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		<id>https://di.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frozenice</id>
		<title>Diablo Wiki - User contributions [en]</title>
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		<updated>2026-04-13T00:11:08Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=41073</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=41073"/>
				<updated>2011-10-12T17:04:34Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: undo spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cant edit this page. Just wanted to say, that the Wizard should be added to the main page with the other 2 classes.&lt;br /&gt;
&lt;br /&gt;
== Typos, etc... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Key Pages for Diablo ''II'' Info&amp;quot; might be misleading... =]&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:47, 28 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can we fix the Diablo 1 link on the main page pointing directly to http://diablo2.diablowiki.net/Diablo_I instead of http://diablowiki.net/Diablo_I ?&lt;br /&gt;
--[[User:Diak|Diak]] 21:50, 18 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor's &amp;quot;Plague&amp;quot; Skill Tree should be changed to &amp;quot;Zombie&amp;quot;, and all the links under the WD should be changed to &amp;quot;--- skills&amp;quot; instead of &amp;quot;--- skill tree&amp;quot;, to mesh with the rest of the page.&lt;br /&gt;
--[[User:Bran Maniac|Bran Maniac]] 23:02, 11 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Oki, fixed :) --[[User:Leord|Leord]] 14:25, 25 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
Under the classes section, the 'Passive Skills' link should point to (for instance) [[Barbarian passives]] instead of [[Barbarian skills#Passive Skills]]. [[User:MrFrye|MrFrye]] 17:00, 22 September 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Request...==&lt;br /&gt;
Can you please put a link to [[Resistances]] in the Combat section? That page is orphaned and has only ~350 views.--[[User:TheWanderer|TheWanderer]] 23:21, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
Really need to remove the skill trees from the first page...&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]] 01:30, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mathematical Analysis Policy? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is the right place to ask this, but the Community Portal seems to be empty.  My question is:  Is it acceptable to include calculated summaries of skill effects?  For example, [[Hungering Arrow]] has a 60% pierce chance.  That means it hits an average of 2.5 times. Therefore, you could say that on average, it deals 140% * 2.5 = 350% Weapon Damage.  You could also do similar calculations for all the other Hungering Arrow runes except Alabaster, since none of them apart from Alabaster deal AoE damage.&lt;br /&gt;
&lt;br /&gt;
Would it be acceptable to include the calculated average weapon damage in the page for Hungering Arrow?  I understand this kind of analysis isn't possible in some cases without extensive guesswork, (like Alabaster Rune).  However, in some cases it's just single-target damage for each of them so they should be directly comparable.&lt;br /&gt;
&lt;br /&gt;
 For the conversion from Pierce Chance to number of hits:&lt;br /&gt;
 &lt;br /&gt;
 Number of hits &lt;br /&gt;
 = infinite sum of 0.6^n from n=0 to infinity &lt;br /&gt;
 = 1 + 0.6 /( 1 - 0.6) &lt;br /&gt;
 = 2.5&lt;br /&gt;
&lt;br /&gt;
: :O. Can you explain that formula a bit more? I think you can put these calculations in a separate section on the skill page(like calculations or further reading). You can post on the diii.net wiki forum if you have any more questions.&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]]&lt;br /&gt;
&lt;br /&gt;
::The equation is ∑(x=0,∞) y^x (y=0.6), what he posted is just the simplification in case where 0&amp;gt;y&amp;lt;1. With that said there will never be and infinite number of mobs on the screen, but as a theoretical maximum average damage I think it has a place somewhere on the skill page.--[[User:Brokenstorm|Brokenstorm]] 17:38, 21 September 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::I think it could be useful to have the formula for skill damage on the skill, but I'm not sure this skill is a good candidate for calculations. According to the last info on the official forums (http://us.battle.net/d3/en/forum/topic/3123248970#8), it'll only hit targets in a straight line behind the original target. So in order to get a damage bonus, there are two conditions that has to be in place;&lt;br /&gt;
::::1. You need to get the piercing effect to trigger&lt;br /&gt;
::::2. You need to have a target in line with you and the target behind the target.&lt;br /&gt;
:::Then, and only then, you'll get an increased damage bonus. So this skills has a requirement that isn't just numbers, and thus, in my opinion it'd be wrong to say that this skill averages on 350% Weapon Damage, because it don't. There are also some reports that when it pierces the first target, it'll apply the damage to that target again, giving it a total of 280%, but I'm not too sure about that until I see some hard proof. But that's just me. But all in all, calculations are probably good, as long as there arn't too many if/then involved in the calculation. --[[User:Grapz|Grapz]]&lt;br /&gt;
::::Here's a video of Hungering Arrow.[http://www.youtube.com/watch?v=rzTv2rBoSYc&amp;amp;feature=player_detailpage#t=2m10s]  At 2:11 it pierces a zombie at the top of the screen.  At 2:12 it turns around and attacks it again.  So it remains guided even after piercing.  @Brokenstorm: Simplification in case where 0&amp;gt;y&amp;lt;1?  Don't you mean 0&amp;lt;y&amp;lt;1?  And even so, how could the pierce chance be negative or greater than 1?  @TheWanderer That formula says you have a 100% chance to hit once plus a 95% chance to hit again plus a 95%*95% chance to hit again plus a 95%*95%*95% chance to hit again etc....  On to infinity.  It comes out to 20 hits on average.[[User:Strill|Strill]] 06:24, 22 September 2011 (CEST)&lt;br /&gt;
:::::Yes i meant 0&amp;lt;y&amp;lt;1, and of course pierce % will always be between 0 and 100%, I was just telling where the 1 + 0.6 /( 1 - 0.6) came from. @Grapz the skill is homing so it will always hit something if it pierce, even the same target as Strill pointed out. @Strill 95% is for the golden runes, is 60% without. --[[User:Brokenstorm|Brokenstorm]] 07:54, 22 September 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monsters==&lt;br /&gt;
The animals category should be renamed beasts.--[[User:Brokenstorm|Brokenstorm]] 17:45, 21 September 2011 (CEST)&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Furious_Charge&amp;diff=33168</id>
		<title>Furious Charge</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Furious_Charge&amp;diff=33168"/>
				<updated>2011-08-28T11:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: removed duplicate image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FuriousCharge.jpg|left]]&lt;br /&gt;
'''Furious Charge''' is a [[Barbarian skill]] unlocked at [[clvl|level]] 16, which causes the Barbarian to charge at a targeted enemy, causing damage to the target and all enemies in his path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
|portrait= Barb-charge3.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Furious Charge&lt;br /&gt;
|user= Barbarian&lt;br /&gt;
|clvl= 16&lt;br /&gt;
|description= Charge directly at an enemy causing X% of your weapon damage to them and Y% to enemies in the way&lt;br /&gt;
|type= [[Damage]]/Line [[AoE]]&lt;br /&gt;
|resource= Costs [[Fury]]&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;
The Barbarian charges at an enemy, toppling anyone foolish enough to stand in his path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Furious Charge is a good [[skill]] for escaping tough situations, running in with a bang or killing a particular monster behind frontal lines. The graphics of this skill make using it a lot of fun, and it's quite damaging to enemies. Having a weapon with high damage will make this skill better compared to dual wielding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
*'''Rank 1:''' Charge directly at an enemy causing 100% of normal weapon damage to it and 65% to enemies in the way. &lt;br /&gt;
*'''Rank 2:''' Charge directly at an enemy causing 110% of normal weapon damage to it and 70% to enemies in the way. (A)&lt;br /&gt;
*'''Rank 3:''' Charge directly at an enemy causing 120% of normal weapon damage to it and 75% to enemies in the way. (A)&lt;br /&gt;
*'''Rank 4:''' Charge directly at an enemy causing 130% of normal weapon damage to it and 80% to enemies in the way. (A)&lt;br /&gt;
*'''Rank 5:''' Charge directly at an enemy causing 140% of normal weapon damage to it and 85% to enemies in the way. (A)&lt;br /&gt;
&lt;br /&gt;
(A) = Assumed&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;
The known [[rune]] effects for Furious Charge are:&lt;br /&gt;
* Unknown rune: Gives a boost to run speed after use&amp;lt;ref name=&amp;quot;diablo&amp;quot;&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-effects-revealed/ New Skill Rune Effects Revealed] - Incgamers 12 Feb 2011&amp;lt;/ref&amp;gt;. This is very much like [[Sprint]].&lt;br /&gt;
* Unknown rune: Leaves a trail that damages enemies&amp;lt;ref name=&amp;quot;diablo&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Furious Charge''' was first seen in the [[WWI 2008]] gameplay video, where it was a Tier V skill in the [[Battlemaster Skill Tree]]. This version dealt 120% weapon damage to the target and 80% weapon damage to enemies in the way at rank one.&lt;br /&gt;
&lt;br /&gt;
The stats of this skill were reduced slightly for [[BlizzCon 2009]], but couldn't be played in the demo because it was too high level to pick. It couldn't be chosen at [[BlizzCon 2010]] either, so there are no gameplay reports detailing any use of it.&lt;br /&gt;
&lt;br /&gt;
Skill tiers were removed for the [[July 2011 Press Event]], and Furious Charge became a level 16 skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Previous Versions===&lt;br /&gt;
See the [[Barbarian skill archive]] for more details on previous versions of Furious Charge and other Barbarian skills.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Other Games===&lt;br /&gt;
Furious Charge is an updated version of [[Diablo II]]'s {{iw|Paladin Paladin}} skill {{iw|Charge Charge}}. That skill did damage to a single monster after rushing at it, and included [[knockback]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&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=Furious+Charge&amp;amp;cat=all '''Furious Charge''' 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;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-barbarian-skill-trees-and-stats1/ BlizzCon 2009 Full Barbarian Skill Trees and Stats]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7962606#post7962606 JudgeHype.com July 2011 Press Event Coverage - The Barbarian (Translated by Zediono)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Barbarian}}&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Templar&amp;diff=32453</id>
		<title>Templar</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Templar&amp;diff=32453"/>
				<updated>2011-08-15T19:04:06Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Kormac''' the '''Templar''' is one of the three [[class]]es of [[follower]]s in Diablo III.&lt;br /&gt;
As a bit of trivia, the Templar appeared as the jack of spades in the [[Diablo_III_Poker_Set| Diablo poker set]][http://diablo.incgamers.com/gallery/showphoto.php?photo=4813&amp;amp;title=diablo-poker-set&amp;amp;cat=544], emblazoned with the word &amp;quot;Courageous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Full info about [[Follower]]s in Diablo III.&lt;br /&gt;
** [[Enchantress|Eirena the Enchantress]].&lt;br /&gt;
** [[Scoundrel|Lydon the Scoundrel]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
[[File:Templar-concept1-2.jpg|thumb|right|320px|Templar concept arts.]]&lt;br /&gt;
The followers were designed with [[lore]] in mind, and Kormac is no exception. [[Leonard Boyarsky]] spoke of Kormac in an interview with FZ.se[http://www.fz.se/artiklar/intervju/20110513/diablo-iii-followers]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The Templar is called Kormac and he’s a bit like the game's Navy SEAL guy. He’s a member of the Templar order and they’re on this quest – they’re looking for some holy scrolls that were stolen by Archbishop Lazarus in Diablo I. He is good at absorbing damage, so he’s the kind of guy you’d wanna put up front. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It seems that [[Lazarus]] is capable of pissing people off well after his timely demise in [[Diablo I]]. Apparently he was also a petty thief, which is one more reason to bash his face in with a mace in D1.&lt;br /&gt;
&lt;br /&gt;
Kormac also introduces the [[Templar Order]] to the Diablo series. It is not known how much of an impact they will have on the lore of the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jay Wilson added more about Kormac's introductory quest.[http://www.nowgamer.com/features/921601/diablo_iii_interview_jay_wilson_talks_followers.html]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The Templar you encounter locked away in a dungeon and he’s been betrayed by a member of his order; you help rescue him and help hunt down that member of the order. That kind of builds his confidence in you, he feels that his interests and yours align. At that point he will come with you, unless you don’t want him to, or you get a different follower at another time, he will return to town and he’ll always be available for you to pick up.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
