<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://di.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arkadier</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://di.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arkadier"/>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/Special:Contributions/Arkadier"/>
		<updated>2026-04-06T14:05:45Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Archon&amp;diff=33129</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Archon&amp;diff=33129"/>
				<updated>2011-08-27T12:40:07Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Archon.jpg|left]]&lt;br /&gt;
'''Archon''' is a [[Wizard skill]] unlocked at [[clvl|level]] 29.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Archon&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|clvl= 29&lt;br /&gt;
|description= Unknown.&lt;br /&gt;
|type= &lt;br /&gt;
|resource= Costs [[Arcane Power]]&lt;br /&gt;
|alabaster= Unknown&lt;br /&gt;
|crimson= Unknown&lt;br /&gt;
|golden= Unknown&lt;br /&gt;
|indigo= Unknown&lt;br /&gt;
|obsidian= Unknown&lt;br /&gt;
}}&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Transforms the Wizard into a being of superior power and grants new, modified version of her skills. Duration is prolonged when an enemy is killed.&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Archon are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Archon''' was first seen at the [[July 2011 Press Event]], where it was a level 29 skill. Unfortunately, no information about the skill's function was available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Archon can be seen in action on video here:&lt;br /&gt;
* http://www.youtube.com/user/ForceSC2strategy#p/c/5C2F514ECED855CA/2/lxQsefJPLwQ&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Archon&amp;amp;cat=all '''Archon''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7962606#post7962606 JudgeHype.com July 2011 Press Event Coverage - The Wizard (Translated by Zediono)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Wizard}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Archon&amp;diff=33128</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Archon&amp;diff=33128"/>
				<updated>2011-08-27T12:33:22Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Archon.jpg|left]]&lt;br /&gt;
'''Archon''' is a [[Wizard skill]] unlocked at [[clvl|level]] 29.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Archon&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|clvl= 29&lt;br /&gt;
|description= Unknown.&lt;br /&gt;
|type= &lt;br /&gt;
|resource= Costs [[Arcane Power]]&lt;br /&gt;
|alabaster= Unknown&lt;br /&gt;
|crimson= Unknown&lt;br /&gt;
|golden= Unknown&lt;br /&gt;
|indigo= Unknown&lt;br /&gt;
|obsidian= Unknown&lt;br /&gt;
}}&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Transforms the Wizard into a being of superior power and grants new, modified version of her skills. Duration is prolonged when an enemy is killed.&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Archon are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Archon''' was first seen at the [[July 2011 Press Event]], where it was a level 29 skill. Unfortunately, no information about the skill's function was available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Archon can be seen in action on video here:&lt;br /&gt;
* None yet.&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Archon&amp;amp;cat=all '''Archon''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7962606#post7962606 JudgeHype.com July 2011 Press Event Coverage - The Wizard (Translated by Zediono)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Wizard}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Wizard&amp;diff=33127</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Wizard&amp;diff=33127"/>
				<updated>2011-08-27T12:31:37Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Wizard Active Skills */  archon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Wizard''' is a pure [[caster|spellcaster]], harnessing arcane and elemental magic to do his/her bidding via a devastating array of offensive spells. The Wizard is quite similar to the [[Sorcerer]] and [[Sorceress]] of previous Diablo games, in design and concept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250px&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border-collapse: collapse; border: none; background: #2D0606; clear:left; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 10px; line-height: 10px; font-size: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 12px; font-size: 14px;&amp;quot;|'''[[Diablo III Class]]''' &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|[[File:Wizards.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 14px; font-size: 16px;&amp;quot;| The Wizard&lt;br /&gt;
|-&lt;br /&gt;
| [[Skills]]:&lt;br /&gt;
| [[Wizard Skills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits]]:&lt;br /&gt;
| [[Wizard traits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Resource]]:&lt;br /&gt;
| [[Arcane Power]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common [[builds]]:&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Caster]], [[Battle mage]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;Background&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Origin:&lt;br /&gt;
| Xiansai&lt;br /&gt;
|-&lt;br /&gt;
| Affiliation:&lt;br /&gt;
| None current.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vizjerei]] (former),&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zann Esu]] (former)&lt;br /&gt;
|-&lt;br /&gt;
| Friends:&lt;br /&gt;
| None known&lt;br /&gt;
|-&lt;br /&gt;
| Foes:&lt;br /&gt;
| [[Vizjerei]], [[Yshari Sanctum]], [[Valthek]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Image:Male Wizard2.jpg|thumb|left|250px|Male Wizard using [[Wave of Force]].]]&lt;br /&gt;
The word &amp;quot;wizard&amp;quot; is used derogatory for rogue [[Sorcerer]]s and magi that are dangerous to the world at large in the world of [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
The female Wizard character in [[Diablo III]] is from the island [[Xiansai]], an island to the far north with a culture similar to Asia in our world. [[Abd al-Hazir]] writes about a 'wizard' wreaking havoc in [[Caldeum]] in his [[Writings of Abd al-Hazir: Entry no. 0007|seventh entry]] of the [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
This 19 year old female wizard was sent to the [[Zann Esu]] [[mage clan]], but later handed over to the powerful [[Vizjerei]] since she was a &amp;quot;rude and uncooperative student,&amp;quot; that the smaller mage clan could not control. They hoped the harsh discipline at Vizjerei &amp;quot;would break her anarchic spirit.&amp;quot; Yet even the Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics without care for herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
It was rumoured in Caldeum that she ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], but the truth is she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public.&lt;br /&gt;
&lt;br /&gt;
[[Valthek]], a great Vizjerei mage confronted her and she attacked him. She relied on trickery and deceit to render Valthek unconscious and then proceeded to flee the city immediately after the encounter. The extensive property damage was assumed to be the result of Valthek's [[magic]]al prowess, not the young wizard.&lt;br /&gt;
&lt;br /&gt;
Abd al-Hazir is concerned about the young, rebellious and inexperienced wizard wandering the world, using magics she does not understand. He mentioned that certain schools of magic were too dangerous and &amp;quot;those wiser than you or I determined long ago [to forbid] their practice.&amp;quot; Primal forces including time warps include the secrets he suspects she gathered from the Ancient Repositories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Active Skills==&lt;br /&gt;
&lt;br /&gt;
The [[Wizard skills]] were arranged in three trees prior to 2010. The [[skills]] and [[skill tree]] systems were entirely revised in 2010, and the active skills were arranged into one large list. At [[BlizzCon 2010]] in October Blizzard revealed the new skill system, with all [[passive skills]] moved to [[traits]]. However, At the [[July 2011 Press Event]], it was revealed that [[traits]] had been changed back to [[passive skills]].&lt;br /&gt;
&lt;br /&gt;
The following is a very quick list. See the [[Wizard skills]] page for a more thorough summary, or any of the individual skills pages for full information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Frost Nova]] - An explosion of ice deals cold damage and freezes all enemies in range.&lt;br /&gt;
[[Image:Magic_Missile_impact.jpg‎|thumb|right|250px|[[Magic Missile]].]]&lt;br /&gt;
* [[Magic Missile]] - Fires an [[Arcane]] bolt.&lt;br /&gt;
* [[Ice Armor]] - A protective spell that surrounds the Wizard with a barrier of ice. It increases armor, freezes attackers, and damages them with cold.&lt;br /&gt;
* [[Shock Pulse]] - Unknown.&lt;br /&gt;
* [[Wave of Force]] - Emits a nova-like wave of force that damaged and knocks back enemies, as well as repelling projectiles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Spectral Blade]] - Casts a matrix of spectral blades that strike enemies at melee range.&lt;br /&gt;
* [[Electrocute]] - A solid bolt of lightning locks onto a target and deals damage over time.&lt;br /&gt;
* [[Magic Weapon]] - Imbues the Wizard's weapon with magical energy, granting increased damage. &lt;br /&gt;
* [[Arcane Orb]] - Fires a slow-moving orb of Arcane energy that explodes on contact and deals [[AoE]] damage.&lt;br /&gt;
* [[Diamond Skin]] - Turns the Wizard's skin to diamond for a duration, absorbing a set amount of damage from incoming attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Energy Twister]] - Summons an energy twister that deals arcane damage to everything in its erratic path. &lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|[[Disintegrate]]]]&lt;br /&gt;
* [[Disintegrate]] - The Wizard fires a laser-like beam of Arcane energy, striking all enemies in a straight line and &lt;br /&gt;
disintegrating those it kills. &lt;br /&gt;
* [[Storm Armor]] - A lighting armor that periodically zaps nearby enemies for highly-variable lightning damage.&lt;br /&gt;
* [[Explosive Blast]] - A physical damage nova that casts a short time after its triggered.&lt;br /&gt;
* [[Mirror Image]] - Creates an illusionary duplicate of the Wizard that lasts for a short duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Slow Time]] - Warps space and time, slowing nearby monsters and projectiles for a limited duration. &lt;br /&gt;
* [[Teleport]] - Teleport instantly to the selected location.&lt;br /&gt;
* [[Hydra]] - Summons a multi-headed hydra that spits firebolts at nearby enemies.&lt;br /&gt;
* [[Ray of Frost]] - The Wizard fires a beam of cold that chills and slows attackers.&lt;br /&gt;
* [[Energy Armor]] - A protective barrier that absorbs damage, draining [[Arcane Power]] in its place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Arcane Torrent]] - Arcane meteorites pelt the targeted region dealing Arcane damage to a small radius.&lt;br /&gt;
* [[Meteor]] - Summons a meteor which crashes down from above, dealing huge fire damage, and leaving a field of flames that deal AoE fire damage for a short duration.&lt;br /&gt;
* [[Blizzard]] - Shards of ice crash down on a large radius, dealing cold damage to all enemies in the vicinity.&lt;br /&gt;
* [[Familiar]] - Creates a companion that accompanies the Wizard and attacks enemies. This companion cannot be targeted or damaged by enemies.  &lt;br /&gt;
* [[Archon]] - Transforms the Wizard into a being of superior power and grants new, modified version of her skills. Duration is prolonged when an enemy is killed.&lt;br /&gt;
&lt;br /&gt;
==Wizard Passive Skills==&lt;br /&gt;
&lt;br /&gt;
This is a very quick listing. See the [[Wizard skills]] article for more details, or click on any of the individual passive skills for full stats and info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Blur]] - Reduces damage taken while in melee.&lt;br /&gt;
* [[Drain Power]] - All basic attacks regenerate [[Arcane Power]].&lt;br /&gt;
* [[Quickening]] - Increases spell casting speed.&lt;br /&gt;
* [[Flight Before Fight]] - Increases run speed when the Wizard is blocked in melee. &lt;br /&gt;
* [[Glass Cannon]]  - Increases damage done by spells while reducing the Wizard's armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Aggression]] - Increases [[attack]].&lt;br /&gt;
* [[Superior Skill]] - Increases [[precision]].&lt;br /&gt;
* [[Expert Defense]] - Increases [[defense]].&lt;br /&gt;
* [[Astral Presence]] - Increases maximum [[Arcane Power]].&lt;br /&gt;
* [[Black Ice]] - Damage dealt to frozen targets is increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Temporal Flux]] - Enemies that have been damaged by Arcane spells are slowed down.&lt;br /&gt;
* [[Piercing Attacks]] - Reduces the magical resistances of enemies.&lt;br /&gt;
* [[Temporal Shift]] - Reduces skill cooldowns.&lt;br /&gt;
* [[Unstable Energy]] - Skills provide [[knockback]] when the Wizard is low on health.&lt;br /&gt;
* [[Knowledge is Power]] - Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard Traits===&lt;br /&gt;
Many [[traits]] were preserved as [[passive skills]], but a lot them were dropped. See the [[Wizard traits]] page for full info on what the traits system looked like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Wizard is an aggressive archetypal magic wielder founding his powers on the aggressive fierceness of the storm, the arcane and conjuration. Both the male and female wizards are rebellious, headstrong, impulsive, and brilliant. Too smart and arrogant to fit into the authority of the sorcerer schools of the [[mage clan]]s. Always on top of their skills and even smarter than their teachers, cocky and self assured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource System===&lt;br /&gt;
&lt;br /&gt;
After an interview, Jay Wilson said that the Wizard will not use [[Instability]], it will be using a new kind of resource pool, Arcane Power, which is not dissimilar to [[mana]] in a lot of ways.&lt;br /&gt;
The arcane power regenerates quicker than [[mana]] but it is a flat amount it cannot be increased statistically or by items, some [[Skills]] empower it.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, Jay Wilson stated that mana might probably be going back to the Wizard, because they are all but convinced by Arcane Power.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-hand-on-blascid/]&lt;br /&gt;
&lt;br /&gt;
===Sorceress Redux?===&lt;br /&gt;
Some fans have criticized the Wizard for just being the [[Sorceress]] with a new look. [[Jay Wilson]] commented on that [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 in an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|Wizard using [[Disintegrate]].]]&lt;br /&gt;
::''I would respond, &amp;quot;Yeah, you're right; the Wizard is basically a reskinned Sorceress.&amp;quot; What we couldn't do with the Sorceress very well was break into what I'd call the old-school pen-and-paper magic user. You know the old magic user who could do a variety of things, like conjure up animals out of midair or create clouds of fog and acid or control time or [[Disintegrate|disintegrate things]] or use death spells. They had this wide variety of magic that they could use compared to the more traditional elementalist -- which is what the Sorceress is, meaning fire, ice, and lightning -- who was just more limited. What we really wanted to do is break into this area, while if we just did the Sorceress again, we'd be like, &amp;quot;OK, you have to do fire, ice, and lightning, but where does disintegrate fit? Where does slow time fit in?&amp;quot; So we decided [that we'd] just take the same class mechanics, and [that we'd] change the basic concept and name and just have a throwback to that old-school magic user to give ourselves a broader range of magic skills. But there was never a huge desire to go away from the basic gameplay of the Sorceress; there's a lot of repeated skills, and that's intentional.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-fem-02.jpg|thumb|250px|Female wizard: concept art to final in-game.]]&lt;br /&gt;
The female wizard's appearance was widely-accepted and non-controversial. She looks quite a bit like her original concept art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Male Wizard Controversy===&lt;br /&gt;
&lt;br /&gt;
The male wizard, on the other hand, had a very controversial reveal. No one thought much of his concept art or paid much attention to his appearance when he debuted as a playable character in the [[BlizzCon 2009]] demo. However, some months later when Blizzard added his in-game model to their official wizard page, there was an eruption of fan rage. [http://diablo.incgamers.com/blog/comments/male-wizard-in-game-animation-and-ss/] &lt;br /&gt;
&lt;br /&gt;
The primary complaints were that he looked too effeminate, and while there was arguably a homophobic edge to the complaints, anyone can see that the male wizard is far from the strongest-looking character in the game. The character lore stresses how headstrong, confident, and haughty the wizard is in his/her arrogant youth, and in matching that description the male wizard falls short. He's just not an imposing, powerful looking individual [http://diablo.incgamers.com/blog/comments/the-wimpy-male-wizard-and-posturing/], though as some fans pointed out,[http://diablo.incgamers.com/forums/showpost.php?p=7461233&amp;amp;postcount=14] he's very much typical of the current look of many heroic males in popular anime; wearing an indifferent, too-cool-for-school meterosexual look. It's not known if that &amp;quot;look&amp;quot; played any part in Blizzard's design of the character, but it's clear that Blizzard wants to provide a variety of different character looks so that all fans will have someone they can enjoy playing. And that tastes vary.&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-male-comparison1.jpg|frame|thumb|200px|Male Wizard concept vs. in-game.]]&lt;br /&gt;
Blizzard made no substantive comments over the fan reaction to the male wizard's appearance, so it's assumed that they're making no changes and are fine with the way fans have greeted the character's look. A poll on Diii.net found fan opinions widely split on the character, with almost equal numbers of fans to loved and hated it, with very few undetermined votes.[http://diablo.incgamers.com/blog/comments/male-wizards-look-your-opinion/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What do you think of the look of the Male Wizard?&lt;br /&gt;
* 2) It's good, but could be improved. 243 votes, 28.79%&lt;br /&gt;
* 4) Ugh. I'll be playing the female Wiz. 220 votes, 26.07%&lt;br /&gt;
* 5) Hate it. J-pop boy-band reject. 140 votes, 16.59%&lt;br /&gt;
* 1) I love the male Wizard look. 137 votes, 16.23%&lt;br /&gt;
* 3) I'm indifferent. M'eh. 104 votes, 12.32%&lt;br /&gt;
Total Votes: 844&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth stressing that there was no fan outcry to the look of the male wizard after he was first shown in-game, at the [[BlizzCon 2009]] demo. It was only when his head-on view was added to the official website that he became objectionable, and since this is a view players will never have in the isometric, top-down game view, (barring some sort of &amp;quot;zoom in to look at your character's armor&amp;quot; option) this controversy is likely to be a non-factor in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
&lt;br /&gt;
This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
&lt;br /&gt;
::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
&lt;br /&gt;
::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
&lt;br /&gt;
::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
&lt;br /&gt;
::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Lore and Story==&lt;br /&gt;
&lt;br /&gt;
Like all of the characters in Diablo 3, the Wizard has an in-game backstory that gives insight into the character's personality and mannerisms. The tale is written from the perspective of [[Abd al-Hazir]], the scholar and historian responsible for most of the game lore thus far released.  The following is [[Writings of Abd al-Hazir: Entry no. 0007|the 7th entry from his journal]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Male_Wizard.jpg|thumb|right|200px|Male Wizard concept art.]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Owing to my lack of tolerance for those who would use [[magic]] towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Recently the youth of [[Caldeum]] have fallen prey to the overblown stories of just such a delinquent [[wizard]]. That is correct: I used the uncouth term wizard, not [[sorcerer]]. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the [[Yshari Sanctum]] of the [[mage clan]]s, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of [[Xiansai]], for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the [[Zann Esu]] mage clan, she was eventually handed over to the [[Vizjerei]] in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Although there is no truth to the tales that she actually ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage [[Valthek]] and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best [[Yshari]]'s most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious [[wizard]], young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to [[Caldeum]].&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Wizard was the third [[class]] revealed by Blizzard, debuting at [[BlizzCon 2008]]. It's in essence a re-make of the [[Sorceress]], but with a slightly different set of skills.&lt;br /&gt;
&lt;br /&gt;
In the [[GamesCom 2009 demo]], we saw the male version of the in-game wizard the first time.&lt;br /&gt;
&lt;br /&gt;
Also in the [[GamesCom 2009 demo]], The Wizard was using [[Mana]] as a placeholder resource pool.&lt;br /&gt;
&lt;br /&gt;
On 22nd September 2009, [[Bashiok]] announced the Wizard will not be using traditional [[Mana]], but a [[resource pool|resource]] more specialized for the class.  This resource was later revealed to be [[Arcane Power]].&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=Wizard Wizard-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ss71 hires.jpg|Female Wizard.&lt;br /&gt;
Image:Male_Wizard.jpg|Male Wizard.&lt;br /&gt;
Image:Wizard vs King Leoric.jpg|Wizard vs [[King Leoric]].&lt;br /&gt;
Image:Wizard disintegrate.jpg|Wizard casting [[Disintegrate]].&lt;br /&gt;
Image:Wiz-disintegrate2.jpg|[[disintegrate]] used on [[Zombie]]s.&lt;br /&gt;
Image:Skill_wizard_slowtime.jpg|[[Slow Time]] with [[Wave of Force]] to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Casting [[Electrocute]] out of a [[Slow Time]] bubble.&lt;br /&gt;
Image:Mana-orb1.jpg|[[Mana Globe]] in a [[Experience#Level_Up_Bonus|level-up]] explosion.&lt;br /&gt;
Image:Male_Wizard2.jpg|The male Wizard in the game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Writings of Abd al-Hazir: Entry no. 0007: Wizard]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/ Bashiok on non-mana Resources and Cinematics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Wizard}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:Wizard]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Socket&amp;diff=25147</id>
		<title>Socket</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Socket&amp;diff=25147"/>
				<updated>2010-11-09T21:23:11Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: ranged weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Artisan-icon-socket.jpg|right|thumb|65px]]&lt;br /&gt;
Various items in Diablo III will often appear with sockets. Sockets are holes in an item that can be fitted with [[gems]] (and only gems), which add a wide-variety of bonuses to the item. There are 14 levels of gems, allowing the bonuses to grow quite large.&lt;br /&gt;
&lt;br /&gt;
Sockets can be added to items by the [[Blacksmith]], and gems placed into sockets can be removed, undamaged, by the [[Jeweler]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Sockets==&lt;br /&gt;
[[Image:Socketing.jpg|thumb|right|150px|Sockets for gold]]&lt;br /&gt;
There are item sockets in Diablo III. [[Runewords]] are not returning, but gem sockets can be added to a variety of items regardless of quality of item so a rare or legendary weapon could have sockets added to it.  Items types such as Helm, Bracers, Belts and Pants have been confirmed.&lt;br /&gt;
&lt;br /&gt;
No {{iw|jewels jewels}} have been seen, and [[runes]] in Diablo III are for socketing into [[skill]]s, not items.  Jay Wilson referred to sockets and &amp;quot;gem sockets&amp;quot; in the Gamescom [[Artisan Presentation]] video in August 2010 so perhaps that signals a definitive decision made as to what can be put into sockets. &lt;br /&gt;
&lt;br /&gt;
A gem provides different stats based into which item it is socketed, for example, an emerald socketed into a shield will provide some Dexterity, whilst an emerald socketed to a helm will provide Damage Return.&lt;br /&gt;
&lt;br /&gt;
===Items with Sockets===&lt;br /&gt;
&lt;br /&gt;
Nothing is yet known about the scarcity of sockets; items may spawn with sockets commonly, or not. It depends on how the [[D3 Team]] balances them out. It is possible to spend gold to have the [[blacksmith]] add sockets to any of the item types that will allow them, so most of a character's gear will likely have sockets, as soon as a player is high enough level to afford it.&lt;br /&gt;
&lt;br /&gt;
The full list of items that can have sockets isn't yet known, but Jay Wilson has said there will be about half a dozen, and we know six right now. (Which might be all of them.)&lt;br /&gt;
&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Shields]]&lt;br /&gt;
* [[Body Armor]]&lt;br /&gt;
* [[Helms]]&lt;br /&gt;
* [[Shields]]&lt;br /&gt;
* [[Belts]]&lt;br /&gt;
* [[Boots]]&lt;br /&gt;
&lt;br /&gt;
Other item types may be added, but these are all the Diablo 3 team has yet confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Socketing==&lt;br /&gt;
&lt;br /&gt;
Sockets spawn naturally in items; magical, rare, set, and even unique items can drop with one (or more) sockets in them. The property is said to be much more common in Diablo III than it was in Diablo II; the team has said sockets are treated much like another [[affix]], rather than being something preset into items by the developers [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-two/]&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can we socket everything in D3?&lt;br /&gt;
::'''Jay Wilson: '''Not every single slot, but any item the [[blacksmith]] can add sockets to, about 6 different ones, he can do. It doesn’t matter the quality of the item. If you have legendary boots without a socket, he can add one.&lt;br /&gt;
&lt;br /&gt;
::Also, sockets can appear on any type of items. On Diablo 2 they only appeared on white items. In Diablo 3 a legendary, rare, anything, can have them. Sockets are treated like another affix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adding sockets to items without them is a fairly simple process, one that merely requires gold. The [[blacksmith]] offers socketing on his NPC interface, and for a price he'll add a socket to any valid item.&lt;br /&gt;
&lt;br /&gt;
The only demonstration of this yet seen was in the Gamescom 2010 Artistan movie, when he punched a socket into a pain [[buckler]] for an exorbitant (according to Jay Wilson) price of 24424 gold pieces. Presumably, based on Jay's comment, the prices are way higher, during this testing period, than they will be in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Socketing Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
The only confirmed socketing bonuses are from an &amp;quot;emerald&amp;quot; as seen in the [http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom 2010 Artisan video]. The gem hover, as seen to the right, granted:&lt;br /&gt;
* Weapon: +4% Casting Speed. &lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Belt/Boots/Body Armor/Shields: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
It's thought that this was a low level Emerald, probably level 2 or 3, though that's not confirmed. If so, it's tempting to imagine how high the bonuses might rise on their way to the maximum gem level of 14. As long as it would take to create such a high level gem (more than 19,600 L5 gems are required to upgrade to a single L14), players expect to be impressed by the end result. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
&lt;br /&gt;
* [[Item]]s - The main article.&lt;br /&gt;
* [[Gem]]s - To be socketed.&lt;br /&gt;
* [[Artisans]] -- All NPC item functions are handled by these guys.&lt;br /&gt;
** [[Blacksmith]] -- The socketeer.&lt;br /&gt;
** [[Jeweler]] -- Removes gems from sockets. For a fee.&lt;br /&gt;
* [[Rune]]s - No longer used with item sockets.&lt;br /&gt;
* [[Known Items Listing]] - Known items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:sockets]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Diamond_Skin&amp;diff=24158</id>
		<title>Diamond Skin</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Diamond_Skin&amp;diff=24158"/>
				<updated>2010-10-26T23:22:47Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: Created page with ''''Diamond Skin''' is a Tier 4 skill unlocked for the Wizard at level 10, protecting the caster from incoming damage.  The spell description as captured at Blizzcon 2010 …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Diamond Skin''' is a Tier 4 [[skill]] unlocked for the [[Wizard]] at level 10, protecting the caster from incoming damage.&lt;br /&gt;
&lt;br /&gt;
The spell description as captured at Blizzcon 2010 reads:&lt;br /&gt;
:Turns the Wizard's skin to diamond for x seconds absorbing up to y damage from incoming attacks. &lt;br /&gt;
&lt;br /&gt;
Below is a first capture of a Wizard using [[Diamond Skin]] in a newly introduced [[Battle Arena]].&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz_diamond_skin.jpg]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Wizard&amp;diff=24157</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Wizard&amp;diff=24157"/>
				<updated>2010-10-26T23:20:20Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Wizard Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Wizard''' is a pure [[caster|spellcaster]], harnessing arcane and elemental magic to do his/her bidding via a devastating array of offensive spells. The Wizard is quite similar to the [[Sorcerer]] and [[Sorceress]] of previous Diablo games, in design and concept.&lt;br /&gt;
&lt;br /&gt;
One key change in Diablo 3 is that the Wizard does not use [[mana]], but has a new resource called [[instability]], a change that has profound gameplay implications. Details about how Instability will function have not yet (March, 2010) been revealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Wizards.jpg&lt;br /&gt;
|portrait-width= 200px&lt;br /&gt;
|name= Wizard&lt;br /&gt;
|classtype= official&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane Skill Tree]]&lt;br /&gt;
|skilltree2= [[Conjuration Skill Tree]]&lt;br /&gt;
|skilltree3= [[Storm Skill Tree]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Xiansai]]&lt;br /&gt;
|affiliation= None. [[Vizjerei]] (former), [[Zann Esu]] (former)&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Vizjerei]], [[Yshari Sanctum]], [[Valthek]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Male Wizard2.jpg|thumb|left|250px|Male Wizard using [[Wave of Force]].]]&lt;br /&gt;
The word &amp;quot;wizard&amp;quot; is used derogatory for rogue [[Sorcerer]]s and magi that are dangerous to the world at large in the world of [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
The female Wizard character in [[Diablo III]] is from the island [[Xiansai]], an island to the far north with a culture similar to Asia in our world. [[Abd al-Hazir]] writes about a 'wizard' wreaking havoc in [[Caldeum]] in his [[Writings of Abd al-Hazir: Entry no. 0007|seventh entry]] of the [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
This 19 year old female wizard was sent to the [[Zann Esu]] [[mage clan]], but later handed over to the powerful [[Vizjerei]] since she was a &amp;quot;rude and uncooperative student,&amp;quot; that the smaller mage clan could not control. They hoped the harsh discipline at Vizjerei &amp;quot;would break her anarchic spirit.&amp;quot; Yet even the Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics without care for herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
It was rumoured in Caldeum that she ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], but the truth is she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public.&lt;br /&gt;
&lt;br /&gt;
[[Valthek]], a great Vizjerei mage confronted her and she attacked him. She relied on trickery and deceit to render Valthek unconscious and then proceeded to flee the city immediately after the encounter. The extensive property damage was assumed to be the result of Valthek's [[magic]]al prowess, not the young wizard.&lt;br /&gt;
&lt;br /&gt;
Abd al-Hazir is concerned about the young, rebellious and inexperienced wizard wandering the world, using magics she does not understand. He mentioned that certain schools of magic were too dangerous and &amp;quot;those wiser than you or I determined long ago [to forbid] their practice.&amp;quot; Primal forces including time warps include the secrets he suspects she gathered from the Ancient Repositories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Male Wizard's Lore===&lt;br /&gt;
The official Wizard lore only addresses the female Wizard. Whether the male Wizard will get his own, gender-specific lore tale at some point is unknown. As with all the male/female versions of each character, the male Wizard is known to be much the same as the female, when it comes to personality and temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Wizard is an aggressive archetypal magic wielder founding his powers on the aggressive fierceness of the storm, the arcane and conjuration. Both the male and female wizards are rebellious, headstrong, impulsive, and brilliant. Too smart and arrogant to fit into the authority of the sorcerer schools of the [[mage clan]]s. Always on top of their skills and even smarter than their teachers, cocky and self assured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource System===&lt;br /&gt;
&lt;br /&gt;
After an interview, Jay Wilson said that the Wizard will not use [[Instability]], it will be using a new kind of resource pool, Arcane Power, which is not dissimilar to [[mana]] in a lot of ways.&lt;br /&gt;
The arcane power regenerates quicker than [[mana]] but it is a flat amount it cannot be increased statistically or by items, some [[Skills]] empower it.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, Jay Wilson stated that mana might probably be going back to the Wizard, because they are all but convinced by Arcane Power.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-hand-on-blascid/]&lt;br /&gt;
&lt;br /&gt;
===Sorceress Redux?===&lt;br /&gt;
Some fans have criticized the Wizard for just being the [[Sorceress]] with a new look. [[Jay Wilson]] commented on that [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 in an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|Wizard using [[Disintegrate]].]]&lt;br /&gt;
::''I would respond, &amp;quot;Yeah, you're right; the Wizard is basically a reskinned Sorceress.&amp;quot; What we couldn't do with the Sorceress very well was break into what I'd call the old-school pen-and-paper magic user. You know the old magic user who could do a variety of things, like conjure up animals out of midair or create clouds of fog and acid or control time or [[Disintegrate|disintegrate things]] or use death spells. They had this wide variety of magic that they could use compared to the more traditional elementalist -- which is what the Sorceress is, meaning fire, ice, and lightning -- who was just more limited. What we really wanted to do is break into this area, while if we just did the Sorceress again, we'd be like, &amp;quot;OK, you have to do fire, ice, and lightning, but where does disintegrate fit? Where does slow time fit in?&amp;quot; So we decided [that we'd] just take the same class mechanics, and [that we'd] change the basic concept and name and just have a throwback to that old-school magic user to give ourselves a broader range of magic skills. But there was never a huge desire to go away from the basic gameplay of the Sorceress; there's a lot of repeated skills, and that's intentional.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-fem-02.jpg|thumb|250px|Female wizard: concept art to final in-game.]]&lt;br /&gt;
The female wizard's appearance was widely-accepted and non-controversial. She looks quite a bit like her original concept art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Male Wizard Controversy===&lt;br /&gt;
&lt;br /&gt;
The male wizard, on the other hand, had a very controversial reveal. No one thought much of his concept art or paid much attention to his appearance when he debuted as a playable character in the [[BlizzCon 2009]] demo. However, some months later when Blizzard added his in-game model to their official wizard page, there was an eruption of fan rage. [http://diablo.incgamers.com/blog/comments/male-wizard-in-game-animation-and-ss/] &lt;br /&gt;
&lt;br /&gt;
The primary complaints were that he looked too effeminate, and while there was arguably a homophobic edge to the complaints, anyone can see that the male wizard is far from the strongest-looking character in the game. The character lore stresses how headstrong, confident, and haughty the wizard is in his/her arrogant youth, and in matching that description the male wizard falls short. He's just not an imposing, powerful looking individual [http://diablo.incgamers.com/blog/comments/the-wimpy-male-wizard-and-posturing/], though as some fans pointed out,[http://diablo.incgamers.com/forums/showpost.php?p=7461233&amp;amp;postcount=14] he's very much typical of the current look of many heroic males in popular anime; wearing an indifferent, too-cool-for-school meterosexual look. It's not known if that &amp;quot;look&amp;quot; played any part in Blizzard's design of the character, but it's clear that Blizzard wants to provide a variety of different character looks so that all fans will have someone they can enjoy playing. And that tastes vary.&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-male-comparison1.jpg|frame|thumb|200px|Male Wizard concept vs. in-game.]]&lt;br /&gt;
Blizzard made no substantive comments over the fan reaction to the male wizard's appearance, so it's assumed that they're making no changes and are fine with the way fans have greeted the character's look. A poll on Diii.net found fan opinions widely split on the character, with almost equal numbers of fans to loved and hated it, with very few undetermined votes.[http://diablo.incgamers.com/blog/comments/male-wizards-look-your-opinion/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What do you think of the look of the Male Wizard?&lt;br /&gt;
* 2) It's good, but could be improved. 243 votes, 28.79%&lt;br /&gt;
* 4) Ugh. I'll be playing the female Wiz. 220 votes, 26.07%&lt;br /&gt;
* 5) Hate it. J-pop boy-band reject. 140 votes, 16.59%&lt;br /&gt;
* 1) I love the male Wizard look. 137 votes, 16.23%&lt;br /&gt;
* 3) I'm indifferent. M'eh. 104 votes, 12.32%&lt;br /&gt;
Total Votes: 844&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth stressing that there was no fan outcry to the look of the male wizard after he was first shown in-game, at the [[BlizzCon 2009]] demo. It was only when his head-on view was added to the official website that he became objectionable, and since this is a view players will never have in the isometric, top-down game view, (barring some sort of &amp;quot;zoom in to look at your character's armor&amp;quot; option) this controversy is likely to be a non-factor in the final game.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
&lt;br /&gt;
This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
&lt;br /&gt;
::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
&lt;br /&gt;
::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
&lt;br /&gt;
::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
&lt;br /&gt;
::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
&amp;lt;!--*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x--&amp;gt;&lt;br /&gt;
*'''[[Life]]:''' 20&lt;br /&gt;
*'''[[Mana]]:''' 80&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard Skills===&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed a complete skill system overhaul, which of course also affected the wizard. Skills were no longer divided up into skill trees, they were simply unlocked without prerequisites at certain levels and could be used to fill up to 7 skill slots. &lt;br /&gt;
&lt;br /&gt;
As soon as the required level to unlock a skill slot is reached, the player can chose between skills as listed below. Acquiring new skills or putting further skill points into already acquired skills is always the player's choice.&lt;br /&gt;
&lt;br /&gt;
====Tier 1====&lt;br /&gt;
[[Image:Magic_Missile_impact.jpg‎|thumb|right|150px|[[Magic Missile]]]]&lt;br /&gt;
[[Image:Wiz-spectral-blade1.jpg|thumb|right|150px|[[Spectral Blade]]]]&lt;br /&gt;
[[Image:Wiz-mirror-image1.jpg|thumb|right|150px|[[Mirror Image]]]]&lt;br /&gt;
[[Image:Wiz-slow-time1.jpg|thumb|right|150px|[[Electrocute]] in a [[Slow Time]] bubble.]]&lt;br /&gt;
[[Image:Wiz-frost-nova1.jpg|thumb|right|150px|[[Frost Nova]]]]&lt;br /&gt;
[[Image:Tornado.jpg|thumb|right|150px|[[Energy Twister]]]]&lt;br /&gt;
[[Image:Wiz_diamond_skin.jpg|thumb|right|150px|[[Diamond Skin]]]]&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|150px|[[Disintegrate]]]]&lt;br /&gt;
[[Image:Wiz-meteor1.jpg|thumb|right|150px|[[Arcane Torrent]]]]&lt;br /&gt;
:Unlocked at level 2:&lt;br /&gt;
::* [[Magic Missile]]&lt;br /&gt;
:::Fires a missile of energy causing x-y arcane damage.&lt;br /&gt;
::* [[Spectral Blade]]&lt;br /&gt;
:::Summons a spectral blade that strikes enemies in front of the Wizard x times causing y-z physical damage with each hit.&lt;br /&gt;
::* [[Charged Bolt]]&lt;br /&gt;
:::Launches a volley of x electric bolts that deal y-z lightning damage per bolt. &lt;br /&gt;
&lt;br /&gt;
====Tier 2====&lt;br /&gt;
:Unlocked at level 3:&lt;br /&gt;
::* [[Explosive Blast]]&lt;br /&gt;
:::Builds up energy around the Wizard that explodes after x seconds, causing y-z physical damage in a small radius. &lt;br /&gt;
::* [[Mirror Image]]&lt;br /&gt;
:::Creates an illusionary duplicate of the Wizard that lasts for x seconds and has y% of the caster's health. &lt;br /&gt;
::* [[Wave of Force]]&lt;br /&gt;
:::Causes a wave of pure force that causes a knockback to nearby enemies, repels projectiles and deals x-y physical damage. &lt;br /&gt;
::* [[Ice Armor]]&lt;br /&gt;
:::Surrounds the Wizard in a barrier of ice that increases armor by x%, freezes attackers for y seconds, and causes z-a cold damage. Cold damage chills enemies, slowing their movement and attack speed. You can only be affected by one armor spell at a time. &lt;br /&gt;
&lt;br /&gt;
====Tier 3====&lt;br /&gt;
:Unlocked at level 6:&lt;br /&gt;
::* [[Frost Nova]]&lt;br /&gt;
:::An explosion of ice freezes nearby enemies for x seconds and causes y-z cold damage. Cold damage chills enemies, slowing their movement and attack speed. Damage will break the freeze effect, but not the chill effect. &lt;br /&gt;
::* [[Electrocute]]&lt;br /&gt;
:::Lightning arcs from the Wizard's fingertips towards an enemy dealing x-y lightning damage. &lt;br /&gt;
&lt;br /&gt;
====Tier 4====&lt;br /&gt;
:Unlocked at level 10:&lt;br /&gt;
::* [[Arcane Orb]]&lt;br /&gt;
:::An orb of pure energy that explodes on contact with enemies dealing x-y arcane damage to all enemies in the blast area. &lt;br /&gt;
::* [[Energy Twister]]&lt;br /&gt;
:::Summon an energy twister that deals x arcane damage per second to everything in its path. &lt;br /&gt;
::* [[Diamond Skin]]&lt;br /&gt;
:::Turns the Wizard's skin to diamond for x seconds absorbing up to y damage from incoming attacks. &lt;br /&gt;
::* [[Hydra]]&lt;br /&gt;
:::Creates a multi-headed hydra that attacks your enemies with bolts of fire, dealing x-y fire damage per attack for z seconds. &lt;br /&gt;
&lt;br /&gt;
====Tier 5====&lt;br /&gt;
:Unlocked at level 14:&lt;br /&gt;
::* [[Disintegrate]]&lt;br /&gt;
:::Emanate a beam of pure energy dealing x arcane damage per second and disintegrating enemies it kills. &lt;br /&gt;
::* [[Ray of Frost]]&lt;br /&gt;
:::Projects a beam of cold that deals x cold damage per second. Cold damage chills enemies, slowing their movement and attack speed. &lt;br /&gt;
::* [[Energy Shield]]&lt;br /&gt;
:::A protective barrier that absorbs damage, draining arcane power in its place. Absorbs x% of all damage dealt to the Wizard.  &lt;br /&gt;
::* [[Slow Time]]&lt;br /&gt;
:::Warps space and time, slowing nearby monsters and projectiles for x seconds. &lt;br /&gt;
&lt;br /&gt;
====Tier 6====&lt;br /&gt;
:Unlocked at level 20:&lt;br /&gt;
::* [[Arcane Torrent]]&lt;br /&gt;
:::Arcane meteorites pelt the targeted region dealing x-y arcane damage per second. &lt;br /&gt;
::* [[Blizzard]]&lt;br /&gt;
:::Call down shards of ice to pelt an area dealing x-y cold damage per second for z seconds. Cold damage chills enemies, slowing their movement and attack speed. &lt;br /&gt;
::* [[Magic Weapon]]&lt;br /&gt;
:::Imbues the Wizard's weapon with magical energy, granting x-y increased damage. &lt;br /&gt;
::* [[Meteor]]&lt;br /&gt;
:::Summons a massive meteor from the sky that causes x-y fire damage to all enemies in the affected area.&lt;br /&gt;
:::Also leaves a pool of fire that does x fire damage every second for y seconds. &lt;br /&gt;
::* [[Storm Armor]]&lt;br /&gt;
:::Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for x-y lightning damage. You can only be affected by one armor spell at a time. &lt;br /&gt;
&lt;br /&gt;
====Tier 7====&lt;br /&gt;
:Unlocked at level 26:&lt;br /&gt;
::* [[Familiar]]&lt;br /&gt;
:::Creates a companion that accompanies the Wizard, attacking enemies for x-y damage. This companion cannot be targeted or damaged by enemies.  &lt;br /&gt;
