can equip staves, swords, axes, and maces along with a [[Enchantress Focus]]&lt;br /&gt;
&lt;br /&gt;
==Item Quality and Color==&lt;br /&gt;
Every item has a quality level associated with it and each quality level has a color associated with it&lt;br /&gt;
&lt;br /&gt;
*Junk - grey&lt;br /&gt;
*Normal - white&lt;br /&gt;
*Magic - blue&lt;br /&gt;
*Rare - yellow&lt;br /&gt;
*Legendary - orange&lt;br /&gt;
*Set - green&lt;br /&gt;
&lt;br /&gt;
Ironically, the most common quality level of item drops is Rare.&lt;br /&gt;
&lt;br /&gt;
Grey, Normal, Magic, and Rare items are useless in Diablo III after reaching level 70. This is a massive ideology departure from Diablo II Lord of Destruction.&lt;br /&gt;
&lt;br /&gt;
Set items have their own color but are considered legendary in terms of drop rate.&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
Weapons, Jewelry as well as Head, Torso, and Leg Armor can have sockets for [[Gems]]. These [[Gems]] provide additional effects, depending on where they are socketed.&lt;br /&gt;
&lt;br /&gt;
There are five types of [[Gems]] in a range of qualities: &lt;br /&gt;
Ruby, Topaz, Emerald, Amethyst and Diamond. &lt;br /&gt;
&lt;br /&gt;
In Addition, [[Patch 2.1]] introduced [[Legendary Gems]] that mostly socket into Jewelry and provide various effects.&lt;br /&gt;
&lt;br /&gt;
Check the [[Gems|main article]] for more information&lt;/div&gt;</summary>
		<author><name>Orion</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Items&amp;diff=81795</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Items&amp;diff=81795"/>
				<updated>2019-03-15T16:54:18Z</updated>
		
		<summary type="html">&lt;p&gt;Orion: /* Item Quality and Color */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Inventory-dh-ros1.jpg|thumb]]&lt;br /&gt;
Item hunting is one of the mayor objectives in [[Diablo games]]. The item system in [[Diablo III]]&amp;lt;nowiki/&amp;gt;has been simplified and streamlined, when compared to the predecessor. The loss in itemization depth and replay value is countered by allowing franchise newcomers to instantly see if an item is an upgrade or not.&lt;br /&gt;
&lt;br /&gt;
Items come in three large categories: Armor, Weapon, and Other&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor refers to any non-held equipment. Most of them provide Mainstat, Vitality and other defensive bonuses.&lt;br /&gt;
&lt;br /&gt;
There are 11 total armor slots:&lt;br /&gt;
*Head&lt;br /&gt;
*Torso&lt;br /&gt;
*Waist&lt;br /&gt;
*Shoulders&lt;br /&gt;
*Wrists&lt;br /&gt;
*Hands&lt;br /&gt;
*Legs&lt;br /&gt;
*Feet&lt;br /&gt;
*Rings (2 slots)&lt;br /&gt;
*Amulets&lt;br /&gt;
==Weapons==&lt;br /&gt;
Weapons include anything held in the hand, even if they player doesn't hit monsters with it.&lt;br /&gt;
{| -&lt;br /&gt;
!One-Handed&lt;br /&gt;
!Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Axes&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Maces&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Swords&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearms&lt;br /&gt;
|-&lt;br /&gt;
|Daggers&lt;br /&gt;
|Staves&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Bows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Crossbows&lt;br /&gt;
|}&lt;br /&gt;
==Class Restrictions==&lt;br /&gt;
All classes can use all types of armor, although most classes have a special type for one of the slots. Weapons are restricted by class and each class has at least one special weapon type.&lt;br /&gt;
{|&lt;br /&gt;
! &lt;br /&gt;
! Restrictions&lt;br /&gt;
! Special Items&lt;br /&gt;
|-&lt;br /&gt;
| '''Barbarian'''&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Staves, Bows and Crossbows&lt;br /&gt;
