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Diablo 3 Basics

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==Introduction==
Diablo III, while featured completely in '''3D''' with a 3D environment, will follow closely in Diablo II's track by using the classic isometric view, fast gameplay, and randomized content for high replayability. Some changes have been made in order to make the game faster and more flexible as well as make welcoming to new players choose , to ramp up the difficulty more smoothly, and to create a "deep and employ tactics rather than mindless mouseclickingengaging" combat system. Besides taking The Diablo III developers took inspiration from previous games in the series, as well-learned lessons from WoWas [[World of Warcraft]], the developers have been inspired by and other different games such as ''Zelda'' and ''God of War''. Regardless, the game will be possible to play with a mouse alone, if a player so wishes (but you would be a lot less efficient).
Remember that if you're a newcomer to Diablo, you can find more related articles in the '''[[:Category:Basics|Basics Category]]'''
== Character Classes ==
Blizzard has confirmed that the game will would ship with five characters, then introduced them over the first three years of development. These They are the [[Barbarian]], [[Demon Hunter]], [[Monk]], [[Witch Doctor]], and [[Wizard]]. All five classes will be playable in male or female versions. The gender difference is purely cosmetic; male and female characters have identical stats and abilities. The classes are very distinct from one another, for all armor appears different depending on which character is using it, the characters have completely unique [[skills]], largely unique [[traits]], and each has their own [[resource]] type.
The classes are very distinct from one another in look and function. All items of armor have a different appearance on each class (there are even some inter-class gender differences, mainly in the chest armor for obvious reasons). The skills are even more different, with around 25 entirely unique [[active skills]] for each class. Many of the [[passive skills]] were shared between classes during development, but over time they all differentiated as well. Though all five classes for Diablo III have been revealed, more are expected additional classes will be added in the [[expansion]]s. See the [[Other classes]] article for Blizzard quotes on their additional character ideas.
{|
| [[File:Barbfemale.jpg|85px]]
| [[File:Barbmale.jpg|80px]]
| '''The [[Barbarian]]''' - The same character you played in [[Diablo II]]one returning class is still a mighty brawler, but he's gained countless new tricks, with some [[Barbarian only a few skills|new skills]]returning, and backed with the power all of the [[ancient]]sthem modified in various ways.
* [[Barbarian Skills]]
* [[Barbarian Traitspassive skills]]
* [[Resource]]: - [[Fury]]
|-
| [[File:Demon-hunter-art4.jpg|center|125px]]
| [[File:Demon-hunter-male.jpg|90px]]
| '''The [[Demon Hunter]]''' - The last class revealed is a game's ranged weapon specialist , Demon Hunters are fast-moving archers with devastating offensive capabilities and a grudge against all demon kind, sexy style, deadly wide variety of tactical traps, and demonic gadgets to go with her glowing eyes.
* [[Demon Hunter Skills]]
* [[Demon Hunter Traitspassive skills]]
* [[Resource]]: - [[Hatred]] & [[Discipline]]
|-
| [[File:Monkfemale.jpg|85px]]
| [[File:Monkmale.jpg|85px]]
| '''The [[Monk]]''' - The follower of a thousand Gods, Monks from [[Ivgorod]] are holy warriors. Combining fast-hitting, melee-ranged martial arts of our Eastern cultures with a holy strike from the Western disciplinesmagics, auras, he takes names and kicks in facesdefensive tactics.
* [[Monk Skills]]
* [[Monk Traitspassive skills]]
* [[Resource]]: [[Spirit]]
|-
| [[File:Witchfemale.jpg|85px]]
| [[File:Witchmale.jpg|70px]]
| '''The [[Witch Doctor]]''' - A new mysterious class that comes from the jungle region jungles of [[Teganze]], and uses [[the Witch Doctor skills|voodoo magic]] to do his bidding. One wields a huge array of his highlights is magical attacks, as well as the [[Wall of Zombies]] spellability to mind control enemies and summon up pets to fight alongside him.
