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	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9014</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9014"/>
				<updated>2009-05-28T18:30:59Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9013</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9013"/>
				<updated>2009-05-28T18:23:27Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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;
===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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9011</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9011"/>
				<updated>2009-05-28T18:18:35Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 because of this. 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;
===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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9010</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=9010"/>
				<updated>2009-05-28T18:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 because of this. 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;
===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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8799</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8799"/>
				<updated>2009-04-11T22:56:57Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 meaning 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 those bad 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 due to this - those points could be relocated in other stat for better purpose (stronger character). 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 find all items perfect and reroll their characters.&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8798</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8798"/>
				<updated>2009-04-11T22:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 meaning 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 those bad situations when people find a better item with more stats (or maybe the same item with just better rolled numbers) and realize that they have one or more unnecessary invested points ''right now'' in --insert a stat here-- just because of these new items and they don't need more stats ''right now''. Maybe later on, but this problem will never end, until you find all items perfect and reroll your character.&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8797</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8797"/>
				<updated>2009-04-11T22:45:09Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 meaning 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 Strenght really makes no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
&lt;br /&gt;
* It completely eliminates those bad situations when people find a better item with more stats (or maybe the same item with just better rolled numbers) and realize that they have one or more unnecessary invested points ''right now'' in --insert a stat here-- just because of these new items and they don't need more stats ''right now''. Maybe later on, but this problem will never end, until you find all items perfect and reroll your character.&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8796</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8796"/>
				<updated>2009-04-11T22:42:41Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 meaning how a physical and mental ability of a class is supposed to be depending on its role. For example - a Barbarian with very high Willpower or a Wizard with too much Strenght. This really make no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
&lt;br /&gt;
* It completely eliminates those bad situations when people find a better item with more stats (or maybe the same item with just better rolled numbers) and realize that they have one or more unnecessary invested points ''right now'' in --insert a stat here-- just because of these new items and they don't need more stats ''right now''. Maybe later on, but this problem will never end, until you find all items perfect and reroll your character.&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8795</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8795"/>
				<updated>2009-04-11T22:37:17Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 meaning how a physical and mental ability of a class is supposed to be depending on its role. For example - a Barbarian with very high Willpower or a Wizard with too much Strenght. This really make no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
&lt;br /&gt;
* It completely eliminates those bad situations when people find a better item with more stats (or maybe the same item with just better rolled numbers) and realize that they have one or more unnecessary invested points ''right now'' in -insert a stat here- just because of these new items - they don't need more stats ''right now''. Maybe later on, but this problem will never end, until you find all items perfect and reroll your character.&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8794</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8794"/>
				<updated>2009-04-11T22:32:32Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 meaning how a physical and mental ability of a class is supposed to be depending on its role. For example - a Barbarian with very high Willpower or a Wizard with too much Strenght. This really make no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
&lt;br /&gt;
* It completely eliminates those bad situations when people find a better item with more stats (or maybe the same item with just better rolled numbers) and realize that they have one or more unnecessary invested points ''right now'' in -insert a stat here- just because of these new items - they don't need more stats ''right now''. Maybe later on, but this problem will never end, until you find all items perfect.&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8793</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Attributes&amp;diff=8793"/>
