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		<id>https://www.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bandreus</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://www.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bandreus"/>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/Special:Contributions/Bandreus"/>
		<updated>2026-04-10T15:09:42Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User:Bandreus/NavTabExample&amp;diff=19923</id>
		<title>User:Bandreus/NavTabExample</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User:Bandreus/NavTabExample&amp;diff=19923"/>
				<updated>2010-05-14T12:49:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table class=&amp;quot;navbox NavTabContainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;a&amp;quot;&amp;gt;A&amp;lt;/th&amp;gt;&amp;lt;th class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;b&amp;quot;&amp;gt;B&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;a&amp;quot;&amp;gt;111&amp;lt;/th&amp;gt;&amp;lt;th class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;b&amp;quot;&amp;gt;222&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox NavTabContainer&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Diablo III Monster]]s {{editlink|Template:Monster_navbox|e|www|A|A}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span class=&amp;quot;NavTabHeader SelectedNavTabHeader&amp;quot; title=&amp;quot;Animals&amp;quot;&amp;gt;'''Animals'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Demons&amp;quot;&amp;gt;'''Demons'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Undead&amp;quot;&amp;gt;'''Undead'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Bosses&amp;quot;&amp;gt;'''Bosses'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Objects&amp;quot;&amp;gt;'''Objects'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Animals&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Animal]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Beast]]&lt;br /&gt;
* [[Desert Dervish]]&lt;br /&gt;
* [[Dune Thresher]]&lt;br /&gt;
* [[Flyer]]&lt;br /&gt;
** [[Pit Flyer]]&lt;br /&gt;
*** [[Pit Flyer Spawner]]&lt;br /&gt;
* [[Gnarled Walker]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Goatman]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
** [[Goatman Shaman|Shaman]]/[[Goatman Spearthrower|Spearthro.]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Lacuni]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
** [[Lacuni Huntress|Huntress]]/[[Lacuni Warrior|Warrior]]&lt;br /&gt;
* [[Lamprey]]&lt;br /&gt;
* [[Sand Wasp]]&lt;br /&gt;
* [[Scavenger]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Demons&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Demon]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Activated Vessel]]&lt;br /&gt;
* [[Berserker]]&lt;br /&gt;
* [[Cultist]]&lt;br /&gt;
* [[Crater Assault Troop]]s (J)&lt;br /&gt;
* [[Dark Demon]]&lt;br /&gt;
* [[Dark Vessel]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Fallen]]:'''&amp;lt;/u&amp;gt; [[Fallen Hound|Hound]], [[Fallen Overseer|Overseer]],&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallen Imp|Imp]], [[Fallen Lunatic|Lunatic]], [[Fallen Queen|Queen]], [[Fallen Shaman|Shaman]] (A)&lt;br /&gt;
* [[Frozen Mage]]&lt;br /&gt;
* [[Malformed]]&lt;br /&gt;
* [[Poison Mage]]&lt;br /&gt;
* [[Tomb Viper]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Undead&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Undead]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Bone Reaver]]&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
* [[Grotesque]]&lt;br /&gt;
* [[Morlu Caster]] (F)&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Skeleton]]s:'''&amp;lt;/u&amp;gt; [[Skeletal Shieldman|Shieldman]],&amp;lt;br&amp;gt; [[Skeletal Archer|Archer]], [[Skeletal Executioner|Executioner]],&amp;lt;br&amp;gt;[[Skeletal Summoner|Summoner]],&amp;lt;br&amp;gt;[[Bone Warrior]]&lt;br /&gt;
* [[Unburied]]&lt;br /&gt;
* [[Walking Corpse]] ([[Crawling Torso|Torso]])&lt;br /&gt;
* [[Wraith]]&lt;br /&gt;
* [[Wretched Dead]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Bosses&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Boss]]es'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Baal]]&lt;br /&gt;
* [[Diablo]]&lt;br /&gt;
* [[Mephisto]]&lt;br /&gt;
* [[Leoric|King Leoric]]&lt;br /&gt;
* [[Thousand Pounder]]&lt;br /&gt;
* [[Siegebreaker Assault Beast|Siegebr. Assault Beast]]&lt;br /&gt;
* [[Mistress of Pain]]&lt;br /&gt;
* [[Husam]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Objects&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Object]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Destructibles]]&lt;br /&gt;
* [[Ghostly Orb]]&lt;br /&gt;
|size=&amp;quot;0%&amp;quot;|'''More Monster Info '''&lt;br /&gt;
* [[Monster|Monsters Basics]]&lt;br /&gt;
* [[Monster modifier]]s&lt;br /&gt;
* [[Quest boss]]es&lt;br /&gt;
* [[Superunique]]s&lt;br /&gt;
* [[Fan monster|Fan-made monsters]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;span style=&amp;quot;font-size:80%; font-weight:normal;&amp;quot;&amp;gt;(Categorization is tentative, pending more game information.) Added in: (F) Feb, (A) April 2010&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]][[Category:Navboxes]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User:Bandreus/NavTabExample&amp;diff=19922</id>
		<title>User:Bandreus/NavTabExample</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User:Bandreus/NavTabExample&amp;diff=19922"/>
				<updated>2010-05-14T11:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox NavTabContainer&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Diablo III Monster]]s {{editlink|Template:Monster_navbox|e|www|A|A}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span class=&amp;quot;NavTabHeader SelectedNavTabHeader&amp;quot; title=&amp;quot;Animals&amp;quot;&amp;gt;'''Animals'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Demons&amp;quot;&amp;gt;'''Demons'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Undead&amp;quot;&amp;gt;'''Undead'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Bosses&amp;quot;&amp;gt;'''Bosses'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Objects&amp;quot;&amp;gt;'''Objects'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Animals&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Animal]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Beast]]&lt;br /&gt;
* [[Desert Dervish]]&lt;br /&gt;
* [[Dune Thresher]]&lt;br /&gt;
* [[Flyer]]&lt;br /&gt;
** [[Pit Flyer]]&lt;br /&gt;
*** [[Pit Flyer Spawner]]&lt;br /&gt;
* [[Gnarled Walker]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Goatman]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
** [[Goatman Shaman|Shaman]]/[[Goatman Spearthrower|Spearthro.]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Lacuni]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
** [[Lacuni Huntress|Huntress]]/[[Lacuni Warrior|Warrior]]&lt;br /&gt;
* [[Lamprey]]&lt;br /&gt;
* [[Sand Wasp]]&lt;br /&gt;
* [[Scavenger]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Demons&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Demon]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Activated Vessel]]&lt;br /&gt;
* [[Berserker]]&lt;br /&gt;
* [[Cultist]]&lt;br /&gt;
* [[Crater Assault Troop]]s (J)&lt;br /&gt;
* [[Dark Demon]]&lt;br /&gt;
* [[Dark Vessel]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Fallen]]:'''&amp;lt;/u&amp;gt; [[Fallen Hound|Hound]], [[Fallen Overseer|Overseer]],&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallen Imp|Imp]], [[Fallen Lunatic|Lunatic]], [[Fallen Queen|Queen]], [[Fallen Shaman|Shaman]] (A)&lt;br /&gt;
* [[Frozen Mage]]&lt;br /&gt;
* [[Malformed]]&lt;br /&gt;
* [[Poison Mage]]&lt;br /&gt;
* [[Tomb Viper]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Undead&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Undead]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Bone Reaver]]&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
* [[Grotesque]]&lt;br /&gt;
* [[Morlu Caster]] (F)&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Skeleton]]s:'''&amp;lt;/u&amp;gt; [[Skeletal Shieldman|Shieldman]],&amp;lt;br&amp;gt; [[Skeletal Archer|Archer]], [[Skeletal Executioner|Executioner]],&amp;lt;br&amp;gt;[[Skeletal Summoner|Summoner]],&amp;lt;br&amp;gt;[[Bone Warrior]]&lt;br /&gt;
* [[Unburied]]&lt;br /&gt;
* [[Walking Corpse]] ([[Crawling Torso|Torso]])&lt;br /&gt;
* [[Wraith]]&lt;br /&gt;
* [[Wretched Dead]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Bosses&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Boss]]es'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Baal]]&lt;br /&gt;
* [[Diablo]]&lt;br /&gt;
* [[Mephisto]]&lt;br /&gt;
* [[Leoric|King Leoric]]&lt;br /&gt;
* [[Thousand Pounder]]&lt;br /&gt;
* [[Siegebreaker Assault Beast|Siegebr. Assault Beast]]&lt;br /&gt;
* [[Mistress of Pain]]&lt;br /&gt;
* [[Husam]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Objects&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Object]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Destructibles]]&lt;br /&gt;
* [[Ghostly Orb]]&lt;br /&gt;
|size=&amp;quot;0%&amp;quot;|'''More Monster Info '''&lt;br /&gt;
* [[Monster|Monsters Basics]]&lt;br /&gt;
* [[Monster modifier]]s&lt;br /&gt;
* [[Quest boss]]es&lt;br /&gt;
* [[Superunique]]s&lt;br /&gt;
* [[Fan monster|Fan-made monsters]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;span style=&amp;quot;font-size:80%; font-weight:normal;&amp;quot;&amp;gt;(Categorization is tentative, pending more game information.) Added in: (F) Feb, (A) April 2010&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]][[Category:Navboxes]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User:Bandreus/NavTabExample&amp;diff=19921</id>
		<title>User:Bandreus/NavTabExample</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User:Bandreus/NavTabExample&amp;diff=19921"/>
				<updated>2010-05-14T11:12:38Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: Created page with '{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox NavTabContainer&amp;quot; !colspan=&amp;quot;2&amp;quot;|Diablo III Monsters {{editlink|Template:Monster_navbox|e|www|A|A}} |- !colspan=&amp;quot;2&amp;quot;|&amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; tit…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox NavTabContainer&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Diablo III Monster]]s {{editlink|Template:Monster_navbox|e|www|A|A}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Animals&amp;quot;&amp;gt;'''Animals'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Demons&amp;quot;&amp;gt;'''Demons'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Undead&amp;quot;&amp;gt;'''Undead'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Bosses&amp;quot;&amp;gt;'''Bosses'''&amp;lt;/span&amp;gt; - &amp;lt;span class=&amp;quot;NavTabHeader&amp;quot; title=&amp;quot;Objects&amp;quot;&amp;gt;'''Objects'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;NavTabContent SelectedNavTabHeader&amp;quot; title=&amp;quot;Animals&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Animal]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Beast]]&lt;br /&gt;
* [[Desert Dervish]]&lt;br /&gt;
* [[Dune Thresher]]&lt;br /&gt;
* [[Flyer]]&lt;br /&gt;
** [[Pit Flyer]]&lt;br /&gt;
*** [[Pit Flyer Spawner]]&lt;br /&gt;
* [[Gnarled Walker]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Goatman]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
** [[Goatman Shaman|Shaman]]/[[Goatman Spearthrower|Spearthro.]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Lacuni]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
** [[Lacuni Huntress|Huntress]]/[[Lacuni Warrior|Warrior]]&lt;br /&gt;
* [[Lamprey]]&lt;br /&gt;
* [[Sand Wasp]]&lt;br /&gt;
* [[Scavenger]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Demons&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Demon]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Activated Vessel]]&lt;br /&gt;
* [[Berserker]]&lt;br /&gt;
* [[Cultist]]&lt;br /&gt;
* [[Crater Assault Troop]]s (J)&lt;br /&gt;
* [[Dark Demon]]&lt;br /&gt;
* [[Dark Vessel]]&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Fallen]]:'''&amp;lt;/u&amp;gt; [[Fallen Hound|Hound]], [[Fallen Overseer|Overseer]],&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallen Imp|Imp]], [[Fallen Lunatic|Lunatic]], [[Fallen Queen|Queen]], [[Fallen Shaman|Shaman]] (A)&lt;br /&gt;
* [[Frozen Mage]]&lt;br /&gt;
* [[Malformed]]&lt;br /&gt;
* [[Poison Mage]]&lt;br /&gt;
* [[Tomb Viper]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Undead&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Undead]]'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Bone Reaver]]&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
* [[Grotesque]]&lt;br /&gt;
* [[Morlu Caster]] (F)&lt;br /&gt;
* &amp;lt;u style=&amp;quot;color:#FEAF00;&amp;quot;&amp;gt;'''[[Skeleton]]s:'''&amp;lt;/u&amp;gt; [[Skeletal Shieldman|Shieldman]],&amp;lt;br&amp;gt; [[Skeletal Archer|Archer]], [[Skeletal Executioner|Executioner]],&amp;lt;br&amp;gt;[[Skeletal Summoner|Summoner]],&amp;lt;br&amp;gt;[[Bone Warrior]]&lt;br /&gt;
* [[Unburied]]&lt;br /&gt;
* [[Walking Corpse]] ([[Crawling Torso|Torso]])&lt;br /&gt;
* [[Wraith]]&lt;br /&gt;
* [[Wretched Dead]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Bosses&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Boss]]es'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Baal]]&lt;br /&gt;
* [[Diablo]]&lt;br /&gt;
* [[Mephisto]]&lt;br /&gt;
* [[Leoric|King Leoric]]&lt;br /&gt;
* [[Thousand Pounder]]&lt;br /&gt;
* [[Siegebreaker Assault Beast|Siegebr. Assault Beast]]&lt;br /&gt;
* [[Mistress of Pain]]&lt;br /&gt;
* [[Husam]]&lt;br /&gt;
|class=&amp;quot;NavTabContent&amp;quot; title=&amp;quot;Objects&amp;quot; size=&amp;quot;100%&amp;quot;|* &amp;lt;u&amp;gt;'''[[Object]]s'''&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Destructibles]]&lt;br /&gt;
* [[Ghostly Orb]]&lt;br /&gt;
|size=&amp;quot;0%&amp;quot;|'''More Monster Info '''&lt;br /&gt;
* [[Monster|Monsters Basics]]&lt;br /&gt;
* [[Monster modifier]]s&lt;br /&gt;
* [[Quest boss]]es&lt;br /&gt;
* [[Superunique]]s&lt;br /&gt;
* [[Fan monster|Fan-made monsters]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot; |&amp;lt;span style=&amp;quot;font-size:80%; font-weight:normal;&amp;quot;&amp;gt;(Categorization is tentative, pending more game information.) Added in: (F) Feb, (A) April 2010&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]][[Category:Navboxes]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Help:Contents&amp;diff=16037</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Help:Contents&amp;diff=16037"/>
				<updated>2009-11-17T22:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* What you can help with */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the '''contents''' page of the [[:Category:Help|Help Section]] of {{WikiTitle}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=15996</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=15996"/>
				<updated>2009-11-17T10:55:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* No Customizable Attributes */  Enhanc readibility and added quote from Jay's interview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attributes''' in [[Diablo]] 3 consist of '''Strength''', '''Dexterity''', '''Vitality''', '''Willpower'''. Each attribute affects multiple values in Diablo III; making points in each attribute valuable to all characters. See the respective character class page for [[Barbarian]], [[Witch Doctor]], [[Wizard]], [[Monk]] and the [[Other classes|Other Class]] for more specific details.&lt;br /&gt;
&lt;br /&gt;
==No Customizable Attributes==&lt;br /&gt;
&lt;br /&gt;
The biggest change about attributes in Diablo III is that they will no longer be player-assigned on level up. It was officially stated that attributes would be auto assigned, with single-stat increments depending on one's character class. As a result, it has become general belief two characters of the same class and level will have the same base strength, dexterity, willpower, and vitality as each other. That said, no two characters should likely have identical stats, since [[items|equipment]], [[rune|skill runes]] and other not-yet-revealed features will add different bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements in defense of this change, it remains one of the more controversial topics and caused intense debate among fans. See following sections for more coverage on this issue.&lt;br /&gt;
&lt;br /&gt;
More recently, although nothing specific was revealed, the [http://www.diii.net/blog/comments/jay-wilson-exclusive-full-transcript/ exclusive Jay Wilson interview by Diii.net] conducted in October 2009 shed some light on what the development team is trying to do with the system:&lt;br /&gt;
&lt;br /&gt;
::'''Diii.net''': ''People are wondering if there’s going to be some mechanism to allow greater character diversification in stats, given that we can not manually assign our own attribute points in Diablo 3. There will be something more than just finding +10 on an item. We’ll be able to do something more to differentiate our characters from others?''&lt;br /&gt;