* [[Witch Doctor Skills]]
* [[Witch Doctor Traitspassive skills]]
* [[Resource]]: [[Mana]]
|-
| [[File:Wizardfemale.jpg|85px]]
| [[File:Wizardmale.jpg|70px]]
| '''The [[Wizard]]''' - A new class that is a pure spell caster harnessing arcane and elemental magic to do her bidding. Very similar to An evolutionary improvement from the [[Sorcerer]] and [[Sorceress]] of seen in previous Diablo gamestitles. One Wizards boast an impressive array of the highlights is the offensive spells that are useful for every situation, as well as defensive spells and escape abilities that combine to create this murderous [[Wizard_skills#Slow_Time|Slow Timeglass cannon]] spell which warps space and time, slowing nearby monsters and projectiles
* [[Wizard Skills]]
* [[Wizard Traitspassive skills]]
* [[Resource]]: [[Arcane Power]]
|-
=== Skills ===
The [[skills ]] and their presentation evolved greatly during the game's development, with the largest change coming late in the beta test, shortly before release. See the [[skill tree]] article for a full pictorial history. As of Characters can use up to six skills at once, and may cycle between them with only minimal [[cooldown]]s. The biggest change from Diablo 2 comes from the Diablo III beta[[runestone]] system, which enables every skill to be modified into five different forms, skills most of which are presented radically different in categories (usually three)function from the base skill. The categories separate the skills by function, for exampleThis creates a vast number of possible builds, and with the easy [[Barbarian Skillsrespec]] are separated into Fury Spenderssystem, Fury Generatorsplayers can try out all of the skills and rune effects, and Situationalswitch between them as needed. The  Each class has around 25 unique skills , which are unlocked at various [[character the rate of about one per level, from level 1 until level]]s30. All skills Each skill has five rune effects which are [[active]]unlocked every 5 or 6 levels, there are no prerequisites other than character thus granting at least one and often three of four new abilities to try out every level, and there are no synergies. Characters can have a up until the maximum of six active skills at any given time, once they've unlocked all six slotslevel 60.
[[Traits]] were added during development in 2010, when all [[passivePassive skills]] skills were removed from the skill trees. Traits have been replaced by Passives. There are also unique passives for to each class now, unlike Traitsand starting at level 10, which had some that were shared between they are unlocked one every few levels, all the classes, granting bonuses way up to [[attributes]] or other common properties such as [[Lucky]] (increased gold drops), or [[Pound of Flesh (trait)|Pound of Flesh]] (increased [[health orb]] benefit). Passives are unlocked by level, like skills60. Characters can have a maximum of three up to 3 passive skills active, adding an additional [[passive skill slot]] at any given timelevel 10, once they've unlocked all three slots20, and 30.
==== Skill Tree Respecs/Resets ====
In Diablo II prior to v1.13, a character was unable to change their skills and stats once they were allocated. If you made any mistake, the only solution was to [[reroll]]. This is changed in Diablo III, and it will be fairly easy for characters to "[[respec]]can change around their skills as desired," with only minimal cooldowns to remove and reassign points from [[skills]] and [[traits]]prevent this being done exploitatively.  
====Stats/Attributes====The exact methods have biggest change to Diablo III [[attributes]] is their change to an automatically-allocated system. Players can not yet been revealedset their skill points, but and instead gain 1 or 2 points in the four attributes with every level up. The Diablo III developers have said it will be fairly easy felt the stat allocation in Diablo II was a poor way to doprovide character customization since players either experimented and "ruined' their character with sub-optimal choices, though not entirely free or instant, to prevent exploitation. Currently, as of the Diablo III else followed a [[betacookie cutter]] test, a player can visit a style of [[Nephalem Altarbuild]] that . (This is normally situated in a safe town or in the beginning less of a dungeon in order problem after v1.13 added stat and skill respecs to change their skillsDiablo II.)
In the early days of Diablo III, an inventory-like game system called the [[Talisman]] was stocked with items called [[charms]], which added large bonuses to stats, but that system was shelved during development. Another system to add specific attributes was the [[enchants]] provided by the [[Mystic]], but that system and the Mystic were also removed during development. As a result, players can only modify their stats with equipment bonuses, including those from [[socket]]ed [[gems]].
====Stats/Attributes====One major change announced early in Diablo III's The names and function of the stats changed several times during development was as well. (See the elimination of player-assigned stat points. In Diablo III, each class gains various [[attributeattributes]] points in [[Attack_(Attributearticle for details.)|attack]]Ironically, after experimentation with up to five attributes, including a system where each attribute granted more or less identical bonuses to each class, the developers returned to the classic four attributes of [[Precision_(Attribute)|precisionStrength]], [[vitalityVitality]], [[defenseDexterity]], and [[willpowerIntelligence]] when they level up, and these are automatically assigned. The Diablo III developers felt the stat allocation in bonuses provided by these four differ considerably from their Diablo II was a poor way to provide character customization since players almost always followed an established [[build]], which was always the best choice for a character. This removed any variety or individualityform.
Stats can be modified in Diablo III in two ways: by [[passives]], and with equipment bonuses, including socketing [[gems]].