::* [[Teleport]]&lt;br /&gt;
:::Teleport instantly to the selected location. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wizard Lore and Story==&lt;br /&gt;
&lt;br /&gt;
Like all of the characters in Diablo 3, the Wizard has an in-game backstory that gives insight into the character's personality and mannerisms. The tale is written from the perspective of [[Abd al-Hazir]], the scholar and historian responsible for most of the game lore thus far released. [http://us.blizzard.com/diablo3/characters/wizard.xml]&lt;br /&gt;
&lt;br /&gt;
[[Image:Male_Wizard.jpg|thumb|right|200px|Male Wizard concept art.]]&lt;br /&gt;
::Owing to my lack of tolerance for those who would use magic towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.&lt;br /&gt;
&lt;br /&gt;
::Recently the youth of Caldeum have fallen prey to the overblown stories of just such a delinquent wizard. That is correct: I used the uncouth term wizard, not sorcerer. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the Yshari Sanctum of the mage clans, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.&lt;br /&gt;
&lt;br /&gt;
::This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of Xiansai, for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the Zann Esu mage clan, she was eventually handed over to the Vizjerei in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
::Although there is no truth to the tales that she actually ventured into the infamous Bitter Depths below the Sanctum, she was caught in the Ancient Repositories, where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage Valthek and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best Yshari's most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.&lt;br /&gt;
&lt;br /&gt;
::It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious wizard, young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to Caldeum. &lt;br /&gt;
        &lt;br /&gt;
These stories are told on the official site, and though they refer to just one gender, the male and female versions of each character are fairly similar in outlook and personality, though their origin tales might differ slightly.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Wizard was the third [[class]] revealed by Blizzard, debuting at [[BlizzCon 2008]]. It's in essence a re-make of the [[Sorceress]], but with a slightly different set of skills.&lt;br /&gt;
&lt;br /&gt;
In the [[GamesCom 2009 demo]], we saw the male version of the in-game wizard the first time.&lt;br /&gt;
&lt;br /&gt;
Also in the [[GamesCom 2009 demo]], The Wizard was using [[Mana]] as a placeholder resource pool.&lt;br /&gt;
&lt;br /&gt;
On 22nd September 2009, [[Bashiok]] announced the Wizard will not be using traditional [[Mana]], but a [[resource pool|resource]] more specialized for the class.  This resource was later revealed to be [[Arcane Power]].&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=Wizard Wizard-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ss71 hires.jpg|Female Wizard.&lt;br /&gt;
Image:Male_Wizard.jpg|Male Wizard.&lt;br /&gt;
Image:Wizard vs King Leoric.jpg|Wizard vs [[King Leoric]].&lt;br /&gt;
Image:Wizard disintegrate.jpg|Wizard casting [[Disintegrate]].&lt;br /&gt;
Image:Wiz-disintegrate2.jpg|[[disintegrate]] used on [[Zombie]]s.&lt;br /&gt;
Image:Skill_wizard_slowtime.jpg|[[Slow Time]] with [[Wave of Force]] to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Casting [[Electrocute]] out of a [[Slow Time]] bubble.&lt;br /&gt;
Image:Mana-orb1.jpg|[[Mana Globe]] in a [[Experience#Level_Up_Bonus|level-up]] explosion.&lt;br /&gt;
Image:Male_Wizard2.jpg|The male Wizard in the game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Writings of Abd al-Hazir: Entry no. 0007: Wizard]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/ Bashiok on non-mana Resources and Cinematics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox|Wizard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Basics]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=File:Wiz_diamond_skin.jpg&amp;diff=24156</id>
		<title>File:Wiz diamond skin.jpg</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=File:Wiz_diamond_skin.jpg&amp;diff=24156"/>
				<updated>2010-10-26T23:19:11Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: Diamond Skin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Diamond Skin]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Familiar&amp;diff=24155</id>
		<title>Familiar</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Familiar&amp;diff=24155"/>
				<updated>2010-10-26T23:10:25Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: Created page with ''''Familiar''' is a Tier 7 skill unlocked for the Wizard at level 26, summoning a companion that fights for the caster.  Very little is known about this skill as of yet. …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Familiar''' is a Tier 7 [[skill]] unlocked for the [[Wizard]] at level 26, summoning a companion that fights for the caster.&lt;br /&gt;
&lt;br /&gt;
Very little is known about this skill as of yet. The skill description as captured at Blizzcon 2010's Hands on Gaming is as follows:&lt;br /&gt;
&lt;br /&gt;
:Creates a companion that accompanies the Wizard, attacking enemies for x-y damage. This companion cannot be targeted or damaged by enemies.&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Teleport&amp;diff=24154</id>
		<title>Teleport</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Teleport&amp;diff=24154"/>
				<updated>2010-10-26T23:07:57Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Teleport''' is a Tier 7 [[skill]] unlocked for the [[Wizard]] at level 26, allowing the [[caster]] to instantly transport himself/herself a short distance through the [[Ether]]. Mainly used to avoid danger, or used in rapid progression for quicker movement, and can also be used offensively.&lt;br /&gt;
&lt;br /&gt;
Teleport in Diablo III does not provide the instant movement it did in previous games in the series. Teleport is now hobbled by a high [[Instability]] (now [[Arcane Power]]) cost and a several second [[cool down]] time between uses. The spell motion itself is slowed as well, since when casting it, the Wizard leaps up into the air before teleporting, and drops down from a height after using the spell. This adds to the time required to move from point A to point B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Teleport_liftoff.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= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= Teleport to the selected location up to X feet away. Teleport can only be used every Y seconds.&lt;br /&gt;
|type= Movement&lt;br /&gt;
|quantity= 40 feet&lt;br /&gt;
|effect= Self&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 23&lt;br /&gt;
|cast-time= Near-instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= 9 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The [[Teleport]] spell is a way for trained [[magic]] users to traverse the [[Ether]], and with the speed of thought materializing in another location a short distance from the entry point. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques to transport. The Teleport spell is only reliable for short distances, like teleporting up a few stories in your tower apartments, or to escape immediate danger.&lt;br /&gt;
&lt;br /&gt;
It's unknown why the spell is only usable in short distances, but the likely scenario is that it becomes significantly harder to return to the [[Physical realm]], the farther away you try to re-emerge, and is why these beacon-like gateways have been made for Waypoints and Town Portal spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[File:Wiz-teleport1.jpg|left|thumb|250px|Mid-air appearance.]]&lt;br /&gt;
This one has been seen in videos, but has not been testable for players in either [[BlizzCon]]. The main difference in the D3 version is that the Wizard leaps up into the air when casting it, and appears in the air at the other end, falling to the ground after they appear. This makes the spell less of an instant escape/movement option. Just in case that wasn't clear enough, the developers have added a fairly huge 9 second [[cooldown]]. They appear to be serious about not letting Teleport be the queen of all fast moving, item run spells! However, the spell can be used offensively with [[rune|skill runes]].&lt;br /&gt;
&lt;br /&gt;
In one of the [[BlizzCon 2008]] panels, Teleport was demonstrated with a [[Striking Rune|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 [[Hydra Rune]] (form. name: Multi Strike) will instead cause the Wizard to split into images of herself when teleporting, making the skill useful to distract [[monster]]s, just like [[Mirror Image]]&lt;br /&gt;
&lt;br /&gt;
It's unknown at this point if other classes will have the ability to use the (or a form of) Teleport spell, as they did in [[Diablo II]] (when granted by items) and [[Diablo I]] (freely available to all classes), but since the D3 Team has mentioned a dislike for sharing skills through items like in D2, it doesn't look like any other class will be able to teleport.&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 100 feet, 9 sec [[cooldown]].&lt;br /&gt;
Only Rank 1 is currently known. &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;
[[Image:Teleport_striking.jpg|frame|Teleport with [[Striking Rune]].]]&lt;br /&gt;
* [[Striking Rune]] - Explosion [[AoE]] damage where the Wizard lands.&lt;br /&gt;
* [[Hydra Rune]] - Splitting into images like [[Mirror Image]] to distract monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
In [[Diablo I]], all classes with enough intellect could use the Teleport spell, albeit that any class besides the [[Sorcerer]] did so with a much longer casting time, as with all spells.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo II]] there was only one class capable of using Teleport without the use of the rune word [[Enigma]], the [[Sorceress]]. This was due to the more individual skill trees rather than just a spellbook like in D1.&lt;br /&gt;
&lt;br /&gt;
Teleport for [[Diablo III]] was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. The main difference between the new and old teleports is limitations on using it instead of running. The Wizard jumps in the air, teleports and falls, which makes the spell less than instant, and it also has a hefty 9 seconds [[cooldown]].&lt;br /&gt;
&lt;br /&gt;
The spell was updated slightly with range and skill tier position in the demo displayed at [[BlizzCon 2009]]. It's now a Tier 5 spell, and the mana cost was decreased to 23, from 25.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Teleport (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Teleport Teleport-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teleport_striking.jpg|Teleport used with a [[Striking Rune]].&lt;br /&gt;
File:Wiz-teleport1.jpg|Teleporting Wizard appears in mid-air.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* [[Rune|Skill Runes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=The_Meteor&amp;diff=24153</id>
		<title>The Meteor</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=The_Meteor&amp;diff=24153"/>
				<updated>2010-10-26T23:07:17Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mystical '''meteor''' seen in the [[WWI 2008]] intro [[cinematic]] is obviously important to [[Diablo 3]]'s story line, but the purpose of it, or what it is, remains unknown.&lt;br /&gt;
&lt;br /&gt;
Meteor is also a Tier 6 [[skill]] unlocked for the [[Wizard]] at level 20, summoning a massive meteor from the sky to burn down enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meteor==&lt;br /&gt;
[[Image:Meteor2.jpg|thumb|400px|The infamous meteor sailing towards [[Tristram Cathedral]].]]In the [[Diablo 3]] [[cinematic]] trailer from [[WWI 2008]] we get to see glimpses of what is happening twenty years after the destruction of the [[Worldstone]] and the defeat of the [[Prime Evils]]. A blazing meteor is seen falling across the sky, crashing down into the [[Tristram Cathedral]].&lt;br /&gt;
&lt;br /&gt;
We know from the cinematic and other art that [[Leah]] and [[Deckard Cain]] were at the cathedral at the time the meteor struck, crashing through many levels down into the catacombs below. Exactly who is where when the meteor hits is unknown, but further explained in the Cain and Leah section below.&lt;br /&gt;
&lt;br /&gt;
Blizzard has said the catacombs we see here are essentially the same ones we visited in [[Diablo I]], where [[Diablo]] himself was once &amp;quot;defeated&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the [[BlizzCon 2008]] playable demo, [[Captain Rumford]] says a meteor had struck the cathedral and it has awakened evil within. He asks you to investigate. This awakened evil turns out to be [[King Leoric]] (or possibly something deep underneath, where the demo characters were not able to proceed to). Whether we'll see the same story in the full game is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cinematic Meteor Event===&lt;br /&gt;
This is the sequence in which the [[cinematic movie]] from [[WWI 2008]] depicts the meteor:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Meteor1.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Meteor across the horizon.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor2.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Comes tumbling down...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med2.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;And down...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med4.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;[[New Tristram]] Cathedral.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor3.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Light from meteor shines in.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med6.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Crashes through the roof...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor4.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Impacts in [[Tristram Cathedral]].&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med7.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Great bang ensues.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor5.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Possibly a view of the crater left by the meteor.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:diablo-cinematic.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;[[Diablo]] behind it?&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Speculation==&lt;br /&gt;
What the meteor actually contains is unknown. The only things fans have been able to speculate about are information given in the [http://diablo.incgamers.com/gallery/ concept art].&lt;br /&gt;
&lt;br /&gt;
It is of course possible the flaming stone is just some spirit from above that resurrects [[Leoric]], but knowing Blizzard's intricate story lines, it's likely something much greater than just the Skeleton King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fallen Angel===&lt;br /&gt;
The most popular line of thought is that the comet in fact is an [[Angel]], or even an [[Archangel]] expelled from the [[High Heavens]] for unknown reasons and that hitting [[Tristram Cathedral]] is either a sign to call the hero characters there, or random chance. The reason for this line of belief is the concept art with angel-like appearance. The two most popular candidates are [[Tyrael]] and [[Izual]].&lt;br /&gt;
&lt;br /&gt;
The Angels and the High Heavens are by no stretch &amp;quot;good&amp;quot; creatures. In [[Sanctuary]], there is no true good force. Even the Angels, and Tyrael himself were once in favour of eradicating the humans and the whole world. What sort of internal politics, could have made them expel one of their own to our realm is unknown, but it could be related to Tyrael or Izual interfering with the world of humans once to many for the [[Angiris Council]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the concept art pieces that have been speculated to be related:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cain cinematic concept.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Was [[Cain]] originally supposed to be in the Cathedral, or was he just not visible in the cinematic?&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Tristram meteor impact.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Meteor impacts, but does not hurt [[Leah]].&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Tristram meteor crater.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Presumably [[Leah]] looks down the crater.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Angel concept1.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Some [[Angel]]-type entity doing something involving fireing up his wings...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Tyreal_bare.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;[[Tyrael]] on [[Diablo3.com]] changed wing-look on Dec 10 2008, is this related to the left image?&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Angel concept2.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Entity with angel-like orange &amp;quot;wings&amp;quot; standing in a bastion of sorts. Wears helmet with horns, or has horns.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Angel concept3.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Looks a lot like the previous Angel in the tower, has a helmet with horns/wings, and apparently turns to fire/light. [[Tyrael]] has no such helmet normally.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cain and Leah===&lt;br /&gt;
Exactly how things progressed at the impact is not known yet. There is a lot of concept art about Leah and Cain in and around [[Tristram Cathedral]], and through any game or story development things change. Not all of these images are necessarily part of the actual story we'll experience in [[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the material we do have access to, it does seems like [[Deckard Cain]] is sitting furthest in to the Cathedral, noticing the light from the meteor shortly before impact, and [[Leah]] running in to try and save him. Either he is hit, somehow not killed and pushed into the labyrinth below, or neither of them are hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only Leah is seen approaching the big gaping hole, looking down. However, the similar scene from the cinematic shows only the hole, and no Leah looking down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We know Cain has spent the last 20 years trying to find out why there has not been a [[demon]]ic onslaught after the [[Worldstone]] was destroyed, and either all that research has been done in [[Tristram Cathedral]], or they just recently arrived there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [[Abd al-Hazir]]'s entry about [[Writings of Abd al-Hazir: Entry no. 0020|Gnarled Walkers]], we know [[Wortham]] is close to [[Tristram]], and at one point, Leah was there with her [[Pablo DeSoto|father]]. This could have been either before she met up with Cain or a brief trip to Wortham with her father during the research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We do know Cain and Leah know of and care for each other, as the [[WWI 2008]] gameplay video has the [[Barbarian]] telling Cain that Leah is worried about him. Since he is alive and down in the labyrinth (which you get to by jumping down the hole), either he wasn't hit, or the meteor isn't a meteor in the common sense. The meteor could simply be one of the aforementioned [[Angel]]s ([[Tyrael]] or [[Izual]]), who makes sure to save Cain on the way down, saving him from the impact that destroys the Cathedral.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exactly how he got down there, and is looking through old scriptures there is unknown, and this could also be a story interaction that will be cut from the actual game. If this has any significance or not is also unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If nothing else, the two of them are both obviously surprised when the meteor comes rushing down, so it did indeed appear unexpectedly.&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=meteor Meteor-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meteor Terms==&lt;br /&gt;
A meteoroid is a sand- to boulder-sized particle of debris in the Solar System. [http://en.wikipedia.org/wiki/Meteor] The visible path of a meteoroid that enters Earth's (or another body's) atmosphere is called a ''meteor'', or colloquially a ''shooting star'' or ''falling star''. If a meteor reaches the ground and survives impact, then it is called a ''meteorite''. Many meteors appearing seconds or minutes apart are called a ''meteor shower''. The root word meteor comes from the Greek meteōros, meaning &amp;quot;high in the air&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://www.blizzard.com/diablo3/media/#movies Diablo III Cinematic Trailer]&lt;br /&gt;
* Blizzcon 2008 Hands-on Playable Demo&lt;br /&gt;
* [[Captain_Rumford|Captain Rumford Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
[[Category:Artefacts]]&lt;br /&gt;
[[Category:Act I]]&lt;br /&gt;
[[Category:Story]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Blizzard&amp;diff=24152</id>
		<title>Blizzard</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Blizzard&amp;diff=24152"/>
				<updated>2010-10-26T23:05:35Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: ''Where you looking for '''[[Blizzard Entertainment]]''', '''[[Blizzard North]]''' or the '''[[:Category:Blizzard|Blizzard category?]]'''''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Blizzard''' is a Tier 6 [[skill]] unlocked for the [[Wizard]] at level 20, calling down shards of ice on opponents. It's a [[signature skill]] of the Wizard.&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;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Blizzard&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= Call down shards of ice to pelt an area dealing X-Y cold damage per second for 3 seconds.&lt;br /&gt;
|type= [[DoT]]&lt;br /&gt;
|quantity= 6-10&lt;br /&gt;
|effect= Circular [[AoE]]&lt;br /&gt;
|school= [[Cold]]&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 70&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= 3 sec&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
Calling upon the elements, drawing huge amounts of cold energy to the physical plane, a torrent of icy shards pelt an area directed by the [[Wizard]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Like a lot of other neat high level skills (most of them owned by the [[Barbarian]]) this one has been seen in videos, but never used by anyone other than Blizzard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 6-10 damage per second for 3 seconds.&lt;br /&gt;
Only Rank 1 is currently known. &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;
[[Image:Blizzard (Diablo II).jpg|thumb|right|200px|A [[Diablo II]] {{iw|Blizzard Blizzard}} spell.]]&lt;br /&gt;
Blizzard is a spell with a lot of heritage. The first version of this spell is seen in the classic [[WarCraft: Orcs and Humans|WarCraft I]] from 1994 as a human Wizard spell (irony), and has been present in any Blizzard game (bar [[Diablo I]] since. [[WarCraft II]] has it as a human mage spell, [[StarCraft]] doesn't have it, but has a very similar psionic storm, [[Diablo II]] has it as a [[Sorceress]] spell, [[WarCraft III]] has it as an Archmage hero ability and [[World of WarCraft]] has it as a Mage spell.&lt;br /&gt;
&lt;br /&gt;
The principle is the same, with frozen shards dealing [[AoE]] damage, and is a staple spell in [[Blizzard Entertainment]] games taht is unlikely to change any time soon.&lt;br /&gt;
&lt;br /&gt;
The skill is safely assumed to still be available in Blizzard's internal game build today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Blizzard Blizzard-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Storm_Armor&amp;diff=24151</id>
		<title>Storm Armor</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Storm_Armor&amp;diff=24151"/>
				<updated>2010-10-26T23:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Storm Armor''' is a Tier 6 [[skill]] unlocked for the [[Wizard]] at level 20, hurting anyone attacking the Wizard.&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;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Storm Armor&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for X to Y damage. Armor spells affect you and all nearby allies and you can only be affected by one armor spell at a time.&lt;br /&gt;
|type= Retroactive damage&lt;br /&gt;
|quantity= 1 to 8&lt;br /&gt;
|effect= Aura type&lt;br /&gt;
|school= [[Lightning]]&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 15&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The [[Wizard]] weaves herself with electric energies that discharge if an enemy attacks her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This spell looks to be under construction, with no duration listed. Also note that lightning [[critical hit]]s will [[stun]] enemies, which would make this a lot more useful as a defensive spell, if your [[Wizard]] has a high chance to land a critical hit with spells (specifically [[lightning]] spells).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 1-8 [[lightning]] damage.&lt;br /&gt;
Only Rank 1 is currently known. &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;
Storm Armor was first shown at [[BlizzCon 2008]], and was even a skill visitors could try out. However, it wasn't a skill many considered to try, since defensive skills were all but pointless in the small [[Forgotten Tombs]] dungeon.&lt;br /&gt;
&lt;br /&gt;
It was seen again at [[BlizzCon 2009]], but as a Tier 5 skill, so it's a bit too high level to try out. It looked to still be under construction, with no duration listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wizard_StormArmor.jpg|Storm Armor activated&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Magic_Weapon&amp;diff=24150</id>
		<title>Magic Weapon</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Magic_Weapon&amp;diff=24150"/>
				<updated>2010-10-26T23:05:11Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magic Weapon''' is a Tier 6 [[skill]] unlocked for the [[Wizard]] at level 20, making your weapon [[magic]]al and increasing damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Magic Weapon&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Conjuring&lt;br /&gt;
|description= Imbue your weapon with magical energy granting it increased damage. Damage: X-Y. Duration: 120 seconds.&lt;br /&gt;
|type= Self [[buff]]&lt;br /&gt;
|quantity= 25-35 damage&lt;br /&gt;
|effect= Self&lt;br /&gt;
|school= Unknown&lt;br /&gt;
|resource= Mana&lt;br /&gt;
|cost= 10&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= 120 sec&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
|req= [[Stone Skin]]&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
When the need for physical combat arrives, the [[Wizard]] is well prepared, fusing her weapon with [[magic]]al energies, cutting deeper into her foes even when using such a mundane thing as a physical weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This skill is something of a mystery, since there's little else to indicate that the Wizard would be using weapons for damage. It is known that the Wizard's equipment will have some bearing on her spell damage, so perhaps some skills derive their damage from the weapon damage, and this skill would boost that damage?&lt;br /&gt;
&lt;br /&gt;
This skill is seemingly designed for a [[melee]] fighting Wizard. Either that or it's a harbinger of more melee/weapon type skills, or just something the D3 team was playing around with in their character development.&lt;br /&gt;
&lt;br /&gt;
We don't know enough about weapon damage in general to have any idea if this is a big bonus or not. Nor do we know if this damage is boosted by attributes and +magical damage [[item modifier]]s. If so it's possible that some [[Wizard]] builds could deal very good weapon damage.&lt;br /&gt;
&lt;br /&gt;
On the other hand, there are enough limits on which classes can use which weapons that Wizards might be limited in their melee damage no matter what they tried.&lt;br /&gt;
&lt;br /&gt;
This direction would've been useful in [Diablo 2]], what with all the &amp;quot;unique&amp;quot; builds, including the melee [[Sorceress]][. The question is if that kind of diversity will exist in [[Diablo 3]], or else this skill seems useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 25-35 damage for 120 seconds.&lt;br /&gt;
Only Rank 1 is currently known. &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;
Magic Weapon was first shown at [[BlizzCon 2008]]. Together with spells like the VERY similar [[Weapon Mastery]] (gone), [[Damage Resistance]] (gone) and [[Spectral Blade]] (still in), it gave a hint of seeing the Wizard getting the capability of going [[melee]].&lt;br /&gt;
&lt;br /&gt;
While the [[BlizzCon 2008]] skills had several [[melee]]-related skills, most of those disappeared with the new [[BlizzCon 2009]] build.&lt;br /&gt;
&lt;br /&gt;
Magic Weapon was also shown at [[BlizzCon 2009]], but was unfortunately too high level to try out by the fans. The skill is assumed to still be available in Blizzard's internal game build today.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Weapon Mastery]]&lt;br /&gt;
* [[Magic Weapon (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&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=Magic+Weapon Magic Weapon-specific gallery contents]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_conjuring}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Arcane_Torrent&amp;diff=24149</id>
		<title>Arcane Torrent</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Arcane_Torrent&amp;diff=24149"/>
				<updated>2010-10-26T23:05:04Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Arcane Torrent''' is a Tier 6 [[skill]] unlocked for the [[Wizard]] at level 20, hurling multiple small meteors on enemies for as long as the Wizard chooses.&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= Wiz-meteor1.jpg&lt;br /&gt;
|portrait-width= 100px&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Arcane Torrent&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= Meteorites pelt the targeted region dealing X to Y damage per second.&lt;br /&gt;
|type= [[AoE]] [[DoT]]&lt;br /&gt;
|quantity= 10-20 damage per sec&lt;br /&gt;
|effect= [[AoE]]&lt;br /&gt;
|school= Physical/Fire (?)&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 12/sec&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= Concentration&lt;br /&gt;
|cooldown= Unknown&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The Wizard calls down a shower of small meteors to create a living inferno where she directs it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[Image:Wiz-meteor3.jpg|left|250px]]&lt;br /&gt;
The {{Iw|Sorceress_Fire_Spells#Meteor Meteor}} skill from [[Diablo 2]] has been upgraded and modified. Furthermore, Arcane Torrent can be cast for as long as the [[Wizard]] wishes, with a [[mana]] cost per second, rather than per use.&lt;br /&gt;
&lt;br /&gt;
Arcane Torrent now calls down multiple meteors over a wider area, much like the [[Blizzard]] spell. The key difference there might be the damage type. While cold slows and cold [[critical hit]]s freeze, Arcane critical hits silence enemy [[caster]]s, stopping monsters from using various spell attacks.&lt;br /&gt;
&lt;br /&gt;
Presumably Arcane Torrent would be a good spell to drop on a pack of monster mages, for that critical hit bonus purpose.&lt;br /&gt;
&lt;br /&gt;
Exactly where the meteors come from is of course unclear, as most places in the [[Diablo game]]s have some sort of roof...&lt;br /&gt;
&lt;br /&gt;
Arcane Torrent was previously named [[Meteor Storm]].&amp;lt;div style=&amp;quot;clear:left;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 10-20 damage per second for 12 [[mana]] per second.&lt;br /&gt;
Only Rank 1 is currently known. &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;
Spell was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled, then named [[Meteor Storm]] and placed in the [[Conjuring Skill Tree]]. It was part of the Wizard presentation video, and besides changing name and skill tree location, has been completely unchanged in the [[BlizzCon 2009]] demo.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
[[Meteor Storm]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Meteor+Storm Meteor Storm-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-meteor1.jpg|Closeup.&lt;br /&gt;
Image:Wiz-meteor2.jpg|Initial impact.&lt;br /&gt;
Image:Wiz-meteor3.jpg|Fire and stone.&lt;br /&gt;
Image:Wiz-meteor4.jpg|&amp;quot;Pelting&amp;quot; is the word!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* Wizard presentation video.&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Slow_Time&amp;diff=24148</id>
		<title>Slow Time</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Slow_Time&amp;diff=24148"/>
				<updated>2010-10-26T23:01:47Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Slow Time''' is a Tier 5 [[skill]] unlocked for the [[Wizard]] at level 14, creating a bubble where time flows slower for everyone but the Wizard (and other players). It's a [[signature skill]] of the Wizard.&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= Wiz-slow-time1.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= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= Warp space and time, slowing nearby monsters and projectiles. Enemy attack [[cooldown]] increase 1 seconds.&lt;br /&gt;
|type= Enemy [[Debuff]]&lt;br /&gt;
|quantity= 1 sec&lt;br /&gt;
|effect= Circle [[AoE]]&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 20&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= 20 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
Slow Time is presumably one of the spells the [[Wizard]] learned from the [[Ancient Repositories]] of [[Caldeum]] where she was interrupted by [[Valthek]].&lt;br /&gt;
&lt;br /&gt;
Messing with timespace is something not even the [[Vizjerei]] do any more, and is considered one of the most dangerous forms of [[magic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&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|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;
This spell has been used with [[Wave of Force]] to first slow enemy projectiles, and then throwing them back at the enemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 1 second increased monster attack [[cooldown]].&lt;br /&gt;
Only Rank 1 is currently known.&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;
Slow Time was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. It was updated only ever so slightly in the demo shown at [[BlizzCon 2009]], where it had moved down one tier in the [[Arcane Skill Tree]], to Tier 4.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Slow Time (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Slow+Time Slow Time-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Shooting [[Electrocute]] out of a Slow Time bubble.&lt;br /&gt;
Image:Skill_wizard_slowtime.jpg|Slow Time with [[Wave of Force]] to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-disintegrate1.jpg|[[Disintegrate]] cast from within a time bubble.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Energy_Shield&amp;diff=24147</id>
		<title>Energy Shield</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Energy_Shield&amp;diff=24147"/>
				<updated>2010-10-26T23:01:38Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Energy Shield''' is a Tier 5 [[skill]] unlocked for the [[Wizard]] at level 14, using [[mana]] to absorb incoming damage.&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;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Energy Shield&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= A protective barrier absorbs incoming damage using mana. Every point of damage costs 2 [[mana]].&lt;br /&gt;
|type= Defensive buff&lt;br /&gt;
|quantity= 75 damage&lt;br /&gt;
|effect= Self&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 5&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= 120&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
|prereq= [[Arcane Weakness]]&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
Drawing from long forgotten texts, this magical shield of energy absorbs harmful attacks through energy resonance, draining [[mana]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This skill with lots of heritage is back in [[Diablo III]], and while it was completely unnecessary in the [[BlizzCon 2009]] demo, it's likely to be used by many [[Wizard]]s, especially if they are picking up [[Stone Skin]] and [[Magic Weapon]], going [[melee]]-style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 75 damage absorbed. Duration: 120 sec.&lt;br /&gt;
Only Rank 1 is currently known. &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;
Energy Shield originates from the grossly overpowered {{iw|D1_Spellbooks#Mana_Shield Mana Shield}} from the [[Diablo I|original Diablo game]], where every point of damage translated into [[mana]] lost instead of [[life]]. The spell also had unlimited duration, as long as you didn't [[death|die]] or travelled to another level.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo II]], the [[Sorceress]] got a [[nerf]]ed version of the same spell but with the name {{iw|Sorceress_Lightning_Spells#Energy_Shield Energy Shield}}. The spell got a time limit (needed, since no levels were limited by loading) and only absorbed a fraction of the damage.&lt;br /&gt;
&lt;br /&gt;
The [[Diablo III]] version has done away from that system, and is instead applying a one-off shield that absorbs all damage up to the maximum power of the shield, which depends on skill rank. Each point absorbed use two mana. This skill was not available in the [[BlizzCon 2008]] demo, but was apparently one of the [[D3 Team]]s favourites, and brought back in time for the [[BlizzCon 2009]] gameplay demo. In 2008, a [[Temporal Armor]] was available though, with a slightly different mechanic: Protecting the [[caster]] from 100% damage once every 6 seconds. Something that could be either very good, if it protected a strong attack, or quite useless, if it protected against a weak one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Energy+Shield Energy Shield-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* {{iw|D1_Spellbooks#Mana_Shield Mana Shield}} ([[Diablo I]])&lt;br /&gt;
* {{iw|Sorceress_Lightning_Spells#Energy_Shield Energy Shield}} ([[Diablo II]])&lt;br /&gt;
* [[Magic Weapon]]&lt;br /&gt;
* [[Spectral Blade]]&lt;br /&gt;
* [[Stone Skin]]&lt;br /&gt;
* [[Temporal Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Ray_of_Frost&amp;diff=24146</id>
		<title>Ray of Frost</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Ray_of_Frost&amp;diff=24146"/>
				<updated>2010-10-26T23:01:29Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ray of Frost''' is a Tier 5 [[skill]] unlocked for the [[Wizard]] at level 14, shooting a constant beam of cold from the hands of the Wizard.&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= Ray_of_Frost.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Ray of Frost&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= Project a beam of cold energy that deals X cold damage per second.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= 8 damage/sec&lt;br /&gt;
|effect= Line&lt;br /&gt;
|school= [[Cold]]&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 16&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= Concentration&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The Wizard uses her powers of the elements to gush forth a beam of pure cold, damaging anyone that comes in its way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This one sounds like a cold based Disintegrate, minus the piercing ability, but it's never been seen in use since the very first Wizard gameplay movie, from [[BlizzCon 2008]]. It was too high level to try out at [[BlizzCon 2009]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 8 damage per second.&lt;br /&gt;
Only Rank 1 is currently known. &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;
Ray of Frost was first shown at [[BlizzCon 2008]], but only in teh gameplay movie used against the trap laid out by the [[Skeleton King]]. It was available in the gameplay demo used at [[BlizzCon 2009]], but was unfortunately too high level to try out by the fans. The skill is assumed to still be available in Blizzard's internal game build today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This is one of the spells that seem to be coming from the dungeons &amp;amp; Dragons inspiration we've seen in [[Diablo III]]. The new [[D3 Team]] obviously spent a lot of time in mom's basement...&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=Ray+of+Frost Ray of Frost-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ray_of_Frost.jpg|Ray of Frost used in the middle of the [[Skeleton King]] trap.&lt;br /&gt;
Image:Ray_of_Frost2.jpg|Casting the spell before the hordes of [[skeleton]]s arrive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Disintegrate&amp;diff=24145</id>
		<title>Disintegrate</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Disintegrate&amp;diff=24145"/>
				<updated>2010-10-26T23:01:17Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Disintegrate''' is a Tier 5 [[skill]] unlocked for the [[Wizard]] at level 14, doing damage to opponents in an [[AoE]] line. It's a [[signature skill]] of the Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Wiz-disintegrate1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Disintegrate&lt;br /&gt;
|ranks= 1&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= Emanate a beam of pure energy dealing X arcane damage per second.  Damage is modified to 80% each time the beam passes through the target.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= 12 damage/sec&lt;br /&gt;
|effect= Line [[AoE]]&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 12/sec&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= Concentrate?&lt;br /&gt;
|cooldown= Unknown&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
A [[Wizard]] can call forth a torrent of Arcane energies to make matter simply vanish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Disintegrate fires a red, ruler-straight laser beam of [[arcane]] damage, striking everything in a line [[AoE]] right to the edge of the screen. The beam remains active as long as the mouse button is depressed ([[mana]] permitting), and can be moved around in all directions, emanating out from the stationary Wizard like spikes from a hub.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate2.jpg|thumb|300px|left|Not the best skill for mob control.]]&lt;br /&gt;
Disintegrate isn't that damaging and has a fairly high mana cost. The power of it comes from the speed; it moves at the speed of light, and unlike the other projectiles in [[Diablo III]], instantly hits anything it's aimed at. This spell is at its best raking through a line of ranged attackers, especially when aimed at enemies on the very edge of the screen. The Disintegrate laser will hit them instantly, while their arrows (or other attacks) must travel across the screen before they become damaging. It's quite possible to cook targets for a second, kill them, and then move before their projectiles reach you.&lt;br /&gt;
&lt;br /&gt;
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. (Depending on how difficult it is to trigger [[Critical hit|crits]] with Arcane damage.&lt;br /&gt;
&lt;br /&gt;
This spell drains mana and deals damage steadily, at 12 points per second. The disintegrate laser will hit an unlimited number of [[monster]]s at once, dealing 80% of the damage on the target behind the previous one. Basically, it would deal 100% to the first one, 80% to the second, then 64%, 51%, 41%, 33%, etc, so it's still at least partially useful even after five or six enemies.&lt;br /&gt;
&lt;br /&gt;
In the demo build at [[BlizzCon 2008]], this spell wasn't very useful against large enemies, but was devastating against smaller enemies, especially [[range]]d 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 [[nerf]]ed somewhat before the final game, since it was just so useful in the '08 build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hands on Report===&lt;br /&gt;
Flux was able to use Disintegrate while at BlizzCon, and discussed it at length in his [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon Wizard gameplay report].&lt;br /&gt;
&lt;br /&gt;
::''Disintegrate was the the most fun, or at least most talked about, [[Wizard]] skill from [[BlizzCon 2008|Blizzcon]]. Virtually everyone put a point into Disintegrate, either because they liked the name, or because they’d seen someone else using that red laser of death, and wanted to try it themselves. (I fell into the later camp.)  Disintegrate has been featured in a variety of screenshots; the straight red laser line it emits is hard to mistake. When using this skill, the [[Wizard|Sorceress]] emits a laser-like beam of red energy that passes through multiple targets, dealing progressively less damage to each. What makes it so distinctive is that it stays active as long as you depress the mouse button (and have enough [[mana]]), and that it can be aimed like a beam weapon and swept from side to side. It's indisputably fun to stand there and basically hose down every enemy in sight, without moving a step.''&lt;br /&gt;
&lt;br /&gt;
::''What makes the spell so effective is not the damage, which is fairly low. (It deals 10 damage per second.) It's the speed, since unlike every other Wizard skill (and every Sorceress skill) this one moves at the speed of light. The instant you click the mouse, Disintegrate is hitting things at the edge of the screen. The damage is lessened by each monster it passes through, but in practice (at least in the early going) this just means it can kill everything you shoot at in 5 seconds. The ones in front die in 2 seconds, and as soon as they're down the damage increases to the ones behind them.''&lt;br /&gt;
&lt;br /&gt;
