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		<updated>2026-04-07T19:42:59Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Daibos&amp;diff=80384</id>
		<title>Daibos</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Daibos&amp;diff=80384"/>
				<updated>2015-09-18T04:14:59Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Diabo -&amp;gt; Daibo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Monk-concept1.jpg|thumb|333px|Monk posing dramatically.]]&lt;br /&gt;
[[Daibos]] are Monk-restricted two-handed melee weapons. These are seldom-used by Monks, since the offensive bonuses from dual wielding, or the defensive bonuses from one-handed weapon + shield far outpoint the utility of a two-handed Daibo.&lt;br /&gt;
&lt;br /&gt;
Early in Diablo 3's development Daibos were &amp;quot;long staves&amp;quot; which were used for melee combat, while &amp;quot;short staves&amp;quot; were a two-handed weapon meant for spell-casters. Short staves ultimately became &amp;quot;staves&amp;quot; while long staves evolved into Daibos. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monk Weapon-Specific Skills====&lt;br /&gt;
&lt;br /&gt;
During development the Monk's various skills were planned to be attached to specific weapon types, with his [[Fist Weapons]] meant for fast, punching type attacks, while he would use a staff for more sweeping attacks that hit multiple targets for bigger damage.[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;The Monk has a staff and the fist weapons. Will he have any weapon specific skills? Like dual wielding with just the fist weapons?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Jay Wilson: We're talking about that. One of the things we’ve talked about with the Monk is that a lot of his skills don’t really use his weapons. So he’s doing melee skills with his weapons almost holstered. For instance, Debilitating ... I think it’s called Crippling Wave now. We change them a lot and I get mixed up on the titles.&lt;br /&gt;
&lt;br /&gt;
Anyway, the Crippling Wave skill seems like it should be a staff skill. It’s kind of AoE, he does it and affects a lot of guys around him.  So it’s a possibility that we’ll do skills and redefine them based on combat styles and have those styles have a weapon preference.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That seemed like a cool idea, but it was rejected as being too complicated and narrowing the Monk's utility. Unfortunately, that system was scrapped fairly late in the development, which is why the [[Diablo 3 vanilla]] Monk didn't use his weapons in his attack animations. The class simply punched everything, even when armed with a Daibo or other large weapon, stowing the weapon on his back while fighting, after carrying it while running into battle. The only time the Monk was seen using his Daibo in combat was with the [[Tempest Rush]] skill, and in that case he still stowed his real Daibo on his back and twirled a glowing, spectral sort of Daibo during the skill's attacks.&lt;br /&gt;
&lt;br /&gt;
This absurd state was gradually and partially ameliorated post-release by adding more animations, and today the Monk does swing most one-handed weapons when hitting enemies with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Daibos==&lt;br /&gt;
&lt;br /&gt;
See the individual articles for full stats and details about each item.&lt;br /&gt;
&lt;br /&gt;
* Items of level 61 and higher can only be found in Reaper of Souls.&lt;br /&gt;
&lt;br /&gt;
'''[[Legendary Daibos]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
:9) [[Balance]]&amp;lt;br&amp;gt;&lt;br /&gt;
:23) [[Lai Yui's Taiji]] - [[Blacksmith Plans|Crafted]]&amp;lt;br&amp;gt;&lt;br /&gt;
:29) [[The Flow of Eternity]]&amp;lt;br&amp;gt;&lt;br /&gt;
:29) [[The Paddle]]&amp;lt;br&amp;gt;&lt;br /&gt;
:31) [[Staff of Kyro]]&amp;lt;br&amp;gt;&lt;br /&gt;
:31) [[Warstaff of General Quang]]&amp;lt;br&amp;gt;&lt;br /&gt;
:50) [[Incense Torch of the Grand Temple]]&amp;lt;br&amp;gt;&lt;br /&gt;
:60) [[Rozpedin's Staff]] - [[Blacksmith Plans|Crafted]]&amp;lt;br&amp;gt;&lt;br /&gt;
:60) [[Flying Dragon]]&amp;lt;br&amp;gt;&lt;br /&gt;
:60) [[Inna's Reach]] - {{c_green|Set}}&amp;lt;br&amp;gt;&lt;br /&gt;
:70) [[Lai Yui's Persuader]] - [[Blacksmith Plans|Crafted]]&amp;lt;br&amp;gt;&lt;br /&gt;
:70) [[Rozpedin's Force]] - [[Blacksmith Plans|Crafted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
[[category:Melee Weapons]]&lt;br /&gt;
[[category:Class-Specific Weapons]]&lt;br /&gt;
[[Category:Daibos]]&lt;br /&gt;
[[category:Monk]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|normal}}&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Tomes_of_Secret&amp;diff=69360</id>
		<title>Tomes of Secret</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Tomes_of_Secret&amp;diff=69360"/>
				<updated>2014-01-27T06:48:27Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Double redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Tome of Secrets]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Crowd_Control&amp;diff=66113</id>
		<title>Crowd Control</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Crowd_Control&amp;diff=66113"/>
				<updated>2013-09-15T06:28:00Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Major revision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CC, or Crowd Control, is a term used to refer to skills that [[debuff]] or otherwise disable or distract enemies. While most CC skills do not deal direct damage, not all non-damage skills are CC; buffs such as some warcries and auras are not generally considered CC skills unless they have a debuff effect on enemies.&lt;br /&gt;
&lt;br /&gt;
Most CC skills work differently against [[bosses]] and other players (in the [[Arena]]), with (at least) a reduced duration of effect compared to their function against regular [[monsters]].&lt;br /&gt;
&lt;br /&gt;
These types of abilities are not as common in Diablo III as in many RPGs, since all of the classes in D3 are designed to deal direct damage, rather than acting as support or healers.  There are many more [[buffs]] than debuffs in Diablo III, as most classes have more ways to improve their own performance than to limit that of enemies. Most of Diablo III's CC skills are part of an attack that also deals damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III CC Skills==&lt;br /&gt;
For the purposes of this list, a skill has CC if it directly affects a target in any way except damage. This list only notes the CC portions of skills; see the respective skill pages for a complete description of their full effects.&lt;br /&gt;
&lt;br /&gt;