==== Skill Runes ====
 
[[File:Runes-hydra-all.jpg|thumb|350px|Hydra runestone effects.]]
While gems return Another system that underwent numerous changes during development; skill runes were items for item [[sockets]], [[runes]] in most of Diablo III are not used 's development. These runes were small objects that were placed in itemsskills, each of which had one socket. There are five types Once seated, the runestones changed the function of runesthe skills, always improving them, in five different ways. Those runestones were called [[crimson]], [[alabaster]], [[indigo]], [[golden]], and [[obsidian]], which are socketed into active skills, where they modify the skill in various beneficial ways.
[[Runestones]] are a huge aspect of Though the gameskill rune effects remained, always improving skills to the point that virtually any socketed item-based runestonesystem was entirely removed during the beta, even and replaced with a system where all of the rune effects are built into skills. They are thus part of the lowest levelinterface, will make an immediate and obvious difference in are "unlocked" one at a time, usually around 5-9 levels apart. Thus a base skillsuch as the [[Demon Hunter]]'s efficacy. All skill [[Vault]] is unlocked at level 12, and the rune effects are become available in the individual skill entries on this wikione at a time at levels 23, 31, 40, 48, and 53. (Figures subject to yet further change. )
The first known complete skill permutation was the [[Wizard]]'s [[Hydra]] skill. The basic skill is much as it was in Diablo II, a three-headed flame dragon that pokes out of a manhole in the ground, spitting firebolts at enemies. Each rune changes this effect quite noticeably. The effects revealed for Hydra changed considerably even between August and October 2010, when the slide to the right was presented at Blizzcon 2010:
 
* Crimson rune: Turns the dragons blue, and they attack with a chilling/slowing breath.
* Alabaster rune: Turns the dragons purple, and they attack with Arcane damage bolts.
* Golden rune: The dragons remain red, but spit out firewalls, which deal higher damage and leave an [[AoE]] wall of flame on the ground.
* Indigo rune: The dragons turn blue and spit clusters of lightning.
* Obsidian rune: The dragons turn green and spit out poison-damaging acid balls.
==Monsters==
[[Image:Goatmen surround a Siegebreaker.jpg|thumb|right|150px|<span style="font-size:90%;">[[Goatmen]] & The [[Siegebreaker]].</span>]]Diablo III will have has a great array of '''[[monster]]s''', and they will which can employ more intelligent behaviour and effects as wellto force players to use strategy during combat. There will be more 'In addition to the random [[boss]] encounters the series has made great use of, Diablo III adds numerous "mini-boss' " encounters that make for more epic gameplay; an example is the scripted appearance of the [[Thousand Pounder]], who isn't really a as seen in the [[bossWWI 2008]], but a unit type. Other 'effects' include skeletons with large shields that can block and protect archers, [[ghoul]]s that climb up sheer walls to attack you, or [[Grotesque]]s that explode into a hundred [[Lamprey]] monsters. We can expect many unique attack patterns and behaviours from the Diablo III monstersgameplay movie.
The scale of monsters is greatly increased in Diablo III; demons like the Siegebreaker are not uncommon, and appear in sizes unimagined in previous games in the series. And Siegebreaker isn't even an especially big boss or Act boss.
* '''The [[Monster|Monsters Article]]''' has much more information on the dozens of known monsters.
Death is less of an obstacle to success in Diablo III than in previous games in the series. Dead players in Diablo III do not lose equipment or gold. They must wait a mere few seconds before waiting to be resurrected by another player in their party or restarting at the last [[checkpoint]] (not [[waypoint]]) they passed over. In addition, a player will lose a set percentage of their [[durability]] upon death (currently 10%) which will need to be repaired either at the [[Blacksmith]] or an appropriate vendor.
[[Hardcore]] mode is an option in the game, and as in Diablo II, dead HC characters stay dead forever. This will not be the case in the Arena, where Hardcore players will be able to duel as much as they like, without having to create softcore characters just to enjoy the arena fully.
Death will even look better. There are many more monster death animations, [[critical hit]] deaths come with bonus gore, and even players get to enjoy One planned feature that didn't make it into the death varietygame were specially gruesome player fatalities, since which some of bosses were to have the special monsters have special fatality animations ability to inflict when they'll use if they kill a player during a battlekilled players.
