Difference between revisions of "Resource"

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A '''Resource Pool''' is part of a character's ability to use [[Skill]]s. It's generally gathered in various ways and expended upon using as skill, where skills have different "costs", and use a different amount of resource from the pool. [[Mana]] is the prime example of a resource pool.
 
A '''Resource Pool''' is part of a character's ability to use [[Skill]]s. It's generally gathered in various ways and expended upon using as skill, where skills have different "costs", and use a different amount of resource from the pool. [[Mana]] is the prime example of a resource pool.
  
Each character uses a different and unique resource in Diablo III:
+
Each character uses a different and unique resource in [[Diablo III]]:
 
* The [[Barbarian]] uses [[Fury]].
 
* The [[Barbarian]] uses [[Fury]].
* The [[Demon Hunter]]'s resource is under development.
+
* The [[Demon Hunter]]'s uses [[Hatred|Hatred & Discipline]].
 
* The [[Monk]] uses [[Spirit]].
 
* The [[Monk]] uses [[Spirit]].
* The [[Witch Doctor]] uses [[mana]].
+
* The [[Witch Doctor]] uses [[Mana]].
 
* The [[Wizard]] uses [[Arcane Power]].
 
* The [[Wizard]] uses [[Arcane Power]].
  
  
 
==Diablo Games==
 
==Diablo Games==
In [[Diablo I]] and [[Diablo II]] all [[class]]es used [[Mana]] as their one main resource, but in [[Diablo III]] not all classes share the same resource. In all the Diablo Games so far, the resource pool is located in the UI, on the bottom right hand side, usually in an orb or sphere.
+
In [[Diablo I]] and [[Diablo II]] all [[class]]es used [[Mana]] as their one main resource, but in [[Diablo III]] every class has its own unique resource. In all the Diablo Games so far, the resource pool is located in the UI, on the bottom right hand side, usually in an orb or sphere.
  
  
 
==Item Bonuses==
 
==Item Bonuses==
 
 
The issue of items providing bonuses to resources is complicated in Diablo III since there are so many different resources. In Diablo II +mana was a simple bonus of use to everyone (though not equally useful). But in Diablo III only the Barbarian benefits from Fury, only the Monk from Spirit, etc. And the bonuses to each resource vary; for some increasing the total pool is viable, for others only improving the fill rate, or decreasing the drain rate. This prevents the team from using some sort of universal "+resource" [[modifier]], and requires a lot of individual item bonus tweaking.
 
The issue of items providing bonuses to resources is complicated in Diablo III since there are so many different resources. In Diablo II +mana was a simple bonus of use to everyone (though not equally useful). But in Diablo III only the Barbarian benefits from Fury, only the Monk from Spirit, etc. And the bonuses to each resource vary; for some increasing the total pool is viable, for others only improving the fill rate, or decreasing the drain rate. This prevents the team from using some sort of universal "+resource" [[modifier]], and requires a lot of individual item bonus tweaking.
  
Jay Wilson answered a question about this during an interview from Blizzcon 2010.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
+
[[Jay Wilson]] answered a question about this during an interview from Blizzcon 2010.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
  
<blue>Jay Wilson: Yes we’re definitely going to put in objects that will do that. It’s been a question of how we want to implement that.  Right now every class has their own resource. And that’s the goal. If we can’t get that to work, if we can’t make them different and all working adequately, then we might double up on some resources on some characters. We’ve waited to do the itemization until we have the resources locked down. If they’re that different then we might restrict the resource bonuses to class-based items.
+
<blue>
 +
Jay Wilson: "Yes we’re definitely going to put in objects that will do that. It’s been a question of how we want to implement that.  Right now every class has their own resource. And that’s the goal. If we can’t get that to work, if we can’t make them different and all working adequately, then we might double up on some resources on some characters. We’ve waited to do the itemization until we have the resources locked down. If they’re that different then we might restrict the resource bonuses to class-based items."
  
 +
"It feels pretty bad when you get say, a sword that’s got… it’s one thing to get a sword with say, plus strength on it, and you decide not to use it because that bonus isn’t really the best for your Wizard. That’s one thing. But if you get a sword that has a resource bonus for another class, that’s entirely unusable for you, that’s no fun. That feels worse than just getting a stat that’s questionably not for you. Having an object that you can equip that states in it a bonus that’s useless to you, that feels bad."
  
