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		<id>https://dev.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Telzen</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://dev.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Telzen"/>
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		<updated>2026-04-06T03:08:13Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Impenetrable_Defense&amp;diff=11308</id>
		<title>Impenetrable Defense</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Impenetrable_Defense&amp;diff=11308"/>
				<updated>2009-08-26T03:46:44Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Impenetrable Defense''' is a Tier 1 [[skill]] from the [[Monk]]'s [[Skill Tree C]], walling off [[range]]d attacks, and enabling the Monk to dodge very efficiently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Monk_-_Impeneterable_Defense3.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
&amp;lt;!-- |name= --&amp;gt;&lt;br /&gt;
|ranks= 1&lt;br /&gt;
|user= Monk&lt;br /&gt;
|tree= Tree C&lt;br /&gt;
|description= Momentarily turn your weapons into an impenetrable wall that rebounds enemy ranged attacks and grants 100% dodge against weapon attacks.&lt;br /&gt;
|type= Self Buff&lt;br /&gt;
&amp;lt;!-- |quantity= --&amp;gt;&lt;br /&gt;
|effect= Self&lt;br /&gt;
|school= Physical&lt;br /&gt;
|resource= Mana&lt;br /&gt;
|cost= 5&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= Unknown&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
|synergies= None&lt;br /&gt;
}}&lt;br /&gt;
The Monk swings his staff so fast and with such precision he is able to deflect any incoming missiles, and dodge incoming attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[Image:Monk_-_Impeneterable_Defense3.jpg|left|thumb|250px|Swinging along...]]This one was not needed in the [[BlizzCon 2009 demo]], since the [[Monk]] was quite overpowered in combat. I didn't experiment with his &amp;quot;dodge&amp;quot; ability, which is mentioned as a by product of several skills, since it was so much more fun just to blast everything with his offense. Plus, testing time is always limited, even in the press room. I would have made sure to try the other element of this skill, the &amp;quot;rebounds enemy ranged attacks,&amp;quot; but there were zero monster archers and virtually no projectile spell casters in the BlizzCon build.&lt;br /&gt;
&lt;br /&gt;
[[Fallen Shaman]] were fairly common in the surface desert areas, but they seldom hurled Fireballs (they were quite quick to resurrect dead [[Fallen Imp|Imps]],though). There were lots of [[Dark Cultist]]s, but only the foot soldiers and the &amp;quot;[[Dark Vessel|transform into a demon]]&amp;quot; types. None of the spell [[caster|casting]]ing mage types. And while there were some weird insect-like mages in the dungeons below the desert, they were infrequently encountered and were always behind a mob of [[melee]] enemies, so I never had time to stop beating down the foot soldiers just to try to reflect the (easily avoided) projectiles.&lt;br /&gt;
&lt;br /&gt;
The spell does have a cool animation, at least. The Monk stands still and does a simple staff twirl, while a large rune appears below his feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
Only Rank 1 is currently known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* None known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Rune|Skill Rune]] Effects==&lt;br /&gt;
* None known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
This skill was first shown at [[BlizzCon 2009]] as one of the originals when the [[Monk]] was unveiled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=Impenetrable+Defense Impenetrable Defense-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Monk_-_Impeneterable_Defense3.jpg|Defended against most attacks.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://www.diii.net/blog/comments/full-monk-skill-tree-discussion-and-status/ Full Monk Skill Tree stats and discussion]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Monk}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=User_talk:Telzen&amp;diff=7723</id>
		<title>User talk:Telzen</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=User_talk:Telzen&amp;diff=7723"/>
				<updated>2009-02-18T13:47:58Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Updates==&lt;br /&gt;
Hello Telzen, and welcome to DiabloWiki! I have seen your little updates around the wiki, and was wondering if we have another new DiabloWikiist? =) Got any previous experience in wikis, or is this the first one? --[[User:Leord|Leord]] 17:01, 16 February 2009 (CET)&lt;br /&gt;
:This is the first wiki I've ever edited. I don't really know how much I can add, I just wanted to make things consistant and fix mistakes as I see them. --[[User:Telzen|Telzen]] 14:47, 18 February 2009 (CET)&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=7639</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=7639"/>
				<updated>2009-02-15T02:04:50Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: /* Willpower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attributes''' in [[Diablo]] 3 consist of '''Strength''', '''Dexterity''', '''Vitality''', '''Willpower'''. Each attribute affects multiple values in Diablo III; making points in each attribute valuable to all characters. See the respective character class page for [[Barbarian]], [[Witch Doctor]], [[Wizard]] and the [[Other classes|Upcoming Classes]] for more specific details.&lt;br /&gt;
&lt;br /&gt;
==No Customizable Attributes==&lt;br /&gt;
&lt;br /&gt;
The biggest change about attributes in Diablo III is that they are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics while the game is under discussion. [http://www.diii.net/blog/comments/on-the-drawing-board-4-preset-attributes/ See this article] for more discussion of the issue, and long lists of the pros and cons of this change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength governs how much damage you do and how high your armor rating is. Whether the effect of each point in Strength on the secondary attributes is the same for every character class is unclear as of yet.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Strength gives:'''&lt;br /&gt;
*+x% [[Melee]] and [[Ranged]] [[Physical]] Damage Bonus&lt;br /&gt;
*x% Armor Bonus&lt;br /&gt;
*+x% Block Amount&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Dexterity governs your chance to critically strike a target, and so doing more damage. Dexterity influences your chance to dodge an attack and lowers the chance that your character will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Dexterity gives:'''&lt;br /&gt;
*+x% [[Critical hit|Critical Strike]] Chance&lt;br /&gt;
*+x% Dodge Chance&lt;br /&gt;
*Higher Dexterity lowers chance you will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
==Vitality==&lt;br /&gt;
Vitality governs the amount of life your character has and how fast its [[mana]] regenerates.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Vitality gives:'''&lt;br /&gt;
*+x Life&lt;br /&gt;
*[[Mana]] Regeneration of +x per second&lt;br /&gt;
&lt;br /&gt;
==Willpower==&lt;br /&gt;
Willpower governs the amount of spell damage bonus and extra health the consumption that a [[health globe]] will grant your character.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Willpower gives:'''&lt;br /&gt;
*+x% Spell Damage Bonus&lt;br /&gt;
*+x% [[Health Globe]] Bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=7638</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=7638"/>
