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	<entry>
		<id>https://di.diablowiki.net/index.php?title=Inner_Sanctuary&amp;diff=24595</id>
		<title>Inner Sanctuary</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Inner_Sanctuary&amp;diff=24595"/>
				<updated>2010-11-01T03:14:09Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: /* Background */  added s to use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Inner Sanctuary''' is a Tier 5 [[skill]] which requires a [[clvl]] of 14. This is a [[spirit]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
The Monk casts a rune on the ground that cannot be passed.&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= Inner_Sanctuary.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= Monk&lt;br /&gt;
|tree= Tier 5&lt;br /&gt;
|description= Creates a protected region on the ground for a few seconds that can not be bypassed by enemies.&lt;br /&gt;
|type= Defensive Buff&lt;br /&gt;
|quantity= N/A&lt;br /&gt;
|effect= AoE globe&lt;br /&gt;
|school= Holy&lt;br /&gt;
|resource= Spirit&lt;br /&gt;
|cost= X&lt;br /&gt;
|cast-time= Unknown&lt;br /&gt;
|duration= 6-10 sec&lt;br /&gt;
|cooldown= 1.5 sec&lt;br /&gt;
&amp;lt;!-- |synergies= Link them --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The [[Monk]] uses holy energy to create a protected region on the ground for a few seconds that can not be bypassed by enemies.&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
There was no need for additional defence at any point during the [[BlizzCon 2009 demo]], so this spell isn't overly tested yet, since it wasn't very necessary. At least not for the (intentionally) overpowered Monk.&lt;br /&gt;
&lt;br /&gt;
When cast, this skill creates a large rune on the ground, with a Stop Time-like bubble shield in the middle on which stands the Monk. It appeared to be impermeable to [[melee]] attackers; the [[Fallen]] I used it against couldn't penetrate, at least. They could reach through it, though. A [[Fallen Overseer]] had enough range to whack me with his improvised polearm, as I stood in the center, immediately after casting it. Regular Fallen however, could not, and just stood ringed around the exterior, waiting their turn.&lt;br /&gt;
&lt;br /&gt;
I didn’t try it against bosses or flying enemies, and there were very few projectile enemies in the BlizzCon build to test that aspect of it against. And it was never necessary, since I was always better off attacking than standing back on defense, with the Monk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' 6 second impassible region.&lt;br /&gt;
* '''Rank 2:''' 7 second impassible region.&lt;br /&gt;
* '''Rank 3:''' 8 second impassible region. (presumed)&lt;br /&gt;
* '''Rank 4:''' 9 second impassible region. (presumed)&lt;br /&gt;
* '''Rank 5:''' 10 second impassible region. (presumed)&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;
This skill was first shown at [[BlizzCon 2009]] as one of the originals when the [[Monk]] was unveiled. The whole idea behind this spell is to make life a little easier for the relatively frail Monk.&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=Inner+Sanctuary Inner Sanctuary-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Inner_Sanctuary.jpg|Shields up!&lt;br /&gt;
Image:01_FA_TMIS.jpg|Rune Fan Art by [[Holyknight3000]]&lt;br /&gt;
Image:monk_trailer_innerS|From the Monk Trailer&lt;br /&gt;
&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;
* [[Writings of Abd al-Hazir: Entry no. 0032|Writings of Abd al-Hazir: Entry no. 0032: Monk]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-monk-skill-tree-discussion-and-status/ Full Monk Skill Tree Stats and Discussion]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Monk}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Monk&amp;diff=24543</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Monk&amp;diff=24543"/>
				<updated>2010-10-31T17:27:20Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: /* Combat System */  added hyperlinks to dot and aoe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Monk''' is one of the five playable characters in Diablo 3. He was the fourth to be revealed, at Blizzcon 2009, and plays as a [[melee]]/[[caster]] hybrid, with a martial arts/kung fu type theme to most of his attacks. His appearance is reminiscent of a European monk, while his saffron robed garments, religion, and combat style draw more from the Eastern, Shao Lin style influence.&lt;br /&gt;
&lt;br /&gt;
Though only eight of the [[Monk skills]] have yet been revealed, the character design calls for numerous fast-hitting, arcade-style chain combo attacks, a variety of defensive active and passive skills, and various unknown types of party-boosting [[Auras]].[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
The character feels similar to the [[Assassin]] and [[Paladin]] from Diablo II, and while he shares a name and some traits with the Monk from Hellfire, Blizzard has disowned that expansion pack and claims no connection between the characters. [http://diablo.incgamers.com/blog/comments/bashiok-on-the-monk-and-cluttered-visuals/]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Monk1.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 200px--&amp;gt;&lt;br /&gt;
&amp;lt;!--|name= --&amp;gt;&lt;br /&gt;
|classtype= official&lt;br /&gt;
|role= [[Melee]]/[[Caster]]&lt;br /&gt;
|attrib= [[Strength]] [[Dexterity]] [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= [[Skill Tree A]]&lt;br /&gt;
|skilltree2= [[Skill Tree B]]&lt;br /&gt;
|skilltree3= [[Skill Tree C]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Sanctuary]]&lt;br /&gt;
|affiliation= Monks of [[Ivgorod]]&lt;br /&gt;
|friends= None Known&lt;br /&gt;
|foes= None Known&lt;br /&gt;
}}&lt;br /&gt;
The male Monk character comes from the Monasteries of [[Ivgorod]] in the Foothills. They are taken into the Monastery at a young age, where they are taught ancient knowledge; they believe in 1001 gods that dwell within everything (one god in water, one god in fire, one god in the air, etc.), martial arts, and meditation to purify the body and soul.&lt;br /&gt;
&lt;br /&gt;
The Monks have a fondness for structure and creativity, which is why they have various symbols on their bodies. Their light magic is brought to life through runes, symbols that invoke the light to aid them. It is said that each Monk has a tattoo on his back, that chronicles their lifetime/adventures (needs confirmation), and that it may take a monk an entire lifetime to complete the tattoo on his back.&lt;br /&gt;
&lt;br /&gt;
The monk serves the Elder Monks of the monastery, who seek to destroy evil in all forms. He thinks of himself as the weapon of the gods against all that is evil. He is a peaceful, patient and good man who aids those who suffer, with no hatred against anyone, in contrast to the [[Barbarian]]. He is adept in Martial Arts, being able to defeat multiple foes without the aid of weapons. &lt;br /&gt;
&lt;br /&gt;
[[Leonard Boyarsky]], Diablo 3's lead story designer, discussed this in an August 2009 interview.[http://www.atomicmpc.com.au/Feature/153717,diablo-iii-qa.aspx]&lt;br /&gt;
&lt;br /&gt;
::(The Monk) comes from a place called Ivgorod, you know when we started looking at a story about a monk we didn't want to just have what would be considered the standard monk. At Blizzard we love to put a little twist on things and do things a little bit differently. So we thought it would be interesting to take some kind of 13th century... well not factual, but some kind of Eastern European 13th century monk and combine it with the more Eastern style; not only in terms of the look but also in terms of the philosophical. So he has the Eastern philosophy integrated into him, the movement has a lot to do with life and the gods mixed in with a very theocratic, organised religious belief system.&lt;br /&gt;
But he's very devout, he's fighting the good fight; he's a holy warrior. He's very straight-ahead in what he does, there's no gray area for him and it's not that he's inflexible -- he does what he thinks is right. If he has to meditate on that for two days he'll do it because he's got to do the right thing - his fighting is his way of worshiping. That's how we approached him, which gives him a very different feel. The [[Barbarian]] has a good mythology; we gave the [[Witch Doctor]] a very rich mythology. In the game they have a very different experience as different characters, but also, possibly come into conflict with each other because of their different belief systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-game Info===&lt;br /&gt;