It feels pretty bad when you get say, a sword that’s got… it’s one thing to get a sword with say, plus strength on it, and you decide not to use it because that bonus isn’t really the best for your Wizard. That’s one thing. But if you get a sword that has a resource bonus for another class, that’s entirely unusable for you, that’s no fun. That feels worse than just getting a stat that’s questionably not for you. Having an object that you can equip that states in it a bonus that’s useless to you, that feels bad.
+
"We do have class-based items for that. We’re also doing a lot with enchantments, because enchantments don’t feel bad if you find an enchantment that’s not for you, the way an item is."
 
+
</blue>
 
 
We do have class-based items for that. We’re also doing a lot with enchantments, because enchantments don’t feel bad if you find an enchantment that’s not for you, the way an item is. </blue>
 
  
  
 
==Diablo III Resource Pools==
 
==Diablo III Resource Pools==
 +
Each class in Diablo III has a unique resource.
  
Each class in Diablo III has a unique resource.
 
  
 
===Barbarian: Fury===
 
===Barbarian: Fury===
 
[[File:New Fury.JPG|frame|Fury, abandoned "traffic light" form.]]
 
[[File:New Fury.JPG|frame|Fury, abandoned "traffic light" form.]]
'''[[Fury]]''' is the resource pool for the [[Barbarian]] in [[Diablo III]]. It is generated by taking or dealing damage, and expended by using most skills. The various melee attacks [[Barbarian skills]], such as [[Cleave]], [[Bash]], and [[Frenzy]] cost very little Fury to use, and will generally return more from the damage they deal. Those skills are used to build up enough Fury to use the more expensive and dramatic skills.
+
'''[[Fury]]''' is the resource pool for the [[Barbarian]] in [[Diablo III]]. It is generated by taking damage or using [[Barbarian skills#Fury Generating|Fury Generating]] skills, and expended by using [[Barbarian skills#Fury Spending|Fury Spending]] or some [[Barbarian skills#Situational|Situational]] skills.
  
* Generated by:  
+
* Generated by:
 +
** Using [[Barbarian skills#Fury Generating|Fury Generating]] skills.
 
** Dealing damage.
 
** Dealing damage.
 
** Taking damage.
 
** Taking damage.
  
* Removed by:
+
* Spent by:
** Using abilities that requires Fury, generally more powerful abilities.
+
** Using [[Barbarian skills#Fury Spending|Fury Spending]] skills.
 
** Inactivity over time.
 
** Inactivity over time.
 
** Unknown if some creatures can [[leech]] it.
 
** Unknown if some creatures can [[leech]] it.
  
* Fury Related Skills:
+
* Fury related [[Barbarian Passives]]:
** [[War Cry]] generates a certain amount of Fury and increases armor.
+
** [[Weapon Master]]: Gain extra Fury by using [[Mighty Weapons]].
* Fury Related Traits:
+
** [[Berserker Rage]]: Inflict more [[damage]] at maximum Fury.
** [[Bad Temper]]: Increases Fury gain and slows Fury drain.
+
** [[Animosity]]: Increase maximum Fury and its generation.
** [[Inner Rage]]: Increases Fury gain and slows Fury drain while attacking the same target.
+
** [[Superstition]]: Generate extra Fury when hit by ranged or elemental attacks.
 +
** [[No Escape]]: [[Critical Hits]] with [[Weapon Throw]] have a chance to return Fury.
 +
** [[Relentless]]: In near death situation, skills cost no Fury.
 +
** [[Unforgiving]]: Fury no longer degenerates, instead it gives a steady generation.
 +
 
 +
 
 +
===Demon Hunter: Hatred & Discipline===
 +
The [[Demon Hunter]] uses two resources. Hatred, which recharges quickly, is used for combat abilities and Discipline, which has slow recharge, is used for tactical and support abilities.
 +
 
 +
* Generated by:
 +
** Regeneration over time (can be boosted by items, skills, and passives).
 +
** Using [[Demon Hunter skills#Hatred Generator|Hatred Generating]] skills.
  
