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897 bytes removed, 05:02, 4 April 2009
Inventory
==Inventory==
[[Image:Item-hover1.jpg|frame]]
The Diablo III [[inventory]] system has been overhauled repeatedly during the development process. It changed a great deal between the game's debut in June 2008, and the Blizzcon build in October 2008. Many more changes were noted in screenshots released in March 2009, and more changes can be expected before the final game.
The Diablo III [[See the inventory]] system has been overhauled. In Diablo III (as of December 2008) all items fit into one slot in page for the inventory. No more 2x4 or 2x3 items in a 4x10 grid, as we saw in Diablo II. Like items will stack, but only potions latest updates and elixirs are like (so far). The belt is an item in Diablo III, but it does not tie to your inventory space; characters start out with 4 belt slots that double as controls; they can hold potions, or be mapped to skills like hotkeys. This forces a trade off between carrying more potions, or having more hotkeys available. Players start off with 12 inventory spaces available from a grid of 30. There are also 4 bag slots, and each bag adds more inventory spaces. Bags found in the early going at the Blizzcon demo in October 2008 added just 1 or 2 slots, but clearly there will be larger bags found later in the game. In addition to the inventory there was a special 10-space inventory accessed through the skill tree, that held only [[skill runes]]. (It was confusing, since skill runes when picked up went directly to that skill rune inventory, which was not visible from the main item inventory.) No one found enough skill runes to see what would happen once those 10 slots were full; if the runes would go to the main inventory, or simply not be possible to pick upscreenshots
==Item Sockets==