More info was revealed in an IGN interview.[http://uk.pc.ign.com/articles/101/1017305p2.html]&lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]]:&lt;br /&gt;
::''I think the only character who actually goes through their homeland is, I believe, the [[wizard]], Leonard [Boyarsky] knows more about this than me, sometimes I get this wrong. But I'm pretty sure it's the wizard. The monk's land we're not going to, but there are likely to be other monk characters and details about the religious group and the culture that he comes from.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Female Monk===&lt;br /&gt;
&lt;br /&gt;
[[File:Monk-female-con2.jpg|left|thumb|111px|Heavy armor.]]&lt;br /&gt;
The Monk debuted at Blizzcon 2009 with just the male version in concept art or playable. There was no sign of the female monk at that point, though Blizzard always stressed that every character in the game would be playable, with identical stats and abilities, in either gender. Aside from spawning numerous, &amp;quot;wouldn't she be the 'nun?'&amp;quot; jokes, the female Monk existed only in rumor and various pieces of fan-made concept art until late January 2010, when Blizzard requested that fans create their own versions of what the character might look like, as a fun diversion before the real artwork was released.&lt;br /&gt;
&lt;br /&gt;
[[File:Monk-female-con1.jpg|thumb|255px|Light armor action pose.]]&lt;br /&gt;
There were no prizes offered for this feat, but fan artists enjoyed the experience, and other fans liked to see what they came up with, as well as wagering which one would most accurately reflect the official version. Blizzard was taking something of a risk with this; after all, what if some of the fan art had been wildly popular, and the official version not very well-liked by the community. (This was not out of the question; see [[Wizard#Appearance|the male Wizard controversy]], for example.)&lt;br /&gt;
&lt;br /&gt;
The official version of the female monk finally reared her head on February 5, 2010, when concept art for the character was seen in an episode of the Jace Hall Show.[http://diablo.incgamers.com/blog/comments/female-monk-revealed/] High quality versions of that artwork[http://diablo.incgamers.com/blog/comments/female-monk-revealed1/] were released the next week, and after some fairly intense debate,[http://diablo.incgamers.com/blog/comments/female-monk-design-criticism/] the official art was widely approved.&lt;br /&gt;
&lt;br /&gt;
For instance, fansite Diii.net ran two votes; one to pick the best of the fan art,[http://diablo.incgamers.com/blog/comments/vote-for-the-best-female-monk-fan-concept-art/] and then a second with the top 3 pieces of fan art against the official version. The official version won handily.[http://diablo.incgamers.com/blog/comments/vote-best-female-monk-concept-art/]&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The &amp;quot;theme&amp;quot; of the Society of Monks is a mix of &amp;quot;spiritual&amp;quot; Buddhism and &amp;quot;eradication of evil&amp;quot; of the European churches while maintaining an Asian/Indian visual theme. [[Abd al-Hazir]] writes about an encounter with a Monk in a tavern, in his [[Writings of Abd al-Hazir: Entry no. 0032|32nd entry]] of the [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
The monk was partly made as an opposite to the [[Barbarian]], with more focused gameplay. He is also relatively weak, so a lot of the class design is built upon the monk [[debuff]]ing his foes, to receive less damage himself.&lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] mentioned that [[D3 Team]] wanted to make a character that isn't necessarily one of the easiest characters to start with, but the Monk will even out with the other classes later on in both power and difficulty.&lt;br /&gt;
&lt;br /&gt;
::With the Monk, we really wanted another melee class, but we wanted him to be the polar opposite of the Barbarian. Somebody who focused on speed over toughness, who could use magic where the Barbarian really doesn’t, and who had a combat style that required a little bit more finesse. He’s kind of the opposite of the, “I’m going to run in and try to overwhelm all my enemies with my sheer ferocity.”&lt;br /&gt;
&lt;br /&gt;
::For the Monk, we really were inspired by fighting game characters and games like God of War, where we wanted a character that could do really cool moves in rapid succession. So, we decided to do a combo system for him where many of his combat skills have different stages to them so as you use them, you move from stage 1 to stage 2 to stage 3. You can mix and match abilities as well and put them together.&lt;br /&gt;
&lt;br /&gt;
::So with the other classes [in multiplayer], the Monk moves forward because he’s faster than everyone else, and gets in front of the fight. He tends to disable enemies a lot. He can blind them. He can [[debuff]] them. If he stays, however, he could be in trouble because he’s a lot more fragile than the [[Barbarian]]. So, then he’ll step back and then all of his friends can come in. He can certainly do a lot of damage. If used right, he’s ridiculously powerful. We have a lot of skills that focus on placing something on a monster. For example, we have the [[Exploding Palm]] skill where the third stage will place a bleed damage-over-time (DoT) effect on the monster. If the monster dies while this DoT is on him, and there’s a high chance that he will, the monster explodes and does damage to everyone around him. So it really supports this idea of, “He runs in. He does something and then he backs off or goes after another monster because he knows the first monster is already dead.”&lt;br /&gt;
-- [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/ Jay Wilson interview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spirit===&lt;br /&gt;
[[Image:Spirit_resource.jpg|right|frame|150px|This may be the Monk's Spirit orb, although [[Bashiok]] has said it is the Barbarian's Fury orb used as a placeholder. Expect it to be changed.]]&lt;br /&gt;
&lt;br /&gt;
The Monk's [[resource pool|resource]] is Spirit. Combo moves generate spirit, which is used for signature moves that aren't used that much, such as great attacks, escapes, and some recovery moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat System===&lt;br /&gt;
[[Image:Monk - Way of a hundred fists.jpg|thumb|right|[[Way of the Hundred Fists]] in action.]]&lt;br /&gt;
The Monk's concept was that of a fighting game character, where the player could create combos by pressing the right buttons at the right time. This being not so different with the Monk, as almost all skills have 3 stages. Each stage of each skill performs a specific action. The player can chain these stages into a combo, being able to create 64 different combos from only 4 spells. In addition to that, many custom combos can be made that fit the player's style of combat.&lt;br /&gt;
&lt;br /&gt;
Using a skill will cast the first stage of that skill. The player has a 0.6 second window to press the skill again to advance to the next stage of that (or a different) skill, that may lead to the 3rd stage of said skill. Alternatively, the player can wait for the 0.6 second window to pass, to re-use the first stage of the skill.&lt;br /&gt;
&lt;br /&gt;
'''An Example:'''&lt;br /&gt;
&lt;br /&gt;
*Use/Objective of Skill(s): Easy for Beginners, Depth for veterans.&lt;br /&gt;
**Stage One: Way of the Hundred Fists, move in close to the enemies.&lt;br /&gt;
**Stage Two: Crippling Wave, lower the damage of the enemies.&lt;br /&gt;
**Stage Three: Exploding Palm, Apply the [[DoT]] to a damaged enemy and watch the bunch of monsters go boom! (make sure the enemy dies before the bleed ends)&lt;br /&gt;
&lt;br /&gt;
[[Julian Love]] described the theory behind the Monk's combat design in an October 2009 interview. [http://www.planetdiablo.com/features/articles/jlove101309/jlove_b.shtml]&lt;br /&gt;
&lt;br /&gt;
::''PD: So you think it'll be inviting to brand new players as well as experienced players? Because it seems like it could make him more challenging for people who, you know, aren't used to the game.''&lt;br /&gt;