 +
* Spent by:
 +
** Using [[Demon Hunter skills#Hatred Spenders|Hatred Spending]] skills.
  
===Demon Hunter: Unknown===
+
* Hatred/Discipline related [[Demon Hunter Passives]]:
The newly-revealed [[Demon Hunter]] used mana at Blizzcon 2010, but that was only as a place holder. The developers refused to give out any hints about what sort of resource the class might use long term.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
+
** [[Vengeance]]: Increases maximum Hatred. In addition, gain Hatred and Discipline from [[Health Globes]].
 +
** [[Night Stalker]]: [[Critical Hits]] may restore Discipline.
 +
** [[Fundamentals]]: Basic Attacks restore Hatred.
 +
** [[Hot Pursuit]]: Gain increased movement speed at full Hatred.
 +
** [[Perfectionist]]: Reduces Discipline cost of all skills.
 +
** [[Grenadier]]: Increased Hatred generation from [[Grenades]] and [[Cluster Arrow]] costs less Hatred.
  
::'''Question: '''Any clue about the resource for the Demon Hunter?
 
::'''Jay Wilson: '''If I knew I would give you a clue. We decided not to worry about her resource until after Blizzcon.
 
  
 
===Monk: Spirit===
 
===Monk: Spirit===
The Monk uses [[Spirit]], the resource the developers frequently cite[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/] as their favorite and the one they feel is working the best. Spirit is generated by striking enemies with the various [[combo skills]] and expended using other offensive and defensive skills. Spirit is also modified by various of the [[Monk traits]].  This design makes the combos, all of which are quite powerful melee attacks, free to use.  
+
The Monk uses [[Spirit]], the resource the developers frequently cite[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/] as their favorite and the one they feel is working the best. Spirit is generated by striking enemies with the various [[Monk skills#Spirit Generator|Spirit Generating]] skills and expended using [[Monk skills#Spirit Spender|Spirit Spending]] abilities. Spirit is also modified by various of the [[Monk Passives]].  This design makes the combos, all of which are quite powerful melee attacks, free to use.
  
 
A Monk could play fairly effectively using nothing but combo skills, all of which carry substantial bonuses on top of their damage, so making them yield Spirit to fuel the other [[Monk Skills]] as well seems quite a bargain for the class.
 
A Monk could play fairly effectively using nothing but combo skills, all of which carry substantial bonuses on top of their damage, so making them yield Spirit to fuel the other [[Monk Skills]] as well seems quite a bargain for the class.
  
 
* Generated by:  
 
* Generated by:  
** Using Combo Skills
+
** Using [[Monk Skills#Spirit Generator|Spirit Generating]] skills.
  
 
* Spent by:
 
* Spent by:
** Using non-combo skills
+
** Using [[Monk Skills#Spirit Spender|Spirit Spending]] skills.
  
* Combo Skills: Each use of one adds a set amount of Spirit to the pool.
+
* Spirit related [[Monk Passives]]:
** [[Hands of Lightning]] --Combo that deals 3 punches with substantial bonus lightning damage.
+
** [[The Guardian's Path]]: Spirit generation increased when using two-handed weapons.
** [[Long Reach]] -- Combo that strikes multiple enemies with greater than [[melee]] range.
+
** [[Transcendence]]: Every point of Spirit spent heals you.
** [[Crippling Wave]] -- Combo that slows and dazes enemies.
+
** [[Chant of Resonance]]: While a [[Mantra]] is active, you gain spirit every second.
** [[Dashing Strike]] -- Combo that allows the Monk to move very quickly across long distances to the enemy. (Under construction.)
+
** [[Exalted Soul]]: Increases maximum spirit.
** [[Way of the Hundred Fists]] -- Combo that deals many powerful hits to all enemies in the vicinity.
+
** [[Near Death Experience]]: When receiving a fatal blow, you're restored to 35% life and spirit.
** [[Exploding Palm]] -- Combo that time bombs enemies, triggering them to explode and damage all nearby enemies upon their death.  
 