The followers in Diablo III are much more restricted in what they can equip from what we've seen in the mercenaries in Diablo II: Lord of Destruction.&lt;br /&gt;
It is currently unknown what items the Templar can equip, or what the restrictions are, outside of two [[ring]]s, an [[amulet]], a main-hand [[weapon]], and an off-hand [[shield]]. He appears to be brandishing one-handed spears and perhaps a sword in more than one screenshot.&lt;br /&gt;
&lt;br /&gt;
Like the other followers, Kormac has three tiers of gear progression, which are based upon level.&lt;br /&gt;
&lt;br /&gt;
[[image:Templar_gearprog.jpg‎|center|thumb|400px|Three levels of gear progression for Kormac.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[image:Templar_skillpane.jpg|right]]&lt;br /&gt;
Much like the player character [[class]]es, followers are able to learn a few [[skill]]s or [[spell]]s at specific level milestones. Not much is known about the skills, currently, besides their names and when they are unlocked. Players may choose one skill from each tier.&lt;br /&gt;
&lt;br /&gt;
Follower skills cannot be modified by [[rune]]s, and they only have one rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 5===&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Heal_Icon.png|left|40px]]&lt;br /&gt;
[[Heal (Templar Skill)|Heal]] -- A healing skill that triggers automatically when the character's health drops below a certain percentage. From Kevin Martens:&amp;lt;ref name=kevin&amp;gt;[http://www.diablo3-esp.com/entrevistas/followers-diablo-3-esp-interviews-kevin-martens-english-version-82.html Diablo 3 ESP interviews Kevin Martens]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They are definitely smarter and use their skills contextually, the Heal for example of both the Templar and the Scoundrel, they will use automatically when you are low health, so you don't have to worry about telling him to heal you or anything like that.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Charge_Icon.png|left|40px]]&lt;br /&gt;
[[Charge]] (which appears to be similar to that of the [[Paladin]] in Diablo II)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Protection_Icon.png|left|40px]]&lt;br /&gt;
[[Protection]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 10===&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Loyalty_Icon.png|left|40px]]&lt;br /&gt;
[[Loyalty]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Intimidate_Icon.png|left|40px]]&lt;br /&gt;
[[Intimidate]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Guardian_Icon.png|left|40px]]&lt;br /&gt;
[[Guardian]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 15===&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Tribute_Icon.png|left|40px]]&lt;br /&gt;
[[Tribute]] -- Increases all gold the character picks up by 20%.&amp;lt;ref name=gamer&amp;gt;[http://diablo.incgamers.com/blog/comments/new-followers-info-from-pc-gamer New Followers Info from PC Gamer] -- IncGamers, 15th July 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Inspire_Icon.png|left|40px]]&lt;br /&gt;
[[Inspire]] -- Boosts passive regeneration of a character's resource (Wizard’s [[Arcane Power]], Monk’s [[Spirit]], Barbarian’s [[Fury]], etc.)&amp;lt;ref name=&amp;quot;gamer&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Intervene_Icon.png|left|40px]]&lt;br /&gt;
[[Intervene]] -- When your character's health gets low, Kormac will taunt all nearby enemies for eight seconds.&amp;lt;ref name=&amp;quot;gamer&amp;quot;/&amp;gt; Kevin Martens had earlier hinted at this skill's use:&amp;lt;ref name=&amp;quot;kevin&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So the Templar can increase his hit points for instance, and you can use him as a tank, or maybe if you are a Barbarian and you are tanky yourself, maybe going to use his Intervene ability to only help you when you’re low on health, and these are sort of choices you have to make. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unlocked at Level 20===&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Onslaught_Icon.png|left|40px]]&lt;br /&gt;
[[Onslaught (Templar Skill)|Onslaught]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Knight_Icon.png|left|40px]]&lt;br /&gt;
[[Knight]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Temp_Empathy_Icon.png|left|40px]]&lt;br /&gt;
[[Empathy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&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=Templar&amp;amp;cat=all Templar-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Templar_skillpane.jpg|Templar character sheet.&lt;br /&gt;
Image:Templar_gearprog.jpg|Templar gear progression.&lt;br /&gt;
Image:Templar_action.jpg|The Templar protecting a [[Wizard]].&lt;br /&gt;
File:Templar-concept1-2.jpg|Concept arts for the Templar.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* [http://www.fz.se/artiklar/intervju/20110513/diablo-iii-followers Fz.se Interview With Leonard Boyarsky on Followers] -- 13th May 2011&lt;br /&gt;
* [http://www.nowgamer.com/features/921601/diablo_iii_interview_jay_wilson_talks_followers.html Diablo III Interview: Jay Wilson Talks Followers] -- NOW Gamer, 13th May 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|d3}}&lt;br /&gt;
&lt;br /&gt;
[[category:NPCs]]&lt;br /&gt;
[[category:Followers]]&lt;br /&gt;
[[Category:Basics]]&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Resist&amp;diff=32392</id>
		<title>Resist</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Resist&amp;diff=32392"/>
				<updated>2011-08-14T18:55:05Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: markup fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resistance is one of the basic character stats in Diablo III. As in previous games in the series, characters must use [[equipment]] and [[skills]] to build up resistance to various types of [[damage]], thus decreasing the health they lose when faced with those attacks.&lt;br /&gt;
&lt;br /&gt;
There are eight types of damage in Diablo III, six of which can be resisted. Damage may also be [[block]]ed, [[absorb]]ed, or [[reduce]]d.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Resistances==&lt;br /&gt;
&lt;br /&gt;
Diablo III's eight types of damage are: [[Fire]], [[Cold]], [[Lightning]], [[Arcane]], [[Poison]], [[Disease]], [[Physical]], and [[Holy]].  The first five of those are resisted by character resistances of the same name. Disease is also resisted by a character's Poison resistance. Physical can not be resisted, nor can Holy, though other forms of damage mitigation are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Resistance Changes==&lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] answered a question about resistance and immunities this during the [[BlizzCon 2010 Panel: Open Q&amp;amp;A]]:&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' Resistance was changed from a flat percentage to a basically a rating, that works how defense did (in Diablo II). It scales with the level of the monster. So it can grow to higher values over time. With this change we do not have to include resistance penalties for Nightmare and Hell, as was done in Diablo II.  In a lot of ways our resistances are the same. Resistance is still a big part of the game. It's a focus of your defensive building of your char in higher levels. &lt;br /&gt;
&lt;br /&gt;
::As for [[immunities]], we're not doing double/triple immunities (in monsters). We don't want to completely hurt a character's ability to hurt something. We also diversify damage types more across the classes (than was done in Diablo II). But we still can't count on a class having a diversity of damage types we can use. &lt;br /&gt;
&lt;br /&gt;
::'''''Question:''' Will characters need to stack resistances for particular fights?''&lt;br /&gt;
::'''Jay Wilson:''' Sometimes. It's kind of an [[end game]] question, so haven't done it yet. We'll look more at it as the time comes closer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo II Resistances==&lt;br /&gt;
&lt;br /&gt;
Diablo II had six types of damage, four of which could be resisted by players. Lightning, Fire, Cold, and Poison. Magic damage could not be directly resisted by players, nor could Physical, though they could be reduced or absorbed.&lt;br /&gt;
&lt;br /&gt;
In Diablo II resistances were unevenly-distributed, and characters benefited far more from resistance to [[Lightning]] than to any other element. Nothing is known about this sort of balance in Diablo II, but one assumes the dev team will aim for a more even distribution in the types of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Zombie_Tower&amp;diff=31808</id>
		<title>Zombie Tower</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Zombie_Tower&amp;diff=31808"/>
				<updated>2011-08-07T12:28:44Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zombie Tower is the common name for a [[runestone]] effect of the [[Witch Doctor]]'s [[Wall of Zombies]] skill. &lt;br /&gt;
&lt;br /&gt;
This version of the skill causes several zombies to erupt from the ground, and rather than standing arms linked on the surface, they stack up like gymnasts, then pitch forward, falling down onto enemies below. They do not grapple or fight with their targets, but merely splat into [[poison]]ous goo, dealing [[AoE]] damage to everything in the vicinity.&lt;br /&gt;
&lt;br /&gt;
* See other [[Reference]] terms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
| [[File:Zombie-tower1.jpg|thumb|150px|The tower falls.]]&lt;br /&gt;
| [[File:Zombie-tower2.jpg|thumb|240px|A second tower takes form.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Kashya&amp;diff=30443</id>
		<title>Kashya</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Kashya&amp;diff=30443"/>
				<updated>2011-05-30T20:47:07Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Kashya''' is the Commander of the Military side of [[Sisterhood of the Sightless Eye]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Background==&lt;br /&gt;
Kashya seems to be in charge of the rouge scouts, and the military side of the Order of the Sightless Eye.  She is portrayed as protective of her sisters, and distrustful of outsiders.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo II NPC==&lt;br /&gt;
[[File:Kashya.jpg|thumb|right|Kashya in Diablo II.]]&lt;br /&gt;
Kashya was one of the leaders of the rogue camp in Act I of Diablo II, along with [[Akara]].  She gave out one quest, and upon it's completion she would be the [[mercenary]] vendor for Act I.&lt;br /&gt;
&lt;br /&gt;
For more information about the Diablo II NPC Kashya, see: '''{{iw|Kashya Kashya}}''' in the Diablo II wiki.&lt;br /&gt;
&lt;br /&gt;
==In Diablo III==&lt;br /&gt;
Kashya's status at the time of Diablo III is unknown.  At the end of Diablo II she was last seen working to rebuild the sisterhood after [[Andariel]]'s defeat.  Her age was unknown, though she was presented as younger and still able bodied.  She could easily be alive somewhere in the world of [[Sanctuary]].  If she is alive she's probably still with the sisterhood, given her apparent dedication in Diablo II.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|minor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:NPCs (Diablo II)]]&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Titan&amp;diff=30442</id>
		<title>Titan</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Titan&amp;diff=30442"/>
				<updated>2011-05-30T20:36:17Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: /* A New IP */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Titan''' is the codename for a next-gen MMORPG under development at Blizzard Entertainment. Nothing is known about Titan's setting or game type, other than that it is an MMORPG, and that it's set in a new IP. Titan is not Diablo, Starcraft, Warcraft, or even The Lost Vikings; it has no direct connection to any other Blizzard gaming world.&lt;br /&gt;
&lt;br /&gt;
Blizzard has said they're very unlikely to announce anything official about Titan until 2012.[http://twitter.com/geoffkeighley/statuses/28443623946]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Codename: Titan==&lt;br /&gt;
&lt;br /&gt;
[[File:Bliz-schedule-rumor1.jpg|thumb|400px|Codename Titan leaked.]]&lt;br /&gt;
The codename of Titan was revealed in late 2010, thanks to a leaked internal company memo/product release chart. Prior to that it was known that Blizzard was developing a next-gen MMORPG, as they'd been posting jobs on the project as far back as 2007, but there was no name attached to the project.&lt;br /&gt;
&lt;br /&gt;
[[Frank Pearce]] confirmed that Titan was indeed the codename for the project a few weeks after the memo was leaked.[http://diablo.incgamers.com/blog/comments/blizzard-confirms-titan-as-code-name-for-their-next-gen-mmo/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;quot;Titan is... the media is not meant to know anything about that,&amp;quot; said Pearce. &amp;quot;It’s our next-gen MMO and we’ve only started talking about it in a limited fashion because we want to leverage the fact that we’re working on something like that for the purpose of recruiting – getting some of the best talent in the industry on that.&amp;quot;&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A New IP==&lt;br /&gt;
&lt;br /&gt;