::''Disintegrate is most effective against weaker enemies in bunches, and especially against [[range]]d attackers at the far edge of the screen. I constantly found [[Skeletal Archer|skeletal archers]] at the edge of the screen, and used Disintegrate to obliterate them before they could do more than get off a single shot at me. Killing them with say, [[Magic Missile]], would have taken much longer. I would have had to cast half a dozen missiles, they would have had to fly all the way across the screen, monsters in the way would have absorbed some of them, and all that while the archers would have been firing at me. Thus Disintegrate isn't hugely damaging, but it saves you a great deal of time and damage by instantly wiping out low hit point enemies from a distance.''&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|350px|Disintegrating from within [[Slow Time]].]]&lt;br /&gt;
::''On the other hand, Disintegrate was not very effective against larger targets. [[Boss]]es or big [[monster]]s were hurt by it, but not nearly as badly as other spells hurt them. It's said that Disintegrate increases in damage the longer it's trained on the same enemy. I was never able to test that out (it killed all the small stuff and ranged attackers too quickly), and it's not listed in the spell's hover description, but even if it's true, it's hard to use this spell for that purpose when you're playing alone. Big monsters don't stand back and let you fry them; they rush up to attack you, and up close [[Spectral Blade]] or Magic Missile did far more damage than Disintegrate. I don't think Disintegrate would be a great choice against a powerful ranged enemy either, such as a boss pack of archers, since while it would be useful to kill them, you have to stand still while you're using it, and their arrows would pin cushion you in the meantime.''&lt;br /&gt;
&lt;br /&gt;
::''That's one of the most interesting things about using Disintegrate; that it's more effective if you're not moving. But Wizards seldom have that luxury, at least not when they're playing alone. A solo Wizard is a hit and run machine, throwing [[magic]]al projectiles,  rushing back or to the sides to dodge returned fire, darting in to land a few Spectral Blade strikes, etc. Disintegrate looks like it'll be very useful against weak, ranged attackers, or else will be best used in a multiplayer game, when some other character is up front tanking, giving the Wizard the freedom to pour this one on non-stop.''&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate3.jpg|700px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spell Colour Feedback ===&lt;br /&gt;
[[File:Disintegrate-purple.gif|thumb|300px|Disintegrate, recolored Arcane style.]]&lt;br /&gt;
Not as bad as the [[art controversy]], but some fans complained Disintegrate looks too much like a fire spell [http://www.diii.net/blog/comments/bashiok-on-arcane-spell-colors/]. [[Bashiok]] replied to this feedback by saying:&lt;br /&gt;
::''It doesn’t actually feel anything like fire in-game. The screenshots don't really give a good impression of the way it looks and acts. In a screenshot you may think… well it has a lot of colors of fire, but in motion you just don’t get that impression. It comes across as a red-dominated skill. And the sound of the ability actually plays a huge part in how it feels, and it feels like a very focused and powerful energy beam.''&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 12 damage/sec. 12 mana/sec.&lt;br /&gt;
Only Rank 1 is known so far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* None known.&lt;br /&gt;
&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;
&lt;br /&gt;
==Development==&lt;br /&gt;
Disintegrate was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. It was slightly updated in the version shown at [[BlizzCon 2009]], where it received 2 extra damage per second, up from 10.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Disintegrate (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
With Diablo III, Blizzard have looked more at the traditional Dungeons &amp;amp; Dragons pen &amp;amp; paper RPG for inspiration. The The Disintegrate spell is one of the &amp;quot;trademark&amp;quot; D&amp;amp;D spells, which name is likely taken in tribute to the pen &amp;amp; paper RPG.&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=Disintegrate Disintegrate-specific gallery contents]&lt;br /&gt;
* [http://www.blizzard.com/diablo3/characters/wizard.xml Disintegrate video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-disintegrate1.jpg|Disintegrate used in a [[Slow Time]] bubble.&lt;br /&gt;
Image:Wiz-disintegrate2.jpg|Disintegrate used on [[Zombie]]s.&lt;br /&gt;
Image:Disintegrate.jpg|Disintegrate used on a [[Skeleton]].&lt;br /&gt;
Image:Wiz-disintegrate3.jpg|Concept art.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* [[Disintegrate (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-arcane-spell-colors/ Bashiok on spell colour]]&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Hydra&amp;diff=24144</id>
		<title>Hydra</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Hydra&amp;diff=24144"/>
				<updated>2010-10-26T23:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::'''''&amp;quot;Project Hydra&amp;quot;''' was the codename for the [[Diablo III]] project and team before the announcement at [[WWI 2008]].&lt;br /&gt;
&lt;br /&gt;
'''Hydra''' is a Tier 4 [[skill]] unlocked for the [[Wizard]] at level 10, summoning a hydra that attacks enemies with bolts of fire.&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;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Hydra&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Conjuring&lt;br /&gt;
|description= Creates a hydra that attacks your enemies with bolts of fire. Hydra deals X-Y damage per attack.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= 6-10 damage&lt;br /&gt;
|effect= Turret shooting bolts&lt;br /&gt;
|school= Fire&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 12&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
Among the many secrets of the [[Ancient Repositories]], the [[Wizard]] found the Hydra spell to call forth a ward to dispatch of enemies from multiple directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This was too high level to use at [[BlizzCon 2009]], though players sorely wanted to try it out and see the improvements from [[Diablo I]]. Graphical, if nothing else.&lt;br /&gt;
&lt;br /&gt;
It's interesting to contemplate what the [[Hydra Rune|Hydra (multi-strike) rune]] would do to Hydra. More than 3 heads per cast? Plus, Greek Mythology fans could geek out. Especially if they named their character [http://en.wikipedia.org/wiki/Lernaean_Hydra Learnean].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Hydra deals 6-10 damage per attack.&lt;br /&gt;
Only Rank 1 is currently known. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
There are no specific synergies, but combining the Hydra spell with a [[Hydra Rune]] would certainly have interesting results.&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;
The hydra spell was originally seen in [[Diablo I]], then called {{iw|D1_Spellbooks#Guardian Guardian}}. The principle was that three heads were summoned from the ground, shooting firebolts at enemies for a limited time. They are more fun to cast than efficient to kill anything with.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo II]], they were turned into flaming heads, and got the name {{iw|Sorceress_Fire_Spells#Hydra Hydra}}. While not dealing damage to anyone near the flames, the firebolts are of more use, especially if concentrating the fire on single targets at a time, and alternating skills while waiting for the [[cooldown]].&lt;br /&gt;
&lt;br /&gt;
The [[Diablo III]] Hydra spell was first shown at [[BlizzCon 2009]], but was unfortunately too high level to try out by the fans.&lt;br /&gt;
&lt;br /&gt;
At [[BlizzCon 2010]] it was shown in the gameplay panel but also at the PvP Arena.It has 3 heads and it's surrounded by fire.With a rune it can change into a electric,ice,acid and arcane.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Hydra (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Hydra was the codename for the [[Diablo III]] project and team before the announcement at [[WWI 2008]].&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=Hydra Hydra-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* {{iw|Sorceress_Fire_Spells#Hydra Diablo II Hydra spell}}&lt;br /&gt;
* {{iw|D1_Spellbooks#Guardian Diablo I Guardian spell}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* {{iw|D1_Spellbooks#Guardian Diablo I Guardian spell}}&lt;br /&gt;
* {{iw|Sorceress_Fire_Spells#Hydra Diablo II Hydra spell}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_conjuring}}&lt;br /&gt;
{{Skill_navbox}}&lt;br /&gt;
[[Link title]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Energy_Twister&amp;diff=24143</id>
		<title>Energy Twister</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Energy_Twister&amp;diff=24143"/>
				<updated>2010-10-26T23:00:17Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Energy Twister''' is a Tier 4 [[skill]] unlocked for the [[Wizard]] at level 10, summoning a twister made out of energy that hurts everything nearby.&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= Tornado.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Energy Twister&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= Summon an Energy Twister that deals X damage per second to everything in its path.&lt;br /&gt;
|type= [[Aoe]] [[DoT]]&lt;br /&gt;
|quantity= 10 damage/second&lt;br /&gt;
|effect= Circular [[AoE]]&lt;br /&gt;
|school= Unknown&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 18&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= Unknown&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Tornado2.jpg|thumb|left|Energy Twister in the [[Forgotten Tombs]].]]&lt;br /&gt;
Combining [[magic]]al force and air, the [[Wizard]] brings a continuous, but time limited, twister out of the aether to destroy enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This one was impressive, but very unpredictable. The graphic is great; you can see that in the gameplay movie from [[BlizzCon 2009]], and it does more in more or less a straight line, but without some sort of tank it wasn't very easy to hit enemies with. [[Arcane Orb]] was nearly as damaging, far easier to aim, and cheaper on the [[mana]]. This [[Wizard]] just has so many cool active spells to try out it's impossible to get a handle on everything in a short play time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear-left}}&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 10 damage per second.&lt;br /&gt;
Only Rank 1 is currently known. &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;
The Energy Twister was first shown at [[BlizzCon 2008]], then named [[Tornado]]. Why it changed name is unknown, but the functionality is roughly the same. The skill is assumed to still be available in Blizzard's internal game build today.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Tornado]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Energy+Twister Energy Twister-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tornado.jpg|An Energy Twister&lt;br /&gt;
Image:Tornado2.jpg|[[Wizard]] fighting [[skeleton]]s with twisters.&lt;br /&gt;
Image:Energytwister.jpg|Male Wizard - March 2010&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Arcane_Orb&amp;diff=24142</id>
		<title>Arcane Orb</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Arcane_Orb&amp;diff=24142"/>
				<updated>2010-10-26T23:00:01Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Arcane Orb''' is a Tier 4 [[skill]] unlocked for the [[Wizard]] at level 10, exploding on touch, delivering [[Arcane]] damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Wiz-arcane-orb1.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= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= An orb of pure energy deals X-Y on contact and an additional Z-A arcane damage to all enemies in the blast area.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= Multiple damages&lt;br /&gt;
|effect= Circle [[AoE]]&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 7&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= None&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The Wizard summons a glowing orb that upon touch will deal great damage to all foes and objects in its range.&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&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 [[Sorceress]]' {{iw|Sorceress_Cold_Spells#Frozen_Orb Frozen Orb}}, but without the spray of ice spears as it flies across the room. It works like the Fireball of [[Diablo I]].&lt;br /&gt;
&lt;br /&gt;
This one very quickly became Flux's skill of choice for ranged attacks.[http://www.diii.net/blog/comments/full-wizard-skill-trees/] It dealt substantial damage with a big [[AoE]] splash, and had a reasonable [[mana]] cost. He is dubious about the listed 1-2 AoE damage, since a few of these into a group of enemies left no survivors.&lt;br /&gt;
&lt;br /&gt;
The drawback to Arcane Orb is that it moves very slowly; more slowly than any other [[Wizard]] skill and this makes it very hard to hit moving targets, or back row enemies. It was not very useful against [[Dune Dervish]]es, since those monsters move side to side a lot, and when they're not walking they're spinning around in their Whirlwind mode, in which they reflect most projectiles off at odd angles. They certainly reflected every Arcane Orb fired at them, though that could be fun since my shots weren't neutralized, just redirected, and the bounces would often head right into some [[Fallen]] or other targets.&lt;br /&gt;
&lt;br /&gt;
There was one scenario area in the desert (shown in the gameplay movie) where about five Dune Dervishes burst out of the ground at once. Flux didn't think to try it at the time, but in retrospect he wished he had herded the Dervishes into a cluster, and then tried throwing in some Arcane Orbs. Just to see if my Orbs would have been bounced around like pachinko balls. (Dune Dervishes only reflected floating projectiles, so [[Electrocute]] chewed them right up.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 11-16 direct arcane damage, 1-2 [[AoE]] damage.&lt;br /&gt;
* '''Rank 2:''' 13-19 direct arcane damage, 2-4 [[AoE]] damage.&lt;br /&gt;
* '''Rank 3:''' 15-22 direct arcane damage, 3-6 [[AoE]] damage. (projected)&lt;br /&gt;
* '''Rank 4:''' 17-25 direct arcane damage, 4-8 [[AoE]] damage. (projected)&lt;br /&gt;
* '''Rank 5:''' 19-28 direct arcane damage, 5-10 [[AoE]] damage. (projected)&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;
Arcane Orb was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. The spell only allowed one point in the [[BlizzCon 2008]] demo, but the [[BlizzCon 2009]] version had up to five. The damage had been ever so slightly tuned down in the newer version, and so had mana cost. Whether the AoE damage Flux mentioned in his report truly is right or not we do not know yet.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Arcane Orb (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Arcane+Orb Arcane Orb-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-arcane-orb1.jpg|Arcane Orb just exploded.&lt;br /&gt;
Image:Skill_wizard_arcaneorbsequence.jpg|Skill animation sequence.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* {{iw|Sorceress_Cold_Spells#Frozen_Orb Frozen Orb}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Electrocute&amp;diff=24141</id>
		<title>Electrocute</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Electrocute&amp;diff=24141"/>
				<updated>2010-10-26T22:59:00Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Electrocute''' is a Tier 3 [[skill]] unlocked for the [[Wizard]] at level 6, electrocuting an enemy over time.&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= Wiz-electrocute1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Electrocute&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= Lightning arcs from the Wizard’s fingertips towards an enemy, electrocuting it for X-Y lightning damage.&lt;br /&gt;
|type= Direct [[DoT]]&lt;br /&gt;
|quantity= 5-15 damage&lt;br /&gt;
|effect= Target&lt;br /&gt;
|school= Lightning&lt;br /&gt;
|resource= Mana&lt;br /&gt;
|cost= 8&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= Concentration&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The [[Wizard]] opens up a whole between the physical an ethereal realms, and calls forth lightning arcs that grip an enemy and fries it until dead, or the Wizard releases her grip on the ethereal realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
The description of this one is incomplete, since it got a hefty [[mana]]-per-second cost, and that makes it awesome for quick hits, especially to finish off moving targets, but not very suitable for big enemies.&lt;br /&gt;
&lt;br /&gt;
Electrocute was not enabled to start with, but once a [[Wizard]] hit level 13 and earned a skill point, it could be used. It's great fun to use, and very useful too. Electrocute is basically a beam weapon, one that the Wizard fires as long as he keeps the mouse clicked. You can not move while using Electrocute, but you're unlikely to want to, since it locks on and keeps zapping the target until it's dead, or you're out of mana. The second happens before the first more often than you'd like, and it's basically unusable on [[boss]]es, or even moderately tough targets like [[Dune Dervish]]es and [[Dark Demon]]s, since mana would run out long before their [[health]]. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.&lt;br /&gt;
&lt;br /&gt;
Electrocute was simply awesome for small stuff, especially on evasive enemies like the fluttering [[Sand Wasp]]s, or those last one or two [[Fallen Imp]]s who always scattered away from the battle when their [[Fallen Overseer| Overseers]] and [[Fallen Shaman|Shamans]] went down. Just aim at the [[monster]], or anywhere near it, and the beam locks on, draining that monster steadily. Smaller monsters usually died in less than a second, and I found this one far quicker than the higher damage [[Arcane Orb]] to clean up groups of weak enemies. Some screenshots show this one chaining to multiple targets, but higher levels in this spell only listed more damage.&lt;br /&gt;
&lt;br /&gt;
Note that [[lightning]] damage [[critical hit]]s will [[stun]] targets. This one stuns (very briefly) at least every two seconds, so there must be a lot of hit checks going on, to trigger the critical hit so frequently.  That stunning is, of course, highly useful when you're locked onto an enemy trying to charge into [[melee]] range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
[[File:Wiz-electrocute2.jpg|thumb|350px|Electrocute snakes through some [[Skeletal Executioner]]s.]]&lt;br /&gt;
* '''Rank 1:''' Deals 1-15 [[lightning]] damage.&lt;br /&gt;
Only Rank 1 is currently known.&lt;br /&gt;
&lt;br /&gt;
Please observe the description for this spell seems to be associated with the old version of Electrocute, that worked more like {{iw|Sorceress_Lightning_Spells#Chain_Lightning Diablo 2 Chain Lightning}}, with a one-off mana cost and a one-off damage. The damage listed here is the one in the client, but could be something completely different.&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;
Electrocute was first shown at [[BlizzCon 2008]], as a new version of {{iw|Chain_Lightning Diablo 2 Chain Lightning}}, but with more of a Dungeons &amp;amp; Dragons inspiration, where the lightning art could hit a given number of targets at lesser and lesser damage. This was changed in the demo displayed at [[BlizzCon 2009]], where it instead became more like what the name suggests: an electrocution of one selected target.&lt;br /&gt;
&lt;br /&gt;
The change seemed to have been done briefly before BlizzCon, since the description of the spell had not been completely updated, it didn't show a [[mana]]/sec cost, and a damage/sec stat. It's possible the problems [[Flux]] found with the spell[http://www.diii.net/blog/comments/full-wizard-skill-trees/] might be addressed, dealing more consistent damage per second compared to the mana spent. Either way, the spell - in some iteration - is assumed to still be available in Blizzard's internal game build today.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Electrocute (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This spell was originally more inspired by [http://www.d20srd.org/srd/spells/chainLightning.htm Chain Lightning] from Dungeons &amp;amp; Dragons, but later changed to a completely new design, electrocuting one target at a time.&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=Magic+Missile Magic Missile-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-electrocute1.jpg|Old version of Electrocute hit multiple enemies.&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Electrocute shot from inside a [[Slow Time]] bubble.&lt;br /&gt;
File:Wiz-electrocute2.jpg|Electrocute snakes through some Skeletal Executioners.&lt;br /&gt;
File:Wiz-electrocute3.jpg|Electrocute chews through some monsters.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Frost_Nova&amp;diff=24140</id>
		<title>Frost Nova</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Frost_Nova&amp;diff=24140"/>
				<updated>2010-10-26T22:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Frost Nova''' is a Tier 3 [[skill]] unlocked for the [[Wizard]] at level 6, sending out a flash of severe frost, damaging and often slowing enemies.&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= Wiz-frost-nova2.jpg&lt;br /&gt;
|portrait-width= 47px&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Frost Nova&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= An explosion of ice pelts nearby enemies for 1-2 cold damage. Has an additional 50% chance of a critical hit.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= 1-2 to 5-6&lt;br /&gt;
|effect= Self [[AoE]] circle&lt;br /&gt;
|school= [[Cold]]&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 8&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= 12.0 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The [[Wizard]] has learned some knowledge of the [[Zann Esu]] [[mage clan]] that first tried to foster her like it did the [[Sorceress]] heroine, and improved on it. She has modified the staple Frost Nova to deal more damage and have a higher chance of hitting vital areas of opponents, freezing them in one spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Frost Nova is pretty much the same skill it was in D2, but with vastly improved graphics. Instead of just a ring of frost, it now sends out a gaseous ring that's speckled with dozens of shooting, snowball-like projectiles. As it was in D2, the skill is not very damaging and is best used for defensive purposes, a fact that's reinforced by the eternity of a 12 second cool down it's saddled with.&lt;br /&gt;
&lt;br /&gt;
However, its is improved over the D2 version in several ways. It now has a pretty good chance of freezing the enemy rather than just chilling it, and it casts very quickly; so fast you can hardly even see the ring expanding out. It looked much faster and less detailed in the [[BlizzCon 2009]] build than it has in previous screenshots, which I found disappointing.&lt;br /&gt;
&lt;br /&gt;
The substantial [[cooldown]] decreases slightly with higher skill levels, but it's still an eternity after the zero cooldown on the {{iw|Sorceress_Cold_Spells#Frost_Nova D2 Frost Nova}}, it's not so bad if you use it wisely. Cast Frost Nova at the start of a battle, giving yourself some time/space to back up and pelt the enemy with projectiles, or hold it back for emergencies. Few battles in the BlizzCon 2009 demo lasted longer than 8 seconds, and not more than once or twice was the Wizard actually swarmed to the point that he needed this kind of freezing escape spell. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
''Put a table of the skill rank and damage/mana/fury per rank.''&lt;br /&gt;
* '''Rank 1:''' 1-2 [[cold]] damage. Additional 50% chance of a [[critical hit]].&lt;br /&gt;
* '''Rank 2:''' 2-3 [[cold]] damage. Additional 60% chance of a [[critical hit]].&lt;br /&gt;
* '''Rank 3:''' 3-4 [[cold]] damage. Additional 70% chance of a [[critical hit]]. (projected)&lt;br /&gt;
* '''Rank 4:''' 4-5 [[cold]] damage. Additional 80% chance of a [[critical hit]]. (projected)&lt;br /&gt;
* '''Rank 5:''' 5-6 [[cold]] damage. Additional 90% chance of a [[critical hit]]. (projected)&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;
Hydra was first shown at [[BlizzCon 2008]], and changed slightly in appearance to [[BlizzCon 2009]], in that the animation and graphics were sped up, possibly as a balancing change. The skill is assumed to still be available in Blizzard's internal game build today.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Frost Nova (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Frost+Nova Frost Nova-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-frost-nova1.jpg|Official shot of female [[Wizard]] casting it.&lt;br /&gt;
Image:Wiz-frost-nova2.jpg|Skill icon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Ice_Armor&amp;diff=24139</id>
		<title>Ice Armor</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Ice_Armor&amp;diff=24139"/>
				<updated>2010-10-26T22:57:34Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice Armor''' is a Tier 2 [[skill]] unlocked for the [[Wizard]] at level 3, slowing movement and attack speeds of enemies attacking the character and damaging them a little as well.&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=Ice_Armor_Icon.jpg&lt;br /&gt;
|portrait-width= 53px&lt;br /&gt;
|active= Active&lt;br /&gt;
&amp;lt;!-- |name= --&amp;gt;&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= A field of ice slows movement and attack speed of enemies that attack you at close range, and causes X [[cold]] damage.&lt;br /&gt;
|type= Self [[Buff]]&lt;br /&gt;
&amp;lt;!-- |quantity= --&amp;gt;&lt;br /&gt;
|effect= Self&lt;br /&gt;
|school= [[Cold]]&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 10&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= ~6-8 min&lt;br /&gt;
|cooldown= Unknown&lt;br /&gt;
|synergies= Unknown&lt;br /&gt;
|prereq= [[Empowered Armor]]&lt;br /&gt;
}}&lt;br /&gt;
Lacking physical armour, a Wizard needs magical protection in dangerous places. This Ice Armor will have a chilling impact upon anyone striking her, cooling them to the point where their movements becomes slower, and limiting their ability to move around as well as delivering some pain from the cold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Pretty straight forward spell. Useful especially when trying to run away from things, but also if the Wizard is occupied in [[melee]] combat, it will lower the damage she takes in a fray. It likely won't increase Armor or any other defensive stat.&lt;br /&gt;
&lt;br /&gt;
The duration of the spell was shown as almost exactly 3/8 duration with 2 minutes left so it's safe to assume the duration is 6-8 minutes, but we do not know what the exact duration of the spell is.&lt;br /&gt;
&lt;br /&gt;
As with the other defensive skills, this was just not needed at [[BlizzCon 2009]]. Even if cast a few times between battles, Wizards rarely took any hits when it was active.[http://www.diii.net/blog/comments/full-wizard-skill-trees/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Slows enemies striking the [[caster]]. Deals 1 [[cold]] damage. (projected)&lt;br /&gt;
* '''Rank 2:''' Increases Freezing effect on nearby enemies and to enemies striking the [[caster]]. Deals 2 [[cold]] damage.&lt;br /&gt;
* '''Rank 3:''' Increases Freezing effect on nearby enemies and to enemies striking the [[caster]]. Deals 3 [[cold]] damage. (projected)&lt;br /&gt;
* '''Rank 4:''' Increases Freezing effect on nearby enemies and to enemies striking the [[caster]]. Deals 4 [[cold]] damage. (projected)&lt;br /&gt;
* '''Rank 5:''' Increases Freezing effect on nearby enemies and to enemies striking the [[caster]]. Deals 5 [[cold]] damage. (projected)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* None known, but likely to work nicely with with [[Arcane Armor]]&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;
Ice Armor was first shown in August 2009 at GamesCom, seen in the [[GamesCom 2009 demo|gameplay demo]] [http://www.diii.net/blog/comments/gamescom-wizard-gameplay-footage/]. It was then not known if the spell is a [[Wizard skill]] or a [[shrine]] effect.&lt;br /&gt;
&lt;br /&gt;
The spell was shown more clearly at [[BlizzCon 2009]], and [[Flux]] described it further in his Wizard skill guide.[http://www.diii.net/blog/comments/full-wizard-skill-trees/]. It's assumed to still be in the game today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Ice+Armor Ice Armor-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ice_Armor.jpg|Ice Armor active.&lt;br /&gt;
Image:Ice_Armor_Icon.jpg|Skill icon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/gamescom-wizard-gameplay-footage/ Gamescom Wizard Gameplay Footage]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Wave_of_Force&amp;diff=24138</id>
		<title>Wave of Force</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Wave_of_Force&amp;diff=24138"/>
				<updated>2010-10-26T22:57:21Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wave of Force''', also known as '''WoF''', is a Tier 2 [[skill]] unlocked for the [[Wizard]] at level 3, creating a force wave from the Wizard, repelling enemies and projectiles.&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= Wiz-wave-of-force2.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= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= Project a wave of force outwards, repelling enemies and projectiles.&lt;br /&gt;
|type= Damage &amp;amp; [[Knockback]]&lt;br /&gt;
|quantity= 1-5 damage&lt;br /&gt;
|effect= Self [[AoE]]&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 10&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= Unknown&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The [[Wizard]] uses pure Arcane force to push objects, projectiles and enemies alike away from her. The force is primary pushing targets rather than hurting them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&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 [[skeleton]]s -- 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 [[Slow Time|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;
[[Image:Wiz-wave-of-force01.jpg|thumb|center|550px|Wave of Force repels skeletons.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 1-5 damage, 10 mana.&lt;br /&gt;
Only Rank 1 is known so far.&lt;br /&gt;
[[Image:Wiz-wave-of-force1.jpg|thumb|250px|right|[[Skeleton]] smash.]]&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;
&lt;br /&gt;
==[[Rune|Skill Rune]] Effects==&lt;br /&gt;
* None known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Wave of Force was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. The spell was available for use by players in the [[BlizzCon 2009]] demo, but was not described in further details in [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Flux's Wizard skill guide], like most other skills. It lost a little bit of damage, a lot lower [[mana]] cost and got 4 more ranks to the skill.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Wave of Force (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the class. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Wave+of+Force Wave of Force-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-wave-of-force1.jpg|Wizard casting Wave of Force in a small room.&lt;br /&gt;
Image:Wiz-wave-of-force2.jpg|Using WoF to repel [[skeleton]]s when fighting [[King Leoric]].&lt;br /&gt;
Image:Skill wizard slowtime.jpg|[[Slow Time]] with WoF to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-wave-of-force01.jpg|Blasting skeletons with Force.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Mirror_Image&amp;diff=24137</id>
		<title>Mirror Image</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Mirror_Image&amp;diff=24137"/>
				<updated>2010-10-26T22:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Skill''' is a Tier 2 [[skill]] unlocked for the [[Wizard]] at level 3, creating an illusionary duplicate of the character. &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= Wiz-mirror-image3.jpg&lt;br /&gt;
|portrait-width= 47px&lt;br /&gt;
|active= Active&lt;br /&gt;
&amp;lt;!-- |name= --&amp;gt;&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Conjuring&lt;br /&gt;
|description= Create an illusionary duplicate of yourself. &lt;br /&gt;
|type= Decoy&lt;br /&gt;
|quantity= Illusion with 20-100% caster health&lt;br /&gt;
|effect= Small [[AoE]]&lt;br /&gt;
|school= Conjuration&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 15&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= 8 sec&lt;br /&gt;
|cooldown= Unknown&lt;br /&gt;
&amp;lt;!-- |synergies= --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
In order to avoid close combat as much as possible, the Wizard can create duplicates of herself, who will also aggressively attack opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This spell creates a duplicate of the [[Wizard]] that use Wizard spells to ferociously attack [[monster]]s the instant it appears. The Image's spells don't do any damage, so it's more like an animated {{iw|Amazon_Passive_and_Magic_Skills#Decoy Decoy}} than a {{iw|Assassin_Shadow_Disciplines#Shadow_Master Shadow Master}}. But it works like a [[tank]], with monsters attacking the Image if it is closer to them than the Wizard, and as anyone who has played artillery characters knows, a tanking minion (or another player) is beyond value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-mirror-image2.jpg|center|thumb|675px|Mirror Image animation sequence in the [[BlizzCon 2008]] Demo.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This skill was not used very often during the gameplay at [[BlizzCon 2009]] since the Wizard was powerful enough to slaughter most attackers without needing the assistance, but the few times it was used against big groups of monsters, it worked marvellously. The mirror doesn't last for very long, usually dying to the monster onslaught, but it didn't have to. The Wizard has a number of nice [[AoE]] spells even at low levels, and all the Image had to do was provide a focal point for the [[Fallen]] or [[Dark Cultist]]s to swarm around to turn them into fish in a barrel for [[Arcane Orb]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' One illusion for 8 with 20% of [[caster]]'s [[health]]. (projected)&lt;br /&gt;
* '''Rank 1:''' One illusion for 8 with 40% of [[caster]]'s [[health]].&lt;br /&gt;
* '''Rank 1:''' One illusion for 8 with 60% of [[caster]]'s [[health]]. &lt;br /&gt;
* '''Rank 1:''' One illusion for 8 with 80% of [[caster]]'s [[health]]. (projected)&lt;br /&gt;
* '''Rank 1:''' One illusion for 8 with 100% of [[caster]]'s [[health]]. (projected)&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;
Spell was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. It then spawned five illusion images and there was also two other skills to synergise with Mirror Image: [[Duplicate Conjuring|Duplicate Conjuring]] for more images and [[Conjured Health|Conjured Health]] for more health.&lt;br /&gt;
&lt;br /&gt;
The [[BlizzCon 2009]] version only increased illusion health, but added 4 more ranks on the actual skill, rather than separating it over 3 different ones. In this version, it seems likely the number of images probably can be increased through the use of [[rune|skill runes]].&lt;br /&gt;
&lt;br /&gt;
'''Previous versions:'''&lt;br /&gt;
* [[Mirror Image (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Mirror+Image Mirror Image-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-mirror-image1.jpg|Mirror Image shot.&lt;br /&gt;
Image:Wiz-mirror-image2.jpg|The Mirror Image animation.&lt;br /&gt;
Image:Wiz-spectral-blade2.jpg|Mirror Images casting [[Spectral Blade]].&lt;br /&gt;
Image:Wiz-mirror-image3.jpg|The Mirror Image skill icon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
* [http://www.diii.net/blog/comments/gamescom-wizard-gameplay-footage/ GamesCom Gameplay Footage]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_conjuring}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Explosive_Blast&amp;diff=24136</id>
		<title>Explosive Blast</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Explosive_Blast&amp;diff=24136"/>
				<updated>2010-10-26T22:56:54Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Skill''' is a Tier 2 [[skill]] unlocked for the [[Wizard]] at level 3, blasting a small area for high damage.&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;
&amp;lt;!-- |portrait= --&amp;gt;&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= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Conjuring&lt;br /&gt;
|description= A blast of energy explodes at the target causing 10-16 damage in a small radius.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= 10 damage&lt;br /&gt;
|effect= Circular [[AoE]]&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 12&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
|prereq= [[Magic Weapon]]&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The [[Wizard]] conjures volatile gasses to the physical realm, igniting with oxygen and creating a powerful blast in a very limited space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
In the [[BlizzCon 2009]] demo, Flux never got to use this skill, [http://www.diii.net/blog/comments/full-wizard-skill-trees/], but from what he observed it worked something like a short range hand grenade; hitting for considerable damage, but only striking enemies in the immediate area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 10-16 damage.&lt;br /&gt;
Only Rank 1 is currently known. &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;
Skill was first seen at [[BlizzCon 2009]] in the gameplay demo available to visitors. It's assumed it's still in the game today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;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=Explosive+Blast Explosive Blast-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Writings of Abd al-Hazir: Entry no. 0007: Wizard]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_conjuring}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Charged_Bolt&amp;diff=24135</id>
		<title>Charged Bolt</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Charged_Bolt&amp;diff=24135"/>
				<updated>2010-10-26T22:55:01Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Charged Bolt''' is a Tier 1 [[skill]] unlocked for the [[Wizard]] at level 2, launching electric charges that travel randomly on the floor, dealing [[lightning]] damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Wiz-charged-bolt1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Charged Bolt&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Storm&lt;br /&gt;
|description= Launch a volley of 3 electric bolts that deal X-Y lightning damage each.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= 1-2 damage&lt;br /&gt;
|effect= Random bolt&lt;br /&gt;
|school= [[Lightning]]&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 2&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |req= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |prereq= Link it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt; &amp;lt;!-- ONLY USE THIS IF THE SKILL IS FAN SKILL OR ARCHIVED --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The true essence of Electromagnetism exists on the threshold of the Ethereal and the Physical Realms. While it is very efficient to transform [[Mana]] into electrical energy, it is extremely difficult to control. This [[spell]] calls into being multiple pockets of lightning which seem to have a will of their own.&lt;br /&gt;
&lt;br /&gt;
The [[Wizard]] has not only the fancy illegal spells at her disposal. Charged Bolt, something even the newest of [[Vizjerei]] [[neonyte]]s learn, is one of the few spells she picked up in actual classes at the old [[mage clan]], or possibly at [[Zann Esu]] before they kicked her out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[Image:Wiz-charged-bolt1.jpg|thumb|left|200px|The Wizard and her carpet.]]The spell familiar from [[Diablo I]] and [[Diablo II]] returns in [[Diablo III]]. As previously, Charged Bolt send out a smattering of randomly-scattering charges, each of which deal minor damage to any enemy that passes over them. The strength of Charged Bolt comes not from the damage of each bolt, but from the carpeting effect of repeated casts, since it's a spell with very low [[mana]] cost. These can turn the floor into a field of death for any enemy without lightning immunity.&lt;br /&gt;
&lt;br /&gt;
The spell summons three little crackling bits of lightning that zig and zag a bit, but move in a more or less straight line away from the [[Wizard]]. It seemed that the bolts spread out quite a bit more than they did in D2, and that made it hard to hit anything in front of me with more than one bolt.[http://www.diii.net/blog/comments/wizard-gameplay-report/P2/] That's not how it looks in more recent screenshots though, where the bolts seem to carpet the dungeon floor quite nicely. More testing will be required.&lt;br /&gt;
&lt;br /&gt;
At [[BlizzCon 2009]] the damage had been lowered from 1-8 to 1-2, but the mana had also gone down significantly (to 2). Using this spell together with high spell crit would likely [[stun]] enemies a lot, considering lightning [[critical hit|crits]] now stun targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 1-2 damage per bolt.&lt;br /&gt;
* '''Rank 2:''' 2-4 damage per bolt. (projected)&lt;br /&gt;
* '''Rank 3:''' 3-6 damage per bolt. (projected)&lt;br /&gt;
* '''Rank 4:''' 4-8 damage per bolt. (projected)&lt;br /&gt;
* '''Rank 5:''' 5-10 damage per bolt. (projected)&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;
{{iw|D1_Spellbooks#Charged_Bolt Charged Bolt}} was introduced in [[Diablo I]], where it was, as it is now, a very cheap spell to cast multiple times in hopes of killing many enemies with a carpet of lightning. The [[Diablo I Manual]] describes &amp;quot;true essence of Electromagnetism exists on the threshold of the Ethereal and the Physical Realms. While it is very efficient to transform [[Mana]] into electrical energy, it is extremely difficult to control.&amp;quot; The spell calls in pockets of lightning that just crawls around randomly, in a general direction.&lt;br /&gt;
&lt;br /&gt;
This first version of the spell increased number of charges as well as damage when higher levels of the spell have been found.&lt;br /&gt;
&lt;br /&gt;
The second iteration of {{iw|Sorceress_Lightning_Spells#Charged_Bolt Charged Bolt}} was a [[Sorceress]] spell in [[Diablo II]], and is basically identical in design. It's one of few Tier 1 spells in the skill trees that scale well even at higher levels, being quite useful at max level.&lt;br /&gt;
&lt;br /&gt;
The [[Diablo 3]] version of the Charged Bolt was first shown at [[BlizzCon 2008]], and was still in the game by [[BlizzCon 2009|2009]]. In 2008 it had a much higher mana cost, and significantly higher damage than in 2009, indicating the spell is now more used for the &amp;quot;carpet effect&amp;quot; of previous games. It's is assumed to still be available in Blizzard's internal game build today.&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Charged Bolt (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter &lt;br /&gt;
&lt;br /&gt;
Egg information.''&lt;br /&gt;
--&amp;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=Charged+Bolt Charged Bolt-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* {{iw|D1_Spellbooks#Charged_Bolt Diablo I Charged Bolt}}&lt;br /&gt;
* {{iw|Sorceress_Lightning_Spells#Charged_Bolt Diablo II Charged Bolt}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_storm}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Spectral_Blade&amp;diff=24134</id>
		<title>Spectral Blade</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Spectral_Blade&amp;diff=24134"/>
				<updated>2010-10-26T22:54:22Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Spectral Blade''' is a Tier 1 [[skill]] unlocked for the [[Wizard]] at level 2, dealing powerful damage in [[melee]] range.&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=Wiz-spectral-blade3.jpg&lt;br /&gt;
|portrait-width= 150px&lt;br /&gt;
|active= Active&lt;br /&gt;
&amp;lt;!-- |name= --&amp;gt;&lt;br /&gt;
|ranks= 1&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Conjuring&lt;br /&gt;
|description= Summons a spectral blade that strikes each enemy in front of the [[Wizard]] 3 times causing X-Y physical damage with each hit.&lt;br /&gt;
|type= Direct Damage&lt;br /&gt;
|quantity= 1-2 up to 5-10 damage&lt;br /&gt;
|effect= [[Melee]]&lt;br /&gt;
|school= Physical&lt;br /&gt;
|resource= Mana&lt;br /&gt;
|cost= 4&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= None&lt;br /&gt;
|cooldown= Unknown&lt;br /&gt;
|synergies= None known&lt;br /&gt;
}}&lt;br /&gt;
Spectral Blade is used for [[Wizard]]s willing to meet their enemies toe to toe. It's a powerful [[melee]] spell that will kill most enemies early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[Image:Wiz-spectral-blade2.jpg|thumb|left|250px|[[Mirror Image]]s casting Spectral Blade.]]&lt;br /&gt;
This skill was the default left click attack at the [[BlizzCon 2008]] build, and also used heavily in the [[BlizzCon 2009]] demo and it worked quite nicely. It was a [[melee]]+spell, hitting anything up close with all 3 slashes, but extending the slashes far enough that targets out of melee range would be hit by one or perhaps two of the attacks.  Each slash could also strike multiple targets, making this one potentially quite damaging against multiple, close-range enemies.&lt;br /&gt;
&lt;br /&gt;
There is a slight casting delay on Spectral Blade, making it too slow to stun lock enemies. A Wizard who uses this one at the point blank range where it's most effective will be hit back by any targets who do not succumb to the first assault.&lt;br /&gt;
&lt;br /&gt;
This spell was tweaked since the [[Spectral Blade (BlizzCon 2008)|BlizzCon 2008 version]], when it did 1-6 damage per hit, but hit 1-3 times. That allowed a huge spread of damage, from 1-18, and the team must have found it worked better to keep this low level skill a bit more predictable in damage range.&lt;br /&gt;
