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		<id>https://www.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kioseth</id>
		<title>Diablo Wiki - User contributions [en]</title>
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		<updated>2026-04-14T16:26:11Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.diablowiki.net/index.php?title=Title%3DTalk:Elly%26action%3Dedit&amp;diff=47017</id>
		<title>Title=Talk:Elly&amp;action=edit</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Title%3DTalk:Elly%26action%3Dedit&amp;diff=47017"/>
				<updated>2012-02-25T05:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: /* Greetings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Greetings==&lt;br /&gt;
&lt;br /&gt;
Hello Elly, i would like to say thx for transferring the Artisan NPC article to the Artisan Article, this will make linking it easier... I didnt know how to do it myself, nor do i know if i even could do it and i didnt wanna infringe on a fanmade article. Poor, poor guy... &lt;br /&gt;
&lt;br /&gt;
Anyway, im Leord's apprentice in a way.... i started editing since the Fury reveal and Leord was kind enough to teach me in the Sacred Art of Wiki Editing. Do you know where he went btw? seems like he dissappeared... Wiki seems a bit sad without him. Hope to hear from you soon.&lt;br /&gt;
&lt;br /&gt;
--[[User:DxAxxxTyriel|DxAxxxTyriel]] 12:24, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello Elly, &lt;br /&gt;
I am new to the wiki but a long time follower. Was just wondering if any info from http://wowbox.tw/d3/index.php will be added to the wiki, as it contains a lot of info/updates of D3 beta. eg. Mystic - Myriam, Jewelers name, a ton of beasties and heaps of other info. &lt;br /&gt;
&lt;br /&gt;
Either way I am always happy to help anyway I can. &lt;br /&gt;
--[[User:Ik'Thar|Ik'Thar]] 14:00, 9 September 2011 (brisbane time)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey Elly,&lt;br /&gt;
Just curious why you removed the video's I linked a few days back in Media sections. I see other videos on this wiki but they lack updated visuals and wanted to add to the community with skill videos. If I'm breaking a rule on DiabloWiki please let me know. Thanks.&lt;br /&gt;
Kioseth&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Interface&amp;diff=47000</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Interface&amp;diff=47000"/>
				<updated>2012-02-24T01:51:13Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''User Interface''', often abbreviated to '''UI''', term for the game controls, buttons, icons, window layout, input types and everything else that players manipulate to control their [[character]] or view to see the relevant [[Statistic|stats]] of characters, [[item]]s, [[monster]]s and everything else in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Diablo III Interface elements:'''&lt;br /&gt;
* [[Interface|The Belt Interface]].&lt;br /&gt;
* [[Inventory]]&lt;br /&gt;
* [[Skills and traits window]]&lt;br /&gt;
** [[Skill tree]].&lt;br /&gt;
* [[Artisans|The Artisans window]].&lt;br /&gt;
* [[Quests window]]&lt;br /&gt;
** [[Lore window]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Interface==&lt;br /&gt;
The &amp;quot;belt&amp;quot; interface in ''[[Diablo III]]'' is an evolutionary improvement on the versions seen in ''[[Diablo I]]'' and ''[[Diablo II]]''. The form and function will be familiar to players experienced in the [[:Category:Games|other games]], but there are a few major changes in ''Diablo III'' that make the controls easier to use, but also guide players to operate the game as the [[D3 Team]] intends.&lt;br /&gt;
&lt;br /&gt;
It's no longer actually the &amp;quot;belt,&amp;quot; since [[belts]] in Diablo III are just another piece of armor; they do not have any special role as potion-holding devices.&lt;br /&gt;
&lt;br /&gt;
* See the [[:Category:Interface|Interface Category]] for articles on the game controls, menus, inventory, and more.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface-jan2012a.jpg|center|frame|The most recent interface overhaul: added [[TP]] button, dedicated potion button, removed Character window. Beta patch 10, January 2012.]]&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
[[File:Interface-wizard-arena2.jpg|thumb|500px|A Wizard's Interface, October 2010.]]&lt;br /&gt;
&lt;br /&gt;
The way the controls work has been modified somewhat in ''[[Diablo 3]]''.  &lt;br /&gt;
&lt;br /&gt;
The usual control method is to put active skills, ones your character will be using constantly, on the mouse buttons.&lt;br /&gt;
* The '''left mouse button''' (LMB) skill remains there all the time, unless/until you drag another skill down to replace it.&lt;br /&gt;
* The '''right mouse button''' (RMB) has two skills; you switch between them by clicking the '''Tab '''button, or by rolling the mouse wheel. These are usually the secondary skills, but ones you wish to use almost constantly.&lt;br /&gt;
** The visual aspect of the Tab skill was removed in mid-2011[http://diablo.incgamers.com/blog/comments/blue-offers-diablo-iii-interface-explanations] though the function was preserved at that point.&lt;br /&gt;
* The '''1234''' buttons cast whichever skills are mapped to those buttons, targeting the spell for where the cursor is pointing, just like a mouse click. These are generally summoning or buff skills, but can also be direct attack skills.&lt;br /&gt;
** You may also map potions, elixirs, or scrolls to the 1234 buttons.&lt;br /&gt;
* The '''5''' slot holds healing potions. If you use up all of one quality level, any other healing pots in your inventory will automatically fill the 5-slot.&lt;br /&gt;
&lt;br /&gt;
[[Cast]]ing a [[spell]] or [[skill]] from the 1234 buttons works just like casting it from the mouse button. You could, in theory, play entirely with the 1234 keys, only using the mouse to target. Generally, players put support skills on the 1234 buttons. [[Summon]]ing spells, [[buff]]s, [[debuff]]s, and so forth. Direct attack skills can be mapped there as well; it just takes some practice to get used to casting these with keyboard buttons, instead of (in addition to) the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
Above the skill bar:&lt;br /&gt;
* [[Buff]] icons appear on the left&lt;br /&gt;
* [[Debuff]] icons appear on the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Auras?===&lt;br /&gt;
[[File:D3 skillbar.jpg|thumb|350px|Belt and available skills display, August 2009.]]&lt;br /&gt;
It was long assumed that there would be no [[Aura]]s in ''[[Diablo 3]]'', and as a side point, it wasn't clear how they would be controlled. Auras in ''[[Diablo 2]]'' came from {{iw|Paladin Paladin}} skills (and were also granted by some items) and worked as buffs that were active as long as the Aura was active on the RMB skill option. Players could cycle between multiple Auras; there were 20 in two skill trees; but could only have one active at a time, and Auras weren't &amp;quot;cast,&amp;quot; they were simply active as long as they were on the RMB.&lt;br /&gt;
&lt;br /&gt;
This control mechanism didn't seem suited to function in ''[[Diablo 3]]'', since there were only 2 skills to cycle between on the RMB, and surely any character with auras would have too many of them to be content just using two over the course of the game.&lt;br /&gt;
&lt;br /&gt;
The presumption that there wouldn't be auras was shaken by [[Jay Wilson]] during an October 2009 interview: [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::''[[Diii.net]]: We saw 8 [[Monk]] skills at [[BlizzCon|BlizzCon 2009]] (all detailed in Diablo Wiki). All were [[melee]] offensive or defensive. Can you give us some idea of what other skills the Monk will have at his disposal?&lt;br /&gt;
&lt;br /&gt;
::[[Jay Wilson]]: Most of the Monk's skills will focus on combat skills and attacks, along with his various escape skills. And we talked at Blizzcon that we're likely to put some defensive and supportive abilities on him. Possibly Auras. We've not done the next round of skills on him yet so we're not exactly sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''Diii.net: Really? That's handy, since I was also going to ask if he'd have any [[co-op]] or party-boosting skills.&lt;br /&gt;
&lt;br /&gt;
::Jay Wilson: We definitely want to do that with one class.  Whether or not it's the Monk hasn't yet been decided. The Monk does seem to be the logical choice. The only reason we might not do with him is that he's too logical. &lt;br /&gt;
&lt;br /&gt;
From this it seems certain that we'll see auras on at least one of the characters in ''Diablo 3''; most likely the [[Monk]]. The question then becomes how will they be controlled, since the D2 method seems incompatible with the limited RMB hotkeys allowed by Diablo 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon Switch Hotkey===&lt;br /&gt;
There are no current (October, 2009) plans to include a weapon switch hotkey in ''[[Diablo 3]]''. The [[D3 Team]] feels that feature was primarily used for exploitative tricks in ''[[Diablo 2]]''. This is a highly-controversial, rant-creating topic.&lt;br /&gt;
* Check the [[weapon switch hotkey]] page for more details and pro/con arguments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Always Move&amp;quot; Button===&lt;br /&gt;
&lt;br /&gt;
A fan suggested an &amp;quot;always move&amp;quot; button via the European B.net forums, and the idea was good enough that the developers decided to implement it[http://diablo.incgamers.com/blog/comments/an-always-move-button-suggestion-approved] into the game. It will not be in the initial launch, but will be added in a patch afterwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We just wanted to let you all know that this feedback that you have given on a dedicated click to move button is excellent, and we may implement this, the option for this would be unbound by default.&lt;br /&gt;
&lt;br /&gt;
Sadly, this option would not be ready for when the game is shipped. While it would not be ready for ship if we do end up implementing it, I hope that you are all glad to hear this news ^^ &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The way this control will work is that the player can depress some key (much as the Shift key is used to repeatedly swing/attack without moving) and while holding that down, they will always move when they left click, even if they have a target highlighted. &lt;br /&gt;
&lt;br /&gt;
The reason such a button is useful is for characters who map a ranged attack to their left click. (Especially for Wizards in Diablo III who have a Wand equipped, as the [[Throw Wand]] skill is then the default left click.)  This is a problem if the player needs to run in a direction, since with a ranged skill on the left click, if anything is targeted the character will stop running and stand there, firing the spell. This can be very bad if a player is trying to escape monsters on a crowded screen.&lt;br /&gt;
&lt;br /&gt;
===Controlling the Skills===&lt;br /&gt;
[[File:Char-inv-blizzcon10a.jpg|thumb|400px|Character and Inventory windows, Blizzcon 2010.]]&lt;br /&gt;
Mapping skills to the controls is very easy in ''[[Diablo 3]]''. You just open the [[skill tree]] and drag skills down to the buttons you wish them assigned to. To change around skills, you drag a new one to an occupied slot (RMB, LMB, Tab, or 1234) and drop it. This puts the previous skill on your cursor, where you can drag it to a new spot or drop it anywhere else to discard it.&lt;br /&gt;
&lt;br /&gt;
In late 2009 Blizzard revealed that the entire skill tree design had been redesigned and that skill trees were now basically a thing of the past. The [[skills]] and [[traits]] are now presented in long lists, rather than any kind of branching, prerequisite &amp;quot;tree&amp;quot; design.&lt;br /&gt;
* See the [[skill tree]] page for more details on this evolving element of the game interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active Skills Window====&lt;br /&gt;
In addition to the skill tree, there's an icon that opens the &amp;quot;active skills window.&amp;quot; This is a small pop up window that appears just above the belt interface, which displays the icons for the active skills your character can use. Only the active skills; no passives, no skills without points in them yet, etc. This makes it very easy to see which skills can be assigned to the 7 skill places on the belt.&lt;br /&gt;
&lt;br /&gt;
===Skill Hotkey Theory===&lt;br /&gt;
The appearance and function of the belt interface are two sides of the same coin. The appearance serves the function, and both mesh with the various skill and play style changes made in ''[[Diablo III]]''. The [[D3 Team]] is designing ''Diablo III'' to be played with no more than 7 active skills per character. There are many more [[skill]]s than that, but specializing in a half dozen or so active skills is the intended route to success, and the game prevents players from investing in more than 7 skills at one time. &lt;br /&gt;
&lt;br /&gt;
Therefore, rather than throwing in 16 hotkeys, as in ''[[Diablo II]]'', there are fewer than half that many in D3, with the design theory being that characters will have maxed out their points in a handful of skills which they will use constantly. (And [[respec]]ing will allow changes, if necessary.)&lt;br /&gt;
&lt;br /&gt;
The developers want the controls to support the half dozen skills characters use a lot, rather than allowing the unbalanced one-skill wonders we see in D2, or requiring D3 players to juggle a dozen or more skills for some builds, as is the case in D2.&lt;br /&gt;
&lt;br /&gt;
The other main goal of the ''Diablo III'' interface is to be easier to use and more visual. Hotkeys were easy to use in ''Diablo II'' once a player knew how, but to a new user their technique was not immediately evident. There was no way to see which custom keys were set as hotkeys without opening a different interface, and only the active skills could be seen on the left and right mouse button icons, which forced players to memorize their skill setup.  The D3 Team wants the skill menu to be much more visual and visible during play.&lt;br /&gt;
&lt;br /&gt;
There's some debate about this approach amongst experienced ''Diablo II'' players. Some fans are skeptical, wondering if the D3 Team is going too far to make it easy for beginners, and watering down the controls and over-simplifying things in the process. Early play testing at [[BlizzCon]] and other gaming shows has yielded positive feedback, and the guys on the D3 team play the game every day and they like the new design. It won't be until the [[beta]] test that gamers get a chance to spend enough time at the controls to form an educated opinion.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The look of the belt interface is similar to what we saw in ''[[Diablo II]]'', with a few changes. Realize that this form is subject to further change during the ongoing development process. The functionality is closer to that of [[World of WarCraft]] than ''[[Diablo II]]''&lt;br /&gt;
&lt;br /&gt;
The most recent version of the belt interface was revealed in October 2010, and it's seen near the top of this page. The function hasn't changed since 2008, with only the location of the icons being modified. This belt, from April 2009, shows everything that's in the game even a year and a half later.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface2.jpg|center|frame|Belt Interface, April 2009.]]&lt;br /&gt;
&lt;br /&gt;
This screenshot, of a [[Barbarian]]'s belt interface, shows the key features.&lt;br /&gt;
&lt;br /&gt;
There are 5 hotkey slots, into which [[skill]] icons or [[potion]]s can be dragged. Hitting that button will immediately activate that skill or drink that potion. This is something of a change from ''Diablo II'', where skills were always mapped to the mouse buttons, and could only be activated by clicking the hot key to move them to the mouse click. The 1-5 hotkeys can only be used with skills; any skill placed in one of those slots will be cast the moment you press the corresponding key.&lt;br /&gt;
&lt;br /&gt;
The left click and right click slots are marked by an appropriate little mouse icon. The &amp;quot;Tab&amp;quot; key (and the mouse wheel) switches between two active skills on the right click. Skills are added to these controls by dragging them to the belt interface from the skill list. Newly-added skills are automatically added to the hotkey list, once you've put the first point into them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There were slight changes made by August 2009, when this photo was taken of the screen at the Gamescon event. This is the same demo build that was shown at [[BlizzCon 2009]] and the PAX 2009 show as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface.jpg|center|thumb|700px|Belt Interface, August 2009.]]&lt;br /&gt;
&lt;br /&gt;
The ! over the &amp;quot;belt&amp;quot; means that the players has accomplished some portion of a quest, and if the quest window is opened updated information will be displayed. The only other change is the addition of two icons to the quick controls on the far right. If anyone investigated these buttons and reported on it from BlizzCon, that information has not gone public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Icons===&lt;br /&gt;
[[File:Mini-panel-d2.jpg|frame|D2 Mini-Panel.]]&lt;br /&gt;
Here are the minibar icons in ''[[Diablo 2]]'', for the sake of comparison. In order, from left to right:&lt;br /&gt;
* Character window&lt;br /&gt;
* Inventory&lt;br /&gt;
* Skill Tree&lt;br /&gt;
* Party Menu&lt;br /&gt;
* Message Log&lt;br /&gt;
* Quest Log&lt;br /&gt;
* Game Menu&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface3.jpg|frame|April 2009.]]&lt;br /&gt;