Titan was confirmed to be a new IP (Intellectual Property) by WoW CM Zarhym, in a post from 2007.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We have nothing to advertise for the new MMO because it's a shell of a game thus far. We've already stated it'll be a brand new franchise, which means the lore, art, and game play are being developed entirely from scratch. It's an overwhelming process, but a process through which we excel. Our track record supports this.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This was repeated later in 2007 by WoW CM Drysc (who changed his name to Bashiok when he moved over to the Diablo III CM job) commented on the job postings:[http://forums.worldofwarcraft.com/thread.html?topicId=3168513730&amp;amp;sid=1&amp;amp;pageNo=2#id31680200241_100101018_switch1]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;No, it is an unannounced Next-Gen MMO. And that doesn't mean an expansion for World of Warcraft either.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the company's Q2 2010 earnings call Activision Blizzard CEO Robert Kotick commented on the Titan project and confirmed it would be an entirely new IP.:[http://seekingalpha.com/article/219068-activision-blizzard-q2-2010-earnings-call-transcript?find=activision%2Bblizzard]&lt;br /&gt;
&lt;br /&gt;
==Learning from WoW==&lt;br /&gt;
&lt;br /&gt;
Though few specifics have been given, Blizzard has often spoken of lessons they've learned from World of Warcraft and how they might apply those to Titan.  [[Jeffrey Kaplan]] spoke on that to Mtv:[http://multiplayerblog.mtv.com/2008/10/13/world-of-warcraft-game-director-on-new-mmo-and-console-games/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;quot;I think the great part about a new MMO from Blizzard is that it doesn't have to be 'WoW',&amp;quot; he said. &amp;quot;There are a lot of lessons we learned in making 'World of Warcraft,' and some of those you can take and do things better than you ever did before.&amp;quot;&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Titan's Setting==&lt;br /&gt;
&lt;br /&gt;
Nothing is known about the setting of Titan, though rumors abound. The project head, [[Jeffrey Kaplan]], did nothing to clarify matters in an interview with Mtv:[http://multiplayerblog.mtv.com/2008/10/13/world-of-warcraft-game-director-on-new-mmo-and-console-games/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;I think any type of [intellectual property] can survive. I'm shocked we haven't seen more sci-fi, near-future, post-apocalyptic, historical MMOs; there's all these completely different fantasy settings beyond the traditional high fantasy ones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So is Blizzard's new MMO going to be sci-fi, near-future, post-apocalyptic or historical? &amp;quot;All of those combined!&amp;quot; he said, laughing.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There have also been past [http://us.blizzard.com/en-us/company/careers/directory.html#region=Americas job openings for the Titan team] that mention Sci-Fi and Fantasy style artwork amongst the job requirements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;2+ years game development experience modeling and texturing sci-fi and fantasy character armor and weapons for next-gen art pipelines.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* [http://www.blizzardnewmmo.com/Game_Info http://www.blizzardnewmmo.com/Game_Info]&lt;br /&gt;
* [http://diablo.incgamers.com/categories/category/blizzards-secret-mmorpg/ Diablo.IncGamers.com news items about Titan]&lt;br /&gt;
* [http://www.titanproject.net/index.php/page/status/titan_data_sheet.html www.titanproject.net - Titan fan site and forums]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game navbox|blizz}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:games]]&lt;br /&gt;
[[category:titan]]&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Diablo_3_Basics&amp;diff=30107</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=30107"/>
				<updated>2011-05-08T15:38:35Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: /* Skills */ added missing parenthesis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Diablo III Logo.jpg|left|150px]]&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 randomized content for high replayability. Some changes have been made in order to make the game faster and more flexible as well as make 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 has confirmed that the game will ship with five characters. These are the [[Barbarian]], [[Demon Hunter]], [[Monk]], [[Witch Doctor]], and [[Wizard]]. All five classes will be playable in male or female versions. The gender difference is purely cosmetic; male and female characters have identical stats and abilities. The classes are very distinct from one another, for all armor appears different depending on which character is using it, the characters have completely unique [[skills]], largely unique [[traits]], and each has their own [[resource]] type.&lt;br /&gt;
&lt;br /&gt;
Though all five classes for Diablo III have been revealed, more are expected in the [[expansion]]s. See the [[Other classes]] article for Blizzard quotes on their additional character ideas.&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|80px]]&lt;br /&gt;
| '''The [[Barbarian]]''' - The same character you played in [[Diablo II]], but with some [[Barbarian skills|new skills]], and backed with the power of the [[ancient]]s.&lt;br /&gt;
* [[Barbarian Skills]]&lt;br /&gt;
* [[Barbarian Traits]]&lt;br /&gt;
* [[Resource]]: - [[Fury]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Demon Hunter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Demon-hunter-art4.jpg|center|125px]]&lt;br /&gt;
| [[File:Demon-hunter-male.jpg|90px]]&lt;br /&gt;
| '''The [[Demon Hunter]]''' - The last class revealed is a ranged weapon specialist with a grudge against all demon kind, sexy style, deadly traps, and demonic gadgets to go with her glowing eyes.&lt;br /&gt;
* [[Demon Hunter Skills]]&lt;br /&gt;
* [[Demon Hunter Traits]]&lt;br /&gt;
* [[Resource]]: - Unknown&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;
* [[Monk Skills]]&lt;br /&gt;
* [[Monk Traits]]&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|70px]]&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;
* [[Witch Doctor Skills]]&lt;br /&gt;
* [[Witch Doctor Traits]]&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|70px]]&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 previous 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;
* [[Wizard Skills]]&lt;br /&gt;
* [[Wizard Traits]]&lt;br /&gt;
* [[Resource]]: [[Arcane Power]]&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
The skills and their presentation evolved greatly during the game's development. See the [[skill tree]] article for a full pictorial history. As of Blizzcon 2010, skills are presented in a list and sorted into seven tiers that are unlocked at various character levels.  All skills are [[active]], there are no prerequisites other than character level, and there are no synergies.&lt;br /&gt;
&lt;br /&gt;
[[Traits]] were added during development in 2010, when all [[passive]] skills were removed from the skill trees. Traits are passives or masteries and boost general character traits, or specific skills. While many traits are shared between the classes, granting bonuses to [[attributes]] or other common properties such as [[Lucky]] (increased gold drops), or [[Pound of Flesh]] (increased [[health orb]] benefit), about half of the traits are unique to each class, providing specific bonuses just for that class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Skill Tree Respecs/Resets ====&lt;br /&gt;
In Diablo II prior to v1.13, a character was unable to change their skills and stats once they were allocated. If you made any mistake, the only solution was to [[reroll]]. This is changed in Diablo III, and it will be fairly easy for characters to &amp;quot;[[respec]],&amp;quot; to remove and reassign points from [[skills]] and [[traits]]. &lt;br /&gt;
&lt;br /&gt;
The exact methods have not yet been revealed, but the developers have said it will be fairly easy to do, though not entirely free or instant, to prevent exploitation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Stats/Attributes====&lt;br /&gt;
One major change announced early in Diablo III's development was the elimination of player-assigned stat points. In Diablo III, each class gains various [[attribute]] points in [[Attack_(Attribute)|attack]], [[Precision_(Attribute)|precision]], [[vitality]], [[defense]], and [[willpower]] when they level up, and these are automatically assigned. The Diablo III developers felt the stat allocation in Diablo II was a poor way to provide character customization since players almost always followed an established [[build]], which was always the best choice for a character. This removed any variety or individuality.&lt;br /&gt;
&lt;br /&gt;
Stats can be modified in Diablo III in various ways: by [[traits]], via [[charms]] in the [[talisman]], and with equipment bonuses, including socketing [[gems]].&lt;br /&gt;
&lt;br /&gt;
==== Skill Runes ====&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|350px|Hydra runestone effects.]]&lt;br /&gt;
While gems return for item [[sockets]], [[runes]] in Diablo III are not used in items. There are five types of runes, [[crimson]], [[alabaster]], [[indigo]], [[golden]], and [[obsidian]], which are socketed into active skills, where they modify the skill in various beneficial ways. &lt;br /&gt;
&lt;br /&gt;
[[Runestones]] are a huge aspect of the game, always improving skills to the point that virtually any socketed runestone, even of the lowest level, will make an immediate and obvious difference in a skill's efficacy.  Only a few skill rune functions are known at this point, and all are subject to change as development continues. &lt;br /&gt;
&lt;br /&gt;
The first known complete skill permutation was the [[Wizard]]'s [[Hydra]] skill. The basic skill is much as it was in Diablo II, a three-headed flame dragon that pokes out of a manhole in the ground, spitting firebolts at enemies. Each rune changes this effect quite noticeably. The effects revealed for Hydra changed considerably even between August and October 2010, when the slide to the right was presented at Blizzcon 2010:&lt;br /&gt;
&lt;br /&gt;
* Crimson rune: Turns the dragons blue, and they attack with a chilling/slowing breath.&lt;br /&gt;
* Alabaster rune: Turns the dragons purple, and they attack with Arcane damage bolts.&lt;br /&gt;
* Golden rune: The dragons remain red, but spit out firewalls, which deal higher damage and leave an [[AoE]] wall of flame on the ground.&lt;br /&gt;
* Indigo rune: The dragons turn blue and spit clusters of lightning.&lt;br /&gt;
* Obsidian rune: The dragons turn green and spit out poison-damaging acid balls.&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;]]&lt;br /&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 protect archers, [[ghoul]]s that climb up sheer walls to attack you, or [[Grotesque]]s that explode into a hundred [[Lamprey]] monsters. We can expect many unique attack patterns and behaviours from the Diablo III monsters.&lt;br /&gt;
&lt;br /&gt;
The scale of monsters is greatly increased in Diablo III; demons like the Siegebreaker are not uncommon, and appear in sizes unimagined in previous games in the series. And Siegebreaker isn't even an especially big boss or Act boss.&lt;br /&gt;
&lt;br /&gt;
* '''The [[Monster|Monsters Article]]''' has much more information on the dozens of known monsters.&lt;br /&gt;
* Monster [[bosses]] are much improved and varied in Diablo III.&lt;br /&gt;
** [[Boss modifiers]] are new and improved as well, and there are many new and dangerous properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Death==&lt;br /&gt;
Death is less of an obstacle to success in Diablo III than in previous games in the series. Dead players in Diablo III do not lose equipment or gold. They must wait a mere few seconds before waiting to be resurrected by another player in their party or restarting at the last [[checkpoint]] (not [[waypoint]]) they passed over.&lt;br /&gt;
&lt;br /&gt;
[[Hardcore]] mode is an option in the game, and as in Diablo II, dead HC characters stay dead forever.&lt;br /&gt;
&lt;br /&gt;
Death will even look better. There are many more monster death animations, [[critical hit]] deaths come with bonus gore, and even players get to enjoy the death variety, since some of the special monsters have special fatality animations they'll use if they kill a player during a battle.&lt;br /&gt;
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==Difficulty Levels==&lt;br /&gt;
&lt;br /&gt;
There are going to be three [[difficulty]] levels in Diablo III, as in other games in the series.  The normal difficulty level will not be very difficult, and characters are expected to rise to about Clvl 30 working their way through it, then 50 after Nightmare, and 60 (max level) after Hell. There will not be grinding required to reach the max level in Diablo III; as in World of Warcraft, it will be achieved simply by working through the normal content.&lt;br /&gt;
&lt;br /&gt;
The difficulty will increase substantially on Nightmare, and the developers have talked about Hell as a much greater challenge, though they are committed to allowing solo players to defeat everything in the game. Nothing will be so hard that a group is required to pass it, and there are no plans to include [[raid]]-style content.&lt;br /&gt;