::Julian: Yeah, there is an intent that he will be a little bit more challenging, that he is a little bit more for the not-beginner user. That doesn't mean you won't be able to jump right in with him and still be successful. I think that the intent here is that there is just enough of a learning curve that people who want to master that character have some place to go with that idea and become really good at it.&lt;br /&gt;
&lt;br /&gt;
::...But somebody who's more of a master might really follow the intricacies of how to combo multiple skills together, so something that they might do might be rather than just clicking away and having fun with that, they might be doing things like where they rush in, hit a combo that sort of stuns monsters, position themselves in the middle of that pack, then let off the big [[AoE]] [Area of Effect attack]; they're a little more efficient with their moves and maybe taking a little bit less damage as a result of it. &lt;br /&gt;
&lt;br /&gt;
During the [[BlizzCon_2009_Panel:_Diablo_3_Heroes_and_Monsters| BlizzCon 2009 Diablo 3 Heroes and Monsters panel]], it was said that the combat style was influenced by the combat styles of the [[Assassin]] in Diablo 2: Lord of Destruction and the [http://wow.incgamers.com/wiki/Rogue | Rogue class in World of Warcraft].&lt;br /&gt;
&lt;br /&gt;
===Monk Weapon Choices===&lt;br /&gt;
&lt;br /&gt;
All of the classes in Diablo III are limited in their weapon choices, the Monk more than most. [http://diablo.incgamers.com/blog/comments/699367]&lt;br /&gt;
&lt;br /&gt;
::[[Bashiok]]: Currently our list of weapons the monk class can use is one handed [[swords]], [[polearms]], combat [[staves]], and [[fist]] weapons. That could potentially change, but its probably pretty likely those will be the weapons the monk can equip. The flavor of the monk we’re working on now is a very strong connection between a small and focused group of weapon types, and the skills that use them.&lt;br /&gt;
&lt;br /&gt;
This rules out [[axes]], two-handed [[swords]], [[spears]], [[wands]], [[daggers]], [[orbs]], [[maces]], and possibly [[bows]] and [[crossbows]]. &lt;br /&gt;
&lt;br /&gt;
Monks could not use [[shields]] as of April 2010, but by August 2010 that had changed, and a Monk was seen using a shield in the [[Artisan Video]]. [http://diablo.incgamers.com/blog/comments/blizzard-on-diablo-3-class-specific-weapons/] &lt;br /&gt;
&lt;br /&gt;
::A shield is not a class specific item. A shield is something that any sane person would carry into battle, regardless of gender or class…and it’s quite an unreasonable restriction if you ask me.&lt;br /&gt;
::'''Bashiok: '''Bruce Lee would not use a shield, and neither would the monk.&lt;br /&gt;
&lt;br /&gt;
Expect additional changes as development continues, and quite likely there will be more such changes in expansion packs as well.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Attributes==&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
&lt;br /&gt;
*'''[[Strength]]:''' Unknown&lt;br /&gt;
*'''[[Dexterity]]:''' Unknown&lt;br /&gt;
*'''[[Vitality]]:''' Unknown&lt;br /&gt;
*'''[[Willpower]]:''' Unknown&lt;br /&gt;
*'''[[Life]]:''' Unknown&lt;br /&gt;
*'''[[Mana]]:''' Unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' Unknown&lt;br /&gt;
*'''[[Dexterity]]:''' Unknown&lt;br /&gt;
*'''[[Vitality]]:''' Unknown&lt;br /&gt;
*'''[[Willpower]]:''' Unknown&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Skills===&lt;br /&gt;
Though only eight of the [[Monk skill|Monk's skills]] have been revealed (all at Blizzcon 2009), Blizzard has given some hints about what other sorts of powers the character will possess. Here's what Jay Wilson said in an October 2009 interview. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::''Diii.net: We saw eight Monk skills at BlizzCon. All were melee offensive or defensive. Can you give us some idea of what other types of skills the character will have at his disposal?''&lt;br /&gt;
::'''Jay Wilson:''' Most of the Monk’s skills will focus on combat skills and attacks, along with his various escape skills. And we talked at Blizzcon that we’re likely to put some defensive and supportive abilities on him. Possibly [[Auras]]. We’ve not done the next round of skills on him yet so we’re not exactly sure.&lt;br /&gt;
&lt;br /&gt;
The [[Monk skill]] trees as revealed at [[BlizzCon 2009]] were clearly works in progress, with temporary names and the skills assigned to the trees at random. There were no prerequisites or synergies of any kind, and it's highly likely the Monk's skill layout will be entirely different when we're next given a look at them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tree A Skills====&lt;br /&gt;
[[Image:Monk_-_Seven_Sided_Strike02.jpg|thumb|right|150px|[[Seven Sided Strike]]]]&lt;br /&gt;
The [[Skill Tree A|A-Tree]] seems to be a &amp;quot;Combat&amp;quot; skill tree, with skills related to dodging, or maneuvering in combat.&lt;br /&gt;
* Tier 2 Skills&lt;br /&gt;
** [[Force Without Thought]]&lt;br /&gt;
* Tier 3 Skills&lt;br /&gt;
** [[Seven Sided Strike]]&lt;br /&gt;
* Tier 4 Skills&lt;br /&gt;
** [[Inner Sanctuary]]&lt;br /&gt;
** [[Way of the Hundred Fists]]&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;
====Tree B Skills====&lt;br /&gt;
[[Image:Monk-exploding-palm.jpg|thumb|right|150px|[[Exploding Palm]]]]&lt;br /&gt;
The [[Skill Tree B|B-skills]] resemble a [[debuff]]ing tree, where you make your opponents weaker (or part of your arsenal with [[Exploding Palm]].&lt;br /&gt;
* Tier 1 Skills&lt;br /&gt;
** [[Crippling Wave]]&lt;br /&gt;
* Tier 2 Skills&lt;br /&gt;
** [[Exploding Palm]]&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;
====Tree C Skills====&lt;br /&gt;
[[Image:Monk_-_Impeneterable_Defense3.jpg|thumb|right|150px|[[Impenetrable Defense]]]]&lt;br /&gt;
The [[Skill Tree C|C-skills]] seem to be the &amp;quot;Holy&amp;quot; skills, with power infused by the Light, especially [[Impenetrable Defense]].&lt;br /&gt;
* Tier 1 Skills&lt;br /&gt;
** [[Impenetrable Defense]]&lt;br /&gt;
* Tier 2 Skills&lt;br /&gt;
** [[Radiant Visage]]&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;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
Only a few details have thus far been revealed about the Monk's equipment needs. He will specialize two types of weapons; staves and &amp;quot;fist&amp;quot; weapons, which are something like a cross between brass knuckles and the Assassin's claws from Diablo 2. He will also be able to wear heavy armor of all types, defying the tradition of lightly-armored Monks seen in many other RPGs.&lt;br /&gt;
&lt;br /&gt;
===Monk Weapons===&lt;br /&gt;
&lt;br /&gt;
[[File:Monk-weapons-fist-concept.jpg|thumb|350px|Monk &amp;quot;[[fist]]&amp;quot; weapon concepts.]]&lt;br /&gt;
Most of what we know about the Monk's weapons was observed while playing the character in the Blizzcon 2009 demo build. How far those observations will translate to the final game is unknown, but it's fairly clear we were only shown a small fraction of the character's talents and abilities.&lt;br /&gt;
&lt;br /&gt;
That issue was explored in a Blizzcon 2009 interview with Kevin Martens and Leonard Boyarsky.[http://www.joystiq.com/2009/08/31/blizzard-interview-leo-boyarsky-and-kevin-martens-on-diablo-3/]&lt;br /&gt;
&lt;br /&gt;
::''Joystiq.com: The Monk has a very limited weapon set. In the demo, nearly every weapon the Monk picked up had a big red X on it because he can't use it. Is that how he will be in the final game?''&lt;br /&gt;
::Leonard: Not quite as limited as it is now but yeah. &lt;br /&gt;
&lt;br /&gt;
::''Joystiq.com: Right now the staff he comes with is the only thing I've been able to use.&lt;br /&gt;
::'''Leonard:''' He's got fist weapons too, like fist knives, pretty cool-looking stuff. &lt;br /&gt;
::'''Kevin:''' But it's just not all done yet. So we wanted to make sure what we did have on the demo is of the same quality as the other classes. We had to limit that. &lt;br /&gt;
::'''Leonard:''' And the difference between him and the other characters is that his stuff will probably take a lot longer to percolate into the game because his skills are very much based on his weapon choices, kind of like how the Assassin in D2 was very much defined by her weaponry. That's kind of how he is. When he has a staff, he has a lot of skills available to him. If you've picked them and bought them I guess, they're very sweeping. Whereas if he has fist weapons, his skills are based on quick hits and stuff. &lt;br /&gt;
&lt;br /&gt;