&lt;br /&gt;
As for the function, it had the same graphic, sound effect, and casting speed as it did last year. There was one noticeable change, though. This skill now does 3 hits every time, a modification that (seemed to) remove some of the technique out of using it. Last year, 3 hits were usually granted on point blank targets, while enemies at the edge of the skill’s range (who were generally not yet in melee range of the Wizard) were most likely to take just a single hit.  I didn’t actually use this one much, with so many other, more interesting spells on offer, (and since I very seldom allowed enemies to get into melee range) so I can’t say if it really does always hit three times, but it was very effectively putting down almost anything I hit with it.&lt;br /&gt;
&lt;br /&gt;
Also note that the level 1 and 2 values are projected, since &amp;quot;new&amp;quot; Wizards in the Blizzcon demo started off at level 12, with all 12 points already placed. Three of which were in this spell.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hands On Description===&lt;br /&gt;
Flux's BlizzCon [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard gameplay report] offered extensive coverage of the lower level [[Wizard]] skills. Here's what he said about Spectral Blade.&lt;br /&gt;
&lt;br /&gt;
::''Spectral Blade is a magical attack that deals physical damage to enemies very near the [[Sorceress]]. The skill creates a lattice of straight lines of power that overlap like a half dozen toothpicks tossed down in a heap. It's got a cool, sword-slashing sound to go with it, and can be seen (and heard) repeatedly in the Wizard game play movies from BlizzCon. The skill hits each enemy in front of the Wizard up to three times, dealing 1-5 damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-spectral-blade1.jpg|thumb|right|250px|Wizard cleaving some [[Zombie]]s.]]&lt;br /&gt;
::''Using this skill is almost like using [[Bash]], or [[Cleave]], or some melee [[Barbarian]] attack, if those skills had extra range. Spectral Blade hits enemies at [[melee]] range, but can also nail them a yard or two distant, though it seemed like the multiple hits of damage were more likely to occur if the [[monster]] was right in front of you, where the lines overlapped. The initial temptation is to use this skill against anything that can be hit by it, but after a bit of practice (and a lot of running out of [[mana]]) I realized that it was more effective if I aimed it. So I started letting the monsters get into range, and tried to position myself so that I had several [[zombie]]s in a bunch, where each slash of the Spectral Blade would have a chance to hit all of them more than once. This immediately cut my mana use since I was using the spell less often, and it was more fun to use it that way. It became a bit of a challenge to try to take out zombies or [[skeleton]]s in one Spectral Blade, instead of 2 or 3. Especially when I had a couple of them overlapping.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''I was not able to use it enough to figure out just what the odds of getting multiple hits were, or if they could all hit even when there were multiple enemies in the target zone, since the damage can vary so much. Spectral Blade can deal 1-5 damage with 1-3 hits, so I could do 1-15 damage with each use of it. Plus, since all 3 hits were added up and dealt at once, there was no way to tell if I'd landed 1, 2, or 3, especially since 3 hits might only do 3 or 4 damage, while a single hit could do 5. Still, it was a fun skill to use, and the multiple hits to multiple targets over a larger-than-melee range made it fun to play with. I enjoyed using it in crowds and watching multiple enemies take hits.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''It's not a spell that can be used machine gun style though, even if enemies are in range. There's a short delay after each cast, a [[cooldown]] that's longer than the Wizard has with her projectile spells. As a result Spectral Blade doesn't look like a real boss-killer. It also didn't seem to [[stun]] or [[interrupt]] the attacking motion of monsters, the way melee attacks sometimes did, so it's not a way to render targets helpless while you slash them to bits.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 3 Hits with 1-2 physical damage per hit. (projected)&lt;br /&gt;
* '''Rank 2:''' 3 Hits with 2-4 physical damage per hit.&lt;br /&gt;
* '''Rank 3:''' 3 Hits with 3-6 physical damage per hit.&lt;br /&gt;
* '''Rank 4:''' 3 Hits with 4-8 physical damage per hit.&lt;br /&gt;
* '''Rank 5:''' 3 Hits with 5-10 physical damage per hit. (projected)&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;
Spectral Blade was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. It was changed slightly in the [[BlizzCon 2009]] version, increasing the number of hits to always be 3, but lowering the damage per hit instead to even it out.&lt;br /&gt;
&lt;br /&gt;
'''Previous versions:'''&lt;br /&gt;
* [[Spectral Blade (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the class. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&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=Spectral+Blade Spectral Blade-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-spectral-blade1.jpg|Spectral Blades in action.&lt;br /&gt;
Image:Wiz-spectral-blade2.jpg|[[Mirror Image]]s casting Spectral Blades.&lt;br /&gt;
Image:Wiz-spectral-blade3.jpg|Closeup of the blades.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* [[Spectral Blade (BlizzCon 2008)]] (outdated)&lt;br /&gt;
* [[Improved Spectral Blade]] (outdated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_conjuring}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Magic_Missile&amp;diff=24133</id>
		<title>Magic Missile</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Magic_Missile&amp;diff=24133"/>
				<updated>2010-10-26T22:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magic Missile''' is a Tier 1 [[skill]] unlocked for the [[Wizard]] at level 2, invoking a bolt of arcane magic thrown against an opponent.&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= Wiz-magic-missile1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Magic Missile&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= Arcane&lt;br /&gt;
|description= Fire 1 missile(s) of energy at your enemies causing 3-5 arcane damage to them. Critical hits from arcane damage silence targets for 4 secs. &lt;br /&gt;
|type= Damage&lt;br /&gt;
|effect= Bolt&lt;br /&gt;
|school= Arcane&lt;br /&gt;
|resource= [[Mana]]&lt;br /&gt;
|cost= 8&lt;br /&gt;
|cast-time= Instant&lt;br /&gt;
|duration= 4 sec&lt;br /&gt;
|cooldown= Unknown&lt;br /&gt;
|synergies= None&lt;br /&gt;
&amp;lt;!-- |catexclude= --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The Magic Missile is a bolt-type spell much like the classical {{iw|Sorceress_Fire_Spells#Fire_Bolt Firebolt}} but using [[Arcane]] energies instead of [[Element]]al (like [[Fire]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[Image:Magic_Missile_impact.jpg|thumb|250px|left|Magic Missile impact on [[Zombie]].]]&lt;br /&gt;
Magic Missile is basically a {{iw|Sorceress_Fire_Spells#Fire_Bolt Firebolt}} that deals Arcane Damage. In early levels, Magic Missile might be the Wizard's bread and butter. Using this skill fires a small purple projectile that moves across the screen in a straight line and at a fairly fast pace, and it can be cast repeatedly without any [[cooldown]].&lt;br /&gt;
&lt;br /&gt;
In later levels, it might prove invaluable as a cheap and direct means of [[silence|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. This property hasn't been explained yet, but the consensus is that a silenced [[monster]] will be unable to use some of its skills or abilities, such as [[Skeletal Summoner|Skeletal Mages]] losing the ability to [[resurrect]] their slain minions. 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;
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;
This was the default ranged spell at [[BlizzCon 2008]], but with [[Arcane Orb]] and [[Electrocute]] available right from the start in [[BlizzCon 2009|2009]], Magic Missile was hardly touched. It didn't seem to have changed in function since 2008.&lt;br /&gt;
&lt;br /&gt;
Note that [[Improved Magic Missile]] and other related skills are. Perhaps permanently, perhaps just for now. It seemed a bit redundant in 2008, since the listed function was to increase the number of missiles and boost their damage. And since there are [[rune|skill runes]] that do both of those things to skills, and equipment that boosts the damage, Improved MM seemed sort of pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* 1 Missile, 7-13 arcane damage, 8 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Synergies]]==&lt;br /&gt;
* None known&lt;br /&gt;
[[Image:Magic_Missile_corpse.jpg|thumb|right|250px|Corpses made from Magic Missile glows eerily.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Rune|Skill Rune]] Effects==&lt;br /&gt;
* [[Hydra rune]] increases the number of missiles fired with each use of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Magic Missile was first shown at [[BlizzCon 2008]] in Anaheim as one of the first skills for the [[Wizard]]. It was designed as a base level ranged skill. This was the only information originally available about the skill:&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;
At BlizzCon 2008 the spell was the &amp;quot;default&amp;quot; ranged skill for Wizards in the demo. Compared to then, it has received a slight [[nerf]] in [[BlizzCon 2009|2009]] down to 3-5 damage and a slightly lower [[mana]] cost. However, the primary change was in making several supporting skills redundant with the new skill trees. The skill is likely now designed to get better with just adding skill ranks into it. The following skills used to affect Magic Missile:&lt;br /&gt;
*[[Arcane Damage]] - Increased arcane damage by a percentage&lt;br /&gt;
*[[Efficient Magics]] - Reduced mana cost&lt;br /&gt;
*[[Penetrating Spells]] - Reduced enemy&lt;br /&gt;
*[[Arcane Weakness]] - Caused victims of your spell to take additional damamge from arcane spells for a time&lt;br /&gt;
*[[Arcane Speed]] - Reduced cooldown of Magic Missile&lt;br /&gt;
*[[Arcane Distortion]] - Caused victims of your spell to be slowed for a time&lt;br /&gt;
*[[Improved Magic Missile]] - Increased the number of missiles per cast, and the damage per missile&lt;br /&gt;
*[[Mana Burst]] - Increased the damage, if mana is full before the cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Previous Versions:'''&lt;br /&gt;
* [[Magic Missile (BlizzCon 2008)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-magic-missile1.jpg|center|thumb|450px|Double missiles.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In Diablo III, Blizzard seems to have gone back to games like Dungeons &amp;amp; Dragons for inspiration. A spell called Magic Missile is a staple low-to-mid level magic bolt in the traditional pen &amp;amp; paper RPG. The Magic Missile also increases number of missiles, as does the original. Wikipedia describes D&amp;amp;D Magic Missile like this: [http://en.wikipedia.org/wiki/Magic_of_Dungeons_&amp;amp;_Dragons#Arcane_spells]&lt;br /&gt;
:: ''A bolt of pure energy from the caster's fingertips, which in most editions of the game never misses its target unless prevented by magical means. The number of bolts one can cast increases with practice.''&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=Magic+Missile Magic Missile-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-magic-missile1.jpg|Magic Missile cast by female [[Wizard]].&lt;br /&gt;
Image:Magic_Missile_corpse.jpg|Killed [[Zombie]] glowing.&lt;br /&gt;
Image:Magic_Missile_impact.jpg|Female [[Wizard]] &amp;quot;missiling&amp;quot;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard gameplay report]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_arcane}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Wizard&amp;diff=24132</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Wizard&amp;diff=24132"/>
				<updated>2010-10-26T22:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Wizard Skills */  -&amp;gt; complete bc2010 overhaul&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Wizard''' is a pure [[caster|spellcaster]], harnessing arcane and elemental magic to do his/her bidding via a devastating array of offensive spells. The Wizard is quite similar to the [[Sorcerer]] and [[Sorceress]] of previous Diablo games, in design and concept.&lt;br /&gt;
&lt;br /&gt;
One key change in Diablo 3 is that the Wizard does not use [[mana]], but has a new resource called [[instability]], a change that has profound gameplay implications. Details about how Instability will function have not yet (March, 2010) been revealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Wizards.jpg&lt;br /&gt;
|portrait-width= 200px&lt;br /&gt;
|name= Wizard&lt;br /&gt;
|classtype= official&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane Skill Tree]]&lt;br /&gt;
|skilltree2= [[Conjuration Skill Tree]]&lt;br /&gt;
|skilltree3= [[Storm Skill Tree]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Xiansai]]&lt;br /&gt;
|affiliation= None. [[Vizjerei]] (former), [[Zann Esu]] (former)&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Vizjerei]], [[Yshari Sanctum]], [[Valthek]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Male Wizard2.jpg|thumb|left|250px|Male Wizard using [[Wave of Force]].]]&lt;br /&gt;
The word &amp;quot;wizard&amp;quot; is used derogatory for rogue [[Sorcerer]]s and magi that are dangerous to the world at large in the world of [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
The female Wizard character in [[Diablo III]] is from the island [[Xiansai]], an island to the far north with a culture similar to Asia in our world. [[Abd al-Hazir]] writes about a 'wizard' wreaking havoc in [[Caldeum]] in his [[Writings of Abd al-Hazir: Entry no. 0007|seventh entry]] of the [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
This 19 year old female wizard was sent to the [[Zann Esu]] [[mage clan]], but later handed over to the powerful [[Vizjerei]] since she was a &amp;quot;rude and uncooperative student,&amp;quot; that the smaller mage clan could not control. They hoped the harsh discipline at Vizjerei &amp;quot;would break her anarchic spirit.&amp;quot; Yet even the Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics without care for herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
It was rumoured in Caldeum that she ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], but the truth is she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public.&lt;br /&gt;
&lt;br /&gt;
[[Valthek]], a great Vizjerei mage confronted her and she attacked him. She relied on trickery and deceit to render Valthek unconscious and then proceeded to flee the city immediately after the encounter. The extensive property damage was assumed to be the result of Valthek's [[magic]]al prowess, not the young wizard.&lt;br /&gt;
&lt;br /&gt;
Abd al-Hazir is concerned about the young, rebellious and inexperienced wizard wandering the world, using magics she does not understand. He mentioned that certain schools of magic were too dangerous and &amp;quot;those wiser than you or I determined long ago [to forbid] their practice.&amp;quot; Primal forces including time warps include the secrets he suspects she gathered from the Ancient Repositories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Male Wizard's Lore===&lt;br /&gt;
The official Wizard lore only addresses the female Wizard. Whether the male Wizard will get his own, gender-specific lore tale at some point is unknown. As with all the male/female versions of each character, the male Wizard is known to be much the same as the female, when it comes to personality and temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Wizard is an aggressive archetypal magic wielder founding his powers on the aggressive fierceness of the storm, the arcane and conjuration. Both the male and female wizards are rebellious, headstrong, impulsive, and brilliant. Too smart and arrogant to fit into the authority of the sorcerer schools of the [[mage clan]]s. Always on top of their skills and even smarter than their teachers, cocky and self assured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource System===&lt;br /&gt;
&lt;br /&gt;
After an interview, Jay Wilson said that the Wizard will not use [[Instability]], it will be using a new kind of resource pool, Arcane Power, which is not dissimilar to [[mana]] in a lot of ways.&lt;br /&gt;
The arcane power regenerates quicker than [[mana]] but it is a flat amount it cannot be increased statistically or by items, some [[Skills]] empower it.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, Jay Wilson stated that mana might probably be going back to the Wizard, because they are all but convinced by Arcane Power.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-hand-on-blascid/]&lt;br /&gt;
&lt;br /&gt;
===Sorceress Redux?===&lt;br /&gt;
Some fans have criticized the Wizard for just being the [[Sorceress]] with a new look. [[Jay Wilson]] commented on that [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 in an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|Wizard using [[Disintegrate]].]]&lt;br /&gt;
::''I would respond, &amp;quot;Yeah, you're right; the Wizard is basically a reskinned Sorceress.&amp;quot; What we couldn't do with the Sorceress very well was break into what I'd call the old-school pen-and-paper magic user. You know the old magic user who could do a variety of things, like conjure up animals out of midair or create clouds of fog and acid or control time or [[Disintegrate|disintegrate things]] or use death spells. They had this wide variety of magic that they could use compared to the more traditional elementalist -- which is what the Sorceress is, meaning fire, ice, and lightning -- who was just more limited. What we really wanted to do is break into this area, while if we just did the Sorceress again, we'd be like, &amp;quot;OK, you have to do fire, ice, and lightning, but where does disintegrate fit? Where does slow time fit in?&amp;quot; So we decided [that we'd] just take the same class mechanics, and [that we'd] change the basic concept and name and just have a throwback to that old-school magic user to give ourselves a broader range of magic skills. But there was never a huge desire to go away from the basic gameplay of the Sorceress; there's a lot of repeated skills, and that's intentional.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-fem-02.jpg|thumb|250px|Female wizard: concept art to final in-game.]]&lt;br /&gt;
The female wizard's appearance was widely-accepted and non-controversial. She looks quite a bit like her original concept art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Male Wizard Controversy===&lt;br /&gt;
&lt;br /&gt;
The male wizard, on the other hand, had a very controversial reveal. No one thought much of his concept art or paid much attention to his appearance when he debuted as a playable character in the [[BlizzCon 2009]] demo. However, some months later when Blizzard added his in-game model to their official wizard page, there was an eruption of fan rage. [http://diablo.incgamers.com/blog/comments/male-wizard-in-game-animation-and-ss/] &lt;br /&gt;
&lt;br /&gt;
The primary complaints were that he looked too effeminate, and while there was arguably a homophobic edge to the complaints, anyone can see that the male wizard is far from the strongest-looking character in the game. The character lore stresses how headstrong, confident, and haughty the wizard is in his/her arrogant youth, and in matching that description the male wizard falls short. He's just not an imposing, powerful looking individual [http://diablo.incgamers.com/blog/comments/the-wimpy-male-wizard-and-posturing/], though as some fans pointed out,[http://diablo.incgamers.com/forums/showpost.php?p=7461233&amp;amp;postcount=14] he's very much typical of the current look of many heroic males in popular anime; wearing an indifferent, too-cool-for-school meterosexual look. It's not known if that &amp;quot;look&amp;quot; played any part in Blizzard's design of the character, but it's clear that Blizzard wants to provide a variety of different character looks so that all fans will have someone they can enjoy playing. And that tastes vary.&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-male-comparison1.jpg|frame|thumb|200px|Male Wizard concept vs. in-game.]]&lt;br /&gt;
Blizzard made no substantive comments over the fan reaction to the male wizard's appearance, so it's assumed that they're making no changes and are fine with the way fans have greeted the character's look. A poll on Diii.net found fan opinions widely split on the character, with almost equal numbers of fans to loved and hated it, with very few undetermined votes.[http://diablo.incgamers.com/blog/comments/male-wizards-look-your-opinion/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What do you think of the look of the Male Wizard?&lt;br /&gt;
* 2) It's good, but could be improved. 243 votes, 28.79%&lt;br /&gt;
* 4) Ugh. I'll be playing the female Wiz. 220 votes, 26.07%&lt;br /&gt;
* 5) Hate it. J-pop boy-band reject. 140 votes, 16.59%&lt;br /&gt;
* 1) I love the male Wizard look. 137 votes, 16.23%&lt;br /&gt;
* 3) I'm indifferent. M'eh. 104 votes, 12.32%&lt;br /&gt;
Total Votes: 844&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth stressing that there was no fan outcry to the look of the male wizard after he was first shown in-game, at the [[BlizzCon 2009]] demo. It was only when his head-on view was added to the official website that he became objectionable, and since this is a view players will never have in the isometric, top-down game view, (barring some sort of &amp;quot;zoom in to look at your character's armor&amp;quot; option) this controversy is likely to be a non-factor in the final game.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
&lt;br /&gt;
This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
&lt;br /&gt;
::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
&lt;br /&gt;
::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
&lt;br /&gt;
::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
&lt;br /&gt;
::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
&amp;lt;!--*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x--&amp;gt;&lt;br /&gt;
*'''[[Life]]:''' 20&lt;br /&gt;
*'''[[Mana]]:''' 80&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard Skills===&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed a complete skill system overhaul, which of course also affected the wizard. Skills were no longer divided up into skill trees, they were simply unlocked without prerequisites at certain levels and could be used to fill up to 7 skill slots. &lt;br /&gt;
&lt;br /&gt;
As soon as the required level to unlock a skill slot is reached, the player can chose between skills as listed below. Acquiring new skills or putting further skill points into already acquired skills is always the player's choice.&lt;br /&gt;
&lt;br /&gt;
====Tier 1====&lt;br /&gt;
[[Image:Magic_Missile_impact.jpg‎|thumb|right|150px|[[Magic Missile]]]]&lt;br /&gt;
[[Image:Wiz-spectral-blade1.jpg|thumb|right|150px|[[Spectral Blade]]]]&lt;br /&gt;
[[Image:Wiz-mirror-image1.jpg|thumb|right|150px|[[Mirror Image]]]]&lt;br /&gt;
[[Image:Wiz-slow-time1.jpg|thumb|right|150px|[[Electrocute]] in a [[Slow Time]] bubble.]]&lt;br /&gt;
[[Image:Wiz-frost-nova1.jpg|thumb|right|150px|[[Frost Nova]]]]&lt;br /&gt;
[[Image:Tornado.jpg|thumb|right|150px|[[Energy Twister]]]]&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|150px|[[Disintegrate]]]]&lt;br /&gt;
[[Image:Wiz-meteor1.jpg|thumb|right|150px|[[Arcane Torrent]]]]&lt;br /&gt;
:Unlocked at level 2:&lt;br /&gt;
::* [[Magic Missile]]&lt;br /&gt;
:::Fires a missile of energy causing x-y arcane damage.&lt;br /&gt;
::* [[Spectral Blade]]&lt;br /&gt;
:::Summons a spectral blade that strikes enemies in front of the Wizard x times causing y-z physical damage with each hit.&lt;br /&gt;
::* [[Charged Bolt]]&lt;br /&gt;
:::Launches a volley of x electric bolts that deal y-z lightning damage per bolt. &lt;br /&gt;
&lt;br /&gt;
====Tier 2====&lt;br /&gt;
:Unlocked at level 3:&lt;br /&gt;
::* [[Explosive Blast]]&lt;br /&gt;
:::Builds up energy around the Wizard that explodes after x seconds, causing y-z physical damage in a small radius. &lt;br /&gt;
::* [[Mirror Image]]&lt;br /&gt;
:::Creates an illusionary duplicate of the Wizard that lasts for x seconds and has y% of the caster's health. &lt;br /&gt;
::* [[Wave of Force]]&lt;br /&gt;
:::Causes a wave of pure force that causes a knockback to nearby enemies, repels projectiles and deals x-y physical damage. &lt;br /&gt;
::* [[Ice Armor]]&lt;br /&gt;
:::Surrounds the Wizard in a barrier of ice that increases armor by x%, freezes attackers for y seconds, and causes z-a cold damage. Cold damage chills enemies, slowing their movement and attack speed. You can only be affected by one armor spell at a time. &lt;br /&gt;
&lt;br /&gt;
====Tier 3====&lt;br /&gt;
:Unlocked at level 6:&lt;br /&gt;
::* [[Frost Nova]]&lt;br /&gt;
:::An explosion of ice freezes nearby enemies for x seconds and causes y-z cold damage. Cold damage chills enemies, slowing their movement and attack speed. Damage will break the freeze effect, but not the chill effect. &lt;br /&gt;
::* [[Electrocute]]&lt;br /&gt;
:::Lightning arcs from the Wizard's fingertips towards an enemy dealing x-y lightning damage. &lt;br /&gt;
&lt;br /&gt;
====Tier 4====&lt;br /&gt;
:Unlocked at level 10:&lt;br /&gt;
::* [[Arcane Orb]]&lt;br /&gt;
:::An orb of pure energy that explodes on contact with enemies dealing x-y arcane damage to all enemies in the blast area. &lt;br /&gt;
::* [[Energy Twister]]&lt;br /&gt;
:::Summon an energy twister that deals x arcane damage per second to everything in its path. &lt;br /&gt;
::* [[Diamond Skin]]&lt;br /&gt;
:::Turns the Wizard's skin to diamond for x seconds absorbing up to y damage from incoming attacks. &lt;br /&gt;
::* [[Hydra]]&lt;br /&gt;
:::Creates a multi-headed hydra that attacks your enemies with bolts of fire, dealing x-y fire damage per attack for z seconds. &lt;br /&gt;
&lt;br /&gt;
====Tier 5====&lt;br /&gt;
:Unlocked at level 14:&lt;br /&gt;
::* [[Disintegrate]]&lt;br /&gt;
:::Emanate a beam of pure energy dealing x arcane damage per second and disintegrating enemies it kills. &lt;br /&gt;
::* [[Ray of Frost]]&lt;br /&gt;
:::Projects a beam of cold that deals x cold damage per second. Cold damage chills enemies, slowing their movement and attack speed. &lt;br /&gt;
::* [[Energy Shield]]&lt;br /&gt;
:::A protective barrier that absorbs damage, draining arcane power in its place. Absorbs x% of all damage dealt to the Wizard.  &lt;br /&gt;
::* [[Slow Time]]&lt;br /&gt;
:::Warps space and time, slowing nearby monsters and projectiles for x seconds. &lt;br /&gt;
&lt;br /&gt;
====Tier 6====&lt;br /&gt;
:Unlocked at level 20:&lt;br /&gt;
::* [[Arcane Torrent]]&lt;br /&gt;
:::Arcane meteorites pelt the targeted region dealing x-y arcane damage per second. &lt;br /&gt;
::* [[Blizzard]]&lt;br /&gt;
:::Call down shards of ice to pelt an area dealing x-y cold damage per second for z seconds. Cold damage chills enemies, slowing their movement and attack speed. &lt;br /&gt;
::* [[Magic Weapon]]&lt;br /&gt;
:::Imbues the Wizard's weapon with magical energy, granting x-y increased damage. &lt;br /&gt;
::* [[Meteor]]&lt;br /&gt;
:::Summons a massive meteor from the sky that causes x-y fire damage to all enemies in the affected area.&lt;br /&gt;
:::Also leaves a pool of fire that does x fire damage every second for y seconds. &lt;br /&gt;
::* [[Storm Armor]]&lt;br /&gt;
:::Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for x-y lightning damage. You can only be affected by one armor spell at a time. &lt;br /&gt;
&lt;br /&gt;
====Tier 7====&lt;br /&gt;
:Unlocked at level 26:&lt;br /&gt;
::* [[Familiar]]&lt;br /&gt;
:::Creates a companion that accompanies the Wizard, attacking enemies for x-y damage. This companion cannot be targeted or damaged by enemies.  &lt;br /&gt;
::* [[Teleport]]&lt;br /&gt;
:::Teleport instantly to the selected location. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wizard Lore and Story==&lt;br /&gt;
&lt;br /&gt;
Like all of the characters in Diablo 3, the Wizard has an in-game backstory that gives insight into the character's personality and mannerisms. The tale is written from the perspective of [[Abd al-Hazir]], the scholar and historian responsible for most of the game lore thus far released. [http://us.blizzard.com/diablo3/characters/wizard.xml]&lt;br /&gt;
&lt;br /&gt;
[[Image:Male_Wizard.jpg|thumb|right|200px|Male Wizard concept art.]]&lt;br /&gt;
::Owing to my lack of tolerance for those who would use magic towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.&lt;br /&gt;
&lt;br /&gt;
::Recently the youth of Caldeum have fallen prey to the overblown stories of just such a delinquent wizard. That is correct: I used the uncouth term wizard, not sorcerer. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the Yshari Sanctum of the mage clans, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.&lt;br /&gt;
&lt;br /&gt;
::This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of Xiansai, for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the Zann Esu mage clan, she was eventually handed over to the Vizjerei in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
::Although there is no truth to the tales that she actually ventured into the infamous Bitter Depths below the Sanctum, she was caught in the Ancient Repositories, where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage Valthek and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best Yshari's most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.&lt;br /&gt;
&lt;br /&gt;
::It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious wizard, young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to Caldeum. &lt;br /&gt;
        &lt;br /&gt;
These stories are told on the official site, and though they refer to just one gender, the male and female versions of each character are fairly similar in outlook and personality, though their origin tales might differ slightly.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Wizard was the third [[class]] revealed by Blizzard, debuting at [[BlizzCon 2008]]. It's in essence a re-make of the [[Sorceress]], but with a slightly different set of skills.&lt;br /&gt;
&lt;br /&gt;
In the [[GamesCom 2009 demo]], we saw the male version of the in-game wizard the first time.&lt;br /&gt;
&lt;br /&gt;
Also in the [[GamesCom 2009 demo]], The Wizard was using [[Mana]] as a placeholder resource pool.&lt;br /&gt;
&lt;br /&gt;
On 22nd September 2009, [[Bashiok]] announced the Wizard will not be using traditional [[Mana]], but a [[resource pool|resource]] more specialized for the class.  This resource was later revealed to be [[Arcane Power]].&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=Wizard Wizard-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ss71 hires.jpg|Female Wizard.&lt;br /&gt;
Image:Male_Wizard.jpg|Male Wizard.&lt;br /&gt;
Image:Wizard vs King Leoric.jpg|Wizard vs [[King Leoric]].&lt;br /&gt;
Image:Wizard disintegrate.jpg|Wizard casting [[Disintegrate]].&lt;br /&gt;
Image:Wiz-disintegrate2.jpg|[[disintegrate]] used on [[Zombie]]s.&lt;br /&gt;
Image:Skill_wizard_slowtime.jpg|[[Slow Time]] with [[Wave of Force]] to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Casting [[Electrocute]] out of a [[Slow Time]] bubble.&lt;br /&gt;
Image:Mana-orb1.jpg|[[Mana Globe]] in a [[Experience#Level_Up_Bonus|level-up]] explosion.&lt;br /&gt;
Image:Male_Wizard2.jpg|The male Wizard in the game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Writings of Abd al-Hazir: Entry no. 0007: Wizard]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/ Bashiok on non-mana Resources and Cinematics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox|Wizard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Basics]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Wizard&amp;diff=24131</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Wizard&amp;diff=24131"/>
				<updated>2010-10-26T21:42:34Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Arcane Power */  -&amp;gt; prob. return of mana&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Wizard''' is a pure [[caster|spellcaster]], harnessing arcane and elemental magic to do his/her bidding via a devastating array of offensive spells. The Wizard is quite similar to the [[Sorcerer]] and [[Sorceress]] of previous Diablo games, in design and concept.&lt;br /&gt;
&lt;br /&gt;
One key change in Diablo 3 is that the Wizard does not use [[mana]], but has a new resource called [[instability]], a change that has profound gameplay implications. Details about how Instability will function have not yet (March, 2010) been revealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Wizards.jpg&lt;br /&gt;
|portrait-width= 200px&lt;br /&gt;
|name= Wizard&lt;br /&gt;
|classtype= official&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Willpower]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Arcane Skill Tree]]&lt;br /&gt;
|skilltree2= [[Conjuration Skill Tree]]&lt;br /&gt;
|skilltree3= [[Storm Skill Tree]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Xiansai]]&lt;br /&gt;
|affiliation= None. [[Vizjerei]] (former), [[Zann Esu]] (former)&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= [[Vizjerei]], [[Yshari Sanctum]], [[Valthek]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Male Wizard2.jpg|thumb|left|250px|Male Wizard using [[Wave of Force]].]]&lt;br /&gt;
The word &amp;quot;wizard&amp;quot; is used derogatory for rogue [[Sorcerer]]s and magi that are dangerous to the world at large in the world of [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
The female Wizard character in [[Diablo III]] is from the island [[Xiansai]], an island to the far north with a culture similar to Asia in our world. [[Abd al-Hazir]] writes about a 'wizard' wreaking havoc in [[Caldeum]] in his [[Writings of Abd al-Hazir: Entry no. 0007|seventh entry]] of the [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
This 19 year old female wizard was sent to the [[Zann Esu]] [[mage clan]], but later handed over to the powerful [[Vizjerei]] since she was a &amp;quot;rude and uncooperative student,&amp;quot; that the smaller mage clan could not control. They hoped the harsh discipline at Vizjerei &amp;quot;would break her anarchic spirit.&amp;quot; Yet even the Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics without care for herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
It was rumoured in Caldeum that she ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], but the truth is she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public.&lt;br /&gt;
&lt;br /&gt;
[[Valthek]], a great Vizjerei mage confronted her and she attacked him. She relied on trickery and deceit to render Valthek unconscious and then proceeded to flee the city immediately after the encounter. The extensive property damage was assumed to be the result of Valthek's [[magic]]al prowess, not the young wizard.&lt;br /&gt;
&lt;br /&gt;
Abd al-Hazir is concerned about the young, rebellious and inexperienced wizard wandering the world, using magics she does not understand. He mentioned that certain schools of magic were too dangerous and &amp;quot;those wiser than you or I determined long ago [to forbid] their practice.&amp;quot; Primal forces including time warps include the secrets he suspects she gathered from the Ancient Repositories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Male Wizard's Lore===&lt;br /&gt;
The official Wizard lore only addresses the female Wizard. Whether the male Wizard will get his own, gender-specific lore tale at some point is unknown. As with all the male/female versions of each character, the male Wizard is known to be much the same as the female, when it comes to personality and temperament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Wizard is an aggressive archetypal magic wielder founding his powers on the aggressive fierceness of the storm, the arcane and conjuration. Both the male and female wizards are rebellious, headstrong, impulsive, and brilliant. Too smart and arrogant to fit into the authority of the sorcerer schools of the [[mage clan]]s. Always on top of their skills and even smarter than their teachers, cocky and self assured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource System===&lt;br /&gt;
&lt;br /&gt;
After an interview, Jay Wilson said that the Wizard will not use [[Instability]], it will be using a new kind of resource pool, Arcane Power, which is not dissimilar to [[mana]] in a lot of ways.&lt;br /&gt;
The arcane power regenerates quicker than [[mana]] but it is a flat amount it cannot be increased statistically or by items, some [[Skills]] empower it.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, Jay Wilson stated that mana might probably be going back to the Wizard, because they are all but convinced by Arcane Power.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-hand-on-blascid/]&lt;br /&gt;
&lt;br /&gt;
===Sorceress Redux?===&lt;br /&gt;
Some fans have criticized the Wizard for just being the [[Sorceress]] with a new look. [[Jay Wilson]] commented on that [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 in an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|Wizard using [[Disintegrate]].]]&lt;br /&gt;
::''I would respond, &amp;quot;Yeah, you're right; the Wizard is basically a reskinned Sorceress.&amp;quot; What we couldn't do with the Sorceress very well was break into what I'd call the old-school pen-and-paper magic user. You know the old magic user who could do a variety of things, like conjure up animals out of midair or create clouds of fog and acid or control time or [[Disintegrate|disintegrate things]] or use death spells. They had this wide variety of magic that they could use compared to the more traditional elementalist -- which is what the Sorceress is, meaning fire, ice, and lightning -- who was just more limited. What we really wanted to do is break into this area, while if we just did the Sorceress again, we'd be like, &amp;quot;OK, you have to do fire, ice, and lightning, but where does disintegrate fit? Where does slow time fit in?&amp;quot; So we decided [that we'd] just take the same class mechanics, and [that we'd] change the basic concept and name and just have a throwback to that old-school magic user to give ourselves a broader range of magic skills. But there was never a huge desire to go away from the basic gameplay of the Sorceress; there's a lot of repeated skills, and that's intentional.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-fem-02.jpg|thumb|250px|Female wizard: concept art to final in-game.]]&lt;br /&gt;
The female wizard's appearance was widely-accepted and non-controversial. She looks quite a bit like her original concept art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Male Wizard Controversy===&lt;br /&gt;
&lt;br /&gt;
The male wizard, on the other hand, had a very controversial reveal. No one thought much of his concept art or paid much attention to his appearance when he debuted as a playable character in the [[BlizzCon 2009]] demo. However, some months later when Blizzard added his in-game model to their official wizard page, there was an eruption of fan rage. [http://diablo.incgamers.com/blog/comments/male-wizard-in-game-animation-and-ss/] &lt;br /&gt;
&lt;br /&gt;
The primary complaints were that he looked too effeminate, and while there was arguably a homophobic edge to the complaints, anyone can see that the male wizard is far from the strongest-looking character in the game. The character lore stresses how headstrong, confident, and haughty the wizard is in his/her arrogant youth, and in matching that description the male wizard falls short. He's just not an imposing, powerful looking individual [http://diablo.incgamers.com/blog/comments/the-wimpy-male-wizard-and-posturing/], though as some fans pointed out,[http://diablo.incgamers.com/forums/showpost.php?p=7461233&amp;amp;postcount=14] he's very much typical of the current look of many heroic males in popular anime; wearing an indifferent, too-cool-for-school meterosexual look. It's not known if that &amp;quot;look&amp;quot; played any part in Blizzard's design of the character, but it's clear that Blizzard wants to provide a variety of different character looks so that all fans will have someone they can enjoy playing. And that tastes vary.&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-male-comparison1.jpg|frame|thumb|200px|Male Wizard concept vs. in-game.]]&lt;br /&gt;
Blizzard made no substantive comments over the fan reaction to the male wizard's appearance, so it's assumed that they're making no changes and are fine with the way fans have greeted the character's look. A poll on Diii.net found fan opinions widely split on the character, with almost equal numbers of fans to loved and hated it, with very few undetermined votes.[http://diablo.incgamers.com/blog/comments/male-wizards-look-your-opinion/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What do you think of the look of the Male Wizard?&lt;br /&gt;
* 2) It's good, but could be improved. 243 votes, 28.79%&lt;br /&gt;
* 4) Ugh. I'll be playing the female Wiz. 220 votes, 26.07%&lt;br /&gt;
* 5) Hate it. J-pop boy-band reject. 140 votes, 16.59%&lt;br /&gt;
* 1) I love the male Wizard look. 137 votes, 16.23%&lt;br /&gt;
* 3) I'm indifferent. M'eh. 104 votes, 12.32%&lt;br /&gt;
Total Votes: 844&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth stressing that there was no fan outcry to the look of the male wizard after he was first shown in-game, at the [[BlizzCon 2009]] demo. It was only when his head-on view was added to the official website that he became objectionable, and since this is a view players will never have in the isometric, top-down game view, (barring some sort of &amp;quot;zoom in to look at your character's armor&amp;quot; option) this controversy is likely to be a non-factor in the final game.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
&lt;br /&gt;
This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
&lt;br /&gt;
::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
&lt;br /&gt;
::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
&lt;br /&gt;
::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
&lt;br /&gt;
::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
===Attributes===&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
&amp;lt;!--*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x--&amp;gt;&lt;br /&gt;
*'''[[Life]]:''' 20&lt;br /&gt;
*'''[[Mana]]:''' 80&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard Skills===&lt;br /&gt;
[[Image:D3_skilltree_wizardshot.jpg|thumb|right|150px|An off-screen still image of the Wizard's skill tree.]]&lt;br /&gt;
The [[wizard skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Storm_Skill_Tree|Storm]]&lt;br /&gt;
* [[Arcane_Skill_Tree|Arcane]]&lt;br /&gt;
* [[Conjuration_Skill_Tree|Conjuration]].&lt;br /&gt;
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills usually boost or change the behaviour of the active skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arcane Skills====&lt;br /&gt;
[[Image:Wiz-slow-time1.jpg|thumb|left|150px|[[Electrocute]] in a [[Slow Time]] bubble.]]&lt;br /&gt;
The [[Arcane_Skill_Tree|Arcane tree skills]] consists of many classical pen and paper RPGs, including time distortions, [[Disintegrate]], and other magical forces that are not related to elements like Fire, Ice, Lightning. This tree is also good at enhancing or manipulating other spells known by the Wizard.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Storm Skills====&lt;br /&gt;
[[Image:Wiz-frost-nova1.jpg|thumb|left|150px|[[Frost Nova]]]]&lt;br /&gt;
The [[Storm_Skill_Tree|Storm tree skills]] specialize in the power of the heavens, enabling the wizard to wield electrical energy and casting forth the fierce cold of a blizzard accompanied by the harsh freezing wind. The storm elements also protect and enhance the armour and the power of a wizard.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Conjuration Skills====&lt;br /&gt;
[[Image:Wiz-spectral-blade1.jpg|thumb|left|150px|[[Spectral Blade]]]]&lt;br /&gt;
The [[Conjuring_Skill_Tree|Conjuring tree skills]] summons protection or offence from other planes of existence. This is where the classic [[Hydra]] spell is located, as well as the powerful [[meteor]]. This tree can also be used to increase or modify other spells, similar to the Arcane tree.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Lore and Story==&lt;br /&gt;
&lt;br /&gt;
Like all of the characters in Diablo 3, the Wizard has an in-game backstory that gives insight into the character's personality and mannerisms. The tale is written from the perspective of [[Abd al-Hazir]], the scholar and historian responsible for most of the game lore thus far released. [http://us.blizzard.com/diablo3/characters/wizard.xml]&lt;br /&gt;
&lt;br /&gt;
[[Image:Male_Wizard.jpg|thumb|right|200px|Male Wizard concept art.]]&lt;br /&gt;
::Owing to my lack of tolerance for those who would use magic towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.&lt;br /&gt;
&lt;br /&gt;
::Recently the youth of Caldeum have fallen prey to the overblown stories of just such a delinquent wizard. That is correct: I used the uncouth term wizard, not sorcerer. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the Yshari Sanctum of the mage clans, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.&lt;br /&gt;
&lt;br /&gt;
::This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of Xiansai, for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the Zann Esu mage clan, she was eventually handed over to the Vizjerei in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
::Although there is no truth to the tales that she actually ventured into the infamous Bitter Depths below the Sanctum, she was caught in the Ancient Repositories, where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage Valthek and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best Yshari's most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.&lt;br /&gt;