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&lt;br /&gt;
==End Game==&lt;br /&gt;
&lt;br /&gt;
The focus of the [[end game]] will be much-changed in Diablo III. The developers have not revealed many details, but they say it will be much more compelling than simply running the same bosses over and over again. That characters will be at or nearly to the max level by the time they finish Hell difficulty (barring rushing or other activities to take a character well outside the normal level progression) makes a big difference, since gaining experience will not be part of the end game. &lt;br /&gt;
&lt;br /&gt;
There are talks about [[Achievements]] being incorporated, or special online-only challenges. The team regards the item-hunting game as the ultimate goal of a character in Diablo III.&lt;br /&gt;
&lt;br /&gt;
Another end-game activity is PvP play in the [[Arena]], as characters could respec and switch around their equipment to build a character entirely focused on PvP play.&lt;br /&gt;
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&lt;br /&gt;
==Items==&lt;br /&gt;
[[Image:Barbarian swing.jpg|thumb|right|[[Barbarian]] swinging two magical axes.]]&lt;br /&gt;
Armor is arranged in [[gear sets]] in Diablo III. There are 18 of them, increasing in quality/appearance from simple cloth to ornate plate mail. The items do not repeat with different names/stats; there are no exceptional/elite versions of items in Diablo III. This means there is a wider variety of total item types, and that players will see a steady progression throughout the game of increasingly dramatic-looking armor.&lt;br /&gt;
&lt;br /&gt;
Weapons are the same, and will increase from plain to fancy, with stats to match. &lt;br /&gt;
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Most items are rare or magical, as before. Sockets are not a special feature of white items; sockets may occur on any type of item, and there will not be plain socketed items, nor would you want one since there are no [[Runewords]] to put into them. [[Uniques]] return, though they are apparently going to be called &amp;quot;[[Legendary]]&amp;quot; in Diablo III. [[Item sets]] are also likely returning, though they may differ in function somewhat, to make them more useful and/or easier to assemble. &lt;br /&gt;
&lt;br /&gt;
A very popular type of item will be [[crafted]] items, magical or rare items made by the NPC [[Artisans]] from various [[recipes]].&lt;br /&gt;
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===Armor and Weapon Types===&lt;br /&gt;
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*[[Armor]]: [[helms]], [[shields]], [[body armor]], [[gloves]], [[boots]], [[rings]], [[amulets]], and [[belts]] return. Belts are now just another piece of armor; they do not have any special potion-holding function.&lt;br /&gt;
** New armor types: [[Shoulders]], [[bracers]], and [[pants]].&lt;br /&gt;
&lt;br /&gt;
* [[Weapons]]: [[Axes]], [[Spears]], [[Polearms]], [[Swords]], [[Clubs]], [[Bows]], [[Crossbows]], [[Wands]], [[shields]], &lt;br /&gt;
** New weapons: [[Fists]], [[Daggers]] (no longer a type of sword), [[Orbs]], [[Pistol crossbows]], [[short staves]] for casters only, [[battle staves]] for the Monk only. &lt;br /&gt;
** Removed weapons: There are no [[throwing weapons]] or throwing [[potions]] yet seen in Diablo III.&lt;br /&gt;
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&lt;br /&gt;
===Other Items Information===&lt;br /&gt;
* [[Runes]] are no longer socketed into items, and [[runewords]] are no more. Runes are objects that get socketed into [[skills]].&lt;br /&gt;
* The [[inventory]] is much larger than it was in Diablo II, and after numerous permutations, it's settled on a large grid with all items either 1x1 or 1x2 in size.&lt;br /&gt;
* The [[stash]] in town is huge, and will be shared between characters on the same account.&lt;br /&gt;
* Items will now drop '''per character'''; you only see items you can pick up, and no other players see or can grab them. &lt;br /&gt;
* Trading will be improved, and there will be some sort of auction house, though details have not been revealed.&lt;br /&gt;
* [[Potion]]s are much less common than in previous Diablo games. There are no mana or rejuvenation potions, just health, and they come with a long cooldown between uses. Basically, potions are for emergency use, and will only tide a character over briefly; with the cooldown, they will not keep you alive through reckless behavior.&lt;br /&gt;
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==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;]]&lt;br /&gt;
As in previous games in the series, [[NPCs]] will feature importantly in Diablo III.  Much of the game [[story]] will be given by the NPCs, and they will be more interactive, while their speeches will be shorter, more to the point, and can be listened to while playing; you are no longer forced to &amp;quot;stay awhile&amp;quot; while you &amp;quot;listen.&amp;quot;&lt;br /&gt;
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[[Followers]]: More NPCs are found out in the dungeons than in past games, and mini-quests such as [[Escort Mission]]s are common throughout the game. &lt;br /&gt;
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[[Mercenaries]]: The developers have talked about wanting to make mercs better and more useful than they were in Diablo II, but nothing has yet been revealed.&lt;br /&gt;
&lt;br /&gt;
[[Artisans]]: &amp;quot;Vendors 2.0,&amp;quot; these NPCs are merchants, quest-givers, and information sources. They follow the player throughout the game, traveling in a [[caravan]] between the acts, and in addition to the standard item buying and selling, they can [[craft]] new semi-random items from special [[recipes]], as well as [[enchant]], [[socket]], and [[repair]] items. Artisans can even be [[trained]] up to higher levels, giving them better skills.&lt;br /&gt;
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==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 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]], and it's known that much of Act Three takes place in the Barbarian Lands around the [[Arreat Crater]].&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 into the universe suggests either a big expansion pack, MMOs, or a film.&lt;br /&gt;
&lt;br /&gt;
Outdoor areas will be less randomized than dungeons, and the terrain will for the most part be static. Instead, a lot of random scripted events will take place, and some will even be really advanced. They can vary from an escort [[quest]], to a moldy tome, or a big, bad [[boss]] monster. You will also find interactive environments with dangerous traps, obstacles, and [[destructible]] elements. There will be &amp;quot;numerous&amp;quot; outdoor locations.&lt;br /&gt;
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==Dungeons==&lt;br /&gt;
The land is filled with dungeons, as in Diablo II. Dungeons vary widely in size and design, and are promised to offer better randomization and variety than they did in Diablo II.&lt;br /&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;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
As in Diablo II, travel is on foot. There are no [[mounts]] in Sanctuary. Nor are there any [[Town Portal]]s, in a major change from earlier games in the series. The developers felt that Town Portals made it too easy for players to escape danger and made it impossible to offer compelling, dangerous combat.&lt;br /&gt;
&lt;br /&gt;
To replace town portals, there are more waypoints, frequent checkpoints, and a new item, the [[Scroll of Wealth]] that allows players to sell their items remotely, without returning to to town.  The new [[salvage cube]], an essential element of [[crafting]], is another addition meant to obviate the need for regular town returns.&lt;br /&gt;
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==Easter Eggs==&lt;br /&gt;
While no [[Easter Eggs]] in Diablo III have been confirmed, (though we've seen plenty of Diablo III Easter Eggs in Starcraft II), Blizzard has given plenty of hints about some sort of [[secret level]] in the game.&lt;br /&gt;
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===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;
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===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, which 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;
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&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;
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&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]]. Those events took place out of the sight of the common populace, and have become myth or legend over the intervening years. Most of the principles are dead or insane, and no one has had any sight of the Archangel [[Tyrael]] since he destroyed the Worldstone, triggering an explosion that erased [[Mount Arreat]] and shattered the Barbarians' civilization.&lt;br /&gt;
&lt;br /&gt;
Since the destruction of the [[Worldstone]], those few humans (such as [[Deckard Cain]]) who did know of the danger to the world have been expecting an imminent demonic invasion, without the Worldstone to keep them in the [[Burning Hells]]. This has not happened because, and players will eventually learn, the two remaining lords of Hell (presumably [[Belial]] and [[Asmodean]]) have been building armies for a full-on invasion, intended to utterly destroy humanity.&lt;br /&gt;
&lt;br /&gt;
Players will see small-scale demonic events, as in previous games, but the developers have promised that the scale of some aspects of the game, such as the siege on [[Bastion's Keep]], will be amazingly large; far bigger than anything ever previously seen in the series.&lt;br /&gt;
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===Character Personalities===&lt;br /&gt;
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Unlike the blank cyphers that all characters were in previous games in the series, the individual characters in Diablo III will have personalities. The Wizard is young, brash, and headstrong. The Monk is powerful and quietly confident. The Barbarian is strong and stoic. The Demon Hunter is angry and reckless in her need for vengeance. And the Witch Doctor is spiritual, mysterious, and misunderstood by the populace at large.&lt;br /&gt;
&lt;br /&gt;
The characters will behave accordingly, and inspire different replies and behavior from the NPCs, though the only known examples came from [[Captain Rumford]]'s dialogues as heard at Blizzcon 2008.&lt;br /&gt;
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==Quests==&lt;br /&gt;
[[Quests]] in Diablo III are largely similar in form to those of Diablo II. The changes are to greatly increase the number of quests, and to vary them in type and style. Numerous smaller events or adventures are randomly added in each game, amidst the main plot-skeleton quests.&lt;br /&gt;
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Most large areas of the game, surface and dungeon, will also vary in content and form between games. Though the surface areas are non-random in their overall shape, there are randomized elements within them, which can yield mini-quests, bonus dungeons, or just open space and random monsters, depending on how the spawn works in a given game.&lt;br /&gt;
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==Single Player and Multiplayer==&lt;br /&gt;
The main focus of Diablo III is co-op [[PvE]] style play. Up to four players (yes, just four) will join up in a game and play together, and players in the same game are now always friendly and in the same party. There is no non-consensual PvP in Diablo III, and no way to &amp;quot;go hostile&amp;quot; in a normal PvE game.&lt;br /&gt;
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Game creation and group formation should be easier in Diablo III. Though the details have not been revealed, the developers hope it will be very easy to join up and play. Their hope is that players in one game can simply click an option to start another one, and as everyone accepts it, they'll immediately appear in a new game and continue playing, almost seamlessly.&lt;br /&gt;
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All multiplayer Diablo III gaming will take place over Battle.net. Diablo III is following in Starcraft's footsteps and will &amp;lt;u&amp;gt;not include LAN support&amp;lt;/u&amp;gt;. Though Blizzard never explicitly terms it as such, this is primarily a security measure; requiring players to buy a retail copy and have a valid Battle.net account and CD-Key to play multiplayer is their way of fighting piracy.&lt;br /&gt;
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===Battle Arena===&lt;br /&gt;
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[[File:Battle-arena-new-round1.jpg|frame|350px|A new round begins in the Battle Arena.]]&lt;br /&gt;
The outlet for PvP in Diablo III is the [[Arena]], a special game type that exists only for head-to-head combat. Players can join up and fight their friends in 1v1 or 2v2 games, but the main design is for players to take part in 3v3 battles, either in teams or as singles who will be sorted together via the game's [[matchmaking]] system. &lt;br /&gt;
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Arena play debuted at Blizzcon 2010 and was wildly popular, even with just 3 pre-made characters available to choose from, and limited skills all pre-set. &lt;br /&gt;