Here are the equivalent icons from ''[[Diablo 3]]'s'' belt interface, enlarged and brightened for easier comparison. After some speculation, the following descriptions were confirmed by [[Bashiok]] a few days after the image was released. [http://www.blizzblues.com/us/blizzcast-8-screenshot-inconsistencies-16102340203.html]&lt;br /&gt;
* Character window&lt;br /&gt;
* Skilltree menu&lt;br /&gt;
* Inventory window&lt;br /&gt;
* Quest menu&lt;br /&gt;
* Social menu (it's grayed out in the image because it is not implemented yet)&lt;br /&gt;
* Options&lt;br /&gt;
&lt;br /&gt;
The Skilltree Menu icon can be seen atop the skill tree in [http://www.diii.net/gallery/showphoto.php?photo=2649 various screenshots]).  The [[Quest]] icon is a chalice, presumably meant to represent the perpetually quested after mythical Holy Grail. It's not entirely clear what the party menu does, since there is no friendly/neutral/hostile setting in ''[[Diablo III]]'', with the removal of non-consensual [[PvP]]. Perhaps it exists to show where other players are, or to allow whispering or squelching.&lt;br /&gt;
&lt;br /&gt;
The only functional change from ''[[Diablo II]]'' appears to be the removal of an icon for the message log in ''Diablo III''. Also note the earlier version of these icons in ''Diablo III'': they were in color and above the belt interface (same location as they had in Diablo II) as of June 2008. (Screenshot below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Updated Icons: August 2009====&lt;br /&gt;
[[File:Belt-blizzcon2009-01.jpg|thumb|August 2009.]]&lt;br /&gt;
Here's the updated display as of August, 2009. Unfortunately, Blizzard has not released a full quality view of this, so we must make due with a blurry photo someone took of the game on a monitor. The image you see here has been enlarged and the colour has been slightly corrected. &lt;br /&gt;
&lt;br /&gt;
The same six buttons remain, but two new ones have been added, on the lower left and lower right. It's not known what function they have, and it's hard to see enough in the blurry photo to hazard a guess. &lt;br /&gt;
&lt;br /&gt;
It's possible that one of them opens the [[active skills window]], and the lower left icon is a possible match. The lower right one shows a scroll, but we've already got a quest icon, so perhaps it's the return of the message log? That button existed in ''[[Diablo 2]]'', but was not previously shown in ''[[Diablo 3]]''. This button looks nothing like the D2 version, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The belt interface was first seen in the [[WWI 2008]] gameplay movie, released with the game's announcement in June 2008. It can be seen below.&lt;br /&gt;
&lt;br /&gt;
Changes from this one to the most recent version aren't major, but they are visible. There were initially 1-6 hotkeys, but 5 and 6 could only be used for potions or scrolls. The RMB, LMB, and Tab worked the same, but were not yet labelled on the interface. The game option controls for [[trade|trading]], [[multiplayer]] options, and more were previously on top, as they were in ''[[Diablo II]]''. In more recent versions they've been moved to a small rectangle on the far right.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface-wwi1.jpg|frame|center]]&lt;br /&gt;
&lt;br /&gt;
A new version of the belt interface was seen at seen at the GamesCom 2010 Diablo III [[Artisan]] reveal video, with a few screenshots of the Barbarian showing the new interface, which can be seen below. It features 10 health potions on hotkey 5, three of the [[Barbarian]]'s skills ([[Ground Stomp]], [[Cleave]] and [[Bash]] from left to right, respectively). The 4 buttons on the right hand side are (from left to right): Unknown, Quests, Character Sheet or Skill Trees and Inventory.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt_August2010.jpg|frame|center|100px100px|Belt as of August 2010]]&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;e1n6i7iRLL4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Witch Doctor Gameplay - Beta Patch 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Char-inv-blizzcon10a.jpg|Character and Inventory windows, Blizzcon 2010.&lt;br /&gt;
File:UI-march-2009.jpg|The full interface in March 2009.&lt;br /&gt;
File:Belt-interface2.jpg|Belt in April, 2009.&lt;br /&gt;
File:Belt-interface.jpg|Belt in August, 2009.&lt;br /&gt;
File:Mini-panel-d2.jpg|''[[Diablo II]]'' mini-panel.&lt;br /&gt;
File:Belt-interface3.jpg|April, 2009.&lt;br /&gt;
File:Belt-blizzcon2009-01.jpg|August, 2009 ([[BlizzCon 2009]]).&lt;br /&gt;
File:Belt-interface-wwi1.jpg|Original belt from [[WWI 2008]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=46999</id>
		<title>Demon Hunter</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=46999"/>
				<updated>2012-02-24T01:50:27Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: /* Demon Hunter Profile Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Demon Hunter''' is the ranged attacking class.  They specialize in bows and crossbows, which they supplement with numerous ranged attacks, traps of various types, and even a few melee range skills. &lt;br /&gt;
&lt;br /&gt;
The Demon Hunter was the fifth and final playable class revealed for Diablo III and was announced in October 2010 at Blizzcon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250px&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border-collapse: collapse; border: none; background: #2D0606; clear:left; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 10px; line-height: 10px; font-size: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 12px; font-size: 14px;&amp;quot;|'''[[Diablo III Class]]''' &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|[[File:Demon-hunter-art4.jpg|170px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 14px; font-size: 16px;&amp;quot;| The Demon Hunter&lt;br /&gt;
|-&lt;br /&gt;
| [[Skills]]:&lt;br /&gt;
| [[Demon Hunter skills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Passives]]:&lt;br /&gt;
| [[Demon Hunter Passives]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Resource]]:&lt;br /&gt;
| [[Discipline]] &amp;amp; [[Hatred]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common [[builds]]:&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;Background&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Origin:&lt;br /&gt;
| The [[Borderlands]].&lt;br /&gt;
|-&lt;br /&gt;
| Affiliation:&lt;br /&gt;
| Bounty Hunters.&lt;br /&gt;
|-&lt;br /&gt;
| Friends:&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Foes:&lt;br /&gt;
| All demon kind.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The demon hunters are a group of fanatical warriors sworn to a single purpose: the destruction of the creatures of the Burning Hells. The demon hunters make their home in the Borderlands, away from the jurisdiction of any nation. At any time, over half of them are dispatched to various parts of the world to fight hellspawn. There is something in all demon hunters that gives them the strength to resist the demonic corruption that would drive lesser men to madness. They hone this power, for their resistance to this taint enables them to use the demons' power as a weapon. But their mission and their power are not all that bind them together.&lt;br /&gt;
&lt;br /&gt;
The female Demon Hunter in Diablo III fled from her village as a child during a demonic invasion. She was the only survivor. After days, she was found by a Demon Hunter and was taken in as a member.&lt;br /&gt;
Since every Demon Hunter has a story like this, it is possible that the background for the male character will be similar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010's Gameplay Panel called &amp;quot;A Hero Emerges&amp;quot; was dominated by the Demon Hunter's Class Design. The Demon Hunter fills out the rpg-archetype of a conventional ranged class, using ranged weaponry mostly and primarily. She is designed as a sort of &amp;quot;Bounty Hunter&amp;quot;, preparing for battle and therefore using gadgets and traps as well. &lt;br /&gt;
&lt;br /&gt;
Jay Wilson described the class genesis in an interview published in the Blizzcon 2010 show program: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-blizzcon-program/ Jay Wilson Interview: BlizzCon 2010 Show Program] - IncGamers October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Where did the idea for the Demon Hunter come from?&lt;br /&gt;
::'''Jay Wilson:''' It probably doesn’t come as a surprise that we chose a ranged-weapon class as the fifth class; however we didn’t want to do something completely predictable. We liked the idea of a bounty hunter or a monster-hunter—someone who was a little bit more sinister and an aggressor—and so we came up with a character whose sole focus was, “I hate demons.” She’s had horrible things happen to her. She’s lost family, lost loved ones, and has dedicated her life to eradicating as many demons as she can by any means possible. As a character, she’s walked a lot of dark roads to gain the knowledge she needs to overcome her enemy.&lt;br /&gt;
&lt;br /&gt;
::With the demon hunter we found inspiration in characters like Van Helsing, Boba Fett, and even MacGyver. The demon hunter is very focused on conventional, man-made weaponry and gadgets. She dual-wields crossbows, and where one class might conjure a magical fireball, the demon hunter would buy a device in the lower markets of Caldeum that would allow her to trap the essence of a demon and then release that essence in an explosive blast, not unlike a hand grenade. She has no qualms about using her enemies against themselves, dabbling in dark magic, and generally doing whatever it takes to destroy demons wherever they live.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Male Demon Hunter===&lt;br /&gt;
&lt;br /&gt;
[[File:Mdh.jpg|frame|Male Demon Hunter.]]&lt;br /&gt;
The male Demon Hunter wasn't ready to be shown at Blizzcon 2010, just like the female Monk wasn't ready at Blizzcon 2009. She was revealed early in 2010, and the male demon hunter was revealed &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-male-demon-hunter-debuts-plus-developer-interviews/ Male Demon Hunter Debuts] - Diablo.Incgamers.com, 18, February 2011&amp;lt;/ref&amp;gt; in February of 2011.&lt;br /&gt;
&lt;br /&gt;
@Diablo teased this in a tweet on January 13, 2011. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/male-demon-hunter-coming-soon/ @Diablo tweet] - Twitter, January 13, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::How’s the male DH progressing?&lt;br /&gt;
::He’s doing well. He’s supposed to be stopping by sometime next week actually. We’ll see. You know how he is. -Diablo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ranger Design Evolution===&lt;br /&gt;
&lt;br /&gt;
The team has talked about the evolution of the character concept. They knew from the start that they wanted a ranged attacking class, but weren't at all sure what kind or what the lore would be. [[Christian Lichtner]] spoke on that from Blizzcon 2010:&amp;lt;ref&amp;gt;[http://www.escapistmagazine.com/articles/view/editorials/interviews/8291-BlizzCon-2010-The-Art-and-Design-of-Diablo-III.2 Christian Lichtner @ Blizzcon 2010] - The Escapist November 7, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Christian Lichtner:''' For the Demon Hunter, for example, we had a desert ranger at some point and it was awesome, it was really cool. It was an interesting take on the ranger, we didn't have that before. Like all our other classes, we tried to give it a little bit of a twist. One of the things with that was when we were doing the desert ranger, we found that stuff was getting a little bit clunky, we had a little too much cloth on him. And while it looks really cool, it also starts looking bulkier. And whenever we start seeing a class that looks really bulky, we start thinking short sword, or daggers, or fist weapons - stuff you can melee with. We wanted to strive to stay away from that. There have been other ideas that we had that were really, really cool that I think we're going to save. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Design Evolution====&lt;br /&gt;
&lt;br /&gt;
The design of the Archer / Demon Hunter was detailed in a series of slides during the [[Gameplay_Panel_Blizzcon_2010|Blizzcon 2010 Gameplay Panel]], compilation images of which can be seen below.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dh-evolution1.jpg&lt;br /&gt;
File:Dh-evolution2.jpg&lt;br /&gt;
File:Dh-evolution3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Melee Combat?===&lt;br /&gt;
&lt;br /&gt;
There were no melee combat skills for the Demon Hunter at Blizzcon 2010, but during the panel discussion the team talked about earlier designs of the character where she had one demonic arm and huge strength, along with some melee combat skills. Those may or may not return in further design.&lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke on this from Blizzcon 2010: &amp;lt;ref&amp;gt;[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/135958.20101024.Diablo-III-Interview-with-Jay-Wilson/ Jay Wilson Interview @ GamePlanet NZ] - GamePlanet New Zealand.  October 24, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FoK2.jpg|thumb|300px|[[Fan of Knives]] in action.]]&lt;br /&gt;
::'''''GP: '''Like the Amazon before it, will the Demon Hunter be able to spec for melee?&lt;br /&gt;
::'''Jay Wilson:''' We haven’t really decided on that yet! We’ve focused initially away from melee oriented abilities because we’re trying to capture the essence of the class, and the essence isn’t melee.&lt;br /&gt;
&lt;br /&gt;
::That being said, on the Wizard, we certainly did a lot of things that were more melee oriented, recognizing that there are some players that may want to create a “battle mage,” you know? So there is the capacity to do that for that character. If we find a compelling archetype in our heads then we’ll try to make skills that suit that.&lt;br /&gt;
&lt;br /&gt;
::The only skill for the Demon Hunter that we have right now that does kind of fit the bill is called [[Fan of Knives]] where she throws an array of knives a very short distance all around her. It’s not a melee skill but it is a very close range skill.&lt;br /&gt;
&lt;br /&gt;
::If we can come up with a great idea for a melee build then we’ll definitely do that as long as it doesn’t detract from the core of who she is as a character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Bashiok]] also spoke on this in October 2010.&amp;lt;ref&amp;gt;[http://www.blizzblues.com/us/bashiok-quick-question-about-the-new-class-27401646825.html Bashiok forum post] - Battle.net, October 26, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
::The demon hunter isn't restricted to ranged weapons but is of course the core archetype of the class. It's a bit early for determining usable weapons still, but I know at the least one-handers/shields are planned to be usable. And it's likely there will at least be some traits that improve melee weapon use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demon Hunter Active Skills==&lt;br /&gt;
&lt;br /&gt;
Nine Demon Hunter active skills were revealed at [[BlizzCon 2010]]. At that time, Blizzard also revealed the new skill system, with all [[passive skills]] moved to [[traits]]. However, At the [[July 2011 Press Event]], it was revealed that [[traits]] had been changed back to [[passive skills]]. Also, the Demon Hunter was shown with a full complement of skills.&lt;br /&gt;
&lt;br /&gt;
The following is a very quick list. See the [[Demon Hunter skills]] page for a more thorough summary, or any of the individual skills pages for full information.&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
[[File:Demon-hunter-axe-shield.jpg|thumb|350px|More than just bows can be equipped.]]&lt;br /&gt;
* [[Hungering Arrow]] - An arrow skill that does bonus damage and has a seeking property.&lt;br /&gt;
* [[Entangling Shot]] - A ranged attack that slows the target, potentially chaining it to nearby enemies.&lt;br /&gt;
* [[Evasive Fire]] - A ranged attack combined with a backflip if enemies are in close range.&lt;br /&gt;
* [[Fan of Knives]] - AKA &amp;quot;knife nova.&amp;quot; Short range attack sprays a volley of knives in a circle around the Demon Hunter.&lt;br /&gt;
* [[Bola Shot]] - A ranged attack that wraps around the target and explodes.&lt;br /&gt;
* [[Grenades]] - Throws multiple grenades which detonate after a short count down.&lt;br /&gt;
* [[Chakram]] - Fire a swirling Chakram that does physical damage to enemies along its path.&lt;br /&gt;
* [[Impale]] - Fire a massive shot to impale a target.&lt;br /&gt;
* [[Spike Trap]] - A trap which opens into spike-filled vortex, grinding any demons stepping on it.&lt;br /&gt;
* [[Elemental Arrow]] - Shoot an elemental charged arrow that deals Fire damage to all targets it passes through.&lt;br /&gt;
* [[Multishot]] - A ranged attack firing a flurry of arrows at a time.&lt;br /&gt;
* [[Cluster Arrow]] - Fire a cluster bomb into the ground that spawns multiple grenades which detonate after a short time, causing [[AoE]] damage.&lt;br /&gt;
* [[Rapid Fire]] - Rapidly fire arrows.&lt;br /&gt;
* [[Strafe]] - Shoot at random nearby enemies while moving.&lt;br /&gt;
* [[Rain of Vengeance]] - Fire a massive volley of arrows around you. Arrows fall from the sky for several seconds.&lt;br /&gt;
&lt;br /&gt;
===Discipline===&lt;br /&gt;
* [[Caltrops]] - Lay a trap of caltrops on the ground that slows enemies and activates when an enemy approaches.&lt;br /&gt;
* [[Vault]] - The Demon Hunter's [[movement ability]]. Has a shadowy theme and some acrobatics to it.&lt;br /&gt;
* [[Marked for Death]] - The marked enemy takes additional damage.&lt;br /&gt;
* [[Smoke Screen]] - Vanish behind a wall of smoke, becoming momentarily invisible.&lt;br /&gt;
* [[Companion]] - Summon a raven companion that will periodically peck at enemies.&lt;br /&gt;