&lt;br /&gt;
::It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious wizard, young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to Caldeum. &lt;br /&gt;
        &lt;br /&gt;
These stories are told on the official site, and though they refer to just one gender, the male and female versions of each character are fairly similar in outlook and personality, though their origin tales might differ slightly.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Wizard was the third [[class]] revealed by Blizzard, debuting at [[BlizzCon 2008]]. It's in essence a re-make of the [[Sorceress]], but with a slightly different set of skills.&lt;br /&gt;
&lt;br /&gt;
In the [[GamesCom 2009 demo]], we saw the male version of the in-game wizard the first time.&lt;br /&gt;
&lt;br /&gt;
Also in the [[GamesCom 2009 demo]], The Wizard was using [[Mana]] as a placeholder resource pool.&lt;br /&gt;
&lt;br /&gt;
On 22nd September 2009, [[Bashiok]] announced the Wizard will not be using traditional [[Mana]], but a [[resource pool|resource]] more specialized for the class.  This resource was later revealed to be [[Arcane Power]].&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=Wizard Wizard-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ss71 hires.jpg|Female Wizard.&lt;br /&gt;
Image:Male_Wizard.jpg|Male Wizard.&lt;br /&gt;
Image:Wizard vs King Leoric.jpg|Wizard vs [[King Leoric]].&lt;br /&gt;
Image:Wizard disintegrate.jpg|Wizard casting [[Disintegrate]].&lt;br /&gt;
Image:Wiz-disintegrate2.jpg|[[disintegrate]] used on [[Zombie]]s.&lt;br /&gt;
Image:Skill_wizard_slowtime.jpg|[[Slow Time]] with [[Wave of Force]] to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Casting [[Electrocute]] out of a [[Slow Time]] bubble.&lt;br /&gt;
Image:Mana-orb1.jpg|[[Mana Globe]] in a [[Experience#Level_Up_Bonus|level-up]] explosion.&lt;br /&gt;
Image:Male_Wizard2.jpg|The male Wizard in the game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Writings of Abd al-Hazir: Entry no. 0007: Wizard]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/ Bashiok on non-mana Resources and Cinematics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox|Wizard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Basics]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Diablo_3_Basics&amp;diff=24101</id>
		<title>Diablo 3 Basics</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Diablo_3_Basics&amp;diff=24101"/>
				<updated>2010-10-25T09:47:40Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Player Killing */  added arenas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Diablo III Logo.jpg|left|200px]]&lt;br /&gt;
This is the '''Diablo 3 Basics''' page, which is the main '''Fact Sheet''' of known '''Diablo III''' information. This much anticipated sequel to Diablo and Diablo II was announced at [[Blizzard]]'s [[WWI 2008]] in Paris, during 27-28 June 2008. Regardless if you just heard that Diablo III is announced, or if you have been following some of the {{wl|[http://diablo.incgamers.com Diablo 3 news]}}, this page will get you up to speed!&lt;br /&gt;
&lt;br /&gt;
If you are looking for the '''Basics Section''' of the wiki, you can find that in the '''[[:Category:Basics|Basics Category]]'''.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
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 randomised content for high replayability. Some changes have been made in order to make the game faster and more flexible as well as making players choose and employ tactics rather than mindless mouseclicking. Besides taking well learned lessons from WoW, the developers have been inspired by 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).&lt;br /&gt;
&lt;br /&gt;
Remember that if you're a newcomer to Diablo you can find more related articles in the '''[[:Category:Basics|Basics Category]]'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Classes ==&lt;br /&gt;
&lt;br /&gt;
Blizzard have confirmed that the game will ship with &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''five'''&amp;lt;/span&amp;gt; character [[class]]es. &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''Four'''&amp;lt;/span&amp;gt; classes have been revealed:&lt;br /&gt;
&lt;br /&gt;
New with Diablo III is the '''choice of gender''' for each class. It's not as customizable as the characters in popular MMO [[World of WarCraft]], but the developers have made it possible to choose a '''male or female''' character of the class they prefer.&lt;br /&gt;
&lt;br /&gt;
The new maximum character level will be '''&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;''' instead of 99, with probable increases in expansions. See the [[end game]] article for many more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Barbarian&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barbfemale.jpg|85px]]&lt;br /&gt;
| [[File:Barbmale.jpg|85px]]&lt;br /&gt;
| '''The [[Barbarian]]''' - The same character you played in [[Diablo II]], but with some [[Barbarian skills|new skills]], and backed with power of the [[ancient]]s.&lt;br /&gt;
* Skills - [[Berserker Skill Tree]] | [[Juggernaut Skill Tree]] | [[Battlemaster Skill Tree]] | All [[Barbarian skills]].&lt;br /&gt;
* Resource - [[Fury]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Monk&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Monkfemale.jpg|85px]]&lt;br /&gt;
| [[File:Monkmale.jpg|85px]]&lt;br /&gt;
| '''The [[Monk]]''' - A new fellow from [[Ivgorod]]. Combining martial arts of our eastern cultures with a holy strike from the western disciplines he takes names and kicks in faces.&lt;br /&gt;
* Skills - [[Skill Tree A]] | [[Skill Tree B]] | [[Skill Tree C]] | All [[Monk skills]]&lt;br /&gt;
* Resource - [[Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Witch Doctor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Witchfemale.jpg|85px]]&lt;br /&gt;
| [[File:Witchmale.jpg|85px]]&lt;br /&gt;
| '''The [[Witch Doctor]]''' - A new class that comes from the jungle region of [[Teganze]], and uses [[Witch Doctor skills|voodoo magic]] to do his bidding. One of his highlights is the [[Wall of Zombies]] spell.&lt;br /&gt;
* Skills - [[Zombie Skill Tree]] | [[Spirit Skill Tree]] | [[Voodoo Skill Tree]] | All [[Witch Doctor skills]]&lt;br /&gt;
* Resource - [[Mana]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Wizard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wizardfemale.jpg|85px]]&lt;br /&gt;
| [[File:Wizardmale.jpg|85px]]&lt;br /&gt;
| '''The [[Wizard]]''' - A new class that is a pure spell caster harnessing arcane and elemental magic to do her bidding. Very similar to the [[Sorcerer]] and [[Sorceress]] of previously Diablo games. One of the highlights is the [[Wizard_skills#Slow_Time|Slow Time]] spell which warps space and time, slowing nearby monsters and projectiles.&lt;br /&gt;
* Skills - [[Conjuring Skill Tree]] | [[Arcane Skill Tree]] | [[Storm Skill Tree]] | All [[Wizard skills]]&lt;br /&gt;
* Resource - [[Arcane Power]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| '''The [[Other classes]]''' - All known information about the one missing class.&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
You can look at the above known class [[skills]] for detailed information about what will be available, but one big general change for character abilities is that you now have a skill bar instead of a potion bar. It works similar to WoW, and more skills can now be accessed easily. Read more about the [[potion]] changes below.&lt;br /&gt;
&lt;br /&gt;
* A '''[[:Category:Skills|Full List of Skills]]''' of the class skills.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skill Tree Respecs/Resets ====&lt;br /&gt;
In Diablo II, a character always had all their skills and stats as they were allocated. If you made any mistake, the only solution was to start over. There has not been a definite word on talent/skill respecs, but [[Jay Wilson]] has said that he didn't like that you were limited in the old system, and that regardless of how the skill system will look, respecs are probably going to be available.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stats/Attributes====&lt;br /&gt;
'''It's no longer possible to choose where to enter your own stat points.''' They will be automatically assigned every time you level up. The customization that this brought in Diablo II is now going to be moved to itemization among other ways. Have a look what kind of secondary attributes are influenced by the initial stats/attributes '''[[Attributes#Strength|Strength]]''', '''[[Attributes#Dexterity|Dexterity]]''', '''[[Attributes#Vitality|Vitality]]''' and '''[[Attributes#Willpower|Willpower]]'''.&lt;br /&gt;
*The '''[[Attributes|full list of attributes]]''' shows how attributes and secondary attributes interact.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skill Runes ====&lt;br /&gt;
[[Rune]]s will work very different in Diablo III compared to {{iw|Rune Diablo II Runes}}, and is now part of the character customization. You will enter skill runes for your skills/spells, which will affect how the these work in the game. A multiplying rune might make your spell fire additional fireballs, another rune might make the blast radius bigger etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
[[Image:Goatmen surround a Siegebreaker.jpg|thumb|right|150px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Goatmen]] &amp;amp; [[Siegebreaker]].&amp;lt;/span&amp;gt;]]Diablo III will have a great array of '''[[monster]]s''', and they will employ more intelligent behaviour, and effects as well. There will be more 'mini-boss' encounters that make for more epic gameplay, an example is the [[Thousand Pounder]], who isn't really a [[boss]], but a unit type. Other 'effects' include skeletons with large shields that can block and protects 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 monsters.&lt;br /&gt;
&lt;br /&gt;
* '''The [[Monster|Monsters Article]]''' has much more information on the 35 known monsters.&lt;br /&gt;
* '''The [[:Category:Monsters|Full List of Monsters]]''' show what can currently be killed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spectacular Deaths==&lt;br /&gt;
Diablo III promises to bring many different '''[[death|death animations]]''' for each killed enemy, as well as special death animations for [[critical hit]]s, and special fatalities by [[boss]] monsters when their hit would kill a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''[[death penalty]]''' will be a lot more lenient. People will no longer lose [[experience]] when dying. Naturally, if the [[Hardcore]] mode makes a return, a death will be permanent, but potentially possible for friends to loot the corpse. There will also be [[checkpoint]]s that automatically save the progress of a player, and when a character dies, he's transported to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Difficulty Levels==&lt;br /&gt;
&lt;br /&gt;
There are going to be three [[difficulty]] levels in Diablo 3, most likely called &amp;quot;normal,&amp;quot; &amp;quot;nightmare,&amp;quot; and &amp;quot;hell&amp;quot; as has become standard in the Diablo series. How much more difficult and what sort of variety the higher difficulty levels will add remains to be determined. Jay Wilson addressed this issue in a November 2009 interview. [http://diablofans.com/forums/showthread.php?t=23550]&lt;br /&gt;
::''What are the differences in the difficulty levels in Diablo III other than just monsters doing more damage? ie: What reason will people have to play through these modes after having already beaten the main story of the game on an easier difficulty setting?&lt;br /&gt;
::'''Jay Wilson:''' We haven't really gotten into the difficulty settings a lot; we're still just working on the core content for the game at this point. The primary reason as to why a player would want to progress through the game, through the several difficulties, would be for more of a challenge. &lt;br /&gt;
&lt;br /&gt;
::There will be also better item customization, for example a Level 100 character in a higher difficulty would see and wear [[items]] that a Level 30 character would not have a chance at seeing in the lower difficulty. Said items will also look and feel completely different whereas in Diablo II a lot of times you just had a remodel of the same old items with different names.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
[[Image:Barbarian swing.jpg|thumb|right|[[Barbarian]] swinging two magical axes.]]While the [[Category:Items|item]] system won't be identical to that of Diablo II, it will be very similar. '''[[Items]]''' will drop randomly and have random attributes. Some of the things that definitely changed:&lt;br /&gt;
* [[Runes]] no longer attach to weapons, and 'rune words' are '''completely removed'''. They are instead used to enhance your skills/spells.&lt;br /&gt;
* The [[inventory]] is now 'WoW-style' with '''one slot per item'''. No more 'inventory-tetris'.&lt;br /&gt;
* The [[stash]] is in the game, bigger this time, and will be possible to expand further.&lt;br /&gt;
** The dev team is discussing potentially making it a shared stash between your characters, or adding a mail system.&lt;br /&gt;
* Items will now drop '''per character''', and be invisible to other characters. They are still [[trade]]able, but you will never go a run without loot again.&lt;br /&gt;
* [[Known Items Listing|The Full List of Items]] contain all known items.&lt;br /&gt;
* [[Potion]]s are drastically changed, with some sort of limits. If it's less gained health/mana, or if it has a [[cooldown]] is unknown, but the old potion system is replaced by [[Health Globe]]s and the belt is replaced by a [[skill]] bar.&lt;br /&gt;
* There will be some new trading system ''in addition to'' the old one, possibly like the WoW [[Auction House]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
[[Image:Cain-concept1.jpg|thumb|right|75px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Cain]]&amp;lt;/span&amp;gt;]]There is a small number of [[NPCs]] that are confirmed for Diablo III:&lt;br /&gt;
* [[Deckard Cain]] - Back to ask us to listen.&lt;br /&gt;
* [[Leah]] - Girl from the [[cinematic]]. Apparently located close to Deckard Cain, likely in [[Tristram]].&lt;br /&gt;
* [[Pablo DeSoto]] - Father of Leah. Close to his daughter, likely in [[Tristram]].&lt;br /&gt;
* [[Captain Rumford]] - This NPC was found in the small town area where new characters began the [[BlizzCon 2008]] demo.&lt;br /&gt;
* [[Mr. Meat Wagon]] - Unnamed NPC that dumped corpses unto a fire.&lt;br /&gt;
* [[Crying Ghost]] - First ever Quest NPC.&lt;br /&gt;
* [[Little Girl Ghost]] - Second ever Quest NPC.&lt;br /&gt;
* Speculated characters to appear in the game can be found on the [[NPC]] article.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
[[Image:Sanctuary World Map.jpg|thumb|225px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[world map|Sanctuary world map]], with locations noted.&amp;lt;/span&amp;gt;]]The [[world map]] of [[Sanctuary]] was actually released with the second Diablo game's manual, but a new and improved map has been made by Blizzard, outlining the continents and the major [[settlement]]s. Many of these locations will be re-visited in [[Diablo III]] including [[Tristram]]. Areas close by that were never visited in the previous games will also have a chance, like the [[Leoric Highlands]] and [[Westmarch]].&lt;br /&gt;
&lt;br /&gt;
We have been shown detailed pictures of [[Skovos]] (the land of the [[Amazon]]s), as well as [[Caldeum]] and Tristram. Skovos is confirmed to be excluded from the game, but the level of detail they are putting in to the universe suggests either a big expansion pack, MMOs or a film.&lt;br /&gt;
&lt;br /&gt;
Outdoor areas will be less randomised than dungeons, and the terrain will for the most part be static. Instead a lot of random scripted events will take place, some will even be really advanced. It can vary from an escort [[quest]], to a mouldy tome, or a big bad [[boss]] monster. You will also find interactive environments with dangerous traps and obstacles, and [[destructible]] elements. There will be &amp;quot;numerous&amp;quot; outdoor locations.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
The only known dungeon of the game so far is the [[Forgotten Tombs]], which is seen on the [[gameplay video]]. It seems to be located adjacent to the [[Leoric Highlands]], and probably close to [[Tristram]] as well. Dungeons will be almost completely randomized, increasing replayability in the game. As a dungeon is a lot easier to randomize, these will be made different each time, and outdoor locations slightly more static. You will also find interactive environments with dangerous traps and obstacles, and [[destructible]] elements. There will be &amp;quot;numerous&amp;quot; dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Screenshot 20.jpg|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Dark Berserker]]s and a [[Grotesque]] in the [[Forgotten Tombs]].&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Screenshot 19.jpg|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Several [[Walking Corpse]]s. [[Follower]]s can be seen as well.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Screenshot 16.jpg|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Witch Doctor]] who's [[Skull of Flame|flameskulling]] some [[Walking Corpse]]s.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
Most transportation in Diablo III will be on foot, as there will be '''no mounts''' in the game. On the other hand, we've heard the [[D3 team]] talk about [[Waypoint]], so they will likely return, and there is also less running after a [[death]] due to [[checkpoint]]s.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
While no [[Easter Eggs]] have been confirmed, we can most likely expect some sort of surprise content in Diablo 3. However, it's not certain exactly what this will be. One thing is known and that is that all previous somewhat modern Blizzard games have had Easter eggs to some degree.&lt;br /&gt;
* Diablo II had its own [[Cow Level]].&lt;br /&gt;
* Blizzard have hinted at Easter eggs and secret levels.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cow Level===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rainbow Level===&lt;br /&gt;
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 might inspire the dev team to make a rainbow level with unicorns and [http://en.wikipedia.org/wiki/Carebear Carebears].&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=708777 Rainbow Level forum thread]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Art Changes==&lt;br /&gt;
Some fans were very upset that [[Diablo III]] is seemingly full of much more colour than the predecessor [[Diablo II]]. While the settings in general now include a lot more colour, Blizzard argues that Diablo II was more colourful than people remember. Some fans have also expressed fears that Diablo III will become too much like [[World of WarCraft]]. You can read more about concerns and responses here:&lt;br /&gt;
* '''[[Art controversy|Diablo III Art Controversy]]'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Story Line==&lt;br /&gt;
[[Image:Cinematic 10.jpg|thumb|right|300px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Mystical comet overlooking a settlement in the western part of [[Sanctuary]].&amp;lt;/span&amp;gt;]]The [[story line]] of the game takes place twenty years after a few powerful heroes saved [[Sanctuary]] from the demonic onslaught in [[Diablo II]]. This has gone by largely unnoticed by the general population as most of those warriors who directly faced [[Hell]]'s armies (and were fortunate enough to survive) went mad from their experiences. Some people know that some sort of conflict took place, but for the most part the war against [[Diablo]] is a myth.&lt;br /&gt;
&lt;br /&gt;
The [[Barbarian]]s gained their identity and cultural pride from protecting the Worldstone within [[Mount Arreat]]. To see it defiled by Baal and his minions, and then destroyed, tore out the heart of these proud people. They abandoned their homeland and became nomadic, wandering the lands of [[Sanctuary]] and pitching themselves into battle after battle in an effort to forget the pain of their shattered homeland.&lt;br /&gt;
&lt;br /&gt;
What happened to [[Tyrael]] after he destroyed the [[Worldstone]] is unknown to everyone. Scholars like [[Deckard Cain]] anticipated a huge invasion of demonic forces as the protection from the [[High Heaven]]s and the [[Burning Hell]]s, but no invasion ever materialized. Cain has spent the last years trying to figure out what happened, and trying to prepare us for the inevitable onslaught.&lt;br /&gt;
&lt;br /&gt;
We know from the [http://www.diii.net/gallery/showgallery.php?cat=600 Diablo III cinematic] that a great comet of some importance is falling down on to the [[Tristram Cathedral]], and that some unlucky soul (if it's [[Leah]] or [[Cain]] isn't sure) is hit by it. [[Hell]]'s armies are amassing, and it isn't safe any more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Not that much information is yet available in regards to [[quest]]s, but what is known is that the quest system will help players interact more with the '''[[lore]]''' of the game, but still be '''optional''', and not something you need to experience unless you so choose. [[Blizzard]] claim the quest system itself will be '''new'''. There will be the standard story-line quests, as well as optional random quests related to the game you are currently in and [[class]]-quests. The random quests will vary from game to game. The same [[location]] in the game might spawn a caravan needing protection, or a mouldy tome which contains a quest, or perhaps just a big bad [[monster]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Player and Multiplayer==&lt;br /&gt;
[[Image:Battle.net 2.0.jpg|right]]You will be able to play Diablo III both offline on your PC/Mac as well as online with friends. [[Jay Wilson]] has said on numerous occasions that the primary focus will be co-op multiplayer, but not excluding single player game. They want all the fans to meet up together as one community, and will make huge changes to the current setup. The preferred multiplayer system for [[Diablo III]] will be [[Battle.net 2.0]] and there will be '''NO LAN'''.&lt;br /&gt;
&lt;br /&gt;
Besides the co-op, it will also be possible to fight versus other players.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle.net 2.0===&lt;br /&gt;
Blizzard have promised very big changes in [[Battle.net 2.0]], and besides removing the [[LAN]] functionality, the idea is to encourage people to play online with [[Achievement]]s, handy friends/foes lists and community support. You can read more about confirmed Battle.net features here:&lt;br /&gt;
* [http://www.diii.net/articles/689867/definite-battlenet-20-features Definite Battle.net 2.0 Features]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Player Killing===&lt;br /&gt;
[[PvP]] will be possible in [[Diablo III]], but not as it works in Diablo II. Players will no longer be victim of &amp;quot;unwanted PvP action&amp;quot;. Instead, Blizzcon 2010's opening ceremony and gameplay panel revealed the introduction of PvP-Arenas as a penalty-free way for players to repeatedly kill each other by mutual agreement.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Changes==&lt;br /&gt;
Among the things that are not listed under their own headline, there are a few other things to highlight about Diablo III:&lt;br /&gt;
* The old {{iw|Mercenaries Diablo II Mercenaries}} are now called '''[[follower]]s''', and it's now possible to have more than one with you on your travels.&lt;br /&gt;
* Blizzard have not given a final decision if there will be a '''[[Hardcore]]''' mode in Diablo III or not, but [[Jay Wilson]] has said that he likes the idea and can't see any reasons why it should not be included.&lt;br /&gt;
* '''Corpses''' will no longer be left permanently. In the opening [[gameplay video]], the corpses stayed for just a few seconds before fading away, but was later increased to 20 seconds, and in the latest builds, there is no upper limit, but instead an upper limit of corpses (so older corpses fade out). The reason is that when the number of corpses amount, they will weigh down the PC running it significantly, since it retains physics from [[Havok]] while in the game.&lt;br /&gt;
* '''[[Chest]]s''' will no longer be locked.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release Information==&lt;br /&gt;
This is a collection of all information available pertaining to the release of Diablo. Including [[release date]], [[system requirements]], [[Beta Test|beta testing]], price/payment methods and age [[rating]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Release Date ===&lt;br /&gt;
As usual, the [[Release Date|release date]] for any Blizzard production is kept under wraps for as long as possible. What is known is that [[Diablo III]] is ''behind'' [[StarCraft II]] in the development cycle. A StarCraft release for 2010 first half and a Diablo III release in '''2010/2011''' seems probable, and the [[BlizzCon 2009]] information also seems to indicate this.&lt;br /&gt;
&lt;br /&gt;
Still, the level of polish makes it harder to estimate development time left. Any other dates or rumours are that -- rumours.&lt;br /&gt;
&lt;br /&gt;
More information on the '''[[Diablo III release date]]''' article.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
* Windows XP compatible&lt;br /&gt;
* Windows Vista compatible&lt;br /&gt;
* Mac OSX compatible&lt;br /&gt;
Read more on the [[Diablo III System Requirements]] page. Diablo III is made completely in 3D, using [[Havok]] physics engine, with a custom game engine made by [[Blizzard]]. The game is currently native to DirectX 9, and will not require DirectX 10 to run. The game will probably use a slightly higher level of system requirements than [[StarCraft II]], which also uses Havok &amp;amp; DirectX 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:&lt;br /&gt;
* [http://www.starcraftwire.net/articles/954/starcraft-2-graphics-requirements-confirmed Graphics Requirements Confirmed] - The most prominent part of the system requirements, the graphics requirements released from Blizzard document.&lt;br /&gt;
* [http://www.starcraftwire.net/articles/675/starcraft-2-system-requirements StarCraft II System Requirements] - System requirements analyse from available information.&lt;br /&gt;
* [http://www.starcraftwire.net/articles/735/kalos-chronicles Kalos' Chronicles] - Technical articles for StarCraft II.&lt;br /&gt;
&lt;br /&gt;
Here is a Blizzard quote on the system specs: [http://ablegamers.com/Disabled-Gamers-News/AbleGamers-Interviews-the-Diablo-III-Team.html]&lt;br /&gt;
::'''''[[Jay Wilson]]:''' Currently we have no plans for specific DirectX 10 support.  Right now are running a DirectX 9, and we run on a pretty broad range of systems, really fast. Overall, across-the-board Blizzard's goal is that all of our games support a broad range of systems.  We don't jump up the system specs in any grand way. We have no intentions of being a high-end game, and certainly no intentions of being an exclusive DirectX 10 game at this time...''&lt;br /&gt;
&lt;br /&gt;
::''We don't exactly know what the system specs are yet, but we'll try to keep them pretty low. We make a lot of decisions about what we do and do not put into our graphics, in order to keep the game running fast. One of the reasons why we talk a lot about art style, and how we focus a lot on art style, stylization of art over... when we do that it allows us to have a good looking game about falling back on technology, our technology does not have to carry us when we have such great art in the game.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Diablo Alpha Beta Testing===&lt;br /&gt;
As with the release date, a time for beta is currently unknown. General information on Blizzard beta tests can be seen on the '''[[Beta Test]]''' page.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Retail Price===&lt;br /&gt;
The retail price for Diablo III is unknown and will be stated closer to release. It's likely that the game will be &amp;quot;boxed&amp;quot; (no monthly fees, just a one-off price) and priced similar to other AAA titles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Age Rating===&lt;br /&gt;
The '''[[rating]]''' of [[Diablo III]] is estimated to be aimed for gamers above the age of 15, while still trying to avoid USK 18+ in Germany, or other similar ratings that would severely hamper the sales of the game in that country. [[Blizzard]] are more likely to censor the game in affected countries than to avoid releasing it if the censorship is too harsh.&lt;br /&gt;
* '''America ([http://en.wikipedia.org/wiki/Entertainment_Software_Rating_Board ERSB])''' - &amp;quot;M&amp;quot; Mature Rating (player should be at least 17 years old). No law enforcement.&lt;br /&gt;
* '''Europe ([http://en.wikipedia.org/wiki/PEGI PEGI])''' - 16+ (player should be at least 16 years old). No law enforcement (for most countries).&lt;br /&gt;
* '''Germany ([http://en.wikipedia.org/wiki/Unterhaltungssoftware_Selbstkontrolle USK])''' - USK 16+ (player should be at least 16 years old). Law enforcement of USK.&lt;br /&gt;
* '''Read more''' in the '''[[rating]]s''' article.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Copy Protection and DRM===&lt;br /&gt;
It's unknown what type of copy protection (DRM) will be used on Diablo III, but with the new Battle.net changes and new Battle.net accounts, the game will likely only use a very light form of copy protection since the license is associated with the account. Online play will most likely not require a DVD in the drive, and offline play is unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who's in Charge?==&lt;br /&gt;
Naturally, [[Blizzard]] 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 &amp;amp; [[lore]] as well as designing the world of [[Sanctuary]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Expansions, MMO or Diablo Movie==&lt;br /&gt;
Whatever will come after [[Diablo III]] is unknown, but it seems apparent that Blizzard are confident [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview] that there '''WILL''' be expansions. They have mentioned that the story line will have a more &amp;quot;final&amp;quot; ending than in Diablo II, which possibly means to make it better for an expansion, or perhaps a future MMO or a [[Diablo movie]]. Regardless, [[Jay Wilson]] has said that there are lots of potential for expanding the universe. What types of media this will come in is unknown: books, comics, manga, expansions, games or a movie...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mike Morhaime]] said that they would like to make '''Diablo III expansions annually'''[http://www.diii.net/blog/comments/diablo-3-will-have-several-expansions], and confirming plans for multiple expansions for the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
You can follow the links to each specific section for further details on Diablo III development and information. You can also use one of the following links for further information:&lt;br /&gt;
* {{wl|[http://www.diii.net/news Diablo III news]}} - The most coherent news listing for Diablo III.&lt;br /&gt;
* [[Media Coverage]] - All Interviews, Previews, Pictures, Videos and Articles from around the web.&lt;br /&gt;
* [[:Category:Basics|Diablo III Basics]] - A listing of articles with good information if you are new to Diablo III.&lt;br /&gt;
* [[Diablo III FAQ]] - Frequently Asked Questions&lt;br /&gt;
* [[Diablo 3 History]] - The history of Diablo III up until the announcement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.blizzard.com/us/press/080628.html Blizzard Press Release]&lt;br /&gt;
&lt;br /&gt;
[[Category:Diablo III]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Hardcore&amp;diff=24100</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Hardcore&amp;diff=24100"/>
				<updated>2010-10-25T09:44:27Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: hardcore pvp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hardcore''' characters are exactly the same as regular characters, except that they are mortal. When they [[die]], they stay dead. Forever. No restarting in [[town]]; no restarting anywhere. Dead hardcore characters in [[Diablo 2]] are able to log back onto the [[Battle.net]] chat channels, but they can not join or create games. It's not known how that feature might be handled in D3, if there's a more interactive chat room experience. What we know can be read in the [[Battle.net 2.0]] article.&lt;br /&gt;
&lt;br /&gt;
==D3 Hardcore Confirmed==&lt;br /&gt;
&lt;br /&gt;
After months of &amp;quot;probably&amp;quot; type comments, Hardcore was confirmed as a Diablo 3 feature in August, 2010. Here's a brief timeline of official statements on the subject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===June 2008===&lt;br /&gt;
From the [[WWI_2008:_D3_Design_Fundamentals_Panel|Diablo 3 Design Fundamentals panel]], at the 2008 WWI event:&lt;br /&gt;
&lt;br /&gt;
::'''Q: Will there be Hardcore mode?'''&amp;lt;br&amp;gt;&lt;br /&gt;
::'''A:''' We haven't decided yet, but I don't see why we wouldn't. It’s not a decision we need to make yet. We probably will, though. &lt;br /&gt;
&lt;br /&gt;
===April 2009===&lt;br /&gt;
&lt;br /&gt;
Bashiok in a forum post.[http://www.diii.net/blog/comments/bashiok-on...-everything/]&lt;br /&gt;
&lt;br /&gt;
::'''Question''': Has anymore thought been put into Hardcore? Are any features decided-upon?&amp;lt;br&amp;gt;&lt;br /&gt;
::'''[[Bashiok]]:''' I think the last thing I heard from Jay on it in public was something along the lines of “Ok fine we’ll just commit to a hardcore mode here and now” outside of that no details have been released.&lt;br /&gt;
&lt;br /&gt;
===August 2010===&lt;br /&gt;
In an interview with GameSpot AU, [[Jay Wilson]] confirmed that Hardcore is definitely returning to Diablo III.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamespot-au/]&lt;br /&gt;
&lt;br /&gt;
::Hardcore is definitely returning to Diablo III, but we haven’t decided what sort of special Battle.net features we’ll enable with it. We want to make sure that if you see a HC char on B.net, you’ll know they’re HC. It’s a status symbol, and it’s only one if you know. We’re looking for ways to reward players, and we’re sure we’ll have a set of HC achievements also.&lt;br /&gt;
&lt;br /&gt;
==Paying to Resurrect Hardcore Characters?==&lt;br /&gt;
&lt;br /&gt;
This concept was initially floated in a forum post by Blizzard's Diablo 3 Community Manager [[Bashiok]], in July 2009. [http://diablo.incgamers.com/blog/comments/bashiok-on-death-proof/]. Reaction from the Hardcore community was fairly outraged and almost entirely negative[http://diablo.incgamers.com/forums/showthread.php?t=731921], and when the issue came up again in April 2010, Bashiok said it had been pretty much ruled out.[http://diablo.incgamers.com/blog/comments/blizzard-on-paying-to-revive-hc-characters-and-wow-rmt-pets/]&lt;br /&gt;
&lt;br /&gt;
::Paying to bring back a fallen hardcore character was something I read someone here post once, and I simply repeated it to say I thought it was an interesting idea. I’m not a designer. Things I find interesting doesn’t mean they’re being implemented. I have though heard [[Jay Wilson|Jay]] (who is lead designer) say that paying to bring back hardcore is pretty much a horrible idea.&lt;br /&gt;
&lt;br /&gt;
==PvP==&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010's Open Q&amp;amp;A panel, fans repeatedly asked whether there would be any sort of hardcore PvP support in Diablo III. Jay Wilson revealed that to a hardcore character, death is always permanent, including PvP. This probably negates the Arena component of Diablo III entirely for hardcore players.&lt;br /&gt;
&lt;br /&gt;
==Additional HC Content==&lt;br /&gt;
* You can read more about the Hardcore Mode of [[Diablo II]] in DiabloWiki {{wl|[http://diablo2.diablowiki.net/Hardcore Hardcore Mode]}}&lt;br /&gt;
* [http://forums.diii.net/forumdisplay.php?f=140 Hardcore D3 Forum]&lt;br /&gt;
* [http://forums.diii.net/forumdisplay.php?f=30 Hardcore D2 Forum]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=532 D2 Hardcore Graveyard Image Gallery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=24099</id>
		<title>Demon Hunter</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=24099"/>
				<updated>2010-10-25T09:34:45Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: resource system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demon Hunter is the fifth playable class in Diablo III and was announced at Blizzcon 2010 in October.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The demon hunters are a group of fanatical warriors sworn to a single purpose: the destruction of the creatures of the Burning Hells.The demon hunters make their home in the Borderlands, away from the jurisdiction of any nation. At any time, over half of them are dispatched to various parts of the world to figth hellspawn. There is something in all demon hunters that gives them the strength to resist the demonic corruption that would drive lesser men to madness. They hone this power, for their resistance to this taint enables them to use the demons' power as a weapon. But their mission and their power are not all that bind them together.&lt;br /&gt;
&lt;br /&gt;
The female Demon Hunter in Diablo III fled from her village as a child during a demonic invasion. She was the only survivor. After days, she was found by a Demon Hunter and was taken in as a member.&lt;br /&gt;
Since every Demon Hunter has a story like this, it is possible that the background for the male character will be similar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010's Gameplay Panel called &amp;quot;A Hero Emerges&amp;quot; was dominated by the Demon Hunter's Class Design. The Demon Hunter fills out the rpg-archetype of a conventional ranged class, using ranged weaponry mostly and primarily. She is designed as a sort of &amp;quot;Bounty Hunter&amp;quot;, preparing for battle and therefore using gadgets and traps as well. Having lost almost everything as a child to a demonic invasion, she became obsessive in hunting down and killing everything that leaves the Burning Hells to walk on Sanctuary, permanently subject to an unending thirst for revenge. This makes her ruthless also in the use of Shadow Magic (thus the glowing eyes). She is willing to do practically anything that makes her an even more deadly slayer of abovementioned targets. Her obsession to kill makes this fast, swift combination of an archer and assassin a bit &amp;quot;anti-hero-ish&amp;quot;, mysterious and dark.&lt;br /&gt;
&lt;br /&gt;
Her skills reflect this design, all being a combination of several of her core elements &amp;quot;tactical&amp;quot;, &amp;quot;traps and gadgets&amp;quot;, &amp;quot;swift and acrobatic&amp;quot;, &amp;quot;ranged&amp;quot;, &amp;quot;shadowy and dark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
8 of the Demon Hunter's skills were revealed at Blizzcon 2010.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Bola'''&lt;br /&gt;
A ranged attack that wraps around the target and explodes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Vault'''&lt;br /&gt;
The Demon Hunter's &amp;quot;move skill&amp;quot;. Has a shadowy theme and some acrobatics to it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Spike Trap'''&lt;br /&gt;
Throws a trap which opens into spike-filled vortex, grinding any demons stepping on it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Grenade'''&lt;br /&gt;
Throws multiple grenades (three at level 1). Can bounce off of walls and floors.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Multishot'''&lt;br /&gt;
A ranged attack firing multiple arrows at a time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Fan of Knives'''&lt;br /&gt;
Throws knives in every direction around the Demon Hunter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Molten Arrow'''&lt;br /&gt;
A ranged attack imbued with fire, leaving a trail of fire behind.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Entangling Shot'''&lt;br /&gt;
A ranged attack that can chain several monsters to one another, inflicting damage as well as slowing their movement speed.&lt;br /&gt;
&lt;br /&gt;
==Resource System==&lt;br /&gt;
&lt;br /&gt;
As of October 2010, the Demon Hunter's resource system remains undetermined. Jay Wilson stated [http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/135958.20101024.Diablo-III-Interview-with-Jay-Wilson/page2/] that there were &amp;quot;5 or 6 ideas on the table&amp;quot; and that they want each class to have a unique resource system. At Blizzcon 2010, the Demon Hunter used mana as a temporary resource system.&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=24095</id>
		<title>Demon Hunter</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=24095"/>
				<updated>2010-10-25T00:37:14Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: demon hunter class design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demon Hunter is the fifth playable class in Diablo III and was announced at Blizzcon 2010 in October.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The demon hunters are a group of fanatical warriors sworn to a single purpose: the destruction of the creatures of the Burning Hells.The demon hunters make their home in the Borderlands, away from the jurisdiction of any nation. At any time, over half of them are dispatched to various parts of the world to figth hellspawn. There is something in all demon hunters that gives them the strength to resist the demonic corruption that would drive lesser men to madness. They hone this power, for their resistance to this taint enables them to use the demons' power as a weapon. But their mission and their power are not all that bind them together.&lt;br /&gt;
&lt;br /&gt;
The female Demon Hunter in Diablo III fled from her village as a child during a demonic invasion. She was the only survivor. After days, she was found by a Demon Hunter and was taken in as a member.&lt;br /&gt;
Since every Demon Hunter has a story like this, it is possible that the background for the male character will be similar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010's Gameplay Panel called &amp;quot;A Hero Emerges&amp;quot; was dominated by the Demon Hunter's Class Design. The Demon Hunter fills out the rpg-archetype of a conventional ranged class, using ranged weaponry mostly and primarily. She is designed as a sort of &amp;quot;Bounty Hunter&amp;quot;, preparing for battle and therefore using gadgets and traps as well. Having lost almost everything as a child to a demonic invasion, she became obsessive in hunting down and killing everything that leaves the Burning Hells to walk on Sanctuary, permanently subject to an unending thirst for revenge. This makes her ruthless also in the use of Shadow Magic (thus the glowing eyes). She is willing to do practically anything that makes her an even more deadly slayer of abovementioned targets. Her obsession to kill makes this fast, swift combination of an archer and assassin a bit &amp;quot;anti-hero-ish&amp;quot;, mysterious and dark.&lt;br /&gt;
&lt;br /&gt;
Her skills reflect this design, all being a combination of several of her core elements &amp;quot;tactical&amp;quot;, &amp;quot;traps and gadgets&amp;quot;, &amp;quot;swift and acrobatic&amp;quot;, &amp;quot;ranged&amp;quot;, &amp;quot;shadowy and dark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
8 of the Demon Hunter's skills were revealed at Blizzcon 2010.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Bola'''&lt;br /&gt;
A ranged attack that wraps around the target and explodes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Vault'''&lt;br /&gt;
The Demon Hunter's &amp;quot;move skill&amp;quot;. Has a shadowy theme and some acrobatics to it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Spike Trap'''&lt;br /&gt;
Throws a trap which opens into spike-filled vortex, grinding any demons stepping on it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Grenade'''&lt;br /&gt;
Throws multiple grenades (three at level 1). Can bounce off of walls and floors.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Multishot'''&lt;br /&gt;
A ranged attack firing multiple arrows at a time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Fan of Knives'''&lt;br /&gt;
Throws knives in every direction around the Demon Hunter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Molten Arrow'''&lt;br /&gt;
A ranged attack imbued with fire, leaving a trail of fire behind.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Entangling Shot'''&lt;br /&gt;
A ranged attack that can chain several monsters to one another, inflicting damage as well as slowing their movement speed.&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Items/Archive&amp;diff=24093</id>
		<title>Items/Archive</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Items/Archive&amp;diff=24093"/>
				<updated>2010-10-25T00:01:12Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: added item set visualization + screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Paper-doll-annotated.jpg|thumb|250px|[[Paper doll]], April 2009.]]&lt;br /&gt;
'''Item''' hunting is the biggest joy in playing the [[Diablo games]] for many players. The item system in [[Diablo III]] is bigger and better, but it's a refinement on the system used in Diablo II, not a radical change. &lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has not yet revealed many specifics about items in D3, but we do know a few things at this point, from playing at [[BlizzCon 2008]], and from what the team has said in interviews.&lt;br /&gt;
&lt;br /&gt;
For a list of items, check out the [[Known Items Listing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Quality and Color==&lt;br /&gt;
The [[D3 Team]] has confirmed that there will be magical, rare, and unique items in Diablo III. [[Set Items]] aren't in yet, but the team has said they're trying to include them. [[Runewords]] will not return in Diablo III.&lt;br /&gt;
&lt;br /&gt;