==Difficulty Levels==
There are going to be four [[difficulty]] levels in Diablo III. The normal difficulty level will not be very difficult, and characters are expected to rise to about Clvl 30 working their way through it[[Normal]], then 50 after [[Nightmare]], and up to 60 (max level) in [[Hell. Unlike the previous entries into the Diablo series]], Diablo III will feature a new difficulty mode named and [[Inferno]] that will have players pitting their skills against . Each difficulty level repeats the most difficult same game content, but with monsters , items, and everything else increased in level to keep scaling up the gamechallenge. Normal is designed to be fairly easy, especially early on, to get usher new players into the game and teach them the greatest rewardsropes without too much challenge. The monsters Difficulty starts to increase in Inferno difficulty are all two levels ahead Nightmare and Hell, and characters should max out at level 60 around the end of Hell. This controversial design choice removes the character in a flattened difficulty curve. There will not be [[grinding required ]] to reach the [[max level ]] play system seen in Diablo III; as in World of Warcraft, it will be achieved simply by working through the normal contentand Diablo II.
The difficulty will increase substantially on NightmareInferno is where the developers are planning to make things really interesting, and with the developers have talked about entire difficulty level vastly harder than Hell as a much greater challenge, and Inferno even more so, though they are committed all balanced to allowing solo a largely "flat" curve. This should allow players to defeat everything find challenging and rewarding [[end game]] content anywhere in the game. Nothing will be so hard that a group is required to pass it, and there are no plans rather than forcing players to include [[raidrun]]-style contentthe same few end bosses over and over again, as was the case in Diablo II.
==End Game==
The focus of Diablo III was designed with the [[end game]] will be much-changed in Diablo IIImind. The entire Inferno difficulty level is meant as one big PvE end game, with a flat difficulty curve opening up the entire game to high level play. The developers have not revealed many detailsalso considered various systems to reward players for playing normal areas, but they say it will be much more compelling rather than simply "running " the same few bosses over and over again. That characters will be at or nearly to the max level by the time they finish Hell difficulty (barring rushing or other activities to take a character well outside the normal level progression) makes a big difference, since gaining experience will not be part of the end game. Inferno difficulty is meant to be the development's team gateway into the end game, but it isn't the final development of the end game in Diablo III. Any further plans are currently unknown.
There are While Inferno is meant to be quite challenging, and best played in co-op parties, nothing in Diablo III is being designed to require parties, such as the raid content seen in [[WoW]]. Other end game goodies include special [[Achievements]] being incorporated, or special online-crafting recipes and items found only challenges. The team regards in Inferno, and the itempossible addition of additional high-hunting game as the ultimate goal of a character in Diablo IIIend content via patches.
Another end-game activity is As Diablo III will *not* launch with any form of PvP play in , the long-anticipated [[Arena]], will not serve as characters could respec and switch around their equipment to build a character entirely focused on PvP playan end game activity.
[[Image:Barbarian swing.jpg|thumb|right|[[Barbarian]] swinging two magical axes.]]
Armor and weapons function much as they did in previous games in the series. Players find low level gear early on, and one of the major goals/enjoyments of playing is to find better quality gear and thus improve your character's performance. One big change to the appearance of armor is arranged the elimination of exception and elite versions of gear. Unlike in Diablo II, Diablo III characters will not find the exact same looking armor repeated on each difficulty level. Instead there are 18 "tiers" of armor, organized into something the developers call [[gear sets]] in Diablo III. There are 18  Each gear set has a distinctive, organized look, and thus a character wearing all (or most) of themsay, gear set 14, would have a cohesive, increasing in quality/coherent appearance from simple cloth to ornate plate mailas the items would match each other. The items do not repeat with different names/stats; there developers have released numerous screenshots of the classes in complete gear sets, and they are no exceptional/elite versions stylish indeed. It's less clear, in advance of playing the higher levels, just how often (if ever) a character will have most or all of items the same gear set on, or if characters will always be clad in Diablo IIIa mixture of different level equipment. This means there  Item quality is a wider variety similar to that of total Diablo II, with item typesscarcity progressing [[normal]] > [[magical]] > [[rare]] > [[set]] > [[legendary]] (the new name for unique items). There should be more mixing and matching at the highest levels, with rare, set, and that players will see a steady progression throughout the game legendary items of increasingly dramaticapproximately-looking armorequivalent quality, depending on the random mods they spawn with.
Weapons As there are the sameno [[runes]] to socket into equipment, and will increase from plain to fancythere are no [[runeword]] items, with stats to matchat least in [[D3v]].
Most items are rare or magical, as before. Sockets are not a special feature of white items; sockets may occur on any type of item, and there will not be plain socketed items, nor would you want one since there are no [[Runewords]] to put into them. [[Uniques]] return, though they are now called "[[Legendary]]" in Diablo III. [[Item sets]] are also returning, though they differ in function somewhat, to make them more useful and/or easier to assemble. Many of them are crafted by the player after they have found the recipe.