				<updated>2009-02-15T02:04:30Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: /* Vitality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attributes''' in [[Diablo]] 3 consist of '''Strength''', '''Dexterity''', '''Vitality''', '''Willpower'''. Each attribute affects multiple values in Diablo III; making points in each attribute valuable to all characters. See the respective character class page for [[Barbarian]], [[Witch Doctor]], [[Wizard]] and the [[Other classes|Upcoming Classes]] for more specific details.&lt;br /&gt;
&lt;br /&gt;
==No Customizable Attributes==&lt;br /&gt;
&lt;br /&gt;
The biggest change about attributes in Diablo III is that they are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics while the game is under discussion. [http://www.diii.net/blog/comments/on-the-drawing-board-4-preset-attributes/ See this article] for more discussion of the issue, and long lists of the pros and cons of this change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength governs how much damage you do and how high your armor rating is. Whether the effect of each point in Strength on the secondary attributes is the same for every character class is unclear as of yet.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Strength gives:'''&lt;br /&gt;
*+x% [[Melee]] and [[Ranged]] [[Physical]] Damage Bonus&lt;br /&gt;
*x% Armor Bonus&lt;br /&gt;
*+x% Block Amount&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Dexterity governs your chance to critically strike a target, and so doing more damage. Dexterity influences your chance to dodge an attack and lowers the chance that your character will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Dexterity gives:'''&lt;br /&gt;
*+x% [[Critical hit|Critical Strike]] Chance&lt;br /&gt;
*+x% Dodge Chance&lt;br /&gt;
*Higher Dexterity lowers chance you will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
==Vitality==&lt;br /&gt;
Vitality governs the amount of life your character has and how fast its [[mana]] regenerates.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Vitality gives:'''&lt;br /&gt;
*+x Life&lt;br /&gt;
*[[Mana]] Regeneration of +x per second&lt;br /&gt;
&lt;br /&gt;
==Willpower==&lt;br /&gt;
Willpower governs the amount of spell damage bonus and extra health the consumption that a [[health globe]] will grant your character.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Willpower gives'''&lt;br /&gt;
*+x% Spell Damage Bonus&lt;br /&gt;
*+x% [[Health Globe]] Bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=7637</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=7637"/>
				<updated>2009-02-15T02:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: /* Dexterity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attributes''' in [[Diablo]] 3 consist of '''Strength''', '''Dexterity''', '''Vitality''', '''Willpower'''. Each attribute affects multiple values in Diablo III; making points in each attribute valuable to all characters. See the respective character class page for [[Barbarian]], [[Witch Doctor]], [[Wizard]] and the [[Other classes|Upcoming Classes]] for more specific details.&lt;br /&gt;
&lt;br /&gt;
==No Customizable Attributes==&lt;br /&gt;
&lt;br /&gt;
The biggest change about attributes in Diablo III is that they are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics while the game is under discussion. [http://www.diii.net/blog/comments/on-the-drawing-board-4-preset-attributes/ See this article] for more discussion of the issue, and long lists of the pros and cons of this change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength governs how much damage you do and how high your armor rating is. Whether the effect of each point in Strength on the secondary attributes is the same for every character class is unclear as of yet.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Strength gives:'''&lt;br /&gt;
*+x% [[Melee]] and [[Ranged]] [[Physical]] Damage Bonus&lt;br /&gt;
*x% Armor Bonus&lt;br /&gt;
*+x% Block Amount&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Dexterity governs your chance to critically strike a target, and so doing more damage. Dexterity influences your chance to dodge an attack and lowers the chance that your character will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Dexterity gives:'''&lt;br /&gt;
*+x% [[Critical hit|Critical Strike]] Chance&lt;br /&gt;
*+x% Dodge Chance&lt;br /&gt;
*Higher Dexterity lowers chance you will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
==Vitality==&lt;br /&gt;
Vitality governs the amount of life your character has and how fast its [[mana]] regenerates.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Vitality gives'''&lt;br /&gt;
*+x Life&lt;br /&gt;
*[[Mana]] Regeneration of +x per second&lt;br /&gt;
&lt;br /&gt;
==Willpower==&lt;br /&gt;
Willpower governs the amount of spell damage bonus and extra health the consumption that a [[health globe]] will grant your character.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Willpower gives'''&lt;br /&gt;
*+x% Spell Damage Bonus&lt;br /&gt;
*+x% [[Health Globe]] Bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Juggernaut_Skill_Tree&amp;diff=7588</id>
		<title>Juggernaut Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Juggernaut_Skill_Tree&amp;diff=7588"/>
				<updated>2009-02-12T12:26:58Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: /* Crushing Blows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}The [[Barbarian]]'s skills are divided into three skill trees, each of which has about 18 known skills. Most of these were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative and interesting.&lt;br /&gt;
&lt;br /&gt;
Most Barbarian skills require [[Fury]] to cast. Fury is a mana-like bulb that fills up when the Barbarian hits enemies, then drains quickly away when he stops hitting. This means that a Barbarian is unable to use his more powerful abilities at the start of a fight, and must charge up his Fury before he can begin to unleash his more devastating attacks.&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian Skills|Barbarian Skills Master List]]&lt;br /&gt;
** [[Battlemaster Skill Tree]]&lt;br /&gt;
** [[Berserker Skill Tree]]&lt;br /&gt;
** [[Juggernaut Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
=Diablo 3 Skill Trees=&lt;br /&gt;
[[Image:Barb-juggernaut-tree2.jpg|thumb|350px|Juggernaut Skill Tree, Blizzcon, Oct 2008.]]&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active, and all allow for a variety of play styles. &lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
=Tier 1 Skills=&lt;br /&gt;
These skills are available for use as soon as new Barbarian is created.&lt;br /&gt;
&lt;br /&gt;
==Bash==&lt;br /&gt;
&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Rune Sockets:''' 1&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description:''' Bash the enemy for 100% of weapon damage.&lt;br /&gt;
* '''Fury Cost:''' 3 (?)&lt;br /&gt;
&lt;br /&gt;
Like all the active skills in the BlizzCon demo, Bash could only have one point added to it. This was not the case with skills when D3 debuted at the WWI in Paris, and it will almost certainly not be the case with active skills in the final game.&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description:''' Increases the damage of critical hits and added hits. Can stack up to three times.&lt;br /&gt;
** '''Rank 1:''' Increases critical hit damage by 3% and increases the damage of added hits by 5% for 15 seconds.&lt;br /&gt;
* '''Fury cost:''' None&lt;br /&gt;
&lt;br /&gt;
The figures on this one are suspect, since our notes were very hard to decipher. The function is clear though. This mastery boosts all critical hit damage, and increases the damage of other hits as well. It's not clear what &amp;quot;added hits&amp;quot; are, though. Possibly a mis-transcription of the skill hover text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power of the Juggernaut==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases damage of all Juggernaut skills.&lt;br /&gt;