There will also be numerous [[runestone]] effects that change some of these skills from being CC to beign direct damage, and that change other skills to a CC-style effect. &lt;br /&gt;
&lt;br /&gt;
All skills that deal [[cold]] damage can be considered CC, since chilled enemies move and attack at a slower rate. It's likely that numerous runestone effects will add cold damage, and it might be widely-accessible from equipment bonuses as well. It can also be argued that all minion skills are CC, since the minion or pet serves as a target for enemy attackers. &lt;br /&gt;
&lt;br /&gt;
; [[Barbarian Skills]]&lt;br /&gt;
* [[Ancient Spear]] pulls its target to the Barbarian, slowing it by 60% for ''??'' seconds (&amp;quot;briefly&amp;quot;).&lt;br /&gt;
* [[Bash]] has a 20% chance to Knockback its target.&lt;br /&gt;
* [[Furious Charge]] knocks back enemies in the Barbarian's path.&lt;br /&gt;
* [[Ground Stomp]] stuns enemies within 12 yards for 4 seconds.&lt;br /&gt;
* [[Leap]] slows enemies within 8 yards of the destination by 60% for 4 seconds.&lt;br /&gt;
* [[Seismic Slam]] knocks back enemies in a 45-yard arc.&lt;br /&gt;
* [[Threatening Shout]] reduces the damage of enemies within 25 yards by 20% for 15 seconds.&lt;br /&gt;
* [[Weapon Throw]] slows its target by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
; [[Demon Hunter Skills]]&lt;br /&gt;
* [[Caltrops]], when sprung, slows enemies within 12 yards by 60% for 6 seconds.&lt;br /&gt;
* [[Entangling Shot]] slows up to 2 enemies by 60% for 2 seconds.&lt;br /&gt;
* [[Fan of Knives]] slows enemies within 10 yards by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
; [[Monk Skills]]&lt;br /&gt;
* [[Blinding Flash]] blinds enemies within 20 yards for 3 seconds.&lt;br /&gt;
* [[Crippling Wave]], on its third hit, dazes all enemies within melee range, slowing them by 30% and reducing their attack speed by 20% for 3 seconds.&lt;br /&gt;
* [[Cyclone Strike]] pulls up to 8 enemies within 24 yards toward the Monk.&lt;br /&gt;
* [[Dashing Strike]] roots its target for 1 second.&lt;br /&gt;
* [[Fists of Thunder]], on its third hit, knocks back enemies a short distance.&lt;br /&gt;
* [[Lashing Tail Kick]] knocks back enemies.&lt;br /&gt;
* [[Tempest Rush]] knocks back enemies in the Monk's path.&lt;br /&gt;
&lt;br /&gt;
; [[Witch Doctor Skills]]&lt;br /&gt;
* [[Grasp of the Dead]] slows enemies by 60% while they are inside its area of effect (the area lasts 8 seconds).&lt;br /&gt;
* [[Hex]] summons a Fetish Shaman that turns enemies into chickens, making them unable to attack for ''??'' seconds (duration unknown).&lt;br /&gt;
* [[Horrify]] causes enemies within 12 yards to run in Fear for 4 seconds.&lt;br /&gt;
* [[Mass Confusion]] causes some enemies within ''??'' yards to fight for you for 12 seconds (range unknown).&lt;br /&gt;
&lt;br /&gt;
; [[Wizard Skills]]&lt;br /&gt;
* [[Frost Nova]] freezes enemies within ''??'' yards for 3 seconds (range unknown).&lt;br /&gt;
* [[Ice Armor]], upon being hit, either Chills or Freezes the enemy for 2 seconds.&lt;br /&gt;
* [[Ray of Frost]] slows its target by 60% for 4 seconds.&lt;br /&gt;
* [[Slow Time]] slows enemies by 60% and reduces their attack speed by 20% while they are inside its area of effect (the area lasts 8 seconds).&lt;br /&gt;
* [[Wave of Force]] knocks back enemies within ''??'' yards and slows them by 60% for ''??'' seconds (range and duration unknown).&lt;br /&gt;
&lt;br /&gt;
==CC resistance==&lt;br /&gt;
Each individual monster has a &amp;quot;CC resistance&amp;quot; which starts at 0%, is increased by 10% for each second of CC it gains, and decreases by 10% per second while the monster is not CC'd. This percentage reduces the duration of successive CC (e.g. a 2-second stun with 50% CC resistance would only last 1 second, and would then increase the CC resistance to 60%). Most Elite monsters have a cap on their CC resistance: 35% in Normal, 50% in Nightmare, and 65% in Hell and Inferno (note that this cap only applies to the value used in the CC duration calculation; for example, if 7 seconds of CC were applied to an Elite monster on Nightmare, it still keeps track at 70%, but CC will only be reduced by the 50%).&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Crowd_control_%28MMORPG%29 Crowd control (MMORPG)] on Wikipedia&lt;br /&gt;
* [http://www.wowwiki.com/Crowd_control Crowd Control in WoW]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:strategy]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Material&amp;diff=66069</id>
		<title>Material</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Material&amp;diff=66069"/>
				<updated>2013-09-14T10:33:19Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: General revision. En dashes!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials are obtained by salvaging items with the [[Blacksmith]] in town. On their own materials have no function, but they are required for [[crafting]] items.&lt;br /&gt;
&lt;br /&gt;
==Material types==&lt;br /&gt;
&lt;br /&gt;
There are nine materials in total. Each difficulty level has its own {{magic|magic}} material and its own {{rare|rare}} material. Inferno alone has a {{legendary|legendary}} material. An item always yields materials of the difficulty level its item level corresponds to: item levels 1&amp;amp;ndash;30 are Normal, 31&amp;amp;ndash;50 are Nightmare, 51&amp;amp;ndash;59 are Hell, and 60&amp;amp;ndash;63 are Inferno.&lt;br /&gt;
&lt;br /&gt;
* {{magic|Magic}} items have a 100% chance to yield a {{magic|magic}} material and a 15% chance to also yield a {{rare|rare}} material.&lt;br /&gt;
* {{rare|Rare}} items have a 100% chance to yield both a {{magic|magic}} material and a {{rare|rare}} material.&lt;br /&gt;
* {{legendary|Legendary}} and {{set|set}} items have a 100% chance to yield three {{rare|rare}} materials. On Inferno, one of these [[Iridescent Tear|{{rare|Iridescent Tears}}]] is swapped for a {{legendary link|Fiery Brimstone}}.&lt;br /&gt;
&lt;br /&gt;
Materials cannot be converted or upgraded.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Character level of crafted items using each material&lt;br /&gt;
! Icon&lt;br /&gt;
! Material&lt;br /&gt;
! {{magic|Magic}}&lt;br /&gt;
! {{rare|Rare}}&lt;br /&gt;
! {{set|Set}}&lt;br /&gt;
! {{legendary|Legendary}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialSubtleEssence.png]]&lt;br /&gt;
| {{magic link|Subtle Essence}} ({{wl|[http://diablonut.incgamers.com/item/subtle-essence db]}})&lt;br /&gt;
| 3&amp;amp;ndash;27&lt;br /&gt;
| 23&amp;amp;ndash;27&lt;br /&gt;
| 20&amp;amp;ndash;22&lt;br /&gt;
| 19&amp;amp;ndash;25&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialFallenTooth.png]]&lt;br /&gt;