* [[Shadow Power]] - Draw in the power of the shadows, increasing attack speed for a short time.&lt;br /&gt;
* [[Sentry]] - Creates a mechanical turret that fires arrows at enemies.&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* [[Preparation]] - Restore all Discipline.&lt;br /&gt;
&lt;br /&gt;
==Demon Hunter Passive Skills==&lt;br /&gt;
&lt;br /&gt;
This is a very quick listing. See the [[Demon Hunter skills]] article for more details, or click on any of the individual passive skills for full stats and info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Weak Spot]] - Increases [[critical strike]] damage.&lt;br /&gt;
* [[Archery]] - Reduces the cost of [[Hatred]]-based skills.&lt;br /&gt;
* [[Cloak of Shadows]] - Reduces melee damage.&lt;br /&gt;
* [[Aggression]] - Increases [[attack]].&lt;br /&gt;
* [[Superior Skill]] - Increases [[precision]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Toughness]] - Increases [[vitality]].&lt;br /&gt;
* [[Back to Basics]] - Increases the basic damage done by the Demon Hunter's weapon.&lt;br /&gt;
* [[Focused Discipline]] - Reduces the cost of [[Discipline]]-based skills.&lt;br /&gt;
* [[Opportunity]] - Increases damage dealt to slowed targets.&lt;br /&gt;
* [[Years of Training]] - When a [[Discipline]]-based skill is used, damage dealt by the Demon Hunter is increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]] - Increases damage dealt by missiles.&lt;br /&gt;
* [[Hot Pursuit]] - Run speed is increased when the Demon Hunter is full of [[Hatred]].&lt;br /&gt;
* [[Killing Spree]] - Improves [[critical]] strike chance right after killing an enemy.&lt;br /&gt;
* [[Resourcefulness]] - Regeneration of [[Hatred]] is increased when [[Discipline]] is low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter Traits===&lt;br /&gt;
Many [[traits]] were preserved as [[passive skills]], but a lot them were dropped. See the [[Demon Hunter traits]] page for full info on what the traits system looked like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource System==&lt;br /&gt;
&lt;br /&gt;
[[Image:Hatred_discipline.gif|frame|left|The [[Hatred-Discipline]] bulb.]]&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter uses a dual resource system, known as Hatred and Discipline. Hatred (the red portion of the orb) dictates the resource available for offensive attacks, and it regenerates quickly. Discipline determines resources available for the Demon Hunter's defensive maneuvers, and also some of her traps.&lt;br /&gt;
&lt;br /&gt;
Previous comments about the development of the resource are retained below.&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter used quickly-regenerating [[mana]] as her [[resource]] in the Blizzcon 2010 PvM demo. This was merely a temporary solution, since the team wants to give each class in the game a unique resource. Jay Wilson elaborated on this in an interview from Blizzcon, in October 2010.&amp;lt;ref&amp;gt;[[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/135958.20101024.Diablo-III-Interview-with-Jay-Wilson/ Jay Wilson Interview @ Blizzcon 2010] - GamePlanetNZ. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''GP: '''What’s the Demon Hunter’s resource system?''&lt;br /&gt;
::'''Jay: '''She doesn’t have one yet. Right now she’s just using mana and that’s temporary. It’s our goal that every class have a unique one – and really, I’m not even being coy here, we really don’t have one! We’ve got about five or six ideas on the table.&lt;br /&gt;
&lt;br /&gt;
::'''''GP: '''Care to share a couple of them!?&lt;br /&gt;
::''''Jay: '''No! [laughs] Mainly because I’m not the primary designer of the Demon Hunter and I don’t want to give away anything that [[Wyatt Cheng|Wyatt]] might not actually want me to say!&lt;br /&gt;
&lt;br /&gt;
There had been further mentions of the resource system, although nothing overly specific. When the male Demon Hunter debuted, it was with a few interviews where some more information was given about the resource system. Notably, the following quotes give some insight:&lt;br /&gt;
&lt;br /&gt;
In an interview with GamePlanetNZ&amp;lt;ref&amp;gt;[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/136557.20110218.Diablo-IIIs-Jason-Bender-Christian-Lichtner/page1/ Artist Interview] - GamePlanetNZ. February 18, 2011&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ve split their kit into the idea of discipline – prepared, deliberate, precise – a character who builds his traps ahead of time and knows every weakness of his enemy and exactly what he has to do to take it out. Then there’s hatred, this almost blind drive – they can’t stop themselves from getting involved which means they’re probably angry at themselves for having that taint and it makes it worse. So they’re obsessed in that way. Their skills match that: They have some very aggressive skills that come out of that hatred school, and they have discipline skills, that deliberate, intentional preparedness.&lt;br /&gt;
...the inspiration for what we’ve done since then has been based on this idea of aggression and hatred versus discipline and self-mastery. So, the skill set definitely reflects those two schools of thought and the resource system reinforces the skill set accordingly. But we’re still testing it and making sure it really plays as smoothly as we want it to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From an interview with Gamestar&amp;lt;ref&amp;gt;[http://www.gamestar.de/specials/spiele/2321087/diablo_3.html Another Interview] - Gamestar.de. February 18, 2011&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;...he still has the most duality of all our classes. Our Designers developed this cool idea of hatred and discipline as the two aspects of the demon hunter. Those aspects balance out in his abilities. He’s got abilities that are very technical and take a lot of preparation to use, like setting traps or his dead-eye shot. On the other hand, some of his abilities are just pure rage, like firing a lot of arrows or throwing lots of grenades at once.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interview conducted by DiabloFans&amp;lt;ref&amp;gt;[http://www.diablofans.com/topic/23770-diablofans-presents-the-male-demon-hunter/ Male Demon Hunter Debut] - DiabloFans. February 18, 2011&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;This character sort of has more duality and has a more unusual field in that the Demon Hunter is so personally obsessed with fighting demons that they almost can’t control themselves. But at the same time, like any good hunter or vigilante, they have to be deliberate so they don’t get themselves killed, because they are outnumbered and largely outgunned, so they have to be careful. So what we’ve done is taken a look at the Hatred side of things and said OK, what does an obsessed hunter do? Lots of damage, just out of control, burstiness that allows you to do long range burst damage and get out of trouble short range by willing yourself out of that situation with close ranged attacks.&lt;br /&gt;
On the other side is the preparation and the knowledge that goes into hunting something without that outnumbers you a million to one. That’s the Discipline side of things, these are abilities that are a little more elaborate that you’ll generally use less often, so you really have to plan when you want to use these skills. So we can’t draw out the resource system in specific details but that is the theme you’re going to see.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally, in an interview conducted by GameSpot&amp;lt;ref&amp;gt;[http://www.gamespot.com/pc/rpg/diablo3/news.html?sid=6299786&amp;amp;tag=topslot;thumb;1&amp;amp;mode=previews Diablo III Preview] - Gamespot. February 18, 2011.&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So with their resources and their skill trees, we split their skills into the categories of discipline, including traps, preparation, things that take a lot of forethought, and hatred, which is the red-eyes insanity the fuels their high-powered burst attacks, alpha strikes, multishots, flame arrows, and things like that. [The demon hunter] really feels more visceral, and there’s some interesting interplay in the resource system that allows you to switch back and forth between your discipline abilities and your hatred abilities. It’s a little more complex and nuanced than some of the other classes; it’s a class about precision and playing [one skill set] off the other.&lt;br /&gt;
...we want the demon hunter to have some highly regenerative, more accessible hatred abilities that he always has up and can use to zip around and keep the pace [of combat] up. But then the discipline side tends to be a more precious resource that you have to manage a lot more carefully. You really pick and choose when you want to use your discipline abilities because they make a big difference in how you escape, how you set up an attack…things like that.&lt;br /&gt;
&lt;br /&gt;
Some abilities use hatred; some use discipline. That’s where we’re at in development. But we want to make sure you’re bouncing back and forth between the two without having to switch a stance or anything cumbersome like that. So you’ll have abilities from both camps accessible at all times, depending on how you build your character. Some demon hunters may focus on hatred, with lots of shooting and moving around, and try to amp up that ability as much as possible, while some may focus on discipline instead. [Either way], the default path is going to be a little of both.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class-Specific Items==&lt;br /&gt;
&lt;br /&gt;
[[Image:DHItems.jpg|right|thumb|250px|Demon Hunter with a [[Cloak]] and dual [[Hand Crossbows]].]]&lt;br /&gt;
The Demon Hunter has a few [[item]] types that are specific to the class: [[Quivers]], which are off-hand items, [[Hand Crossbows]], and [[Cloaks]]. Class-specific items not only add visual flavor to a class, but they also allow the developers to add in specific item [[modifiers]] and affixes that are appropriate only to that certain class, to avoid having an inordinate amount of &amp;quot;junk&amp;quot; items spawned for the other classes.&lt;br /&gt;
&lt;br /&gt;
Quivers are equipped in the off-hand slot, but ranged weapons in Diablo III do not require ammunition, unlike in Diablo II where a [[bow]] would require arrows and a [[crossbow]] would require bolts. They can be equipped with a 2-handed crossbow or bow, and also the demon hunter-specific hand crossbows. In addition to this, quivers are not displayed on the character model visually, even though they are equipped and have an icon. When a Demon Hunter equips a pair of [[pants]], the model reflects the nature of the class being ranged, and quivers are part of the natural &amp;quot;look&amp;quot; of that. Even if a demon hunter is played in a melee style, they will still appear as if they have equipped quivers...unless they go without pants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Background==&lt;br /&gt;
&lt;br /&gt;
[[File:Demon-hunter-ingame1.jpg|frame|In-game view.]]&lt;br /&gt;
The official bio of the Demon Hunter is of a survivor of demonic attack. The class is made, not born; existing Demon Hunters find survivors in their travels, and those with spirit and skill are inducted into the order and taken to their training grounds in [[The Borderlands]] where they are trained in the combat skills they'll need to take vengeance on the monsters that destroyed their families and village.&lt;br /&gt;
&lt;br /&gt;
Demon Hunters use every tool at their disposal to fight monsters, including traps, gadgets, and bits of dark magic. The glowing eyes of the Demon Hunter in the cinematic introduction is meant as a hint of this willingness to experiment and dabble in the dark arts. &lt;br /&gt;
&lt;br /&gt;
Many of the class skills reflect this design, with their combination of several of her core elements including, &amp;quot;tactical,&amp;quot; &amp;quot;traps and gadgets,&amp;quot; &amp;quot;swift and acrobatic,&amp;quot; &amp;quot;ranged,&amp;quot; &amp;quot;shadowy and dark.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Official Lore===&lt;br /&gt;
From the Writings of [[Abd al-Hazir]], [[Writings of Abd al-Hazir: Entry no. 0068|Journal Entry #35]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;I have just returned from my travels on the edge of the frozen wasteland known as the Dreadlands, a once-beautiful place forever changed by some great calamity in its history. Now, only ruined cities and bleak landscapes remain, no place for any living thing. I was headed for the village of Bronn for the night, but when I arrived, I found a scene of devastation such as I had never seen before. I should have fled at the first sign of danger, but my curiosity drove me forward. Most of the town's buildings had been burnt to their foundations, and a few charred timbers were the only sign of where they had once stood. Ash choked my lungs. There were bodies strewn everywhere, many dismembered and some even half consumed. The city was abandoned.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Or so I thought.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
From the husk of the inn, one of the few buildings still standing, monstrous, gray-skinned creatures burst forth, shouting in some infernal tongue. They were masses of misshapen flesh, of sinewy muscle made for battle. Helpless, I stood frozen as they drew close. The one in the lead seized me by the front of my cloak and lifted me from the ground, its claws tearing through fabric and skin. Its breath was hot on my face, and I was assaulted by the putrid smell of rotten flesh. Its mouth yawned wide, and I saw rows of sharpened teeth, yellowed and stained with blood. I thought only of the shame that my voice would be silenced, never to illuminate another of the wonders of our world for you, my loyal readers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A sharp sound whistled by my ear, and a crossbow bolt sprouted from the eye of the beast before me, spraying my face with its burning blood. It howled an inhuman cry of pain and threw me to the ground, grabbing at the quarrel. The other creatures scanned for this unseen attacker, and I was forgotten for the moment. From the ground at their feet, I tore my head around to see where the bolt had come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;She emerged from the shadows cast by the setting sun and wasted no time in dispatching the rest of my attackers. Her hands worked twin crossbows, launching a glowing arc of flaming bolts over my head, blanketing the hulking monsters.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dh-cinematic2.jpg|thumb|400px|A Demon Hunter turns a survivor into a new recruit.]]That was when I saw a demon hunter for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The girl could have been no more than twenty. She emerged from the shadows cast by the setting sun and wasted no time in dispatching the rest of my attackers. Her hands worked twin crossbows, launching a glowing arc of flaming bolts over my head, blanketing the hulking monsters. Every shot found its mark in one of the horned beasts, felling the lot of them. From the corner of my eye, I saw more of the savage brutes sneaking up on her from behind. My voice froze in my throat as I tried to scream a warning. I needn't have worried: she was not unaware. The hunter reached into her belt and rolled a trio of strange metal spheres into their path. The monsters looked down just as the contraptions exploded into light and flame, stunning them. It gave her enough time to round on them, her crossbows dispatching them one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a last look over the town, apparently satisfied that no danger remained for her, she came forward, shaking her head sadly. There was a look of profound disappointment on her face as she returned the crossbows to her sides, hidden by the folds of her cloak.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No survivors,&amp;quot; she said bitterly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
They call themselves the demon hunters, a group of fanatical warriors sworn to a single purpose: the destruction of the creatures of the Burning Hells. The demon hunters number in the hundreds and make their home in the Dreadlands so that they can live and train without the interference of any nation that would worry over having such a fearsome group camped within its borders (though at any time over half are dispatched across the world like this girl, seeking hellspawn). There is something in all demon hunters that gives them the strength to resist the demonic corruption that would drive lesser men to madness. They hone this power, for their resistance to this taint enables them to use the demons' power as a weapon. But their mission and their power are not all that bind them together.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
That night, the girl told me of her life, about how, as a child, the demons had descended upon her town. She had watched as demons destroyed her home, setting her village to the torch. They murdered everyone she knew and stole from her everyone she loved. She should have died with them, but she fled, hiding from the hellspawn for days until she was found by a demon hunter who saw the strength in her and took her in as one of their own. Each and every demon hunter, she told me, has a story like this.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
They are the survivors, and they are searching for vengeance.&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
===Full Act 1 Demon Hunter Playthrough===&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;ajcwHfQjfNY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Haunt Gameplay - Beta Patch 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter Profile Video===&lt;br /&gt;