** '''Rank 1:''' Damage is increased by 10%.&lt;br /&gt;
** '''Rank 2:''' Damage is increased by 20%.&lt;br /&gt;
** '''Rank 2:''' Damage is increased by 30%.&lt;br /&gt;
* '''Fury cost: ''' None.&lt;br /&gt;
&lt;br /&gt;
This is possibly the most straight-forward skill in the entire game. Obvious function, straight linear progression of improvement. It's almost akin to a Juggernaut Weapons Mastery, but note that it only increases the damage, not the to/hit.&lt;br /&gt;
&lt;br /&gt;
==Unnamed Skill==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Whenever the Barbarian is below 50% health, all damage is reduced by X%.&lt;br /&gt;
** '''Rank 1:''' Damage is reduced by 21%.&lt;br /&gt;
** '''Rank 2:''' Damage is reduced by 34%.&lt;br /&gt;
* '''Fury cost:''' None.&lt;br /&gt;
&lt;br /&gt;
We missed the name of this skill, but got the description. The stats are sketchy, and may not be exactly these numbers, but the overall function is clear. This one causes the Barbarian to take less damage as his/her hit points decrease. Handy!&lt;br /&gt;
&lt;br /&gt;
=Tier 2 Skills=&lt;br /&gt;
These skills are available for use once a Barbarian reaches level 5. There is no requirement that he invest 5 skill points in this tree before using them, as some early Blizzcon reports erroneously stated.&lt;br /&gt;
&lt;br /&gt;
==Cleave==&lt;br /&gt;
[[Image:Barb-cleave2.jpg|thumb|250px|Cleave.]]&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''The Barbarian swings at multiple targets, dealing 130% of weapon damage at up to 2 targets.&lt;br /&gt;
* '''Fury cost:''' None&lt;br /&gt;
&lt;br /&gt;
This slashing melee strike that can hit multiple targets at once, Cleave leaves a streak of bright red light behind. It is a fast hit but has a slight delay between uses, making it slightly slower than normal attack. Cleave can be delivered with one hand, seems to alternate forehand and backhand when used repeated with a single weapon, and can be used while dual wielding.&lt;br /&gt;
&lt;br /&gt;
This skill was a handy way to hit multiple enemies in the Blizzcon build. It was free to use, with no Fury cost, though that seems likely to change in the final game. More points in this skill will likely increase the damage and perhaps the number of hittable targets as well.&lt;br /&gt;
&lt;br /&gt;
==Ground Stomp==&lt;br /&gt;
[[Image:Barb-stomp1.jpg|thumb|250px]]&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Stomp the ground, knocking back and stunning all nearby enemies for X second.&lt;br /&gt;
** '''Rank 1:''' Knocks back and stuns enemies for 3 seconds. 5 second cool down.&lt;br /&gt;
* '''Fury cost:''' None&lt;br /&gt;
&lt;br /&gt;
This foot stomping skill has a function much like the War Cry skill, from ''Diablo II''. It stuns and renders motionless monsters in a small radius around the barbarian, though it does not seem to deal any damage. Stars can be seen circling around the heads of stunned monsters, and their defense is greatly reduced for the duration of the effect. [[Skeletal Shieldman]], for instance, drop their shields while stunned.&lt;br /&gt;
&lt;br /&gt;
This skill has an impressive and very powerful graphic. The earth trembles when the Barbarian stomps, and glowing yellow lines radiate out from the impact point, like pavement cracking under the weight of a dropped safe.&lt;br /&gt;
&lt;br /&gt;
The figures are suspect on this one, since they were heard to read from our notes. The function is clear though, and in fact this skill has been seen in use in gameplay movies. It's a simple war cry-like skill that knocks back and stuns nearby monsters. It would presumably not work on bosses and other larger enemies, but that's not clear yet. It was free to use in the BlizzCon demo build, but seems likely to cost some Fury in the final game.&lt;br /&gt;
&lt;br /&gt;
==Focused Strength==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases the effect of strength on your physical damage.&lt;br /&gt;
** '''Rank 1:'''  +10% to the effect of strength on damage.&lt;br /&gt;
* '''Fury cost''': None&lt;br /&gt;
&lt;br /&gt;
An interesting way to add damage. It's not an increase to damage, or to strength; it's an increase to the effect of strength on damage. Since we do not yet have any idea how the damage formulas will work in D3, there's no way to say how big of a bonus this will give.&lt;br /&gt;
&lt;br /&gt;
This one is somewhat muted by the fact that attributes can't be player-assigned in D3, since that keeps a player from going with a &amp;quot;titan&amp;quot; build and putting 400 points into strength, which would make this skill enormously powerful. As it is, this will be most useful for barbarians who have a lot of +strength equipment on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stubborn==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Resist all slowing effects by 27%.&lt;br /&gt;
* '''Fury cost''': None&lt;br /&gt;
&lt;br /&gt;
As with all of these skills, the values will likely change during development. This skill lets the Barbarian be less slowed by enemy slowing effects, which may be a huge bonus, depending upon how common such effects are and how common equipment with such resistances are. We have no idea, at this early point, but clearly there will be some, to make this skill useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recovery==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 0/15&lt;br /&gt;
* '''Description: '''Increases the amount of health gained from health globes by 12%&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Health globes heal 25% of a character's max hit points as of October 2008. This figure may go up or down during further game balancing, but as of now 12% bonus is impressive, essentially increasing the healing by 50%.(Unless the 12% is calculated from what a health globe heals, instead of how much of the Barbarian's total hit points, which would be a far smaller bonus.) It's not clear if this increase will share to other players in the party, but it seems unlikely.&lt;br /&gt;
&lt;br /&gt;
The tier 2 skill Scavenge in the [[Battlemaster Skill Tree]] increases the odds of health globes dropping. Points in both would certainly make for a healthier Barbarian.&lt;br /&gt;
&lt;br /&gt;
=Tier 3 Skills=&lt;br /&gt;
These skills are available for use for any Barbarian who is level 10+, and has placed at least 10 points in other skills in the Berserker skill tree.&lt;br /&gt;
&lt;br /&gt;
==Revenge==&lt;br /&gt;
&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Smash the ground dealing 100% weapon damage to nearby enemies. You gain 2% of your maximum health for each enemy hit. Revenge has a % chance to be usable when hit by an enemy.&lt;br /&gt;
** '''Rank 1:''' 10% chance, deals 100% damage and returns 2% of maximum health for each enemy hit.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apparently this one is an active skill. The description isn't clear, but it sounds like you can use it whenever you want as a sort of war cry. It deals your full weapon damage to all enemies in range, and works as a sort of life leech as well.&lt;br /&gt;
&lt;br /&gt;
The first line about a 10% chance to be usable isn't clear. Is being hit a requirement before this may be used? Or does the skill trigger automatically on 10% of the times the Barbarian is hit? Triggering automatically would make it very powerful; giving the barbarian a free hit on and plenty of life from every enemy in range during every battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Taunt==&lt;br /&gt;