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Hardcore Arena will be supported, and the initial plans of the team is for it to be regular Hardcore rules: you die, you stay dead. This approach has many critics, who ask for some sort of non-lethal HC version, and point out that virtually no one plays PvP in D2 Hardcore since the penalty for death is so severe, both in emotional pain and in the play hours required to build up another character to PvP level. It also seems like any sort of team play would be impossible, since even if a team won, one or two of the players on it would lose their character.&lt;br /&gt;
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===Battle.net 2.0===&lt;br /&gt;
Blizzard has 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;
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==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;
* '''[[Chest]]s''' will no longer be locked.&lt;br /&gt;
* Monster corpses are no longer something that players can interact with. There are no corpse skills like Diablo II's {{iw|Corpse_Explosion Corpse Explosion}} or {{iw|Find_Item Find Item}}, and bodies on the ground dissolve and vanish after a moment or two.&lt;br /&gt;
** There are no player corpses either, in the sense of lootable objects as they were in Diablo II. Like monsters, dead players are subject to the game's physics and can be blasted aside or out of sight by spells, and will vanish after a few minutes.&lt;br /&gt;
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==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;
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=== Release Date ===&lt;br /&gt;
As usual, the [[Release Date|release date]] for any Blizzard product is kept under wraps for as long as possible. While Blizzard has shown playable builds of Diablo III at conventions and press events, the level of polish makes it harder to estimate development time left. Any other dates or rumours, which are constantly provided by game retailers, are just rumors and should not be given any credence.&lt;br /&gt;
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More information on the '''[[Diablo III release date]]''' article.&lt;br /&gt;
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=== 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 custom in-house tools. The game is currently native to DirectX 9, and will not require DirectX 10 or 11 to run.[http://ablegamers.com/Disabled-Gamers-News/AbleGamers-Interviews-the-Diablo-III-Team.html] The game will probably use a slightly higher level of system requirements than [[StarCraft II]], which also uses Havok &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;
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===Diablo Beta Testing===&lt;br /&gt;
As with the release date, a time for beta is currently unknown. Jay Wilson has estimated that the release will occur about six months after the beta test begins. No dates or estimates for the beta have been given, but Blizzard did say that 1000 randomly-selected ticket buyers to Blizzcon 2010 will win a beta slot. Many fans have taken this to mean that Blizzard hopes to start the Diablo III beta before Blizzcon 2011, which would likely be in the August-October time frame, as it has been each year thus far.&lt;br /&gt;
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General information on Blizzard beta tests can be seen on the '''[[Beta Test]]''' page.&lt;br /&gt;
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===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. Starcraft II (and other recent AAA titles by Activision) retailed for $60, up $10 from the traditional $50 price tag, and it's virtually certain Diablo III will follow that route. &lt;br /&gt;
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All online game retailers are listing $60 as their estimated price, at least.&lt;br /&gt;
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===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 hamper the sales of the game in that country. [[Blizzard]] have stated that they will censor out blood and other gore, as required to avoid &amp;quot;adult&amp;quot; ratings in various countries with more restrictive gore requirements than those found in the US.&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;
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===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;
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==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;
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&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 is 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 making it better for an expansion, or perhaps a future MMO or a [[Diablo movie]]. Regardless, [[Jay Wilson]] has said that there is 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;
[[Mike Morhaime]] said 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;
&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>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=User:Frozenice&amp;diff=27498</id>
		<title>User:Frozenice</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=User:Frozenice&amp;diff=27498"/>
				<updated>2011-01-31T16:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: thx Flux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hey there!&lt;br /&gt;
&lt;br /&gt;
just adding some text here, so I won't accidentally get blocked (again, again!) whilst fighting spam :)&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Meteor&amp;diff=25253</id>
		<title>Meteor</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Meteor&amp;diff=25253"/>
				<updated>2010-11-11T17:10:06Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: removed accidental math tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Meteor''' is a Tier 6 [[skill]] unlocked for the [[Wizard]] at level 20.&lt;br /&gt;
&lt;br /&gt;
This skill is among the Wizard's most damaging, calling down a huge flaming stone that deals massive damage, as well as leaving a burning circle that deals [[AoE]] damage to anything in the vicinity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Meteor-arena1.jpg&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|active= Active&lt;br /&gt;
|name= Meteor&lt;br /&gt;
|ranks= 5&lt;br /&gt;
|user= Wizard&lt;br /&gt;
|tree= none&lt;br /&gt;
|description= Summons a massive meteor from the sky that causes X-X fire damage to all enemies in the affected area. Also leaves a pool of fire that does X fire damage every second for X seconds. &lt;br /&gt;
|type= Death from above&lt;br /&gt;
|quantity= 1 meteor&lt;br /&gt;
|effect= Direct &amp;amp; [[AoE]]&lt;br /&gt;
|school= Fire&lt;br /&gt;
|resource= [[Arcane Power]]&lt;br /&gt;
|cost= High&lt;br /&gt;
|cast-time= short delay&lt;br /&gt;
|duration= several seconds&lt;br /&gt;
|cooldown= minimal&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;
&lt;br /&gt;
Meteor returns from Diablo II, with its function largely preserved. Once again it's a falling rock from the sky that deals huge fire damage. The skill is mighty, but the delay between the casting and the rock's arrival requires skill and anticipation on the part of the wizard to hit accurately with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
[[File:Meteor-arena2.jpg|left|thumb|Meteor strikes at a Barbarian's heels in the [[Arena]].]]&lt;br /&gt;
Nothing is known of the statistics of damage for this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trait Bonuses==&lt;br /&gt;
&lt;br /&gt;
Meteor benefits directly from the following traits:&lt;br /&gt;
&lt;br /&gt;
* [[Glass Cannon]]: Increases damage done by spells and increases armor.&lt;br /&gt;
* [[Intimidation]]: Increases damage done and reduces vendor costs.&lt;br /&gt;
* [[Quickening]]: Increases spell casting speed.&lt;br /&gt;
* [[Beast Hunter]]: Damage bonus against beasts.&lt;br /&gt;
* [[Demonsbane]]: Damage bonus against Demons.&lt;br /&gt;
* [[Just...Stay...Dead!]]: Damage bonus against undead.&lt;br /&gt;
* [[Power Surge]]: Increase critical strike damage.&lt;br /&gt;
* [[Penetrating Spells]]: Reduces the resistances of your target to your spells by 20%.&lt;br /&gt;
&lt;br /&gt;
==Runestone Effects==&lt;br /&gt;
Wizards in the PvP Arena in the Blizzcon 2010 demo gained more damage to their Meteor from the [[Crimson rune]]. Precise figures are not known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
This skill was not in the game during 2008 and 2009, though smaller projectile, wider-area, &amp;quot;death from above&amp;quot; skills like [[Blizzard]] and [[Arcane Torrent]] were. Presumably the team decided that a larger, single hit, smaller-area death from above skill would be a nice addition to the play balance.&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=Meteor Meteor screenshots]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Meteor-arena1.jpg|Meteors descending over the [[Battle Arena]].&lt;br /&gt;
File:Meteor-arena2.jpg|Blue circle shows where a blue team's Wizard's meteor is about to strike n the [[Battle Arena]].&lt;br /&gt;
File:Meteor-arena3.jpg|The burn zone left by Meteor impact, once the [[AoE]] flames have burned out.&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;
None yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Wizard}}&lt;br /&gt;
{{Skill_navbox}}&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Unannounced&amp;diff=24530</id>
		<title>Unannounced</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Unannounced&amp;diff=24530"/>
				<updated>2010-10-31T11:08:45Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: /* Blizzard's Unannounced Projects */ fixed typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unannounced''' titles remain so until a developer feel it's time to show their work to the world. There are advantages and drawbacks with keeping a game under wraps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzard's Unannounced Projects==&lt;br /&gt;
Blizzard currently has two unannounced projects. One new [[game]] that is set in an entirely new universe, and one [[MMORPG]]. The Next-gen MMO is also rumoured to be in a new universe, but it could just as well be in the same one as the regular game.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010 Blizzard said that the Next Gen MMO would not be announced until 2012 at the absolute soonest. [http://pc.ign.com/articles/113/1130025p1.html]&lt;br /&gt;
&lt;br /&gt;
::As stated in an interview with Geoff Keighley, Pardo mentioned we shouldn't expect to hear anything about an actual product announcement until at least 2012.&lt;br /&gt;
&lt;br /&gt;
::This isn't especially surprising considering Blizzard's procedure of taking an extremely long time to develop and polish products. It was mentioned that around 50 people were actively working on the MMO project and that it is not exactly in a full stage of production right now.&lt;br /&gt;
&lt;br /&gt;
==Why Not Announce==&lt;br /&gt;
There are many reasons a developer do not announce their projects as soon as they have started with [[Blizzard Entertainment|Blizzard]], this is very apparent by looking at the community. Fans don't want to wait too long for a game, and while announcing it will create a good amount of pre-release hype to help sell the game (or just keep the existing communities alive), it will also make users more and more anxious to get their hands on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some developers eventually fall for the pressure by fans, publishers and/or investors and launch a game before it's ready, and it can have disastrous consequences. Take [[Hellgate: London]]'s launch as an example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code Names==&lt;br /&gt;
generally have a code name within the developer's quarters to make sure that even with a 100% reliable staff, it will not leak. For instance, [[StarCraft II]] was known as &amp;quot;Hydra&amp;quot; before it was announced, and Blizzard has used other ancient greek terms for projects in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ''To be added''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game navbox|blizz}}&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Wizard_skill_archive&amp;diff=24457</id>
		<title>Wizard skill archive</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Wizard_skill_archive&amp;diff=24457"/>
				<updated>2010-10-30T11:18:25Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: removed accidental math tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''This page archives original versions of Wizard skills that were changed during development. These are archived for future curiosity and reference. This page is not to be updated with current info; see the [[Wizard skills]] article for the latest information about this classes' skills.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Wizard]]'s skills were first revealed in October 2008, at Blizzcon. They were shown again, in much-expanded form, at Blizzcon 2009. The biggest changes occurred at Blizzcon 2010, after all the passive skills had been moved to the [[Wizard traits]], this removing all passive skills while freeing up space for more active skills. &lt;br /&gt;
&lt;br /&gt;
* [[Skill]]s -- General skill design and mechanics of [[passive]] and [[active]] skills.&lt;br /&gt;
* [[Arcane Power]] -- The Wizard's class [[resource]].&lt;br /&gt;
* [[Wizard skills]] -- The current state of the class. All are active skills.&lt;br /&gt;
* [[Wizard traits]] -- Where Passive skills are housed in Diablo III.&lt;br /&gt;
&lt;br /&gt;