| {{rare link|Fallen Tooth}} ({{wl|[http://diablonut.incgamers.com/item/fallen-tooth db]}})&lt;br /&gt;
| 15&amp;amp;ndash;27&lt;br /&gt;
| 25&amp;amp;ndash;27&lt;br /&gt;
| 20&amp;amp;ndash;22&lt;br /&gt;
| 19&amp;amp;ndash;25&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialShimmeringEssence.png]]&lt;br /&gt;
| {{magic link|Shimmering Essence}} ({{wl|[http://diablonut.incgamers.com/item/shimmering-essence db]}})&lt;br /&gt;
| 29&amp;amp;ndash;41&lt;br /&gt;
| 30&amp;amp;ndash;46&lt;br /&gt;
| 30&amp;amp;ndash;41&lt;br /&gt;
| 30&amp;amp;ndash;44&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialLizardEye.png]]&lt;br /&gt;
| {{rare link|Lizard Eye}} ({{wl|[http://diablonut.incgamers.com/item/lizard-eye db]}})&lt;br /&gt;
| None&lt;br /&gt;
| 30&amp;amp;ndash;46&lt;br /&gt;
| 30&amp;amp;ndash;41&lt;br /&gt;
| 30&amp;amp;ndash;40&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialWishfulEssence.png]]&lt;br /&gt;
| {{magic link|Wishful Essence}} ({{wl|[http://diablonut.incgamers.com/item/wishful-essence db]}})&lt;br /&gt;
| 51&amp;amp;ndash;57&lt;br /&gt;
| 51&amp;amp;ndash;59&lt;br /&gt;
| 52&amp;amp;ndash;55&lt;br /&gt;
| 50&amp;amp;ndash;57&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialEncrustedHoof.png]]&lt;br /&gt;
| {{rare link|Encrusted Hoof}} ({{wl|[http://diablonut.incgamers.com/item/encrusted-hoof db]}})&lt;br /&gt;
| None&lt;br /&gt;
| 51&amp;amp;ndash;59&lt;br /&gt;
| 52&amp;amp;ndash;55&lt;br /&gt;
| 50&amp;amp;ndash;57&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialExquisiteEssence.png]]&lt;br /&gt;
| {{magic link|Exquisite Essence}} ({{wl|[http://diablonut.incgamers.com/item/exquisite-essence db]}})&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialIridescentTear.png]]&lt;br /&gt;
| {{rare link|Iridescent Tear}} ({{wl|[http://diablonut.incgamers.com/item/iridescent-tear db]}})&lt;br /&gt;
| None&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:IconMaterialFieryBrimstone.png]]&lt;br /&gt;
| {{legendary link|Fiery Brimstone}} ({{wl|[http://diablonut.incgamers.com/item/fiery-brimstone db]}})&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon tome of blacksmithing.png]]&lt;br /&gt;
| {{magic link|Tome of Blacksmithing}} ({{wl|[http://diablonut.incgamers.com/item/tome-of-blacksmithing db]}})&lt;br /&gt;
| None&lt;br /&gt;
| 51&amp;amp;ndash;59&lt;br /&gt;
| 52&amp;amp;ndash;55&lt;br /&gt;
| 50&amp;amp;ndash;57&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon tome of secrets.png]]&lt;br /&gt;
| {{magic link|Tome of Secrets}} ({{wl|[http://diablonut.incgamers.com/item/tome-of-secrets db]}})&lt;br /&gt;
| None&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
| 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Material table==&lt;br /&gt;
{|&lt;br /&gt;
! Rarity&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Normal&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hell&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Inferno&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{magic|Magic}}&lt;br /&gt;
| [[Image:IconMaterialSubtleEssence.png]]&lt;br /&gt;
| {{magic link|Subtle Essence}}&lt;br /&gt;
| [[Image:IconMaterialShimmeringEssence.png]]&lt;br /&gt;
| {{magic link|Shimmering Essence}}&lt;br /&gt;
| [[Image:IconMaterialWishfulEssence.png]]&lt;br /&gt;
| {{magic link|Wishful Essence}}&lt;br /&gt;
| [[Image:IconMaterialExquisiteEssence.png]]&lt;br /&gt;
| {{magic link|Exquisite Essence}}&lt;br /&gt;
| ''Artisans through the ages have relied on magic materials to enhance and create powerful items.''&lt;br /&gt;
|-&lt;br /&gt;
| {{rare|Rare}}&lt;br /&gt;
| [[Image:IconMaterialFallenTooth.png]]&lt;br /&gt;
| {{rare link|Fallen Tooth}}&lt;br /&gt;
| [[Image:IconMaterialLizardEye.png]]&lt;br /&gt;
| {{rare link|Lizard Eye}}&lt;br /&gt;
| [[Image:IconMaterialEncrustedHoof.png]]&lt;br /&gt;
| {{rare link|Encrusted Hoof}}&lt;br /&gt;
| [[Image:IconMaterialIridescentTear.png]]&lt;br /&gt;
| {{rare link|Iridescent Tear}}&lt;br /&gt;
| ''Artisans through the ages have relied on rare materials to enhance and create powerful items.''&lt;br /&gt;
|-&lt;br /&gt;
| {{legendary|Legendary}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| [[Image:IconMaterialFieryBrimstone.png]]&lt;br /&gt;
| {{legendary link|Fiery Brimstone}}&lt;br /&gt;
| ''Artisans through the ages have relied on exotic materials to enhance and create powerful items.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All materials can stack up to 100, apart from Tomes which can go up to 1,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Artisans]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|normal}}&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Magic_link&amp;diff=66067</id>
		<title>Template:Magic link</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Magic_link&amp;diff=66067"/>
				<updated>2013-09-14T10:24:54Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Shorthand for colored wikilinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}|{{Magic|{{{1}}}}}]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Rare_link&amp;diff=66066</id>
		<title>Template:Rare link</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Rare_link&amp;diff=66066"/>
				<updated>2013-09-14T10:24:40Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Shorthand for colored wikilinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}|{{Rare|{{{1}}}}}]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Set_link&amp;diff=66065</id>
		<title>Template:Set link</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Set_link&amp;diff=66065"/>
				<updated>2013-09-14T10:24:29Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Shorthand for colored wikilinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}|{{Set|{{{1}}}}}]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Legendary_link&amp;diff=66064</id>
		<title>Template:Legendary link</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Legendary_link&amp;diff=66064"/>
				<updated>2013-09-14T10:24:18Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Shorthand for colored wikilinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}|{{Legendary|{{{1}}}}}]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Category:Crafting&amp;diff=60288</id>
		<title>Category:Crafting</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Category:Crafting&amp;diff=60288"/>
				<updated>2012-11-24T23:49:32Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Removing category from itself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Crafting]] in Diablo III is the process of improving or creating new items with the assistance of the [[Artisans]].  See the crafting page for more details. Full recipe listings will be added when they become available.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Artisans]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Material&amp;diff=54269</id>