				<updated>2009-04-11T22:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Pros */&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]] and the [[Other classes|Upcoming Classes]] 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 are not player-customized. Unlike D1 and D2, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipment]] and [[rune|skill runes]] and other not-yet-revealed features will add bonuses and otherwise modify attributes and character play styles.&lt;br /&gt;
&lt;br /&gt;
Though Blizzard has made several public statements defending this change, it remains one of the more controversial topics during game development. See below for more coverage of this issue.&lt;br /&gt;
&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;
&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 meaning how a physical and mental ability of a class is supposed to be depending on its role. For example - a Barbarian with very high Willpower or a Wizard with too much Strenght. This really make no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
&lt;br /&gt;
* It completely eliminates those bad situations when people find a better item with more stats (or maybe the same item with just better rolled numbers) and realize that they have one or more unnecessary invested point ''right now'' in -insert a stat here- just because of these new items - they don't need more stats ''right now''. Maybe later on, but this problem will never end, until you find all items perfect.&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>Delosombres</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=8523</id>
		<title>Known Items Listing</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Known_Items_Listing&amp;diff=8523"/>
				<updated>2009-04-05T02:42:32Z</updated>
		
		<summary type="html">&lt;p&gt;Delosombres: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Little is known about the [[Items]] in [[Diablo III]]. There will likely be uniques, sets and many other items of the types we're familiar with from ''Diablo II'', but this far before release the D3 team is keeping quiet about item types, and what we see in screenshots and gameplay movies is subject to change.&lt;br /&gt;
&lt;br /&gt;
==Items in the WWI Gameplay Movie==&lt;br /&gt;
The name colours of these items are not yet confirmed. White items seem to be normal, but purple are unknown. There were no purple named item types in Diablo II, so it's unknown if these are analogous to Rare, Set, or Unique, or are an entirely new type of item. Also keep in mind that item stats are the sort of feature that is highly subject to change during development.&lt;br /&gt;
&lt;br /&gt;
The Diablo III team is taking a lot of inspiration from [[World of Warcraft]], meaning the purple items in Diablo III could be Epics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Item Colors and Item Types===&lt;br /&gt;
&lt;br /&gt;
The Background and the name of items is colored to show which Item Type they are, The colors and item types are:&lt;br /&gt;
&lt;br /&gt;
*Normal items = No/White Color: An Item that has no magical effects.&lt;br /&gt;
*Magic items = Blue Color: An Item that has some random magical effects/Attributes, each effect/attribute bonus gives a specific prefix and/or a specific suffix to the name of the item to reflect this.&lt;br /&gt;
*Rare items = Yellow Color: An Item that has Many random magical effects/Attributes, including some unique ones and is better by stats than a magical item. It comes with a randomly selected preset name.&lt;br /&gt;
*Set items = Unknown Color (Speculated to be either Green, Purple or Gold): Set items belong to a set, which is powerful if the set is complete. Some sets are made for specific classes and increase the class' skills and gives effects/attributes more appropriate for that class. Each set and set piece is Uniquely named. Set items complement one another, so if you have 2 different items of the same set (I.E Boots and Gloves), you will get a bonus for having 2 items of the set.&lt;br /&gt;
*Unique/Legendary items = Unknown Color (Speculated to be either Green, Purple or Gold) : Considered to be the best items in the game, they will be uniquely named, will look unique and will possess unique effects/attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Item Stats===&lt;br /&gt;
Items that were seen hovered on, allowing their stats to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Items-equipped.jpg|frame|center|Hovering on an item shows its stats compared to what you currently have equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
List of Items Seen in the game or from screenshots:&lt;br /&gt;
(2H = Two-Handed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Weapons'''&lt;br /&gt;