Crafted items were hinted at for a long time, but not until August 2010 was Diablo III's [[crafting]] system and [[salvage cube]] revealed, as part of the [[Artisan]] NPC operations.  Crafted items do not have a special color in Diablo II, as they become categorized as magical or rare items, depending upon the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] spoke on this issue in Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies] His comments on color confirmed various item types, while opening a whole new can of worms on the color scheme.&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''We've kind of gone round and round on color scheme. I know with World of Warcraft when they decided on a color scheme to fit quality, they were taking that from Diablo 2 and other MMOs, but they chose a color set that they felt was easier to read. We actually tried to emulate that for awhile, I think actually our announcement build or maybe our BlizzCon build was actually using a color scheme very similar to World of Warcraft and we generally found we just didn’t like it, it didn’t feel Diablo. So something as simple as that didn’t feel Diablo anymore.&lt;br /&gt;
&lt;br /&gt;
::Color scheme is pretty solid right now, it follows very closely to the Diablo 2 color scheme. We slightly shifted some of the hues to help, especially with color blindness, to try and get some of the more problematic combinations. We took out, for example, uniques were gold, we’ve changed their color I think we did purple which is a bit of a nod to World of Warcraft but the problem was gold and yellow were really close. Even though the gold lettering was unique and everything it was often very difficult to tell the two apart. So we just did that not to get away from Diablo but to try and fix that kind of readability issue. What we found is that if we try and get too far from Diablo it doesn't feel right, so right now magic items are blue, rare items are yellow, unique items I think they're purple – I'm operating off memory here but they might be different actually because I think we use purple for something else for an item type we haven’t announced yet. Then if we do set items they'll be green, we haven't made a call on set items yet.&lt;br /&gt;
&lt;br /&gt;
Fans were just about unanimous in their disapproval of the color change from gold to purple for uniques. Most fans think uniques should stay gold and if something must change, it should be rares, to purple or some other color that won't be confused with gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Top End Items===&lt;br /&gt;
&lt;br /&gt;
What type of items will make up the end game gear is always [http://www.diii.net/blog/comments/on-the-drawing-board-1-rares-vs-uniques/ a popular topic for fan debate]. This issue came up in the March 2009 Blizzcast, in a question to Jay Wilson. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''Bornakk: '''Will there be a diverse selection of items that are viable for the end-game or will it follow the WoW-type style where there is more like one end-all-be-all set for each class?&lt;br /&gt;
::'''Jay Wilson: '''It’s definitely diverse and it’s diverse on a lot of different fronts. When you think about Diablo 2, all the different ways you can build your character, we really expanded all the ways you can customize your character by adding in the rune system. Not only can you completely customize your skill set, much more so than you can in game like most MMOs like World of Warcraft, because of that, the items you want are based upon the skill set that you’ve chosen or the type of build that you are trying to create.&lt;br /&gt;
&lt;br /&gt;
::And items, one of the things we are trying to do is focus on this even greater element of defining your build. So really it's up to the player on what kind of stats they want on their character, but we're definitely not shooting for a, &amp;quot;oh here's the barbarian armor&amp;quot;, there is a set and when you get the full set you're done. That's just not very Diablo and it's not really the kind of gameplay we're going for. If anything we’d like the item set to be a lot more diverse than it was in Diablo 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay said much the same thing during a Blizzcon 2009 interview: [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''We’d like to get a mix. We would like uniques to be valuable for some builds and rares to be valuable for some builds. Ideally, we’d love to look at an in-game character and see a mix of uniques and rares. There are a couple of ways we can accomplish that. One is to look at the constraints of what a rare item could be and create some space for those items to exist that it makes them superior to uniques. Then, look at uniques and give them some specific attributes that are very hard or almost impossible to show up on rares, but then keep those item bases separate. So you go, “This unique item is really awesome for this, but there’s no belt, for example, that goes with it and so I’m going to look for a rare item to fill that slot, whatever it might be.” The other way is to really focus on unique items having a very specific roll and filling a very specific function. &lt;br /&gt;
&lt;br /&gt;
Other D3 developers said much the same thing at Blizzcon 2009. [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/] These are all noted so that when the final game arrives, and everyone is wearing nothing but rares, or uniques, or set items for the first six months, you can point to these quotes in the wiki and shake them overhead, like angry villagers with torches, on the heels of Frankenstein's monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artisans and Crafting==&lt;br /&gt;
&lt;br /&gt;
August 2010 brought a major announcement, as the [[crafting]] system and [[Artisans]] were introduced. Characters in Diablo III will spend much of their time breaking down unwanted items in the [[salvage cube]], then using the raw [[materials]] created by that process to craft new items from the [[recipes]] offered by the various artisans.&lt;br /&gt;
&lt;br /&gt;
There are three artisans, each offering a wide variety of types of items, as well as crafting recipes and other item-related services. The Artisans will also give [[quests]] and information, and they travel with the player from act to act, providing the same &amp;quot;town&amp;quot; (called the [[Caravan]]) throughout the game. &lt;br /&gt;
&lt;br /&gt;
Click the various linked words in this section for much more info about everything related to the Artisans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Item Buyback===&lt;br /&gt;
&lt;br /&gt;
[[File:Buyback1.jpg|thumb|300px|The item buyback interface.]]&lt;br /&gt;
One added feature sure to please players is the item buyback option. Anything you sell to the NPC merchants can be bought back. This isn't something players will use often, or on purpose, but that one time you misclick and accidentally sell something you wanted to keep, the buyback will be a blessing.&lt;br /&gt;
&lt;br /&gt;
There does not seem to be any un-salvage option though, so be careful what you stick into the [[salvage cube]].&lt;br /&gt;
&lt;br /&gt;
==Item Durability==&lt;br /&gt;
&lt;br /&gt;
During most of the development process there was no durability in Diablo III. The development team said they might do without it; that it was a needless inconvenience. Their thinking changed at some point, since as of the [[Artisan]] reveal in August 2010, durability was back in the game and a major factor in item values. Durability was also said to be the only real [[death]] penalty, with a loss of it leading to heavy repair costs upon each death.&lt;br /&gt;
&lt;br /&gt;
Durability is a major aspect of the [[end game]] [[economy]] though, and can function as a major [[gold sink]]. &lt;br /&gt;
&lt;br /&gt;
* See the [[Durability]] page for much more discussion of this issue.&lt;br /&gt;
&lt;br /&gt;
==Item Rarity==&lt;br /&gt;
&lt;br /&gt;
Another key question about items and item components in Diablo 3: just how scarce will they be? Diablo 2 did a fairly good job making the top items hard-but-not-impossible to find, until {{iw|Runes Runes}} were added in D2X and blew the curve, with the higher level runes incredibly rare; far too scarce given their enormous utility in {{iw|Runewords Runewords}}.&lt;br /&gt;
&lt;br /&gt;
Though we won't have an answer to this until much later in the development process, at least in theory, we will not see useful items with such astronomical drop odds in Diablo 3. [http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/133759.20090831.BlizzCon-Diablo-III-devs-discuss-design-decisions-direction-depth-drops/]&lt;br /&gt;
&lt;br /&gt;
::'''''GamePlanet:''' So we're still going to see the same level of rarity - like with the Zod Rune that nobody ever really picks up?&lt;br /&gt;
::'''[[Kevin Martens]]:''' That's yet to be determined. I'm not exactly sure if we're going to make it a little less rare or not. Hard to say yet, we'll keep tweaking the numbers and we'll have to do a lot of testing to find out if we're happy with things. Even if we do change it in one direction or the other, we may change it back as we're testing it.&lt;br /&gt;
&lt;br /&gt;
==Item Variety==&lt;br /&gt;
&lt;br /&gt;
A few new item types have been seen so far. Characters now wear shoulder pads and pants, in addition to all the other types of armor found in Diablo II. See the [[paper doll]] for screenshots and details.&lt;br /&gt;
&lt;br /&gt;
The Monk is known to use various &amp;quot;fist&amp;quot; type weapons, reminiscent of the Diablo 2 Assassin's claws. It also appears that the Monk's melee staves may be a new variety of staff, with their thicker, studded hitting ends. The Wizard-only short staves (which can be dual wielded with an orb in the off-hand) are a separate type of item in Diablo 3; not just the lowest level type of staff.  &lt;br /&gt;
&lt;br /&gt;
Other than those, no new weapons have been seen thus far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson (sort of) confirmed that we would see new item types in an October 2009 interview. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''Are there going to be any completely new item types?&lt;br /&gt;
::'''Jay Wilson: '''Will there be any completely new item types?... Yes. *laughs* That’s all I’m going to say.&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''Does that mean the Monk’s fist items? Or something else.&lt;br /&gt;
::'''Jay Wilson: '''*pauses* That’s all I’m going to say. You asked the question. “Are there going to be any new item types?” That’s all I’m going to say. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class Specific Weapons===&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Bashiok spoke on this issue, from a design standpoint, in July 2009.[http://diablo.incgamers.com/blog/comments/bashiok-on-class-specific-items/]&lt;br /&gt;
&lt;br /&gt;
::...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.&lt;br /&gt;
&lt;br /&gt;
::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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
Blizzard has stressed that the selections are made carefully and distinctly, and that the lists are not yet finalized.[http://diablo.incgamers.com/blog/comments/bashiok-on-class-specific-items-part-two/]&lt;br /&gt;
&lt;br /&gt;
::The list of what weapon types are or aren’t allowed for each class aren’t final and could change. They’re fairly logical choices and what is most commonly seen as closely tied to the hero archetypes. In our current game the wizard can’t wield a two-handed sword for instance, but can still use a one handed sword and shield if so desired.&lt;br /&gt;
&lt;br /&gt;
This has [http://diablo.incgamers.com/blog/comments/more-on-d3s-limited-weapon-types/ since been reconsidered] and it seems likely wizards will be able to weild 2 handed swords, but not maces however as they do not gel with the flavour of a wizard as they are too &amp;quot;smashy-smashy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Class Specific Armor===&lt;br /&gt;
&lt;br /&gt;
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. [http://diablo.incgamers.com/blog/comments/bashiok-on-class-specific-items-part-two/]&lt;br /&gt;
&lt;br /&gt;
::There still aren’t any armor restriction planned. Armor is a different issue as it’s shown in much the same way as Diablo II, so more types don’t actually increase the animation/modeling costs like weapon types would.&lt;br /&gt;
&lt;br /&gt;
The Diablo 2 Expansion added class-specific armors; helms that only the Druid and Barbarian could wear, as well as shields that were Paladin only. Unlike the class-specific weapons added in the expansion, the armors were cosmetic and fairly illogical; there were plenty of other helms and shields in the game, and it's not like there was something special about the shape of the Druid's or Barbarian's head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shields====&lt;br /&gt;
&lt;br /&gt;
[[File:Shield-barb1.jpg|frame|Barbarian with shield.]]&lt;br /&gt;
[[Shield]]s are generally considered armor, even though they are equipped in the off-hand weapon slot. (As of March 2010, only [[Barbarian]]s and [[Monk]]s can dual wield in Diablo 3.) Shields are found in Diablo 3, and can be used by four of the five character classes. Monks can not use shields, for reasons expressed by [[Bashiok]] in a pair of forum posts in early March 2010. [http://diablo.incgamers.com/blog/comments/blizzard-on-diablo-3-class-specific-weapons/] [http://diablo.incgamers.com/blog/comments/blizzard-on-diablo-3-class-specific-weapons/]&lt;br /&gt;
&lt;br /&gt;
::Bruce Lee would not use a shield, and neither would the monk.&lt;br /&gt;
&lt;br /&gt;
::We have shields. Everyone but monk can wield them.&lt;br /&gt;
&lt;br /&gt;
::Of course that’s subject to change. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For whatever reason, shields are extremely rare in screenshots. [http://diablo.incgamers.com/gallery/showphoto.php?photo=820&amp;amp;title=barbarian-battles&amp;amp;cat=560 Only one screenshot] thus far released shows a Barbarian using a shield, and there are no pieces of concept art that show characters using shields.&lt;br /&gt;
&lt;br /&gt;
It seems that shields will not be a very popular item in Diablo 3, unlike Diablo 2 where they were very commonly equipped for their huge defensive and blocking bonuses. Barbarians seem to prefer dual wielding or two-handed weapons, Monks can not use shields at all, and [Wizard]]s can use a special item type, the [[orb]] in their off-hand, along with a [[wand]] or [[short staff]]. Orbs provide offensive bonuses, and may be more popular for the glass cannon style character. It's not known if [[Witch Doctor]]s have an off-hand item that they'll prefer to shields; something like the class-specific totems favored by [[Necromancer]]s in Diablo 2. And finally, the [[fifth character]] is unknown as of March 2010, but is widely assumed to be an archer/ranged attack specialist, who would have little use for shields either.&lt;br /&gt;
&lt;br /&gt;
Also note that the lack of a [[weapon switch hotkey]] in Diablo 3 makes hybrid builds non-viable, and that characters will thus find little use in collecting two different weapon sets, to utilize in different situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item (Set) Visualization==&lt;br /&gt;
[[File:Armor-sets-comparison.jpg|200px|thumb|comparison of the same set on wiz and barb]]&lt;br /&gt;
&lt;br /&gt;
Item Sets, especially the Body Armor part of them, are visualized in a class-specific way. The same item worn by two different classes results in different looks when equipped, and the icon displaying the item in/at the inventory/paper doll is altered as well. Blizzcon 2010's &amp;quot;Crafting Sanctuary&amp;quot; panel provided the example as seen on the right. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bind on Pick-Up/Equip==&lt;br /&gt;
&lt;br /&gt;
The items in Diablo 3 will not &amp;quot;bind on pickup&amp;quot; ([[BoP]]). In other words, there won't be any items that are untradable, and that can not be dropped by a character without destroying them.  The D3 Team feels that item trading and [[twinking]] is an indispensable part of the Diablo play experience, and they want to encourage trading.&lt;br /&gt;
&lt;br /&gt;
That said, they are considering making the very highest end items Bind on Equip ([[BoE]]). That means that once such an item is equipped it can not be traded to or used by any other character. The point of this feature is to create some turn over amongst the [[end game]] gear. If the best items can be passed around and reused, then players will just use the same item on all of their characters, and eventually the trading market becomes clogged with the item as more and more of them are found and none are ever removed from the economy. (This is less of an issue with Hardcore characters, since there items are removed from the economy with unlooted character deaths.)&lt;br /&gt;
&lt;br /&gt;
The D3 Team has said that BoE items might be bind to account, rather than to character. (It's not yet been determined.) This would let players transfer them between characters on the same account. It's unclear how useful this would be; from what we've seen of the character design thus far, items are fairly exclusive, either by class-specific type or just by only being useful for one of the classes, so it's unlikely that a player would have more than one character who could or would want to use a given high level weapon anyway. But with BoE:Account, it would at least be useful to pass around a super item between characters of the same class, with different builds. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''We have no “Soulbound” or bind-on-pickup, except for quest items. We do have bind-on-equip for the highest end items in the game. We targeted, roughly, any item above level 85. These we will do as bind-on-equip. The reason for this is that we want people to be able to trade them, but we also want to remove the high-end items from the economy. One of the greatest ways that you can do that is with bind-on-equip. 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. &lt;br /&gt;
&lt;br /&gt;
::Most of our focus on Diablo 3 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quest Items BoP===&lt;br /&gt;
&lt;br /&gt;
There's been a fair amount of confusion about how Quest Items will bind on pickup, after [[Bashiok]] gave several unclear explanations of the feature in a series of forum posts. [http://www.diii.net/blog/comments/bashiok-on-boe-items/]&lt;br /&gt;
&lt;br /&gt;
This is not a big deal; characters in Diablo 3 have a Quest Items tab in their inventory menu. Only quest items are stored in that window, they are automatically slotted there when picked up or received from an NPC, and they are automatically removed/used when required by the quest. The point in making them BoP is that a clueless new player might drop or throw away a quest item which would make that quest unfinishable. &lt;br /&gt;
&lt;br /&gt;
Quest items can be removed, permanently, by abandoning quests. When a quest is dropped in that way, the items associated with it will vanish from the inventory window.&lt;br /&gt;
&lt;br /&gt;
==Inventory==&lt;br /&gt;
[[Image:Item-hover1.jpg|frame|Item hover information.]]&lt;br /&gt;
The Diablo III [[inventory]] system has been overhauled repeatedly during the development process.  It changed a great deal between the game's debut in June 2008, and the Blizzcon build in October 2008. Many more changes were noted in screenshots released in March 2009, and more changes can be expected before the final game. &lt;br /&gt;
&lt;br /&gt;
See the inventory page for the latest updates and screenshots.&lt;br /&gt;
&lt;br /&gt;
==Item Sockets==&lt;br /&gt;
There are item [[socket]]s in Diablo III. [[Runewords]] are not returning, but magical and rare and unique (and other yet-unannounced item types?) will have sockets. &lt;br /&gt;
&lt;br /&gt;
Not much is yet known about what can be put into sockets; [[gem]]s of various types have been seen in the gameplay movies and in the [[BlizzCon 2008]] demos, but their bonus properties are unknown.  No {{iw|jewels jewels}} have been seen, and [[runes]] in Diablo III are for socketing into [[skill]]s, not items. There may be (and probably are) other things to put into item sockets, but no info has been released about them.&lt;br /&gt;
&lt;br /&gt;
The [[Caravan]] [[Blacksmith]], is an [[Artisan]] that can add sockets to [[shields]], [[helms]], [[bracers]], [[belts]] and [[pants]], but not [[weapons]], [[rings]], [[amulets]] or [[pauldrons]]. However, these latter items may be accessible through the blacksmith's later upgrades. The upgrade is hugely expensive compared to crafting a new item, and can be done multiple times. It does not increase their sell value but does seem to alter the appearance of the item. &lt;br /&gt;
&lt;br /&gt;
===Official Comments===&lt;br /&gt;
[[Bashiok]] commented briefly on item sockets in February, 2009.[http://www.blizzblues.com/us/itemcustomizing-in-d3-14990774292.html]&lt;br /&gt;
&lt;br /&gt;
::''We haven't released any information on our site, but it was possible to collect socketed [[item]]s as well as [[gem]]s in the [[BlizzCon 2008|BlizzCon]] demo...  The gem stats at this point are more or less just the basics {{iw|gems yanked from Diablo II}} to get the system running and have something to play around with.''&lt;br /&gt;
&lt;br /&gt;
==Individual Drops==&lt;br /&gt;
&lt;br /&gt;
One major change to items is that players only see items drop that are theirs, and theirs alone. No more of the &amp;quot;ninja looting&amp;quot; of D2, where everything that dropped was first come, first served.  This results in more total items dropping, since bosses drop an item or two for every character in the area, but each character only sees their items. If that boss dropped four items in a four player game, each player would only see their item. Trading or giving items away is easy; simply pick them and then drop them. Once a character drops an item any other player can see it and may pick it up.&lt;br /&gt;
&lt;br /&gt;
==Official Item Comments==&lt;br /&gt;
&lt;br /&gt;
One of the few specific comments about items yet made by the D3 Team was made by [[Jay Wilson]] in a December 2008 [http://www.1up.com/do/previewPage?pager.offset=2&amp;amp;cId=3172030&amp;amp;p=1 interview with 1up.com].&lt;br /&gt;
&lt;br /&gt;
::'''''Jay:''' I believe I mentioned in the past that we are considering crafting systems. But we're not really announcing anything about that right now. But we took a few things out, like Rune Words, essentially because Rune Words is a very simple crafting system, and we're planning to do something different there. I'd say that most of the changes are minor. We've made lots of statistical changes. For example, with the more magical classes, like the Sorceress, their items were in some ways less valuable to them because they didn't have a lot of effect on their damage output, so we've added more attributes that control magic damage and things that allow Wizards to get items that do more damage and bolster their defenses and health. We have more [weapon name] affixes that play into the broader set of resources; the Barbarian has fury, so we added affixes that play with that. We generally tried to expand our approach to affixes to make them smarter.&lt;br /&gt;
&lt;br /&gt;
::''Those are fairly simple, though. There are other things, like how we've changed the way that [[gem]]s work. In Diablo 2, gems could only go on white -- or nonmagic -- items, while gems are now a separate chance for a weapon, meaning that we roll the item's base attributes, and we roll for its chance to have gem slots. So now any item, even legendary ones, can have gem slots. That plays a lot into the core of the item system [...] even if you find the best item in the game, the stats on that item have some randomness to them that means there could be a better version of that item. Well, now, if you find the best item in the game but it doesn't have any gem [[socket]]s, then it's not the best version of that item. In terms of creating item variance, we're looking to enhance that within Diablo 3.&lt;br /&gt;
&lt;br /&gt;
::''There're still a few things that we haven't made decisions on yet -- set items, for one. I didn't like the way they worked in Diablo 2, as by the time you finally got a set together, you generally leveled beyond the use for it. So you might save them for alts, which is OK, but I'd rather that they be useful for you to begin with. We haven't really decided how we're going to fix that. We also have some new item types that we haven't announced yet that are related to some systems that we're planning. But I don't think they vastly change the system -- they mostly play into the strengths of it.&lt;br /&gt;
&lt;br /&gt;
Jay's comments on &amp;quot;gems&amp;quot; are a little confusing, since he seems to be using &amp;quot;gems&amp;quot; as a synonym for &amp;quot;sockets&amp;quot; in the whole answer. Apparently the only things to socket in D3 will be gems, rather than gems, jewels, and runes as in D2?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Item Reports ==&lt;br /&gt;
None of the many Diablo III previews have spent much time on items, or given us any specific details about them, yet. The most detailed commentary on items so far came from [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Flux's Wizard gameplay report], written after his [[BlizzCon 2008|BlizzCon]] experience:&lt;br /&gt;
&lt;br /&gt;
::''All the low level armor was equivalent to what we’re all familiar with from D2. Blue (magical) gear with minor bonuses to attributes, [[mana]], [[life]], and so forth. I never saw any jewelry in the Blizzcon build (not enabled or the [[monster]]s weren’t high enough level to drop it), and since I wasn’t taking many hits (or at least trying not to) with my wizard, I wasn’t much worried about defense or defensive bonuses on armor.''&lt;br /&gt;
&lt;br /&gt;
::''I did find a few nifty wands and other light weapons, with useful mods. As was the case with my [[Witch Doctor]], I found weapons with +% damage (around 11%) and +% experience gain (7 or 8%). Those didn’t greatly change the gameplay, but I did notice the improved damage, once I had it. Eventually (D2 style) my [[Wizard]] transitioned to magic find equipment, and while the % I had from boots, shield, and chest armor with MF on it wasn’t more than about 40%, it did seem to increase the number of rares I found. Not greatly, and not to my benefit, since I kept wearing the magic items I had found earlier, but it was fun to see more shinies drop.''&lt;br /&gt;
&lt;br /&gt;
::''I didn’t find any uniques with the Wizard, nor any of the crystal ball-looking items she uses in the BlizzCon gameplay and most of her screenshots; I assume those are a higher level item type. I ended up using odd weapons; wands and clubs and short swords and the like, based entirely on their magical bonuses. And they served well enough.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==More Item Information==&lt;br /&gt;
* [[Known Items Listing]]&lt;br /&gt;
* [[:Category:Items|Items Category]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24092</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24092"/>
				<updated>2010-10-24T23:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Adapting Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character's '''Inventory''' is the menu page that shows the [[Paper doll| Paper Doll]] with currently-equipped [[Items]], and the inventory where spare items are stored. The inventory system has changed a great deal from how it functioned in ''Diablo II'', and Diablo III's inventory has changed many times during the game's development. &lt;br /&gt;
&lt;br /&gt;
That process seems to be near an end though, as Jay Wilson confirmed [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] in August 2010 that the current look is near final, and that it had not changed in the last half year of development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Features==&lt;br /&gt;
&lt;br /&gt;
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final, August 2010. The large space on the left is open since an unnamed interface element was removed in that build.]]&lt;br /&gt;
The inventory layout has evolved steadily during Diablo 3's development, with the general layout varying slightly, and the individual features changing a lot. See the full comparison image further down this page for a side by side look at the evolution. &lt;br /&gt;
&lt;br /&gt;
The current, near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] version of the Inventory is simpler in design, and has much more room for items than most of the earlier versions did. The D3 Team played around with the different options quite a bit, experimenting with packs to increase the number of slots, tabs to hold different items (quest items and runes had their own tabs at one point), and many changes to the [[paper doll]] portion of the display.&lt;br /&gt;
&lt;br /&gt;
The location of the [[Talisman]] has changed in every build as well. In the current, August 2010 version, it will be displayed on the left side of the window, beside the paper doll. This is an improvement in design over earlier versions, where the Talisman was only seen as a tiny icon, which had to be clicked to open a new window, in which it displayed at full size.&lt;br /&gt;
&lt;br /&gt;
The way items display in the inventory has changed over time as well. The earliest revealed version of the Inventory had items that all took up one space each, with the number of spaces determined by the size of the [[Adventurer's Pack]] the character had equipped. In the current, semi-final version, all clothing and weapons take up two spaces, standing taller than they are wide.  Smaller items, such as [[scrolls]], [[runestones]], and [[gems]], take up just one space, and most such items stack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How Fast to Fill Up?===&lt;br /&gt;
&lt;br /&gt;
This has varied with the different designs of the inventory window. The current design has the largest inventory yet, with space for several dozen items, plus numerous smaller objects. This huge space, along with the newly-revealed [[Salvage Cube]] makes it seem like players will very seldom need to return to town just because their inventory is full.&lt;br /&gt;
&lt;br /&gt;
This is intentionally, as the developers of Diablo 3 have included numerous features to make regular town returns unnecessary. Salvaging, [[Artisans]] who work on projects while the character is not in town, the [[Scroll of Wealth]], the removal of [[Town Portals]], and more. Once you enter the dungeons in Diablo III, you are intended to stay there for some time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Layout==	 &lt;br /&gt;
[[File:Inv-comparison-aug-2010.jpg|thumb|500px|Inventory evolution over time, from the debut in June 2008 until late 2010.]]&lt;br /&gt;
The basic inventory and paper doll design seem fairly set, though the details continue to change.&lt;br /&gt;
&lt;br /&gt;
The [[paper doll]] is on top, with [[shoulders]], [[pants]], and [[bracers]] added to the item slots we saw in Diablo II.  &lt;br /&gt;
&lt;br /&gt;
Below the paper doll is the inventory grid, which has repeatedly changed in form and function. One feature returning from Diablo II is the [[gold]] counter, with the amount of coin a character is carrying shown numerically, and no inventory space required to hold the money.&lt;br /&gt;
&lt;br /&gt;
One thing the designers have stressed is their desire to fit in a lot of inventory storage, while keeping the items large enough for players to appreciate the graphics. They've tried a lot of different ways to do this, including a feature that caused items to enlarge when hovered over, and multiple inventory tabs so the items in each tab could be larger and more visible. &lt;br /&gt;
&lt;br /&gt;
[[Charm]]s are stored in the [[Talisman]], the function of which was revealed at Blizzcon 2010.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adapting Icons===&lt;br /&gt;
&lt;br /&gt;
[[File:Armor-sets-comparison.jpg|200px|thumb|comparison of the same set on wiz and barb]]&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed that item icons in the inventory as well as displayed on the paper doll adapt to the looks of the item when equipped by the character itself. It was already known that the same item displays differently when worn by e.g. a wizard or a barbarian. Blizzcon 2010's D3 Panel showed how one armor set worn by both classes had totally different icons according to the looks of the set on each of the classes.&lt;br /&gt;
&lt;br /&gt;
==Stash==&lt;br /&gt;
The [[D3 Team]] has promised that we'll see a much larger town [[Stash]] in Diablo III. They've also said the stash will allow easy item transfers between characters on the same account. &lt;br /&gt;
&lt;br /&gt;
Since no specifics or screenshots of the stash have yet been revealed, we can only take them at their word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[File:Inv-small-bag.jpg|frame|Early bag system.]]&lt;br /&gt;
During [[WWI 2008]] and [[BlizzCon 2008]], the inventory was similar to that of [[World of WarCraft]], with one slot for each item, and a possibility to expand the inventory space by adding up to four bags to your character. Smaller items also stacked up to five in a stack in order to save space. It started with 12 slots, but could progressively be upgraded to 30 slots.&lt;br /&gt;
&lt;br /&gt;
This system was simplified over time, and as of August 2009 there's only one bag slot, but it can add a great deal more space to the default character's inventory.&lt;br /&gt;
&lt;br /&gt;
The evolution of the Inventory was discussed during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''[[Bashiok]]:''' Since people saw the game at BlizzCon, the interface and the UI has actually changed dramatically.. ...What are the changes that have come about since then?&lt;br /&gt;
&lt;br /&gt;
::'''[[Mike Nicholson|Mike]]:''' Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. &lt;br /&gt;
&lt;br /&gt;
[[Image:Inventory-gamescon09a.jpg|frame|Inventory from August 2009.]]&lt;br /&gt;
That brings up the question of Tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which w as one of the complaints about the old system is the frustration in trying to fit everything into your pack.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''Right, and is that working out pretty well so far? It’s been in testing for a while.&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And you can really see the artwork as it is now with the larger icons...&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Oh yeah, very much so.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inventory-gamescon09a.jpg|Inventory from August 2009.&lt;br /&gt;
Image:Diablo_3_Inventory.png|Annotated inventory menu, April 2009.&lt;br /&gt;
Image:D3-Inventory.jpg|June 2008 Inventory.&lt;br /&gt;
Image:D3-Inventory3.jpg|Simple view&lt;br /&gt;
Image:D3-Inventory4.jpg|Alternate view.&lt;br /&gt;
Image:D3-Inventory5.jpg|Pouch view and more.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson on Inventory and Stash]&lt;br /&gt;
* [[GamesCom 2009 demo]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8 updates]&lt;br /&gt;
* [http://www.blizzblues.com/us/all-items-shuld-1-inv-square-space-14318915054.html Bashiok discussion]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [[WWI 2008]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24091</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24091"/>
				<updated>2010-10-24T23:44:14Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Adapting Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character's '''Inventory''' is the menu page that shows the [[Paper doll| Paper Doll]] with currently-equipped [[Items]], and the inventory where spare items are stored. The inventory system has changed a great deal from how it functioned in ''Diablo II'', and Diablo III's inventory has changed many times during the game's development. &lt;br /&gt;
&lt;br /&gt;
That process seems to be near an end though, as Jay Wilson confirmed [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] in August 2010 that the current look is near final, and that it had not changed in the last half year of development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Features==&lt;br /&gt;
&lt;br /&gt;
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final, August 2010. The large space on the left is open since an unnamed interface element was removed in that build.]]&lt;br /&gt;
The inventory layout has evolved steadily during Diablo 3's development, with the general layout varying slightly, and the individual features changing a lot. See the full comparison image further down this page for a side by side look at the evolution. &lt;br /&gt;
&lt;br /&gt;
The current, near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] version of the Inventory is simpler in design, and has much more room for items than most of the earlier versions did. The D3 Team played around with the different options quite a bit, experimenting with packs to increase the number of slots, tabs to hold different items (quest items and runes had their own tabs at one point), and many changes to the [[paper doll]] portion of the display.&lt;br /&gt;
&lt;br /&gt;
The location of the [[Talisman]] has changed in every build as well. In the current, August 2010 version, it will be displayed on the left side of the window, beside the paper doll. This is an improvement in design over earlier versions, where the Talisman was only seen as a tiny icon, which had to be clicked to open a new window, in which it displayed at full size.&lt;br /&gt;
&lt;br /&gt;
The way items display in the inventory has changed over time as well. The earliest revealed version of the Inventory had items that all took up one space each, with the number of spaces determined by the size of the [[Adventurer's Pack]] the character had equipped. In the current, semi-final version, all clothing and weapons take up two spaces, standing taller than they are wide.  Smaller items, such as [[scrolls]], [[runestones]], and [[gems]], take up just one space, and most such items stack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How Fast to Fill Up?===&lt;br /&gt;
&lt;br /&gt;
This has varied with the different designs of the inventory window. The current design has the largest inventory yet, with space for several dozen items, plus numerous smaller objects. This huge space, along with the newly-revealed [[Salvage Cube]] makes it seem like players will very seldom need to return to town just because their inventory is full.&lt;br /&gt;
&lt;br /&gt;
This is intentionally, as the developers of Diablo 3 have included numerous features to make regular town returns unnecessary. Salvaging, [[Artisans]] who work on projects while the character is not in town, the [[Scroll of Wealth]], the removal of [[Town Portals]], and more. Once you enter the dungeons in Diablo III, you are intended to stay there for some time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Layout==	 &lt;br /&gt;
[[File:Inv-comparison-aug-2010.jpg|thumb|500px|Inventory evolution over time, from the debut in June 2008 until late 2010.]]&lt;br /&gt;
The basic inventory and paper doll design seem fairly set, though the details continue to change.&lt;br /&gt;
&lt;br /&gt;
The [[paper doll]] is on top, with [[shoulders]], [[pants]], and [[bracers]] added to the item slots we saw in Diablo II.  &lt;br /&gt;
&lt;br /&gt;
Below the paper doll is the inventory grid, which has repeatedly changed in form and function. One feature returning from Diablo II is the [[gold]] counter, with the amount of coin a character is carrying shown numerically, and no inventory space required to hold the money.&lt;br /&gt;
&lt;br /&gt;
One thing the designers have stressed is their desire to fit in a lot of inventory storage, while keeping the items large enough for players to appreciate the graphics. They've tried a lot of different ways to do this, including a feature that caused items to enlarge when hovered over, and multiple inventory tabs so the items in each tab could be larger and more visible. &lt;br /&gt;
&lt;br /&gt;
[[Charm]]s are stored in the [[Talisman]], the function of which was revealed at Blizzcon 2010.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adapting Icons===&lt;br /&gt;
&lt;br /&gt;
[[File:Armor-sets-comparison.jpg|200px|frame|comparison of the same set on wiz and barb]]&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed that item icons in the inventory as well as displayed on the paper doll adapt to the looks of the item when equipped by the character itself. It was already known that the same item displays differently when worn by e.g. a wizard or a barbarian. Blizzcon 2010's D3 Panel showed how one armor set worn by both classes had totally different icons according to the looks of the set on each of the classes.&lt;br /&gt;
&lt;br /&gt;
==Stash==&lt;br /&gt;
The [[D3 Team]] has promised that we'll see a much larger town [[Stash]] in Diablo III. They've also said the stash will allow easy item transfers between characters on the same account. &lt;br /&gt;
&lt;br /&gt;
Since no specifics or screenshots of the stash have yet been revealed, we can only take them at their word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[File:Inv-small-bag.jpg|frame|Early bag system.]]&lt;br /&gt;
During [[WWI 2008]] and [[BlizzCon 2008]], the inventory was similar to that of [[World of WarCraft]], with one slot for each item, and a possibility to expand the inventory space by adding up to four bags to your character. Smaller items also stacked up to five in a stack in order to save space. It started with 12 slots, but could progressively be upgraded to 30 slots.&lt;br /&gt;
&lt;br /&gt;
This system was simplified over time, and as of August 2009 there's only one bag slot, but it can add a great deal more space to the default character's inventory.&lt;br /&gt;
&lt;br /&gt;
The evolution of the Inventory was discussed during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''[[Bashiok]]:''' Since people saw the game at BlizzCon, the interface and the UI has actually changed dramatically.. ...What are the changes that have come about since then?&lt;br /&gt;
&lt;br /&gt;
::'''[[Mike Nicholson|Mike]]:''' Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. &lt;br /&gt;
&lt;br /&gt;
[[Image:Inventory-gamescon09a.jpg|frame|Inventory from August 2009.]]&lt;br /&gt;
That brings up the question of Tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which w as one of the complaints about the old system is the frustration in trying to fit everything into your pack.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''Right, and is that working out pretty well so far? It’s been in testing for a while.&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And you can really see the artwork as it is now with the larger icons...&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Oh yeah, very much so.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inventory-gamescon09a.jpg|Inventory from August 2009.&lt;br /&gt;
Image:Diablo_3_Inventory.png|Annotated inventory menu, April 2009.&lt;br /&gt;
Image:D3-Inventory.jpg|June 2008 Inventory.&lt;br /&gt;
Image:D3-Inventory3.jpg|Simple view&lt;br /&gt;
Image:D3-Inventory4.jpg|Alternate view.&lt;br /&gt;
Image:D3-Inventory5.jpg|Pouch view and more.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson on Inventory and Stash]&lt;br /&gt;
* [[GamesCom 2009 demo]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8 updates]&lt;br /&gt;
* [http://www.blizzblues.com/us/all-items-shuld-1-inv-square-space-14318915054.html Bashiok discussion]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [[WWI 2008]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24090</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24090"/>
				<updated>2010-10-24T23:43:31Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Adapting Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character's '''Inventory''' is the menu page that shows the [[Paper doll| Paper Doll]] with currently-equipped [[Items]], and the inventory where spare items are stored. The inventory system has changed a great deal from how it functioned in ''Diablo II'', and Diablo III's inventory has changed many times during the game's development. &lt;br /&gt;
&lt;br /&gt;
That process seems to be near an end though, as Jay Wilson confirmed [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] in August 2010 that the current look is near final, and that it had not changed in the last half year of development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Features==&lt;br /&gt;
&lt;br /&gt;
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final, August 2010. The large space on the left is open since an unnamed interface element was removed in that build.]]&lt;br /&gt;
The inventory layout has evolved steadily during Diablo 3's development, with the general layout varying slightly, and the individual features changing a lot. See the full comparison image further down this page for a side by side look at the evolution. &lt;br /&gt;
&lt;br /&gt;
The current, near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] version of the Inventory is simpler in design, and has much more room for items than most of the earlier versions did. The D3 Team played around with the different options quite a bit, experimenting with packs to increase the number of slots, tabs to hold different items (quest items and runes had their own tabs at one point), and many changes to the [[paper doll]] portion of the display.&lt;br /&gt;
&lt;br /&gt;
The location of the [[Talisman]] has changed in every build as well. In the current, August 2010 version, it will be displayed on the left side of the window, beside the paper doll. This is an improvement in design over earlier versions, where the Talisman was only seen as a tiny icon, which had to be clicked to open a new window, in which it displayed at full size.&lt;br /&gt;
&lt;br /&gt;
The way items display in the inventory has changed over time as well. The earliest revealed version of the Inventory had items that all took up one space each, with the number of spaces determined by the size of the [[Adventurer's Pack]] the character had equipped. In the current, semi-final version, all clothing and weapons take up two spaces, standing taller than they are wide.  Smaller items, such as [[scrolls]], [[runestones]], and [[gems]], take up just one space, and most such items stack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How Fast to Fill Up?===&lt;br /&gt;