A very popular type ===Item Crafting=== [[Crafting]] returns in Diablo III, in a major game system that combines elements of the item crafting and item will be gambling systems from Diablo II. Players use the [[Blacksmith]] NPC [[Artisan]] to create semi-random weapons and armor, including (eventually) set items and legendary items. Each crafteditem requires [[gold]] and [[materials]], and crafted itemsall have some pre-set and some random mods, magicalmaking the item creation a gamble that player may wish to repeat many times, rarein hopes of spawning an item with better [[modifier]]s. The Blacksmith must first know the [[recipe]] to create the item, or legendary items made and these are taught to the Artisans by the NPC [[Artisanstraining]] from various them to higher levels, as well as by finding crafting [[recipesplans]], including rare ones, as drops from monsters and chests.
*[[Armor]]: [[helms]], [[shields]], [[Chest Armor|chest armor]], [[Hands|gloves]], [[Feet|boots]], [[rings]], [[amulets]], and [[belts]] return. Belts are now just another piece of armor; they do not have any special potion-holding function.
** New armor types: [[Shoulders]], [[Wrists|bracers]], and [[pants]].
** New class-specific armor types: [[Mighty Belts]] for the Barbarian; [[Cloaks]] for the Demon Hunter; [[Spirit Stones]] (helms) for the Monk; [[Voodoo Masks]] and [[Mojos]] for the Witch Doctor, and [[Orbs]] and [[Wizard Hats]] for the Wizard.
* [[Weapons]]: [[Axes]], [[Spears]], [[Polearms]], [[Swords]], [[Maces]], [[Bows]], [[Crossbows]], [[Wands]], [[shieldsShields]]. (There are no throwing weapons in D3v, and many of these weapon types have class limitations -- Monks can not use bows/xbows, only Wizards and Witch Doctors can use wands, etc. See the individual items pages for full details.)** New types of weapons: [[Fists]], [[Daggers]] (no longer a type of sword),[[short staves]] for casters only.** New class-specific weapons: [[Mighty Weapons]] for Barbarians; [[Hand Crossbows]] for the Demon Hunter, [[Daibos]] and [[Fist]]s for the Monk, and [[Ceremonial Knives]] for the Witch Doctor. ** Removed * Class specific weapons, off-hand only: There are no [[Throwing WeaponsMojos]] for the Witch Doctor, [[Orbs]] or throwing for the Wizard, [[potionsQuiver]] yet seen in Diablo IIIs for the Demon Hunter.
Wands now have a ranged attack associated with them for any Wizard or Witch Doctor that chooses to wield them. They are no longer used in melee.
===Other Items Information===
* [[Runes]] are no longer socketed into itemsfound in Diablo III. They were never item socketables, and [[runewords]] are no more. Runes are objects that get but were socketed into [[skills]], until a major system overhaul in early 2012.
* The [[inventory]] is much larger than it was in Diablo II, and after numerous permutations, it's settled on a large grid with all items either 1x1 or 1x2 in size.
* The [[stash]] in town is hugelarge (though it shrunk from 5 to 3 pages during beta testing), and will be is shared between all characters on the same account.(But not HC and normal characters.)* Items will now drop '''per All gold and item drops from monsters, chests, quests, etc, are specific to your character'''; you . You only see items you can pick up, and no do not see items for other players characters, nor do they see or can grab themyours. ** Items dropped by a character are seen by all. * Trading will be is supported, both between characters and there will be an in a much larger way through the Battle.net [[Auction House]] (AH), which can utilize either has two version, the gold transactions or and the [[real-money transactions]] version.* [[Potion]]s are much less common than in previous Diablo games. There are no mana or rejuvenation potions, just health, and they come with a long cooldown between uses. Basically, potions Potions are intended for emergency useonly, and will only tide a character over briefly; players must learn to survive with the cooldownlife leech, hit point regeneration from equipment, they will not keep you alive through reckless behavior. Players will now rely heavily upon [[leech]] and by using the [[health globes]]that monsters drop. Successful players must be a bit more cautious than they were in previous games of the series.
[[Followers]]: Diablo III's answer to mercenaries from D2, the followers will have their own skillset and inventory that the player can customize.