&amp;lt;youtube&amp;gt;et8w0mm1nA0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find every sort of Diablo III screenshot and artwork [http://www.diii.net/gallery/ in the picture gallery].&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=560&amp;amp;x=0&amp;amp;y=0 Act One screenshots]&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=561&amp;amp;x=0&amp;amp;y=0 Act Two screenshots]&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=509&amp;amp;x=0&amp;amp;y=0 Character Artwork]&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=510&amp;amp;x=0&amp;amp;y=0 Wallpapers]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;  &lt;br /&gt;
File:Demon-hunter-art1.jpg|Demon Hunter light armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-art2.jpg|Demon Hunter medium armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-art3.jpg|Demon Hunter heavy armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-art4.jpg|Demon Hunter very heavy armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-ingame1.jpg|Seen in-game.&lt;br /&gt;
File:Dh-cinematic1.jpg|Demon Hunter from her cinematic.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Demon-hunter-art1-4.jpg|center|thumb|800px|The Demon Hunter artwork showing her armor/weapon progression from light to heavy.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The Demon Hunter's Fan of Knives is comparable to the Warden's Fan of Knives in Warcraft 3: The Frozen Throne, or the Fan of Knives Level 80 ability acquired by the Rogue in [[World of Warcraft]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|DH}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[category:Demon Hunter]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=46998</id>
		<title>Demon Hunter</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Demon_Hunter&amp;diff=46998"/>
				<updated>2012-02-24T01:49:43Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: /* Demon Hunter Profile Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Demon Hunter''' is the ranged attacking class.  They specialize in bows and crossbows, which they supplement with numerous ranged attacks, traps of various types, and even a few melee range skills. &lt;br /&gt;
&lt;br /&gt;
The Demon Hunter was the fifth and final playable class revealed for Diablo III and was announced in October 2010 at Blizzcon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250px&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border-collapse: collapse; border: none; background: #2D0606; clear:left; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 10px; line-height: 10px; font-size: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 12px; font-size: 14px;&amp;quot;|'''[[Diablo III Class]]''' &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|[[File:Demon-hunter-art4.jpg|170px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 14px; font-size: 16px;&amp;quot;| The Demon Hunter&lt;br /&gt;
|-&lt;br /&gt;
| [[Skills]]:&lt;br /&gt;
| [[Demon Hunter skills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Passives]]:&lt;br /&gt;
| [[Demon Hunter Passives]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Resource]]:&lt;br /&gt;
| [[Discipline]] &amp;amp; [[Hatred]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common [[builds]]:&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;Background&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Origin:&lt;br /&gt;
| The [[Borderlands]].&lt;br /&gt;
|-&lt;br /&gt;
| Affiliation:&lt;br /&gt;
| Bounty Hunters.&lt;br /&gt;
|-&lt;br /&gt;
| Friends:&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Foes:&lt;br /&gt;
| All demon kind.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The demon hunters are a group of fanatical warriors sworn to a single purpose: the destruction of the creatures of the Burning Hells. The demon hunters make their home in the Borderlands, away from the jurisdiction of any nation. At any time, over half of them are dispatched to various parts of the world to fight hellspawn. There is something in all demon hunters that gives them the strength to resist the demonic corruption that would drive lesser men to madness. They hone this power, for their resistance to this taint enables them to use the demons' power as a weapon. But their mission and their power are not all that bind them together.&lt;br /&gt;
&lt;br /&gt;
The female Demon Hunter in Diablo III fled from her village as a child during a demonic invasion. She was the only survivor. After days, she was found by a Demon Hunter and was taken in as a member.&lt;br /&gt;
Since every Demon Hunter has a story like this, it is possible that the background for the male character will be similar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
&lt;br /&gt;
Blizzcon 2010's Gameplay Panel called &amp;quot;A Hero Emerges&amp;quot; was dominated by the Demon Hunter's Class Design. The Demon Hunter fills out the rpg-archetype of a conventional ranged class, using ranged weaponry mostly and primarily. She is designed as a sort of &amp;quot;Bounty Hunter&amp;quot;, preparing for battle and therefore using gadgets and traps as well. &lt;br /&gt;
&lt;br /&gt;
Jay Wilson described the class genesis in an interview published in the Blizzcon 2010 show program: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-blizzcon-program/ Jay Wilson Interview: BlizzCon 2010 Show Program] - IncGamers October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Where did the idea for the Demon Hunter come from?&lt;br /&gt;
::'''Jay Wilson:''' It probably doesn’t come as a surprise that we chose a ranged-weapon class as the fifth class; however we didn’t want to do something completely predictable. We liked the idea of a bounty hunter or a monster-hunter—someone who was a little bit more sinister and an aggressor—and so we came up with a character whose sole focus was, “I hate demons.” She’s had horrible things happen to her. She’s lost family, lost loved ones, and has dedicated her life to eradicating as many demons as she can by any means possible. As a character, she’s walked a lot of dark roads to gain the knowledge she needs to overcome her enemy.&lt;br /&gt;
&lt;br /&gt;
::With the demon hunter we found inspiration in characters like Van Helsing, Boba Fett, and even MacGyver. The demon hunter is very focused on conventional, man-made weaponry and gadgets. She dual-wields crossbows, and where one class might conjure a magical fireball, the demon hunter would buy a device in the lower markets of Caldeum that would allow her to trap the essence of a demon and then release that essence in an explosive blast, not unlike a hand grenade. She has no qualms about using her enemies against themselves, dabbling in dark magic, and generally doing whatever it takes to destroy demons wherever they live.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Male Demon Hunter===&lt;br /&gt;
&lt;br /&gt;
[[File:Mdh.jpg|frame|Male Demon Hunter.]]&lt;br /&gt;
The male Demon Hunter wasn't ready to be shown at Blizzcon 2010, just like the female Monk wasn't ready at Blizzcon 2009. She was revealed early in 2010, and the male demon hunter was revealed &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-male-demon-hunter-debuts-plus-developer-interviews/ Male Demon Hunter Debuts] - Diablo.Incgamers.com, 18, February 2011&amp;lt;/ref&amp;gt; in February of 2011.&lt;br /&gt;
&lt;br /&gt;
@Diablo teased this in a tweet on January 13, 2011. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/male-demon-hunter-coming-soon/ @Diablo tweet] - Twitter, January 13, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::How’s the male DH progressing?&lt;br /&gt;
::He’s doing well. He’s supposed to be stopping by sometime next week actually. We’ll see. You know how he is. -Diablo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ranger Design Evolution===&lt;br /&gt;
&lt;br /&gt;
The team has talked about the evolution of the character concept. They knew from the start that they wanted a ranged attacking class, but weren't at all sure what kind or what the lore would be. [[Christian Lichtner]] spoke on that from Blizzcon 2010:&amp;lt;ref&amp;gt;[http://www.escapistmagazine.com/articles/view/editorials/interviews/8291-BlizzCon-2010-The-Art-and-Design-of-Diablo-III.2 Christian Lichtner @ Blizzcon 2010] - The Escapist November 7, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Christian Lichtner:''' For the Demon Hunter, for example, we had a desert ranger at some point and it was awesome, it was really cool. It was an interesting take on the ranger, we didn't have that before. Like all our other classes, we tried to give it a little bit of a twist. One of the things with that was when we were doing the desert ranger, we found that stuff was getting a little bit clunky, we had a little too much cloth on him. And while it looks really cool, it also starts looking bulkier. And whenever we start seeing a class that looks really bulky, we start thinking short sword, or daggers, or fist weapons - stuff you can melee with. We wanted to strive to stay away from that. There have been other ideas that we had that were really, really cool that I think we're going to save. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Design Evolution====&lt;br /&gt;
&lt;br /&gt;
The design of the Archer / Demon Hunter was detailed in a series of slides during the [[Gameplay_Panel_Blizzcon_2010|Blizzcon 2010 Gameplay Panel]], compilation images of which can be seen below.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dh-evolution1.jpg&lt;br /&gt;
File:Dh-evolution2.jpg&lt;br /&gt;
File:Dh-evolution3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Melee Combat?===&lt;br /&gt;
&lt;br /&gt;
There were no melee combat skills for the Demon Hunter at Blizzcon 2010, but during the panel discussion the team talked about earlier designs of the character where she had one demonic arm and huge strength, along with some melee combat skills. Those may or may not return in further design.&lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke on this from Blizzcon 2010: &amp;lt;ref&amp;gt;[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/135958.20101024.Diablo-III-Interview-with-Jay-Wilson/ Jay Wilson Interview @ GamePlanet NZ] - GamePlanet New Zealand.  October 24, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FoK2.jpg|thumb|300px|[[Fan of Knives]] in action.]]&lt;br /&gt;
::'''''GP: '''Like the Amazon before it, will the Demon Hunter be able to spec for melee?&lt;br /&gt;
::'''Jay Wilson:''' We haven’t really decided on that yet! We’ve focused initially away from melee oriented abilities because we’re trying to capture the essence of the class, and the essence isn’t melee.&lt;br /&gt;
&lt;br /&gt;
::That being said, on the Wizard, we certainly did a lot of things that were more melee oriented, recognizing that there are some players that may want to create a “battle mage,” you know? So there is the capacity to do that for that character. If we find a compelling archetype in our heads then we’ll try to make skills that suit that.&lt;br /&gt;
&lt;br /&gt;
::The only skill for the Demon Hunter that we have right now that does kind of fit the bill is called [[Fan of Knives]] where she throws an array of knives a very short distance all around her. It’s not a melee skill but it is a very close range skill.&lt;br /&gt;
&lt;br /&gt;
::If we can come up with a great idea for a melee build then we’ll definitely do that as long as it doesn’t detract from the core of who she is as a character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Bashiok]] also spoke on this in October 2010.&amp;lt;ref&amp;gt;[http://www.blizzblues.com/us/bashiok-quick-question-about-the-new-class-27401646825.html Bashiok forum post] - Battle.net, October 26, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
::The demon hunter isn't restricted to ranged weapons but is of course the core archetype of the class. It's a bit early for determining usable weapons still, but I know at the least one-handers/shields are planned to be usable. And it's likely there will at least be some traits that improve melee weapon use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demon Hunter Active Skills==&lt;br /&gt;
&lt;br /&gt;
Nine Demon Hunter active skills were revealed at [[BlizzCon 2010]]. At that time, Blizzard also revealed the new skill system, with all [[passive skills]] moved to [[traits]]. However, At the [[July 2011 Press Event]], it was revealed that [[traits]] had been changed back to [[passive skills]]. Also, the Demon Hunter was shown with a full complement of skills.&lt;br /&gt;
&lt;br /&gt;
The following is a very quick list. See the [[Demon Hunter skills]] page for a more thorough summary, or any of the individual skills pages for full information.&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
[[File:Demon-hunter-axe-shield.jpg|thumb|350px|More than just bows can be equipped.]]&lt;br /&gt;
* [[Hungering Arrow]] - An arrow skill that does bonus damage and has a seeking property.&lt;br /&gt;
* [[Entangling Shot]] - A ranged attack that slows the target, potentially chaining it to nearby enemies.&lt;br /&gt;
* [[Evasive Fire]] - A ranged attack combined with a backflip if enemies are in close range.&lt;br /&gt;
* [[Fan of Knives]] - AKA &amp;quot;knife nova.&amp;quot; Short range attack sprays a volley of knives in a circle around the Demon Hunter.&lt;br /&gt;
* [[Bola Shot]] - A ranged attack that wraps around the target and explodes.&lt;br /&gt;
* [[Grenades]] - Throws multiple grenades which detonate after a short count down.&lt;br /&gt;
* [[Chakram]] - Fire a swirling Chakram that does physical damage to enemies along its path.&lt;br /&gt;
* [[Impale]] - Fire a massive shot to impale a target.&lt;br /&gt;
* [[Spike Trap]] - A trap which opens into spike-filled vortex, grinding any demons stepping on it.&lt;br /&gt;
* [[Elemental Arrow]] - Shoot an elemental charged arrow that deals Fire damage to all targets it passes through.&lt;br /&gt;
* [[Multishot]] - A ranged attack firing a flurry of arrows at a time.&lt;br /&gt;
* [[Cluster Arrow]] - Fire a cluster bomb into the ground that spawns multiple grenades which detonate after a short time, causing [[AoE]] damage.&lt;br /&gt;
* [[Rapid Fire]] - Rapidly fire arrows.&lt;br /&gt;
* [[Strafe]] - Shoot at random nearby enemies while moving.&lt;br /&gt;
* [[Rain of Vengeance]] - Fire a massive volley of arrows around you. Arrows fall from the sky for several seconds.&lt;br /&gt;
&lt;br /&gt;
===Discipline===&lt;br /&gt;
* [[Caltrops]] - Lay a trap of caltrops on the ground that slows enemies and activates when an enemy approaches.&lt;br /&gt;
* [[Vault]] - The Demon Hunter's [[movement ability]]. Has a shadowy theme and some acrobatics to it.&lt;br /&gt;
* [[Marked for Death]] - The marked enemy takes additional damage.&lt;br /&gt;
* [[Smoke Screen]] - Vanish behind a wall of smoke, becoming momentarily invisible.&lt;br /&gt;
* [[Companion]] - Summon a raven companion that will periodically peck at enemies.&lt;br /&gt;
* [[Shadow Power]] - Draw in the power of the shadows, increasing attack speed for a short time.&lt;br /&gt;
* [[Sentry]] - Creates a mechanical turret that fires arrows at enemies.&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* [[Preparation]] - Restore all Discipline.&lt;br /&gt;
&lt;br /&gt;
==Demon Hunter Passive Skills==&lt;br /&gt;
&lt;br /&gt;
This is a very quick listing. See the [[Demon Hunter skills]] article for more details, or click on any of the individual passive skills for full stats and info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Weak Spot]] - Increases [[critical strike]] damage.&lt;br /&gt;
* [[Archery]] - Reduces the cost of [[Hatred]]-based skills.&lt;br /&gt;
* [[Cloak of Shadows]] - Reduces melee damage.&lt;br /&gt;
* [[Aggression]] - Increases [[attack]].&lt;br /&gt;
* [[Superior Skill]] - Increases [[precision]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Toughness]] - Increases [[vitality]].&lt;br /&gt;
* [[Back to Basics]] - Increases the basic damage done by the Demon Hunter's weapon.&lt;br /&gt;
* [[Focused Discipline]] - Reduces the cost of [[Discipline]]-based skills.&lt;br /&gt;
* [[Opportunity]] - Increases damage dealt to slowed targets.&lt;br /&gt;
* [[Years of Training]] - When a [[Discipline]]-based skill is used, damage dealt by the Demon Hunter is increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]] - Increases damage dealt by missiles.&lt;br /&gt;
* [[Hot Pursuit]] - Run speed is increased when the Demon Hunter is full of [[Hatred]].&lt;br /&gt;
* [[Killing Spree]] - Improves [[critical]] strike chance right after killing an enemy.&lt;br /&gt;
* [[Resourcefulness]] - Regeneration of [[Hatred]] is increased when [[Discipline]] is low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter Traits===&lt;br /&gt;
Many [[traits]] were preserved as [[passive skills]], but a lot them were dropped. See the [[Demon Hunter traits]] page for full info on what the traits system looked like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource System==&lt;br /&gt;
&lt;br /&gt;
[[Image:Hatred_discipline.gif|frame|left|The [[Hatred-Discipline]] bulb.]]&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter uses a dual resource system, known as Hatred and Discipline. Hatred (the red portion of the orb) dictates the resource available for offensive attacks, and it regenerates quickly. Discipline determines resources available for the Demon Hunter's defensive maneuvers, and also some of her traps.&lt;br /&gt;
&lt;br /&gt;