&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Taunt monsters to attack you at close range.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No other description of this one was provided in the Blizzcon build. Range, % of working, effect on monsters, rage cost, etc. Presumably it would be useful to bring running enemies in close, but aside from some very low damage bats, there weren't any monsters seen in the BlizzCon demo who didn't do this anyway. Perhaps the skill causes ranged attackers and monster mages to move into melee range?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stunning Blows==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Grants all Juggernaut skills a 3% chance to stun attackers for 2 seconds.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A powerful passive indeed, giving every skill in this tree a chance to stun enemies. A very small chance, albeit it, and it's just for Juggernaut skills; not skills in the other trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapon Specialization==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases physical damage dealt with two-handed weapons by X%.&lt;br /&gt;
** '''Rank 1:''' Increases damage 12%&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basically a two-handed weapon mastery, but one that does nothing for attack rating, just damage. Two handed swords can not be equipped in one hand, by Barbarians in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Invigorated==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Picking up a health globe increases strength by 15% for 10 seconds.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A boost to strength every time the Barbarian heals, or just picks up a health globe (if he's already at full strength). It's unknown if more points will raise the strength increase, the duration, or both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tier 4 Skills=&lt;br /&gt;
These skills are available for use once a Barbarian reaches level 15+, and has spent at least 15 points in the Berserker skill tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seismic Slam==&lt;br /&gt;
[[Image:Barb-seismic-slam1.jpg|thumb|250px|Shock waves travel forward.]]&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Slam the ground causing a wave of destructive fire death. 100% of your weapon damage in front of the Barbarian.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This transcribed description is not quite right, due to our indecipherable BlizzCon notes. There was no Fury cost listed on the skill, though it's hard to believe that will be the case in the final game, as powerful and useful as this skill is.&lt;br /&gt;
&lt;br /&gt;
When launching a Seismic Slam, the barbarian lifts one foot and brings it down with her weapon, slamming them into the ground and sending a wave of energy forward, dealing heavy damage to anything directly in front of her. Multiple monsters can be hit by each use, and the ground is torn and fractured by this skill.&lt;br /&gt;
&lt;br /&gt;
During the WWI 2008 [[WWI_2008:_Denizens_of_Diablo_Panel#Barbarian:_Seismic_Slam|Denizens of Diablo panel]], The D3 team spoke at length about the creation of this essential skill, and how it was used to focus the design of the character.&lt;br /&gt;
&lt;br /&gt;
:This is a skill where the Barbarian raises his weapon overhead and slams it down into the ground. Anything in front of him, in a sort of cone-shape, gets rocked and destroyed. This skill was first skill we made for Barb, and one of the first we did in the game. Getting it right took longer than it did with most skills. We did many iterations. Animation especially. Had to make barb feel physically powerful. Traditionally we associate big bold movements with power. But if you want a game that feels fast and responsive, you want the movements to be really fast. Getting balance of fast movements and powerful feel. It's a big challenge in many ways to get that animation right.&lt;br /&gt;
&lt;br /&gt;
:Once we got through all that, we didn't still didn't really like the skill. We got programming done and wasn't that great. Got effects done, and still not that great. Somehow didn't quite sing to us. Wasn't until we got sound that it was really awesome. Really fun. Key to that was faith to get through process. Once you do get through it, all the skills that come after that come much quicker. What's the Barbarian about? Look at Seismic Slam. With that he rocks the world with power. Next few skills we did almost required no communication between art and programming, since art knew what the barb was about. Knew what we were designing for, since we had a great example.&lt;br /&gt;
&lt;br /&gt;
==Iron Will==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Provides resistance to stun, slow, and freeze attacks.&amp;lt;br /&amp;gt; Not yet implemented.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A powerful protective mastery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crushing Blows==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increase the damage of Bash and Cleave.&amp;lt;br /&amp;gt; Not yet implemented.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The function is clear, but without any figures for it yet in the game, it's impossible to say how powerful this one will be. It seems a good bet to change names too, since Crushing Blow was a [http://diablo2.diablowiki.net/Special_Modifiers#Crushing_Blow special modifier] in D2, reusing the name for a very different function would be confusing.&lt;br /&gt;
&lt;br /&gt;
==Seismic Effect==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases the damage of Revenge and Seismic Slam.&amp;lt;br /&amp;gt; Not yet implemented.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another higher level skill that's too far from completed to judge. Revenge and Seismic Slam both work as ranged attacks, damaging multiple monsters per hit (when aimed/used properly).&lt;br /&gt;
&lt;br /&gt;
=Tier 5 Skills=&lt;br /&gt;
There was a space for these in the Blizzcon build, but no skill icons were found on that line. There will surely be some in the final game, or else existing skills will be redistributed so some occupy higher level tiers on the skill tree.&lt;br /&gt;
&lt;br /&gt;
[[category:Barbarian]]&lt;br /&gt;
[[category:skills]]&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Juggernaut_Skill_Tree&amp;diff=7587</id>
		<title>Juggernaut Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Juggernaut_Skill_Tree&amp;diff=7587"/>
				<updated>2009-02-12T12:25:46Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: /* Power of the Juggernaut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}The [[Barbarian]]'s skills are divided into three skill trees, each of which has about 18 known skills. Most of these were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative and interesting.&lt;br /&gt;
&lt;br /&gt;
Most Barbarian skills require [[Fury]] to cast. Fury is a mana-like bulb that fills up when the Barbarian hits enemies, then drains quickly away when he stops hitting. This means that a Barbarian is unable to use his more powerful abilities at the start of a fight, and must charge up his Fury before he can begin to unleash his more devastating attacks.&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian Skills|Barbarian Skills Master List]]&lt;br /&gt;
** [[Battlemaster Skill Tree]]&lt;br /&gt;
** [[Berserker Skill Tree]]&lt;br /&gt;
** [[Juggernaut Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
=Diablo 3 Skill Trees=&lt;br /&gt;
[[Image:Barb-juggernaut-tree2.jpg|thumb|350px|Juggernaut Skill Tree, Blizzcon, Oct 2008.]]&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active, and all allow for a variety of play styles. &lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
=Tier 1 Skills=&lt;br /&gt;