[[Artisans]]: "Vendors 2.0," these Are special NPCs are merchants, quest-giverswho craft items and provide other essential services, as well as much dialogue and information sourcesabout the game world and quests. They follow the player throughout are the game, traveling in a [[caravanBlacksmith]] between the acts, and in addition to the standard item buying and selling, they can [[craft]] new semi-random items from special [[recipes]], as well as [[enchantJeweler]], after the [[socketMystic]], and [[repair]] items. Artisans can even be [[trained]] up to higher levels, giving them better recipeswas removed during beta testing
==Locations==
Image:Screenshot 16.jpg|<span style="font-size:90%;">[[Witch Doctor]] who's [[Skull of Flame|flameskulling]] some [[Walking Corpse]]s.</span>
</gallery>
 
==Transportation==
As in Diablo II, travel is on foot. Unlike Diablo II, there is only one movement speed, rather than a walk and run option. This speed can be increased with item mods and some skills, and there is no stamina drain while moving. There are no [[mounts]] in Sanctuary. While [[Town Portal]]s are out of the game, to ride about the player will world at some point a higher rate of speed. The main method of speedy transportation in normal difficulty receive something called the game comes from [[Stone of Recallwaypoint]] s, of which functions there are dozens per act, many more than were found in Diablo II. Waypoints are tied to quests and there are multiple waypoints inconnected areas, essentiallytied to each quest. For instance, a player can only use the same waywaypoint to the start of an area, and then while clearing that area and deeper dungeons within it, additional waypoints will be encountered, for easy returns to town. The largest difference between This allows for more travel without cluttering up the two would be that a stone waypoints menu with dozens of recall takes time them, as well as preventing players from warping right to castthe end of a quest, and the cast can be interrupted by damage takenDiablo 2 boss run style.
To replace town portals, there is the stone of recall, more waypoints, frequent checkpoints, and a new item, the The [[Cauldron of Jordantown portal]] that allows players to sell their items remotely, without returning to to townsystem evolved repeatedly during Diablo III's development. The new TPs were in as [[salvage cubescroll]]s, then out entirely, an essential element of then back in via the [[craftingStone of Recall]]system, is another addition meant then changed back to obviate a town portal activated directly from the need [[belt interface]]. See those pages for regular town returnsmore details.
In addition to this, Blizzard has introduced Another new travel option comes via the new [[Banner]] system, being a banner that players can customize, and it can be used in-game as a transportation tool. A player Characters can hit drop their hotkey to drop banner in the banner (default "g")game at any location, and a player in town can click on that banner allow other players to teleport warp directly to themtheir banner, for easy party regrouping.
==Easter Eggs==
While no There are numerous small [[Easter Eggs]] already seen in Diablo III have been confirmedduring the beta testing. These include funny item and monster names, (though we've seen plenty of Diablo III Easter Eggs in Starcraft II)developer names carved on headstones, Blizzard has given plenty of hints about some sort of inside jokes via the [[secret levelAchievements]] , and more. There are certain to be many other discovered in the full game.  ===Cow Level===
The [[Cow Level]] is a very distinct piece of content in Diablo 2, but is as of yet unconfirmed for Diablo 3. Cows and Diablo have been closely linked in fan's minds since Diablo 1, and it's not unlikely that we'll get a secret Cow Level in Diablo 3 as well, even if it likely will be very different from the Diablo 2 version.
==Secret Level?==
===It seems quite likely that some sort of [[Secret Level]] will be found in Diablo II, as an homage to the [[Secret Cow Level]] of Diablo II. Numerous hints have been seen, with jokes about rainbows and unicorns abounding in the game and from the developers, much of it spurred by the early [[art controversy]].* [http://diablo.incgamers.com/forums/showthread.php?708777-The-secret-rainbow-level Rainbow Level===forum thread from 2008]
This is a rumour started by the [[art controversy]] (see below), and all the hub-hub about the colour in Diablo 3 that came after the announcement, which might inspire the dev team to make a rainbow level with unicorns and [http://en.wikipedia.org/wiki/Carebear Carebears].
* [http://forums.diii.net/showthread.php?t=708777 Rainbow Level forum thread]
==Art Changes==
Some fans were very upset that [[Diablo III]] is seemingly full of much uses more color, or at least uses color more colour obviously, than previous games in the predecessor [[Diablo II]]. While series, and this spawned numerous fan debates shortly after the settings title was revealed in general now include a lot more colour, Blizzard argues that Diablo II was more colourful than people rememberJune 2008. Some fans have also expressed fears that Diablo III will become too much like The early screenshots and gameplay movies sparked the [[World of WarCraftart controversy]]and angry online petitions, which Blizzard reacted to by defending their design choices. You can read more about concerns and responses here:* '''The [[Art controversy|Diablo III Art Controversy]]'''article goes into great detail on this topic.