Note that the Wizard's resource has changed greatly during development. From [[mana]], to [[Instability]], to [[Arcane Power]], and perhaps back to mana. Skill costs have varied wildly as the different resources changed, and skills have changed as well, with early skills to generate [[mana globes]], or to gain mana from [[health globes]], all removed with the change to Instability and then Arcane Power.&lt;br /&gt;
&lt;br /&gt;
See the [[skill|skill article]] for further details on how the tier systems evolved, and the skill system in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Skills to Traits==&lt;br /&gt;
&lt;br /&gt;
The biggest change to the skills came in Blizzcon 2010, when the new non-tree skill tree was debuted, with all of the passive skills modified into various traits. &lt;br /&gt;
&lt;br /&gt;
3 skills were added:&lt;br /&gt;
* [[Diamond Skin]] -- Tier Four&lt;br /&gt;
* [[Meteor]] -- Tier Six&lt;br /&gt;
* [[Familiar]] -- Tier Seven&lt;br /&gt;
&lt;br /&gt;
9 skills were removed entirely between 2009 and 2010. Many of these were turned into [[Wizard Traits]].&lt;br /&gt;
&lt;br /&gt;
* Conjuring Tree Skills&lt;br /&gt;
** [[Stability Control]]&lt;br /&gt;
** [[Stone Skin]] -- Upgraded to Diamond Skin.&lt;br /&gt;
** [[Intensify]]&lt;br /&gt;
** [[Mighty Impact]]&lt;br /&gt;
* Arcane Tree Skills&lt;br /&gt;
** [[Expanded Mind]]&lt;br /&gt;
** [[Arcane Weakness]]&lt;br /&gt;
* Storm Tree Skills&lt;br /&gt;
** [[Empowered Armor]]&lt;br /&gt;
** [[Bonechilling Cold]]&lt;br /&gt;
** [[Storm Power]]&lt;br /&gt;
&lt;br /&gt;
Here's how the Wizard skill navigation looked prior to Blizzcon 2010. Many of these skills remain in the game, though most have been modified in various ways.  &lt;br /&gt;
{{Skill navbox conjuring}}&lt;br /&gt;
{{Skill navbox arcane}}&lt;br /&gt;
{{Skill navbox storm}}&lt;br /&gt;
&lt;br /&gt;
==Pre-BlizzCon 2009 Arcane Tree==&lt;br /&gt;
The Arcane tree was first seen at [[BlizzCon 2008|BlizzCon in October 2008]]. At that time the tree had a very different layout, with more skills concentrated into the top tiers, and maximum one rank per skill available to use. [[Skill runes]] could only be socketed in active skills, in this build. Expect further changes during ongoing development. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier I Skills=== &lt;br /&gt;
'''[[Magic Missile]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-magic-missile1.jpg|thumb|300px|Magic missiles impact.]]&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;
In early levels, Magic Missile might be the Wizard's bread and butter.  In later levels, it might prove invaluable as a cheap and direct means of 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.  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;
Magic Missile's effectiveness is increased by a variety of spells, the most noteworthy of which is Improved Magic Missile, which increases both the damage and number of missiles released on a cast.  The range and spread of higher levels of Magic Missile is reminiscent of the DII Necromancer's Teeth.  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;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Arcane Power]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases all arcane damage.&lt;br /&gt;
*'''Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Increases arcane damage by 12%.&lt;br /&gt;
** '''Rank 2:''' Increases arcane damage by 24%.&lt;br /&gt;
** '''Rank 3:''' Increases arcane damage by 36%.&lt;br /&gt;
&lt;br /&gt;
This mastery boosts the arcane spell damages by a much higher % than similar masteries for other types of damage, and it's unclear why. Possibilities include: arcane spells generally do less damage, their critical hit bonus might be less useful, or the spell just might be overpowered in this early, still-under-testing build.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Efficient Magics]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Lowers the mana cost of spells by a %.&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Lowers mana cost by 3%.&lt;br /&gt;
** '''Rank 2:''' Lowers mana cost by 6%.&lt;br /&gt;
** '''Rank 3:''' Lowers mana cost by by 9%.&lt;br /&gt;
** '''Rank 4:''' Lowers mana cost by by 12%.&lt;br /&gt;
&lt;br /&gt;
It looks like a Wizard will be able to greatly customize his or her spells in D3, with passive skills that cut mana cost, increase casting speed, and boost individual damage types. It's not yet known how much equipment will overlap with these abilities; a spell to boost casting speed wouldn't be much good in D2, with so many items that could convey the same bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Penetrating Spells]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the resistance of your targets to your spells by x%.  Targets with negative resistance take additional damage from spells.&lt;br /&gt;
*'''Rank 1:''' Reduces resistance by 8%.&lt;br /&gt;
&lt;br /&gt;
Another of the highly-useful passive skills possessed by the Wizard. Sort of a full time Lower Resistance aura, that seems to work with all types of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier II===&lt;br /&gt;
'''[[Disintegrate]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|350px|Disintegrating from within Slow Time.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing 10 arcane damage per second.  Damage is modified to 80% each time the beam passes through the target. Critical hits from Arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 1&lt;br /&gt;
*'''Mana cost:''' 12 per sec.&lt;br /&gt;
&lt;br /&gt;
A laser beam of molten pwnage, Disintegrate is at its best raking through a line of ranged attackers. It'll cut through targets without mercy; however, each target the beam passes through lowers its power to 80% for the next target. (It's not clear if the description means 20% less per target, in a 100%, 80%, 60%, 40%, 20%, 0% sequence, or if it's 80% of the current amount, which would yield 100%, 80%, 64%, 51%, 41%, 33%, etc.) It would be very difficult to hit more than 4 or 5 monsters at once with this spell anyway, since it's pencil thin, monsters don't stand in neat rows, and monsters die fairly quickly once they're being cooked by the Disintegrate beam.&lt;br /&gt;
&lt;br /&gt;
Damage ticks every second of use, and critical strikes (as with any Arcane Spell) will silence the target for 4 seconds. 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.&lt;br /&gt;
&lt;br /&gt;
In the [[Blizzcon]] demo build (October 2008), this spell wasn't very useful against large enemies, but was devastating against smaller enemies, especially ranged 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 nerfed somewhat before the final game, since it was just so useful in the Blizzcon build.&lt;br /&gt;
&lt;br /&gt;
Although resembling fire it is in fact pure energy and classified as arcane damage and not fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Wave of Force]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-wave-of-force1.jpg|thumb|350px|Wave of Force.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a wave of force outwards, repelling enemies and projectiles.&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
** '''Rank 1:''' 1-8 damage.&lt;br /&gt;
* '''Mana cost:''' 25&lt;br /&gt;
&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 skeletons -- 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 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;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Arcane Armor]]''' {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' While your Storm Armor, Stone Armor, Stone Skin or Temporal Armor spells are active, your armor is increased by 20%.''&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Another interesting mastery; this one boosts the wizard's total armor bonus, but only while one (or more) of the other protective spells are active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Arcane Weakness]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies damaged by your arcane spells are affected with arcane weakness, increasing damage taken by 10% for 5 sec.&lt;br /&gt;
*'''Rank:''' 0/15 &lt;br /&gt;
&lt;br /&gt;
This would presumably stack with other passives that increase the damage and critical hit % of individual spell types, or all spells in general.&lt;br /&gt;
&lt;br /&gt;
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'''[[Arcane Speed]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the cooldown of all arcane spells by 5%.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Arcane spell damage seems to be limited by a cooldown time on most of the spells, hence this spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier III===&lt;br /&gt;
'''[[Arcane Orb]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-arcane-orb1.jpg|thumb|250px]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' An orb of pure energy explodes on contact dealing 12-16 arcane damage to all enemies in the blast area. Critical hits from arcane damage silence targets for 4 sec.&lt;br /&gt;
*'''Max Rank:''' 1&lt;br /&gt;
*'''Mana cost:''' 18&lt;br /&gt;
&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 Sorc's Frozen Orb, but without the spray of ice spears as it flies across the room. The spell only allowed one point in the BlizzCon demo, but the final game will surely allow more than 1 level (rank) to be added to it. &lt;br /&gt;
&lt;br /&gt;
[[Image:Skill_wizard_arcaneorbsequence.jpg|frame|center|Sequence of Arcane Orb, cast from within the protective bubble created by a Slow Time spell.]]&lt;br /&gt;
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'''[[Slow Time]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Skill_wizard_slowtime.jpg|thumb|250px|Slow Time]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Warp space and time, slowing nearby monsters and projectiles. Enemy attack cooldown increase: 1 sec.&lt;br /&gt;
*''' Max Rank:''' 1&lt;br /&gt;
*'''Mana cost:''' 20&lt;br /&gt;
&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 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;
[[Image:Wiz-slow-time1.jpg|center|thumb|600px|Slow Time only affects enemies. The Wizard can use her spells from within it without hindrance.]]&lt;br /&gt;
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'''[[Arcane Distortion]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies damaged by your arcane spells are slowed by 35% for 3 sec.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
There are a lot of interesting ways to slow or freeze or stun monsters in D3. Types of damage, critical hits, spells, masteries to spells, and more.&lt;br /&gt;
&lt;br /&gt;
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'''[[Mana Recovery]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies have a 7% chance to drop a mana globe that return 25% of maximum mana when picked up.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
No [[mana globe]]s were dropping during the [[BlizzCon 2008]] demo. It's not clear if they were not enabled, if they don't drop early in the game, or if they never drop at all, unless this spell (or others with a similar effect, or perhaps the bonus comes from equipment as well?) is active.&lt;br /&gt;
&lt;br /&gt;
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'''[[Improved Magic Missile]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the number of missiles launched by your magic missile spell by 1 and increases their damage by 8%.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Boosts the number and damage of magic missiles. It's not known how this spell interacts with the basic magic missile spell. That one seems to set the base damage, which this one enhances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier IV===&lt;br /&gt;
'''[[Temporal Armor]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Surrounds the wizard in a protective shell that stops all damage from an attack every 6 sec.  The shell dissipates after absorbing 12 attacks&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
&lt;br /&gt;
An interesting variation on spell shields. Rather than absorbing X amount of damage, or some % of damage, this one takes out 100% of the damage, but only works every 6 seconds. &lt;br /&gt;
&lt;br /&gt;
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'''[[Teleport]]''' {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Teleport to the selected location up to 40 feet away.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 23&lt;br /&gt;
&lt;br /&gt;
[[Teleport]] has been modified somewhat in Diablo 3. Rather than blinking instantly between locations, the [[Wizard]] leaps several yards straight up into the air, then falls back down when she arrives at her target point. This makes the movement considerably slower, though it's still very fast.&lt;br /&gt;
&lt;br /&gt;
In one of the [[BlizzCon 2008]] panels, Teleport was demonstrated with a 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.&lt;br /&gt;
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'''[[Greater Mana]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases maximum mana by 12%.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
A straight forward skill that increases your mana, useful throughout the game, especially at early levels.&lt;br /&gt;
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'''[[Mana Burst]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage of any spell cast from full mana by 25%.&lt;br /&gt;
* '''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
