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Weapons

865 bytes added, 08:25, 6 November 2010
Binding Weapons
::What we don’t want is to have a situation where you find something on the ground like, “Oh, man. This would be a perfect weapon for my Monk. Oh, but I just picked it up and now it’s on the wrong character.” We don’t want that at all. Most of our focus on Diablo is as a trading game. So, if you take trading out of the item space, you ruin the core of the game. Finding a really great item that is not for you is still a great event because it means you have a bartering tool to get the item that you do want. We definitely want to make sure that that still exists.
 
 
==Weapon Visualization==
 
[[File:Axes-red-glow.jpg|frame|Red glowing axes.]]
The Diablo III artists are endeavoring to make the items look as consistent as possible between their appearance on the ground, in the inventory, and when equipped on the character. Not all effects can come through; flaming weapons don't show their flames in the inventory, but when equipped in the game they should glow, burn, shimmer with ice, crawl with bugs, and other appropriate visual effects.
 
It's not yet known what all the visual effects signify; some are fairly obvious, with the color-coded damage types, but players will need more experience to recognize the type of damage or enchantment an item packs purely by its in-game visual appearance.
 
Weapons get their color and style from their design and enchantment, not from [[dyes]], which can only be applied to armor.