** [[Sweeping Wind]] -- Combo that hits all nearby enemies multiple times.
 
 
 
* Spirit Related [[Monk Traits]]:
 
** [[True Spirit]] -- Increases Spirit regeneration. (Under construction.)
 
  
  
 
===Witch Doctor: Mana===
 
===Witch Doctor: Mana===
'''[[Mana]]''' is the best understood resource pool. It's appeared in countless RPGs, including Diablo I and Diablo II, and appears with the familiar blue color in Diablo III.  It's spent by the [[Witch Doctor skills]] and assisted in regeneration by various [[Witch Doctor traits]].
+
'''[[Mana]]''' is the best understood resource pool. It's appeared in countless RPGs, including [[Diablo I]] and [[Diablo II]], and appears with the familiar blue color in [[Diablo III]].  It's spent by the [[Witch Doctor skills]] and assisted in regeneration by various [[Witch Doctor Passives]].
  
 
* Restored by:  
 
* Restored by:  
** Regeneration over time (may be boosted by items, skills, and traits).
+
** Regeneration over time (can be boosted by items, skills, and passives).
** Picking up [[Health Globes]] (with a specific skill).
 
** Killing enemies with specific skills.
 
  
 
* Spent by:
 
* Spent by:
** Using an Ability.
+
** Using abilities with Mana cost.
** Some enemies may drain mana with their attacks.
+
** Some enemies may drain Mana with their attacks.
  
* Mana Related Skills:
+
* Mana related [[Witch Doctor Passives]]:
** [[Soul Harvest]] --Formerly a nova-like attack that restored mana for each enemy killed, this skill was changed to a general +spell damage buff.
+
** [[Spiritual Attunement]]: Increases maximum Mana and its regeneration.
 
+
** [[Gruesome Feast]]: Gain Mana from [[Health Globes]].
* Mana Related Traits:
+
** [[Blood Ritual]]: A small percentage of Mana costs are paid with [[Life]].
** [[Spirit Vessel]] -- +mana for each [[health orb]] enjoyed by the Witch Doctor.
+
** [[Pierce the Veil]]: Mana costs are increases but also deal more damage.
** [[Mana Regeneration]] -- Increases the mana regeneration rate.
+
** [[Rush of Essence]]: [[Witch Doctor skills#Spirit Realm|Spirit Spells]] return their Mana cost over time.
** [[Ritual of Blood]] -- Draws 50% of mana cost from health.
+
** [[Vision Quest]]: Mana regeneration is increased when 4 or more skills are on [[cooldown]].
** [[Meditation]] -- Some skills return 30% of their mana cost over 10 seconds. (Under construction.)
+
** [[Grave Injustice]]: Gain Mana with each enemy killed.
** [[Spiritual Attunement]] -- Increases the Witch Doctor's maximum mana.
 
  
  
 
===Wizard: Arcane Power===
 
===Wizard: Arcane Power===
'''[[Arcane Power]]''' is the new resource for the [[Wizard]] class, replacing [[Instability]], which replaced [[mana]]. AP grants the Wizard a pool that can not be scaled up by levels or items; [[Wizard skills]] and [[Wizard traits]] that help with AP lower the cost of skills, or increase the regeneration rate. This resource remains under construction, and as of Blizzcon 2010 word is that the Wizard may yet switch back to mana. [http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
+
'''[[Arcane Power]]''' is the new resource for the [[Wizard]] class, replacing [[Instability]], which replaced [[Mana]]. Arcane Power grants the Wizard a pool that can not be scaled up by levels or items. Only [[Wizard skills]] and [[Wizard Passives]] can help increase or even reduce Arcane Power and its regeneration rate.  lower the cost of skills, or increase the regeneration rate.
  
 
* Restored by:  
 
* Restored by:  
** Regeneration over time (may be boosted by skills/traits).
+
** Regeneration over time (can be boosted by items, skills, and passives).
 +
 
 
* Spent by:
 
* Spent by:
** Casting spells.
+
** Using abilities with Arcane Power cost.
 +
 
 +
* Arcane Power related [[Wizard skills]]:
 +
** [[Energy Armor]]: Lowers maximum Arcane Power but increases defense.
 +
 
 +
* Arcane Power related [[Wizard Passives]]:
 +
** [[Power Hungry]]: Gain Arcane Power from [[Health Globes]].
 +
** [[Prodigy]]: Gain Arcane Power by using [[Signature spell]]s.
 +
** [[Virtuoso]]: Wand attacks generate Arcane Power.
 +
** [[Astral Presence]]: Increase maximum Arcane Power and its regeneration.
  