		<title>Material</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Material&amp;diff=54269"/>
				<updated>2012-06-19T22:00:50Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Corrected Inferno item level range.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials are obtained by salvaging items with the [[Blacksmith]] in town. On their own materials have no function, but they are required for [[crafting]] items.&lt;br /&gt;
&lt;br /&gt;
==Material types==&lt;br /&gt;
There are nine materials in total. Each difficulty level has its own {{magic|magic}} material and its own {{rare|rare}} material. Inferno alone has a {{legendary|legendary}} material. An item always yields materials of the difficulty level its item level corresponds to: item levels 1&amp;amp;ndash;30 are Normal, 31&amp;amp;ndash;50 are Nightmare, 51&amp;amp;ndash;59 are Hell, and 60&amp;amp;ndash;63 are Inferno.&lt;br /&gt;
&lt;br /&gt;
* {{magic|Magic}} items have a 100% chance to yield a {{magic|magic}} material and a 15% chance to also yield a {{rare|rare}} material.&lt;br /&gt;
* {{rare|Rare}} items have a 100% chance to yield both a {{magic|magic}} material and a {{rare|rare}} material.&lt;br /&gt;
* {{legendary|Legendary}} and {{set|set}} items have a 100% chance to yield three {{rare|rare}} materials. On Inferno, one of these [[Iridescent Tear|{{rare|Iridescent Tears}}]] is swapped for a [[Fiery Brimstone|{{legendary|Fiery Brimstone}}]].&lt;br /&gt;
&lt;br /&gt;
==Material table==&lt;br /&gt;
{|&lt;br /&gt;
! Rarity&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Normal&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hell&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Inferno&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{magic|Magic}}&lt;br /&gt;
| [[Image:IconMaterialSubtleEssence.png]]&lt;br /&gt;
| [[Subtle Essence|{{magic|Subtle Essence}}]]&lt;br /&gt;
| [[Image:IconMaterialShimmeringEssence.png]]&lt;br /&gt;
| [[Shimmering Essence|{{magic|Shimmering Essence}}]]&lt;br /&gt;
| [[Image:IconMaterialWishfulEssence.png]]&lt;br /&gt;
| [[Wishful Essence|{{magic|Wishful Essence}}]]&lt;br /&gt;
| [[Image:IconMaterialExquisiteEssence.png]]&lt;br /&gt;
| [[Exquisite Essence|{{magic|Exquisite Essence}}]]&lt;br /&gt;
| ''Artisans through the ages have relied on magic materials to enhance and create powerful items.''&lt;br /&gt;
|-&lt;br /&gt;
| {{rare|Rare}}&lt;br /&gt;
| [[Image:IconMaterialFallenTooth.png]]&lt;br /&gt;
| [[Fallen Tooth|{{rare|Fallen Tooth}}]]&lt;br /&gt;
| [[Image:IconMaterialLizardEye.png]]&lt;br /&gt;
| [[Lizard Eye|{{rare|Lizard Eye}}]]&lt;br /&gt;
| [[Image:IconMaterialEncrustedHoof.png]]&lt;br /&gt;
| [[Encrusted Hoof|{{rare|Encrusted Hoof}}]]&lt;br /&gt;
| [[Image:IconMaterialIridescentTear.png]]&lt;br /&gt;
| [[Iridescent Tear|{{rare|Iridescent Tear}}]]&lt;br /&gt;
| ''Artisans through the ages have relied on rare materials to enhance and create powerful items.''&lt;br /&gt;
|-&lt;br /&gt;
| {{legendary|Legendary}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| [[Image:IconMaterialFieryBrimstone.png]]&lt;br /&gt;
| [[Fiery Brimstone|{{legendary|Fiery Brimstone}}]]&lt;br /&gt;
| ''Artisans through the ages have relied on exotic materials to enhance and create powerful items.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Artisans]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Salvage&amp;diff=54267</id>
		<title>Salvage</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Salvage&amp;diff=54267"/>
				<updated>2012-06-19T21:57:02Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: General revision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blacksmith-salvaging.jpg|left|thumb|200px|The blacksmith's salvage interface.]]&lt;br /&gt;
[[Salvaging]] is breaking down equipment into [[materials]] via the [[Blacksmith]]. All {{magic|magic}}, {{rare|rare}}, {{set|set}}, and {{legendary|legendary}} items can be salvaged, but not &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;superior&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;normal&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:#909090&amp;quot;&amp;gt;inferior&amp;lt;/span&amp;gt; items. Every item is associated with one of the four difficulty levels, based on its item level, and yields materials based on that and its rarity.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
:''Main article: [[Material]]''&lt;br /&gt;
There are 9 materials available from salvaging. Each difficulty has its own pair of {{magic|magic}}- and {{rare|rare}}-quality materials, and Inferno alone has a {{legendary|legendary}}-quality material, [[Fiery Brimstone|{{legendary|Fiery Brimstone}}]]. Materials cannot be converted or upgraded.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
&amp;lt;!--[[File:Nephalem-cube-tooltip.jpeg|thumb|300px|Salvage with care...]]--&amp;gt;&lt;br /&gt;
The salvaging interface is very easy to use. Characters need merely speak with the Blacksmith, select the Salvaging tab, then click the salvage icon. This transforms the cursor into a special salvaging pointer, with which any eligible item clicked is instantly salvaged ({{rare|rare}}, {{set|set}}, and {{legendary|legendary}} items ask for confirmation before salvaging).&lt;br /&gt;
&lt;br /&gt;
Players can salvage multiple items in rapid succession by clicking quickly, and this system is identical to the item sale mechanism in the game.&lt;br /&gt;
&lt;br /&gt;
Salvaged items cannot be recovered; unlike the [[buyback]] option for sold items, once an item is salvaged, it is gone forever. The tooltip warning to the right is from the Nephalem Cube, but it's identical in function and severity when the Blacksmith is doing the salvaging.&lt;br /&gt;
&lt;br /&gt;
If a [[socket]]ed item with a [[gem]] is salvaged, the gem will be returned to the inventory once the item is destroyed. This is often much cheaper than unsocketing a gem from an item, and the player also gets a small material return for crafting.&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Artisans]]&lt;br /&gt;
[[Category:Blacksmith]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Material&amp;diff=53773</id>
		<title>Material</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Material&amp;diff=53773"/>
				<updated>2012-06-14T08:35:29Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Revamp! ♥&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials are obtained by salvaging items with the [[Blacksmith]] in town. On their own materials have no function, but they are required for [[crafting]] items.&lt;br /&gt;