::'''[[Jay Wilson]]''': Yes. We’re stated in the past that we’re working on a new customization system. A system that’s part of your character building. Also that within the item space we’re looking for ways for more… we really prefer the single point stat customization be more item based. But we’re going to have a system to more or less replace the attribute point spending system.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonuses==&lt;br /&gt;
Each attribute affects more character properties in Diablo III than in D1 or D2. This is part of the [[D3 Team]]'s design goal; to make all of the attributes useful to all of the classes.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength governs how much damage you do and how high your armor rating is. Whether the effect of each point in Strength on the secondary attributes is the same for every character class is unclear as of yet.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Strength gives:'''&lt;br /&gt;
*+x% [[Melee]] and [[Ranged]] [[Physical]] Damage Bonus&lt;br /&gt;
*x% Armor Bonus&lt;br /&gt;
*+x% Block Amount&lt;br /&gt;
&lt;br /&gt;
===Dexterity===&lt;br /&gt;
Dexterity governs your chance to critically strike a target, and so doing more damage. Dexterity influences your chance to dodge an attack and lowers the chance that your character will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Dexterity gives:'''&lt;br /&gt;
*+x% [[Critical hit|Critical Strike]] Chance&lt;br /&gt;
*+x% Dodge Chance&lt;br /&gt;
*Higher Dexterity lowers chance you will be interrupted by getting hit.&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
Vitality governs the amount of life your character has and how fast its [[mana]] regenerates.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Vitality gives:'''&lt;br /&gt;
*+x Life&lt;br /&gt;
*[[Mana]] Regeneration of +x per second&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
Willpower governs the amount of spell damage bonus and extra health the consumption that a [[health globe]] will grant your character.&lt;br /&gt;
&lt;br /&gt;
'''1 point of Willpower gives:'''&lt;br /&gt;
*+x% Spell Damage Bonus&lt;br /&gt;
*+x% [[Health Globe]] Bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pre-Set Attribute Argument==&lt;br /&gt;
&lt;br /&gt;
Much digital ink has been spilled on this issue, since it was revealed at Blizzcon, in October 2008. (The first word came from an interview by Diii.net, and immediately [http://forums.diii.net/showthread.php?t=699000 resulted in a 30-page forum] thread.) Some portion of that hew and cry was spurred by an initial misunderstanding; reporters assumed items would still have strength, dexterity, and other attribute requirements (they do not), but even with that issue clarified shortly after, the topic of pre-set attributes has remained a contentious one.&lt;br /&gt;
&lt;br /&gt;
There are a variety of arguments on each side of the issue. The debate was nicely encapsulated in an  [[On the Drawing Board]] column about pre-set attributes, from which the following bullet points are taken: [http://www.diii.net/blog/comments/on-the-drawing-board-4-preset-attributes]&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Manual setting is no longer needed, as there are no stat requirements on [[item]]s any more.&lt;br /&gt;
&lt;br /&gt;
* It's beginner friendly. New players won't ruin their characters with poor stat allocation.&lt;br /&gt;
&lt;br /&gt;
* Attributes were largely irrelevant in D2, since all characters with the same build used identical equipment and stat allocation. {{iw|Category:D2_strategy Typical D2 guide}} advice, &amp;quot;Enough strength for your heaviest item, then all the rest into vitality.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Enables easier/better game balancing for the developers, since they can know about how powerful characters will be.&lt;br /&gt;
&lt;br /&gt;
* Prevents twinking and other exploits by low level characters.&lt;br /&gt;
&lt;br /&gt;
* World of Warcraft uses auto-attributes, and it's the most popular RPG ever.&lt;br /&gt;
&lt;br /&gt;
* No need for attribute [[respec]]s, which would otherwise have to be incorporated since skill respecs will be.&lt;br /&gt;
&lt;br /&gt;
* It boosts the importance of items, since those and skills are what differentiates characters.&lt;br /&gt;
&lt;br /&gt;
* High level characters can use the items they find, since they won't, for example, be built with far too little strength for that cool new item they just found.&lt;br /&gt;
&lt;br /&gt;
* It respects traditional RPG philosophy of archetype characters in the sense of how a physical and mental ability of a class is supposed to be depending on its role. A Barbarian with ''very high'' Willpower or a Wizard with ''too much'' Strength really makes no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
&lt;br /&gt;
* It completely eliminates situations when people find a better items with more points in stat X and realize that they have one or more unnecessary invested points ''right now'' in stat X just because of these new items and those points ''could be'' relocated in other stat for better purpose. Maybe later on they will need those ''permanently invested points'' in stat X, but not ''right now''. The problem is that it will never end, until they will find all items perfect and reroll their characters.&lt;br /&gt;
&lt;br /&gt;
* Rerolling is fun but rerolling ''because of'' messed stats is not fun.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* Reduced Character Variety. Unusual and non-cookie cutter builds need to allocate their attributes differently.&lt;br /&gt;
&lt;br /&gt;
* We won’t be noobs forever. Why gimp a major aspect of game play individuality when it won't be necessary once gamers have some experience?&lt;br /&gt;
&lt;br /&gt;
* No Attributes = No skill required. If players want to mainline strength and ignore vitality because they're good enough to survive with fewer hit points, or vice versa so they can play with a weaker, specialized build, why take away that option?&lt;br /&gt;
&lt;br /&gt;
* Rerolling is fun. Making new characters is a hallmark of the Diablo series. This isn't WoW where one high level character takes months to build, and then lasts forever with respecs.&lt;br /&gt;
&lt;br /&gt;
* What about [[hardcore]]? HC chars want/need to be built very differently than SC, since death is forever.&lt;br /&gt;
&lt;br /&gt;
==Blizzard's Response==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has not issued a formal, multi-point rebuttal, but they have commented on this issue a few times.&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' For the most part attribute spending in Diablo II was a great way, when you didn’t know how to play the game, to break your character. Most people didn’t know where to put them and when they found out the answer was always kind of weird like &amp;quot;Put 5 points in Energy and then all the rest of the points in Vitality.&amp;quot; [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/]&lt;br /&gt;
&lt;br /&gt;
The longest comment came from D3 Community Manager [[Bashiok]] who offered a detailed argument in a forum post in December 2008. [http://www.diii.net/blog/comments/the-next-gen-attributesystem/]&lt;br /&gt;
&lt;br /&gt;
Loss of character customization:&lt;br /&gt;
&lt;br /&gt;
::With the current skill system, runes, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customization. If there is, bottom line, we’ll add more. We’re not going to release a game we’re not happy with, and a lack of character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize a character than Diablo II had.&lt;br /&gt;
&lt;br /&gt;
Odd character builds: &lt;br /&gt;
&lt;br /&gt;
::Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the game, and we will ensure that it doesn't get &amp;quot;tuned out&amp;quot; of the game. ...Manual attributes were not what made them possible in Diablo II. The ability to make these types of characters relies solely on the complexity and diversity of the the options available to steer your character, and not that they come in the form of a &amp;quot;+&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Less feeling of level up achievement:&lt;br /&gt;
::The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.&lt;br /&gt;
&lt;br /&gt;
We've always assigned our own points in Diablo games:&lt;br /&gt;
::The nostalgia of simply having points, and spending them on base stats is probably the most difficult. Liking something because it’s familiar is difficult to argue with, but it’s also probably the easiest to overcome. Since we can’t force your memories out of you, we just have to make the best game we can and hope you realize that manual attribute assignment isn’t the best, most engaging or entertaining form of character customization possible, and that we’re offering an even deeper and richer game without those buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15965</id>
		<title>Talk:Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15965"/>
				<updated>2009-11-16T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* The Thousand Pounder's title */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Thousand Pounder's title==&lt;br /&gt;
Isn't it possible - likely, even - that the &amp;quot;Gluttony&amp;quot; and &amp;quot;Incarnate&amp;quot; titles under his name are one title, &amp;quot;Gluttony Incarnate&amp;quot;?  It just incarnated, and it has the look of a glutton. -- 05:18, 16 September 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I've been thinking, maybe &amp;quot;Gluttony Incarnate&amp;quot; is the demon's name? By the way, even if I'm not able to find a quote, it was clearly stated that the Th. Pounder is not technically a Boss monster, it only serves as a cool-moment in the WWI video. A piece of the artowrk even shows multiple Pounders in action. [[User:Bandreus|Bandreus]] 09:27, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::True, but it seems a bit over-kill to have a specific title for a monster type? I mean in terms of the encounter, it's definitely boss-related, even if a smaller boss. Difference between Th Pounder and any other monster is huge... It could have been a cool event they made for the demo, and they haven't specifically made the decision of using the th Pounder as a boss in the game? Concept art show a bunch of the buggers fighting a Barb... --[[User:Leord|Leord]] 11:34, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::Yeah, only wanted to point it out since the article seemed a bit misleading. I don't see any real problem in classifieing him under the boss category, yet since the developers firmly stated it is not a miny-boss I think this should have been reflected more clearly in the wiki. Guess finding the quote could be usefull? --[[User:Bandreus|Bandreus]] 13:35, 16 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15964</id>
		<title>Talk:Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15964"/>
				<updated>2009-11-16T13:36:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* The Thousand Pounder's title */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Thousand Pounder's title==&lt;br /&gt;
Isn't it possible - likely, even - that the &amp;quot;Gluttony&amp;quot; and &amp;quot;Incarnate&amp;quot; titles under his name are one title, &amp;quot;Gluttony Incarnate&amp;quot;?  It just incarnated, and it has the look of a glutton. -- 05:18, 16 September 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I've been thinking, maybe &amp;quot;Gluttony Incarnate&amp;quot; is the demon's name? By the way, even if I'm not able to find a quote, it was clearly stated that the Th. Pounder is not technically a Boss monster, it only serves as a cool-moment in the WWI video. A piece of the artowrk even shows multiple Pounders in action. [[User:Bandreus|Bandreus]] 09:27, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::True, but it seems a bit over-kill to have a specific title for a monster type? I mean in terms of the encounter, it's definitely boss-related, even if a smaller boss. Difference between Th Pounder and any other monster is huge... It could have been a cool event they made for the demo, and they haven't specifically made the decision of using the th Pounder as a boss in the game? Concept art show a bunch of the buggers fighting a Barb... --[[User:Leord|Leord]] 11:34, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::Yeah, only wanted to point it out since the article is quite misleading at this point. I don't see any real problem in classifieing him under the boss category, yet since the developers quite firmly stated it is not a miny-boss I think this should be reflected more clearly in the wiki. Guess I'll go search for the quote when I've got the time. --[[User:Bandreus|Bandreus]] 13:35, 16 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15963</id>
		<title>Talk:Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15963"/>
				<updated>2009-11-16T13:35:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* The Thousand Pounder's title */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Thousand Pounder's title==&lt;br /&gt;
Isn't it possible - likely, even - that the &amp;quot;Gluttony&amp;quot; and &amp;quot;Incarnate&amp;quot; titles under his name are one title, &amp;quot;Gluttony Incarnate&amp;quot;?  It just incarnated, and it has the look of a glutton. -- 05:18, 16 September 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I've been thinking, maybe &amp;quot;Gluttony Incarnate&amp;quot; is the demon's name? By the way, even if I'm not able to find a quote, it was clearly stated that the Th. Pounder is not technically a Boss monster, it only serves as a cool-moment in the WWI video. A piece of the artowrk even shows multiple Pounders in action. [[User:Bandreus|Bandreus]] 09:27, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::True, but it seems a bit over-kill to have a specific title for a monster type? I mean in terms of the encounter, it's definitely boss-related, even if a smaller boss. Difference between Th Pounder and any other monster is huge... It could have been a cool event they made for the demo, and they haven't specifically made the decision of using the th Pounder as a boss in the game? Concept art show a bunch of the buggers fighting a Barb... --[[User:Leord|Leord]] 11:34, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, only wanted to point it out since the article is quite misleading at this point. I don't see any real problem in classifieing him under the boss category, yet since the developers quite firmly stated it is not a miny-boss I think this should be reflected more clearly in the wiki. Guess I'll go search for the quote when I've got the time. --[[User:Bandreus|Bandreus]] 13:35, 16 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15949</id>
		<title>Talk:Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15949"/>
				<updated>2009-11-15T09:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn't it possible - likely, even - that the &amp;quot;Gluttony&amp;quot; and &amp;quot;Incarnate&amp;quot; titles under his name are one title, &amp;quot;Gluttony Incarnate&amp;quot;?  It just incarnated, and it has the look of a glutton.&lt;br /&gt;
&lt;br /&gt;
I've been thinking, maybe &amp;quot;Gluttony Incarnate&amp;quot; is the demon's name? By the way, even if I'm not able to find a quote, it was clearly stated that the Th. Pounder is not technically a Boss monster, it only serves as a cool-moment in the WWI video. A piece of the artowrk even shows multiple Pounders in action. [[User:Bandreus|Bandreus]] 09:27, 15 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15948</id>
		<title>Talk:Thousand Pounder</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talk:Thousand_Pounder&amp;diff=15948"/>
				<updated>2009-11-15T09:25:14Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn't it possible - likely, even - that the &amp;quot;Gluttony&amp;quot; and &amp;quot;Incarnate&amp;quot; titles under his name are one title, &amp;quot;Gluttony Incarnate&amp;quot;?  It just incarnated, and it has the look of a glutton.&lt;br /&gt;
&lt;br /&gt;
I've been thinking, maybe &amp;quot;Gluttony Incarnate&amp;quot; is the demon's name? By the way, even if I'm not able to find a quote, it was clearly stated that the Th. Pounder is not technically a Boss monster, it only serves as a cool-moment in the WWI video. A piece of the artowrk even shows multiple Pounders in action. [[User:Bandreus|Bandreus]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=5204</id>
		<title>User talk:Bandreus</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=5204"/>
				<updated>2008-11-10T16:51:42Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* User Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to my Talk Page==&lt;br /&gt;
Please feel free to leave any comment. Just add a new headline with your message&lt;br /&gt;
&lt;br /&gt;
==Leord==&lt;br /&gt;
Hey Bandreus. It was nice of you to update some [[rune]] info on the skill pages! I think that's the kind of smaller updates that still many players interested in Diablo III will find very useful. Do you think you could help out with filling out the [[rune]]s page with this info as well, and further explain any known rune types and what they do on different skills/spells?&lt;br /&gt;
&lt;br /&gt;
On a different note: How do you find the wiki otherwise? Good info? Anything we should focus on right now for improvements in your opinion? Are you interested in [[Lore]] at all? --[[User:Leord|Leord]] 13:33, 27 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: Hi Leord, and thanks for editing my talk page ;)&lt;br /&gt;