::So that's kind of the way we're going with him. So as you can imagine, it's not as easy as just putting a sword in a character's hand that disappears when he does all his skills and stuff. With the caveat, of course, that if we decide that's not the way we're going to go, we're going to give him 20 weapons, you know. [laughs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monk Weapon Skills====&lt;br /&gt;
&lt;br /&gt;
[[File:Monk-concept1.jpg|thumb|333px|Monk posing dramatically.]]&lt;br /&gt;
Further information about the Monk's weapon skills came from Jay Wilson, in an October 2009 interview: [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::''Diii.net: The Monk has a staff and the fist weapons. Will he have any weapon specific skills? Like dual wielding with just the fist weapons?''&lt;br /&gt;
::'''Jay Wilson:''' We're talking about that. One of the things we’ve talked about with the Monk is that a lot of his skills don’t really use his weapons. So he’s doing melee skills with his weapons almost holstered. For instance, Debilitating ... I think it’s called [[Crippling Wave]] now. We change them a lot and I get mixed up on the titles. Anyway, the Crippling Wave skill seems like it should be a staff skill. It’s kind of AoE, he does it and affects a lot of guys around him.  So it’s a possibility that we’ll do skills and redefine them based on combat styles and have those styles have a weapon preference.&lt;br /&gt;
&lt;br /&gt;
===Monk Armor===&lt;br /&gt;
&lt;br /&gt;
In terms of armor, the Monk is set to be just like all of the other characters in the Diablo series (aside from the disavowed {{iw|Monk Hellfire Monk}}, whose defense was boosted in light and penalized in heavy armor). The D3 Monk will wear the heaviest armor possible to achieve the most defense possible, an approach that runs counter to the usual RPG trope.  Jay Wilson confirmed this in an October 2009 interview. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::''Diii.net: A question from our forums; can the monk use heavy plate mail and still do all of his high motion combo attacks?&lt;br /&gt;
::'''Jay Wilson: '''Well we do different versions of armor for every character. The Diablo II Sorceress could use heavy plate mail without actually looking like she was covered in heavy plate mail. For us, our focus is to make sure that every character has armor that they look cool in. So the Monk’s armor isn’t going to look like heavy plate armor. It’s going to look like a shirt, what our imagination of what the Monk’s armor could be. It’s definitely going to be equipment, but he’s not going to look like he’s covered in metal, like the barb is likely to look.&lt;br /&gt;
&lt;br /&gt;
::''Diii.net: One other question on the Monk’s armor. Traditionally in RPGs, Monks have bonuses to light armor and penalties to heavy armor.  Is that something you guys are looking at?  ''&lt;br /&gt;
::'''Jay Wilson: '''No. We’re an item based game. The idea of a character that doesn’t use items is foreign to our basic game philosophy. So one of the things we decided when we were creating the Monk was that we were not going to explore that aspect of the character. We’re going to make a Diablo Monk, and the Diablo Monk uses items.&lt;br /&gt;
&lt;br /&gt;
==Philosophy and Religion==&lt;br /&gt;
&lt;br /&gt;
The D3 Team has thus far only revealed bits and pieces of the Monk's story and lore. They are said to be holy and pure, &amp;quot;lawful/good&amp;quot; to use the D&amp;amp;D terminology. They have a vivid cosmology with 1001 gods, and some of their skills will be directly inspired by one or more of these deities.  The first information we received about the Monk came from lead story designer [[Leonard Boyarsky]] at the Blizzcon 2009 Character Panel.&lt;br /&gt;
&lt;br /&gt;
::They're really religious holy men, they are raised from childhood in secluded monasteries where they are taught to be pure expressions of their deities through perfection of their fighting techniques. They have 1001 gods and they go so far as to tattoo a symbolic representation of them all over their backs, it's this intricate design and it takes their whole life to complete... When they're not fighting they're training to fight, they spend their time in deep meditation to cleanse sin from themselves... They're equally feared and respected, even by their own citizens, because they are a little bit - you know, they dedicate their whole lives to this. The guy who dedicates his whole life to fighting in the service of God is not a guy you want to see coming down the street for you.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Monk was the Fourth [[class]] to be revealed by Blizzard, debuting during the opening ceremony of [[BlizzCon 2009]], in front of 26,000 cheering fans and countless DirecTV viewers. As with much of Diablo III, the [[D3 Team]] took inspiration from old Pen and Paper RPGs and from Fighting Games/Console Brawlers.&lt;br /&gt;
&lt;br /&gt;
The female version of the Monk was revealed on February 5th, 2010.&lt;br /&gt;
&lt;br /&gt;
===Hellfire Monk?===&lt;br /&gt;
&lt;br /&gt;
[[File:Monk-hellfire.jpg|frame|Hellfire Monk]]&lt;br /&gt;
Despite the fact that the official expansion pack for Diablo, {{iw|Hellfire Hellfire}}, added a fourth character called the {{iw|Monk Monk}}, the D3 Team has repeatedly insisted that there is no connection between the two characters, either in design or lore.&lt;br /&gt;
&lt;br /&gt;
Here's what Julian Love and Kevin Martens said on that topic at Blizzcon 2009. [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;
::''GamePlanetNZ: Diablo: Hellfire (the 1997 expansion by Synergistic Software) was obviously not a Blizzard game, but I have to ask about the Monk, because it appeared in Hellfire - did you guys look at Hellfire and draw any kind of inspiration from what they did with the Monk in that?''&lt;br /&gt;
::'''Julian Love:''' We can't really talk about non-Blizzard games usually...&lt;br /&gt;
::''GP: So it's no relation at all?''&lt;br /&gt;
::'''Kevin Martens:''' No, the monk is much more inspired by... - it's a pretty disparate group of influences, but for example on the gameplay side a pen-and-paper monk from D&amp;amp;D (Dungeons &amp;amp; Dragons), it's kinda like that for the early inspiration. And obviously kung fu movies, Jackie Chan all that sort of stuff, Once Upon a Time in China, many, many things from there. He's a got a bit of that Eastern European monastic thing, as far as cultural development goes.&lt;br /&gt;
&lt;br /&gt;
::There's the fighting game mechanic, his combo system. So the way we try to do it is we take something that's archetypal - in this case, a fast but weaker melee character - but we try to put twists on it, with the culture, with the moves, with every aspect of this we can, we try to give it something fresh and interesting. So if we're going to introduce a new class, you know, it's not just the &amp;quot;assassin&amp;quot; by another name, it has some similarities to that but there's enough different about it that he not only plays differently but he feels different, and looks and fits into the world differently as well. We have't met anyone from his part of the world in the game before, so he's actually expanding the universe and the story as well.&lt;br /&gt;
&lt;br /&gt;
Diablo 3 community manager [[Bashiok]] drove this point home a month later: [http://diablo.incgamers.com/blog/comments/bashiok-on-the-monk-and-cluttered-visuals/]&lt;br /&gt;
&lt;br /&gt;
::''I seem to recall reading and hearing on various parts of blizzards sites and on the forum itself that aside from the Barbarian that they wouldn’t be bringing back any more old classes. However they announce the Monk... He’s from Diablo Hellfire, while technically not a Diablo 2 character (and I think Hellfire was someone else’s project) hes still known in the Diablo universe. So why did blizzard tell us no more old classes then throw us a curve ball in the Monk?&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' It’s not a recognized part of the Diablo franchise, and to be honest it is so much so not recognized, that when people asked about returning classes in the Q&amp;amp;A’s and in some of the press interviews the Hellfire expansion just wasn’t in anyone’s minds.&lt;br /&gt;
&lt;br /&gt;
::Plus, it isn’t the same class. We aren’t taking an old class and updating it. The monk from Hellfire, and in fact the story and content of Hellfire, doesn’t exist as far as game lore and story is concerned going into Diablo III.&lt;br /&gt;