These skills are available for use as soon as new Barbarian is created.&lt;br /&gt;
&lt;br /&gt;
==Bash==&lt;br /&gt;
&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Rune Sockets:''' 1&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description:''' Bash the enemy for 100% of weapon damage.&lt;br /&gt;
* '''Fury Cost:''' 3 (?)&lt;br /&gt;
&lt;br /&gt;
Like all the active skills in the BlizzCon demo, Bash could only have one point added to it. This was not the case with skills when D3 debuted at the WWI in Paris, and it will almost certainly not be the case with active skills in the final game.&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description:''' Increases the damage of critical hits and added hits. Can stack up to three times.&lt;br /&gt;
** '''Rank 1:''' Increases critical hit damage by 3% and increases the damage of added hits by 5% for 15 seconds.&lt;br /&gt;
* '''Fury cost:''' None&lt;br /&gt;
&lt;br /&gt;
The figures on this one are suspect, since our notes were very hard to decipher. The function is clear though. This mastery boosts all critical hit damage, and increases the damage of other hits as well. It's not clear what &amp;quot;added hits&amp;quot; are, though. Possibly a mis-transcription of the skill hover text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power of the Juggernaut==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases damage of all Juggernaut skills.&lt;br /&gt;
** '''Rank 1:''' Damage is increased by 10%.&lt;br /&gt;
** '''Rank 2:''' Damage is increased by 20%.&lt;br /&gt;
** '''Rank 2:''' Damage is increased by 30%.&lt;br /&gt;
* '''Fury cost: ''' None.&lt;br /&gt;
&lt;br /&gt;
This is possibly the most straight-forward skill in the entire game. Obvious function, straight linear progression of improvement. It's almost akin to a Juggernaut Weapons Mastery, but note that it only increases the damage, not the to/hit.&lt;br /&gt;
&lt;br /&gt;
==Unnamed Skill==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Whenever the Barbarian is below 50% health, all damage is reduced by X%.&lt;br /&gt;
** '''Rank 1:''' Damage is reduced by 21%.&lt;br /&gt;
** '''Rank 2:''' Damage is reduced by 34%.&lt;br /&gt;
* '''Fury cost:''' None.&lt;br /&gt;
&lt;br /&gt;
We missed the name of this skill, but got the description. The stats are sketchy, and may not be exactly these numbers, but the overall function is clear. This one causes the Barbarian to take less damage as his/her hit points decrease. Handy!&lt;br /&gt;
&lt;br /&gt;
=Tier 2 Skills=&lt;br /&gt;
These skills are available for use once a Barbarian reaches level 5. There is no requirement that he invest 5 skill points in this tree before using them, as some early Blizzcon reports erroneously stated.&lt;br /&gt;
&lt;br /&gt;
==Cleave==&lt;br /&gt;
[[Image:Barb-cleave2.jpg|thumb|250px|Cleave.]]&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''The Barbarian swings at multiple targets, dealing 130% of weapon damage at up to 2 targets.&lt;br /&gt;
* '''Fury cost:''' None&lt;br /&gt;
&lt;br /&gt;
This slashing melee strike that can hit multiple targets at once, Cleave leaves a streak of bright red light behind. It is a fast hit but has a slight delay between uses, making it slightly slower than normal attack. Cleave can be delivered with one hand, seems to alternate forehand and backhand when used repeated with a single weapon, and can be used while dual wielding.&lt;br /&gt;
&lt;br /&gt;
This skill was a handy way to hit multiple enemies in the Blizzcon build. It was free to use, with no Fury cost, though that seems likely to change in the final game. More points in this skill will likely increase the damage and perhaps the number of hittable targets as well.&lt;br /&gt;
&lt;br /&gt;
==Ground Stomp==&lt;br /&gt;
[[Image:Barb-stomp1.jpg|thumb|250px]]&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Stomp the ground, knocking back and stunning all nearby enemies for X second.&lt;br /&gt;
** '''Rank 1:''' Knocks back and stuns enemies for 3 seconds. 5 second cool down.&lt;br /&gt;
* '''Fury cost:''' None&lt;br /&gt;
&lt;br /&gt;
This foot stomping skill has a function much like the War Cry skill, from ''Diablo II''. It stuns and renders motionless monsters in a small radius around the barbarian, though it does not seem to deal any damage. Stars can be seen circling around the heads of stunned monsters, and their defense is greatly reduced for the duration of the effect. [[Skeletal Shieldman]], for instance, drop their shields while stunned.&lt;br /&gt;
&lt;br /&gt;
This skill has an impressive and very powerful graphic. The earth trembles when the Barbarian stomps, and glowing yellow lines radiate out from the impact point, like pavement cracking under the weight of a dropped safe.&lt;br /&gt;
&lt;br /&gt;
The figures are suspect on this one, since they were heard to read from our notes. The function is clear though, and in fact this skill has been seen in use in gameplay movies. It's a simple war cry-like skill that knocks back and stuns nearby monsters. It would presumably not work on bosses and other larger enemies, but that's not clear yet. It was free to use in the BlizzCon demo build, but seems likely to cost some Fury in the final game.&lt;br /&gt;
&lt;br /&gt;
==Focused Strength==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases the effect of strength on your physical damage.&lt;br /&gt;
** '''Rank 1:'''  +10% to the effect of strength on damage.&lt;br /&gt;
* '''Fury cost''': None&lt;br /&gt;
&lt;br /&gt;
An interesting way to add damage. It's not an increase to damage, or to strength; it's an increase to the effect of strength on damage. Since we do not yet have any idea how the damage formulas will work in D3, there's no way to say how big of a bonus this will give.&lt;br /&gt;
&lt;br /&gt;
This one is somewhat muted by the fact that attributes can't be player-assigned in D3, since that keeps a player from going with a &amp;quot;titan&amp;quot; build and putting 400 points into strength, which would make this skill enormously powerful. As it is, this will be most useful for barbarians who have a lot of +strength equipment on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stubborn==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Resist all slowing effects by 27%.&lt;br /&gt;
* '''Fury cost''': None&lt;br /&gt;
&lt;br /&gt;
As with all of these skills, the values will likely change during development. This skill lets the Barbarian be less slowed by enemy slowing effects, which may be a huge bonus, depending upon how common such effects are and how common equipment with such resistances are. We have no idea, at this early point, but clearly there will be some, to make this skill useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recovery==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 0/15&lt;br /&gt;
* '''Description: '''Increases the amount of health gained from health globes by 12%&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Health globes heal 25% of a character's max hit points as of October 2008. This figure may go up or down during further game balancing, but as of now 12% bonus is impressive, essentially increasing the healing by 50%.(Unless the 12% is calculated from what a health globe heals, instead of how much of the Barbarian's total hit points, which would be a far smaller bonus.) It's not clear if this increase will share to other players in the party, but it seems unlikely.&lt;br /&gt;
&lt;br /&gt;
The tier 2 skill Scavenge in the [[Battlemaster Skill Tree]] increases the odds of health globes dropping. Points in both would certainly make for a healthier Barbarian.&lt;br /&gt;
&lt;br /&gt;
=Tier 3 Skills=&lt;br /&gt;