* Arcane Power Related Skills:
 
** [[Energy Shield]] -- A % of damage is taken from Arcane Power instead of health.
 
* Arcane Power Related Traits:
 
** [[Arcane Channeling]] -- Increases the rate of AP regeneration.
 
** [[Energy Reserves]] -- [[Health globes]] refill 10% of the AP pool.
 
** [[Drain Power]] -- Regenerate health and Arcane power equal to 10% of melee damage you deal.
 
** [[Expanded Mind]] -- Increases Arcane Power pool. (Under construction.)
 
  
 
==Development==
 
==Development==
 +
All of the classes debuted with some form of Mana for their resource. Their permanent resources were added in during later development, and tinkered with extensively.
  
All of the classes debuted with some form of Mana for their resource. Their permanent resources were added in during later development, and tinkered with extensively.
 
  
 
===Barbarian===
 
===Barbarian===
[[Fury]] is the Barbarian's resource. It builds up as the Barbarian takes or deals damage, and is expended on most of his attack and buff skills.  
+
[[Fury]] is the [[Barbarian]]'s resource. It builds up as the Barbarian takes damage or uses [[Barbarian skills#Fury Generator|Fury Generating]] abilities, and is expended on use of [[Barbarian skills#Fury Spender|Fury Spending]] and some [[Barbarian skills#Situational|Situational]] abilities.  
  
 
Fury debuted at [[BlizzCon 2008]], in the form of a globe. During later development it changed into a "traffic light" stack of three orbs at Blizzcon 2009, before changing back to a full globe in early 2010. Many more details can be seen on the [[Fury]] article.
 
Fury debuted at [[BlizzCon 2008]], in the form of a globe. During later development it changed into a "traffic light" stack of three orbs at Blizzcon 2009, before changing back to a full globe in early 2010. Many more details can be seen on the [[Fury]] article.
Line 132: Line 143:
  
 
===Monk===
 
===Monk===
[[Spirit]] is the Monk's resource. It's built up by dealing damage with [[combo skills]] and expended to cast other, non-combo skills.  It was described in mid-2010, and debuted at Blizzcon 2010 in October of that year.
+
[[Spirit]] is the [[Monk]]'s resource. It's built up by dealing damage with [[Monk skills#Spirit Generator|Spirit Generating]] abilities and expended on use of [[Monk skills#Spirit Spender|Spirit Spending]] abilities.  It was described in mid-2010, and debuted at [[Blizzcon 2010]] in October of that year.
  
  
 
===Witch Doctor===
 
===Witch Doctor===
[[Mana]] is the Witch Doctor's resource. It works much as Mana did in Diablo I and Diablo II; some amount is expended with each cast spell from a pool that regenerates over time. Various skills and items can hasten the regeneration rate, and the Witch Doctor can also gain mana from [[health orbs]] if he has invested in the [[Witch Doctor skills|skills]] and [[Witch Doctor traits|traits]] that allow him to do so.
+
[[Mana]] is the [[Witch Doctor]]'s resource. It works much as Mana did in [[Diablo I]] and [[Diablo II]]; some amount is expended with each cast spell from a pool that regenerates over time. Various skills and items can hasten the regeneration rate, and the Witch Doctor can also gain mana from [[health orbs]] or fallen enemies if he has invested in the [[Gruesome Feast]] or [[Grave Injustice]] passive skill respectively.
 
 
The Witch Doctor may ultimately get a different resource; it would work like mana, but would have a different name and a slimy, gloopy greenish appearance, simply to make it seem more Witch Doctor themed.
 
  
  
 
===Wizard===
 
===Wizard===
[[Arcane Power]] is the Wizard's resource, though the D3 team said, in late 2010, that it might switch back to mana, since they're not entirely satisfied with how the resource works. Prior to Arcane Power, the Wizard used [[Instability]], which was scrapped since it did not make the character feel "[[glass cannon]]-y" enough.
+
[[Arcane Power]] is the [[Wizard]]'s resource. While Wizard is usually compared with Diablo II's [[Sorceress]], their resources are completely different. Arcane Power is a fixed amount and can only be increased with certain [[Wizard passives]]. Prior to Arcane Power, the Wizard used [[Instability]], which was scrapped since it did not make the character feel "[[glass cannon]]-y" enough.
  