&lt;br /&gt;
==Material types==&lt;br /&gt;
There are nine materials in total. Each difficulty level has its own {{magic|magic}} material and its own {{rare|rare}} material. Inferno alone has a {{legendary|legendary}} material. An item always yields materials of the difficulty level its item level corresponds to: item levels 1&amp;amp;ndash;30 are Normal, 31&amp;amp;ndash;50 are Nightmare, 51&amp;amp;ndash;60 are Hell, and 61 and above are Inferno.&lt;br /&gt;
&lt;br /&gt;
* {{magic|Magic}} items have a 100% chance to yield a {{magic|magic}} material and a 15% chance to also yield a {{rare|rare}} material.&lt;br /&gt;
* {{rare|Rare}} items have a 100% chance to yield both a {{magic|magic}} material and a {{rare|rare}} material.&lt;br /&gt;
* {{legendary|Legendary}} and {{set|set}} items have a 100% chance to yield three {{rare|rare}} materials. On Inferno, one of these [[Iridescent Tear|{{rare|Iridescent Tears}}]] is swapped for a [[Fiery Brimstone|{{legendary|Fiery Brimstone}}]].&lt;br /&gt;
&lt;br /&gt;
==Material table==&lt;br /&gt;
{|&lt;br /&gt;
! Rarity&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Normal&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hell&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Inferno&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{magic|Magic}}&lt;br /&gt;
| [[Image:IconMaterialSubtleEssence.png]]&lt;br /&gt;
| [[Subtle Essence|{{magic|Subtle Essence}}]]&lt;br /&gt;
| [[Image:IconMaterialShimmeringEssence.png]]&lt;br /&gt;
| [[Shimmering Essence|{{magic|Shimmering Essence}}]]&lt;br /&gt;
| [[Image:IconMaterialWishfulEssence.png]]&lt;br /&gt;
| [[Wishful Essence|{{magic|Wishful Essence}}]]&lt;br /&gt;
| [[Image:IconMaterialExquisiteEssence.png]]&lt;br /&gt;
| [[Exquisite Essence|{{magic|Exquisite Essence}}]]&lt;br /&gt;
| ''Artisans through the ages have relied on magic materials to enhance and create powerful items.''&lt;br /&gt;
|-&lt;br /&gt;
| {{rare|Rare}}&lt;br /&gt;
| [[Image:IconMaterialFallenTooth.png]]&lt;br /&gt;
| [[Fallen Tooth|{{rare|Fallen Tooth}}]]&lt;br /&gt;
| [[Image:IconMaterialLizardEye.png]]&lt;br /&gt;
| [[Lizard Eye|{{rare|Lizard Eye}}]]&lt;br /&gt;
| [[Image:IconMaterialEncrustedHoof.png]]&lt;br /&gt;
| [[Encrusted Hoof|{{rare|Encrusted Hoof}}]]&lt;br /&gt;
| [[Image:IconMaterialIridescentTear.png]]&lt;br /&gt;
| [[Iridescent Tear|{{rare|Iridescent Tear}}]]&lt;br /&gt;
| ''Artisans through the ages have relied on rare materials to enhance and create powerful items.''&lt;br /&gt;
|-&lt;br /&gt;
| {{legendary|Legendary}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
| [[Image:IconMaterialFieryBrimstone.png]]&lt;br /&gt;
| [[Fiery Brimstone|{{legendary|Fiery Brimstone}}]]&lt;br /&gt;
| ''Artisans through the ages have relied on exotic materials to enhance and create powerful items.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Artisans]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Legendary&amp;diff=53758</id>
		<title>Template:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Legendary&amp;diff=53758"/>
				<updated>2012-06-14T08:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Template for the color of legendary item names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#bf642f&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Set&amp;diff=53757</id>
		<title>Template:Set</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Set&amp;diff=53757"/>
				<updated>2012-06-14T08:08:44Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Template for the color of set item names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#8bd442&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Rare&amp;diff=53755</id>
		<title>Template:Rare</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Rare&amp;diff=53755"/>
				<updated>2012-06-14T08:06:47Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Template for the color of rare item names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#f8cc35&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Template:Magic&amp;diff=53754</id>
		<title>Template:Magic</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Template:Magic&amp;diff=53754"/>
				<updated>2012-06-14T08:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Template for making things the color of magic item names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#7979d4&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=53745</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=53745"/>
				<updated>2012-06-14T07:00:51Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: General revision and spiffing up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
Diablo III's core '''Attributes''' are '''[[Strength]]''', '''[[Dexterity]]''', '''[[Intelligence]]''', and '''[[Vitality]]'''. Different classes get different bonuses from these attributes. Each one can be broken down into other, more fundamental attributes.&lt;br /&gt;
&lt;br /&gt;
Examples of other attributes are Armor, Crit Chance, and Attack Speed. Many more exist, and they are described in this article.&lt;br /&gt;
&lt;br /&gt;
A player's attributes can be increased by their gear or talents. Not all items can have every type of attribute. &lt;br /&gt;
&lt;br /&gt;
==Core Attributes==&lt;br /&gt;
[[File:New-stats-paperdoll.jpg|thumb|300px|Stats are now incorporated into the inventory/paper doll display.]]&lt;br /&gt;
This lists the four core attributes and their precise effects, as of patch 1.0.2.&amp;lt;ref&amp;gt;http://blackrabbit2999.blogspot.com/2012/05/diablo-3-game-mechanics-complete-guide.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
[[Strength]] governs how much [[Armor]] a character has and increases [[Barbarian]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Strength gives:'''&lt;br /&gt;
* +1 [[Armor]].&lt;br /&gt;
* +1% damage for [[Barbarian]]s.&lt;br /&gt;
&lt;br /&gt;
===Dexterity===&lt;br /&gt;
[[Dexterity]] governs the chance that a character will [[Dodge]] an attack and increases [[Demon Hunter]]'s and [[Monk]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Dexterity gives:'''&lt;br /&gt;
* +1% damage for [[Demon Hunter]]s and [[Monk]]s.&lt;br /&gt;
* +''x''% to [[Dodge]] chance:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Dexterity !! Increase per point !! Total dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;100 || +0.1% || ''Dex''&amp;amp;nbsp;&amp;amp;times; 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| 101&amp;amp;ndash;500 || +0.025% || ''Dex''&amp;amp;nbsp;&amp;amp;times; 0.025%&amp;amp;nbsp;+ 7.5%&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;1000 || +0.02% || ''Dex''&amp;amp;nbsp;&amp;amp;times; 0.02%&amp;amp;nbsp;+ 10%&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;8000 || +0.01% || ''Dex''&amp;amp;nbsp;&amp;amp;times; 0.01%&amp;amp;nbsp;+ 20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intelligence===&lt;br /&gt;