The characters will behave accordingly, and inspire different replies and behavior from the NPCs. The [[Followers]] such as the [[Templar]] and [[Enchantress]] each have a distinct personality with a fleshed-out background and will not only banter to the player character, but also to other NPCs (and even to each other within the camp or town). The same holds true for other NPCs, such as [[Leah]], who may on occasion follow the player into the fray during a quest.
 
==Quests==
[[Quests]] in Diablo III are largely similar in form to those of Diablo II. The changes are to greatly increase the number of quests, and to vary them in type and style, and to create a sense that they were being "played" and not "told about". Numerous smaller [[events or ]] and adventures are spotted throughout the game, many of them randomly added in -generated each game, amidst to add color and change up the main plot-skeleton questsgameplay.
Most large areas of the game, surface and dungeon, will also vary in content and form between games. Though the surface areas are non-random in their overall shape, there are randomized elements within them, which can yield mini-quests, bonus dungeons, or just open space and random monsters, depending on how the spawn works in a given game, which are called either [[adventures]] or [[events]], depending upon their magnitude.
==Single Player and Multiplayer==
The main focus of Diablo III is co-op [[PvE]] style play. Up to four players (yes, just four) will join up in a game and play together, and players in the same game are now always friendly and in the same party. There is no non-consensual PvP in Diablo III, and no way to "go hostile" in a normal PvE game.(All PvP takes place in the Arena, a feature that will not be ready for use upon Diablo 3's launch.)
Game creation and group formation will be easier in Diablo III than in the past: it is mostly automated. Diablo III, being on "battle.net 2", is using a match-making system very similar to that which is seen in ladder play in [[StarCraft II]] or the dungeon finder in [[World of WarCraft]]. A player can choose a few options for their game, including whether or not they want it to be private, and which quest they would like to start on (if they don't wish to simply resume the quest they were last playing). Players can instantly join games in which people on their [[Friends List]] are playing.
Diablo III will take place over Battle.net. There is no offline mode: the game is online only. Diablo III is following in Starcraft's footsteps and will <u>not include LAN support</u>. Though Blizzard never explicitly terms always claims that this is a benefit, enabling greater player connectedness, most players regard it as such, this is primarily an annoyance implemented as a security measure; requiring feature, since all Diablo III play requires players to buy possess a retail copy and have a valid Battle.net account and CDvalid cd-Key to play multiplayer is their way of fighting piracykey.
[[File:Battle-arena-new-round1.jpg|frame|350px|A new round begins in the Battle Arena.]]
The outlet for All [[PvP ]] in Diablo III is takes place in the [[Arena]], a special game type that exists only for head-to-head combat. Players can join up and fight their friends in 1v1 or 2v2 gamesUnfortunately, but the main design is for players to take part in 3v3 battles, either in teams or as singles who this feature will not be sorted together via the game's [[matchmaking]] system.  Arena play debuted at Blizzcon 2010 and was wildly popularincluded when Diablo III ships, even with just 3 pre-made characters available to choose from, and limited skills all pre-set. It became even more popular at BlizzCon 2011 with all of as the characters available with a large suite of skills, the line developers could not get it ready in time for the arena demo easily outnumbering the line for the PVE demolaunchHardcore Arena will be supported, and the initial plans of the team is for it to be regular Hardcore rules[http: you die, you stay dead//eu.battle. This approach has many critics, who ask for some sort of nonnet/d3/en/blog/3828550/Diablo_III_PvP_Update-lethal HC version, and point out that virtually no one plays 09_03_2012#blog] Players loved the PvP in D2 Hardcore since the penalty for death is so severe, both in emotional pain demos at Blizzcon 2010 and in the play hours required to build up another character to PvP level. It also seems like any sort of team play would be impossible2011, since even if a team won, one or two of the players on it would lose their character. Some of those critics happen to be on the development team, and current talk is that so there should be a way are high hopes for a hardcore player to PVP without dyingthis system once it's enabled.
It has been stated by Blizzard however that the PvP Arena system will '''NOT''' be playable at launch, it is to be held back with plans to release it in a patch following the game's launch.[http://eu.battle.net/d3/en/blog/3828550/Diablo_III_PvP_Update-09_03_2012#blog]
===Battle.net 2.0===
Blizzard has promised very big changes in [[Battle.net 2.0for Diablo III includes a [[Friends List]], numerous matchmaking and besides removing the [[LAN]] functionalityautomatic game joining options, the idea is to encourage people to play online with and limited [[Achievementchat channel]]s, handy friends/foes lists, and community support. You can read more about confirmed Battle.net features here:* [http://www.diii.net/articles/689867/definite-battlenet-20-features Definite Battle.net 2.0 Features] Battle.net (bnet) is something every player to Diablo will quickly become familiar with, as they have no choice but to participate in the service, as the game is online-only.