&lt;br /&gt;
::They happen to share a name, the same as all of the other monk classes that have existed in all other RPG’s since the beginning of time. It doesn’t mean they’re related kit/story/flavor wise.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The monks symbol is the [http://en.wikipedia.org/wiki/Mitsudomoe mitsudomoe], a triple tomoe. It's used in family crests but also associated with Okinawa where many martial arts originated.&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=Monk Monk-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Monk1.jpg|The Monk&lt;br /&gt;
Image:Monk_-_Seven_Sided_Strike02.jpg|Monk using [[Seven Sided Strike]].&lt;br /&gt;
Image:Monk_-_Impeneterable_Defense3.jpg|A bubble of his own: [[Impenetrable Defense]].&lt;br /&gt;
Image:Monk-exploding-palm.jpg|[[Exploding Palm]]&lt;br /&gt;
Image:Monk_-_Way_of_a_hundred_fists.jpg|[[Way of the Hundred Fists]]&lt;br /&gt;
Image:Monk_-_Crippling_Wave.jpg|[[Crippling Wave]]&lt;br /&gt;
Image:monk_trailer_innerS|From the Monk Trailer&lt;br /&gt;
Image:Monk_concept1.jpg|Concept art for a battle-ready Monk.&lt;br /&gt;
Image:Monk_concept2.jpg|Monk in battle.&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/full-monk-skill-tree-discussion-and-status/ Full Monk Skill Tree Stats and Discussion]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/exclusive-jay-wilson-interview/ Exclusive Jay Wilson Interview]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Mitsudomoe Wikipedia: mitsudomoe] &lt;br /&gt;
* [http://diablo.incgamers.com/gallery/showphoto.php?photo=3183&amp;amp;cat=563 Monk Concept art]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0032]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox|Monk}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Classes]]&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[Category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Juggernaut_Skill_Tree&amp;diff=24542</id>
		<title>Juggernaut Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Juggernaut_Skill_Tree&amp;diff=24542"/>
				<updated>2010-10-31T16:44:18Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: /* Tier V */ added hyperlink to AoE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
The '''Juggernaut skill tree''' is a [[Barbarian]] skill tree themed with the Barbarian's powers in combat, and has skills to reflect this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Useful skill links:'''&lt;br /&gt;
* [[Skill]]s - General skill design and mechanics.&lt;br /&gt;
* [[Barbarian skills]] - Barbarian-specific skill design.&lt;br /&gt;
** [[Berserker Skill Tree]] - Berserker skills.&lt;br /&gt;
** [[Juggernaut Skill Tree]] - Juggernaut skills.&lt;br /&gt;
** [[Battlemaster Skill Tree]] - Battlemaster skills.&lt;br /&gt;
* [[Barbarian skill archive]] - Removed Barbarian skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Image:Skill-tree-blizzcon09-juggernaut-muldric.jpg|frame|Juggernaut Skill tree as of [[BlizzCon 2009]].]]&lt;br /&gt;
==Juggernaut skills==&lt;br /&gt;
The Juggernaut tree focuses on creating barbarians whose main role in battle is to take damage, to tank to some extent and to be a support to his allies. As such, the tree has skills that the Barbarian can use to heal him self quicker than barbarians of other builds, to force enemies to attack him and to make them powerless once they are in his clutches. Also, like any skill tree focusing on any element of gameplay, it cannot be called a skill tree if it doesn't have signature skills that can actually kill. Luckily for us, the Juggernaut tree has a few cool skills that makes enemies easy to kill, like Bash, Cleave and Seismic Slam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier I===&lt;br /&gt;
* '''[[Bash]]'''&lt;br /&gt;
** Active skill that [[knockback]]s enemy target.&lt;br /&gt;
* '''[[Scavenge]]''' (required for Invigorated)&lt;br /&gt;
** Passive skill increasing [[Health Globe]] drop rate.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* [[Inspiration]]&lt;br /&gt;
* [[Power of the Juggernaut]]&lt;br /&gt;
* [[Unnamed Tier I Juggernaut Skill|Unnamed Skill]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier II===&lt;br /&gt;
* '''[[Cleave]]'''&lt;br /&gt;
** Active skill that hits multiple enemies in front of the Barbarian.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* [[Focused Strength]]&lt;br /&gt;
* [[Stubborn]]&lt;br /&gt;
* [[Recovery]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier III===&lt;br /&gt;
* '''[[Revenge]]'''&lt;br /&gt;
** Active skill that is an [[AoE]] with limited use that also heals the Barbarian.&lt;br /&gt;
* '''[[Invigorated]]''' (requires Scavenge and required for Recovery)&lt;br /&gt;
** Passive skill that gives [[Strength]] increase when picking up a [[Health Globe]].&lt;br /&gt;
* '''[[Ground Stomp]]'''&lt;br /&gt;
** Active skill that is an AoE [[stun]]ning all nearby enemies.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* [[Stunning Blows]]&lt;br /&gt;
* [[Two-Handed Weapon Specialization]]&lt;br /&gt;
* [[Invigorated]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier IV===&lt;br /&gt;
* '''[[Taunt]]'''&lt;br /&gt;
** Active skill that forces [[monster]]s to attack you.&lt;br /&gt;
* '''[[Bloodthirst]]''' (required for Strong Constitution)&lt;br /&gt;
** Active skill that heals the Barbarian some of the damage he deals.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* [[Iron Will]]&lt;br /&gt;
* [[Chrushing Blows]]&lt;br /&gt;
* [[Seismic effect]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier V===&lt;br /&gt;
* '''[[Seismic Slam]]'''&lt;br /&gt;
** Active skill that is a line [[AoE]] damaging everything in front of the Barbarian.&lt;br /&gt;
* '''[[Recovery]]''' (requires Invigorated)&lt;br /&gt;
** Passive skill that increase healing from [[Health Globe]]s.&lt;br /&gt;
&lt;br /&gt;
===Tier VI===&lt;br /&gt;
* '''[[Earthquake]]'''&lt;br /&gt;
** Active skill that creates a huge wave of damage.&lt;br /&gt;
* '''[[Strong Constitution]]''' (requires Bloodthirst)&lt;br /&gt;
** Passive skill that automatically regenerates [[health]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-barbarian-skill-trees-and-stats1/ Full Barbarian Skill Trees and Stats]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox juggernaut}}&lt;br /&gt;
{{Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:juggernaut skills]]&lt;br /&gt;
[[category:barbarian]]&lt;br /&gt;
[[category:skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Area_of_Effect&amp;diff=24462</id>
		<title>Area of Effect</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Area_of_Effect&amp;diff=24462"/>
				<updated>2010-10-30T18:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: /* Friendly Fire */  does replaced with do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skullofflame multistrike.jpg|thumb|right|300px|[[Witch Doctor]]'s [[Skull of Flame]]. Multiple Areas of Effect.]]&lt;br /&gt;
'''Area of Effect''', or '''AoE''' is a general term for effects, skills, spells or abilities that will affect an area, and the inhabitants of that area, rather than a single target. Also known as '''Splash Damage''' or '''Line Damage'''.&lt;br /&gt;
&lt;br /&gt;
Area of Effect spells are sometimes referred to as [[Area of Denial]] attacks, since they occupy some portion of the screen and deny access, forcing players to move elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AoE In the Game==&lt;br /&gt;
Many attacks in [[Diablo III]] will have the potential to affect more than one target. Some skills will need to be upgraded with points in a mastery skill (the [[Wizard]]'s [[Tornado]] originally produces one tornado, but adding skill points to [[Epic Storms]] increases the amount of tornados allowed at once) or used in conjunction with [[Rune|Skill Runes]] (the [[Witch Doctor]]'s [[Skull of Flame]] used with a multi-strike rune allows the skull to ''bounce'' along the ground and explode multiple times) to affect muliple targets.&lt;br /&gt;
&lt;br /&gt;
The area that is affected can vary greatly, from a few [[monster]]s up close from a [[Barbarian]] attacking with [[Juggernaut Skill Tree#Cleave|Cleave]], or a dozen monsters being crushed under a [[destructible]] wall.&lt;br /&gt;
&lt;br /&gt;
The effect of an AoE varies from a damaging attack to a [[buff]]/[[debuff]] cast on allies/enemies.&lt;br /&gt;
&lt;br /&gt;