  
 
===Demon Hunter===
 
===Demon Hunter===
The [[Demon Hunter]] class used [[mana]] when she debuted at [[BlizzCon 2010]]. This was a place holder, but the team was not ready to give any hints as to what her final resource might be. There have been few comments made by the development team, but it is widely speculated that her resource will have something to do with the balance between discipline and hatred<ref>[http://diablo.incgamers.com/blog/comments/on-the-drawing-board-21-the-demon-hunters-resources-revealed/ On the Drawing Board: Demon Hunter Resource] - Incgamers, February 20, 2011</ref>.
+
[[Hatred|Hatred and Discipline]] is the [[Demon Hunter]]'s resource. The Demon Hunter was last class to receive a proper resource since she was the last class to be announced. What makes this particular resource more unique than others is that there are two different resources. The quickly regenerating Hatred, which is used for combat abilities, and the slowly regenerating Discipline, which is used for support and tactical skills.
 +
 
  
 
==Reference==
 
==Reference==
 +
<references/>
 
* [http://www.youtube.com/watch?v=Dgf__G5jnEE Jay Wilson interview after GamesCom 2010]
 
* [http://www.youtube.com/watch?v=Dgf__G5jnEE Jay Wilson interview after GamesCom 2010]
 
* [http://pc.ign.com/articles/101/1017305p2.html Jay Wilson interview]
 
* [http://pc.ign.com/articles/101/1017305p2.html Jay Wilson interview]
Line 158: Line 169:
  
  
{{Master Nav|skill}}
+
{{Skill_navbox_Diablo_III|Barbarian}}
  
 
[[category:Reference]]
 
[[category:Reference]]

Latest revision as of 15:14, 20 February 2012

A Resource Pool is part of a character's ability to use Skills. It's generally gathered in various ways and expended upon using as skill, where skills have different "costs", and use a different amount of resource from the pool. Mana is the prime example of a resource pool.

Each character uses a different and unique resource in Diablo III:


Diablo Games[edit | edit source]

In Diablo I and Diablo II all classes used Mana as their one main resource, but in Diablo III every class has its own unique resource. In all the Diablo Games so far, the resource pool is located in the UI, on the bottom right hand side, usually in an orb or sphere.


Item Bonuses[edit | edit source]

The issue of items providing bonuses to resources is complicated in Diablo III since there are so many different resources. In Diablo II +mana was a simple bonus of use to everyone (though not equally useful). But in Diablo III only the Barbarian benefits from Fury, only the Monk from Spirit, etc. And the bonuses to each resource vary; for some increasing the total pool is viable, for others only improving the fill rate, or decreasing the drain rate. This prevents the team from using some sort of universal "+resource" modifier, and requires a lot of individual item bonus tweaking.

Jay Wilson answered a question about this during an interview from Blizzcon 2010.[1]

Jay Wilson: "Yes we’re definitely going to put in objects that will do that. It’s been a question of how we want to implement that. Right now every class has their own resource. And that’s the goal. If we can’t get that to work, if we can’t make them different and all working adequately, then we might double up on some resources on some characters. We’ve waited to do the itemization until we have the resources locked down. If they’re that different then we might restrict the resource bonuses to class-based items."

"It feels pretty bad when you get say, a sword that’s got… it’s one thing to get a sword with say, plus strength on it, and you decide not to use it because that bonus isn’t really the best for your Wizard. That’s one thing. But if you get a sword that has a resource bonus for another class, that’s entirely unusable for you, that’s no fun. That feels worse than just getting a stat that’s questionably not for you. Having an object that you can equip that states in it a bonus that’s useless to you, that feels bad."

"We do have class-based items for that. We’re also doing a lot with enchantments, because enchantments don’t feel bad if you find an enchantment that’s not for you, the way an item is."


Diablo III Resource Pools[edit | edit source]

Each class in Diablo III has a unique resource.