: It'll be a great pleasure to help improving this great wiki whenever I can. I guess I'll head to the [[rune]] page asap. My only concern is me not being a native english speaker could lead to typos or poor worded phrases, but still I bet someone will come along and edit my mistakes, if it's the case ^_^&lt;br /&gt;
: You guys are just doing great with the wiki, keep rolling with the hard work. Of course there's always room for improvements, so I'll point it out and/or help when I think an article should receive some care. --[[User:Bandreus|Bandreus]] 17:20, 1 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:: Saw your rune updates man, they were bloody brilliant! I didn't know much about them myself, now we got a BIG pile of rune info. That's cool enough to be its own news item that is! Don't worry a sec on your English skills. Many Diabloites don't have time to make an article like you just did, they rather just cruise around and update words and grammar. We need help from all kinds of members. Even if your type of contributions are much more visible, the smaller ones are great as well, and just helps us keep the polish level very high.&lt;br /&gt;
&lt;br /&gt;
:: You should consider writing a few lines about yourself on your [[User:Bandreus|user page]] btw! And also, feel free to add my MSN or ICQ =)&lt;br /&gt;
&lt;br /&gt;
:: Is there any other area you feel could need an improvement, right now? --[[User:Leord|Leord]] 12:41, 3 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::: Thanks for all the good words. I do hope the community finds thees updates interesting and useful.&lt;br /&gt;
&lt;br /&gt;
::: I really wouldn't know what to point at as really needing improvements. Yesterday I was looking at the items articles, witch I think could receive some improvements. I'm not a diablo lore guru, but I've seen a lot of people putting so much effort in that area. I haven't dwelt all the content, generally speaking I think everything's going fine enough. Maybe the articles just need a bit more linking, sorting and indexing. I've sometimes had troubles finding quickly what I was looking for, and moving from a page to another could be quite tedious.&lt;br /&gt;
&lt;br /&gt;
::: BTW, looking at the amount of info that's already here, and considering D3 won't be out for quite a while, the wiki is just amazing right now. The community is sweet too ^_^ -- 12:39, 3 November 2008 [[User:Bandreus|Bandreus]]&lt;br /&gt;
&lt;br /&gt;
:::: (BTW, remember to sign comments on Talk pages. Look here for help: [[Help:Talk]]) Sounds good, thanks for the compliments. Too bad only I see them here on your talk page, I am NOT the only contrib, everyone deserve a pat on the back, including YOU now! =D I think you are right. More interlinking, and more indexing. Especially in Diablo2.DiabloWiki.net. For the interlinking, you could make more use by adding stuff for it. Just remember to not link too much ;) About once per word per section of an article is enough =)&lt;br /&gt;
&lt;br /&gt;
:::: Also, if you are using FireFox, you should download an English spell checker. It makes it super-easy for you to even help OTHERS with their spelling ;) If you're not using FireFox, you should consider doing so, as it's in my opinion miles ahead of IE7. --[[User:Leord|Leord]] 16:00, 3 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::::: Wow, thanks for the good advices. I'm not entirely new to wikis, still I'm not that much accoustumed yet.&lt;br /&gt;
::::: Of course I'm using FireFox. I was just thinking about adding an english dictionary, so let's say you red my mind ;)&lt;br /&gt;
&lt;br /&gt;
::::: As of making everyone know I appreciate their contribs, I'm sure the best way is to contribute myself, so let's not worry 'bout that. --[[User:Bandreus|Bandreus]] 18:01, 3 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:::::: You are indeed right. You really have the right spirit for this =) Another good add-on I recommend is &amp;quot;Sparky&amp;quot;. It's an add-on that automatically shows you the ranking of a website on the net. For example, since DiabloWiki is so new, we have rank 71,099, but it will be better as we go along. Also, if you have that add-on, it registers your favourite sites, and give them a tiny winy bit higher rank ;)&lt;br /&gt;
&lt;br /&gt;
:::::: Nice Rune updates btw! BTW, are you interested in lore at all? --[[User:Leord|Leord]] 11:42, 4 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==User Page==&lt;br /&gt;
Hey! Your updates are coming along nice =) Ever considered adding a few lines on your [[User:Bandreus|user page]]? =) --[[User:Leord|Leord]] 12:39, 10 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: Yup! I've considered it already, I'll just do it ASAP. Only I've been quite busy lately, and guessing what to put on it exactly. --[[User:Bandreus|Bandreus]] 17:51, 10 November 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talisman&amp;diff=5032</id>
		<title>Talisman</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talisman&amp;diff=5032"/>
				<updated>2008-11-08T15:31:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Talisman was part of the inventory interface in the Blizzcon build (October 2008). It was seen between the two weapon slots in the [[inventory]], and when clicked a bronze, circular disk appeared over the character. There were 9 slots on the talisman, with lines connecting some of them. It had no function in the Blizzcon build, and could not be clicked or activated in any way.&lt;br /&gt;
&lt;br /&gt;
[[Image:Inv-talisman.jpg|left|thumb|Inventory window.]]&lt;br /&gt;
In interviews at the show[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], Jay Wilson disclosed that it was something they were playing around with during development. It's called the &amp;quot;Talisman&amp;quot; and it's an &amp;quot;attribute modifier that used gems,&amp;quot; according to Jay. There were no gems to be found in the Blizzcon demo, so no players could attempt to experiment with the Talisman, if it had even been enabled in that build.&lt;br /&gt;
&lt;br /&gt;
Jay said they'd rejected the Talisman the way it had been working, and that it was now non-functional, but that they would probably do something else with it.&lt;br /&gt;
&lt;br /&gt;
Features like this are good to keep in mind when pondering the game balance and design of Diablo III. New interfaces and features can (and will) be added, such as [[runes|skill runes]], that radically change the balance of the game, the utility of items, and more. People not on the D3 Team can never know just how much importance to place on various issues, since what we see from the outside is not necessarily what's going on inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talisman&amp;diff=5031</id>
		<title>Talisman</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talisman&amp;diff=5031"/>
				<updated>2008-11-08T15:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Talisman was part of the inventory interface in the Blizzcon build (October 2008). It was seen between the two weapon slots in the [[inventory]], and when clicked a bronze, circular disk appeared over the character. There were 9 slots on the talisman, with lines connecting some of them. It had no function in the Blizzcon build, and could not be clicked or activated in any way.&lt;br /&gt;
&lt;br /&gt;
[[Image:Inv-talisman.jpg|left|thumb|Inventory window.]]&lt;br /&gt;
In interviews at the show[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], Jay Wilson disclosed that it was something they were playing around with during development. It's called the &amp;quot;Talisman&amp;quot; and it's an &amp;quot;attribute modifier that used gems,&amp;quot; according to Jay. There were no gems to be found in the Blizzcon demo, so no players could attempt to experiment with the Talisman, if it had even been enabled in that build.&lt;br /&gt;
&lt;br /&gt;
Jay said they'd rejected the Talisman the way it had been working, and that it was now non-functional, but that they would probably do something else with it.&lt;br /&gt;
&lt;br /&gt;
Features like this are good to keep in mind when pondering the game balance and design of Diablo III. New interfaces and features can (and will) be added, such as [skill runes], that radically change the balance of the game, the utility of items, and more. People not on the D3 Team can never know just how much importance to place on various issues, since what we see from the outside is not necessarily what's going on inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4654</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4654"/>
				<updated>2008-11-03T17:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Wizard's Teleport Skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Runes in Diablo 3 are small items that are socketed into skills, not items. The runes grant special bonuses to the skill. There are many types of runes, all found in various quality levels, and they work across skills -- each rune will (in theory) work in every skill, adding something similar to the skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
&lt;br /&gt;
Runes in Diablo III are nothing like the Runes found in Diablo II.  In D2 there were 33 kinds of {{iw|Runes Runes}}, which were small items that had no use on their own, but that could be placed in item sockets to add various bonuses to the item. Certain combinations of runes could also be used to create {{iw|Runeword RuneWords}}, very powerful items with pre-set stats.&lt;br /&gt;
&lt;br /&gt;
In Diablo III, Runes are still small objects that must be placed in sockets to take effect, but in D3 the sockets are in skills, not items. (Items may also have sockets, but runes won't be used in them if they do.) Active skills have sockets in the skill tree interface, and when a valid rune is placed into the socket, the skill gains an appropriate bonus, depending on the type and quality of rune used.  Bonuses vary greatly, depending on the skill and the type of rune used, and include such things as extra hits, extra damage, increased spell duration, and many more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function==&lt;br /&gt;
Skill Runes in Diablo III improve a character's active skills in various creative ways. Runes don't just add damage; they modify the skill in some way, making it more powerful and fun to use, as well as allowing for character customization. Runes can be used very strategically; different runes in the same spell will do things. For example, the Wizard skill Blizzard would gain different benefits from different runes. A few hypothetical Blizzard bonuses: more falling projectiles, longer duration, more damage per projectile, longer chill time, better to/hit, better chance of critical hit, and so forth. Also, each of those types of bonuses would be increased in power by the quality of the rune used, allowing for a huge variety of potential bonuses and play styles.&lt;br /&gt;
&lt;br /&gt;
As of the Blizzcon demo (October 2008), only Active Skills had sockets for runes. None of the Passive skills did. It's not known if this will remain into the final game, or if all Active skills will have sockets.  No skill had more than one socket, and that too is a feature that may change.&lt;br /&gt;
&lt;br /&gt;
Runes can be removed instantly from sockets, without damaging or destroying the rune. Theoretically players could juggle their runes around constantly; sticking in a multi-strike rune to deal with big mobs, changing to a power rune to up the single target damage before a boss battle, and so forth. It's likely that Blizzard will take steps to limit that sort of rune juggling exploit; perhaps forcing players to return to town before they can change the rune socketed in a spell, putting a cool down time on resocketing the same skill, limiting the number of times a particular rune can be socketed, causing runes to lose quality when unsocketed, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Function Examples===&lt;br /&gt;
The D3 Team gave several examples of rune functions during a panel at Blizzcon (October 2008) when Skill Runes were first revealed as a game feature. ([http://www.youtube.com/watch?v=ouYP1zGfd0s Watch the demonstration] on You Tube.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wizard's Mirror Image====&lt;br /&gt;
* '''Mirror Image Skill:''' This skill creates an illusionary duplicate of the wizard, which is capable of moving around and attacking monsters (it's not just a Decoy).&lt;br /&gt;
* '''Multistrike Rune: '''Socketing this rune would increase the number of duplicates. Higher quality levels of the multi-strike rune would presumably add more duplicates.&lt;br /&gt;
* '''Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wizard's Teleport Skill====&lt;br /&gt;
* '''Teleport skill:''' Teleports the Wizard to the targeted location. The spell isn't quite as quick as it was in Diablo or Diablo 2, since the Wizard leaps up into the air before vanishing, and appears in the air, then falls down to earth.&lt;br /&gt;
* '''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
* '''Multistrike Rune:''' Creates a temporary duplicate of the Wizard that will attract enemy fire and will fight and deal damage as well. (This seems to be basically a free way to cast Mirror Image when you Teleport.)&lt;br /&gt;
&lt;br /&gt;
====Witch Doctor's Skull of Flame====&lt;br /&gt;
* '''Skull of Flame skill:''' The Witch Doctor lobs a flaming skull, grenade style, which explodes on impact, dealing substantial fire damage to nearby targets.&lt;br /&gt;
* '''Multistrike Rune:''' Socketing this rune causes the flaming skull to skip along the ground, like a stone over water, creating multiple explosions. Higher quality runes would allow additional bounces.&lt;br /&gt;
* '''Power Rune:''' Socketing this rune adds a firefield property to the Skull of Flame, creating a small patch of flame on the ground that persists after the skull's explosion and damages any monsters that cross over it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wizard's Electrocute====&lt;br /&gt;
* '''Electrocute skill:''' The Wizard creates a strand of lightning that locks onto enemies like a beam weapon, dealing steady lightning damage.  It may chain to a second enemy, dealing damage to both.&lt;br /&gt;
* '''Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
* '''Lethality Rune:''' Socketing this rune causes some of the monsters killed by Electrocute to explode in a nova, dealing damage to other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Types==&lt;br /&gt;
Skill Runes will be found in a variety of types. Known runes:&lt;br /&gt;
&lt;br /&gt;
* Energy Rune&lt;br /&gt;
* Lethality Rune&lt;br /&gt;
* Multistrike Rune&lt;br /&gt;
* Power Rune&lt;br /&gt;
* Striking Rune&lt;br /&gt;
&lt;br /&gt;
(Players have spent a lot of time [http://forums.diii.net/showthread.php?p=6871952 thinking up other types of runes], and discussing their potential benefits.)&lt;br /&gt;
&lt;br /&gt;
More runes will almost certainly be added during continuing development, as the team thinks of useful types to include in the game. The team won't be adding a lot of odd types of runes, though. D3 Lead Designer Jay Wilson has stressed that runes must add a useful function to multiple types of skills. The D3 Team wants all the runes to be useful to all characters, so they won't add runes that just boost one type of skill, or one character's skills. They have to think up rune bonus properties that work across the board, so there are probably not going to be 50 types of runes. (Utility doesn't equal equality, since not every skill can receive exactly the same level of improvement from every rune.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Quality Levels==&lt;br /&gt;
&lt;br /&gt;
It's been stated that runes will occur at various levels of quality, in a fashion somewhat akin to the different quality levels of {{iw|Gem gems}} in Diablo II. At Blizzcon (October 2008) [[Jay Wilson]] said there were 5 or 6 quality levels of runes, but that the number could go up or down during development. Higher qualities of runes will (of course) be dropped by higher level monsters, and the higher qualities will be much rarer. The function of each type of rune will not change at higher quality; instead the bonuses will be increased.&lt;br /&gt;
&lt;br /&gt;
The D3 team hasn't yet revealed much information about how item crafting will work in D3, other than to say that they won't have any {{iw|Horadric_Cube Horadric Cube-style}} converting items. We therefore know nothing about the potential for runes to be upgraded by type, though it's certainly possible that something along those lines could be implemented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
&lt;br /&gt;
At the Blizzcon demo (October 2008) runes were stored in an inventory grid on the skill tree menu; not in the normal inventory. There were 10 rune slots below the skill trees. It's not known if they will still be stored there in the final game, if there will be ways to increase the number of slots, if they can be stored in the inventory instead, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune History==&lt;br /&gt;