AoE attacks are best used on multiple targets, especially when they're grouped by some expert [[crowd control]]. AoE attacks are usually less effective on single targets, especially ones with a lot of hit points like a boss, though some AoE spells are so powerful that they can work well against anything. Especially if the target moves around a bit, making single-target attacks less effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Expect a lot of AoE in D3===&lt;br /&gt;
&lt;br /&gt;
The Diablo 3 team is planning on many lots of attacks AoE, either full field magical blasts, or granting multi-target striking to melee and other physical skills. [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]]:''' It’s because we like them. Diablo II was most fun when you were laying down these massive area-of-effect abilities. Really, every class came down to how it deals with multiple enemies so that has become a big focus for us: a lot of big attacks that hit in an area-of-effect. Or, fast attacks. That’s our other side. If you don’t attack a lot of enemies at once, you attack very quickly.&lt;br /&gt;
&lt;br /&gt;
Most of the known skills and spells in D3, even simple melee attacks like the [[Barbarian]]'s [[Cleave]] will strike multiple enemies if they are in range. This adds a greater element of realism in D3. These types of attacks only hit the targeted monster in D2, even if several enemies were standing virtually on top of each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Barb cleave3.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Barbarian]] using [[Cleave]]. Crescent shaped AoE damage.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Barb-warcry1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Male Barbarian using [[Battle Cry]]. Circular AoE [[buff]]&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:WD SoulHarvest.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Witch Doctor]] using [[Soul Harvest]]. Circular AoE damage and self-[[buff]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
An AoE spell or effect does not need to cause damage. It can give nearby players a [[buff]], give [[monsters]] a [[debuff]], or be a combination of the above. Some AoE effects will affect the environment, which in turn effects anyone walking in to that environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Friendly Fire====&lt;br /&gt;
Diablo II and Diablo III do not have friendly fire for allies, and this includes AoE spells. The game would not be even remotely the same if friendly fire was used. Generally, only positive effects will apply to allies of an AoE [[caster]].&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
The actual area of an AoE skill can be of any shape or size. Some examples are: circular AoE emanating from the player ([[Wizard]]'s [[Frost Nova]]), a specific area the player chooses (Wizard's [[Meteor Storm]]), Line Damage (Wizard's [[Disintegrate]]), or jumping from one target to another (Wizard's [[Electrocute]]). Out of the lot, the &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;line AoE&amp;quot; damage does not need to be a straight line either. It can be crescent shaped, or swirly, but the main part is usually that it's significantly longer than wide in the area of effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-FrostNova.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Wizard]] using [[Frost Nova]]. Circle expanding, self-consuming damage and [[debuff]] spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-meteor1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Meteor Storm]]. Multiple AoEs spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-Disintegrate.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Disintegrate]]. Line AoE spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-electrocute1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Electrocute]]. multiple target direct damage spell that's &amp;quot;AoE-like&amp;quot;.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Functionality===&lt;br /&gt;
Besides different shapes, there are also different ways that the AoE effect functions. It's usually a stationary effect, or moving, and when it's moving, it usually consumes itself on obstacles and enemies. The area can also expand or contract, depending on effect.&lt;br /&gt;
&lt;br /&gt;
A few examples:&lt;br /&gt;
&lt;br /&gt;
* A classic '''Fire Wall''' in [[Diablo II]] or [[Diablo I]] will be stationary, and anyone walking in to it will be damaged. The duration is set in the spell cast, as is damage. This is a quite classical shape and functionality to a spell. It's a long shaped cube of fire damage. These are sometimes also called [[Area of Denial]], as it makes the player move away, changing up the gameplay.&lt;br /&gt;
* [[Wizard]] '''[[Frost Nova]]''' is an expanding circle (note: not &amp;quot;circular&amp;quot;) that will hit anything that is not behind cover from other monsters, or obstacles. It only hits the first few enemies close to the caster. It's another classical shape, and works very different from the Fire Wall.&lt;br /&gt;
** Some similar spells are not a true circle AoE, but rather a large array of &amp;quot;bolts&amp;quot; of one form or another. The effect is very similar, but at a little further range, the space between the individual magical projectiles can be so large it misses enemies, wasting that projectile. It's not a real AoE spell, but it has AoE-like functionality.&lt;br /&gt;
* Wizard '''[[Disintegrate]]''' is a line AoE damage that is not consumed when hitting monsters. All monsters in a line will get damaged by the spell.&lt;br /&gt;
* Wizard '''[[Meteor Storm]]''' can be seen as a large AoE damage spell in general, but in reality it's a barrage of smaller AoE damage effects. Each meteor has a small circular AoE damage, and multiple of them will cover a large area.&lt;br /&gt;
* Wizard '''[[Electrocute]]''' is not exactly a real AoE spell either, as it's a multiple target direct damage spell. The spell will hit a designated target, and then a few other randomly selected nearby targets, but not necessarily all targets. It's different than the [[Witch Doctor]] spell [[Skull of Flame]] combined with multi-strike [[rune]], which work more similar to the [[Meteor Storm]] spell, as it has multiple small areas of effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Area_of_Effect&amp;diff=24461</id>
		<title>Area of Effect</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Area_of_Effect&amp;diff=24461"/>
				<updated>2010-10-30T18:13:18Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: 2nd paragraph made no sense and needed to be re-written. when i first read it i could not figure out what the writer was saying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skullofflame multistrike.jpg|thumb|right|300px|[[Witch Doctor]]'s [[Skull of Flame]]. Multiple Areas of Effect.]]&lt;br /&gt;
'''Area of Effect''', or '''AoE''' is a general term for effects, skills, spells or abilities that will affect an area, and the inhabitants of that area, rather than a single target. Also known as '''Splash Damage''' or '''Line Damage'''.&lt;br /&gt;
&lt;br /&gt;
Area of Effect spells are sometimes referred to as [[Area of Denial]] attacks, since they occupy some portion of the screen and deny access, forcing players to move elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AoE In the Game==&lt;br /&gt;
Many attacks in [[Diablo III]] will have the potential to affect more than one target. Some skills will need to be upgraded with points in a mastery skill (the [[Wizard]]'s [[Tornado]] originally produces one tornado, but adding skill points to [[Epic Storms]] increases the amount of tornados allowed at once) or used in conjunction with [[Rune|Skill Runes]] (the [[Witch Doctor]]'s [[Skull of Flame]] used with a multi-strike rune allows the skull to ''bounce'' along the ground and explode multiple times) to affect muliple targets.&lt;br /&gt;
&lt;br /&gt;
The area that is affected can vary greatly, from a few [[monster]]s up close from a [[Barbarian]] attacking with [[Juggernaut Skill Tree#Cleave|Cleave]], or a dozen monsters being crushed under a [[destructible]] wall.&lt;br /&gt;
&lt;br /&gt;
The effect of an AoE varies from a damaging attack to a [[buff]]/[[debuff]] cast on allies/enemies.&lt;br /&gt;
&lt;br /&gt;