Previous comments about the development of the resource are retained below.&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter used quickly-regenerating [[mana]] as her [[resource]] in the Blizzcon 2010 PvM demo. This was merely a temporary solution, since the team wants to give each class in the game a unique resource. Jay Wilson elaborated on this in an interview from Blizzcon, in October 2010.&amp;lt;ref&amp;gt;[[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/135958.20101024.Diablo-III-Interview-with-Jay-Wilson/ Jay Wilson Interview @ Blizzcon 2010] - GamePlanetNZ. October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''GP: '''What’s the Demon Hunter’s resource system?''&lt;br /&gt;
::'''Jay: '''She doesn’t have one yet. Right now she’s just using mana and that’s temporary. It’s our goal that every class have a unique one – and really, I’m not even being coy here, we really don’t have one! We’ve got about five or six ideas on the table.&lt;br /&gt;
&lt;br /&gt;
::'''''GP: '''Care to share a couple of them!?&lt;br /&gt;
::''''Jay: '''No! [laughs] Mainly because I’m not the primary designer of the Demon Hunter and I don’t want to give away anything that [[Wyatt Cheng|Wyatt]] might not actually want me to say!&lt;br /&gt;
&lt;br /&gt;
There had been further mentions of the resource system, although nothing overly specific. When the male Demon Hunter debuted, it was with a few interviews where some more information was given about the resource system. Notably, the following quotes give some insight:&lt;br /&gt;
&lt;br /&gt;
In an interview with GamePlanetNZ&amp;lt;ref&amp;gt;[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/136557.20110218.Diablo-IIIs-Jason-Bender-Christian-Lichtner/page1/ Artist Interview] - GamePlanetNZ. February 18, 2011&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’ve split their kit into the idea of discipline – prepared, deliberate, precise – a character who builds his traps ahead of time and knows every weakness of his enemy and exactly what he has to do to take it out. Then there’s hatred, this almost blind drive – they can’t stop themselves from getting involved which means they’re probably angry at themselves for having that taint and it makes it worse. So they’re obsessed in that way. Their skills match that: They have some very aggressive skills that come out of that hatred school, and they have discipline skills, that deliberate, intentional preparedness.&lt;br /&gt;
...the inspiration for what we’ve done since then has been based on this idea of aggression and hatred versus discipline and self-mastery. So, the skill set definitely reflects those two schools of thought and the resource system reinforces the skill set accordingly. But we’re still testing it and making sure it really plays as smoothly as we want it to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From an interview with Gamestar&amp;lt;ref&amp;gt;[http://www.gamestar.de/specials/spiele/2321087/diablo_3.html Another Interview] - Gamestar.de. February 18, 2011&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;...he still has the most duality of all our classes. Our Designers developed this cool idea of hatred and discipline as the two aspects of the demon hunter. Those aspects balance out in his abilities. He’s got abilities that are very technical and take a lot of preparation to use, like setting traps or his dead-eye shot. On the other hand, some of his abilities are just pure rage, like firing a lot of arrows or throwing lots of grenades at once.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interview conducted by DiabloFans&amp;lt;ref&amp;gt;[http://www.diablofans.com/topic/23770-diablofans-presents-the-male-demon-hunter/ Male Demon Hunter Debut] - DiabloFans. February 18, 2011&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;This character sort of has more duality and has a more unusual field in that the Demon Hunter is so personally obsessed with fighting demons that they almost can’t control themselves. But at the same time, like any good hunter or vigilante, they have to be deliberate so they don’t get themselves killed, because they are outnumbered and largely outgunned, so they have to be careful. So what we’ve done is taken a look at the Hatred side of things and said OK, what does an obsessed hunter do? Lots of damage, just out of control, burstiness that allows you to do long range burst damage and get out of trouble short range by willing yourself out of that situation with close ranged attacks.&lt;br /&gt;
On the other side is the preparation and the knowledge that goes into hunting something without that outnumbers you a million to one. That’s the Discipline side of things, these are abilities that are a little more elaborate that you’ll generally use less often, so you really have to plan when you want to use these skills. So we can’t draw out the resource system in specific details but that is the theme you’re going to see.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally, in an interview conducted by GameSpot&amp;lt;ref&amp;gt;[http://www.gamespot.com/pc/rpg/diablo3/news.html?sid=6299786&amp;amp;tag=topslot;thumb;1&amp;amp;mode=previews Diablo III Preview] - Gamespot. February 18, 2011.&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So with their resources and their skill trees, we split their skills into the categories of discipline, including traps, preparation, things that take a lot of forethought, and hatred, which is the red-eyes insanity the fuels their high-powered burst attacks, alpha strikes, multishots, flame arrows, and things like that. [The demon hunter] really feels more visceral, and there’s some interesting interplay in the resource system that allows you to switch back and forth between your discipline abilities and your hatred abilities. It’s a little more complex and nuanced than some of the other classes; it’s a class about precision and playing [one skill set] off the other.&lt;br /&gt;
...we want the demon hunter to have some highly regenerative, more accessible hatred abilities that he always has up and can use to zip around and keep the pace [of combat] up. But then the discipline side tends to be a more precious resource that you have to manage a lot more carefully. You really pick and choose when you want to use your discipline abilities because they make a big difference in how you escape, how you set up an attack…things like that.&lt;br /&gt;
&lt;br /&gt;
Some abilities use hatred; some use discipline. That’s where we’re at in development. But we want to make sure you’re bouncing back and forth between the two without having to switch a stance or anything cumbersome like that. So you’ll have abilities from both camps accessible at all times, depending on how you build your character. Some demon hunters may focus on hatred, with lots of shooting and moving around, and try to amp up that ability as much as possible, while some may focus on discipline instead. [Either way], the default path is going to be a little of both.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class-Specific Items==&lt;br /&gt;
&lt;br /&gt;
[[Image:DHItems.jpg|right|thumb|250px|Demon Hunter with a [[Cloak]] and dual [[Hand Crossbows]].]]&lt;br /&gt;
The Demon Hunter has a few [[item]] types that are specific to the class: [[Quivers]], which are off-hand items, [[Hand Crossbows]], and [[Cloaks]]. Class-specific items not only add visual flavor to a class, but they also allow the developers to add in specific item [[modifiers]] and affixes that are appropriate only to that certain class, to avoid having an inordinate amount of &amp;quot;junk&amp;quot; items spawned for the other classes.&lt;br /&gt;
&lt;br /&gt;
Quivers are equipped in the off-hand slot, but ranged weapons in Diablo III do not require ammunition, unlike in Diablo II where a [[bow]] would require arrows and a [[crossbow]] would require bolts. They can be equipped with a 2-handed crossbow or bow, and also the demon hunter-specific hand crossbows. In addition to this, quivers are not displayed on the character model visually, even though they are equipped and have an icon. When a Demon Hunter equips a pair of [[pants]], the model reflects the nature of the class being ranged, and quivers are part of the natural &amp;quot;look&amp;quot; of that. Even if a demon hunter is played in a melee style, they will still appear as if they have equipped quivers...unless they go without pants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Background==&lt;br /&gt;
&lt;br /&gt;
[[File:Demon-hunter-ingame1.jpg|frame|In-game view.]]&lt;br /&gt;
The official bio of the Demon Hunter is of a survivor of demonic attack. The class is made, not born; existing Demon Hunters find survivors in their travels, and those with spirit and skill are inducted into the order and taken to their training grounds in [[The Borderlands]] where they are trained in the combat skills they'll need to take vengeance on the monsters that destroyed their families and village.&lt;br /&gt;
&lt;br /&gt;
Demon Hunters use every tool at their disposal to fight monsters, including traps, gadgets, and bits of dark magic. The glowing eyes of the Demon Hunter in the cinematic introduction is meant as a hint of this willingness to experiment and dabble in the dark arts. &lt;br /&gt;
&lt;br /&gt;
Many of the class skills reflect this design, with their combination of several of her core elements including, &amp;quot;tactical,&amp;quot; &amp;quot;traps and gadgets,&amp;quot; &amp;quot;swift and acrobatic,&amp;quot; &amp;quot;ranged,&amp;quot; &amp;quot;shadowy and dark.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Official Lore===&lt;br /&gt;
From the Writings of [[Abd al-Hazir]], [[Writings of Abd al-Hazir: Entry no. 0068|Journal Entry #35]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;I have just returned from my travels on the edge of the frozen wasteland known as the Dreadlands, a once-beautiful place forever changed by some great calamity in its history. Now, only ruined cities and bleak landscapes remain, no place for any living thing. I was headed for the village of Bronn for the night, but when I arrived, I found a scene of devastation such as I had never seen before. I should have fled at the first sign of danger, but my curiosity drove me forward. Most of the town's buildings had been burnt to their foundations, and a few charred timbers were the only sign of where they had once stood. Ash choked my lungs. There were bodies strewn everywhere, many dismembered and some even half consumed. The city was abandoned.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Or so I thought.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
From the husk of the inn, one of the few buildings still standing, monstrous, gray-skinned creatures burst forth, shouting in some infernal tongue. They were masses of misshapen flesh, of sinewy muscle made for battle. Helpless, I stood frozen as they drew close. The one in the lead seized me by the front of my cloak and lifted me from the ground, its claws tearing through fabric and skin. Its breath was hot on my face, and I was assaulted by the putrid smell of rotten flesh. Its mouth yawned wide, and I saw rows of sharpened teeth, yellowed and stained with blood. I thought only of the shame that my voice would be silenced, never to illuminate another of the wonders of our world for you, my loyal readers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A sharp sound whistled by my ear, and a crossbow bolt sprouted from the eye of the beast before me, spraying my face with its burning blood. It howled an inhuman cry of pain and threw me to the ground, grabbing at the quarrel. The other creatures scanned for this unseen attacker, and I was forgotten for the moment. From the ground at their feet, I tore my head around to see where the bolt had come from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;She emerged from the shadows cast by the setting sun and wasted no time in dispatching the rest of my attackers. Her hands worked twin crossbows, launching a glowing arc of flaming bolts over my head, blanketing the hulking monsters.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dh-cinematic2.jpg|thumb|400px|A Demon Hunter turns a survivor into a new recruit.]]That was when I saw a demon hunter for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The girl could have been no more than twenty. She emerged from the shadows cast by the setting sun and wasted no time in dispatching the rest of my attackers. Her hands worked twin crossbows, launching a glowing arc of flaming bolts over my head, blanketing the hulking monsters. Every shot found its mark in one of the horned beasts, felling the lot of them. From the corner of my eye, I saw more of the savage brutes sneaking up on her from behind. My voice froze in my throat as I tried to scream a warning. I needn't have worried: she was not unaware. The hunter reached into her belt and rolled a trio of strange metal spheres into their path. The monsters looked down just as the contraptions exploded into light and flame, stunning them. It gave her enough time to round on them, her crossbows dispatching them one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a last look over the town, apparently satisfied that no danger remained for her, she came forward, shaking her head sadly. There was a look of profound disappointment on her face as she returned the crossbows to her sides, hidden by the folds of her cloak.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No survivors,&amp;quot; she said bitterly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
They call themselves the demon hunters, a group of fanatical warriors sworn to a single purpose: the destruction of the creatures of the Burning Hells. The demon hunters number in the hundreds and make their home in the Dreadlands so that they can live and train without the interference of any nation that would worry over having such a fearsome group camped within its borders (though at any time over half are dispatched across the world like this girl, seeking hellspawn). There is something in all demon hunters that gives them the strength to resist the demonic corruption that would drive lesser men to madness. They hone this power, for their resistance to this taint enables them to use the demons' power as a weapon. But their mission and their power are not all that bind them together.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
That night, the girl told me of her life, about how, as a child, the demons had descended upon her town. She had watched as demons destroyed her home, setting her village to the torch. They murdered everyone she knew and stole from her everyone she loved. She should have died with them, but she fled, hiding from the hellspawn for days until she was found by a demon hunter who saw the strength in her and took her in as one of their own. Each and every demon hunter, she told me, has a story like this.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
They are the survivors, and they are searching for vengeance.&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter Profile Video===&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;ajcwHfQjfNY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Haunt Gameplay - Beta Patch 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;et8w0mm1nA0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find every sort of Diablo III screenshot and artwork [http://www.diii.net/gallery/ in the picture gallery].&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=560&amp;amp;x=0&amp;amp;y=0 Act One screenshots]&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=561&amp;amp;x=0&amp;amp;y=0 Act Two screenshots]&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=509&amp;amp;x=0&amp;amp;y=0 Character Artwork]&lt;br /&gt;
* Demon Hunter [http://diablo.incgamers.com/gallery/search.php?keywords=hunter&amp;amp;cat=510&amp;amp;x=0&amp;amp;y=0 Wallpapers]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;  &lt;br /&gt;
File:Demon-hunter-art1.jpg|Demon Hunter light armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-art2.jpg|Demon Hunter medium armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-art3.jpg|Demon Hunter heavy armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-art4.jpg|Demon Hunter very heavy armor/weapon concept art.&lt;br /&gt;
File:Demon-hunter-ingame1.jpg|Seen in-game.&lt;br /&gt;
File:Dh-cinematic1.jpg|Demon Hunter from her cinematic.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Demon-hunter-art1-4.jpg|center|thumb|800px|The Demon Hunter artwork showing her armor/weapon progression from light to heavy.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The Demon Hunter's Fan of Knives is comparable to the Warden's Fan of Knives in Warcraft 3: The Frozen Throne, or the Fan of Knives Level 80 ability acquired by the Rogue in [[World of Warcraft]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|DH}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[category:Demon Hunter]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor&amp;diff=46997</id>
		<title>Witch Doctor</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor&amp;diff=46997"/>
				<updated>2012-02-24T01:47:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Witch Doctor''', abbreviated '''WD''', is a pure [[caster|spellcaster]], dealing with elemental magic, nature magic, necromancy and alchemy. The class has taken some inspiration from the {{iw|Necromancer Necromancer}} of [[Diablo II]], in its ability to summon pets of various types, as well as cast some mind control spells. &lt;br /&gt;
&lt;br /&gt;
The Witch Doctor is a much more active, spell-attacking class than the Necromancer was, though. A Witch Doctor can not succeed just summoning pets and sitting back; he must venture in much closer to the fray, constantly using attack spells to supplement the damage dealt by various short-lived pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250px&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border-collapse: collapse; border: none; background: #2D0606; clear:left; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 10px; line-height: 10px; font-size: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 12px; font-size: 14px;&amp;quot;|'''[[Diablo III Class]]''' &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|[[File:Witch_Doctors.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 14px; font-size: 16px;&amp;quot;| The Witch Doctor&lt;br /&gt;