&lt;br /&gt;
This has varied with the different designs of the inventory window. The current design has the largest inventory yet, with space for several dozen items, plus numerous smaller objects. This huge space, along with the newly-revealed [[Salvage Cube]] makes it seem like players will very seldom need to return to town just because their inventory is full.&lt;br /&gt;
&lt;br /&gt;
This is intentionally, as the developers of Diablo 3 have included numerous features to make regular town returns unnecessary. Salvaging, [[Artisans]] who work on projects while the character is not in town, the [[Scroll of Wealth]], the removal of [[Town Portals]], and more. Once you enter the dungeons in Diablo III, you are intended to stay there for some time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Layout==	 &lt;br /&gt;
[[File:Inv-comparison-aug-2010.jpg|thumb|500px|Inventory evolution over time, from the debut in June 2008 until late 2010.]]&lt;br /&gt;
The basic inventory and paper doll design seem fairly set, though the details continue to change.&lt;br /&gt;
&lt;br /&gt;
The [[paper doll]] is on top, with [[shoulders]], [[pants]], and [[bracers]] added to the item slots we saw in Diablo II.  &lt;br /&gt;
&lt;br /&gt;
Below the paper doll is the inventory grid, which has repeatedly changed in form and function. One feature returning from Diablo II is the [[gold]] counter, with the amount of coin a character is carrying shown numerically, and no inventory space required to hold the money.&lt;br /&gt;
&lt;br /&gt;
One thing the designers have stressed is their desire to fit in a lot of inventory storage, while keeping the items large enough for players to appreciate the graphics. They've tried a lot of different ways to do this, including a feature that caused items to enlarge when hovered over, and multiple inventory tabs so the items in each tab could be larger and more visible. &lt;br /&gt;
&lt;br /&gt;
[[Charm]]s are stored in the [[Talisman]], the function of which was revealed at Blizzcon 2010.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adapting Icons===&lt;br /&gt;
&lt;br /&gt;
[[File:Armor-sets-comparison.jpg|frame|comparison of the same set on wiz and barb]]&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed that item icons in the inventory as well as displayed on the paper doll adapt to the looks of the item when equipped by the character itself. It was already known that the same item displays differently when worn by e.g. a wizard or a barbarian. Blizzcon 2010's D3 Panel showed how one armor set worn by both classes had totally different icons according to the looks of the set on each of the classes.&lt;br /&gt;
&lt;br /&gt;
==Stash==&lt;br /&gt;
The [[D3 Team]] has promised that we'll see a much larger town [[Stash]] in Diablo III. They've also said the stash will allow easy item transfers between characters on the same account. &lt;br /&gt;
&lt;br /&gt;
Since no specifics or screenshots of the stash have yet been revealed, we can only take them at their word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[File:Inv-small-bag.jpg|frame|Early bag system.]]&lt;br /&gt;
During [[WWI 2008]] and [[BlizzCon 2008]], the inventory was similar to that of [[World of WarCraft]], with one slot for each item, and a possibility to expand the inventory space by adding up to four bags to your character. Smaller items also stacked up to five in a stack in order to save space. It started with 12 slots, but could progressively be upgraded to 30 slots.&lt;br /&gt;
&lt;br /&gt;
This system was simplified over time, and as of August 2009 there's only one bag slot, but it can add a great deal more space to the default character's inventory.&lt;br /&gt;
&lt;br /&gt;
The evolution of the Inventory was discussed during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''[[Bashiok]]:''' Since people saw the game at BlizzCon, the interface and the UI has actually changed dramatically.. ...What are the changes that have come about since then?&lt;br /&gt;
&lt;br /&gt;
::'''[[Mike Nicholson|Mike]]:''' Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. &lt;br /&gt;
&lt;br /&gt;
[[Image:Inventory-gamescon09a.jpg|frame|Inventory from August 2009.]]&lt;br /&gt;
That brings up the question of Tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which w as one of the complaints about the old system is the frustration in trying to fit everything into your pack.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''Right, and is that working out pretty well so far? It’s been in testing for a while.&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And you can really see the artwork as it is now with the larger icons...&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Oh yeah, very much so.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inventory-gamescon09a.jpg|Inventory from August 2009.&lt;br /&gt;
Image:Diablo_3_Inventory.png|Annotated inventory menu, April 2009.&lt;br /&gt;
Image:D3-Inventory.jpg|June 2008 Inventory.&lt;br /&gt;
Image:D3-Inventory3.jpg|Simple view&lt;br /&gt;
Image:D3-Inventory4.jpg|Alternate view.&lt;br /&gt;
Image:D3-Inventory5.jpg|Pouch view and more.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson on Inventory and Stash]&lt;br /&gt;
* [[GamesCom 2009 demo]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8 updates]&lt;br /&gt;
* [http://www.blizzblues.com/us/all-items-shuld-1-inv-square-space-14318915054.html Bashiok discussion]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [[WWI 2008]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24089</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24089"/>
				<updated>2010-10-24T23:42:41Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Adapting Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character's '''Inventory''' is the menu page that shows the [[Paper doll| Paper Doll]] with currently-equipped [[Items]], and the inventory where spare items are stored. The inventory system has changed a great deal from how it functioned in ''Diablo II'', and Diablo III's inventory has changed many times during the game's development. &lt;br /&gt;
&lt;br /&gt;
That process seems to be near an end though, as Jay Wilson confirmed [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] in August 2010 that the current look is near final, and that it had not changed in the last half year of development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Features==&lt;br /&gt;
&lt;br /&gt;
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final, August 2010. The large space on the left is open since an unnamed interface element was removed in that build.]]&lt;br /&gt;
The inventory layout has evolved steadily during Diablo 3's development, with the general layout varying slightly, and the individual features changing a lot. See the full comparison image further down this page for a side by side look at the evolution. &lt;br /&gt;
&lt;br /&gt;
The current, near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] version of the Inventory is simpler in design, and has much more room for items than most of the earlier versions did. The D3 Team played around with the different options quite a bit, experimenting with packs to increase the number of slots, tabs to hold different items (quest items and runes had their own tabs at one point), and many changes to the [[paper doll]] portion of the display.&lt;br /&gt;
&lt;br /&gt;
The location of the [[Talisman]] has changed in every build as well. In the current, August 2010 version, it will be displayed on the left side of the window, beside the paper doll. This is an improvement in design over earlier versions, where the Talisman was only seen as a tiny icon, which had to be clicked to open a new window, in which it displayed at full size.&lt;br /&gt;
&lt;br /&gt;
The way items display in the inventory has changed over time as well. The earliest revealed version of the Inventory had items that all took up one space each, with the number of spaces determined by the size of the [[Adventurer's Pack]] the character had equipped. In the current, semi-final version, all clothing and weapons take up two spaces, standing taller than they are wide.  Smaller items, such as [[scrolls]], [[runestones]], and [[gems]], take up just one space, and most such items stack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How Fast to Fill Up?===&lt;br /&gt;
&lt;br /&gt;
This has varied with the different designs of the inventory window. The current design has the largest inventory yet, with space for several dozen items, plus numerous smaller objects. This huge space, along with the newly-revealed [[Salvage Cube]] makes it seem like players will very seldom need to return to town just because their inventory is full.&lt;br /&gt;
&lt;br /&gt;
This is intentionally, as the developers of Diablo 3 have included numerous features to make regular town returns unnecessary. Salvaging, [[Artisans]] who work on projects while the character is not in town, the [[Scroll of Wealth]], the removal of [[Town Portals]], and more. Once you enter the dungeons in Diablo III, you are intended to stay there for some time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Layout==	 &lt;br /&gt;
[[File:Inv-comparison-aug-2010.jpg|thumb|500px|Inventory evolution over time, from the debut in June 2008 until late 2010.]]&lt;br /&gt;
The basic inventory and paper doll design seem fairly set, though the details continue to change.&lt;br /&gt;
&lt;br /&gt;
The [[paper doll]] is on top, with [[shoulders]], [[pants]], and [[bracers]] added to the item slots we saw in Diablo II.  &lt;br /&gt;
&lt;br /&gt;
Below the paper doll is the inventory grid, which has repeatedly changed in form and function. One feature returning from Diablo II is the [[gold]] counter, with the amount of coin a character is carrying shown numerically, and no inventory space required to hold the money.&lt;br /&gt;
&lt;br /&gt;
One thing the designers have stressed is their desire to fit in a lot of inventory storage, while keeping the items large enough for players to appreciate the graphics. They've tried a lot of different ways to do this, including a feature that caused items to enlarge when hovered over, and multiple inventory tabs so the items in each tab could be larger and more visible. &lt;br /&gt;
&lt;br /&gt;
[[Charm]]s are stored in the [[Talisman]], the function of which was revealed at Blizzcon 2010.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adapting Icons===&lt;br /&gt;
&lt;br /&gt;
[[File:Armor-sets-comparison.jpg|200px|thumb|comparison of the same set on wiz and barb]]&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed that item icons in the inventory as well as displayed on the paper doll adapt to the looks of the item when equipped by the character itself. It was already known that the same item displays differently when worn by e.g. a wizard or a barbarian. Blizzcon 2010's D3 Panel showed how one armor set worn by both classes had totally different icons according to the looks of the set on each of the classes.&lt;br /&gt;
&lt;br /&gt;
==Stash==&lt;br /&gt;
The [[D3 Team]] has promised that we'll see a much larger town [[Stash]] in Diablo III. They've also said the stash will allow easy item transfers between characters on the same account. &lt;br /&gt;
&lt;br /&gt;
Since no specifics or screenshots of the stash have yet been revealed, we can only take them at their word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[File:Inv-small-bag.jpg|frame|Early bag system.]]&lt;br /&gt;
During [[WWI 2008]] and [[BlizzCon 2008]], the inventory was similar to that of [[World of WarCraft]], with one slot for each item, and a possibility to expand the inventory space by adding up to four bags to your character. Smaller items also stacked up to five in a stack in order to save space. It started with 12 slots, but could progressively be upgraded to 30 slots.&lt;br /&gt;
&lt;br /&gt;
This system was simplified over time, and as of August 2009 there's only one bag slot, but it can add a great deal more space to the default character's inventory.&lt;br /&gt;
&lt;br /&gt;
The evolution of the Inventory was discussed during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''[[Bashiok]]:''' Since people saw the game at BlizzCon, the interface and the UI has actually changed dramatically.. ...What are the changes that have come about since then?&lt;br /&gt;
&lt;br /&gt;
::'''[[Mike Nicholson|Mike]]:''' Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. &lt;br /&gt;
&lt;br /&gt;
[[Image:Inventory-gamescon09a.jpg|frame|Inventory from August 2009.]]&lt;br /&gt;
That brings up the question of Tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which w as one of the complaints about the old system is the frustration in trying to fit everything into your pack.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''Right, and is that working out pretty well so far? It’s been in testing for a while.&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And you can really see the artwork as it is now with the larger icons...&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Oh yeah, very much so.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inventory-gamescon09a.jpg|Inventory from August 2009.&lt;br /&gt;
Image:Diablo_3_Inventory.png|Annotated inventory menu, April 2009.&lt;br /&gt;
Image:D3-Inventory.jpg|June 2008 Inventory.&lt;br /&gt;
Image:D3-Inventory3.jpg|Simple view&lt;br /&gt;
Image:D3-Inventory4.jpg|Alternate view.&lt;br /&gt;
Image:D3-Inventory5.jpg|Pouch view and more.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson on Inventory and Stash]&lt;br /&gt;
* [[GamesCom 2009 demo]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8 updates]&lt;br /&gt;
* [http://www.blizzblues.com/us/all-items-shuld-1-inv-square-space-14318915054.html Bashiok discussion]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [[WWI 2008]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24088</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24088"/>
				<updated>2010-10-24T23:41:20Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Adapting Icons */  added comparison image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character's '''Inventory''' is the menu page that shows the [[Paper doll| Paper Doll]] with currently-equipped [[Items]], and the inventory where spare items are stored. The inventory system has changed a great deal from how it functioned in ''Diablo II'', and Diablo III's inventory has changed many times during the game's development. &lt;br /&gt;
&lt;br /&gt;
That process seems to be near an end though, as Jay Wilson confirmed [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] in August 2010 that the current look is near final, and that it had not changed in the last half year of development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Features==&lt;br /&gt;
&lt;br /&gt;
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final, August 2010. The large space on the left is open since an unnamed interface element was removed in that build.]]&lt;br /&gt;
The inventory layout has evolved steadily during Diablo 3's development, with the general layout varying slightly, and the individual features changing a lot. See the full comparison image further down this page for a side by side look at the evolution. &lt;br /&gt;
&lt;br /&gt;
The current, near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] version of the Inventory is simpler in design, and has much more room for items than most of the earlier versions did. The D3 Team played around with the different options quite a bit, experimenting with packs to increase the number of slots, tabs to hold different items (quest items and runes had their own tabs at one point), and many changes to the [[paper doll]] portion of the display.&lt;br /&gt;
&lt;br /&gt;
The location of the [[Talisman]] has changed in every build as well. In the current, August 2010 version, it will be displayed on the left side of the window, beside the paper doll. This is an improvement in design over earlier versions, where the Talisman was only seen as a tiny icon, which had to be clicked to open a new window, in which it displayed at full size.&lt;br /&gt;
&lt;br /&gt;
The way items display in the inventory has changed over time as well. The earliest revealed version of the Inventory had items that all took up one space each, with the number of spaces determined by the size of the [[Adventurer's Pack]] the character had equipped. In the current, semi-final version, all clothing and weapons take up two spaces, standing taller than they are wide.  Smaller items, such as [[scrolls]], [[runestones]], and [[gems]], take up just one space, and most such items stack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How Fast to Fill Up?===&lt;br /&gt;
&lt;br /&gt;
This has varied with the different designs of the inventory window. The current design has the largest inventory yet, with space for several dozen items, plus numerous smaller objects. This huge space, along with the newly-revealed [[Salvage Cube]] makes it seem like players will very seldom need to return to town just because their inventory is full.&lt;br /&gt;
&lt;br /&gt;
This is intentionally, as the developers of Diablo 3 have included numerous features to make regular town returns unnecessary. Salvaging, [[Artisans]] who work on projects while the character is not in town, the [[Scroll of Wealth]], the removal of [[Town Portals]], and more. Once you enter the dungeons in Diablo III, you are intended to stay there for some time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Layout==	 &lt;br /&gt;
[[File:Inv-comparison-aug-2010.jpg|thumb|500px|Inventory evolution over time, from the debut in June 2008 until late 2010.]]&lt;br /&gt;
The basic inventory and paper doll design seem fairly set, though the details continue to change.&lt;br /&gt;
&lt;br /&gt;
The [[paper doll]] is on top, with [[shoulders]], [[pants]], and [[bracers]] added to the item slots we saw in Diablo II.  &lt;br /&gt;
&lt;br /&gt;
Below the paper doll is the inventory grid, which has repeatedly changed in form and function. One feature returning from Diablo II is the [[gold]] counter, with the amount of coin a character is carrying shown numerically, and no inventory space required to hold the money.&lt;br /&gt;
&lt;br /&gt;
One thing the designers have stressed is their desire to fit in a lot of inventory storage, while keeping the items large enough for players to appreciate the graphics. They've tried a lot of different ways to do this, including a feature that caused items to enlarge when hovered over, and multiple inventory tabs so the items in each tab could be larger and more visible. &lt;br /&gt;
&lt;br /&gt;
[[Charm]]s are stored in the [[Talisman]], the function of which was revealed at Blizzcon 2010.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adapting Icons===&lt;br /&gt;
&lt;br /&gt;
[[File:Armor-sets-comparison.jpg|200px|thumb|right|comparison of the same set on wiz and barb]]&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed that item icons in the inventory as well as displayed on the paper doll adapt to the looks of the item when equipped by the character itself. It was already known that the same item displays differently when worn by e.g. a wizard or a barbarian. Blizzcon 2010's D3 Panel showed how one armor set worn by both classes had totally different icons according to the looks of the set on each of the classes.&lt;br /&gt;
&lt;br /&gt;
==Stash==&lt;br /&gt;
The [[D3 Team]] has promised that we'll see a much larger town [[Stash]] in Diablo III. They've also said the stash will allow easy item transfers between characters on the same account. &lt;br /&gt;
&lt;br /&gt;
Since no specifics or screenshots of the stash have yet been revealed, we can only take them at their word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[File:Inv-small-bag.jpg|frame|Early bag system.]]&lt;br /&gt;
During [[WWI 2008]] and [[BlizzCon 2008]], the inventory was similar to that of [[World of WarCraft]], with one slot for each item, and a possibility to expand the inventory space by adding up to four bags to your character. Smaller items also stacked up to five in a stack in order to save space. It started with 12 slots, but could progressively be upgraded to 30 slots.&lt;br /&gt;
&lt;br /&gt;
This system was simplified over time, and as of August 2009 there's only one bag slot, but it can add a great deal more space to the default character's inventory.&lt;br /&gt;
&lt;br /&gt;
The evolution of the Inventory was discussed during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''[[Bashiok]]:''' Since people saw the game at BlizzCon, the interface and the UI has actually changed dramatically.. ...What are the changes that have come about since then?&lt;br /&gt;
&lt;br /&gt;
::'''[[Mike Nicholson|Mike]]:''' Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. &lt;br /&gt;
&lt;br /&gt;
[[Image:Inventory-gamescon09a.jpg|frame|Inventory from August 2009.]]&lt;br /&gt;
That brings up the question of Tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which w as one of the complaints about the old system is the frustration in trying to fit everything into your pack.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''Right, and is that working out pretty well so far? It’s been in testing for a while.&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And you can really see the artwork as it is now with the larger icons...&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Oh yeah, very much so.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inventory-gamescon09a.jpg|Inventory from August 2009.&lt;br /&gt;
Image:Diablo_3_Inventory.png|Annotated inventory menu, April 2009.&lt;br /&gt;
Image:D3-Inventory.jpg|June 2008 Inventory.&lt;br /&gt;
Image:D3-Inventory3.jpg|Simple view&lt;br /&gt;
Image:D3-Inventory4.jpg|Alternate view.&lt;br /&gt;
Image:D3-Inventory5.jpg|Pouch view and more.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson on Inventory and Stash]&lt;br /&gt;
* [[GamesCom 2009 demo]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8 updates]&lt;br /&gt;
* [http://www.blizzblues.com/us/all-items-shuld-1-inv-square-space-14318915054.html Bashiok discussion]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [[WWI 2008]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=User:Arkadier&amp;diff=24087</id>
		<title>User:Arkadier</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=User:Arkadier&amp;diff=24087"/>
				<updated>2010-10-24T23:25:43Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: Created page with 'dedicated d2:lod + d3 fan from germany wanting to contribute to this amazing wiki.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dedicated d2:lod + d3 fan from germany wanting to contribute to this amazing wiki.&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=DiabloWiki_Crew&amp;diff=24086</id>
		<title>DiabloWiki Crew</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=DiabloWiki_Crew&amp;diff=24086"/>
				<updated>2010-10-24T23:24:34Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all users that are somewhat active on DiabloWiki. Feel free to join up, just add your name to the list!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[User:Flux|Flux]] - Admin&lt;br /&gt;
*[[User:Elly|Elly]] - Admin&lt;br /&gt;
*[[User:Rushster|Rushster]] - Admin&lt;br /&gt;
*[[User:Leord|Leord]] - Sysop/community manager&lt;br /&gt;
*[[User:Holyknight3000|Holyknight3000]] - Sysop&lt;br /&gt;
*[[User:Azymn|Azymn]] - Contributor&lt;br /&gt;
*[[User:Melianor|Melianor]] - Contributor&lt;br /&gt;
*[[User:Mouseman|Mouseman]] - Contributor&lt;br /&gt;
*[[User:Mizantrop|Mizantrop]] - Contributor&lt;br /&gt;
*[[User:Drakk|Drakk]] - Contributor&lt;br /&gt;
*[[User:TheWanderer|TheWanderer]] - Contributor&lt;br /&gt;
*[[User:WizardGurl|WizardGurl]] - Contributor&lt;br /&gt;
*[[User:Rampa|Rampa]] - Contributor&lt;br /&gt;
*[[User:Arkadier|Arkadier]] - Contributor&lt;br /&gt;
[[Category:DiabloWiki]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24080</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Inventory&amp;diff=24080"/>
				<updated>2010-10-24T18:06:47Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Inventory Layout */  adapting icons + charms update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character's '''Inventory''' is the menu page that shows the [[Paper doll| Paper Doll]] with currently-equipped [[Items]], and the inventory where spare items are stored. The inventory system has changed a great deal from how it functioned in ''Diablo II'', and Diablo III's inventory has changed many times during the game's development. &lt;br /&gt;
&lt;br /&gt;
That process seems to be near an end though, as Jay Wilson confirmed [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] in August 2010 that the current look is near final, and that it had not changed in the last half year of development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Features==&lt;br /&gt;
&lt;br /&gt;
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final, August 2010. The large space on the left is open since an unnamed interface element was removed in that build.]]&lt;br /&gt;
The inventory layout has evolved steadily during Diablo 3's development, with the general layout varying slightly, and the individual features changing a lot. See the full comparison image further down this page for a side by side look at the evolution. &lt;br /&gt;
&lt;br /&gt;
The current, near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] version of the Inventory is simpler in design, and has much more room for items than most of the earlier versions did. The D3 Team played around with the different options quite a bit, experimenting with packs to increase the number of slots, tabs to hold different items (quest items and runes had their own tabs at one point), and many changes to the [[paper doll]] portion of the display.&lt;br /&gt;
&lt;br /&gt;
The location of the [[Talisman]] has changed in every build as well. In the current, August 2010 version, it will be displayed on the left side of the window, beside the paper doll. This is an improvement in design over earlier versions, where the Talisman was only seen as a tiny icon, which had to be clicked to open a new window, in which it displayed at full size.&lt;br /&gt;
&lt;br /&gt;
The way items display in the inventory has changed over time as well. The earliest revealed version of the Inventory had items that all took up one space each, with the number of spaces determined by the size of the [[Adventurer's Pack]] the character had equipped. In the current, semi-final version, all clothing and weapons take up two spaces, standing taller than they are wide.  Smaller items, such as [[scrolls]], [[runestones]], and [[gems]], take up just one space, and most such items stack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How Fast to Fill Up?===&lt;br /&gt;
&lt;br /&gt;
This has varied with the different designs of the inventory window. The current design has the largest inventory yet, with space for several dozen items, plus numerous smaller objects. This huge space, along with the newly-revealed [[Salvage Cube]] makes it seem like players will very seldom need to return to town just because their inventory is full.&lt;br /&gt;
&lt;br /&gt;
This is intentionally, as the developers of Diablo 3 have included numerous features to make regular town returns unnecessary. Salvaging, [[Artisans]] who work on projects while the character is not in town, the [[Scroll of Wealth]], the removal of [[Town Portals]], and more. Once you enter the dungeons in Diablo III, you are intended to stay there for some time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inventory Layout==	 &lt;br /&gt;
[[File:Inv-comparison-aug-2010.jpg|thumb|500px|Inventory evolution over time, from the debut in June 2008 until late 2010.]]&lt;br /&gt;
The basic inventory and paper doll design seem fairly set, though the details continue to change.&lt;br /&gt;
&lt;br /&gt;
The [[paper doll]] is on top, with [[shoulders]], [[pants]], and [[bracers]] added to the item slots we saw in Diablo II.  &lt;br /&gt;
&lt;br /&gt;
Below the paper doll is the inventory grid, which has repeatedly changed in form and function. One feature returning from Diablo II is the [[gold]] counter, with the amount of coin a character is carrying shown numerically, and no inventory space required to hold the money.&lt;br /&gt;
&lt;br /&gt;
One thing the designers have stressed is their desire to fit in a lot of inventory storage, while keeping the items large enough for players to appreciate the graphics. They've tried a lot of different ways to do this, including a feature that caused items to enlarge when hovered over, and multiple inventory tabs so the items in each tab could be larger and more visible. &lt;br /&gt;
&lt;br /&gt;
[[Charm]]s are stored in the [[Talisman]], the function of which was revealed at Blizzcon 2010.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adapting Icons===&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010 revealed that item icons in the inventory as well as displayed on the paper doll adapt to the looks of the item when equipped by the character itself. It was already known that the same item displays differently when worn by e.g. a wizard or a barbarian. Blizzcon 2010's D3 Panel showed how one armor set worn by both classes had totally different icons according to the looks of the set on each of the classes.&lt;br /&gt;
&lt;br /&gt;
==Stash==&lt;br /&gt;
The [[D3 Team]] has promised that we'll see a much larger town [[Stash]] in Diablo III. They've also said the stash will allow easy item transfers between characters on the same account. &lt;br /&gt;
&lt;br /&gt;
Since no specifics or screenshots of the stash have yet been revealed, we can only take them at their word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[File:Inv-small-bag.jpg|frame|Early bag system.]]&lt;br /&gt;
During [[WWI 2008]] and [[BlizzCon 2008]], the inventory was similar to that of [[World of WarCraft]], with one slot for each item, and a possibility to expand the inventory space by adding up to four bags to your character. Smaller items also stacked up to five in a stack in order to save space. It started with 12 slots, but could progressively be upgraded to 30 slots.&lt;br /&gt;
&lt;br /&gt;
This system was simplified over time, and as of August 2009 there's only one bag slot, but it can add a great deal more space to the default character's inventory.&lt;br /&gt;
&lt;br /&gt;
The evolution of the Inventory was discussed during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''[[Bashiok]]:''' Since people saw the game at BlizzCon, the interface and the UI has actually changed dramatically.. ...What are the changes that have come about since then?&lt;br /&gt;
&lt;br /&gt;
::'''[[Mike Nicholson|Mike]]:''' Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. &lt;br /&gt;
&lt;br /&gt;
[[Image:Inventory-gamescon09a.jpg|frame|Inventory from August 2009.]]&lt;br /&gt;
That brings up the question of Tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which w as one of the complaints about the old system is the frustration in trying to fit everything into your pack.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''Right, and is that working out pretty well so far? It’s been in testing for a while.&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''And you can really see the artwork as it is now with the larger icons...&lt;br /&gt;
&lt;br /&gt;
::'''Mike: '''Oh yeah, very much so.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inventory-gamescon09a.jpg|Inventory from August 2009.&lt;br /&gt;
Image:Diablo_3_Inventory.png|Annotated inventory menu, April 2009.&lt;br /&gt;
Image:D3-Inventory.jpg|June 2008 Inventory.&lt;br /&gt;
Image:D3-Inventory3.jpg|Simple view&lt;br /&gt;
Image:D3-Inventory4.jpg|Alternate view.&lt;br /&gt;
Image:D3-Inventory5.jpg|Pouch view and more.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson on Inventory and Stash]&lt;br /&gt;
* [[GamesCom 2009 demo]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8 updates]&lt;br /&gt;
* [http://www.blizzblues.com/us/all-items-shuld-1-inv-square-space-14318915054.html Bashiok discussion]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [[WWI 2008]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Stash&amp;diff=24077</id>
		<title>Stash</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Stash&amp;diff=24077"/>
				<updated>2010-10-24T17:37:46Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* Shared Stash */  bc2010 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Stash''' is a Chest or Storing Place where a player can store items and gold. It is an Important function in the Diablo Franchise, since Item collecting is a big part of the game.&lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] confirmed at BlizzCon 2008 that we will see stashes in Diablo III [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/]. In a recent interview [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/], Jay has revealed that the stash starts out small, but can be upgraded by the player (for an unknown cost), which ends up being huge, around two-thirds of the screen.&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has confirmed that there will be some way to transfer items between characters on the same account. This may or may not be done via a shared stash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shared Stash==&lt;br /&gt;
There has also been talk of finally implementing a '''Shared Stash'''. Finding and collecting items is a big part of the Diablo franchise but storing and transferring those items has always been an issue. [[Jay Wilson]] spoke to this problem in BlizzCast Episode 5, August 2008. [http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;'''Jay Wilson:''' ...we really want to make it easier for you to be able to share and trade items with other people and other characters on the same account. We’ve talked about ideas like a shared stash, or a mail system like World of Warcraft has, and we haven’t nailed down exactly which one of those we want to do, but we’re definitely going to do something like that, that’s going to make it really easy for you if you’ve got, a Witch Doctor and a Barbarian character, and you find that awesome Witch Doctor drop and you want to share it, it’ll be super-easy to do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' so in other words, I won’t have to worry about my game closing after...&lt;br /&gt;
::'''Jay Wilson: '''No, no more opening up a game, dropping items on the ground, and you know, hoping that the game stays open or getting a friend to help out, no more of that. You should be able to do it on your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===July 2010===&lt;br /&gt;
&lt;br /&gt;
The system remained undeveloped nearly two years later, as Bashiok explained in a forum post in July 2010. [http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;No update, it’s something we hope to do, it’s not designed or in any sort of implementation phase so until we reach that point and either hit a revelation of it working or not we won’t know for sure. But yes, still hope to have some sort of easy way to share between characters. “Drop games are dumb.” - Bashiok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 2010===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke again about the shared stash at Gamescom in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/]&lt;br /&gt;
&lt;br /&gt;
::Including a shared stash in Diablo III is, I think, everyone’s first choice. A shared stash is very easy to deal with for the player, and having it in the game creates a nice common area where characters can gather in a game. It does create a few problems, though. For one thing, it really encourages players to [[mule]] items on multiple characters.  Which may just be something we have to deal with. Players who like to mule really like doing it. We kind of feel, well, we wish you didn’t have to mule. We wish there was a better way to store away spare items.&lt;br /&gt;
&lt;br /&gt;
===October 2010===&lt;br /&gt;
&lt;br /&gt;
In Blizzcon 2010's Open Q&amp;amp;A Panel, a fan asked if they had decided whether or not to inplement a shared stash. After some hesitation, Jay Wilson finally confirmed it: &amp;quot;Yes, and that's Blizzcon-exclusive by the way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson at Gamescom 2010]&lt;br /&gt;
*[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson BlizzCon press conference]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson interview with pcgames.de]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/ BlizzCast episode 5 Transcript]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/ Bashiok commenting on Shared Stash]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[Category:Basics]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Diablo_3_Beta&amp;diff=24076</id>
		<title>Diablo 3 Beta</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Diablo_3_Beta&amp;diff=24076"/>
				<updated>2010-10-24T17:28:07Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: /* How are Beta Testers Selected? */  -&amp;gt; free beta keys bc2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There will be[http://diablo.incgamers.com/blog/comments/diablo-on-skills-party-help-and-beta-confirmation/] a Diablo III Beta Test, conducted shortly before the game's release. When that will be and what form the beta will take is yet unknown, and given Blizzard's &amp;quot;when it's done&amp;quot; motto, there will not be any more information about this issue until 2011, at the soonest.&lt;br /&gt;
&lt;br /&gt;
This page covers every common question about Diablo 3 and Blizzard beta tests, with numerous quotes from Blizzard employees inserted where relevant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will there be a Diablo III beta test?==&lt;br /&gt;
It has not been confirmed, but Blizzard has run large scale public beta tests for every one of their games thus far. It's hard to imagine that Diablo III won't follow that successful path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] have made a few statements regarding the showing of games publically before release: [http://www.ausgamers.com/features/read/2662371]&lt;br /&gt;
&lt;br /&gt;
::'''AG: Blizzard has always been great at showing games to people at an early stage and I'm interested in that idea. Do you think there are risks of showing games to people early? What's your philosophy behind that?'''''&lt;br /&gt;
&lt;br /&gt;
::'''[[Jay]]:''' There's only a risk – this is going to sound snarky – but there's only a risk to your ego. If your game is good then people will recognise that it's good. If it's not good, then you need to learn from that and make it better. A lot of the times I think people don't want to show their game early. It's something that some clutch close to their chests – they don't want something that misrepresents them. I can understand that, but the thing is – players only remember the last thing you showed them. So if you show them something and they're like &amp;quot;oh my god that was horrible&amp;quot; then you go &amp;quot;oh geez, then let's go back and make it better&amp;quot;. But at least now you know why, at least now you have some information.''&lt;br /&gt;
&lt;br /&gt;
::One of the reasons why we actually prefer a really long window before we release a game is because we want a lot of feedback; we want to hear what people like and don't like about it; we want to give them several opportunities to play it before release. We play our games constantly before we release them; we give them to the other development teams and we get feedback. We do very long betas and alphas that we include a lot of people – not just from the fanbase, but from the game industry as a whole. We get a lot of other game developers playing our games – months and months before we release – and I would say, look at the success of Blizzard games. If other companies think it's a risk, a bad idea... obviously it's not, because we've done very well on that front.''&lt;br /&gt;
&lt;br /&gt;
==What's a Beta Test?==&lt;br /&gt;
Beta tests are large scale tests of a near-finished video game. To date, all Blizzard beta tests have been semi-public, with website signups drawing in thousands of public testers, who join Blizzard employees, their friends and family, fansite invitees, members of the media, employees at other gaming companies, and others. Beta tests generally scale up in size as they progress; starting with a few dozen testers, then gradually expanding to hundreds and then thousands of testers. In the old days this meant physically mailing out beta CDs; these days with the beta clients being shared via bit torrent, it means passing out more valid beta CD keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What's an Alpha Test?==&lt;br /&gt;
An Alpha test is run before the beta test, and is usually much smaller. The Alpha client is less finalized than the beta client, and is usually the first game build that's semi-complete and playable. Alpha tests are almost always private, and limited to employees, friends, and family.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What's the purpose of a Beta Test?==&lt;br /&gt;
[[Image:Bnet-beta-cd.jpg|thumb]]&lt;br /&gt;
Beta tests serve multiple purposes, depending on the game. &lt;br /&gt;
&lt;br /&gt;
The original Diablo beta test was called the &amp;quot;Battle.net Beta Test&amp;quot; since it was largely made to test Blizzard's new online gaming service. That the software contained the beta client of Diablo I was almost beside the point, since the game was small enough to be tested internally. The hard part was getting the online matchmaking of Battle.net functional.&lt;br /&gt;
&lt;br /&gt;
All computer game beta tests are chiefly used to fix technical problems. Public beta testers have an enormously wide variety of computer systems, and ironing out all of the hardware and software issues keeps Blizzard's technical crew very busy. Numerous game bugs are fixed as well, as the influx of new players invariably find ways to break the game that the company's QA department didn't discover.&lt;br /&gt;
&lt;br /&gt;
Beta tests are very useful to companies as they work to streamline the early player experience as well. Beta tests seldom include the entire game, but they always have the early portions of the game, including character creation and other opening content, since it's essential (especially for Blizzard games) that their games are immediately involving and enjoyable. This is one reason companies like to pull in a wide variety of testers; noobs and dedicated fans alike. Experienced players will skip past minor glitches.&lt;br /&gt;
&lt;br /&gt;
How much actual game testing goes on in a beta test varies from title to title. RTS games like Starcraft 2 generally feature the entire game, but only the multiplayer portion. They can run for many months, as countless tweaks and changes are made to the unit stats as players find new ways to exploit units, and one race or another seems too powerful, or grows too weak as new techniques are developed.&lt;br /&gt;
&lt;br /&gt;
RPGs sometimes include the entire game client, but are usually more limited. Diablo II's beta only included Act One, and only the character skills up to level 18. The D2 team knew they'd need to make changes and tweaks and balances to items and character skills and monsters post-release, but they knew players would need longer than they wanted the beta test to run to get deeply enough into the game to offer valuable input on overall game/item/spell balance. The D2 beta was chiefly used to test out the new Battle.net features, and to test the early aspects of D2 itself. They wanted to perfect the fun factor, leveling speed, early items, skills, monsters and quests. Larger game balance changes were made in post-release patches and were based on the input and play choices of hundreds of thousands of players, rather than just a few hundred beta testers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How long will the beta test run?==&lt;br /&gt;
How long a beta test runs depends on what they're using it to test out. Blizzard might include all of Diablo III in the beta client and run a long and exhaustive test of the entire game. Or they might only include the first Act and the low level skills, much as they did in Diablo II's beta. The latter type of test would obviously not take as long as the former. It does seem likely that they'll be testing out all of the [[Battle.net]] features, such as (potentially) shared stashes, trading via email, friends lists, special rare quests, not to mention the entire basic online gaming infrastructure.&lt;br /&gt;
&lt;br /&gt;
[[Battle.net 2.0]] is scheduled to launch with [[StarCraft II]], which is scheduled to be released before Diablo III. In theory, SC2 will guinea pig the new service and find all the bugs, which should streamline the Diablo III testing process. Read more on the [[Diablo III Release Date]] article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==When will they announce the beta test?==&lt;br /&gt;
No dates have been given yet, nor will they until much closer to the game's release. Blizzard typically announces their upcoming beta tests some months in advance.  They also give at least a month's notice on the date they'll start allowing interested parties to sign up for the test. Their sign up periods usually run about a week, and there's no preference given to people who sign up first, though you'd never know this from the massive crush of fans who flood the site the instant the sign up forms go live.&lt;br /&gt;
&lt;br /&gt;
The time frame for everything varies from test to test, but a hypothetical time line runs something like this:&lt;br /&gt;
* January: Upcoming beta test announced. No time frame given.&lt;br /&gt;
* March: Beta sign up date announced for next month.&lt;br /&gt;
* April: Beta sign up runs for one week. Several hundred thousand fans sign up.&lt;br /&gt;
* May: Beta start date announced for next month.&lt;br /&gt;