**'''Axes'''    [[Image:Axe.png|40px]]&lt;br /&gt;
*** Gaff and Spitze. : It is unknown if &amp;quot;Gaff&amp;quot; or &amp;quot;Spitze&amp;quot; is a TYPE of axe or the rumored names of the Barbarian's slain Children.&lt;br /&gt;
***Heavy Axe.&lt;br /&gt;
***Double Axe.&lt;br /&gt;
***Two-Handed Axe (2H).&lt;br /&gt;
**'''Maces'''    [[Image:Club.png]]&lt;br /&gt;
***Annihilator Maul (2H).&lt;br /&gt;
***Club.&lt;br /&gt;
**'''Thrown'''&lt;br /&gt;
*** Throwing Knife.&lt;br /&gt;
**'''Wands'''&lt;br /&gt;
***Lesser Wand. &lt;br /&gt;
**'''Staves'''&lt;br /&gt;
***Short Staff. &lt;br /&gt;
**'''Bows'''&lt;br /&gt;
***Short Bow.&lt;br /&gt;
**'''Swords'''    [[Image:Sword.png]]&lt;br /&gt;
***Short Sword.&lt;br /&gt;
**'''Daggers'''&lt;br /&gt;
***No detailed images of daggers could be found, except in the inventory but without specifics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Armor'''&lt;br /&gt;
**'''Shields'''    [[Image:Shield.png]]&lt;br /&gt;
***Buckler.&lt;br /&gt;
**'''Boots'''    [[Image:Boots.png]]&lt;br /&gt;
***Plated Greaves.&lt;br /&gt;
**'''Belts'''    [[Image:Belt.png]]&lt;br /&gt;
***Sash.&lt;br /&gt;
**'''Body Armor'''    [[Image:Chest.png]]&lt;br /&gt;
***Quilted Armor.&lt;br /&gt;
***Gothic Plate.&lt;br /&gt;
**'''Helms'''&lt;br /&gt;
***Gothic Helm.&lt;br /&gt;
**'''Gloves'''    [[Image:Gloves.png]]&lt;br /&gt;
***Leather Gloves.&lt;br /&gt;
***Gauntlets.&lt;br /&gt;
**'''Legs'''    [[Image:Pants.png]]&lt;br /&gt;
***Quilted Pants.&lt;br /&gt;
***Plate Leggings.&lt;br /&gt;
**'''Shoulder Pad(s)'''. &lt;br /&gt;
***Plated Pauldrons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Consumables'''&lt;br /&gt;
**'''[[Elixirs]]''' provide effects for a limited period, and have a number on the end indicating the rank of the elixir (so far, only rank 1 elixirs were seen). Higher ranks of Elixirs could mean better effects and/or longer lasting time. (Standard lasting time is 300 seconds as was seen in the BlizzCon Demo)&lt;br /&gt;
***Elixir of Strength I. : Gives X amount of Strength for Y amount of time.&lt;br /&gt;
***Elixir of Dexterity I. : Gives X amount of Dexterity for Y amount of time.&lt;br /&gt;
***Elixir of Vitality I. : Gives X amount of Vitality for Y amount of time.&lt;br /&gt;
***Elixir of Willpower I. : Gives X amount of Willpower for Y amount of time.&lt;br /&gt;
***Elixir of Regeneration I. : Restores X amount of HP over Y amount of time. [[Image:Elixir.png]]&lt;br /&gt;
**'''Scrolls''' are small, stackable, 1-time-use items that provide effects for a limited period. World of Warcraft has similar scrolls, which buff the player for 30 to 60 minutes with various buffs (mostly stats and armor). They too have ranks, except they are represent by an adjective instead of a number, that could mean better effects and/or longer lasting time.&lt;br /&gt;
***Scroll of Town Portal : Opens a portal to town. Could be a completely different scroll.[[Image:Blue_Scroll.png]] &lt;br /&gt;
***Unknown Red Scroll : As seen in the latest screenshots, 4 stacked red scrolls. They could be Scrolls of Identity, but this is not confirmed.[[Image:Red_Scroll.png]]&lt;br /&gt;
***Scroll of Superior Protection. : Gives X amount of Armor for Y amount of time.&lt;br /&gt;
**'''[[Potions]]''' are concoctions that provide the player with some sort of relief. 1 Potion has been seen so far in inventories, they have the same icon as they had in D2.&lt;br /&gt;
***Unknown Potion : According to video made at BlizzCon, this should be Elixir of Willpower I.[[Image:Potion.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Jewelry'''&lt;br /&gt;
**'''[[Amulet]]s''' are worn in the Amulet Slot. There are various designs of amulets, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
**'''[[Rings]]''' are worn in the Rings Slots. There are various designs of rings, but their effects/stats are determined by what item type they are, since each item type has its own rules regarding effects/stats.&lt;br /&gt;
**'''Gems''' are small, precious stones that are magically enchanted and can be socketed into an item, to give it a permanent effect (it is not known whether you can replace socketed gems). Each gem type has properties that give a specific effect depending where you socket it. Ranks of gems exist, and are named by how fine they are cut (Chipped, Flawless). As stated in a recent talk with [[Jay Wilson|Jay Wilson]], Sockets are random and affect all items, meaning that 1 player may get a Legendary item while another player gets that same item but with a socket(s).&lt;br /&gt;
***Topaz : A Yellow Coloured precious gem. May have Electrical properties.[[Image:Topaz.png]]&lt;br /&gt;
***Emerald : A Green Coloured precious gem. May have Poison properties.[[Image:Emerald.png]]&lt;br /&gt;
***Sapphire : A Blue Coloured precious gem. May have Frost properties.[[Image:Sapphire.png]]&lt;br /&gt;
&lt;br /&gt;
===List of Prefixes/Suffixes===&lt;br /&gt;
&lt;br /&gt;
Note: &amp;quot;...&amp;quot; = the name of the item. So &amp;quot;.... of Storms&amp;quot; could mean &amp;quot;Heavy Axe of Storms&amp;quot; or &amp;quot;Short Sword of Storms&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''Weapon Prefixes/Suffixes'''&lt;br /&gt;
** &amp;quot;... of Immolation&amp;quot; : Gives X to Y amount of Fire Damage.&lt;br /&gt;
** &amp;quot;... of Storms&amp;quot; : Gives X to Y amount of Lightning Damage.&lt;br /&gt;
** &amp;quot;... of Frost&amp;quot; : Gives X to Y amount of Cold Damage.&lt;br /&gt;
&lt;br /&gt;
* '''Armor Prefixes/Suffixes'''&lt;br /&gt;
** &amp;quot;Restless ...&amp;quot; : Increases the base experience rewarded per kill by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Runes===&lt;br /&gt;
&lt;br /&gt;
*'''Skill [[Runes]]''' can be socketed into skills to improve them uniquely based on the rune socketed.&lt;br /&gt;
** Hydra Rune : Increases skill quantity.[[Image:Hydra.png]]&lt;br /&gt;
** Viper Rune : Increases skill lethality.[[Image:Viper.png]]&lt;br /&gt;
** Force Rune : Increases power of skill.[[Image:Force.png]]&lt;br /&gt;
** Energy Rune : Reduces mana cost of skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Misc Small Items===&lt;br /&gt;
According to Jay Wilson during his short interview for [[BlizzCast_Episode_6|the 6th Blizzcast episode]], elixirs will provide a short-term buff. For more information see [[BlizzCast_Episode_6|a transcript of the blizzcast]], or our article on [[elixirs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Delosombres</name></author>	</entry>

	</feed>