Another creative spell. This one basically lets the Wizard deal substantial extra damage, but with just one spell, once in a while. A wizard who invested in this spell would have to modify her play style considerably; trying to use spells sparingly to remain full of mana, in order to score the huge damage hit possible with points in this skill.&lt;br /&gt;
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'''[[Runic Might]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the effects of all runes.&lt;br /&gt;
*'''Rank:''' 0/5&lt;br /&gt;
&lt;br /&gt;
A mysterious, all purpose skill description for this one. It sounds like it exists only in concept at this point, and hasn't been balanced at all, yet.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Pre-BlizzCon 2009 Conjuring Tree==&lt;br /&gt;
===Tier I Skills===&lt;br /&gt;
'''[[Spectral Blade]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-spectral-blade1.jpg|thumb|250px|Spectral Blades in action.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
*'''Rank''': 0/1&lt;br /&gt;
**'''Description:''' Summons a spectral blade that strikes each enemy in front of the wizard 3 times causing 1-5 physical damage with each hit.&lt;br /&gt;
**'''Mana cost:''' 7&lt;br /&gt;
&lt;br /&gt;
This skill was the default left click attack at the Blizzcon build, 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;
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'''[[Spell Speed]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
*Passive Skill&lt;br /&gt;
*'''Ranks:''' 15&lt;br /&gt;
*'''Description:''' Increases the speed of your magic missile projectiles.&lt;br /&gt;
** '''Rank 1:''' Increases speed by 8%.&lt;br /&gt;
** '''Rank 2:''' Increases speed by 16%.&lt;br /&gt;
** '''Rank 3:''' Increases speed by 24%.&lt;br /&gt;
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'''[[Damage Resistance]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
*'''Ranks:''' 15&lt;br /&gt;
* '''Description:''' Increases armor and resistances.&lt;br /&gt;
** '''Rank 1:''' Increases armor by X% and all resistances by Y%.&lt;br /&gt;
** '''Rank 2:''' Increases armor by 10% and all resistances by 8%.&lt;br /&gt;
** '''Rank 3:''' Increase armor by 15% and all resistances by 12%.&lt;br /&gt;
&lt;br /&gt;
This seems like a tremendously powerful passive, if the increase per skill point remains constant.&lt;br /&gt;
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'''[[Weapon Mastery]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
*'''Ranks:''' 15&lt;br /&gt;
*'''Description:''' Increases physical damage done by all weapons by 15.&lt;br /&gt;
&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 his 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;
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;
This 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;
===Tier II Skills===&lt;br /&gt;
'''[[Stone Skin]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
* Active Skill&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Description:''' Shield yourself with rock and stone absorbing 30 damage.&lt;br /&gt;
*'''Duration:''' 8 seconds&lt;br /&gt;
*'''Mana cost:''' 12&lt;br /&gt;
*'''Cooldown:''' 15 seconds&lt;br /&gt;
&lt;br /&gt;
One of the many shielding skills, all of different types, the Wizard has at her possession.&lt;br /&gt;
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'''[[Mirror Image]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-mirror-image1.jpg|thumb|Reinforcements!]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
*'''Rank:''' 1&lt;br /&gt;
**'''Description:''' Create an illusionary duplicate of yourself.&lt;br /&gt;
**'''Duration:''' 8 seconds&lt;br /&gt;
**'''Mana Cost:''' 18&lt;br /&gt;
&lt;br /&gt;
This skill is seen in the Blizzcon cinematic, in which the Wizard creates 5 duplicates, all of which have a small white circle over their heads. They are not just decoys either; they join the combat, which makes this seem like a very interesting spell.&lt;br /&gt;
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'''[[Duplicate Conjuring]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* Description: Increases the images from your mirror image skill and Hydras from your Hydra skill by 1.&lt;br /&gt;
* Rank: 0/15&lt;br /&gt;
&lt;br /&gt;
A number of the passives in D3 boost two or three other skills, but not every skill in the skill tree. It's an interesting way to add more variety and specialization to the game. &lt;br /&gt;
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'''[[Conjured Armor]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Magical armor surrounds the wizard increasing block chance by 2%.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
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'''[[Conjured Health]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases total health by 8% and the health of your conjured images by 12%.&lt;br /&gt;
* '''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
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'''[[Duplicate Conjuring]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the images from your mirror image skill and Hydras from your Hydra skill by 1.''&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
A number of the passives in D3 boost two or three other skills, but not every skill in the skill tree. It's an interesting way to add more variety and specialization to the game.&lt;br /&gt;
&lt;br /&gt;
===Tier III Skills===&lt;br /&gt;
'''[[Explosive Blast]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
*Active Skill&lt;br /&gt;
*'''Rank:''' 1/5&lt;br /&gt;
**'''Description:''' A blast of energy explodes at the target causing 10-16 damage in a small radius.&lt;br /&gt;
**'''Mana Cost:''' 5&lt;br /&gt;
&lt;br /&gt;
Works something like a short range hand grenade; hitting for considerable damage, but only striking enemies in the immediate area.&lt;br /&gt;
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'''[[Stone Skin]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Stoneskin.jpg|thumb|250px|New Crystalined Stone Skin.]]&lt;br /&gt;
*Active Skill&lt;br /&gt;
*'''Rank:''' 1/5&lt;br /&gt;
**'''Requires:''' 1 point(s) in&lt;br /&gt;
**'''Description:''' Shield yourself with rock and stone, absorbing 75 damage. Lasts 8 seconds.&lt;br /&gt;
**'''Mana Cost:''' 12&lt;br /&gt;
**'''Cooldown:''' 19 seconds&lt;br /&gt;
*'''Prerequisite of:''' Magic Weapon&lt;br /&gt;
&lt;br /&gt;
One of the many shielding skills, all of different types, the Wizard has at her possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier IV Skills===&lt;br /&gt;
'''[[Hydra]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
*Active Skill&lt;br /&gt;
*'''Rank:''' 0/5&lt;br /&gt;
**'''Description:''' Creates a hydra that attacks your enemies with bolts of fire. Hydra deals 6-10 damage per attack.&lt;br /&gt;
**'''Mana Cost:''' 12&lt;br /&gt;
&lt;br /&gt;
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'''[[Intensify]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
*Passive Skill&lt;br /&gt;
*'''Rank:''' 0/5&lt;br /&gt;
**'''Requires:''' 1 point(s) in Stability Control&lt;br /&gt;
**'''Description:''' When you pick up a health globe, your critical hit chance increases by 2%.&lt;br /&gt;
**'''Duration:''' 7 seconds&lt;br /&gt;
&lt;br /&gt;
An interesting little bonus, one that would be kicking in all the time during the game. This one should actually be more useful in multiplayer games, since health globes would drop more often and be picked up more often. Watch some of the gameplay footage released this year, and see if you ever count 7 seconds between health globe drops?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier V skills===&lt;br /&gt;
'''[[Magical Impact]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
*Passive Skill&lt;br /&gt;
*'''Rank:''' 0/5&lt;br /&gt;
**'''Requires:''' 1 point(s) in Intensify.&lt;br /&gt;
**'''Description:''' Increases critical hit damage by 10%.&lt;br /&gt;
&lt;br /&gt;
Critical hits are a major component of damage dealt in Diablo 3.  They’re not just for physical damage anymore, and critical hits of all types deal extra damage, as well as creating bonus magical effects.  That said, some types seem like better bonuses than others, so certain builds of Wizards would probably benefit more from this spell than other builds.&lt;br /&gt;
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'''[[Magic Weapon]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
*Active Skill&lt;br /&gt;
*'''Rank:''' 0/5&lt;br /&gt;
**'''Requires:''' 1 point(s) in Stone Skin.&lt;br /&gt;
**'''Description:''' Imbue your weapon with magical energy granting it increased damage.&lt;br /&gt;
**'''Damage:''' 25-35&lt;br /&gt;
**'''Duration:''' 120 seconds&lt;br /&gt;
**'''Mana Cost:''' 10&lt;br /&gt;
&lt;br /&gt;
One of the odder Wizard skills, seemingly designed for a [[melee]] fighting [[Wizard]].  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 modifiers. If so it's possible that some Wizard builds could deal very good weapon damage. 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;
&lt;br /&gt;
==Pre-BlizzCon 2009 Storm Tree==&lt;br /&gt;
===Tier 1 Skills===&lt;br /&gt;
'''[[Charged Bolt]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-charged-bolt1.jpg|thumb|350px|Charged Bolts carpet the dungeon floor.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Launch a volley of electric bolts. Critical hits from lightning damage stun targets for 2 sec.&lt;br /&gt;
*'''Max Rank:''' 1&lt;br /&gt;
* '''Rank 1:''' 3 bolts. Each deals 1-8 damage.&lt;br /&gt;
*'''Mana cost''' 8&lt;br /&gt;
&lt;br /&gt;
When tested in the BlizzCon 2008 build, the bolts seemed to come out with a wider spread than they do in Diablo II. They were useful to hit monsters to the sides as well as straight ahead, but were not as good to land multiple hits to a target straight ahead, either very close or a few yards distant. They did not travel very far, and not at all in a wave ahead of the Wizard.&lt;br /&gt;
&lt;br /&gt;
See more screenshots of [http://www.diii.net/gallery/showgallery.php?si=charged+bolt Charged Bolt] in the Image Gallery.&lt;br /&gt;
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'''[[Thunderstruck]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the critical hit chance of all lightning spells by X%.  Critical hits from lightning damage stun targets for 2 seconds.&lt;br /&gt;
*'''Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Increases critical hit chance of all lightning spells by 5%.&lt;br /&gt;
** '''Rank 2:''' Increases critical hit chance of all lightning spells by 10%.&lt;br /&gt;
** '''Rank 3:''' Increases critical hit chance of all lightning spells by 15%.&lt;br /&gt;
&lt;br /&gt;
The spells did not display their [[critical hit]] % chance in the BlizzCon build, but it's assumed that they will in the final game. It's not known what else will raise critical hit chance; Clvl? Attributes? Equipment bonuses?  They seem very likely to occur on items, as part of the D3 Team's effort to provide a variety of valuable mods on weapons for non-combat characters.&lt;br /&gt;
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'''[[Empowered Magic]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the effect of willpower on your spell damage by X%.&lt;br /&gt;
* '''Max Rank:''' 15 &lt;br /&gt;
** '''Rank 1:''' Increases the effect of willpower on your spell damage by 10%.&lt;br /&gt;
** '''Rank 2:''' Increases the effect of willpower on your spell damage by 20%.&lt;br /&gt;
** '''Rank 3:''' Increases the effect of willpower on your spell damage by 30%.&lt;br /&gt;
&lt;br /&gt;
One of the design goals in Diablo III is to make all of the attributes useful to each character class. As this skill makes clear, Willpower will factor in on the Wizard's spell damage.&lt;br /&gt;
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'''[[Lightning Speed]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases casting speed by 3%&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
&lt;br /&gt;
It's not clear if this skill increases the casting speed for all spells cast by the Wizard, or just ones from this tree.  From the wording, it sounds like it affects all of the character's spells, so it seems that most Wizards will put some points into this one, whichever tree they specialize in.&lt;br /&gt;
&lt;br /&gt;
Nothing is yet known about how useful or common spell casting speed boosts will be from items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier II Skills===&lt;br /&gt;
'''[[Storm Armor]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Surround yourself in electrical energy.  Electrical bolts are automatically fired at attackers.&lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
** '''Rank 1:''' Electrical bolts deal 1-8 damage.&lt;br /&gt;
* '''Mana cost:''' 15&lt;br /&gt;
&lt;br /&gt;
This skill does not seem to offer any protection; just a sort of passive offensive attack. It's not known how long it persists for, or how much the damage will scale up. It's quite similar to the thunderstorm skill from Diablo 2.&lt;br /&gt;
&lt;br /&gt;
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'''[[Frost Nova]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-frost-nova2.jpg|right|thumb|Skill icon.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' An explosion of ice pelts nearby enemies. Projectiles have an additional 25% chance of a critical hit. Critical hits from cold damage freeze targets.&lt;br /&gt;
*'''Max Rank:''' 1&lt;br /&gt;
** '''Rank 1:''' 1-3 damage, 25% chance of critical hit.&lt;br /&gt;
*'''Mana cost:''' 25&lt;br /&gt;