|-&lt;br /&gt;
| [[Skills]]:&lt;br /&gt;
| [[Witch Doctor Skills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Passives]]:&lt;br /&gt;
| [[Witch Doctor Passives]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Resource]]:&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common [[builds]]:&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;Background&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Origin:&lt;br /&gt;
| [[Teganze]], [[Torajan jungles]]&lt;br /&gt;
|-&lt;br /&gt;
| Affiliation:&lt;br /&gt;
| [[Tribe of the Five Hills]]&lt;br /&gt;
|-&lt;br /&gt;
| Friends:&lt;br /&gt;
| None known&lt;br /&gt;
|-&lt;br /&gt;
| Foes:&lt;br /&gt;
| [[Clan of the Seven Stones]], [[Tribe of the Clouded Valley]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor looks a bit like the top half of one of [[Diablo II]]'s {{wl|[http://diablo2.diablowiki.net/Flayer_Shaman Flayer Shaman]}}, especially when outfitted in one of his oversized, colourful tribal masks. There is even a Flayer Shaman called {{iw|Witch_Doctor_Endugu Witch Doctor Endugu}}. Judging by the [[Witch Doctor skills|skills thus far demonstrated]], the WD fights a lot like a {{wl|[http://diablo2.diablowiki.net/Necromancer Necromancer]}}, using cunning and guile, rather than direct physical attacks. Witch Doctors possess a number of mind control spells, the ability to summon and control [[undead]] servants, and a variety of direct damage [[elemental]] attacks.&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has described the Witch Doctor as old, grizzled and fanatical. His magic is not clean and easy, like the fire or lightning a {{iw|Sorceress Sorceress}} can produce with a snap of her fingers. Witch Doctors get dirty. They summon [[Wall of Zombies|walls of zombies]] to rip apart enemies, they call forth undead demon hounds called [[Mongrel]]s that they can detonate to deal heavy damage to their enemies, and they fashion the skulls of the dead into explosive grenades. The D3 team discussed the Witch Doctor's design concepts in the [[WWI 2008: Denizens of Diablo Panel|Denizens of Diablo panel]] at the [[WWI 2008]].&lt;br /&gt;
&lt;br /&gt;
::''For the Witch Doctor, we wanted to get a rich, voodoo vibe. We wanted to avoid straight up master-caster feel. He's not just conjuring things out of thin air. WDs don't just channel magic. They take real world objects and infuse them with voodoo magic. Our spell descriptions for the WD were like, &amp;quot;He's going to throw a shrunken head filled with a chemical concoction.&amp;quot; Or &amp;quot;He's going to create insect swarms by blowing voodoo dust from his palms.&amp;quot; Or &amp;quot;He's going to sprinkle dust in the air and cause illusions and frighten monsters away.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The team felt that it wouldn't be a real Witch Doctor without [[zombies]]. They go together naturally, but they didn't want normal slow wandering zombies. They mashed the idea of Zombies with the Firewall of previous games and came up with [[Wall of Zombies|zombie wall]].&lt;br /&gt;
&lt;br /&gt;
[[Leonard Boyarsky]] describes the Witch Doctor: &amp;lt;ref&amp;gt;[http://uk.pc.gamespy.com/pc/diablo-iii/885172p1.html Leonard Boyarsky @ BlizzCon 2008] - Gamespy, October, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''The Witch Doctor is angry, someone who's been broken by a life that's dealt a few too many hard knocks and not enough joy. This is someone tired of being smacked in the head, so he uses his mystical powers to get into the heads of others (and if that doesn't work, a swarm of locusts will get under their skin).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Witch Doctor Active Skills==&lt;br /&gt;
&lt;br /&gt;
The [[Witch Doctor skill]]s were arranged in three skill trees, [[Zombie_Skill_Tree|Zombie]], [[Spirit_Skill_Tree|Spirit]], and [[Voodoo_Skill_Tree|Voodoo]], prior to 2010. The [[skills]] and [[skill tree]] systems were entirely revised in 2010, and the active skills were arranged into one large list. At [[BlizzCon 2010]] in October Blizzard revealed the new skill system, with all [[passive skills]] moved to [[traits]]. However, At the [[July 2011 Press Event]], it was revealed that [[traits]] had been changed back to [[passive skills]].&lt;br /&gt;
&lt;br /&gt;
The following is a very quick list. See the [[Witch Doctor skills]] page for a more thorough summary, or any of the individual skills pages for full information.&lt;br /&gt;
&lt;br /&gt;
===Physical Realm===&lt;br /&gt;
[[Image:Wd-locust-swarm1.jpg|thumb|250px|[[Locust Swarm]].]]&lt;br /&gt;
* [[Poison Dart]] - The WD fires a dart that deals poison damage upon impact, and more over time.&lt;br /&gt;
* [[Plague of Toads]] - Release a handful of toads that hop out across the screen in semi-random directions. Toads burst upon contact with an enemy, dealing poison damage and leaving a small puddle on the ground.&lt;br /&gt;
* [[Zombie Charger]] - Summon a zombie that charges straight forward, disintegrating into a damaging cloud of poison.&lt;br /&gt;
* [[Corpse Spiders]] - Summon spiders to attack nearby enemies. The spiders emerge from a rotting zombie corpse.&lt;br /&gt;
* [[Firebats]] - An inferno-like spray of flaming bats damages all enemies in the line of fire.&lt;br /&gt;
* [[Firebomb]] - Lob an skull that explodes on impact, dealing fire damage to all nearby enemies.&lt;br /&gt;
* [[Locust Swarm]] - Fire a plague of locusts that swarm over enemies, dealing physical damage over time. If the enemy dies the locusts will [[chain]] to other nearby targets.&lt;br /&gt;
* [[Acid Cloud]] - A [[DfA]] spell that rains acid down on a small radius, dealing poison damage to the target and leaving a [[DoT]] puddle behind.&lt;br /&gt;
[[Image:Wd-zombie-wall1.jpg|thumb|250px|[[Wall of Zombies]]]]&lt;br /&gt;
* [[Wall of Zombies]] - A long row of zombies erupt from the earth and attack nearby enemies.&lt;br /&gt;
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===Spirit Realm===&lt;br /&gt;
* [[Haunt]] - Launchs a ghostly creature that latches onto enemies, dealing [[Arcane]] damage over time. IF the target dies while the Haunt is active, it will [[chain]] to another nearby enemy.&lt;br /&gt;
* [[Horrify]] - A horrifying giant Witch Doctor appears overhead, frightening away any nearby enemies.&lt;br /&gt;
* [[Spirit Walk]] - An escape/movement skill that allows the Witch Doctor to leave his empty husk of a body behind and run, moving freely in the spirit realm for several seconds.&lt;br /&gt;
* [[Soul Harvest]] - A spell-casting buff. This grants increased increased spell damage for every enemy within the effective radius, for a limited time.&lt;br /&gt;
* [[Spirit Barrage]] - A powerful DfA skill, this brings down a bombardment of spirits that deal Arcane damage to anything in the radius.&lt;br /&gt;
* [[Mass Confusion]] - A curse that causes enemies in the vicinity to switch allegiances, fighting against their fellow for a short duration.&lt;br /&gt;
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===Support===&lt;br /&gt;
* [[Summon Zombie Dogs]] - The Witch Doctor summons a zombie dog to aid him.&lt;br /&gt;
* [[Grasp of the Dead]] - A debuff curse, this slows and damages enemies for a short duration.&lt;br /&gt;
* [[Hex]] - Summon a [[Fetish Shaman]] which will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and take additional damage from attacks.&lt;br /&gt;
* [[Sacrifice]] - Detonate one of your [[Mongrels]], dealing substantial damage to nearby enemies.&lt;br /&gt;
* [[Gargantuan]] - Summon a large zombie to fight for you.&lt;br /&gt;
* [[Big Bad Voodoo]] - Summon a fetish to begin a ritual dance that increases the attack, casting and movement speeds of all allies in the area.&lt;br /&gt;
* [[Fetish Army]] - Summon an army of [[Fetish]]es to fight by your side for a short duration.&lt;br /&gt;
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==Witch Doctor Passive Skills==&lt;br /&gt;
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This is a very quick listing. See the [[Witch Doctor skills]] article for more details, or click on any of the individual passive skills for full stats and info.&lt;br /&gt;
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* [[Mana Regeneration]] - Regenerates more [[mana]] per second.&lt;br /&gt;
* [[Mind and Body]] - Regenerates more health per second.&lt;br /&gt;
* [[Spiritual Attunement]] - Increases maximum [[mana]].&lt;br /&gt;
* [[Care of the Master]] - Increases the health of pets.&lt;br /&gt;
* [[Quickening]] - Increases casting speed.&lt;br /&gt;
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* [[Spirit Vessel]] - The Witch Doctor gains [[mana]] whenever he picks up a [[health globe]].&lt;br /&gt;
* [[Aggression]] - Increases [[attack]].&lt;br /&gt;
* [[Expert Defense]] - Increases [[defense]].&lt;br /&gt;
* [[Superior Skill]] - Increases [[precision]].&lt;br /&gt;
* [[Toughness]] - Increases [[vitality]].&lt;br /&gt;
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* [[Death Pact]] - Reduces damage taken when the Witch Doctor is low on health.&lt;br /&gt;
* [[Leader of the Pack]] - Increases damage dealt by Zombie Dogs.&lt;br /&gt;
* [[Ritual of Blood]] - Part of [[mana]] costs for skills are taken from health.&lt;br /&gt;
* [[Ferocity]] - Increases damage done by pets.&lt;br /&gt;
* [[Plagued]] - Increases damage done by [[Animal skills]] and [[Plague skills]].&lt;br /&gt;
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* [[Rituals]] - Increases spell damage by a percentage of health.&lt;br /&gt;
* [[Zombie Master]] - Increases damage done by [[Zombie skills]].&lt;br /&gt;
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===Witch Doctor Traits===&lt;br /&gt;
Many [[traits]] were preserved as [[passive skills]], but a lot them were dropped. See the [[Witch Doctor traits]] page for full info on what the traits system looked like.&lt;br /&gt;
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==Male Witch Doctor's Look==&lt;br /&gt;
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[[File:Wd-male-masks1.jpg|frame]]&lt;br /&gt;
The facial look of the Witch Doctor, male and female, may be almost irrelevant in the game, since most characters will always have one of the masks ([[helms]]) on them. These are far more obscuring of the face than the headgear of any of the other classes. It's not yet known how exactly alike the masks are for male and female WDs.&lt;br /&gt;
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[[File:Wd-male-faces1.jpg|left|frame]]&lt;br /&gt;
The Male Witch Doctor's face has evolved quite a bit during the game's development, at least judging from the few pieces of concept art we've been shown. The earliest version of the character was a sort of wildman of the swamp; he doesn't appear to have been brown-skinned, and the oddest part was that he carried a little shrunken monster in a backpack, somewhat like the Fetish Shaman found in Diablo II. &lt;br /&gt;
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This mini-WD was something of a sidekick, and would assist the WD in combat. One example given during a Blizzcon panel was that when the WD was stunned, the mini-WD would stand up in the backpack and beat him on the head to try and wake him up.&lt;br /&gt;
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==Necromancer Replacement?==&lt;br /&gt;
The WD is clearly {{wl|[http://diablo2.diablowiki.net/Necromancer Necromancer]}}-like, in his mixture of summonings, mind control curses, and sub-mage quality magical attacks, but the [[D3 team]] does [[WWI_2008:_D3_Design_Fundamentals_Panel|not view the character as a replacement]] for the Necromancer.&lt;br /&gt;
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::'''Q:''' Is the witch doctor a replacement or spiritual successor to the {{wl|[http://diablo2.diablowiki.net/Necromancer Necro]}}? They seem to have rather similar skills.&lt;br /&gt;
::'''A:''' We don't view the Witch Doctor as a replacement. The Necromancer is a very cool char. We thought about him as a class and tried to see if we could improve on him, which is something we did with every class, and that led us to create the Witch Doctor. If we ever decided to make a Necromancer, the Witch Doctor wouldn't prevent us from doing so.&lt;br /&gt;
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[[Jay Wilson]] commented further on this and detailed what makes the Witch Doctor different than the Necromancer in an interview with 1up.com in December 2008. &amp;lt;ref&amp;gt;[http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 Jay Wilson Interview] - 1up.com, December, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::We wanted to create a class whose pets were not his primary source of damage output. [...] Most Necromancer builds are very pet heavy. The pets do a lot of the damage, and a lot of mechanics are built around [[debuff]]ing the enemy so your pets can be better against them or taking advantage of the bodies your pets create by blowing them up with corpse explosion.&lt;br /&gt;
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::The Witch Doctor's pets are more of a distraction -- they're his form of [[crowd control]]. [...] We wanted to have this general notion of a character who controlled all things slimy and gross, like zombies, bats, snakes, and spiders, but he didn't rely on them -- he just throws them out there. [...] Each element is like that, where it's another distraction while the source of primary damage is the Witch Doctor himself. This makes him play very differently than the Necromancer, which was intentional.&lt;br /&gt;
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==WD Build Variety?==&lt;br /&gt;
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One question that arose in early conversation about the Witch Doctor, after players got to try out the class at [[Blizzcon]] 2008 and 2009, was how varied his potential builds would be. Jay Wilson addressed this issue in an October 2009 interview.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Jay Wilson Interview] - IncGamers.com, October 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''''Diii.net: '''The Witch Doctor build seems fairly narrow in concept. He’ll always have mongrels for tanking, some mini-mage support, and some minion attacks and a bit of mind control. Looking at his skill tree now, there doesn’t seem to be that many potential Witch Doctor builds, which isn’t true of the [[Wizard]] or [[Barbarian]]. Can you comment on that? Is it just that we don’t know enough about the Witch Doctor yet?  &lt;br /&gt;
::'''Jay Wilson: '''The Witch Doctor is less developed than the Wizard and the Barbarian. His skills are on what we call a second round, a second revision, while the Barbarian and Wizard are firmly in their third, maybe even their fourth revision. So as every time we revisit the systems we expand the abilities. It’s based on playing them. We discover basically the same things, and we’ll say something like, “Oh, this class seems a little bit more focused than we wanted. We can’t make this kind of build the way we wanted to.”  So we end up expanding them over time.&lt;br /&gt;
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In the game, every class is different. Some classes offer themselves up to a lot of variations. Some classes tend to have a lot more focus. We saw that in Diablo II, some classes had fewer variations and fewer possibilities than the others. That’s not really our goal though. Our goal is to make sure that every class is equally diverse in the types of builds they can be made for.&lt;br /&gt;
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===ZooKeeper Build===&lt;br /&gt;
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The Witch Doctor is not going to support the &amp;quot;zookeeper&amp;quot; style of build, where a player has numerous weaker summons which can be used to swarm enemies. The class is more about precisely managing a few minions at once, rather than summoning up a horde of helpers. This point was made by [[Bashiok]] in a March 2010 forum post about the [[Fetish Army]] skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-posts-on-shields-zookeeper-builds-and-healig-spells/ Bashiok forum post] - IncGamers.com, March 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::Fetish army is really the only mass-summon spell the witch doctor has. The fetish army spell effects are coming along too, it's looking pretty amazing.&lt;br /&gt;
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::But it's really more of an AoE that happens to do its damage by sending out little dudes to fight.&lt;br /&gt;
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::The witch doctor is more about using a small number of summons as damage soaks, and then casting spells for the majority of his damage. Some of which are themselves larger one-off summons. He's not a mass summoner, that's just not the intended flavor of the class.&lt;br /&gt;
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===Pet AI===&lt;br /&gt;
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Little is known about pet/minion intelligence in Diablo III. Most of the Witch Doctor's summons have yet to be shown off in a playable demo build, so it's not known how fierce they'll be, how effective, if they'll tank, if they can kill efficiently, etc. The general design of the Witch Doctor suggests that his minions will be support only; the main damage will always have to come from the WD's spell casting.&lt;br /&gt;