What do you really know about runes? The ones from our world comes from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]] however, runes are definitely magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4653</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4653"/>
				<updated>2008-11-03T17:46:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Wizard's Teleport Skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Runes in Diablo 3 are small items that are socketed into skills, not items. The runes grant special bonuses to the skill. There are many types of runes, all found in various quality levels, and they work across skills -- each rune will (in theory) work in every skill, adding something similar to the skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
&lt;br /&gt;
Runes in Diablo III are nothing like the Runes found in Diablo II.  In D2 there were 33 kinds of {{iw|Runes Runes}}, which were small items that had no use on their own, but that could be placed in item sockets to add various bonuses to the item. Certain combinations of runes could also be used to create {{iw|Runeword RuneWords}}, very powerful items with pre-set stats.&lt;br /&gt;
&lt;br /&gt;
In Diablo III, Runes are still small objects that must be placed in sockets to take effect, but in D3 the sockets are in skills, not items. (Items may also have sockets, but runes won't be used in them if they do.) Active skills have sockets in the skill tree interface, and when a valid rune is placed into the socket, the skill gains an appropriate bonus, depending on the type and quality of rune used.  Bonuses vary greatly, depending on the skill and the type of rune used, and include such things as extra hits, extra damage, increased spell duration, and many more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function==&lt;br /&gt;
Skill Runes in Diablo III improve a character's active skills in various creative ways. Runes don't just add damage; they modify the skill in some way, making it more powerful and fun to use, as well as allowing for character customization. Runes can be used very strategically; different runes in the same spell will do things. For example, the Wizard skill Blizzard would gain different benefits from different runes. A few hypothetical Blizzard bonuses: more falling projectiles, longer duration, more damage per projectile, longer chill time, better to/hit, better chance of critical hit, and so forth. Also, each of those types of bonuses would be increased in power by the quality of the rune used, allowing for a huge variety of potential bonuses and play styles.&lt;br /&gt;
&lt;br /&gt;
As of the Blizzcon demo (October 2008), only Active Skills had sockets for runes. None of the Passive skills did. It's not known if this will remain into the final game, or if all Active skills will have sockets.  No skill had more than one socket, and that too is a feature that may change.&lt;br /&gt;
&lt;br /&gt;
Runes can be removed instantly from sockets, without damaging or destroying the rune. Theoretically players could juggle their runes around constantly; sticking in a multi-strike rune to deal with big mobs, changing to a power rune to up the single target damage before a boss battle, and so forth. It's likely that Blizzard will take steps to limit that sort of rune juggling exploit; perhaps forcing players to return to town before they can change the rune socketed in a spell, putting a cool down time on resocketing the same skill, limiting the number of times a particular rune can be socketed, causing runes to lose quality when unsocketed, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Function Examples===&lt;br /&gt;
The D3 Team gave several examples of rune functions during a panel at Blizzcon (October 2008) when Skill Runes were first revealed as a game feature. ([http://www.youtube.com/watch?v=ouYP1zGfd0s Watch the demonstration] on You Tube.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wizard's Mirror Image====&lt;br /&gt;
* '''Mirror Image Skill:''' This skill creates an illusionary duplicate of the wizard, which is capable of moving around and attacking monsters (it's not just a Decoy).&lt;br /&gt;
* '''Multistrike Rune: '''Socketing this rune would increase the number of duplicates. Higher quality levels of the multi-strike rune would presumably add more duplicates.&lt;br /&gt;
* '''Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wizard's Teleport Skill====&lt;br /&gt;
* '''Teleport skill:''' Teleports the Wizard to the targeted location. The spell isn't quite as quick as it was in Diablo or Diablo 2, since the Wizard leaps up into the air before vanishing, and appears in the air, then falls down to earth.&lt;br /&gt;
* '''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
* '''Multi-strike Rune:''' Creates a temporary duplicate of the Wizard that will attract enemy fire and will fight and deal damage as well. (This seems to be basically a free way to cast Mirror Image when you Teleport.)&lt;br /&gt;
&lt;br /&gt;
====Witch Doctor's Skull of Flame====&lt;br /&gt;
* '''Skull of Flame skill:''' The Witch Doctor lobs a flaming skull, grenade style, which explodes on impact, dealing substantial fire damage to nearby targets.&lt;br /&gt;
* '''Multistrike Rune:''' Socketing this rune causes the flaming skull to skip along the ground, like a stone over water, creating multiple explosions. Higher quality runes would allow additional bounces.&lt;br /&gt;
* '''Power Rune:''' Socketing this rune adds a firefield property to the Skull of Flame, creating a small patch of flame on the ground that persists after the skull's explosion and damages any monsters that cross over it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wizard's Electrocute====&lt;br /&gt;
* '''Electrocute skill:''' The Wizard creates a strand of lightning that locks onto enemies like a beam weapon, dealing steady lightning damage.  It may chain to a second enemy, dealing damage to both.&lt;br /&gt;
* '''Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
* '''Lethality Rune:''' Socketing this rune causes some of the monsters killed by Electrocute to explode in a nova, dealing damage to other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Types==&lt;br /&gt;
Skill Runes will be found in a variety of types. Known runes:&lt;br /&gt;
&lt;br /&gt;
* Energy Rune&lt;br /&gt;
* Lethality Rune&lt;br /&gt;
* Multistrike Rune&lt;br /&gt;
* Power Rune&lt;br /&gt;
* Striking Rune&lt;br /&gt;
&lt;br /&gt;
(Players have spent a lot of time [http://forums.diii.net/showthread.php?p=6871952 thinking up other types of runes], and discussing their potential benefits.)&lt;br /&gt;
&lt;br /&gt;
More runes will almost certainly be added during continuing development, as the team thinks of useful types to include in the game. The team won't be adding a lot of odd types of runes, though. D3 Lead Designer Jay Wilson has stressed that runes must add a useful function to multiple types of skills. The D3 Team wants all the runes to be useful to all characters, so they won't add runes that just boost one type of skill, or one character's skills. They have to think up rune bonus properties that work across the board, so there are probably not going to be 50 types of runes. (Utility doesn't equal equality, since not every skill can receive exactly the same level of improvement from every rune.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Quality Levels==&lt;br /&gt;
&lt;br /&gt;
It's been stated that runes will occur at various levels of quality, in a fashion somewhat akin to the different quality levels of {{iw|Gem gems}} in Diablo II. At Blizzcon (October 2008) [[Jay Wilson]] said there were 5 or 6 quality levels of runes, but that the number could go up or down during development. Higher qualities of runes will (of course) be dropped by higher level monsters, and the higher qualities will be much rarer. The function of each type of rune will not change at higher quality; instead the bonuses will be increased.&lt;br /&gt;
&lt;br /&gt;
The D3 team hasn't yet revealed much information about how item crafting will work in D3, other than to say that they won't have any {{iw|Horadric_Cube Horadric Cube-style}} converting items. We therefore know nothing about the potential for runes to be upgraded by type, though it's certainly possible that something along those lines could be implemented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
&lt;br /&gt;
At the Blizzcon demo (October 2008) runes were stored in an inventory grid on the skill tree menu; not in the normal inventory. There were 10 rune slots below the skill trees. It's not known if they will still be stored there in the final game, if there will be ways to increase the number of slots, if they can be stored in the inventory instead, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune History==&lt;br /&gt;
What do you really know about runes? The ones from our world comes from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]] however, runes are definitely magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4650</id>
		<title>User talk:Bandreus</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4650"/>
				<updated>2008-11-03T17:01:35Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Leord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to my Talk Page==&lt;br /&gt;
Please feel free to leave any comment. Just add a new headline with your message&lt;br /&gt;
&lt;br /&gt;
==Leord==&lt;br /&gt;
Hey Bandreus. It was nice of you to update some [[rune]] info on the skill pages! I think that's the kind of smaller updates that still many players interested in Diablo III will find very useful. Do you think you could help out with filling out the [[rune]]s page with this info as well, and further explain any known rune types and what they do on different skills/spells?&lt;br /&gt;
&lt;br /&gt;
On a different note: How do you find the wiki otherwise? Good info? Anything we should focus on right now for improvements in your opinion? Are you interested in [[Lore]] at all? --[[User:Leord|Leord]] 13:33, 27 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: Hi Leord, and thanks for editing my talk page ;)&lt;br /&gt;
: It'll be a great pleasure to help improving this great wiki whenever I can. I guess I'll head to the [[rune]] page asap. My only concern is me not being a native english speaker could lead to typos or poor worded phrases, but still I bet someone will come along and edit my mistakes, if it's the case ^_^&lt;br /&gt;
: You guys are just doing great with the wiki, keep rolling with the hard work. Of course there's always room for improvements, so I'll point it out and/or help when I think an article should receive some care. --[[User:Bandreus|Bandreus]] 17:20, 1 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:: Saw your rune updates man, they were bloody brilliant! I didn't know much about them myself, now we got a BIG pile of rune info. That's cool enough to be its own news item that is! Don't worry a sec on your English skills. Many Diabloites don't have time to make an article like you just did, they rather just cruise around and update words and grammar. We need help from all kinds of members. Even if your type of contributions are much more visible, the smaller ones are great as well, and just helps us keep the polish level very high.&lt;br /&gt;
&lt;br /&gt;
:: You should consider writing a few lines about yourself on your [[User:Bandreus|user page]] btw! And also, feel free to add my MSN or ICQ =)&lt;br /&gt;
&lt;br /&gt;
:: Is there any other area you feel could need an improvement, right now? --[[User:Leord|Leord]] 12:41, 3 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::: Thanks for all the good words. I do hope the community finds thees updates interesting and useful.&lt;br /&gt;
&lt;br /&gt;
::: I really wouldn't know what to point at as really needing improvements. Yesterday I was looking at the items articles, witch I think could receive some improvements. I'm not a diablo lore guru, but I've seen a lot of people putting so much effort in that area. I haven't dwelt all the content, generally speaking I think everything's going fine enough. Maybe the articles just need a bit more linking, sorting and indexing. I've sometimes had troubles finding quickly what I was looking for, and moving from a page to another could be quite tedious.&lt;br /&gt;
&lt;br /&gt;
::: BTW, looking at the amount of info that's already here, and considering D3 won't be out for quite a while, the wiki is just amazing right now. The community is sweet too ^_^ -- 12:39, 3 November 2008 [[User:Bandreus|Bandreus]]&lt;br /&gt;
&lt;br /&gt;
:::: (BTW, remember to sign comments on Talk pages. Look here for help: [[Help:Talk]]) Sounds good, thanks for the compliments. Too bad only I see them here on your talk page, I am NOT the only contrib, everyone deserve a pat on the back, including YOU now! =D I think you are right. More interlinking, and more indexing. Especially in Diablo2.DiabloWiki.net. For the interlinking, you could make more use by adding stuff for it. Just remember to not link too much ;) About once per word per section of an article is enough =)&lt;br /&gt;
&lt;br /&gt;
:::: Also, if you are using FireFox, you should download an English spell checker. It makes it super-easy for you to even help OTHERS with their spelling ;) If you're not using FireFox, you should consider doing so, as it's in my opinion miles ahead of IE7. --[[User:Leord|Leord]] 16:00, 3 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::::: Wow, thanks for the good advices. I'm not entirely new to wikis, still I'm not that much accoustumed yet.&lt;br /&gt;
::::: Of course I'm using FireFox. I was just thinking about adding an english dictionary, so let's say you red my mind ;)&lt;br /&gt;
&lt;br /&gt;
::::: As of making everyone know I appreciate their contribs, I'm sure the best way is to contribute myself, so let's not worry 'bout that. --[[User:Bandreus|Bandreus]] 18:01, 3 November 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4613</id>
		<title>User talk:Bandreus</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4613"/>
				<updated>2008-11-03T12:39:38Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Leord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to my Talk Page==&lt;br /&gt;
Please feel free to leave any comment. Just add a new headline with your message&lt;br /&gt;
&lt;br /&gt;
==Leord==&lt;br /&gt;
Hey Bandreus. It was nice of you to update some [[rune]] info on the skill pages! I think that's the kind of smaller updates that still many players interested in Diablo III will find very useful. Do you think you could help out with filling out the [[rune]]s page with this info as well, and further explain any known rune types and what they do on different skills/spells?&lt;br /&gt;
&lt;br /&gt;
On a different note: How do you find the wiki otherwise? Good info? Anything we should focus on right now for improvements in your opinion? Are you interested in [[Lore]] at all? --[[User:Leord|Leord]] 13:33, 27 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: Hi Leord, and thanks for editing my talk page ;)&lt;br /&gt;
: It'll be a great pleasure to help improving this great wiki whenever I can. I guess I'll head to the [[rune]] page asap. My only concern is me not being a native english speaker could lead to typos or poor worded phrases, but still I bet someone will come along and edit my mistakes, if it's the case ^_^&lt;br /&gt;
: You guys are just doing great with the wiki, keep rolling with the hard work. Of course there's always room for improvements, so I'll point it out and/or help when I think an article should receive some care. --[[User:Bandreus|Bandreus]] 17:20, 1 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:: Saw your rune updates man, they were bloody brilliant! I didn't know much about them myself, now we got a BIG pile of rune info. That's cool enough to be its own news item that is! Don't worry a sec on your English skills. Many Diabloites don't have time to make an article like you just did, they rather just cruise around and update words and grammar. We need help from all kinds of members. Even if your type of contributions are much more visible, the smaller ones are great as well, and just helps us keep the polish level very high.&lt;br /&gt;
&lt;br /&gt;
:: You should consider writing a few lines about yourself on your [[User:Bandreus|user page]] btw! And also, feel free to add my MSN or ICQ =)&lt;br /&gt;
&lt;br /&gt;
:: Is there any other area you feel could need an improvement, right now? --[[User:Leord|Leord]] 12:41, 3 November 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::: Thanks for all the good words. I do hope the comunity finds theese updates interesting and usefull.&lt;br /&gt;
&lt;br /&gt;
::: I really wouldn't know what to point at as really needing improvements. Yesterday I was looking at the tems articles, wich I think could receive some improvements. I'm not a diablo lore guru, but I've seen a lot of people putting so much effort in that area. I haven't dwelled all the content, generally speaking I think everithing's going fine enought. Maybe the articles just need a bit more linking, sorting and indexing. I've sometimes had troubles finding quickly what I was looking for, and moving from a page to another could be quite tedius.&lt;br /&gt;
&lt;br /&gt;
