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4,018 bytes added, 01:56, 3 January 2010
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There are many changes to small items. Charms, runes, and jewels appear to be gone, but there are many more types of [[gems]]. Another new item are the [[skill runes]], which are socketed into active skills and add bonus effects of various types. These items can not be used in items and provide no benefit except when socketed into a skill.
Bags of holding can also be found, which add additional inventory slots when equipped in special bag slots.(This feature may or may not last into the final game. Inventory space issues have changed repeatedly during development.)
If there are other new item types, new varieties of weapons or multiple levels of jewelry, it's not been announced. However, lots of the item types so popular in Diablo II were not added until the expansion; there were no jewels, charms, runes, or runewords in regulation Diablo II; those all came in the expansion pack. It is therefore conceivable that a similar amount of item types and/or varieties could be added by the team in D3 and its expansion(s).
 
===Class Specific Weapons===
 
There are a lot of class-specific weapons in Diablo 3. There are more types of items than in Diablo 2, but a lot of them are limited to one character type, or exclude some character types. Full details have not yet been determined, but the general theory is that characters can only use items that they would normally be able to use. Barbarians can't use magical items, mage characters can't use axes, and so forth.
 
Bashiok spoke on this issue, from a design standpoint, in July 2009.[http://diablo.incgamers.com/blog/comments/bashiok-on-class-specific-items/]
 
::...we do now have some restrictions on weapon types usable by each class. It’s been part of the game for a while now. Allowing every class to use every weapon type was actually going to require a huge amount of time and effort and it would have meant cutting out or cutting into other features. We evaluated really how often people would want to have their class holding a weapon type that (traditionally) contradicted their class-style versus that work going in to other features - specifically having a lot more skills and a lot more skill-rune effects. We made the obvious choice which is making sure there are a ton of awesome skills and rune effects to choose from.
 
::Because I can see the conclusions being jumped to RIGHT NOW in my old cranium - let me state that weapon types do not dictate stats. At least not wholly (barbarians can’t use staves so there’s no point in allowing fury related stats on them). We understand that the game is about variation, customization, and experimentation in class builds. We’re not World of Warcraft, we’re not looking to make weapon stats “optimal” for the types and classes that will use them. Which is to say, we’re not going to put specific stats in specific amounts on each weapon of a specific type because we’re making assumptions about what each class wants out of their stats. We want variation, and experimentation, and all that good stuff. These restrictions don’t affect those goals, it really just means you probably won’t see a wizard lugging around a two-handed axe. Kind of a bummer, but then think about what it affords us to work on with more and better looking skills, a more robust rune-skill system, etc. We want to spend our time and effort on what makes sense to making the game better.
 
The class-specific weapons, or class-excluding weapons, should also be considered in light of the fact that there will be no stat requirements to use items. No strength or dexterity minimums to meet, for instance, and since that requirement has been eliminated, making it impossible for traditionally weak characters to use heavy weapons (for instance) makes more sense. It also allows the designers to more precisely target the modifiers; if only one character type can use a given weapon, then they can set only mods useful to that character to spawn on the weapon. No more life leech on wands, for instance.
 
The main objection to this issue is that it limits play variety. Not many players used axes or polearms with their Assassins or Sorceresses, but what about the players who wanted to do so?
 
 
===Class Specific Armor===
 
It's not known if there are similar limits to armor, but if so none have yet been seen, and the [[D3 Team]] has stressed that all characters will be able to wear heavy plate as well as light armor. That was the case in D2 as well, though the expansion added some class-specific types of armor; notably helms that were Druid-only and Barbarian-only, as well as Paladin-only shields.
 
These features were fairly arbitrary; after all, there was no special shape to the head of the Barbarian or Druid, so it felt like an added feature in search of a reason to exist. If there are some class-specific armors in Diablo 3, it's hoped that they'll have a more logical, lore-based reason to exist.
==Bind on Pick-Up/Equip==