| Might Belts(Belts) and Weapons (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusader'''&lt;br /&gt;
| Crusader Shields(OH) and Flails (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Monk'''&lt;br /&gt;
| Spirit Stones(Head), Fists(1H) and Daibos(2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon Hunter'''&lt;br /&gt;
| All 2H but Bows and Crossbows&lt;br /&gt;
| Cloaks(Torso), Hand Crossbows(1H) and Quivers(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Wizards'''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Polearms and 2H Maces&lt;br /&gt;
| Wizard Hats(Head), Wands(1H) and Sources(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Witch Doctors'''&lt;br /&gt;
| Voodoo Mask(Head), Ceremonial Knives(1H) and Mojos(OH)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Follower Gear==&lt;br /&gt;
Each of the [[follower]]s can equip a weapon, 2 rings, an amulet and a special item particular to each follow&lt;br /&gt;
*The Templar can equip one-handed swords, axes, spears and daggers, along with a shield and a [[Templar Relic]]&lt;br /&gt;
*The Scoundrel can equip either bow or crossbow and a [[Scoundrel Token]]&lt;br /&gt;
*The Enchantress can equip staves, swords, axes, and maces along with a [[Enchantress Focus]]&lt;br /&gt;
&lt;br /&gt;
==Item Quality and Color==&lt;br /&gt;
Every item has a quality level associated with it and each quality level has a color associated with it&lt;br /&gt;
&lt;br /&gt;
*Junk - grey&lt;br /&gt;
*Normal - white&lt;br /&gt;
*Magic - blue&lt;br /&gt;
*Rare - yellow&lt;br /&gt;
*Legendary - orange&lt;br /&gt;
*Set - green&lt;br /&gt;
&lt;br /&gt;
Ironically, the most common quality level of item drops is Rare.&lt;br /&gt;
&lt;br /&gt;
Grey, Normal, Magic, and Rare items are useless in Diablo III after reaching level 70. This is a massive ideology departure from Diablo II Lord of Destruction.&lt;br /&gt;
&lt;br /&gt;
Set items have their own color but are considered legendary in terms of drop rate.&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
Weapons, Jewelry as well as Head, Torso, and Leg Armor can have sockets for [[Gems]]. These [[Gems]] provide additional effects, depending on where they are socketed.&lt;br /&gt;
&lt;br /&gt;
There are five types of [[Gems]] in a range of qualities: &lt;br /&gt;
Ruby, Topaz, Emerald, Amethyst and Diamond. &lt;br /&gt;
&lt;br /&gt;
In Addition, [[Patch 2.1]] introduced [[Legendary Gems]] that mostly socket into Jewelry and provide various effects.&lt;br /&gt;
&lt;br /&gt;
Check the [[Gems|main article]] for more information&lt;/div&gt;</summary>
		<author><name>Orion</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Items&amp;diff=81794</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Items&amp;diff=81794"/>
				<updated>2019-03-15T16:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Orion: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Inventory-dh-ros1.jpg|thumb]]&lt;br /&gt;
Item hunting is one of the mayor objectives in [[Diablo games]]. The item system in [[Diablo III]]&amp;lt;nowiki/&amp;gt;has been simplified and streamlined, when compared to the predecessor. The loss in itemization depth and replay value is countered by allowing franchise newcomers to instantly see if an item is an upgrade or not.&lt;br /&gt;
&lt;br /&gt;
Items come in three large categories: Armor, Weapon, and Other&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor refers to any non-held equipment. Most of them provide Mainstat, Vitality and other defensive bonuses.&lt;br /&gt;
&lt;br /&gt;
There are 11 total armor slots:&lt;br /&gt;
*Head&lt;br /&gt;
*Torso&lt;br /&gt;
*Waist&lt;br /&gt;