AoE attacks are best used on multiple targets, especially when they're grouped by some expert [[crowd control]]. AoE attacks are usually less effective on single targets, especially ones with a lot of hit points like a boss, though some AoE spells are so powerful that they can work well against anything. Especially if the target moves around a bit, making single-target attacks less effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Expect a lot of AoE in D3===&lt;br /&gt;
&lt;br /&gt;
The Diablo 3 team is planning on many lots of attacks AoE, either full field magical blasts, or granting multi-target striking to melee and other physical skills. [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]]:''' It’s because we like them. Diablo II was most fun when you were laying down these massive area-of-effect abilities. Really, every class came down to how it deals with multiple enemies so that has become a big focus for us: a lot of big attacks that hit in an area-of-effect. Or, fast attacks. That’s our other side. If you don’t attack a lot of enemies at once, you attack very quickly.&lt;br /&gt;
&lt;br /&gt;
Most of the known skills and spells in D3, even simple melee attacks like the [[Barbarian]]'s [[Cleave]] will strike multiple enemies if they are in range. This adds a greater element of realism in D3. These types of attacks only hit the targeted monster in D2, even if several enemies were standing virtually on top of each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Barb cleave3.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Barbarian]] using [[Cleave]]. Crescent shaped AoE damage.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Barb-warcry1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Male Barbarian using [[Battle Cry]]. Circular AoE [[buff]]&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:WD SoulHarvest.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Witch Doctor]] using [[Soul Harvest]]. Circular AoE damage and self-[[buff]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
An AoE spell or effect does not need to cause damage. It can give nearby players a [[buff]], give [[monsters]] a [[debuff]], or be a combination of the above. Some AoE effects will affect the environment, which in turn effects anyone walking in to that environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Friendly Fire====&lt;br /&gt;
Diablo II and Diablo III does not have friendly fire for allies, and this includes AoE spells. The game would not be even remotely the same if friendly fire was used. Generally, only positive effects will apply to allies of an AoE [[caster]].&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
The actual area of an AoE skill can be of any shape or size. Some examples are: circular AoE emanating from the player ([[Wizard]]'s [[Frost Nova]]), a specific area the player chooses (Wizard's [[Meteor Storm]]), Line Damage (Wizard's [[Disintegrate]]), or jumping from one target to another (Wizard's [[Electrocute]]). Out of the lot, the &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;line AoE&amp;quot; damage does not need to be a straight line either. It can be crescent shaped, or swirly, but the main part is usually that it's significantly longer than wide in the area of effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-FrostNova.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Wizard]] using [[Frost Nova]]. Circle expanding, self-consuming damage and [[debuff]] spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-meteor1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Meteor Storm]]. Multiple AoEs spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-Disintegrate.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Disintegrate]]. Line AoE spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-electrocute1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Electrocute]]. multiple target direct damage spell that's &amp;quot;AoE-like&amp;quot;.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Functionality===&lt;br /&gt;
Besides different shapes, there are also different ways that the AoE effect functions. It's usually a stationary effect, or moving, and when it's moving, it usually consumes itself on obstacles and enemies. The area can also expand or contract, depending on effect.&lt;br /&gt;
&lt;br /&gt;
A few examples:&lt;br /&gt;
&lt;br /&gt;
* A classic '''Fire Wall''' in [[Diablo II]] or [[Diablo I]] will be stationary, and anyone walking in to it will be damaged. The duration is set in the spell cast, as is damage. This is a quite classical shape and functionality to a spell. It's a long shaped cube of fire damage. These are sometimes also called [[Area of Denial]], as it makes the player move away, changing up the gameplay.&lt;br /&gt;
* [[Wizard]] '''[[Frost Nova]]''' is an expanding circle (note: not &amp;quot;circular&amp;quot;) that will hit anything that is not behind cover from other monsters, or obstacles. It only hits the first few enemies close to the caster. It's another classical shape, and works very different from the Fire Wall.&lt;br /&gt;
** Some similar spells are not a true circle AoE, but rather a large array of &amp;quot;bolts&amp;quot; of one form or another. The effect is very similar, but at a little further range, the space between the individual magical projectiles can be so large it misses enemies, wasting that projectile. It's not a real AoE spell, but it has AoE-like functionality.&lt;br /&gt;
* Wizard '''[[Disintegrate]]''' is a line AoE damage that is not consumed when hitting monsters. All monsters in a line will get damaged by the spell.&lt;br /&gt;
* Wizard '''[[Meteor Storm]]''' can be seen as a large AoE damage spell in general, but in reality it's a barrage of smaller AoE damage effects. Each meteor has a small circular AoE damage, and multiple of them will cover a large area.&lt;br /&gt;
* Wizard '''[[Electrocute]]''' is not exactly a real AoE spell either, as it's a multiple target direct damage spell. The spell will hit a designated target, and then a few other randomly selected nearby targets, but not necessarily all targets. It's different than the [[Witch Doctor]] spell [[Skull of Flame]] combined with multi-strike [[rune]], which work more similar to the [[Meteor Storm]] spell, as it has multiple small areas of effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Area_of_Effect&amp;diff=24460</id>
		<title>Area of Effect</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Area_of_Effect&amp;diff=24460"/>
				<updated>2010-10-30T17:48:11Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: fixed Jay Wilson tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skullofflame multistrike.jpg|thumb|right|300px|[[Witch Doctor]]'s [[Skull of Flame]]. Multiple Areas of Effect.]]&lt;br /&gt;
'''Area of Effect''', or '''AoE''' is a general term for effects, skills, spells or abilities that will affect an area, and the inhabitants of that area, rather than a single target. Also known as '''Splash Damage''' or '''Line Damage'''.&lt;br /&gt;
&lt;br /&gt;
Area of Effect spells are sometimes referred to as [[Area of Denial]] attacks, since they occupy some portion of the screen and deny access, forcing players to move elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AoE In the Game==&lt;br /&gt;
Many attacks in [[Diablo III]] will have the potential to affect more than one target. Some skills will need to be upgraded with points in a mastery skill (the [[Wizard]]'s [[Tornado]] originally produces one tornado, but adding skill points to [[Epic Storms]] increases the amount of tornados allowed at once) or used in conjunction with [[Rune|Skill Runes]] (the [[Witch Doctor]]'s [[Skull of Flame]] used with a multi-strike rune allows the skull to ''bounce'' along the ground and explode multiple times) to affect muliple targets.&lt;br /&gt;
&lt;br /&gt;
The area that is affected can vary greatly, from a few [[monster]]s up close from a [[Barbarian]] attacking with [[Juggernaut Skill Tree#Cleave|Cleave]], or a dozen monsters being crushed under a [[destructible]] wall.&lt;br /&gt;
&lt;br /&gt;
The effect of an AoE varies from a damaging attack to a [[buff]]/[[debuff]] cast on allies/enemies.&lt;br /&gt;
&lt;br /&gt;
AoE attacks are best used on multiple targets, especially when they're grouped by some expert [[crowd control]]. AoE attacks are usually less effective on single targets, especially ones with a lot of hit points like a boss, though some AoE spells are so powerful that they can work well against anything. Especially if the target moves around a bit, making single-target attacks less effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Expect a lot of AoE in D3===&lt;br /&gt;