Barbarian: Fury[edit | edit source]

Fury, abandoned "traffic light" form.

Fury is the resource pool for the Barbarian in Diablo III. It is generated by taking damage or using Fury Generating skills, and expended by using Fury Spending or some Situational skills.

  • Generated by:
  • Spent by:
    • Using Fury Spending skills.
    • Inactivity over time.
    • Unknown if some creatures can leech it.


Demon Hunter: Hatred & Discipline[edit | edit source]

The Demon Hunter uses two resources. Hatred, which recharges quickly, is used for combat abilities and Discipline, which has slow recharge, is used for tactical and support abilities.

  • Generated by:
    • Regeneration over time (can be boosted by items, skills, and passives).
    • Using Hatred Generating skills.


Monk: Spirit[edit | edit source]

The Monk uses Spirit, the resource the developers frequently cite[2] as their favorite and the one they feel is working the best. Spirit is generated by striking enemies with the various Spirit Generating skills and expended using Spirit Spending abilities. Spirit is also modified by various of the Monk Passives. This design makes the combos, all of which are quite powerful melee attacks, free to use.

A Monk could play fairly effectively using nothing but combo skills, all of which carry substantial bonuses on top of their damage, so making them yield Spirit to fuel the other Monk Skills as well seems quite a bargain for the class.


Witch Doctor: Mana[edit | edit source]

Mana is the best understood resource pool. It's appeared in countless RPGs, including Diablo I and Diablo II, and appears with the familiar blue color in Diablo III. It's spent by the Witch Doctor skills and assisted in regeneration by various Witch Doctor Passives.

  • Restored by:
    • Regeneration over time (can be boosted by items, skills, and passives).
  • Spent by:
    • Using abilities with Mana cost.
    • Some enemies may drain Mana with their attacks.


Wizard: Arcane Power[edit | edit source]

Arcane Power is the new resource for the Wizard class, replacing Instability, which replaced Mana. Arcane Power grants the Wizard a pool that can not be scaled up by levels or items. Only Wizard skills and Wizard Passives can help increase or even reduce Arcane Power and its regeneration rate. lower the cost of skills, or increase the regeneration rate.

  • Restored by:
    • Regeneration over time (can be boosted by items, skills, and passives).
  • Spent by:
    • Using abilities with Arcane Power cost.


Development[edit | edit source]

All of the classes debuted with some form of Mana for their resource. Their permanent resources were added in during later development, and tinkered with extensively.


Barbarian[edit | edit source]

Fury is the Barbarian's resource. It builds up as the Barbarian takes damage or uses Fury Generating abilities, and is expended on use of Fury Spending and some Situational abilities.

Fury debuted at BlizzCon 2008, in the form of a globe. During later development it changed into a "traffic light" stack of three orbs at Blizzcon 2009, before changing back to a full globe in early 2010. Many more details can be seen on the Fury article.


Monk[edit | edit source]

Spirit is the Monk's resource. It's built up by dealing damage with Spirit Generating abilities and expended on use of Spirit Spending abilities. It was described in mid-2010, and debuted at Blizzcon 2010 in October of that year.


Witch Doctor[edit | edit source]

Mana is the Witch Doctor's resource. It works much as Mana did in Diablo I and Diablo II; some amount is expended with each cast spell from a pool that regenerates over time. Various skills and items can hasten the regeneration rate, and the Witch Doctor can also gain mana from health orbs or fallen enemies if he has invested in the Gruesome Feast or Grave Injustice passive skill respectively.


Wizard[edit | edit source]

Arcane Power is the Wizard's resource. While Wizard is usually compared with Diablo II's Sorceress, their resources are completely different. Arcane Power is a fixed amount and can only be increased with certain Wizard passives. Prior to Arcane Power, the Wizard used Instability, which was scrapped since it did not make the character feel "glass cannon-y" enough.


Demon Hunter[edit | edit source]

Hatred and Discipline is the Demon Hunter's resource. The Demon Hunter was last class to receive a proper resource since she was the last class to be announced. What makes this particular resource more unique than others is that there are two different resources. The quickly regenerating Hatred, which is used for combat abilities, and the slowly regenerating Discipline, which is used for support and tactical skills.


Reference[edit | edit source]