[[Intelligence]] increases a character's [[Resistances]] and increases [[Wizard]]'s and [[Witch Doctor]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Intellect gives:'''&lt;br /&gt;
* +0.1 to all [[Resistances]].&lt;br /&gt;
* +1% damage for [[Witch Doctor]]s and [[Wizard]]s.&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
[[Vitality]] governs the amount of [[Life]] a character has.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Vitality gives:'''&lt;br /&gt;
* +''x'' Life&lt;br /&gt;
** If player level &amp;lt; 35, ''x''&amp;amp;nbsp;= 10.&lt;br /&gt;
** If player level ≥ 35, ''x''&amp;amp;nbsp;= ''Level''&amp;amp;nbsp;&amp;amp;minus; 25.&lt;br /&gt;
At level 60, each point of vitality adds 35 life. This does not include 36 base life and +4 life per level.&lt;br /&gt;
* Total Life is calculated as follows:&lt;br /&gt;
** If player level &amp;lt; 35, ''Life''&amp;amp;nbsp;= ''Vitality''&amp;amp;nbsp;&amp;amp;times; 10&amp;amp;nbsp;+ ''Level''&amp;amp;nbsp;&amp;amp;times; 4&amp;amp;nbsp;+ 36&lt;br /&gt;
** If player level ≥ 35, ''Life''&amp;amp;nbsp;= ''Vitality''&amp;amp;nbsp;&amp;amp;times; (''Level''&amp;amp;nbsp;&amp;amp;minus; 25)&amp;amp;nbsp;+ ''Level''&amp;amp;nbsp;&amp;amp;times; 4&amp;amp;nbsp;+ 36&lt;br /&gt;
&lt;br /&gt;
==Other Attributes==&lt;br /&gt;
====Armor====&lt;br /&gt;
Armor reduces all damage done to the player by a percentage, including magical damage.&lt;br /&gt;
:''Reduction''&amp;amp;nbsp;= (''Armor''/(''Armor''&amp;amp;nbsp;+ ''Mlvl''&amp;amp;nbsp;&amp;amp;times; 50)) &amp;amp;times; 100%,&lt;br /&gt;
where ''Mlvl'' is the level of the attacking monster.&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
Resistances reduce all damage of a certain type (Physical, Cold, Fire, Lightning, Poison, or Arcane/Holy) done to the player by a percentage. It is comparable to Armor, though each point is worth ten times as much.&lt;br /&gt;
:''Reduction''&amp;amp;nbsp;= (''Resistance''/(''Resistance''&amp;amp;nbsp;+ ''Mlvl''&amp;amp;nbsp;&amp;amp;times; 5)) &amp;amp;times; 100%,&lt;br /&gt;
where ''Mlvl'' is the level of the attacking monster.&lt;br /&gt;
&lt;br /&gt;
====Critical Hit Chance====&lt;br /&gt;
When a player attacks, they have a chance of hitting with a significantly higher damage than usual. This chance is their &amp;quot;crit&amp;quot; chance. Players have a base of 5% crit hit chance, with a crit damage of 150% normal damage. Items with +Critical Hit Chance can be found.&lt;br /&gt;
&lt;br /&gt;
====Critical Hit Damage====&lt;br /&gt;
This is the amount of damage that a critical hit does. The base is 150% of normal damage. Items with +Critical Hit Damage can be found.&lt;br /&gt;
&lt;br /&gt;
==Core Attribute Changes==&lt;br /&gt;
The core attributes have undergone significant changes since conception. The Diablo 3 beta had a fifth attribute named willpower, which no longer exists. &lt;br /&gt;
&lt;br /&gt;
===Attribute changes in 2012===&lt;br /&gt;
On Janruary 19, 2012, [[Diablo III]] Game Director [[Jay Wilson]] made a lengthy blog post on various upcoming system changes[http://us.battle.net/d3/en/blog/4325959/Systems_Changes-1_19_2012#blog] in Diablo III. These changes included a complete overhaul on the attribute system.&lt;br /&gt;
&lt;br /&gt;
[[Strength]] and [[Dexterity]] made a comeback while [[Vitality]] stayed the same. A new attribute was introduced to the game - [[Intelligence]]. Stats that came with the old attributes have been moved onto item affixes. +[[Armor]] and +Physical Resist is taking over [[Defense]] and +[[Critical Hit|Chance to critically hit]] will replace [[Precision]].&lt;br /&gt;
&lt;br /&gt;
[[Itemization]] was the main reason behind the attribute overhaul. With the old attribute system, almost every item was useful to every class. For example, Barbarian's equipment was as useful when used by the Wizard and vice-versa (except for the class-based items). The new attributes specifically targets stats at classes to reduce item overlap and diversify the item pool. In addition, character stats are now displayed on the inventory interface.&lt;br /&gt;
&lt;br /&gt;
===Attribute changes in 2010===&lt;br /&gt;
Originally, each attribute affected more character properties in Diablo III than in [[Diablo I|D1]] or [[Diablo II|D2]]. This was part of the [[D3 Team]]'s design goal; to make all of the attributes useful to all of the classes. On December 20, 2010, that changed when D3 Community Manager [[Bashiok]] made an announcement[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0]on the Battle.net forums of the new attribute system in which each core attribute affects a single property.&lt;br /&gt;
&lt;br /&gt;
This change wasn't as controversial as the [[Attributes#No Customizable Attributes|pre-set attribute]] announcement, but Bashiok's post did generate a lively [http://diablo.incgamers.com/forums/showthread.php?t=788501 26-page debate]in the forums. Bashiok made several points in favor of the change, and several less-favorable points were made in the forum. The debate is distilled here:&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
* None of the old attributes helped control [[resource]] management.&lt;br /&gt;
* Easier to make all attributes valuable to all classes.&lt;br /&gt;
* Before, in some cases it was not obvious what attribute affected a particular skill.&lt;br /&gt;
* Makes core attributes simple and straightforward to understand.&lt;br /&gt;
* Makes game balance easier.&lt;br /&gt;
* Makes valuing item stats easier.&lt;br /&gt;
* No character has a primary attribute.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
* It wasn't ''that'' confusing, especially with pre-set attributes.&lt;br /&gt;
* Feels like a dumbing-down of the game.&lt;br /&gt;
* Having all attributes equally valuable to all classes is not always beneficial.&lt;br /&gt;
* No character has a primary attribute.&lt;br /&gt;
* The attribute names are uninspiring.&lt;br /&gt;
&lt;br /&gt;
===Old Attribute System===&lt;br /&gt;
See the respective pages on [[Attack]], [[Precision]], [[Defense]] and [[Vitality]] (didn't change) to see how the attributes used to look like in the beta (before the attribute changes in 2012).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Character_sheet_2010.jpg|thumb|250px|[[BlizzCon]] 2010 when str/dex/vit/will were last seen.▼]]&lt;br /&gt;