* June 1: Beta test begins with the client being made accessible via bit torrent. A small number of beta keys are sent out, chiefly to friends and family and media.&lt;br /&gt;
* June 10-30: More beta keys are sent out, dozens or hundreds every few days, depending on the stability of the hosting servers, how many hours the testers are logging, how far behind the programmers are running on their bug fix lists, etc.&lt;br /&gt;
* July: Many more beta keys are sent out as the test scales up in size.&lt;br /&gt;
* August-?: More testers are added, the game is constantly tweaked with patches and fixes, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When will the Diablo 3 Beta Start?===&lt;br /&gt;
&lt;br /&gt;
As with all dates related to Blizzard games, nothing is definite. [[Kevin Martens]] and [[Julian Love]] wwere asked about this during an interview at Blizzcon 2009, and flatly refused to give any info at all. [http://www.diii.net/blog/comments/exclusive-blizzcon-interview-julian-love-and-kevin-martens/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''Speaking of the beta test, what’s the date on that? Can you give us any loose estimate?&lt;br /&gt;
::'''Kevin: '''We’re still working on content and doing a lot of iterating. It’s hard to know when the game is ready for testing, since just because something is in the game doesn’t mean it’s good enough to ship. The Blizzard secret is endless iteration. Go over and over until something is perfect. How any given feature works with other features, classes, and all the content. We never know exactly where we are in the process since we’re working on everything at once. Julian, how do you describe when we’re done?&lt;br /&gt;
::'''Julian: '''We know we’re ready when everyone is spending their time playing instead of working. That means it’s time to ship.&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''And how long will that be?&lt;br /&gt;
::'''Kevin: '''(Losing patience.) It’s indeterminate.&lt;br /&gt;
&lt;br /&gt;
==Will there be an open beta test?==&lt;br /&gt;
Beta tests with valid beta keys required to play are referred to as closed or private betas. (Most games run truly private betas before they get to the closed public beta, in which only company employees and some of their family members participate.)&lt;br /&gt;
&lt;br /&gt;
Open betas are often referred to as &amp;quot;stress tests,&amp;quot; since the goal is not to test the game, but to test the game hosting software and hardware. The game client is usually about the size of a demo, but it can only be played online. Open betas are almost always freely available to anyone who wants to download them. Beta keys may or may not be required, but if they are they're made very widely available, in numbers that scale up as the test continues. &lt;br /&gt;
&lt;br /&gt;
Diablo II ran such a stress test for several weeks after the closed beta test, since they needed to see how the Battle.net servers would hold up with tens of thousands of simultaneous connections. There's no telling if Diablo III will run such a test. World of Warcraft had both a stress test and an open beta to test its servers. Diablo III's Battle.net set up is going to be similar to Diablo II's, with just a few realms worldwide, and millions of players on each. Blizzard may therefore feel it's necessary to run such a stress test for D3, though they've said nothing about that publicly. They might also run an open beta because it's good publicity for their title. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How are Beta Testers Selected?==&lt;br /&gt;
Blizzard passes out beta keys to their friends and family, to media, and to others in the industry.  They also give out beta slots to various fansites, who may redistribute them as they see fit. Blizzard has also taken to including a slot in an upcoming Blizzard beta in the goodie bags they give out at Blizzcon and their various WWI events. Fans do not know which game beta their codes are good for at the time.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010's Closing Ceremony, Paul Sams announced that 1000 free Beta Keys will be randomly distributed amongst those attending.&lt;br /&gt;
&lt;br /&gt;
==Will there be a public Diablo III beta sign up?==&lt;br /&gt;
Possibly, but nothing is definite until Blizzard announces it. All previous Blizzard beta tests had public signups, but that changed with the World of Warcraft expansion, Wrath of the Lich King. There was no public beta signup for that game; a beta code was given to all of the 6000+ attendees at the 2008 Paris WWI show, and the hundreds more added through fansites and Blizzard's friends list.&lt;br /&gt;
&lt;br /&gt;
It's expected that the 15,000 fans attending the 2008 BlizzCon convention will get a beta code for an upcoming Blizzard beta, but that's not for sure. Those codes could be for Starcraft 2 rather than Diablo III. If they do, that might be all Blizzard thinks they need to test Diablo III, once they add in friends and family and hundreds more gathered from fansite contests. &lt;br /&gt;
&lt;br /&gt;
It's likely that Diablo III will have a public signup, but it's not for sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What makes a good beta tester?==&lt;br /&gt;
It depends on what the test is trying to measure.&lt;br /&gt;
&lt;br /&gt;
Many would-be testers like to stress (in hotly-debated forum posts) that they would be great testers since they play a ton, are very experienced gamers, etc. That may be true, but the mistake such players make is thinking beta tests are primarily about game balance. That's an aspect of such tests, but far from the only one. Blizzard wants a wide variety of testers: varied computer systems, varied locations, varied play experience, and varied game interest. They know rabid D3 fans will play endless hours, and probably find some bugs. They also know that such players will learn how to control the game very quickly, and will not be slowed by unclear help guides, cumbersome controls, and other such minor difficulties that can stymie new players.&lt;br /&gt;
&lt;br /&gt;
Beta tests, especially those that do not include the entire game (like D2's) are largely about optimizing the early game experience. Seeing what players find helpful or confusing about character creation, early game quests, NPC interactions, using the interface, etc. And for that, total noobs are as or more useful than experienced players. In fact, since Blizzard usually distributes hundreds of beta slots to their fansites, and they know those slots will be distributed predominately to rabid fans, they might actually favor more newbie testers amongst those who sign up from their public website form. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What countries are included in the Beta Test?==&lt;br /&gt;
&lt;br /&gt;
This isn't known in advance. Past Blizzard tests have initially been US or North America only, since they usually start with just some hosting servers in the US. As greater server stability is achieved, more testers, from more locations, are allowed in. Blizzard has also been known to run beta servers in other countries where they expect a lot of players. It's quite likely they'll run a Korean Stacraft 2 beta, for instance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is there an age limit for beta testers?==&lt;br /&gt;
Yes, in accordance with the game's age limit ratings, or expected ratings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Can I sign up multiple times?==&lt;br /&gt;
Blizzard usually limits the sign ups to one per household. They want a wide variety of players to try out the beta, and have no way to know if there are ten people with different computers in the same house or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Are there minimum system specs for the Beta Test?==&lt;br /&gt;
Usually there is some minimum cut off point, but since the whole point of such a test is to see how wide a variety of systems the game will run on, Blizzard tries to keep it fairly generous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How many testers will there be?==&lt;br /&gt;
Early Blizzard beta tests were limited to just the 1000 beta CDs they pressed and mailed out. More recent tests with downloadable clients have grown far larger, and there will likely be many thousands or even tens of thousands of testers for Diablo III.  Not everyone starts on the first day, of course. Tests start small and scale up, with more testers added over time as the server stability improves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Are Previous Blizzard Testers invited to Diablo III Beta Test?==&lt;br /&gt;
Only if you are already on the Blizzard's friends list. They do keep a list of good testers from past games, and add people to it when they reliably report numerous bugs, but the names on this list are kept private.&lt;br /&gt;
&lt;br /&gt;
==How to get in to the Closed Beta?==&lt;br /&gt;
Aside from marrying a Blizzard employee or becoming one yourself, you could try attending BlizzCon or other such conventions, since they've been giving out cards good for future beta test slots at such events. Admins of popular fansites and employees of major gaming info sites usually get beta slots as well; sometimes they even have extras to give out to site regulars. There's no way to increase your odds of being chosen from the public sign up period though, since the criteria Blizzard uses to pick such people varies, and is largely random.&lt;br /&gt;
&lt;br /&gt;
==When will Selected be Notified?==&lt;br /&gt;
This varies greatly. There's usually at least a month or two between sign up and the start of the test, and selected testers only find out when they get their beta key emails. Since these notifications are sent out in waves, some testers will necessarily find out long before others.&lt;br /&gt;
&lt;br /&gt;
==Will I have to pay for the Beta?==&lt;br /&gt;
Blizzard has never charged for players to Beta test their products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will the Beta be downloadable?==&lt;br /&gt;
Yes. The days of mailed out CDs are long past, since Blizzard runs such large tests and the game clients are huge. Beta test clients these days are usually several gigs in size, and can take quite a while to download via torrent, even for fast connections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What's a Beta Test like?==&lt;br /&gt;
Generally, just like playing the game, albeit online only and with more bugs and server downtimes. There's no special procedure to follow, once you've got the client downloaded and your beta key working. You just start it up and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How do I report bugs?==&lt;br /&gt;
Beta tests always have bug reporting mechanisms built in. There is usually an ingame command to send a message about a bug, and log files are compiled as you play, recording the game state and hardware/software issues. There are usually private beta testing forums on the official site, where testers can discuss the test and post technical issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will the beta change as I participate?==&lt;br /&gt;
Constantly. Beta tests usually have a new patch almost every day, with minor and major changes, bug fixes, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How much of the whole game will be in the beta?==&lt;br /&gt;
Unknown. The D2 beta included Act One, and all 5 characters, but only half of their skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will I be able to talk about the beta test?==&lt;br /&gt;
Beta testers are usually limited by an NDA, at least initially. Beta clients are, by definition, not final and not perfect, and companies don't want testers complaining publicly, posting screenshots of the non-final game, or giving out secrets and surprises in advance. The NDA is usually lifted towards the end of a beta, but not always.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Does Blizzard Expect Number of Gameplay Hours?==&lt;br /&gt;
No, though they'd appreciate it if you played enough to find some bugs and give some useful feedback. Players who can't play, for technical or other reasons, are useful as well, since Blizzard wants to know what's stopping you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How long will the Beta Test last?==&lt;br /&gt;
Unknown. It depends on how much of the game Blizzard is testing, how well Battle.net 2.0 is running with Starcraft 2 before the D3 beta begins, etc. At least two or three months is a conservative estimate. Some betas run for half a year or longer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will beta testers be given notice before the testing ends?==&lt;br /&gt;
Usually the end of a test is announced some weeks in advance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How Long After Beta is Release?==&lt;br /&gt;
This also depends. Some beta tests run right up until the release date, with the information from them being used for post-release patches. Others end weeks earlier, or are replaced by open beta/stress tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards for Being Beta Tester==&lt;br /&gt;
No free game. Sometimes top testers are credited in the game manual or online credits, and you might earn your way onto Blizzard's beta tester friends/family list, but the sneak peek at the game is the reward for most.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Do I get keep my beta character in the final release?==&lt;br /&gt;
No, beta characters are always wiped from the servers before the final game. The clients are incompatible, items and skills change, it's not fair to give some players a headstart, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[category:Basics]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Skill_Runes&amp;diff=24075</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Skill_Runes&amp;diff=24075"/>
				<updated>2010-10-24T17:19:22Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: &amp;quot;indigo rune rank 1&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runes''' in [[Diablo 3]] are small items that are socketed into '''active''' [[skill]]s, (not into [[item]]s as they were in Diablo 2). Diablo 3's skill runes grant special bonuses to the skill they are socketed into, improving the skill's function in various ways, such as adding damage or multiple hits, reducing cost, etc.&lt;br /&gt;
&lt;br /&gt;
There are five types of runes, each representing a general type of bonus, the names of which have changed repeatedly during game development. The final name change was revealed in May 2010, when [[Bashiok]] [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/] revealed the names as having changed to [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]], and [[Alabaster]].  Considerable, but not total, changes to their bonuses came with that name change.&lt;br /&gt;
&lt;br /&gt;
Runes spawn at 7 levels of quality (Rank 1-7), e.g., &amp;quot;Indigo Rune Rank 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Every Rune Works in Every Skill==&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
[[Jay Wilson]] has stressed that runes must add a useful function to multiple types of skills, since every type of rune will be socketable in every action skill. (As far as we know.) This leads to some odd and creative design decisions, since while it's obvious what most runes will do in most skills, there are some exceptions. Consider what a rune that adds multiple hits or damage does for a purely defensive/shielding skill? Or a movement skill like the Wizard's Teleport? &lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] wants all the runes to be useful to all [[class]]es, so they did not add runes that just boosted one type of skill, or one character's skills. They had to find general function bonuses that worked across the board, which is why there are not fifty types of runes. Instead there are just five rune types, though even with just 5, their functions change quite a bit from skill to skill, in many cases.&lt;br /&gt;
&lt;br /&gt;
==Rune Types and Functions==&lt;br /&gt;
&lt;br /&gt;
There have been five types of runes ever since they were announced as a game feature. The names and functions of the five types have changed repeatedly though, and the team is certain to continue modifying them throughout the remainder of the development process.&lt;br /&gt;
&lt;br /&gt;
Though the five types of runes kept changing names, but their functions seemed to be largely set all through 2009 and into 2010. This apparent certainty was overturned by new info[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/] from [[Jay Wilson]] at the [[Gamescom]] show in August 2010. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Tool Tips===&lt;br /&gt;
The team has stressed that every rune will have an informative tool tip, letting players know approximately what that rune will do in a given skill. To see this in the game, players need pick up a rune and then hover it over a skill with a socket. [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/]&lt;br /&gt;
&lt;br /&gt;
::Pick up a rune and mousing it over a skill and the tooltip will tell you how it affects the skill. The UI does a good job of informing you how each rune interacts with each skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: [http://pc.ign.com/articles/101/1017305p1.html] &lt;br /&gt;
&lt;br /&gt;
* The Power Rune, which was renamed Force Rune: &amp;quot;One tends to be more damage-oriented.&amp;quot;&lt;br /&gt;
* The Multistrike Rune, which was renamed the Hydra Rune: &amp;quot;One tends to multiply effects, splits projectiles or bigger radiuses, things like that.&amp;quot;&lt;br /&gt;
* The Energy Rune: &amp;quot;One tends to be a very energy-efficient rune, so you cut down cost or in some way increases the benefit of the skill, so you get more for less.&amp;quot;&lt;br /&gt;
* The Lethality Rune, which was renamed Viper: &amp;quot;One tends to be more focused on death effects, critical effects.&amp;quot;&lt;br /&gt;
* The Striking rune: &amp;quot;And one of them we call just... the weird rune, which is our grab bag for anything unusual we want to stick on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Though all the names have changed, three of the functions remain largely intact. Most skills still benefit from a +damage rune, a multishot/strike rune, and a critical hit boosting rune. The wildcard rune is still very wild. The biggest change is that the former Energy rune is largely changed to a second wildcard rune, since changes to the [[resource]] systems made its former function largely obsolete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra: The First Example===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson provided a whole new insight into the changes made to Runestones with a short quote from Gamescom, in August 2010.  [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of my favorites is on the [[Wizard]]. She has a skill called [[Hydra]], which is largely the same as it was in Diablo 2. Fiery (dragon) heads that shoot fireballs. Depending on which rune the Wizard sockets in that skill, the dragon heads change elements, and it’s a major change. Their entire appearance is altered. They can become poison heads, which shoot bolts of poison that leave pools of acid on the ground. There are lightning heads that shoot [[Chain Lightning]].  Cold heads that shoot [[Frost Bolts]] that slow enemies.  Another rune makes for a bigger fire attack, where the head just breaths a cone of flame.&lt;br /&gt;
&lt;br /&gt;
Jay did not list what all five runes did in Hydra, and his explanation left fans confused. Where were the three elemental damage types coming from? Nothing like that seemed to fit wit the previous rune functions.&lt;br /&gt;
&lt;br /&gt;
===Rune Changes Explained===&lt;br /&gt;
&lt;br /&gt;
Diablo III Community Manager Bashiok spoke to Diii.net about runestones shortly after Gamescom, in August 2010, and explained a lot of the lingering questions from Jay's Gamescom update. [http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/]&lt;br /&gt;
&lt;br /&gt;
In Hydra, five runes provide: extra damage (with a changed fire form), Multistrike (rapid fire), and the 3 elemental properties. Extra damage and multishot are consistent with previously known rune functions. One of the elementals comes from the wildcard rune, and the other comes from what used to be the Energy rune. That rune now functions as a second wildcard in most skills, since changes to the [[resources]] made the mana-saving property obsolete. (Plus it just wasn't cool enough, in most instances.)&lt;br /&gt;
&lt;br /&gt;
So Hydra isn't a total outlier; it's just got one rune, (formerly known as Lethality) that usually affects critical bonuses, that's doing something very different (providing an elemental damage change, in Hydra).&lt;br /&gt;
&lt;br /&gt;
Many of the skills in the game have undergone similar transformations, in terms of their Runestone effects. The D3 Team has gone over all of them, more than 600 (20-25 skills per char x 5 chars x 5 runes) and tried to make them all &amp;quot;awesome.&amp;quot; Visual, interesting, exciting; not just stat-tweaking. This is a huge project, with a lot of trial and error, and it's ongoing.&lt;br /&gt;
&lt;br /&gt;
The changes to artwork and graphics are extensive, but they can usually adapt other art elements from the game, rather than having to make new effects from scratch. For instance, a new runestone change to the [[Witch Doctor]]'s [[Corpse Spiders]] spell caused a huge &amp;quot;mother spider&amp;quot; to spawn, instead of just tiny spiders. The artists were able to create this by modifying an existing spider model. They put on a new texture, changed the size, tweaked the AI, and voila, they've got a big spider that fits perfectly with the new runestone effect.&lt;br /&gt;
&lt;br /&gt;
The biggest problem seems to be balancing. How can they even out the effects and utility of so many runes doing so many different things? Bashiok admitted that was a challenge, but said that perfect balance wasn't required. As long as none of the rune properties were wildly over or underpowered, it would be find for [[PvE]] play. They might have to do more fine-tuning when it came to PvP though, since there it really does matter if one skill is slightly better than another. But they're not to the point of worrying much about that, yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Names==&lt;br /&gt;
There are five types of runes in Diablo 3. Their names have changed during development, though when he named them in (May 2010), Bashiok said these were fairly set for the final game: [[Crimson Rune|Crimson]], [[Indigo Rune|Indigo]], [[Obsidian Rune|Obsidian]], [[Golden Rune|Golden]], [[Alabaster Rune|Alabaster]].  The team refers to these as &amp;quot;substance/mineral&amp;quot; names. &lt;br /&gt;
&lt;br /&gt;
* [[Energy Rune]], new name unknown.&lt;br /&gt;
* [[Viper Rune]], previously the Lethality Rune. New name unknown.&lt;br /&gt;
* [[Hydra Rune]], previously the Multistrike Rune. Now the [[Indigo Rune]].&lt;br /&gt;
* [[Force Rune]], previously the Power Rune. New name unknown.&lt;br /&gt;
* [[Striking Rune]], new name unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the latest rune name change in May 2010: [http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/]&lt;br /&gt;
&lt;br /&gt;
::[[Bashiok]]: The runes have really just been renamed to allow us greater flexibility in what they do so we’re not creating a weird detachment from what they’re called and the effect they provide. For example what was the multi-strike rune going to do for ... say, [[Slow Time]]? And does that match what the name implies, or what you would assume? Probably not.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated on this issue:&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' ...the purpose of renaming them was... to remove a strict theme. I’m not aware of any rune effects we’ve shown being removed, I think all those still exist just the way they were shown. Just instead of multi-strike/hydra, it’s called Indigo, and while for a lot of skills it still has a very multi-strike theme, it’s not a rule dictated by the name.&lt;br /&gt;
&lt;br /&gt;
===Rune Quality Levels===&lt;br /&gt;
There are five types of runes. Each individual rune, of whatever type, can spawn at various quality levels; Jay Wilson said there would be five or six such levels. As of late 2008, &amp;quot;minor&amp;quot; was said to be the lowest quality, though the modifier names may have changed since that point. As with all items in the game, higher quality runes will be rarer, and only findable from higher level monsters. The functions of a given type of rune will not change as the quality increases; instead the bonuses will be increased.&lt;br /&gt;
&lt;br /&gt;
The name format is fairly simple, as Bashiok described in May 2010. [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/]&lt;br /&gt;
&lt;br /&gt;
::I don’t think quality names have been decided for sure yet (?), but for example it would be something like “Minor Alabaster Runestone”.&lt;br /&gt;
&lt;br /&gt;
::For example: &amp;quot;[quality] [rune type] Runestone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 team has confirmed that the [[Mystic]] will have some crafting recipes to create new runes, though there are no details yet, other than that they will use old Runes in the process.&lt;br /&gt;
&lt;br /&gt;
It will also be possible to [[salvage]] unwanted runes for magical materials, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Storage===&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Appearance===&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/] Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
A more recent image, from August 2010, is seen to the left. Runes are now round, like marbles, and bear striking glyph graphics. In light of this change, it's assumed that the sockets in skills are now round as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
The [[D3 Team]] gave several examples of rune functions during a panel at [[BlizzCon 2008]] when Skill Runes were first revealed as a game feature. ([http://www.youtube.com/watch?v=ouYP1zGfd0s Watch the demonstration] on YouTube.) The rune names have all changed since this time, but the illustrated functions are said to be largely unchanged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[Mirror Image]] Skill:''' This skill, from the [[Conjuring Skill Tree]], creates a duplicate of the [[wizard]], which is capable of moving around and using spells to attack monsters. (It's not just a decoy or an illusion.)&lt;br /&gt;
** '''Hydra/Multistrike Rune: '''Socketing this rune would increase the number of duplicates. Higher quality levels of the hydra/multi-strike rune would presumably add more duplicates.&lt;br /&gt;
** '''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[Teleport]] skill:''' This skill, from the [[Arcane Skill Tree]], teleports the Wizard to the targeted location. The spell isn't quite as quick as it was in Diablo or Diablo 2, since the Wizard leaps up into the air before vanishing, and appears in the air, then falls down to earth.&lt;br /&gt;
&lt;br /&gt;
* '''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Hydra/Multistrike Rune:''' Creates a temporary duplicate of the Wizard that will attract enemy fire and will fight and deal damage as well. (This seems to be basically a free way to cast Mirror Image when you Teleport.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[Skull of Flame]] skill:''' The Witch Doctor lobs a flaming skull, grenade style, which explodes on impact, dealing substantial fire damage to nearby targets. Different runes affect this skill in different ways. Here are a couple of examples as presented during a BlizzCon 2008 panel discussion.&lt;br /&gt;
&lt;br /&gt;
* '''Hydra/Multistrike Rune:''' Socketing this rune causes the flaming skull to skip along the ground, like a stone over water, bounding and creating multiple explosions. Higher quality runes would allow additional bounces.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* With '''Force/Power Rune:''' Socketing this rune adds a firefield property to the Skull of Flame, creating a small patch of flame on the ground that persists after the skull's explosion and damages any monsters that cross over it.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[Electrocute]] skill:''' This skill, from the [[Storm Skill Tree]] creates a strand of lightning that locks onto an enemy like a beam weapon, dealing steady lightning damage.&lt;br /&gt;
&lt;br /&gt;
* '''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* With '''Viper/Lethality Rune:''' Socketing this rune causes some of the monsters killed by Electrocute to explode in a nova, dealing damage to other nearby enemies.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
Runes in [[Diablo III]] are nothing like the {{iw|Runes Runes}} found in [[Diablo II]]. In D2 there were 33 kinds of Runes, which were small items that had no use on their own, but that could be placed in item sockets to add various bonuses to the item. Certain combinations of runes could also be used to create {{iw|Runeword RuneWords}}, very powerful items with pre-set stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. [http://pc.ign.com/articles/101/1017305p1.html]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. One tends to be more damage-oriented. One tends to multiply effects, splits projectiles or bigger radiuses, things like that. One tends to be a very energy-efficient rune, so you cut down cost or in some way increases the benefit of the skill, so you get more for less. One tends to be more focused on death effects, critical effects. And one of them we call just... the weird rune, which is our grab bag for anything unusual we want to stick on. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [http://www.youtube.com/watch?v=BQBtkJ97Fbo&amp;amp;feature=related The Diablo 3 panel which deals with Fury issues]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Skill_Runes&amp;diff=24074</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Skill_Runes&amp;diff=24074"/>
				<updated>2010-10-24T17:16:59Z</updated>
		
		<summary type="html">&lt;p&gt;Arkadier: update bc2010: 7 ranks of skill runes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runes''' in [[Diablo 3]] are small items that are socketed into '''active''' [[skill]]s, (not into [[item]]s as they were in Diablo 2). Diablo 3's skill runes grant special bonuses to the skill they are socketed into, improving the skill's function in various ways, such as adding damage or multiple hits, reducing cost, etc.&lt;br /&gt;
&lt;br /&gt;
There are five types of runes, each representing a general type of bonus, the names of which have changed repeatedly during game development. The final name change was revealed in May 2010, when [[Bashiok]] [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/] revealed the names as having changed to [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]], and [[Alabaster]].  Considerable, but not total, changes to their bonuses came with that name change.&lt;br /&gt;
&lt;br /&gt;
Runes spawn at various levels of quality (7 levels), e.g., &amp;quot;Minor Alabaster Runestone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Every Rune Works in Every Skill==&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
[[Jay Wilson]] has stressed that runes must add a useful function to multiple types of skills, since every type of rune will be socketable in every action skill. (As far as we know.) This leads to some odd and creative design decisions, since while it's obvious what most runes will do in most skills, there are some exceptions. Consider what a rune that adds multiple hits or damage does for a purely defensive/shielding skill? Or a movement skill like the Wizard's Teleport? &lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] wants all the runes to be useful to all [[class]]es, so they did not add runes that just boosted one type of skill, or one character's skills. They had to find general function bonuses that worked across the board, which is why there are not fifty types of runes. Instead there are just five rune types, though even with just 5, their functions change quite a bit from skill to skill, in many cases.&lt;br /&gt;
&lt;br /&gt;
==Rune Types and Functions==&lt;br /&gt;
&lt;br /&gt;
There have been five types of runes ever since they were announced as a game feature. The names and functions of the five types have changed repeatedly though, and the team is certain to continue modifying them throughout the remainder of the development process.&lt;br /&gt;
&lt;br /&gt;
Though the five types of runes kept changing names, but their functions seemed to be largely set all through 2009 and into 2010. This apparent certainty was overturned by new info[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/] from [[Jay Wilson]] at the [[Gamescom]] show in August 2010. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Tool Tips===&lt;br /&gt;
The team has stressed that every rune will have an informative tool tip, letting players know approximately what that rune will do in a given skill. To see this in the game, players need pick up a rune and then hover it over a skill with a socket. [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/]&lt;br /&gt;
&lt;br /&gt;
::Pick up a rune and mousing it over a skill and the tooltip will tell you how it affects the skill. The UI does a good job of informing you how each rune interacts with each skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: [http://pc.ign.com/articles/101/1017305p1.html] &lt;br /&gt;
&lt;br /&gt;
* The Power Rune, which was renamed Force Rune: &amp;quot;One tends to be more damage-oriented.&amp;quot;&lt;br /&gt;
* The Multistrike Rune, which was renamed the Hydra Rune: &amp;quot;One tends to multiply effects, splits projectiles or bigger radiuses, things like that.&amp;quot;&lt;br /&gt;
* The Energy Rune: &amp;quot;One tends to be a very energy-efficient rune, so you cut down cost or in some way increases the benefit of the skill, so you get more for less.&amp;quot;&lt;br /&gt;
* The Lethality Rune, which was renamed Viper: &amp;quot;One tends to be more focused on death effects, critical effects.&amp;quot;&lt;br /&gt;
* The Striking rune: &amp;quot;And one of them we call just... the weird rune, which is our grab bag for anything unusual we want to stick on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Though all the names have changed, three of the functions remain largely intact. Most skills still benefit from a +damage rune, a multishot/strike rune, and a critical hit boosting rune. The wildcard rune is still very wild. The biggest change is that the former Energy rune is largely changed to a second wildcard rune, since changes to the [[resource]] systems made its former function largely obsolete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra: The First Example===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson provided a whole new insight into the changes made to Runestones with a short quote from Gamescom, in August 2010.  [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of my favorites is on the [[Wizard]]. She has a skill called [[Hydra]], which is largely the same as it was in Diablo 2. Fiery (dragon) heads that shoot fireballs. Depending on which rune the Wizard sockets in that skill, the dragon heads change elements, and it’s a major change. Their entire appearance is altered. They can become poison heads, which shoot bolts of poison that leave pools of acid on the ground. There are lightning heads that shoot [[Chain Lightning]].  Cold heads that shoot [[Frost Bolts]] that slow enemies.  Another rune makes for a bigger fire attack, where the head just breaths a cone of flame.&lt;br /&gt;
&lt;br /&gt;
Jay did not list what all five runes did in Hydra, and his explanation left fans confused. Where were the three elemental damage types coming from? Nothing like that seemed to fit wit the previous rune functions.&lt;br /&gt;
&lt;br /&gt;
===Rune Changes Explained===&lt;br /&gt;
&lt;br /&gt;
Diablo III Community Manager Bashiok spoke to Diii.net about runestones shortly after Gamescom, in August 2010, and explained a lot of the lingering questions from Jay's Gamescom update. [http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/]&lt;br /&gt;
&lt;br /&gt;
In Hydra, five runes provide: extra damage (with a changed fire form), Multistrike (rapid fire), and the 3 elemental properties. Extra damage and multishot are consistent with previously known rune functions. One of the elementals comes from the wildcard rune, and the other comes from what used to be the Energy rune. That rune now functions as a second wildcard in most skills, since changes to the [[resources]] made the mana-saving property obsolete. (Plus it just wasn't cool enough, in most instances.)&lt;br /&gt;
&lt;br /&gt;
So Hydra isn't a total outlier; it's just got one rune, (formerly known as Lethality) that usually affects critical bonuses, that's doing something very different (providing an elemental damage change, in Hydra).&lt;br /&gt;
&lt;br /&gt;
Many of the skills in the game have undergone similar transformations, in terms of their Runestone effects. The D3 Team has gone over all of them, more than 600 (20-25 skills per char x 5 chars x 5 runes) and tried to make them all &amp;quot;awesome.&amp;quot; Visual, interesting, exciting; not just stat-tweaking. This is a huge project, with a lot of trial and error, and it's ongoing.&lt;br /&gt;
&lt;br /&gt;
The changes to artwork and graphics are extensive, but they can usually adapt other art elements from the game, rather than having to make new effects from scratch. For instance, a new runestone change to the [[Witch Doctor]]'s [[Corpse Spiders]] spell caused a huge &amp;quot;mother spider&amp;quot; to spawn, instead of just tiny spiders. The artists were able to create this by modifying an existing spider model. They put on a new texture, changed the size, tweaked the AI, and voila, they've got a big spider that fits perfectly with the new runestone effect.&lt;br /&gt;
&lt;br /&gt;
The biggest problem seems to be balancing. How can they even out the effects and utility of so many runes doing so many different things? Bashiok admitted that was a challenge, but said that perfect balance wasn't required. As long as none of the rune properties were wildly over or underpowered, it would be find for [[PvE]] play. They might have to do more fine-tuning when it came to PvP though, since there it really does matter if one skill is slightly better than another. But they're not to the point of worrying much about that, yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Names==&lt;br /&gt;
There are five types of runes in Diablo 3. Their names have changed during development, though when he named them in (May 2010), Bashiok said these were fairly set for the final game: [[Crimson Rune|Crimson]], [[Indigo Rune|Indigo]], [[Obsidian Rune|Obsidian]], [[Golden Rune|Golden]], [[Alabaster Rune|Alabaster]].  The team refers to these as &amp;quot;substance/mineral&amp;quot; names. &lt;br /&gt;
&lt;br /&gt;
* [[Energy Rune]], new name unknown.&lt;br /&gt;
* [[Viper Rune]], previously the Lethality Rune. New name unknown.&lt;br /&gt;
* [[Hydra Rune]], previously the Multistrike Rune. Now the [[Indigo Rune]].&lt;br /&gt;
* [[Force Rune]], previously the Power Rune. New name unknown.&lt;br /&gt;
* [[Striking Rune]], new name unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the latest rune name change in May 2010: [http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/]&lt;br /&gt;
&lt;br /&gt;
::[[Bashiok]]: The runes have really just been renamed to allow us greater flexibility in what they do so we’re not creating a weird detachment from what they’re called and the effect they provide. For example what was the multi-strike rune going to do for ... say, [[Slow Time]]? And does that match what the name implies, or what you would assume? Probably not.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated on this issue:&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' ...the purpose of renaming them was... to remove a strict theme. I’m not aware of any rune effects we’ve shown being removed, I think all those still exist just the way they were shown. Just instead of multi-strike/hydra, it’s called Indigo, and while for a lot of skills it still has a very multi-strike theme, it’s not a rule dictated by the name.&lt;br /&gt;
&lt;br /&gt;
===Rune Quality Levels===&lt;br /&gt;
There are five types of runes. Each individual rune, of whatever type, can spawn at various quality levels; Jay Wilson said there would be five or six such levels. As of late 2008, &amp;quot;minor&amp;quot; was said to be the lowest quality, though the modifier names may have changed since that point. As with all items in the game, higher quality runes will be rarer, and only findable from higher level monsters. The functions of a given type of rune will not change as the quality increases; instead the bonuses will be increased.&lt;br /&gt;
&lt;br /&gt;
The name format is fairly simple, as Bashiok described in May 2010. [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/]&lt;br /&gt;
&lt;br /&gt;
::I don’t think quality names have been decided for sure yet (?), but for example it would be something like “Minor Alabaster Runestone”.&lt;br /&gt;
&lt;br /&gt;
::For example: &amp;quot;[quality] [rune type] Runestone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 team has confirmed that the [[Mystic]] will have some crafting recipes to create new runes, though there are no details yet, other than that they will use old Runes in the process.&lt;br /&gt;
&lt;br /&gt;
It will also be possible to [[salvage]] unwanted runes for magical materials, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Storage===&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Appearance===&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/] Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
A more recent image, from August 2010, is seen to the left. Runes are now round, like marbles, and bear striking glyph graphics. In light of this change, it's assumed that the sockets in skills are now round as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
The [[D3 Team]] gave several examples of rune functions during a panel at [[BlizzCon 2008]] when Skill Runes were first revealed as a game feature. ([http://www.youtube.com/watch?v=ouYP1zGfd0s Watch the demonstration] on YouTube.) The rune names have all changed since this time, but the illustrated functions are said to be largely unchanged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[Mirror Image]] Skill:''' This skill, from the [[Conjuring Skill Tree]], creates a duplicate of the [[wizard]], which is capable of moving around and using spells to attack monsters. (It's not just a decoy or an illusion.)&lt;br /&gt;
** '''Hydra/Multistrike Rune: '''Socketing this rune would increase the number of duplicates. Higher quality levels of the hydra/multi-strike rune would presumably add more duplicates.&lt;br /&gt;
** '''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[Teleport]] skill:''' This skill, from the [[Arcane Skill Tree]], teleports the Wizard to the targeted location. The spell isn't quite as quick as it was in Diablo or Diablo 2, since the Wizard leaps up into the air before vanishing, and appears in the air, then falls down to earth.&lt;br /&gt;
&lt;br /&gt;
* '''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Hydra/Multistrike Rune:''' Creates a temporary duplicate of the Wizard that will attract enemy fire and will fight and deal damage as well. (This seems to be basically a free way to cast Mirror Image when you Teleport.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[Skull of Flame]] skill:''' The Witch Doctor lobs a flaming skull, grenade style, which explodes on impact, dealing substantial fire damage to nearby targets. Different runes affect this skill in different ways. Here are a couple of examples as presented during a BlizzCon 2008 panel discussion.&lt;br /&gt;
&lt;br /&gt;
* '''Hydra/Multistrike Rune:''' Socketing this rune causes the flaming skull to skip along the ground, like a stone over water, bounding and creating multiple explosions. Higher quality runes would allow additional bounces.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* With '''Force/Power Rune:''' Socketing this rune adds a firefield property to the Skull of Flame, creating a small patch of flame on the ground that persists after the skull's explosion and damages any monsters that cross over it.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[Electrocute]] skill:''' This skill, from the [[Storm Skill Tree]] creates a strand of lightning that locks onto an enemy like a beam weapon, dealing steady lightning damage.&lt;br /&gt;
&lt;br /&gt;
* '''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* With '''Viper/Lethality Rune:''' Socketing this rune causes some of the monsters killed by Electrocute to explode in a nova, dealing damage to other nearby enemies.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
Runes in [[Diablo III]] are nothing like the {{iw|Runes Runes}} found in [[Diablo II]]. In D2 there were 33 kinds of Runes, which were small items that had no use on their own, but that could be placed in item sockets to add various bonuses to the item. Certain combinations of runes could also be used to create {{iw|Runeword RuneWords}}, very powerful items with pre-set stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. [http://pc.ign.com/articles/101/1017305p1.html]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. One tends to be more damage-oriented. One tends to multiply effects, splits projectiles or bigger radiuses, things like that. One tends to be a very energy-efficient rune, so you cut down cost or in some way increases the benefit of the skill, so you get more for less. One tends to be more focused on death effects, critical effects. And one of them we call just... the weird rune, which is our grab bag for anything unusual we want to stick on. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [http://www.youtube.com/watch?v=BQBtkJ97Fbo&amp;amp;feature=related The Diablo 3 panel which deals with Fury issues]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Arkadier</name></author>	</entry>

	</feed>