These skills are available for use for any Barbarian who is level 10+, and has placed at least 10 points in other skills in the Berserker skill tree.&lt;br /&gt;
&lt;br /&gt;
==Revenge==&lt;br /&gt;
&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Smash the ground dealing 100% weapon damage to nearby enemies. You gain 2% of your maximum health for each enemy hit. Revenge has a % chance to be usable when hit by an enemy.&lt;br /&gt;
** '''Rank 1:''' 10% chance, deals 100% damage and returns 2% of maximum health for each enemy hit.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apparently this one is an active skill. The description isn't clear, but it sounds like you can use it whenever you want as a sort of war cry. It deals your full weapon damage to all enemies in range, and works as a sort of life leech as well.&lt;br /&gt;
&lt;br /&gt;
The first line about a 10% chance to be usable isn't clear. Is being hit a requirement before this may be used? Or does the skill trigger automatically on 10% of the times the Barbarian is hit? Triggering automatically would make it very powerful; giving the barbarian a free hit on and plenty of life from every enemy in range during every battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Taunt==&lt;br /&gt;
&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Taunt monsters to attack you at close range.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No other description of this one was provided in the Blizzcon build. Range, % of working, effect on monsters, rage cost, etc. Presumably it would be useful to bring running enemies in close, but aside from some very low damage bats, there weren't any monsters seen in the BlizzCon demo who didn't do this anyway. Perhaps the skill causes ranged attackers and monster mages to move into melee range?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stunning Blows==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Grants all Juggernaut skills a 3% chance to stun attackers for 2 seconds.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A powerful passive indeed, giving every skill in this tree a chance to stun enemies. A very small chance, albeit it, and it's just for Juggernaut skills; not skills in the other trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapon Specialization==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases physical damage dealt with two-handed weapons by X%.&lt;br /&gt;
** '''Rank 1:''' Increases damage 12%&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basically a two-handed weapon mastery, but one that does nothing for attack rating, just damage. Two handed swords can not be equipped in one hand, by Barbarians in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Invigorated==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Picking up a health globe increases strength by 15% for 10 seconds.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A boost to strength every time the Barbarian heals, or just picks up a health globe (if he's already at full strength). It's unknown if more points will raise the strength increase, the duration, or both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tier 4 Skills=&lt;br /&gt;
These skills are available for use once a Barbarian reaches level 15+, and has spent at least 15 points in the Berserker skill tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seismic Slam==&lt;br /&gt;
[[Image:Barb-seismic-slam1.jpg|thumb|250px|Shock waves travel forward.]]&lt;br /&gt;
* '''Active Skill'''&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
* '''Description: '''Slam the ground causing a wave of destructive fire death. 100% of your weapon damage in front of the Barbarian.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This transcribed description is not quite right, due to our indecipherable BlizzCon notes. There was no Fury cost listed on the skill, though it's hard to believe that will be the case in the final game, as powerful and useful as this skill is.&lt;br /&gt;
&lt;br /&gt;
When launching a Seismic Slam, the barbarian lifts one foot and brings it down with her weapon, slamming them into the ground and sending a wave of energy forward, dealing heavy damage to anything directly in front of her. Multiple monsters can be hit by each use, and the ground is torn and fractured by this skill.&lt;br /&gt;
&lt;br /&gt;
During the WWI 2008 [[WWI_2008:_Denizens_of_Diablo_Panel#Barbarian:_Seismic_Slam|Denizens of Diablo panel]], The D3 team spoke at length about the creation of this essential skill, and how it was used to focus the design of the character.&lt;br /&gt;
&lt;br /&gt;
:This is a skill where the Barbarian raises his weapon overhead and slams it down into the ground. Anything in front of him, in a sort of cone-shape, gets rocked and destroyed. This skill was first skill we made for Barb, and one of the first we did in the game. Getting it right took longer than it did with most skills. We did many iterations. Animation especially. Had to make barb feel physically powerful. Traditionally we associate big bold movements with power. But if you want a game that feels fast and responsive, you want the movements to be really fast. Getting balance of fast movements and powerful feel. It's a big challenge in many ways to get that animation right.&lt;br /&gt;
&lt;br /&gt;
:Once we got through all that, we didn't still didn't really like the skill. We got programming done and wasn't that great. Got effects done, and still not that great. Somehow didn't quite sing to us. Wasn't until we got sound that it was really awesome. Really fun. Key to that was faith to get through process. Once you do get through it, all the skills that come after that come much quicker. What's the Barbarian about? Look at Seismic Slam. With that he rocks the world with power. Next few skills we did almost required no communication between art and programming, since art knew what the barb was about. Knew what we were designing for, since we had a great example.&lt;br /&gt;
&lt;br /&gt;
==Iron Will==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Provides resistance to stun, slow, and freeze attacks.&amp;lt;br /&amp;gt; Not yet implemented.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A powerful protective mastery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crushing Blows==&lt;br /&gt;
&lt;br /&gt;
* ''' Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increase the damage of Bash and Cleave..&amp;lt;br /&amp;gt; Not yet implemented.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The function is clear, but without any figures for it yet in the game, it's impossible to say how powerful this one will be. It seems a good bet to change names too, since Crushing Blow was a [http://diablo2.diablowiki.net/Special_Modifiers#Crushing_Blow special modifier] in D2, reusing the name for a very different function would be confusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seismic Effect==&lt;br /&gt;
&lt;br /&gt;
* '''Passive Skill'''&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
* '''Description: '''Increases the damage of Revenge and Seismic Slam.&amp;lt;br /&amp;gt; Not yet implemented.&lt;br /&gt;
* '''Fury cost'''&amp;lt;nowiki&amp;gt;: None&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another higher level skill that's too far from completed to judge. Revenge and Seismic Slam both work as ranged attacks, damaging multiple monsters per hit (when aimed/used properly).&lt;br /&gt;
&lt;br /&gt;
=Tier 5 Skills=&lt;br /&gt;
There was a space for these in the Blizzcon build, but no skill icons were found on that line. There will surely be some in the final game, or else existing skills will be redistributed so some occupy higher level tiers on the skill tree.&lt;br /&gt;
&lt;br /&gt;