*'''Cool down:''' 12 seconds&lt;br /&gt;
&lt;br /&gt;
The long cool down on this skill indicates that the [[D3 Team]] means it to be used as a sort of &amp;quot;panic button,&amp;quot; rather than a killing attack. The boosted % of critical chance is more about potentially freezing enemies than killing them with a lovely explosion of ice. Storm Power and Lethal Energy will both add to this skill's lethality by adding to its critical strike chance and damage.&lt;br /&gt;
&lt;br /&gt;
See more [http://www.diii.net/gallery/showgallery.php?si=frost+nova screenshots of Frost Nova] in the image gallery.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-frost-nova1.jpg|center|thumb|600px|Chill out!]]&lt;br /&gt;
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'''[[Deep Freeze]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the critical hit chance of all cold spells.  Critical hits from cold damage freeze targets.&lt;br /&gt;
*'''Max Rank:''' 15&lt;br /&gt;
* '''Rank 1:''' Cold spell critical hit damage increased by 5%.&lt;br /&gt;
&lt;br /&gt;
Rather than giving the Wizard a Glacial Spike-like instant freeze spell, the D3 team seems to be granting that possibility with critical hits on a variety of non-freezing cold spells.&lt;br /&gt;
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'''[[Power Armor]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage dealt by your Storm Armor charged bolts.&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Increases damage by 10%.&lt;br /&gt;
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'''[[Static Charge]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Converts a percentage of all damage taken into mana.&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Convert 5% of all damage taken into mana.&lt;br /&gt;
&lt;br /&gt;
An interesting variation on Mana Shield; this sounds like it's only of use to add mana, without any protective properties.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Tier III Skills===&lt;br /&gt;
'''[[Electrocute]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-electrocute1.jpg|thumb|250px|Electrocute chaining some skeletons.]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Lightning arcs from the wizard’s fingertips towards enemies, electrocuting up to two targets. Critical hits from lightning damage stun targets for 2 sec.&lt;br /&gt;
*'''Rank 1:''' Deals 4-5 damage to up to 2 targets. Lightning critical hits stun for 2 seconds.&lt;br /&gt;
*'''Mana cost:''' 8&lt;br /&gt;
&lt;br /&gt;
This spell works like beam weapons in most FPS games, locking onto a target and bending to keep it in the lightning zone even as the enemy moves around. It can chain to a second target, and during the BlizzCon 2008 demonstration, this spell was seen upgraded with a [[runes|Hydra Rune]] (named Multistrike before), enabling it to strike additional targets at once. A Viper Rune (named Lethality Rune before) was also shown in conjunction with Electrocute, which caused some enemies to explode in an electric Nova upon death, dealing damage to nearby monsters. This is the same sort of death monsters suffer when they perish from a lightning [[critical hit]].&lt;br /&gt;
&lt;br /&gt;
See more screenshots of [http://www.diii.net/gallery/showgallery.php?si=electrocute Electrocute] in the Image Gallery.&lt;br /&gt;
&lt;br /&gt;
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'''[[Ray of Frost]]''' - {{Class skill archive status|Unchanged=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Wiz-ray-of-frost.jpg|thumb|Ray of Frost]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a beam of cold energy.  Critical hits from cold damage freeze targets. &lt;br /&gt;
* '''Max Rank:''' 1&lt;br /&gt;
** '''Rank 1:''' Deals 6 cold damage/second.&lt;br /&gt;
* '''Mana cost:''' 16 mana per sec.&lt;br /&gt;
&lt;br /&gt;
This spell is a sort of cold inferno, reminiscent of the Druid's Arctic Blast skill from Diablo 2. It deals relatively weak damage, but has the chilling effect of all cold skills, and is therefore useful for slowing down nearby attackers.&lt;br /&gt;
&lt;br /&gt;
See more [http://www.diii.net/gallery/showgallery.php?si=ray+of+frost screenshots of Ray of Frost] in the image gallery.&lt;br /&gt;
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'''[[Static Residue]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies damaged by your lightning spells discharge additional lightning damage to nearby enemies for 3 seconds.&lt;br /&gt;
*'''Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Targets discharge 1-3 lightning damage per second to nearby enemies. Lasts for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
An add-on passive, this one does nothing by itself, but adds lightning damage that hits everything nearby, when any other lightning skill is used. With deaths from lightning critical hits and various multi-target lightning skills, the strength of that element in attack seems likely to be the ability to hit many things at once.&lt;br /&gt;
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'''[[Lethal Energy]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the chance to score critical hits with melee and spell attacks.&lt;br /&gt;
*'''Rank:''' 0/15&lt;br /&gt;
** '''Rank 1:''' Increases critical hit chance 5%.&lt;br /&gt;
&lt;br /&gt;
As with other skills in the Wizard's tree (and those of the other characters), boosting Critical Hits is a very powerful technique in D3.&lt;br /&gt;
&lt;br /&gt;
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'''[[Improved Charged Bolt]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increase the number of bolts released by your charged bolt spell.&lt;br /&gt;
* '''Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Increases the number of bolts by 1.&lt;br /&gt;
&lt;br /&gt;
This one was not seen at Blizzcon 2008, but it sounds like an interesting upgrade. Keep in mind that lightning critical hits stun enemies in D3, so imagine how effective this spell could be with a high level of critical adding damage and stunning the monsters as they bathe in the river of Charged Bolts flowing out from the Wizard.&lt;br /&gt;
&lt;br /&gt;
==Tier IV Skills==&lt;br /&gt;
'''[[Tornado]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
[[Image:Skill_wizard_tornado.jpg|right|thumb|We're not in Kansas anymore...]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Summon a large tornado that damages everything in its path.&lt;br /&gt;
*'''Max Rank:''' 1&lt;br /&gt;
*'''Mana cost:''' 15&lt;br /&gt;
&lt;br /&gt;
Akin to the Druid's Twister skill from Diablo II, these tornadoes are formed from pure energy.  In the gameplay trailer released at BlizzCon 2008, multiple tornadoes are cast one after another, each lasting for close to 5 seconds. Their path is semi-random, and they bounce off of enemies, heading in another direction when they hit once, instead of passing over targets and dealing multiple hits, as do the Druid's tornadoes in D2.&lt;br /&gt;
&lt;br /&gt;
As in DII with the Druid, the best use of the tornadoes will likely be multiple, concentrated casts in a small area packed with enemies, to ensure the most damage in the shortest period of time.  Higher levels of the skill may increase their size or may simply increase raw damage.  Epic Storm will increase the number of simultaneous tornadoes you can cast, and Lethal Energy will increase the chance to score critical strikes.&lt;br /&gt;
&lt;br /&gt;
It's not clear what type of damage a tornado deals, so what bonuses the critical hits would deal is not known.&lt;br /&gt;
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'''[[Blizzard]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Call down shards of ice to pelt an area dealing X damage per second. Critical hits from cold damage freezes targets.&lt;br /&gt;
*'''Max Rank:''' 1&lt;br /&gt;
** '''Rank 1:''' Deals 6-10 cold damage per second. Lasts 3 seconds.&lt;br /&gt;
*'''Mana cost:''' 70&lt;br /&gt;
&lt;br /&gt;
The spell that had to be in the game, this one is visually improved in D3. There is now a cloud shown above the enemies, from which large chunks of ice crash down to earth. &lt;br /&gt;
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'''[[Storm Power]]''' - {{Class skill archive status|Changed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increase damage of all lightning and ice spells.&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
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'''[[Epic Storms]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases size of Blizzard and number of twisters you can have for your energy twister.&lt;br /&gt;
* ''' Max Rank:''' 15&lt;br /&gt;
&lt;br /&gt;
An interesting mastery skill, this one boosts two different spells (but not everything in the tree), though by now much remains to be seen.&lt;br /&gt;
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'''[[Shattering Ice]]''' - {{Class skill archive status|Removed=A}} prior to BlizzCon 2009&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Enemies take 2 extra points of damage while frozen.&lt;br /&gt;
* ''' Max Rank:''' 15&lt;br /&gt;
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&lt;br /&gt;
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{{Skill navbox}}&lt;br /&gt;
{{Skill navbox Wizard}}&lt;br /&gt;
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[[Category:Wizard skill archive]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Archives]]&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Thrall&amp;diff=23946</id>
		<title>Thrall</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Thrall&amp;diff=23946"/>
				<updated>2010-10-16T10:51:48Z</updated>
		
		<summary type="html">&lt;p&gt;Frozenice: spam revert rev 23945 by Wokfel (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activated Vessels''' are human cultists that have let themselves be overtaken by a [[demon]]ic presence, distorting them to a dangerous vaguely human-looking creature of great power. Activated Vessels are [[demons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Diablo III Monster ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-activated-vessel2.jpg&lt;br /&gt;
&amp;lt;!--|portrait-width= 92px--&amp;gt;&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Cultist&lt;br /&gt;
|role= Heavy Hitter, Tank&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= None&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= Claws&lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Slow&lt;br /&gt;
|movement= Slow&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= None&lt;br /&gt;
|found= [[Tristram Cathedral]]&amp;lt;br&amp;gt;[[Forgotten Tombs]]&lt;br /&gt;
}}[[Image:Mon-activated-vessel-con.jpg|thumb|left|150px|Activated Vessel concept art, showing &amp;quot;[[Teeth of Diablo]]&amp;quot;.]]These creatures are what [[Dark Vessel]]s transform into, if they successfully summon a demon into their own bodies. Activated Vessels are mutated, half-demonic things who fight furiously and move very quickly. It's a good idea to kill off the Dark Vessels before they can activate, if at all possible.&lt;br /&gt;
&lt;br /&gt;
Activated vessels have impressive [[death]] animations, standing still, shaking, and then shooting out embers of red light, like parts of the demon dispelling into the air.&lt;br /&gt;
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===Spells and Abilities===&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
===Known X Types===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Display the different types of enemies, like weapon/equipment carried, or behaviour difference.&lt;br /&gt;
* Example: Warrior, Archer, Mage&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
* [[Cultist]]&lt;br /&gt;
* [[Dark Vessel]]&lt;br /&gt;
** [[Activated Vessel]]&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
List any &amp;quot;character&amp;quot; monster, such as King Leoric for skeletons and the Butcher for Overlords.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Background ==&lt;br /&gt;
The spikes that pokes out of their backs are called &amp;quot;[[Teeth of Diablo]]&amp;quot;, and are indeed a metal spike inserted into the flesh of the willing recipient. The spike does not seem to cause internal haemorrhaging but instead some sort of perverse corruption of both soul and body. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo I Monster==&lt;br /&gt;
Add this section if you need to discuss Diablo I game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Development==&lt;br /&gt;
Notes from development of monster. Might have changed between games, or during Alpha/Beta/Release stages.&lt;br /&gt;
* Appearance&lt;br /&gt;
* Concepts&lt;br /&gt;
* How the unit evolved&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Fun facts. If you add a trivia fact, also add the it to the Category:Trivia.&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/showphoto.php?photo=680&amp;amp;si=activated%20vessel&amp;amp;perpage=24 Activated Vessel gallery search]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-activated-vessel1.jpg|Transforming Vessel.&lt;br /&gt;
Image:Mon-activated-vessel2.jpg|Activated Vessel in different angles.&lt;br /&gt;
Image:Mon-activated-vessel-con.jpg|Activated Vessel concept art.&lt;br /&gt;
Image:Mon-dark-vessel4.jpg|Activated Vessel in a ring of [[Dark Vessel]]s.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Monster navbox|demon}}&lt;/div&gt;</summary>
		<author><name>Frozenice</name></author>	</entry>

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