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Might there be some AI upgrades for his pets, though? A way to tell them to attack more eagerly, or to stay back in a defensive position? Apparently not. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-pet-ai/ @Diablo tweet] - IncGamers.com, November 15, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::''Are there any plans to let you choose targets for your pets? Or will they just attack whatever they please? --OdAnarchy&lt;br /&gt;
::They attempt to attack and distract enemies in an intelligent way to help you, but no there’s no pet controls. --Diablo&lt;br /&gt;
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That said, there have been many AI improvements made during the game's development. The goal isn't to make the minions too smart, or that would be unbalancing. Just smart enough to be useful, without doing everything for the character.  Flux commented on the improvements in the WD's [[Mongrels]] between the 2000 and 2010 Blizzcon demos:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-pet-ai/ Mongrel AI Commentary] - IncGamers.com, November 15, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::I got to experiment with Mongrels a fair amount at this year’s Blizzcon, and they were definitely improved over their 2009 incarnation. Some of that was their damage, which was much higher (especially once they were runestoned), but they generally seemed more useful and where I wanted them to be. In the 2009 demo, out in the open desert around Alcarnus, the Mongrels were always running off, or ganging up on some insignificant annoyance, like a desert wasp, when I wanted them to keep up and tank the pack of Fallen with an Overseer coming straight at me. I had to recast them regularly, or run back a screen or two to try and find where they’d gotten hung up.&lt;br /&gt;
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::That never happened during my PvM Witch Doctor play this year. The dogs were almost always where I wanted them to be, tanking the main threats, and doing pretty good damage. (Though they died rapidly against any boss pack, and since the mana cost to raise a Mongrel was pretty steep, I often had to stop firing my attack spells to regen enough mana to raise up a new Mongrel.) I can’t say how much of that was improved AI, and how much was this year’s demo set in a dungeon with narrow walkways and not much room for bad dogs to roam.&lt;br /&gt;
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::I did note one useful thing; they never all got stuck pawing obsessively at any of the objects. That’s always so annoying in D2, when suddenly all of your minions are chewing uselessly on a Tortured Soul, or a Sarcophagus, or something you have no need or desire to stop and kill. &lt;br /&gt;
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==Spell Damage==&lt;br /&gt;
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[[File:Arena-profile-f-wd.jpg|frame|Female WD profile.]]&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
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This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
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::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
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::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
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::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
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::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
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==Mana Resource==&lt;br /&gt;
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[[File:Arena-profile-m-wd.jpg|frame|Male WD profile.]]&lt;br /&gt;
The Witch Doctor is the only class in Diablo 3 who uses [[mana]] as a character resource.  In this the WD is very conventional and familiar to people who played Diablo and Diablo 2. The character casts spells that cost X amount of mana, which regenerates over time, at a rate determined by various factors including total mana pool, item modifiers, and relevant skills. Mana regenerates slowly compared to a resource like [[Arcane Power]], but the amount of mana available to the Witch Doctor increases (and scales) with level.&lt;br /&gt;
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Mana is also regained when the Witch Doctor uses [[health orbs]]; an issue [[Jay Wilson]] addressed while answering a question about the [[Wizard]] during an October 2009 interview. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Jay Wilson interview] - IncGamers.com, October 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''''Diii.net: '''Do you envision the health globes will boost [non-mana resources] in the way that the Wizard and Witch Doctor gained mana from them at Blizzcon?&lt;br /&gt;
::'''Jay Wilson: '''Um, maybe? *sounding intrigued* Usually in the third or fourth skill revision on classes we look at that kind of thing. For the [[Witch Doctor]] we figured that a lot of the mana things we had on the Wizard would work better on the Witch Doctor. We were having trouble maintaining enough mana while play testing the Witch Doctor. Especially if players didn’t take a specific mana recovery skill. So we focused on spreading that out across a lot more of the class so he can pull mana back more easily.  When we get to other classes I’m sure we’ll look for more of that. &lt;br /&gt;
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[[Image:Mana_bulb.jpg|left|thumb|200px|The Mana bulb.]]&lt;br /&gt;
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::But the key is that we don’t necessarily want to... we don’t want to cannibalize an existing gameplay mechanic. So when you take health globes that are already important, and you make them even more important, then that doesn’t really create gameplay. For the WD, the health globes weren’t that important a lot of times, since he very rarely took damage with his pets, so for him by enhancing his desire for health globes, we’re really putting gameplay where it wasn’t. So whatever we’re designing a class that’s what we look at.&lt;br /&gt;
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==Class-Specific Items==&lt;br /&gt;
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[[Image:WDItems.jpg|right|250px|thumb|Witch Doctor with a [[Mask]], [[Mojo]], and [[Ceremonial Knives]].]]&lt;br /&gt;
The Witch Doctor has three [[item]] types that are specific to the class: [[Mojo]]s, which are held in the off-hand, [[Ceremonial Knives]], and [[Voodoo Masks]]. Class-specific items not only add visual flavor to a class, but they also allow the developers to add in specific item [[modifiers]] and affixes that are appropriate only to that certain class, to avoid having an inordinate amount of &amp;quot;junk&amp;quot; items spawned for the other classes.&lt;br /&gt;
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As previously noted in this entry, the similarities between the Necromancer and the Witch Doctor, while not legion, are certainly not few. The off-hand Mojos certainly add a necromantic flavor to the class, high reminiscent of the Shrunken Heads that the Necromancer had available in Diablo II: Lord of Destruction. In addition, the Witch Doctor will carry his Ceremonial Knives (and also daggers) in the same highly-stylised, distinct manner that the Necromancer did in Diablo II, which should be welcome to most fans. Especially those with a Poison Dagger build in D2.&lt;br /&gt;
The masks are not part of any specific tier of item sets, but are their own models/textures and are individual like the mojos and daggers. There are only a few masks at present but they are very distinctive in appearance.&lt;br /&gt;
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==Class Background==&lt;br /&gt;
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The Witch Doctor comes from the an area of the [[Torajan]] jungles called [[Teganze]] on the southern tip of the great eastern continent, just southwest of [[Kurast]] (where {{iw|Act_Three Act Three}} took place in [[Diablo II]]). You can see it located on the [[World map]] close to Kurast.&lt;br /&gt;
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The fearsome Witch Doctor of the [[umbaru]] is believed to be a legend by many, but [[Abd al-Hazir]] has seen them with his own eyes, documented in the [[Writings of Abd al-Hazir: Entry no. 0013|thirteenth entry]] of his [[Writings of Abd al-Hazir|writings]]. &lt;br /&gt;
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The Witch Doctor uses terrifying precision to assault his foe's mind and body with elixirs and powders evoking fires, explosions, and poisonous spirits. He can also summon and control [[undead]] creatures from the netherworld to combat his enemies.&lt;br /&gt;
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Witch Doctors come from the Tribe of the Five Hills, who frequently engages in tribal warfare with both the Clan of the Seven Stones and the Tribe of the Clouded Valley as a ritual rather than conquest. The tribes use these wars to replenish their supply of human sacrifices their civilization revolves around. Only those taken in battle are considered worthy of the ritual sacrifice according to the code of heroism and honour of the tribes.&lt;br /&gt;
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The tribes define themselves by their belief in the [[Mbwiru Eikura]], which roughly translates to &amp;quot;[[Unformed Land|The Unformed Land]]&amp;quot;. Their belief holds that the true, sacred reality is veiled behind the physical one we normally experience. Their vitally important public ceremonies are centred upon sacrifices to the life force that flows from their gods, who inhabit the Unformed Land, into this lesser physical realm.&lt;br /&gt;
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Witch Doctors are finely attuned to this Unformed Land and are able to train their minds to perceive it through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the [[Ghost Trance]].&lt;br /&gt;
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The second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe.&lt;br /&gt;
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Their most current war created an intense social upheaval among the tribes due to an incident, of which details are lacking, but might be the reason the Witch Doctor has traveled west to [[Tristram]].&lt;br /&gt;
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===NPC Reactions===&lt;br /&gt;
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The Witch Doctors are seen as alien, strange, and untrustworthy by the NPCs in the game. This isn't surprising, as the Witch Doctors look very odd in their gear, and are far from traditionally-armored warriors. [[Captain Rumford]]'s greeting to the Witch Doctor, newly arrived in [[Tristram]] in Act One at the very start of the game, illustrates this clearly. You can see it delivered in the game in this YouTube video; jump to the 3:31 mark.&lt;br /&gt;
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&amp;lt;youtube&amp;gt;DvbGPKt0maY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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::'''Captain Rumford''' - I almost killed you walking round here looking like that. I don't have time for this insanity. Were you expecting me to beg for your help? I can tell you think you're some sort of adventurer even without proper clothing. &lt;br /&gt;
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::'''Witch Doctor''' - It is a small being that dismisses things simply because they are different. No matter. I am here to storm the dark scourge brought by the fire from the sky. &lt;br /&gt;
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::'''Captain Rumford''' - Well it landed in the old Tristram cathedral up the road so don't let me keep you. The only thing you'll be finding there is your death. Have fun. &lt;br /&gt;
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===Official Character Lore===&lt;br /&gt;
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As related in the [[Writings of Abd al-Hazir: Entry no. 0013|13th entry in the writings]] of [[Abd al-Hazir]].&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;''Most believe the fearsome [[witch doctor]] of the [[umbaru]] race a legend, but I have seen one in battle with my own eyes. And it was difficult to believe, even then. He dispatched his opponent with terrifying precision, assaulting his victim's mind and body with elixirs and powders that evoked fires, explosions, and poisonous spirits. As if these assaults were not enough, the witch doctor also had at his command the ability to summon [[undead]] creatures from the netherworld to rend the flesh from his enemy's body.&lt;br /&gt;
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''I came upon this rare display as I ventured deep into the interior of the dense [[Torajan]] jungles that cover the southern tip of the great eastern continent, in the vast area known as the [[Teganze]], with the goal of seeking out the tribes that reside there. This area is extremely secluded, and heretofore unseen by foreign eyes. I was fortunate to befriend the witch doctor I saw in battle, and, through him, his tribe: the [[Tribe of the Five Hills]].&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
''The culture of the umbaru of the lower Teganze is fascinating and perplexing to those hailing from more civilized walks of life. For instance, the Tribe of the Five Hills frequently engages in tribal warfare with both the [[Clan of the Seven Stones]] and the [[Tribe of the Clouded Valley]], but these are matters of ritual and not of conquest. I had heard tales that these wars are waged in order that the victors may replenish their supply of raw materials for the human sacrifices that their civilization revolves around, and when I timidly asked my hosts more about this topic, I must admit their laughter made me fear for my safety. However, through stumbled attempts at communication of such complex topics as what constitutes heroism and honor in their society, I gathered that only those taken in battle are considered worthy of the ritual sacrifice, much to my relief.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Upon further discussions with my hosts, I discovered that these tribes define themselves by their belief in the [[Mbwiru Eikura]], which roughly translates to &amp;quot;[[Unformed Land|The Unformed Land]]&amp;quot; (this is an imprecise translation, as this concept is completely foreign to our culture and language). This belief holds that the true, sacred reality is veiled behind the physical one we normally experience. Their vitally important public ceremonies are centered upon sacrifices to the life force that flows from their gods, who inhabit the Unformed Land, into this lesser physical realm.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''The [[witch doctor]]s are finely attuned to this Unformed Land and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the [[Ghost Trance]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Alongside the primacy of the belief in the life force and the Unformed Land, the second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe. This idea, so foreign to our culture, struck me as something I wished to delve into much more deeply.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Unfortunately, there was intense social upheaval among the tribes due to an incident involving their most current war (inasmuch as I could discern in the ensuing bedlam), and the charged atmosphere warranted my quick departure before I could ask anything further of my hosts.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;e1n6i7iRLL4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Witch Doctor Gameplay - Beta Patch 13&lt;br /&gt;
|}&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=Witch+Doctor Witch Doctor-specific gallery contents]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=doctor&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=546&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=546 Witch Doctor Screenshots].&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=witch&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=563&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=563 Witch Doctor Concept Art].&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=witch&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=550&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=550 Witch Doctor Wallpapers].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wd-1.jpg|Witch Doctor in game&lt;br /&gt;
Image:Wd-concept1.jpg|WD concept art&lt;br /&gt;
Image:Wd-firebats1.jpg|[[Spirit_Skill_Tree#Firebats|Firebats]] unleashed.&lt;br /&gt;
Image:Skill_witchdoctor_firebomb.jpg|[[Skull of Flame]] animation shots.&lt;br /&gt;
Image:Wd-concept2.jpg|High quality concept&lt;br /&gt;
Image:Wd-concept3.jpg|Crazy WD&lt;br /&gt;
Image:Wd-concept4.jpg|Male WD concept&lt;br /&gt;
Image:Wd-concept5.jpg|Female clothing concepts&lt;br /&gt;
Image:Wd-concept6.jpg|Female WD&lt;br /&gt;
Image:Wd-concept7.jpg|Male WD action&lt;br /&gt;
Image:Wd-concept8.jpg|Female sketches&lt;br /&gt;
Image:Witch_Doctors.jpg|Female and male WDs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Umbaru]]&lt;br /&gt;
* [[Tribe of the Five Hills]]&lt;br /&gt;
* [[Clan of the Seven Stones]]&lt;br /&gt;
* [[Tribe of the Clouded Valley]]&lt;br /&gt;
* [[Khazra]]&lt;br /&gt;
* [[Torajan Jungles]]&lt;br /&gt;
* [[Teganze]]&lt;br /&gt;
* [[Mbwiru Eikura]] / [[Unformed Land|The Unformed Land]]&lt;br /&gt;
* [[Ghost Trance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0013|Writings of Abd al-Hazir: Entry no. 0013: The Witch Doctor]]&lt;br /&gt;
* [[Media Coverage|Diablo III Media Coverage Archive]] for all interviews, previews, pictures and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|WD}}&lt;br /&gt;