=== Release Date ===
As usual, the [[Release Date|release date]] for any Blizzard product is kept under wraps for as long as possible. While Blizzard has shown playable builds of Diablo III at conventions and press eventswill be released on May 15, the level of polish makes it harder to estimate development time left2012. Any other dates or rumoursThis date was revealed on March 15, which are constantly provided by game retailers2012, are just rumors after several delays that pushed the initial release window back from the "second half of 2011" and should not be given any credencethen "early 2012."
More information on * See the '''[[Diablo III release date]]''' articlefor full details.
=== System Requirements ===
* Windows XP compatible* Windows Vista compatible* Mac OSX compatibleRead more on See the [[Diablo III System Requirements]] page. Diablo III is made completely in 3D, using custom in-house tools. The game is currently native to DirectX 9, article for full details on minimum and recommended system specs for PC and will not require DirectX 10 or 11 to runMac.[http <center>{| | Windows Minimum Requirements:* Windows® XP/Vista/ablegamers.com/Disabled-Gamers-News/AbleGamers-Interviews-the-Diablo-III-Team.html] The game will probably use a slightly higher level of system requirements than [[StarCraft II]], which also uses Havok & DirectX 7 (latest service packs) with DX 9, and is the closest thing we can compare the game to. You can read more on StarCraft II's requirements and DirectX compatibilities as well as shader info here:0c* [http://wwwIntel Pentium® D 2.starcraftwire8 GHz or AMD Athlon™ 64 X2 4400+* NVIDIA® GeForce® 7800 GT or ATI Radeon™ X1950 Pro or better* 1 GB RAM (XP), 1.net5 GB (Vista/articles/954/starcraft7)* 12 GB available HD space* DVD-2-graphics-requirements-confirmed Graphics ROM (required for retail disc versions only)* Broadband* Internet connection* 1024x748 minimum resolution  | Mac Minimum Requirements Confirmed] - The most prominent part of the system requirements* Mac® OS X 10.6.8, the graphics requirements released from Blizzard document10.7.x or newer* Intel® Core 2 Duo* NVIDIA® GeForce® 8600M GT or ATI Radeon™ HD 2600 or better* 2 GB RAM* 12 GB available HD space* DVD-ROM (required for retail disc versions only)* [http:Broadband* Internet connection1024x768 minimum resolution |}</center>   <center>{| | PC Recommended System Requirements* Windows® Vista/www7 (latest service packs)* Intel® Core 2 Duo 2.starcraftwire4 GHz or AMD Athlon™ 64 X2 5600+ 2.net/articles/675/starcraft-8 GHz* 2-system-requirements StarCraft II GB RAM* NVIDIA® GeForce® 260 or ATI Radeon™ HD 4870 or better  | Mac Recommended System Requirements] - System requirements analyse from available information.* [http://wwwMac® OS X 10.starcraftwire7.netx or newer* Intel® Core 2 Duo* 2 GB RAM* NVIDIA® GeForce® GT 330M or ATI Radeon™ HD 4670 or better  |}</articles/735/kalos-chronicles Kalos' Chronicles] - Technical articles for StarCraft II.center> 
===Diablo Beta Testing===
The [[Diablo 3 beta ]] test began in early September, 2011, and is currently ongoing until close to continued through the release end of the gameyear and into 2012. It will be running at least until the middle The frequency of patches and number of Decemberbeta testers increased dramatically in early 2012, as Blizzard the game neared completion and balancing changes grew more frequent. The beta test is still handing out beta keys via expected to continue until a facebook promotionweek or two before the release on May 15, 2012.
General information on Blizzard Prior to the start of the test, the developers had repeatedly said it would be a quick beta tests test, devoted largely to technical issues and how Battle.net stress testing. That turned out to sign up for eligibility can be seen on the '''[[Beta Test]]''' pagevery untrue.
Naturally, [[Blizzard Entertainment]] are the guys making Diablo III, but that isn't a surprise. The important people for this production is the relatively new Blizzard employee Diablo III Lead Designer [[Jay Wilson]], besides the regular team. For fans, you might want to keep a look out for [[Bashiok]], the new Diablo Community Manager and [[Leonard Boyarsky]] who is the Lead World Designer for Diablo III, and head of [[quest]]s & [[lore]] as well as designing the world of [[Sanctuary]].
* See the [[D3 Team]] article for info on dozens of Diablo III's developers.