::: BTW, looking at the amount of info that's allready here, and considering D3 won't be out for quite a while, the wiki is just amazing right now. The comunity is sweet too ^_^&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Talk:Skill_Runes&amp;diff=4601</id>
		<title>Talk:Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Talk:Skill_Runes&amp;diff=4601"/>
				<updated>2008-11-03T08:58:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WANTED: More Rune Info==&lt;br /&gt;
If you're among the lucky people who played the Diablo III demo at blizzcon, and had the chance to play around with skill runes, please contribute to the article by adding your experience.&lt;br /&gt;
Did you find any rune during your play sessions? Only the Wizard class could use rune, still we lack a lot of info about many skills-runes combination.&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4582</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4582"/>
				<updated>2008-11-02T11:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Skills Customization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runes''' are magical writing from unknown source, that will help heroes in their battle against [[Diablo]] and minions of [[Hell]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Runes==&lt;br /&gt;
Runes in [[Diablo III]] are going to work differently than runes in [[Diablo II]]. They will no longer be socketed into [[items]], like {{iw|Rune Diablo 2 runes}}, and there will not be any combination of runes to make {{iw|Runeword RuneWords}}. A lot about Skill Runes was told during Blizzcon 2008 Class Design Panel. The following are infos gathered from the Panels, Developer Interviews and Q&amp;amp;A sessions.&lt;br /&gt;
&lt;br /&gt;
==Skills Customization==&lt;br /&gt;
Skill Runes are being designed as a way to customize and improve your character's skills and are one of the main aspects of Diablo 3's skill system. By socketting in a Skill Rune you will actually change the look and the way the skill works.&lt;br /&gt;
It seems Skill Runes can be inserted into Active Skills only. As shown into Blizzcon Diablo 3 play sessions, every Active Skill presents a socket to insert runes into, while passive skills and masteries had none. Skill Runes can be swapped in and out freely, thus allowing and encouraging experimentation.&lt;br /&gt;
&lt;br /&gt;
==Rune Types and Quality==&lt;br /&gt;
In a way similar to Diablo 2 gems, Skill Runes will come in a variety of kind and quality.&lt;br /&gt;
&lt;br /&gt;
The type of rune you socket in determines the way the skill will be altered.&lt;br /&gt;
As of today, known runes are:&lt;br /&gt;
*Energy Rune&lt;br /&gt;
*Lethality Rune&lt;br /&gt;
*Multistrike Rune&lt;br /&gt;
*Power Rune&lt;br /&gt;
*Striking Rune&lt;br /&gt;
&lt;br /&gt;
The number is probably going to grow, since developers stated they will consider adding new runes whenever they come up with an idea to custumize skills in a cool new way.&lt;br /&gt;
&lt;br /&gt;
Right now, only the Minor quality runes where shown. By the way, it was clearly stated that runes will come in four or five tiers of quality, with higher quality runes progressively more powerful. No further info on rune quality is available at the moment, still a progression like Minor, Normal, Major, Perfect runes, or similar pattern, is likely to show up in the final game.&lt;br /&gt;
&lt;br /&gt;
==Skills with Skill Runes exemples==&lt;br /&gt;
During the panel it was shown how Skill Runes will affect the way Skills work, depending on the runes that are socketed into.&lt;br /&gt;
*Wizard's Mirror Image&lt;br /&gt;
**Basic Mirror Image: creates an illusionary duplicate of yourself.&lt;br /&gt;
**Multistrike Rune: number of images increased by one (higher qulity multistrike runes will surely increase the number even more).&lt;br /&gt;
**Power Rune: your duplicates get more hitpoints and last longer.&lt;br /&gt;
&lt;br /&gt;
*Wizard's Teleport Skill&lt;br /&gt;
**Basic Teleport: you simply teleport into the desired spot the blink of an eye.&lt;br /&gt;
**Striking Rune: allows you to do damage to whatever you teleport near to.&lt;br /&gt;
**Multistrike Rune: you split into images of yourself, with the illusions distracting monsters.&lt;br /&gt;
&lt;br /&gt;
*Witch Doctor's Skull of Flame&lt;br /&gt;
**Basik Skull of Flame: you throw an exploding skull at your enemy, causing a fire explosion.&lt;br /&gt;
**Multistrike Rune: the skull you throw will bounce on the ground, exploding and hitting enemies several times.&lt;br /&gt;
**Power Rune: the skull will leave burning areas on the ground, with monsters walking through those taking additional damage.&lt;br /&gt;
&lt;br /&gt;
*Wizard's Electrocute&lt;br /&gt;
**Basic Electrocute: you pierce an enamy with an arc of electrical energy, wich chains up to one additional target.&lt;br /&gt;
**Multistrike Rune: the effects chains up to several more monsters.&lt;br /&gt;
**Lethality Rune: Whenever you kill a monster with the electrocute skill, it'll blow up in a nova-like explosion, hurting nearbye anemies.&lt;br /&gt;
&lt;br /&gt;
During Diablo III play sessions at Blizzcon 2008 the use of Skill runes was enabled for Wizard characters only. If you where one of the lucky ones to try the early version of the game, and had the chance to play around with skill runes, feel free to contribute by reporting your experience.&lt;br /&gt;
&lt;br /&gt;
==Diablo 2 Runes==&lt;br /&gt;
{{interwiki|half= }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune History==&lt;br /&gt;
What do you really know about runes? The ones from our world comes from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]] however, runes are definitely magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4581</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4581"/>
				<updated>2008-11-02T11:40:22Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: added more infos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runes''' are magical writing from unknown source, that will help heroes in their battle against [[Diablo]] and minions of [[Hell]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Runes==&lt;br /&gt;
Runes in [[Diablo III]] are going to work differently than runes in [[Diablo II]]. They will no longer be socketed into [[items]], like {{iw|Rune Diablo 2 runes}}, and there will not be any combination of runes to make {{iw|Runeword RuneWords}}. A lot about Skill Runes was told during Blizzcon 2008 Class Design Panel. The following are infos gathered from the Panels, Developer Interviews and Q&amp;amp;A sessions.&lt;br /&gt;
&lt;br /&gt;
==Skills Customization==&lt;br /&gt;
Skill Runes are being designed as a way to customize and improve your character's skills and are one of the main aspects of Diablo 3's skill system. By socketting in a Skill Rune you will actually change the look and way the skill works.&lt;br /&gt;
It seems Skill Runes can be inserted into Active Skills only. As shown into Blizzcon Diablo 3 play sessions, every Active Skill presents a socket to insert runes into, while passive skills and masteries had none. Skill Runes can be swapped in and out freely, thus allowing and encouraging experimentation.&lt;br /&gt;
&lt;br /&gt;
==Rune Types and Quality==&lt;br /&gt;
In a way similar to Diablo 2 gems, Skill Runes will come in a variety of kind and quality.&lt;br /&gt;
&lt;br /&gt;
The type of rune you socket in determines the way the skill will be altered.&lt;br /&gt;
As of today, known runes are:&lt;br /&gt;
*Energy Rune&lt;br /&gt;
*Lethality Rune&lt;br /&gt;
*Multistrike Rune&lt;br /&gt;
*Power Rune&lt;br /&gt;
*Striking Rune&lt;br /&gt;
&lt;br /&gt;
The number is probably going to grow, since developers stated they will consider adding new runes whenever they come up with an idea to custumize skills in a cool new way.&lt;br /&gt;
&lt;br /&gt;
Right now, only the Minor quality runes where shown. By the way, it was clearly stated that runes will come in four or five tiers of quality, with higher quality runes progressively more powerful. No further info on rune quality is available at the moment, still a progression like Minor, Normal, Major, Perfect runes, or similar pattern, is likely to show up in the final game.&lt;br /&gt;
&lt;br /&gt;
==Skills with Skill Runes exemples==&lt;br /&gt;
During the panel it was shown how Skill Runes will affect the way Skills work, depending on the runes that are socketed into.&lt;br /&gt;
*Wizard's Mirror Image&lt;br /&gt;
**Basic Mirror Image: creates an illusionary duplicate of yourself.&lt;br /&gt;
**Multistrike Rune: number of images increased by one (higher qulity multistrike runes will surely increase the number even more).&lt;br /&gt;
**Power Rune: your duplicates get more hitpoints and last longer.&lt;br /&gt;
&lt;br /&gt;
*Wizard's Teleport Skill&lt;br /&gt;
**Basic Teleport: you simply teleport into the desired spot the blink of an eye.&lt;br /&gt;
**Striking Rune: allows you to do damage to whatever you teleport near to.&lt;br /&gt;
**Multistrike Rune: you split into images of yourself, with the illusions distracting monsters.&lt;br /&gt;
&lt;br /&gt;
*Witch Doctor's Skull of Flame&lt;br /&gt;
**Basik Skull of Flame: you throw an exploding skull at your enemy, causing a fire explosion.&lt;br /&gt;
**Multistrike Rune: the skull you throw will bounce on the ground, exploding and hitting enemies several times.&lt;br /&gt;
**Power Rune: the skull will leave burning areas on the ground, with monsters walking through those taking additional damage.&lt;br /&gt;
&lt;br /&gt;
*Wizard's Electrocute&lt;br /&gt;
**Basic Electrocute: you pierce an enamy with an arc of electrical energy, wich chains up to one additional target.&lt;br /&gt;
**Multistrike Rune: the effects chains up to several more monsters.&lt;br /&gt;
**Lethality Rune: Whenever you kill a monster with the electrocute skill, it'll blow up in a nova-like explosion, hurting nearbye anemies.&lt;br /&gt;
&lt;br /&gt;
During Diablo III play sessions at Blizzcon 2008 the use of Skill runes was enabled for Wizard characters only. If you where one of the lucky ones to try the early version of the game, and had the chance to play around with skill runes, feel free to contribute by reporting your experience.&lt;br /&gt;
&lt;br /&gt;
==Diablo 2 Runes==&lt;br /&gt;
{{interwiki|half= }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune History==&lt;br /&gt;
What do you really know about runes? The ones from our world comes from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]] however, runes are definitely magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4580</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4580"/>
				<updated>2008-11-02T11:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: corrected typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runes''' are magical writing from unknown source, that will help heroes in their battle against [[Diablo]] and minions of [[Hell]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Runes==&lt;br /&gt;
Runes in [[Diablo III]] are going to work differently than runes in [[Diablo II]]. They will no longer be socketed into [[items]], like {{iw|Rune Diablo 2 runes}}, and there will not be any combination of runes to make {{iw|Runeword RuneWords}}. A lot about Skill Runes was told during Blizzcon 2008 Class Design Panel. The following are infos gathered from the Panels, Developer Interviews and Q&amp;amp;A sessions.&lt;br /&gt;
&lt;br /&gt;
==Skills Customization==&lt;br /&gt;
Skill Runes are being designed as a way to customize and improve your character's skills and are one of the main aspects of Diablo 3's skill system. By socketting in a Skill Rune you will actually change the look and way the skill works.&lt;br /&gt;
It seems Skill Runes can be inserted into Active Skills only. As shown into Blizzcon Diablo 3 play sessions, every Active Skill presents a socket to insert runes into, while passive skills and masteries had none. Skill Runes can be swapped in and out freely, thus allowing and encouraging experimentation.&lt;br /&gt;
&lt;br /&gt;
==Rune Types and Quality==&lt;br /&gt;
In a way similar to Diablo 2 gems, Skill Runes will come in a variety of kind and quality.&lt;br /&gt;
&lt;br /&gt;
The type of rune you socket in determines the way the skill will be altered.&lt;br /&gt;
As of today, known runes are:&lt;br /&gt;
*Energy Rune&lt;br /&gt;
*Lethality Rune&lt;br /&gt;
*Multistrike Rune&lt;br /&gt;
*Power Rune&lt;br /&gt;
*Striking Rune&lt;br /&gt;
&lt;br /&gt;
The number is probably going to grow, since developers stated they will consider adding new runes whenever they come up with an idea to custumize skills in a cool new way.&lt;br /&gt;
&lt;br /&gt;
Right now, only the Minor quality runes where shown. By the way, it was clearly stated that runes will come in four or five tiers of quality, with higher quality runes progressively more powerful. No further info on rune quality is available at the moment, still a progression like Minor, Normal, Major, Perfect runes, or similar pattern, is likely to show up in the final game.&lt;br /&gt;
&lt;br /&gt;
==Skills with Skill Runes exemples==&lt;br /&gt;
During the panel it was shown how Skill Runes will affect the way Skills work, depending on the runes that are socketed into.&lt;br /&gt;
*Wizard's Teleport Skill&lt;br /&gt;
**Basic Teleport: you simply teleport into the desired spot the blink of an eye.&lt;br /&gt;
**Striking Rune: allows you to do damage to whatever you teleport near to.&lt;br /&gt;
**Multistrike Rune: you split into images of yourself, with the illusions distracting monsters.&lt;br /&gt;
&lt;br /&gt;
*Witch Doctor's Skull of Flame&lt;br /&gt;
**Basik Skull of Flame: you throw an exploding skull at your enemy, causing a fire explosion.&lt;br /&gt;
**Multistrike Rune: the skull you throw will bounce on the ground, exploding and hitting enemies several times.&lt;br /&gt;
**Power Rune: the skull will leave burning areas on the ground, with monsters walking through those taking additional damage.&lt;br /&gt;
&lt;br /&gt;
*Wizard's Electrocute&lt;br /&gt;
**Basic Electrocute: you pierce an enamy with an arc of electrical energy, wich chains up to one additional target.&lt;br /&gt;
**Multistrike Rune: the effects chains up to several more monsters.&lt;br /&gt;
**Lethality Rune: Whenever you kill a monster with the electrocute skill, it'll blow up in a nova-like explosion, hurting nearbye anemies.&lt;br /&gt;
&lt;br /&gt;
==Diablo 2 Runes==&lt;br /&gt;
{{interwiki|half= }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune History==&lt;br /&gt;
What do you really know about runes? The ones from our world comes from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]] however, runes are definitely magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4579</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=4579"/>
				<updated>2008-11-02T11:25:15Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: Added Skill Runes info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runes''' are magical writing from unknown source, that will help heroes in their battle against [[Diablo]] and minions of [[Hell]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Runes==&lt;br /&gt;
Runes in [[Diablo III]] are going to work differently than runes in [[Diablo II]]. They will no longer be socketed into [[items]], like {{iw|Rune Diablo 2 runes}}, and there will not be any combination of runes to make {{iw|Runeword RuneWords}}. A lot about Skill Runes was told during Blizzcon 2008 Class Design Panel. The following are infos gathered from the Panels, Developer Interviews and Q&amp;amp;A sessions.&lt;br /&gt;
&lt;br /&gt;
==Skills Customization==&lt;br /&gt;
Skill Runes are being designed as a way to customize and improve your character's skills and are one of the main aspects of Diablo 3's skill system. By socketting in a Skill Rune you will actually change the look and way the skill works.&lt;br /&gt;
It seems Skill Runes can be inserted into Active Skills only. As shown into Blizzcon Diablo 3 play sessions, every Active Skill presents a socket to insert runes into, while passive skills and masteries had none. Skill Runes can be swapped in and out freely, thus allowing and encouraging experimentation.&lt;br /&gt;
&lt;br /&gt;
==Rune Types and Quality==&lt;br /&gt;
In a way similar to Diablo 2 gems, Skill Runes will come in a variety of kind and quality.&lt;br /&gt;
&lt;br /&gt;
The type of rune you socket in determines the way the skill will be altered.&lt;br /&gt;
As of today, known runes are:&lt;br /&gt;
*Energy Rune&lt;br /&gt;
*Lethality Rune&lt;br /&gt;
*Multistrike Rune&lt;br /&gt;
*Power Rune&lt;br /&gt;
*Striking Rune&lt;br /&gt;
&lt;br /&gt;
The number is probably going to grow, since developers stated they will consider adding new runes whenever they come up with an idea to custumize skills in a cool new way.&lt;br /&gt;
&lt;br /&gt;
Right now, only the Minor quality runes where shown. By the way, it was clearly stated that runes will come in four or five tiers of quality, with higher quality runes progressively more powerful. No further info on rune quality is available at the moment, still a progression like Minor, Normal, Major, Perfect runes, or similar pattern, is likely to show up in the final game.&lt;br /&gt;
&lt;br /&gt;
==Skills with Skill Runes exemples==&lt;br /&gt;
During the panel it was shown how Skill Runes will affect the way Skills work, depending on the runes that are socketted into.&lt;br /&gt;
*Wizard's Teleport Skill&lt;br /&gt;