*Shoulders&lt;br /&gt;
*Wrists&lt;br /&gt;
*Hands&lt;br /&gt;
*Legs&lt;br /&gt;
*Feet&lt;br /&gt;
*Rings (2 slots)&lt;br /&gt;
*Amulets&lt;br /&gt;
==Weapons==&lt;br /&gt;
Weapons include anything held in the hand, even if they player doesn't hit monsters with it.&lt;br /&gt;
{| -&lt;br /&gt;
!One-Handed&lt;br /&gt;
!Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Axes&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Maces&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Swords&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearms&lt;br /&gt;
|-&lt;br /&gt;
|Daggers&lt;br /&gt;
|Staves&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Bows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Crossbows&lt;br /&gt;
|}&lt;br /&gt;
==Class Restrictions==&lt;br /&gt;
All classes can use all types of armor, although most classes have a special type for one of the slots. Weapons are restricted by class and each class has at least one special weapon type.&lt;br /&gt;
{|&lt;br /&gt;
! &lt;br /&gt;
! Restrictions&lt;br /&gt;
! Special Items&lt;br /&gt;
|-&lt;br /&gt;
| '''Barbarian'''&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Staves, Bows and Crossbows&lt;br /&gt;
| Might Belts(Belts) and Weapons (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusader'''&lt;br /&gt;
| Crusader Shields(OH) and Flails (1&amp;amp;2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Monk'''&lt;br /&gt;
| Spirit Stones(Head), Fists(1H) and Daibos(2H)&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon Hunter'''&lt;br /&gt;
| All 2H but Bows and Crossbows&lt;br /&gt;
| Cloaks(Torso), Hand Crossbows(1H) and Quivers(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Wizards'''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Polearms and 2H Maces&lt;br /&gt;
| Wizard Hats(Head), Wands(1H) and Sources(OH)&lt;br /&gt;
|-&lt;br /&gt;
| '''Witch Doctors'''&lt;br /&gt;
| Voodoo Mask(Head), Ceremonial Knives(1H) and Mojos(OH)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Follower Gear==&lt;br /&gt;
Each of the [[follower]]s can equip a weapon, 2 rings, an amulet and a special item particular to each follow&lt;br /&gt;
*The Templar can equip one-handed swords, axes, spears and daggers, along with a shield and a [[Templar Relic]]&lt;br /&gt;
*The Scoundrel can equip either bow or crossbow and a [[Scoundrel Token]]&lt;br /&gt;
*The Enchantress can equip staves, swords, axes, and maces along with a [[Enchantress Focus]]&lt;br /&gt;
&lt;br /&gt;
==Item Quality and Color==&lt;br /&gt;
Every item has a quality level associated with it and each quality level has a color associated with it&lt;br /&gt;
&lt;br /&gt;
*Junk - grey&lt;br /&gt;
*Normal - white&lt;br /&gt;
*Magic - blue&lt;br /&gt;
*Rare - yellow&lt;br /&gt;
*Legendary - orange&lt;br /&gt;
*Set - green&lt;br /&gt;
&lt;br /&gt;
Ironically, the most common quality level of item drops is Rare.&lt;br /&gt;
&lt;br /&gt;
Set items have their own color but are considered legendary in terms of drop rate.&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
Weapons, Jewelry as well as Head, Torso, and Leg Armor can have sockets for [[Gems]]. These [[Gems]] provide additional effects, depending on where they are socketed.&lt;br /&gt;
&lt;br /&gt;
There are five types of [[Gems]] in a range of qualities: &lt;br /&gt;
Ruby, Topaz, Emerald, Amethyst and Diamond. &lt;br /&gt;
&lt;br /&gt;
In Addition, [[Patch 2.1]] introduced [[Legendary Gems]] that mostly socket into Jewelry and provide various effects.&lt;br /&gt;
&lt;br /&gt;
Check the [[Gems|main article]] for more information&lt;/div&gt;</summary>
		<author><name>Orion</name></author>	</entry>

	</feed>