[[category:Barbarian]]&lt;br /&gt;
[[category:skills]]&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=7586</id>
		<title>Arcane Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=7586"/>
				<updated>2009-02-12T12:23:10Z</updated>
		
		<summary type="html">&lt;p&gt;Telzen: /* Slow Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}&lt;br /&gt;
The Wizard's skills are divided into three skill trees, each of which has about 18 known spells. These were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative. The three trees are:&lt;br /&gt;
&lt;br /&gt;
* [[Storm Skill Tree]]&lt;br /&gt;
* [[Arcane Skill Tree]]&lt;br /&gt;
* [[Conjuring Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Trees==&lt;br /&gt;
&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active skills, and all allow for a variety of play styles.&lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
[[Skill Runes]] could only be socketed in active skills, in the Blizzcon build. This may or may not remain true in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier I Skills==&lt;br /&gt;
These skills are available for use as soon as new Wizard is created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
[[Image:Wiz-magic-missile1.jpg|thumb|300px|Magic missiles impact.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Fire 1 missile(s) of energy at your enemies causing 7-13 arcane damage to them. Critical hits from arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 8&lt;br /&gt;
&lt;br /&gt;
In early levels, Magic Missile might be the Wizard's bread and butter.  In later levels, it might prove invaluable as a cheap and direct means of silencing a monster for 4 seconds -- plenty of time to dispatch of them before they can cast a nasty spell on you, or raise the fallen to fight again.  The difficulty will be in hitting the shaman behind the minions, since Magic Missile will strike another monster if it's between the Wizard and the targeted boss.&lt;br /&gt;
&lt;br /&gt;
Magic Missile's effectiveness is increased by a variety of spells, the most noteworthy of which is Improved Magic Missile, which increases both the damage and number of missiles released on a cast.  The range and spread of higher levels of Magic Missile is reminiscent of the DII Necromancer's Teeth.  When an enemy dies at the hands of an Arcane spell, a purple glow is left on the corpses.&lt;br /&gt;
&lt;br /&gt;
===Arcane Power===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases all arcane damage.&lt;br /&gt;
*'''Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Increases arcane damage by 12%.&lt;br /&gt;
** '''Rank 2:''' Increases arcane damage by 24%.&lt;br /&gt;
** '''Rank 3:''' Increases arcane damage by 36%.&lt;br /&gt;
&lt;br /&gt;
This mastery boosts the arcane spell damages by a much higher % than similar masteries for other types of damage, and it's unclear why. Possibilities include: arcane spells generally do less damage, their critical hit bonus might be less useful, or the spell just might be overpowered in this early, still-under-testing build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Efficient Magics===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Lowers the mana cost of spells by a %.&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Lowers mana cost by 3%.&lt;br /&gt;
** '''Rank 2:''' Lowers mana cost by 6%.&lt;br /&gt;
** '''Rank 3:''' Lowers mana cost by by 9%.&lt;br /&gt;
** '''Rank 4:''' Lowers mana cost by by 12%.&lt;br /&gt;
&lt;br /&gt;
It looks like a Wizard will be able to greatly customize his or her spells in D3, with passive skills that cut mana cost, increase casting speed, and boost individual damage types. It's not yet known how much equipment will overlap with these abilities; a spell to boost casting speed wouldn't be much good in D2, with so many items that could convey the same bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Penetrating Spells===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the resistance of your targets to your spells by x%.  Targets with negative resistance take additional damage from spells.&lt;br /&gt;
*'''Rank 1:''' Reduces resistance by 8%.&lt;br /&gt;
&lt;br /&gt;
Another of the highly-useful passive skills possessed by the Wizard. Sort of a full time Lower Resistance aura, that seems to work with all types of magic.&lt;br /&gt;
&lt;br /&gt;
==Tier II==&lt;br /&gt;
There is no &amp;quot;points in the tree&amp;quot; requirement to start using second tier skills.&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|350px|Disintegrating from within Slow Time.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing 10 arcane damage per second.  Damage is modified to 80% each time the beam passes through the target. Critical hits from Arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 1&lt;br /&gt;
*'''Mana cost:''' 12 per sec.&lt;br /&gt;
&lt;br /&gt;
A laser beam of molten pwnage, Disintegrate is at its best raking through a line of ranged attackers. It'll cut through targets without mercy; however, each target the beam passes through lowers its power to 80% for the next target. (It's not clear if the description means 20% less per target, in a 100%, 80%, 60%, 40%, 20%, 0% sequence, or if it's 80% of the current amount, which would yield 100%, 80%, 64%, 51%, 41%, 33%, etc.) It would be very difficult to hit more than 4 or 5 monsters at once with this spell anyway, since it's pencil thin, monsters don't stand in neat rows, and monsters die fairly quickly once they're being cooked by the Disintegrate beam.&lt;br /&gt;
&lt;br /&gt;
Damage ticks every second of use, and critical strikes (as with any Arcane Spell) will silence the target for 4 seconds. This might be the best use of this skill late game; even if the damage doesn't scale up to keep it a killer, it could hit anything on the screen, instantly &amp;quot;silencing&amp;quot; enemy mages and summoners.&lt;br /&gt;
&lt;br /&gt;
In the [[Blizzcon]] demo build (October 2008), this spell wasn't very useful against large enemies, but was devastating against smaller enemies, especially ranged attackers such as [[Skeletal Archer]]s. The disintegrate ray hits anything on the screen more or less instantaneously, so nothing is out of reach and there's no delay between clicking the mouse and hitting the enemy with the spell. This one will surely be nerfed somewhat before the final game, since it was just so useful in the Blizzcon build.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
[[Image:Wiz-wave-of-force1.jpg|thumb|350px|Wave of Force.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a wave of force outwards, repelling enemies and projectiles.&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
** '''Rank 1:''' 1-8 damage.&lt;br /&gt;
* '''Mana cost:''' 25&lt;br /&gt;
&lt;br /&gt;
This defensive spell casts a nova-like blast of light that deals just minor damage, but that shoves back enemies and projectiles.&lt;br /&gt;
&lt;br /&gt;
Wave of Force is used twice in the Wizard Trailer released at Blizzcon 2008.  The first is used in a room of skeletons -- it does little damage to the skeletons, but blasts all the destructibles in the room to glorious pieces.  In the second example, the Wizard uses it while slowing down time, waiting for a group of skeletons' projectiles to come close, and then reflecting them back toward them.&lt;br /&gt;
&lt;br /&gt;
It's hard to know how many scenarios in a fast-paced game like this where you could really benefit from using Slow Time and then Wave of Force to repel projectiles -- Out of the 8 projectiles in the above screenshot, only one or two actually came back to strike their targets.  It will be interesting to see what practical uses there are for this spell as more gameplay videos unfold.&lt;br /&gt;