| [[Image:Interface-char-beta-sml.jpg|thumb|250px|Clvl 13 Wizard in the Diablo 3 beta (2011) before the stat overhaul.▲]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Even Older Attribute System===&lt;br /&gt;
See the respective pages on [[Strength#Development|Strength]], [[Dexterity#Development|Dexterity]], [[Vitality#Development|Vitality]], and [[Willpower]] (renamed from [[Energy]] in [[Diablo II|D2]]) to see what attributes originally looked like.&lt;br /&gt;
&lt;br /&gt;
==No Customizable Attributes==&lt;br /&gt;
The biggest change about attributes in Diablo III is that they will no longer be player-assigned on level up. This means that two &amp;quot;[[naked]]&amp;quot; characters of the same class and of the same level will have the exact same attack, precision, vitality, defense, and willpower, as well as the same hit points, resource value, damage, and etc.  Except that they won't, since differences in their [[skills]], [[skillrunes]], and [[traits]], not to mention [[equipment]], including [[charms]]/[[talisman]], will make them very different.&lt;br /&gt;
&lt;br /&gt;
Though this seems a settled issue as of late 2010, it was highly-controversial when it was first revealed, back in late 2009. Jay Wilson explained it, as best he could in those days long before charms, the talisman, gems, or traits had been revealed. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Jay Wilson: Stat progression as a system is very difficult for a lot of players to understand because you get these 5 points, but you don’t exactly know where to put them or what benefit you’re getting with them. You might make some obvious choices, for example, with Diablo II’s Sorceress, you might put all of your points into energy because that’s the obvious choice, right? Except that for almost every build out there, you’ve just made the wrong choice. Any system where you have to go up onto the Internet to figure out what the right answer is, is not a good customization system. Any system where there’s a “right” answer is not a good system for customization. The truth is, with stat point systems, they are simple math. It’s not hard to figure out what the absolute best choice is so we decided we didn’t want that as a customization system. &lt;br /&gt;
&lt;br /&gt;
With that being said, we do have another system we’re working on. The specific intent of it is to capture the imagination of what stat point spending was supposed to do, which is, “I want to be stronger. I want to be tougher.” These kind of simple ideas are not contextualized well within a skill system. The skill system is about what the player is doing, not higher ideals about what their character is. So, we’re going to work on a system that really satisfies that feeling, but is way easier to understand and also has some true customization to it.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Set Attributes Removed==&lt;br /&gt;
Much digital ink has been spilled on this issue, since it was revealed at Blizzcon, in October 2008. (The first word came from an interview by Diii.net, and immediately resulted in a [http://forums.diii.net/showthread.php?t=699000 30-page forum thread].) Some portion of that hew and cry was spurred by an initial misunderstanding; reporters assumed items would still have strength, dexterity, and other attribute requirements (they do not), but even with that issue clarified shortly after, the topic of pre-set attributes has remained a contentious one.&lt;br /&gt;
&lt;br /&gt;
There are a variety of arguments on each side of the issue. The debate was nicely encapsulated in an  [[On the Drawing Board]] column about pre-set attributes, from which the following bullet points are taken: [http://www.diii.net/blog/comments/on-the-drawing-board-4-preset-attributes]&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Manual setting is no longer needed, as there are no stat requirements on [[item]]s any more.&lt;br /&gt;
* It's beginner friendly. New players won't ruin their characters with poor stat allocation.&lt;br /&gt;
* Attributes were largely irrelevant in D2, since all characters with the same build used identical equipment and stat allocation. {{iw|Category:D2_strategy Typical D2 guide}} advice, &amp;quot;Enough strength for your heaviest item, then all the rest into vitality.&amp;quot;&lt;br /&gt;
* Enables easier/better game balancing for the developers, since they can know about how powerful characters will be.&lt;br /&gt;
* Prevents twinking and other exploits by low level characters.&lt;br /&gt;
* World of Warcraft uses auto-attributes, and it's the most popular RPG ever.&lt;br /&gt;
* No need for attribute [[respec]]s, which would otherwise have to be incorporated since skill respecs will be.&lt;br /&gt;
* It boosts the importance of items, since those and skills are what differentiates characters.&lt;br /&gt;
* High level characters can use the items they find, since they won't, for example, be built with far too little strength for that cool new item they just found.&lt;br /&gt;
* It respects traditional RPG philosophy of archetype characters in the sense of how a physical and mental ability of a class is supposed to be depending on its role. A Barbarian with ''very high'' Willpower or a Wizard with ''too much'' Strength really makes no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
* It completely eliminates situations when people find a better items with more points in stat X and realize that they have one or more unnecessary invested points ''right now'' in stat X just because of these new items and those points ''could be'' relocated in other stat for better purpose. Maybe later on they will need those ''permanently invested points'' in stat X, but not ''right now''. The problem is that it will never end, until they will find all items perfect and reroll their characters.&lt;br /&gt;
* Rerolling is fun but rerolling ''because of'' messed stats is not fun.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Reduced Character Variety. Unusual and non-cookie cutter builds need to allocate their attributes differently.&lt;br /&gt;
* We won’t be noobs forever. Why gimp a major aspect of game play individuality when it won't be necessary once gamers have some experience?&lt;br /&gt;
* No Attributes = No skill required. If players want to mainline strength and ignore vitality because they're good enough to survive with fewer hit points, or vice versa so they can play with a weaker, specialized build, why take away that option?&lt;br /&gt;
* Rerolling is fun. Making new characters is a hallmark of the Diablo series. This isn't WoW where one high level character takes months to build, and then lasts forever with respecs.&lt;br /&gt;