**Basic Teleport: you simply teleport into the desired spot the blink of an eye.&lt;br /&gt;
**Striking Rune: allows you to do damage to whatever you teleport near to.&lt;br /&gt;
**Multistrike Rune: you split into images of yourself, with the illusions distracting monsters.&lt;br /&gt;
&lt;br /&gt;
*Witch Doctor's Skull of Flame&lt;br /&gt;
**Basik Skull of Flame: you throw an exploding skull at your enemy, causing a fire explosion.&lt;br /&gt;
**Multistrike Rune: the skull you throw will bounce on the ground, exploding and hitting enemies several times.&lt;br /&gt;
**Power Rune: the skull will leave burning areas on the ground, with monsters walking through those taking additional damage.&lt;br /&gt;
&lt;br /&gt;
*Wizard's Electrocute&lt;br /&gt;
**Basic Electrocute: you pierce an enamy with an arc of electrical energy, wich chains up to one additional target.&lt;br /&gt;
**Multistrike Rune: the effects chains up to several more monsters.&lt;br /&gt;
**Lethality Rune: Whenever you kill a monster with the electrocute skill, it'll blow up in a nova-like explosion, hurting nearbye anemies.&lt;br /&gt;
&lt;br /&gt;
==Diablo 2 Runes==&lt;br /&gt;
{{interwiki|half= }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune History==&lt;br /&gt;
What do you really know about runes? The ones from our world comes from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]] however, runes are definitely magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.&lt;br /&gt;
&lt;br /&gt;
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4573</id>
		<title>User talk:Bandreus</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4573"/>
				<updated>2008-11-01T16:23:12Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to my Talk Page==&lt;br /&gt;
Please feel free to leave any comment. Just add a new headline with your message&lt;br /&gt;
&lt;br /&gt;
==Leord==&lt;br /&gt;
Hey Bandreus. It was nice of you to update some [[rune]] info on the skill pages! I think that's the kind of smaller updates that still many players interested in Diablo III will find very useful. Do you think you could help out with filling out the [[rune]]s page with this info as well, and further explain any known rune types and what they do on different skills/spells?&lt;br /&gt;
&lt;br /&gt;
On a different note: How do you find the wiki otherwise? Good info? Anything we should focus on right now for improvements in your opinion? Are you interested in [[Lore]] at all? --[[User:Leord|Leord]] 13:33, 27 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: Hi Leord, and thanks for editing my talk page ;)&lt;br /&gt;
: It'll be a great pleasure to help improving this great wiki whenever I can. I guess I'll head to the [[rune]] page asap. My only concern is me not being a native english speaker could lead to typos or poor worded phrases, but still I bet someone will come along and edit my mistakes, if it's the case ^_^&lt;br /&gt;
: You guys are just doing great with the wiki, keep rolling with the hard work. Of course there's always room for improvements, so I'll point it out and/or help when I think an article should receive some care. --[[User:Bandreus|Bandreus]] 17:20, 1 November 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4572</id>
		<title>User talk:Bandreus</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4572"/>
				<updated>2008-11-01T16:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Bandreus. It was nice of you to update some [[rune]] info on the skill pages! I think that's the kind of smaller updates that still many players interested in Diablo III will find very useful. Do you think you could help out with filling out the [[rune]]s page with this info as well, and further explain any known rune types and what they do on different skills/spells?&lt;br /&gt;
&lt;br /&gt;
On a different note: How do you find the wiki otherwise? Good info? Anything we should focus on right now for improvements in your opinion? Are you interested in [[Lore]] at all? --[[User:Leord|Leord]] 13:33, 27 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: Hi Leord, and thanks for editing my talk page ;)&lt;br /&gt;
: It'll be a great pleasure to help improving this great wiki whenever I can. I guess I'll head to the [[rune]] page asap. My only concern is me not being a native english speaker could lead to typos or poor worded phrases, but still I bet someone will come along and edit my mistakes, if it's the case ^_^&lt;br /&gt;
: You guys are just doing great with the wiki, keep rolling with the hard work. Of course there's always room for improvements, so I'll point it out and/or help when I think an article should receive some care. --[[User:Bandreus|Bandreus]] 17:20, 1 November 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4571</id>
		<title>User talk:Bandreus</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Bandreus&amp;diff=4571"/>
				<updated>2008-11-01T16:20:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Bandreus. It was nice of you to update some [[rune]] info on the skill pages! I think that's the kind of smaller updates that still many players interested in Diablo III will find very useful. Do you think you could help out with filling out the [[rune]]s page with this info as well, and further explain any known rune types and what they do on different skills/spells?&lt;br /&gt;
&lt;br /&gt;
On a different note: How do you find the wiki otherwise? Good info? Anything we should focus on right now for improvements in your opinion? Are you interested in [[Lore]] at all? --[[User:Leord|Leord]] 13:33, 27 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: Hi Leord, and thanks for editing my talk page ;)&lt;br /&gt;
It'll be a great pleasure to help improving this great wiki whenever I can. I guess I'll head to the [[rune]] page asap. My only concern is me not being a native english speaker could lead to typos or poor worded phrases, but still I bet someone will come along and edit my mistakes, if it's the case ^_^&lt;br /&gt;
You guys are just doing great with the wiki, keep rolling with the hard work. Of course there's always room for improvements, so I'll point it out and/or help when I think an article should receive some care. --[[User:Bandreus|Bandreus]] 17:20, 1 November 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=4245</id>
		<title>Witch Doctor skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=4245"/>
				<updated>2008-10-25T00:54:30Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Firebomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}An ongoing listing of [[Witch Doctor]] skills, as seen on the Blizzard site and observed in the WWI gameplay movie and from handson experience at Blizzcon and questions to Bashiok.&lt;br /&gt;
&lt;br /&gt;
=Plague Tree=&lt;br /&gt;
==Firebomb==&lt;br /&gt;
&lt;br /&gt;
[[Image:Skill_witchdoctor_firebomb_icon.gif|left|Firebomb Skill Icon]]This skill allows the WD to lob blazing projectiles, like molotov cocktails, at his enemies. They may be thrown varying distances, from most of the way across the screen to nearly at the WD's feet. The burning bottle tumbles end over end in mid-air, and explodes with a burst of flame when it lands, dealing fire damage and knocking back anything in the immediate vicinity. The spell seems to involve some sort of fire spirit, not just a flammable substance, since a flaming figure is briefly visible overhead when the firebomb bursts. It also sets targets aflame, and they take continued damage from the fire for several seconds.  There are fires left burning on the ground after a firebomb detonates, but these do not seem to deal damage to, or set fire to, targets that walk through them.&lt;br /&gt;
&lt;br /&gt;
During BlizzCon 2008's Diablo 3 Class Design Panel where shown some ways to improve firebomb through the use of [[skill runes]]. Socketing in a multi strike rune will cause the firebomb to bounce on the ground, casting multiple explosions in the process. In addition to it, the further away you throw the bomb the longer the bounce. Socketing a power rune will instead leave actual burning areas on the ground, wich makes monsters walking through it taking damage.&lt;br /&gt;
&lt;br /&gt;
Like the locust skill, the firebomb skill may also be cast upon minions, which will add fire damage to their attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Skill_witchdoctor_firebomb.jpg|frame|center|Sequence of Witch Doctor casting Firebomb]]&lt;br /&gt;
&lt;br /&gt;
During the [[WWI_2008:_Denizens_of_Diablo_Panel#Witch_Doctor:_Firebomb|Denizens of Diablo]] panel at the 2008 WWI event, the D3 team spoke at length about the development of the Firebom skill and how it's one of the skills that best describes what makes the Witch Doctor tick. A partial quote:&lt;br /&gt;
&lt;br /&gt;
:Originally it was a sort of fireball spell; when cast it traveled in a direct line from the WD to the target and would hit anything in the path. It exploded nicely. Explosions are cool. Everyone likes them.&lt;br /&gt;
&lt;br /&gt;
:Problem was, not really problem, but we've all seen that kind of Fireball spell before. The artists came back said we didn't imagine him that way. We saw Firebomb as more of a physical magic. Like concocting some alchemical recipe in a skull and hurling that, and it explodes.&lt;br /&gt;
&lt;br /&gt;
:Once it was a physical projectile designers liked that. It became a physical thing to throw, could go over walls. Become different tactics and use. Great example of how art and design can work together to iterate to make cool skill.&lt;br /&gt;
&lt;br /&gt;
==Locust Swarm==&lt;br /&gt;
[[Image:Skill_witchdoctor_locustswarm.jpg|right|thumb|150px|Locust Swarm]][[Image:Skill_witchdoctor_locustswarm_icon.gif|left|Locust Swarm Skill Icon]]This projectile emits a spray of green insects which swarm over anything in close range, like flying piranha. Each swarm seems to last for a given amount of time, and if they kill one monster and still have some duration remaining, they will spread to others.  They gain time by consuming each target though, and in a mob the locust swarm can act in chain lightning fashion, leaping from one enemy to another, killing a dozen or more targets if they are closely spaced.&lt;br /&gt;
&lt;br /&gt;
The locusts can also be sprayed on the WD's minions, where they will ride along, without hurting the minions, and grant poison damage to the minion's attacks.&lt;br /&gt;
&lt;br /&gt;
=Spirit Tree=&lt;br /&gt;
==Mass Confusion==&lt;br /&gt;
This curse-like mind control attack summons a blue spirit wherever the WD targets it. The spirit confuses some of the monsters in range, causing a aqua light to appear over their heads. Confused monsters seem to lose their AI, and they mill around more than usual. They may also attack, or be attacked by, other monsters. They are not the WD's minions though, and are not under his control, so he can kill confused monsters just like any other monster.&lt;br /&gt;
&lt;br /&gt;
==Soul Harvest==&lt;br /&gt;
[[Image:Wd-soul-harvest3.jpg|thumb]]&lt;br /&gt;
This skill creates a nova-like ring of blue smoke around the WD. All targets within the ring are damaged, and if the damage is enough to kill them, their souls (white/blue ghosts) swirl into the air, then down into the witch doctor, where they presumably add to his mana or life. The radius of the skill is not very large, so monsters need to be nearly in melee range to be affected.&lt;br /&gt;
&lt;br /&gt;
=Voodoo Tree=&lt;br /&gt;
==Horrify==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; width=&amp;quot;25%&amp;quot;&lt;br /&gt;
! Horrify&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Rank:''' 3/5&amp;lt;br&amp;gt;&lt;br /&gt;
A spectral mask that horrifies all enemies in proximity, causing them to run in fear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mana cost:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Radius:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fear duration:''' 1-2 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mask duration:''' 5&lt;br /&gt;
|}&lt;br /&gt;
[[Image:Skill_witchdoctor_horrify_icon.gif|left|Horrify Skill Icon]]This curse-like spell works like the Terror curse (or the barbarian's grim ward skill), but functions almost like an aura; causing any monster near the WD to flee in fright. Monsters in range are overcome with fright and immediately scatter, running away from the WD. The skill works by summoning a frightening spirit, which appears above the WD and screams and shakes its arms at the monsters. Presumably, any monsters that come into range while the horrify spirit is active are affected by it, essentially making the WD a moving object of terror. This limits the skill as well, since it can't be cast on individual targets, or cast a great distance from the WD.&lt;br /&gt;
&lt;br /&gt;
There are 2 durations; how long each individual fright lasts on afflicted monsters, and how long the frightening spirit remains over the WD's head, capable of horrifying or re-horrifying anything that comes into range.&lt;br /&gt;
&lt;br /&gt;
The hover text for this one was seen in the WWI movie, and is reproduced to the right.&lt;br /&gt;
==Wall of Zombies==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; width=&amp;quot;25%&amp;quot;&lt;br /&gt;
! Wall of Zombies&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Rank:''' 4/5&amp;lt;br&amp;gt;&lt;br /&gt;
Zombies erupt from the earth to attack your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Current level:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
Zombies attack for 15 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Next level:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
Zombies attack for 15 damage.&lt;br /&gt;
|}&lt;br /&gt;
[[Image:Wd-zombie-wall1.jpg|thumb|left|The wall shreds goatmen.]]&lt;br /&gt;
This skill works much like the Necromancer's bone wall; causing a straight line of obstacles to erupt from the earth. Not merely obstacles though, this wall is made of zombified creatures who claw at and deal damage to any monsters who come into range. Monsters attack the wall, so this isn't hard to do.&lt;br /&gt;
&lt;br /&gt;
The wall zombies seem to be very powerful in the WWI gameplay movie, ripping dozens of Moon Clan goatmen to shreds in just seconds. The skill is level 4 though, as revealed by the hover text, so likely it would be much less powerful at level 1.&lt;br /&gt;
&lt;br /&gt;
The wall will theoretically serve a defensive purpose as well; blocking shots from ranged attackers. It's not known if it can stop the advance of larger monsters, who might just step over it or crush it.&lt;br /&gt;
&lt;br /&gt;
==Summon Mongrel==&lt;br /&gt;
[[Image:Wd-mongrel1.jpg|thumb|150px|Mongrels.]]&lt;br /&gt;
The Witch Doctor summons a mangy zombie dog which attacks the target like one of the D2 Druid's wolves. While they are still alive, the Witch Doctor can detonated the mongrels, dealing substantial damage to nearby targets.  Mongrels may also be enchanted with poison or fire bonus damage, if the Witch Doctor uses his attack spells on them. This does not harm the mongrel, but grants it the appropriate elemental power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Witch Doctor]]&lt;br /&gt;
[[category:Skills]]&lt;br /&gt;
[[category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=4244</id>
		<title>Witch Doctor skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=4244"/>
				<updated>2008-10-25T00:22:20Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Firebomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}An ongoing listing of [[Witch Doctor]] skills, as seen on the Blizzard site and observed in the WWI gameplay movie and from handson experience at Blizzcon and questions to Bashiok.&lt;br /&gt;
&lt;br /&gt;
=Plague Tree=&lt;br /&gt;
==Firebomb==&lt;br /&gt;
&lt;br /&gt;
[[Image:Skill_witchdoctor_firebomb_icon.gif|left|Firebomb Skill Icon]]This skill allows the WD to lob blazing projectiles, like molotov cocktails, at his enemies. They may be thrown varying distances, from most of the way across the screen to nearly at the WD's feet. The burning bottle tumbles end over end in mid-air, and explodes with a burst of flame when it lands, dealing fire damage and knocking back anything in the immediate vicinity. The spell seems to involve some sort of fire spirit, not just a flammable substance, since a flaming figure is briefly visible overhead when the firebomb bursts. It also sets targets aflame, and they take continued damage from the fire for several seconds.  There are fires left burning on the ground after a firebomb detonates, but these do not seem to deal damage to, or set fire to, targets that walk through them.&lt;br /&gt;
&lt;br /&gt;
During BlizzCon 2008's Diablo 3 Gameplay Panel where shown some ways to improve firebomb through the use of [[skill runes]]. Socketing in a multi strike rune will cause the firebomb to bounce on the ground, casting multiple explosions in the process. In addition to it, the further away you throw the bomb the longer the bounce. Socketing a power rune will instead leave actual burning areas on the ground, wich makes monsters walking through it taking damage.&lt;br /&gt;
&lt;br /&gt;
Like the locust skill, the firebomb skill may also be cast upon minions, which will add fire damage to their attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Skill_witchdoctor_firebomb.jpg|frame|center|Sequence of Witch Doctor casting Firebomb]]&lt;br /&gt;