&lt;br /&gt;
The Diablo 3 team is planning on many lots of attacks AoE, either full field magical blasts, or granting multi-target striking to melee and other physical skills. [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]]:''' It’s because we like them. Diablo II was most fun when you were laying down these massive area-of-effect abilities. Really, every class came down to how it deals with multiple enemies so that has become a big focus for us: a lot of big attacks that hit in an area-of-effect. Or, fast attacks. That’s our other side. If you don’t attack a lot of enemies at once, you attack very quickly.&lt;br /&gt;
&lt;br /&gt;
What we've seen thus far from the game backs this up, since most of the known skills and spells in D3, even simple melee attacks like the [[Barbarian]]'s [[Cleave]], will strike multiple enemies if they are in range.  This does add an element of realism, since these sorts of attacks only hit the targeted monster in Diablo 2, even if several enemies were standing virtually on top of each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Barb cleave3.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Barbarian]] using [[Cleave]]. Crescent shaped AoE damage.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Barb-warcry1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Male Barbarian using [[Battle Cry]]. Circular AoE [[buff]]&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:WD SoulHarvest.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Witch Doctor]] using [[Soul Harvest]]. Circular AoE damage and self-[[buff]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
An AoE spell or effect does not need to cause damage. It can give nearby players a [[buff]], give [[monsters]] a [[debuff]], or be a combination of the above. Some AoE effects will affect the environment, which in turn effects anyone walking in to that environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Friendly Fire====&lt;br /&gt;
Diablo II and Diablo III does not have friendly fire for allies, and this includes AoE spells. The game would not be even remotely the same if friendly fire was used. Generally, only positive effects will apply to allies of an AoE [[caster]].&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
The actual area of an AoE skill can be of any shape or size. Some examples are: circular AoE emanating from the player ([[Wizard]]'s [[Frost Nova]]), a specific area the player chooses (Wizard's [[Meteor Storm]]), Line Damage (Wizard's [[Disintegrate]]), or jumping from one target to another (Wizard's [[Electrocute]]). Out of the lot, the &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;line AoE&amp;quot; damage does not need to be a straight line either. It can be crescent shaped, or swirly, but the main part is usually that it's significantly longer than wide in the area of effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wiz-FrostNova.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female [[Wizard]] using [[Frost Nova]]. Circle expanding, self-consuming damage and [[debuff]] spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-meteor1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Meteor Storm]]. Multiple AoEs spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-Disintegrate.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Disintegrate]]. Line AoE spell.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Wiz-electrocute1.jpg|&amp;lt;span style=&amp;quot;font-size:10px; line-height:12px;&amp;quot;&amp;gt;Female Wizard using [[Electrocute]]. multiple target direct damage spell that's &amp;quot;AoE-like&amp;quot;.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Functionality===&lt;br /&gt;
Besides different shapes, there are also different ways that the AoE effect functions. It's usually a stationary effect, or moving, and when it's moving, it usually consumes itself on obstacles and enemies. The area can also expand or contract, depending on effect.&lt;br /&gt;
&lt;br /&gt;
A few examples:&lt;br /&gt;
&lt;br /&gt;
* A classic '''Fire Wall''' in [[Diablo II]] or [[Diablo I]] will be stationary, and anyone walking in to it will be damaged. The duration is set in the spell cast, as is damage. This is a quite classical shape and functionality to a spell. It's a long shaped cube of fire damage. These are sometimes also called [[Area of Denial]], as it makes the player move away, changing up the gameplay.&lt;br /&gt;
* [[Wizard]] '''[[Frost Nova]]''' is an expanding circle (note: not &amp;quot;circular&amp;quot;) that will hit anything that is not behind cover from other monsters, or obstacles. It only hits the first few enemies close to the caster. It's another classical shape, and works very different from the Fire Wall.&lt;br /&gt;
** Some similar spells are not a true circle AoE, but rather a large array of &amp;quot;bolts&amp;quot; of one form or another. The effect is very similar, but at a little further range, the space between the individual magical projectiles can be so large it misses enemies, wasting that projectile. It's not a real AoE spell, but it has AoE-like functionality.&lt;br /&gt;
* Wizard '''[[Disintegrate]]''' is a line AoE damage that is not consumed when hitting monsters. All monsters in a line will get damaged by the spell.&lt;br /&gt;
* Wizard '''[[Meteor Storm]]''' can be seen as a large AoE damage spell in general, but in reality it's a barrage of smaller AoE damage effects. Each meteor has a small circular AoE damage, and multiple of them will cover a large area.&lt;br /&gt;
* Wizard '''[[Electrocute]]''' is not exactly a real AoE spell either, as it's a multiple target direct damage spell. The spell will hit a designated target, and then a few other randomly selected nearby targets, but not necessarily all targets. It's different than the [[Witch Doctor]] spell [[Skull of Flame]] combined with multi-strike [[rune]], which work more similar to the [[Meteor Storm]] spell, as it has multiple small areas of effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Rings&amp;diff=24459</id>
		<title>Rings</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Rings&amp;diff=24459"/>
				<updated>2010-10-30T17:41:38Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: minor CAPS and grammar edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ring.png]]&lt;br /&gt;
A Ring is a piece of jewelry worn on the fingers. They obviously provide no armor bonus but they do provide good magical effects. Each effect gives the name of the ring a prefix and/or a suffix that describes the magical effect. Only two rings are allowed to be worn at any time. Rings can be Magic, Rare and presumably, Set pieces and Unique/Legendary.&lt;br /&gt;
&lt;br /&gt;
Rings can also be crafted by the [[Jeweler]] [[Artisan]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Jewelry]]&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Amulets&amp;diff=24458</id>
		<title>Amulets</title>
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				<updated>2010-10-30T17:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;Beerman: minor CAPS and grammar edits&lt;/p&gt;
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&lt;div&gt; &amp;quot;It is fitting and noble for a Barbarian to wear a necklace into battle, as long as it matches his belt.&amp;quot;&lt;br /&gt;
- Larzuk&amp;lt;br /&amp;gt;&lt;br /&gt;
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[[Image:Amulet.png]]&lt;br /&gt;
An Amulet is a piece of jewelery worn around the neck. It obviously provides no armor bonus but it does provide good magical effects. Each effect gives the name of the amulet a prefix and/or a suffix that describes the magical effect. Only one amulet is allowed to be worn at any time. Amulets can be Magic, Rare and presumably, Set pieces and Unique/Legendary.&lt;br /&gt;
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Amulets can also be crafted by the [[Jeweler]] [[Artisan]].&lt;br /&gt;
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Amulets appear to be similar to their Diablo 2 counterparts, aside from a notable non-magical drop of a medallion in the gameplay video.&lt;br /&gt;
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{{stub}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Jewelry]]&lt;/div&gt;</summary>
		<author><name>Beerman</name></author>	</entry>

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