* What about [[hardcore]]? Hardcore characters want/need to be built very differently than softcore, since death is forever.&lt;br /&gt;
&lt;br /&gt;
===Blizzard's Response===&lt;br /&gt;
The [[D3 Team]] never issued a formal, multi-point rebuttal, but they have commented on this issue a few times, being careful not to give away their plans for stat customization via systems, such as gems, traits, and the talisman, that they weren't yet ready to reveal.[ [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Jay Wilson: For the most part attribute spending in Diablo II was a great way, when you didn’t know how to play the game, to break your character. Most people didn’t know where to put them and when they found out the answer was always kind of weird like &amp;quot;Put 5 points in Energy and then all the rest of the points in Vitality.&amp;quot;&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The longest comment came from D3 Community Manager [[Bashiok]] who offered a detailed argument in a forum post in December 2008. [http://www.diii.net/blog/comments/the-next-gen-attributesystem/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Loss of character customization:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the current skill system, runes, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customization. If there is, bottom line, we’ll add more. We’re not going to release a game we’re not happy with, and a lack of character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize a character than Diablo II had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Odd character builds:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the game, and we will ensure that it doesn't get &amp;quot;tuned out&amp;quot; of the game. ...Manual attributes were not what made them possible in Diablo II. The ability to make these types of characters relies solely on the complexity and diversity of the the options available to steer your character, and not that they come in the form of a &amp;quot;+&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Less feeling of level up achievement:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;We've always assigned our own points in Diablo games:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The nostalgia of simply having points, and spending them on base stats is probably the most difficult. Liking something because it’s familiar is difficult to argue with, but it’s also probably the easiest to overcome. Since we can’t force your memories out of you, we just have to make the best game we can and hope you realize that manual attribute assignment isn’t the best, most engaging or entertaining form of character customization possible, and that we’re offering an even deeper and richer game without those buttons.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though this issue continues to emerge in comments and forum posts, the Diablo 3 team has shown no inclination to undo their changes to this aspect of the game.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:statistics]]&lt;br /&gt;
[[category:attributes]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Reroll&amp;diff=30085</id>
		<title>Reroll</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Reroll&amp;diff=30085"/>
				<updated>2011-05-07T16:16:56Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Respecialization is possible in D2 since 1.13.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rerolling''' is a gaming term to describe starting fresh. Making a new character, or picking a new class. The term comes from Dungeons and Dragons as well as other traditional pen and paper role play games, where you would use dices to roll up statistics such as Strength, Charisma, etc to create a new character. A lot of things about is random in the game, and hence &amp;quot;reroll&amp;quot; is something you would have to do if your character died.&lt;br /&gt;
&lt;br /&gt;
Rerolling is usually associated with [[Diablo 2]], since the game lacked any way to [[respec]] until patch 1.13.&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Angiris_Council&amp;diff=30084</id>
		<title>Angiris Council</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Angiris_Council&amp;diff=30084"/>
				<updated>2011-05-07T16:14:17Z</updated>
		
		<summary type="html">&lt;p&gt;Proton: Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Angiris Council''' is composed of five [[Archangel]]s. The Angiris Council is the ruling government of the [[High Heaven]]s and its [[Heavenly Host]] of [[Angels]]. Ever vigilant, and ready to do what must be done in the [[Eternal Conflict]] against the [[Burning Hells]]. In extraordinary cases, the Angiris Council will call for a vote of each of its five members to reach a consensus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was these five Archangels that decided the fate of Sanctuary after the hidden world was discovered. Their original plan was to destroy it, mostly with [[Imperius]]' aggressive backing, however they were forced to take a vote due to extended circumstances. The main point against its existence was also the reason for it to be preserved - the humans having the blood of both Angels and Demons in them had the potential to be stronger than both, serving as powerful allies in the eternal Sin War. The result was in favour of letting Sanctuary live on. Imperius and [[Malthael]] vouched for Sanctuary's destruction seeing humans as an abomination containing foul demon blood while [[Auriel]] and [[Itherael]] saw its potential as a powerful ally. It was [[Tyrael]] who had the final and most impacting vote which saved Sanctuary from imminent destruction.&lt;br /&gt;
&lt;br /&gt;
The Council made a pact with the oldest of the Prime Evils, [[Mephisto]], that he would leave Sanctuary untouched in exchange for the traitor [[Inarius]], who created Sanctuary, an act forbidden by the Council. Sanctuary was then left in the hands of the humans, with their memories wiped, allowing them to grow from the beginning and ultimately to their own end. Each individual is left to decide either to live by the light or the dark. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.blizzplanet.com/blog/comments/diablo_the_sin_war_trilogy_vol._3_the_veiled_prophet_-_excerpt Diablo: The Sin War Trilogy, The Veiled Prophet] - page 326 ([[Diablo: The Veiled Prophet|more here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|Angels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Angiris Council]]&lt;br /&gt;
[[Category:Angels]]&lt;br /&gt;
[[Category:High Heavens]]&lt;/div&gt;</summary>
		<author><name>Proton</name></author>	</entry>

	</feed>