&lt;br /&gt;
During the [[WWI_2008:_Denizens_of_Diablo_Panel#Witch_Doctor:_Firebomb|Denizens of Diablo]] panel at the 2008 WWI event, the D3 team spoke at length about the development of the Firebom skill and how it's one of the skills that best describes what makes the Witch Doctor tick. A partial quote:&lt;br /&gt;
&lt;br /&gt;
:Originally it was a sort of fireball spell; when cast it traveled in a direct line from the WD to the target and would hit anything in the path. It exploded nicely. Explosions are cool. Everyone likes them.&lt;br /&gt;
&lt;br /&gt;
:Problem was, not really problem, but we've all seen that kind of Fireball spell before. The artists came back said we didn't imagine him that way. We saw Firebomb as more of a physical magic. Like concocting some alchemical recipe in a skull and hurling that, and it explodes.&lt;br /&gt;
&lt;br /&gt;
:Once it was a physical projectile designers liked that. It became a physical thing to throw, could go over walls. Become different tactics and use. Great example of how art and design can work together to iterate to make cool skill.&lt;br /&gt;
&lt;br /&gt;
==Locust Swarm==&lt;br /&gt;
[[Image:Skill_witchdoctor_locustswarm.jpg|right|thumb|150px|Locust Swarm]][[Image:Skill_witchdoctor_locustswarm_icon.gif|left|Locust Swarm Skill Icon]]This projectile emits a spray of green insects which swarm over anything in close range, like flying piranha. Each swarm seems to last for a given amount of time, and if they kill one monster and still have some duration remaining, they will spread to others.  They gain time by consuming each target though, and in a mob the locust swarm can act in chain lightning fashion, leaping from one enemy to another, killing a dozen or more targets if they are closely spaced.&lt;br /&gt;
&lt;br /&gt;
The locusts can also be sprayed on the WD's minions, where they will ride along, without hurting the minions, and grant poison damage to the minion's attacks.&lt;br /&gt;
&lt;br /&gt;
=Spirit Tree=&lt;br /&gt;
==Mass Confusion==&lt;br /&gt;
This curse-like mind control attack summons a blue spirit wherever the WD targets it. The spirit confuses some of the monsters in range, causing a aqua light to appear over their heads. Confused monsters seem to lose their AI, and they mill around more than usual. They may also attack, or be attacked by, other monsters. They are not the WD's minions though, and are not under his control, so he can kill confused monsters just like any other monster.&lt;br /&gt;
&lt;br /&gt;
==Soul Harvest==&lt;br /&gt;
[[Image:Wd-soul-harvest3.jpg|thumb]]&lt;br /&gt;
This skill creates a nova-like ring of blue smoke around the WD. All targets within the ring are damaged, and if the damage is enough to kill them, their souls (white/blue ghosts) swirl into the air, then down into the witch doctor, where they presumably add to his mana or life. The radius of the skill is not very large, so monsters need to be nearly in melee range to be affected.&lt;br /&gt;
&lt;br /&gt;
=Voodoo Tree=&lt;br /&gt;
==Horrify==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; width=&amp;quot;25%&amp;quot;&lt;br /&gt;
! Horrify&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Rank:''' 3/5&amp;lt;br&amp;gt;&lt;br /&gt;
A spectral mask that horrifies all enemies in proximity, causing them to run in fear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mana cost:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Radius:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fear duration:''' 1-2 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mask duration:''' 5&lt;br /&gt;
|}&lt;br /&gt;
[[Image:Skill_witchdoctor_horrify_icon.gif|left|Horrify Skill Icon]]This curse-like spell works like the Terror curse (or the barbarian's grim ward skill), but functions almost like an aura; causing any monster near the WD to flee in fright. Monsters in range are overcome with fright and immediately scatter, running away from the WD. The skill works by summoning a frightening spirit, which appears above the WD and screams and shakes its arms at the monsters. Presumably, any monsters that come into range while the horrify spirit is active are affected by it, essentially making the WD a moving object of terror. This limits the skill as well, since it can't be cast on individual targets, or cast a great distance from the WD.&lt;br /&gt;
&lt;br /&gt;
There are 2 durations; how long each individual fright lasts on afflicted monsters, and how long the frightening spirit remains over the WD's head, capable of horrifying or re-horrifying anything that comes into range.&lt;br /&gt;
&lt;br /&gt;
The hover text for this one was seen in the WWI movie, and is reproduced to the right.&lt;br /&gt;
==Wall of Zombies==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; width=&amp;quot;25%&amp;quot;&lt;br /&gt;
! Wall of Zombies&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Rank:''' 4/5&amp;lt;br&amp;gt;&lt;br /&gt;
Zombies erupt from the earth to attack your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Current level:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
Zombies attack for 15 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Next level:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
Zombies attack for 15 damage.&lt;br /&gt;
|}&lt;br /&gt;
[[Image:Wd-zombie-wall1.jpg|thumb|left|The wall shreds goatmen.]]&lt;br /&gt;
This skill works much like the Necromancer's bone wall; causing a straight line of obstacles to erupt from the earth. Not merely obstacles though, this wall is made of zombified creatures who claw at and deal damage to any monsters who come into range. Monsters attack the wall, so this isn't hard to do.&lt;br /&gt;
&lt;br /&gt;
The wall zombies seem to be very powerful in the WWI gameplay movie, ripping dozens of Moon Clan goatmen to shreds in just seconds. The skill is level 4 though, as revealed by the hover text, so likely it would be much less powerful at level 1.&lt;br /&gt;
&lt;br /&gt;
The wall will theoretically serve a defensive purpose as well; blocking shots from ranged attackers. It's not known if it can stop the advance of larger monsters, who might just step over it or crush it.&lt;br /&gt;
&lt;br /&gt;
==Summon Mongrel==&lt;br /&gt;
[[Image:Wd-mongrel1.jpg|thumb|150px|Mongrels.]]&lt;br /&gt;
The Witch Doctor summons a mangy zombie dog which attacks the target like one of the D2 Druid's wolves. While they are still alive, the Witch Doctor can detonated the mongrels, dealing substantial damage to nearby targets.  Mongrels may also be enchanted with poison or fire bonus damage, if the Witch Doctor uses his attack spells on them. This does not harm the mongrel, but grants it the appropriate elemental power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Witch Doctor]]&lt;br /&gt;
[[category:Skills]]&lt;br /&gt;
[[category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4243</id>
		<title>Arcane Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4243"/>
				<updated>2008-10-25T00:12:17Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Teleport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}&lt;br /&gt;
The Wizard's skills are divided into three skill trees, each of which has about 18 known spells. These were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative. The three trees are:&lt;br /&gt;
&lt;br /&gt;
* [[Storm Skill Tree]]&lt;br /&gt;
* [[Arcane Skill Tree]]&lt;br /&gt;
* [[Conjuration Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Trees==&lt;br /&gt;
&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active skills, and all allow for a variety of play styles.&lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
[[Skill Runes]] could only be socketed in active skills, in the Blizzcon build. This may or may not remain true in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier I Skills==&lt;br /&gt;
These skills are available for use as soon as new Wizard is created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
[[Image:Skill_wizard_magicmissilecorpses.jpg|right|thumb|150px|Corpses left from Magic Missile]]&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;
===Arcane Power===&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 24%.&lt;br /&gt;
** '''Rank 2:''' 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;
&lt;br /&gt;
===Efficient Magics===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Lowers the mana cost of spells&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Lowers mana cost by 6%.&lt;br /&gt;
** '''Rank 2:''' Lowers mana cost by by 9%.&lt;br /&gt;
** '''Rank 3:''' 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;
&lt;br /&gt;
===Penetrating Spells===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the resistance of your targets to your spells by 8%.  Targets with negative resistance take additional damage from spells.&lt;br /&gt;
*'''Rank:''' 0/15&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;
There is no &amp;quot;points in the tree&amp;quot; requirement to start using second tier skills.&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
[[Image:Skill_wizard_disintegrate.jpg|right|thumb|150px|Molten Trickery]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing 10 arcane damage per second.  Damage is modified by 80% each time the beam passes through the target. Critical hits from arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 12 per sec.&lt;br /&gt;
&lt;br /&gt;
A laser beam of molten pwnage, Disintegrate would be at its full effect when taking down line formations of enemies.  It'll cut through targets without mercy; however, each target will decrease the rest of the beam's damage by 80%, allowing the beam to reach through a total of five creatures before its damage is fully mitigated.&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.  In the screenshot to the left, you can see an example of Disintegrate being used to take down the structural bearings of a wall, crushing the unfortunate skeletons in its path.&lt;br /&gt;
&lt;br /&gt;
In the Blizzcon demo build, 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.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
[[Image:Skill_wizard_waveofforce.jpg|right|thumb|150px|Wave of Force]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 25&lt;br /&gt;
&lt;br /&gt;
Wave of Force is seen two times 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;
&lt;br /&gt;
===Arcane Armor===&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;
&lt;br /&gt;
===Arcane Weakness===&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. Bang.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Speed===&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;
&lt;br /&gt;
===Tier III===&lt;br /&gt;
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&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;
&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
[[Image:Skill_wizard_slowtime.jpg|right|thumb|150px|Slow Time]]&lt;br /&gt;
* Passive 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 monster 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;
&lt;br /&gt;
===Arcane Distortion===&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;
&lt;br /&gt;
===Mana Recovery===&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 globes 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;
&lt;br /&gt;
===Improved Magic Missile===&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;
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.&lt;br /&gt;
&lt;br /&gt;
===Temporal Armor===&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;
&lt;br /&gt;
===Teleport===&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 D3. 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 multi strike skill rune will instead cause the wizard to split into images of herself when teleporting, making the skill useful to distract monsters.&lt;br /&gt;
&lt;br /&gt;
===Greater Mana===&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;
&lt;br /&gt;
===Mana Burst===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage of any spellcast 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 woulc 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;
&lt;br /&gt;
&lt;br /&gt;
===Runic Might===&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;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard skills]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4242</id>
		<title>Arcane Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4242"/>
				<updated>2008-10-25T00:11:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Teleport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}&lt;br /&gt;
The Wizard's skills are divided into three skill trees, each of which has about 18 known spells. These were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative. The three trees are:&lt;br /&gt;
&lt;br /&gt;
* [[Storm Skill Tree]]&lt;br /&gt;
* [[Arcane Skill Tree]]&lt;br /&gt;
* [[Conjuration Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Trees==&lt;br /&gt;
&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active skills, and all allow for a variety of play styles.&lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
[[Skill Runes]] could only be socketed in active skills, in the Blizzcon build. This may or may not remain true in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier I Skills==&lt;br /&gt;
These skills are available for use as soon as new Wizard is created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
[[Image:Skill_wizard_magicmissilecorpses.jpg|right|thumb|150px|Corpses left from Magic Missile]]&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;
===Arcane Power===&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 24%.&lt;br /&gt;
** '''Rank 2:''' 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;
&lt;br /&gt;
===Efficient Magics===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Lowers the mana cost of spells&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Lowers mana cost by 6%.&lt;br /&gt;
** '''Rank 2:''' Lowers mana cost by by 9%.&lt;br /&gt;
** '''Rank 3:''' 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;
&lt;br /&gt;
===Penetrating Spells===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the resistance of your targets to your spells by 8%.  Targets with negative resistance take additional damage from spells.&lt;br /&gt;
*'''Rank:''' 0/15&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;
There is no &amp;quot;points in the tree&amp;quot; requirement to start using second tier skills.&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
[[Image:Skill_wizard_disintegrate.jpg|right|thumb|150px|Molten Trickery]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing 10 arcane damage per second.  Damage is modified by 80% each time the beam passes through the target. Critical hits from arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 12 per sec.&lt;br /&gt;
&lt;br /&gt;
A laser beam of molten pwnage, Disintegrate would be at its full effect when taking down line formations of enemies.  It'll cut through targets without mercy; however, each target will decrease the rest of the beam's damage by 80%, allowing the beam to reach through a total of five creatures before its damage is fully mitigated.&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.  In the screenshot to the left, you can see an example of Disintegrate being used to take down the structural bearings of a wall, crushing the unfortunate skeletons in its path.&lt;br /&gt;
&lt;br /&gt;
In the Blizzcon demo build, 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.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
[[Image:Skill_wizard_waveofforce.jpg|right|thumb|150px|Wave of Force]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 25&lt;br /&gt;
&lt;br /&gt;
Wave of Force is seen two times 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;
&lt;br /&gt;
===Arcane Armor===&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;
&lt;br /&gt;
===Arcane Weakness===&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. Bang.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Speed===&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;
&lt;br /&gt;
===Tier III===&lt;br /&gt;
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&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;
&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
[[Image:Skill_wizard_slowtime.jpg|right|thumb|150px|Slow Time]]&lt;br /&gt;
* Passive 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 monster 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;
&lt;br /&gt;
===Arcane Distortion===&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;
&lt;br /&gt;
===Mana Recovery===&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 globes 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;
&lt;br /&gt;
===Improved Magic Missile===&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;
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.&lt;br /&gt;
&lt;br /&gt;
===Temporal Armor===&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;
&lt;br /&gt;
===Teleport===&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 D3. 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 multiplestrike skill rune will instead cause the wizard to split into images of herself when teleporting, making the skill useful to distract monsters.&lt;br /&gt;
&lt;br /&gt;