&lt;br /&gt;
===Arcane Armor===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' While your Storm Armor, Stone Armor, Stone Skin or Temporal Armor spells are active, your armor is increased by 20%.''&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Another interesting mastery; this one boosts the wizard's total armor bonus, but only while one (or more) of the other protective spells are active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Weakness===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies damaged by your arcane spells are affected with arcane weakness, increasing damage taken by 10% for 5 sec.&lt;br /&gt;
*'''Rank:''' 0/15 &lt;br /&gt;
&lt;br /&gt;
This would presumably stack with other passives that increase the damage and critical hit % of individual spell types, or all spells in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Speed===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the cooldown of all arcane spells by 5%.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Arcane spell damage seems to be limited by a cooldown time on most of the spells, hence this spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier III==&lt;br /&gt;
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&lt;br /&gt;
[[Image:Wiz-arcane-orb1.jpg|thumb|250px]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' An orb of pure energy explodes on contact dealing 12-16 arcane damage to all enemies in the blast area. Critical hits from arcane damage silence targets for 4 sec.&lt;br /&gt;
*'''Max Rank:''' 1&lt;br /&gt;
*'''Mana cost:''' 18&lt;br /&gt;
&lt;br /&gt;
A glowing orb of energy travels about 10 yards, before bursting in a nova of destruction. The spell looks something like the D2 Sorc's Frozen Orb, but without the spray of ice spears as it flies across the room. The spell only allowed one point in the BlizzCon demo, but the final game will surely allow more than 1 level (rank) to be added to it. &lt;br /&gt;
&lt;br /&gt;
[[Image:Skill_wizard_arcaneorbsequence.jpg|frame|center|Sequence of Arcane Orb, cast from within the protective bubble created by a Slow Time spell.]]&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
[[Image:Skill_wizard_slowtime.jpg|thumb|250px|Slow Time]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Warp space and time, slowing nearby monsters and projectiles. Enemy attack cooldown increase: 1 sec.&lt;br /&gt;
*''' Max Rank:''' 1&lt;br /&gt;
*'''Mana cost:''' 20&lt;br /&gt;
&lt;br /&gt;
Slow time creates a bubble that surrounds the Wizard. Any enemies or enemy projectiles that enter the bubble are greatly slowed. The wizard, her spell projectiles, and her allies are not affected by the slow time bubble, giving them a huge advantage over the greatly slowed enemies.  The bubble remains where it was cast, persisting for several seconds, but the Wizard can move as soon as the spell is cast, though if she moves outside the bubble monsters may again target her without their shots or attacks being slowed. &lt;br /&gt;
&lt;br /&gt;
It's assumed that some boss monsters (and their projectiles?) will be immune to the slowing effect, but this is not yet known, and is subject to further balancing anyway.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-slow-time1.jpg|center|thumb|600px|Slow Time only affects enemies. The Wizard can use her spells from within it without hindrance.]]&lt;br /&gt;
&lt;br /&gt;
===Arcane Distortion===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies damaged by your arcane spells are slowed by 35% for 3 sec.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
There are a lot of interesting ways to slow or freeze or stun monsters in D3. Types of damage, critical hits, spells, masteries to spells, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mana Recovery===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies have a 7% chance to drop a mana globe that return 25% of maximum mana when picked up.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
No mana globes were dropping during the Blizzcon 2008 demo. It's not clear if they were not enabled, if they don't drop early in the game, or if they never drop at all, unless this spell (or others with a similar effect, or perhaps the bonus comes from equipment as well?) is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improved Magic Missile===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the number of missiles launched by your magic missile spell by 1 and increases their damage by 8%.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Boosts the number and damage of magic missiles. It's not known how this spell interacts with the basic magic missile spell. That one seems to set the base damage, which this one enhances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier IV==&lt;br /&gt;
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.&lt;br /&gt;
&lt;br /&gt;
===Temporal Armor===&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Surrounds the wizard in a protective shell that stops all damage from an attack every 6 sec.  The shell dissipates after absorbing 12 attacks&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
&lt;br /&gt;
An interesting variation on spell shields. Rather than absorbing X amount of damage, or some % of damage, this one takes out 100% of the damage, but only works every 6 seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Teleport to the selected location up to 40 feet away.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 23&lt;br /&gt;
&lt;br /&gt;
Teleport has been modified somewhat in D3. Rather than blinking instantly between locations, the Wizard leaps several yards straight up into the air, then falls back down when she arrives at her target point. This makes the movement considerably slower, though it's still very fast.&lt;br /&gt;
&lt;br /&gt;
In one of the BlizzCon 2008 panels, Teleport was demonstrated with a striking [[skill rune]] socketed in it, and the spell added damage to all monsters in the area, each time the Wizard teleported. Socketing in a multi strike skill rune will instead cause the wizard to split into images of herself when teleporting, making the skill useful to distract monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Greater Mana===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases maximum mana by 12%.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
A straight forward skill that increases your mana, useful throughout the game, especially at early levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mana Burst===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage of any spell cast from full mana by 25%.&lt;br /&gt;
* '''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Another creative spell. This one basically lets the Wizard deal substantial extra damage, but with just one spell, once in a while. A wizard who invested in this spell would have to modify her play style considerably; trying to use spells sparingly to remain full of mana, in order to score the huge damage hit possible with points in this skill.&lt;br /&gt;
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===Runic Might===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the effects of all runes.&lt;br /&gt;
*'''Rank:''' 0/5&lt;br /&gt;
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A mysterious, all purpose skill description for this one. It sounds like it exists only in concept at this point, and hasn't been balanced at all, yet.&lt;br /&gt;
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[[Category:Wizard]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard skills]]&lt;/div&gt;</summary>
		<author><name>Telzen</name></author>	</entry>

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