===Greater Mana===&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;
&lt;br /&gt;
===Mana Burst===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage of any spellcast 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 woulc 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;
&lt;br /&gt;
&lt;br /&gt;
===Runic Might===&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;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard skills]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4241</id>
		<title>Arcane Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4241"/>
				<updated>2008-10-25T00:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Teleport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}&lt;br /&gt;
The Wizard's skills are divided into three skill trees, each of which has about 18 known spells. These were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative. The three trees are:&lt;br /&gt;
&lt;br /&gt;
* [[Storm Skill Tree]]&lt;br /&gt;
* [[Arcane Skill Tree]]&lt;br /&gt;
* [[Conjuration Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Trees==&lt;br /&gt;
&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active skills, and all allow for a variety of play styles.&lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
[[Skill Runes]] could only be socketed in active skills, in the Blizzcon build. This may or may not remain true in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier I Skills==&lt;br /&gt;
These skills are available for use as soon as new Wizard is created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
[[Image:Skill_wizard_magicmissilecorpses.jpg|right|thumb|150px|Corpses left from Magic Missile]]&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;
===Arcane Power===&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 24%.&lt;br /&gt;
** '''Rank 2:''' 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;
&lt;br /&gt;
===Efficient Magics===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Lowers the mana cost of spells&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Lowers mana cost by 6%.&lt;br /&gt;
** '''Rank 2:''' Lowers mana cost by by 9%.&lt;br /&gt;
** '''Rank 3:''' 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;
&lt;br /&gt;
===Penetrating Spells===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the resistance of your targets to your spells by 8%.  Targets with negative resistance take additional damage from spells.&lt;br /&gt;
*'''Rank:''' 0/15&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;
There is no &amp;quot;points in the tree&amp;quot; requirement to start using second tier skills.&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
[[Image:Skill_wizard_disintegrate.jpg|right|thumb|150px|Molten Trickery]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing 10 arcane damage per second.  Damage is modified by 80% each time the beam passes through the target. Critical hits from arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 12 per sec.&lt;br /&gt;
&lt;br /&gt;
A laser beam of molten pwnage, Disintegrate would be at its full effect when taking down line formations of enemies.  It'll cut through targets without mercy; however, each target will decrease the rest of the beam's damage by 80%, allowing the beam to reach through a total of five creatures before its damage is fully mitigated.&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.  In the screenshot to the left, you can see an example of Disintegrate being used to take down the structural bearings of a wall, crushing the unfortunate skeletons in its path.&lt;br /&gt;
&lt;br /&gt;
In the Blizzcon demo build, 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.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
[[Image:Skill_wizard_waveofforce.jpg|right|thumb|150px|Wave of Force]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 25&lt;br /&gt;
&lt;br /&gt;
Wave of Force is seen two times 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;
&lt;br /&gt;
===Arcane Armor===&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;
&lt;br /&gt;
===Arcane Weakness===&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. Bang.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Speed===&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;
&lt;br /&gt;
===Tier III===&lt;br /&gt;
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&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;
&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
[[Image:Skill_wizard_slowtime.jpg|right|thumb|150px|Slow Time]]&lt;br /&gt;
* Passive 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 monster 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;
&lt;br /&gt;
===Arcane Distortion===&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;
&lt;br /&gt;
===Mana Recovery===&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 globes 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;
&lt;br /&gt;
===Improved Magic Missile===&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;
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.&lt;br /&gt;
&lt;br /&gt;
===Temporal Armor===&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;
&lt;br /&gt;
===Teleport===&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 D3. 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 mobile strike skill rune will instead cause the wizard to split into images of herself when teleporting, making the skill useful to distract monsters.&lt;br /&gt;
&lt;br /&gt;
===Greater Mana===&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;
&lt;br /&gt;
===Mana Burst===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage of any spellcast 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 woulc 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;
&lt;br /&gt;
&lt;br /&gt;
===Runic Might===&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;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard skills]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4240</id>
		<title>Arcane Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4240"/>
				<updated>2008-10-25T00:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Teleport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}&lt;br /&gt;
The Wizard's skills are divided into three skill trees, each of which has about 18 known spells. These were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative. The three trees are:&lt;br /&gt;
&lt;br /&gt;
* [[Storm Skill Tree]]&lt;br /&gt;
* [[Arcane Skill Tree]]&lt;br /&gt;
* [[Conjuration Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Trees==&lt;br /&gt;
&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active skills, and all allow for a variety of play styles.&lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
[[Skill Runes]] could only be socketed in active skills, in the Blizzcon build. This may or may not remain true in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier I Skills==&lt;br /&gt;
These skills are available for use as soon as new Wizard is created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
[[Image:Skill_wizard_magicmissilecorpses.jpg|right|thumb|150px|Corpses left from Magic Missile]]&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;
===Arcane Power===&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 24%.&lt;br /&gt;
** '''Rank 2:''' 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;
&lt;br /&gt;
===Efficient Magics===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Lowers the mana cost of spells&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Lowers mana cost by 6%.&lt;br /&gt;
** '''Rank 2:''' Lowers mana cost by by 9%.&lt;br /&gt;
** '''Rank 3:''' 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;
&lt;br /&gt;
===Penetrating Spells===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the resistance of your targets to your spells by 8%.  Targets with negative resistance take additional damage from spells.&lt;br /&gt;
*'''Rank:''' 0/15&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;
There is no &amp;quot;points in the tree&amp;quot; requirement to start using second tier skills.&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
[[Image:Skill_wizard_disintegrate.jpg|right|thumb|150px|Molten Trickery]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing 10 arcane damage per second.  Damage is modified by 80% each time the beam passes through the target. Critical hits from arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 12 per sec.&lt;br /&gt;
&lt;br /&gt;
A laser beam of molten pwnage, Disintegrate would be at its full effect when taking down line formations of enemies.  It'll cut through targets without mercy; however, each target will decrease the rest of the beam's damage by 80%, allowing the beam to reach through a total of five creatures before its damage is fully mitigated.&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.  In the screenshot to the left, you can see an example of Disintegrate being used to take down the structural bearings of a wall, crushing the unfortunate skeletons in its path.&lt;br /&gt;
&lt;br /&gt;
In the Blizzcon demo build, 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.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
[[Image:Skill_wizard_waveofforce.jpg|right|thumb|150px|Wave of Force]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 25&lt;br /&gt;
&lt;br /&gt;
Wave of Force is seen two times 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;
&lt;br /&gt;
===Arcane Armor===&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;
&lt;br /&gt;
===Arcane Weakness===&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. Bang.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Speed===&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;
&lt;br /&gt;
===Tier III===&lt;br /&gt;
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&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;
&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
[[Image:Skill_wizard_slowtime.jpg|right|thumb|150px|Slow Time]]&lt;br /&gt;
* Passive 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 monster 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;
&lt;br /&gt;
===Arcane Distortion===&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;
&lt;br /&gt;
===Mana Recovery===&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 globes 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;
&lt;br /&gt;
===Improved Magic Missile===&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;
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.&lt;br /&gt;
&lt;br /&gt;
===Temporal Armor===&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;
&lt;br /&gt;
===Teleport===&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 D3. 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. Socketting in a mobile strike skill rune will instead cause the wizard to split into images of herself when teleporting, making the skill useful to distract monsters.&lt;br /&gt;
&lt;br /&gt;
===Greater Mana===&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;
&lt;br /&gt;
===Mana Burst===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage of any spellcast 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 woulc 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;
&lt;br /&gt;
&lt;br /&gt;
===Runic Might===&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;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard skills]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4239</id>
		<title>Arcane Skill Tree</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Arcane_Skill_Tree&amp;diff=4239"/>
				<updated>2008-10-24T23:45:34Z</updated>
		
		<summary type="html">&lt;p&gt;Bandreus: /* Magic Missile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class_navbox}}&lt;br /&gt;
The Wizard's skills are divided into three skill trees, each of which has about 18 known spells. These were first seen at Blizzcon 2008, and while they are very much subject to change during the game's continued development, viewing them in this state is still informative. The three trees are:&lt;br /&gt;
&lt;br /&gt;
* [[Storm Skill Tree]]&lt;br /&gt;
* [[Arcane Skill Tree]]&lt;br /&gt;
* [[Conjuration Skill Tree]]&lt;br /&gt;
&lt;br /&gt;
==Diablo 3 Skill Trees==&lt;br /&gt;
&lt;br /&gt;
Unlike the skill trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 skill trees have a wide variety of skills, with more passive than active skills, and all allow for a variety of play styles.&lt;br /&gt;
&lt;br /&gt;
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.&lt;br /&gt;
&lt;br /&gt;
[[Skill Runes]] could only be socketed in active skills, in the Blizzcon build. This may or may not remain true in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier I Skills==&lt;br /&gt;
These skills are available for use as soon as new Wizard is created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
[[Image:Skill_wizard_magicmissilecorpses.jpg|right|thumb|150px|Corpses left from Magic Missile]]&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;
===Arcane Power===&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 24%.&lt;br /&gt;
** '''Rank 2:''' 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;
&lt;br /&gt;
===Efficient Magics===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Lowers the mana cost of spells&lt;br /&gt;
*''' Max Rank:''' 15&lt;br /&gt;
** '''Rank 1:''' Lowers mana cost by 6%.&lt;br /&gt;
** '''Rank 2:''' Lowers mana cost by by 9%.&lt;br /&gt;
** '''Rank 3:''' 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;
&lt;br /&gt;
===Penetrating Spells===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Reduces the resistance of your targets to your spells by 8%.  Targets with negative resistance take additional damage from spells.&lt;br /&gt;
*'''Rank:''' 0/15&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;
There is no &amp;quot;points in the tree&amp;quot; requirement to start using second tier skills.&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
[[Image:Skill_wizard_disintegrate.jpg|right|thumb|150px|Molten Trickery]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing 10 arcane damage per second.  Damage is modified by 80% each time the beam passes through the target. Critical hits from arcane damage silence targets for 4 secs.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 12 per sec.&lt;br /&gt;
&lt;br /&gt;
A laser beam of molten pwnage, Disintegrate would be at its full effect when taking down line formations of enemies.  It'll cut through targets without mercy; however, each target will decrease the rest of the beam's damage by 80%, allowing the beam to reach through a total of five creatures before its damage is fully mitigated.&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.  In the screenshot to the left, you can see an example of Disintegrate being used to take down the structural bearings of a wall, crushing the unfortunate skeletons in its path.&lt;br /&gt;
&lt;br /&gt;
In the Blizzcon demo build, 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.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
[[Image:Skill_wizard_waveofforce.jpg|right|thumb|150px|Wave of Force]]&lt;br /&gt;
* Active Skill&lt;br /&gt;
* '''Description:''' Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.&lt;br /&gt;
*'''Rank:''' 0/1&lt;br /&gt;
*'''Mana cost:''' 25&lt;br /&gt;
&lt;br /&gt;
Wave of Force is seen two times 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;
&lt;br /&gt;
===Arcane Armor===&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;
&lt;br /&gt;
===Arcane Weakness===&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. Bang.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Speed===&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;
&lt;br /&gt;
===Tier III===&lt;br /&gt;
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&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;
&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
[[Image:Skill_wizard_slowtime.jpg|right|thumb|150px|Slow Time]]&lt;br /&gt;
* Passive 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 monster 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;
&lt;br /&gt;
===Arcane Distortion===&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;
&lt;br /&gt;
===Mana Recovery===&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 globes 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;
&lt;br /&gt;
===Improved Magic Missile===&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;
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.&lt;br /&gt;
&lt;br /&gt;
===Temporal Armor===&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;
&lt;br /&gt;
===Teleport===&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 D3. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Greater Mana===&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;
&lt;br /&gt;
===Mana Burst===&lt;br /&gt;
* Passive Skill&lt;br /&gt;
* '''Description:''' Increases the damage of any spellcast 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 woulc 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;
&lt;br /&gt;
&lt;br /&gt;
===Runic Might===&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;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard skills]]&lt;/div&gt;</summary>
		<author><name>Bandreus</name></author>	</entry>

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