&lt;br /&gt;
[[category:Witch Doctor]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Umbaru]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor&amp;diff=46996</id>
		<title>Witch Doctor</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor&amp;diff=46996"/>
				<updated>2012-02-24T01:46:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Witch Doctor''', abbreviated '''WD''', is a pure [[caster|spellcaster]], dealing with elemental magic, nature magic, necromancy and alchemy. The class has taken some inspiration from the {{iw|Necromancer Necromancer}} of [[Diablo II]], in its ability to summon pets of various types, as well as cast some mind control spells. &lt;br /&gt;
&lt;br /&gt;
The Witch Doctor is a much more active, spell-attacking class than the Necromancer was, though. A Witch Doctor can not succeed just summoning pets and sitting back; he must venture in much closer to the fray, constantly using attack spells to supplement the damage dealt by various short-lived pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250px&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border-collapse: collapse; border: none; background: #2D0606; clear:left; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 10px; line-height: 10px; font-size: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 12px; font-size: 14px;&amp;quot;|'''[[Diablo III Class]]''' &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|[[File:Witch_Doctors.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 14px; font-size: 16px;&amp;quot;| The Witch Doctor&lt;br /&gt;
|-&lt;br /&gt;
| [[Skills]]:&lt;br /&gt;
| [[Witch Doctor Skills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Passives]]:&lt;br /&gt;
| [[Witch Doctor Passives]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Resource]]:&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common [[builds]]:&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;Background&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Origin:&lt;br /&gt;
| [[Teganze]], [[Torajan jungles]]&lt;br /&gt;
|-&lt;br /&gt;
| Affiliation:&lt;br /&gt;
| [[Tribe of the Five Hills]]&lt;br /&gt;
|-&lt;br /&gt;
| Friends:&lt;br /&gt;
| None known&lt;br /&gt;
|-&lt;br /&gt;
| Foes:&lt;br /&gt;
| [[Clan of the Seven Stones]], [[Tribe of the Clouded Valley]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor looks a bit like the top half of one of [[Diablo II]]'s {{wl|[http://diablo2.diablowiki.net/Flayer_Shaman Flayer Shaman]}}, especially when outfitted in one of his oversized, colourful tribal masks. There is even a Flayer Shaman called {{iw|Witch_Doctor_Endugu Witch Doctor Endugu}}. Judging by the [[Witch Doctor skills|skills thus far demonstrated]], the WD fights a lot like a {{wl|[http://diablo2.diablowiki.net/Necromancer Necromancer]}}, using cunning and guile, rather than direct physical attacks. Witch Doctors possess a number of mind control spells, the ability to summon and control [[undead]] servants, and a variety of direct damage [[elemental]] attacks.&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has described the Witch Doctor as old, grizzled and fanatical. His magic is not clean and easy, like the fire or lightning a {{iw|Sorceress Sorceress}} can produce with a snap of her fingers. Witch Doctors get dirty. They summon [[Wall of Zombies|walls of zombies]] to rip apart enemies, they call forth undead demon hounds called [[Mongrel]]s that they can detonate to deal heavy damage to their enemies, and they fashion the skulls of the dead into explosive grenades. The D3 team discussed the Witch Doctor's design concepts in the [[WWI 2008: Denizens of Diablo Panel|Denizens of Diablo panel]] at the [[WWI 2008]].&lt;br /&gt;
&lt;br /&gt;
::''For the Witch Doctor, we wanted to get a rich, voodoo vibe. We wanted to avoid straight up master-caster feel. He's not just conjuring things out of thin air. WDs don't just channel magic. They take real world objects and infuse them with voodoo magic. Our spell descriptions for the WD were like, &amp;quot;He's going to throw a shrunken head filled with a chemical concoction.&amp;quot; Or &amp;quot;He's going to create insect swarms by blowing voodoo dust from his palms.&amp;quot; Or &amp;quot;He's going to sprinkle dust in the air and cause illusions and frighten monsters away.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The team felt that it wouldn't be a real Witch Doctor without [[zombies]]. They go together naturally, but they didn't want normal slow wandering zombies. They mashed the idea of Zombies with the Firewall of previous games and came up with [[Wall of Zombies|zombie wall]].&lt;br /&gt;
&lt;br /&gt;
[[Leonard Boyarsky]] describes the Witch Doctor: &amp;lt;ref&amp;gt;[http://uk.pc.gamespy.com/pc/diablo-iii/885172p1.html Leonard Boyarsky @ BlizzCon 2008] - Gamespy, October, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''The Witch Doctor is angry, someone who's been broken by a life that's dealt a few too many hard knocks and not enough joy. This is someone tired of being smacked in the head, so he uses his mystical powers to get into the heads of others (and if that doesn't work, a swarm of locusts will get under their skin).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Witch Doctor Active Skills==&lt;br /&gt;
&lt;br /&gt;
The [[Witch Doctor skill]]s were arranged in three skill trees, [[Zombie_Skill_Tree|Zombie]], [[Spirit_Skill_Tree|Spirit]], and [[Voodoo_Skill_Tree|Voodoo]], prior to 2010. The [[skills]] and [[skill tree]] systems were entirely revised in 2010, and the active skills were arranged into one large list. At [[BlizzCon 2010]] in October Blizzard revealed the new skill system, with all [[passive skills]] moved to [[traits]]. However, At the [[July 2011 Press Event]], it was revealed that [[traits]] had been changed back to [[passive skills]].&lt;br /&gt;
&lt;br /&gt;
The following is a very quick list. See the [[Witch Doctor skills]] page for a more thorough summary, or any of the individual skills pages for full information.&lt;br /&gt;
&lt;br /&gt;
===Physical Realm===&lt;br /&gt;
[[Image:Wd-locust-swarm1.jpg|thumb|250px|[[Locust Swarm]].]]&lt;br /&gt;
* [[Poison Dart]] - The WD fires a dart that deals poison damage upon impact, and more over time.&lt;br /&gt;
* [[Plague of Toads]] - Release a handful of toads that hop out across the screen in semi-random directions. Toads burst upon contact with an enemy, dealing poison damage and leaving a small puddle on the ground.&lt;br /&gt;
* [[Zombie Charger]] - Summon a zombie that charges straight forward, disintegrating into a damaging cloud of poison.&lt;br /&gt;
* [[Corpse Spiders]] - Summon spiders to attack nearby enemies. The spiders emerge from a rotting zombie corpse.&lt;br /&gt;
* [[Firebats]] - An inferno-like spray of flaming bats damages all enemies in the line of fire.&lt;br /&gt;
* [[Firebomb]] - Lob an skull that explodes on impact, dealing fire damage to all nearby enemies.&lt;br /&gt;
* [[Locust Swarm]] - Fire a plague of locusts that swarm over enemies, dealing physical damage over time. If the enemy dies the locusts will [[chain]] to other nearby targets.&lt;br /&gt;
* [[Acid Cloud]] - A [[DfA]] spell that rains acid down on a small radius, dealing poison damage to the target and leaving a [[DoT]] puddle behind.&lt;br /&gt;
[[Image:Wd-zombie-wall1.jpg|thumb|250px|[[Wall of Zombies]]]]&lt;br /&gt;
* [[Wall of Zombies]] - A long row of zombies erupt from the earth and attack nearby enemies.&lt;br /&gt;
&lt;br /&gt;
===Spirit Realm===&lt;br /&gt;
* [[Haunt]] - Launchs a ghostly creature that latches onto enemies, dealing [[Arcane]] damage over time. IF the target dies while the Haunt is active, it will [[chain]] to another nearby enemy.&lt;br /&gt;
* [[Horrify]] - A horrifying giant Witch Doctor appears overhead, frightening away any nearby enemies.&lt;br /&gt;
* [[Spirit Walk]] - An escape/movement skill that allows the Witch Doctor to leave his empty husk of a body behind and run, moving freely in the spirit realm for several seconds.&lt;br /&gt;
* [[Soul Harvest]] - A spell-casting buff. This grants increased increased spell damage for every enemy within the effective radius, for a limited time.&lt;br /&gt;
* [[Spirit Barrage]] - A powerful DfA skill, this brings down a bombardment of spirits that deal Arcane damage to anything in the radius.&lt;br /&gt;
* [[Mass Confusion]] - A curse that causes enemies in the vicinity to switch allegiances, fighting against their fellow for a short duration.&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
* [[Summon Zombie Dogs]] - The Witch Doctor summons a zombie dog to aid him.&lt;br /&gt;
* [[Grasp of the Dead]] - A debuff curse, this slows and damages enemies for a short duration.&lt;br /&gt;
* [[Hex]] - Summon a [[Fetish Shaman]] which will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and take additional damage from attacks.&lt;br /&gt;
* [[Sacrifice]] - Detonate one of your [[Mongrels]], dealing substantial damage to nearby enemies.&lt;br /&gt;
* [[Gargantuan]] - Summon a large zombie to fight for you.&lt;br /&gt;
* [[Big Bad Voodoo]] - Summon a fetish to begin a ritual dance that increases the attack, casting and movement speeds of all allies in the area.&lt;br /&gt;
* [[Fetish Army]] - Summon an army of [[Fetish]]es to fight by your side for a short duration.&lt;br /&gt;
&lt;br /&gt;
==Witch Doctor Passive Skills==&lt;br /&gt;
&lt;br /&gt;
This is a very quick listing. See the [[Witch Doctor skills]] article for more details, or click on any of the individual passive skills for full stats and info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Mana Regeneration]] - Regenerates more [[mana]] per second.&lt;br /&gt;
* [[Mind and Body]] - Regenerates more health per second.&lt;br /&gt;
* [[Spiritual Attunement]] - Increases maximum [[mana]].&lt;br /&gt;
* [[Care of the Master]] - Increases the health of pets.&lt;br /&gt;
* [[Quickening]] - Increases casting speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Spirit Vessel]] - The Witch Doctor gains [[mana]] whenever he picks up a [[health globe]].&lt;br /&gt;
* [[Aggression]] - Increases [[attack]].&lt;br /&gt;
* [[Expert Defense]] - Increases [[defense]].&lt;br /&gt;
* [[Superior Skill]] - Increases [[precision]].&lt;br /&gt;
* [[Toughness]] - Increases [[vitality]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Death Pact]] - Reduces damage taken when the Witch Doctor is low on health.&lt;br /&gt;
* [[Leader of the Pack]] - Increases damage dealt by Zombie Dogs.&lt;br /&gt;
* [[Ritual of Blood]] - Part of [[mana]] costs for skills are taken from health.&lt;br /&gt;
* [[Ferocity]] - Increases damage done by pets.&lt;br /&gt;
* [[Plagued]] - Increases damage done by [[Animal skills]] and [[Plague skills]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rituals]] - Increases spell damage by a percentage of health.&lt;br /&gt;
* [[Zombie Master]] - Increases damage done by [[Zombie skills]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor Traits===&lt;br /&gt;
Many [[traits]] were preserved as [[passive skills]], but a lot them were dropped. See the [[Witch Doctor traits]] page for full info on what the traits system looked like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Male Witch Doctor's Look==&lt;br /&gt;
&lt;br /&gt;
[[File:Wd-male-masks1.jpg|frame]]&lt;br /&gt;
The facial look of the Witch Doctor, male and female, may be almost irrelevant in the game, since most characters will always have one of the masks ([[helms]]) on them. These are far more obscuring of the face than the headgear of any of the other classes. It's not yet known how exactly alike the masks are for male and female WDs.&lt;br /&gt;
&lt;br /&gt;
[[File:Wd-male-faces1.jpg|left|frame]]&lt;br /&gt;
The Male Witch Doctor's face has evolved quite a bit during the game's development, at least judging from the few pieces of concept art we've been shown. The earliest version of the character was a sort of wildman of the swamp; he doesn't appear to have been brown-skinned, and the oddest part was that he carried a little shrunken monster in a backpack, somewhat like the Fetish Shaman found in Diablo II. &lt;br /&gt;
&lt;br /&gt;
This mini-WD was something of a sidekick, and would assist the WD in combat. One example given during a Blizzcon panel was that when the WD was stunned, the mini-WD would stand up in the backpack and beat him on the head to try and wake him up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Necromancer Replacement?==&lt;br /&gt;
The WD is clearly {{wl|[http://diablo2.diablowiki.net/Necromancer Necromancer]}}-like, in his mixture of summonings, mind control curses, and sub-mage quality magical attacks, but the [[D3 team]] does [[WWI_2008:_D3_Design_Fundamentals_Panel|not view the character as a replacement]] for the Necromancer.&lt;br /&gt;
&lt;br /&gt;
::'''Q:''' Is the witch doctor a replacement or spiritual successor to the {{wl|[http://diablo2.diablowiki.net/Necromancer Necro]}}? They seem to have rather similar skills.&lt;br /&gt;
::'''A:''' We don't view the Witch Doctor as a replacement. The Necromancer is a very cool char. We thought about him as a class and tried to see if we could improve on him, which is something we did with every class, and that led us to create the Witch Doctor. If we ever decided to make a Necromancer, the Witch Doctor wouldn't prevent us from doing so.&lt;br /&gt;
&lt;br /&gt;
[[Jay Wilson]] commented further on this and detailed what makes the Witch Doctor different than the Necromancer in an interview with 1up.com in December 2008. &amp;lt;ref&amp;gt;[http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 Jay Wilson Interview] - 1up.com, December, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::We wanted to create a class whose pets were not his primary source of damage output. [...] Most Necromancer builds are very pet heavy. The pets do a lot of the damage, and a lot of mechanics are built around [[debuff]]ing the enemy so your pets can be better against them or taking advantage of the bodies your pets create by blowing them up with corpse explosion.&lt;br /&gt;
&lt;br /&gt;
::The Witch Doctor's pets are more of a distraction -- they're his form of [[crowd control]]. [...] We wanted to have this general notion of a character who controlled all things slimy and gross, like zombies, bats, snakes, and spiders, but he didn't rely on them -- he just throws them out there. [...] Each element is like that, where it's another distraction while the source of primary damage is the Witch Doctor himself. This makes him play very differently than the Necromancer, which was intentional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WD Build Variety?==&lt;br /&gt;
&lt;br /&gt;
One question that arose in early conversation about the Witch Doctor, after players got to try out the class at [[Blizzcon]] 2008 and 2009, was how varied his potential builds would be. Jay Wilson addressed this issue in an October 2009 interview.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Jay Wilson Interview] - IncGamers.com, October 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''The Witch Doctor build seems fairly narrow in concept. He’ll always have mongrels for tanking, some mini-mage support, and some minion attacks and a bit of mind control. Looking at his skill tree now, there doesn’t seem to be that many potential Witch Doctor builds, which isn’t true of the [[Wizard]] or [[Barbarian]]. Can you comment on that? Is it just that we don’t know enough about the Witch Doctor yet?  &lt;br /&gt;
::'''Jay Wilson: '''The Witch Doctor is less developed than the Wizard and the Barbarian. His skills are on what we call a second round, a second revision, while the Barbarian and Wizard are firmly in their third, maybe even their fourth revision. So as every time we revisit the systems we expand the abilities. It’s based on playing them. We discover basically the same things, and we’ll say something like, “Oh, this class seems a little bit more focused than we wanted. We can’t make this kind of build the way we wanted to.”  So we end up expanding them over time.&lt;br /&gt;
&lt;br /&gt;
In the game, every class is different. Some classes offer themselves up to a lot of variations. Some classes tend to have a lot more focus. We saw that in Diablo II, some classes had fewer variations and fewer possibilities than the others. That’s not really our goal though. Our goal is to make sure that every class is equally diverse in the types of builds they can be made for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ZooKeeper Build===&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor is not going to support the &amp;quot;zookeeper&amp;quot; style of build, where a player has numerous weaker summons which can be used to swarm enemies. The class is more about precisely managing a few minions at once, rather than summoning up a horde of helpers. This point was made by [[Bashiok]] in a March 2010 forum post about the [[Fetish Army]] skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-posts-on-shields-zookeeper-builds-and-healig-spells/ Bashiok forum post] - IncGamers.com, March 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Fetish army is really the only mass-summon spell the witch doctor has. The fetish army spell effects are coming along too, it's looking pretty amazing.&lt;br /&gt;
&lt;br /&gt;
::But it's really more of an AoE that happens to do its damage by sending out little dudes to fight.&lt;br /&gt;
&lt;br /&gt;
::The witch doctor is more about using a small number of summons as damage soaks, and then casting spells for the majority of his damage. Some of which are themselves larger one-off summons. He's not a mass summoner, that's just not the intended flavor of the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pet AI===&lt;br /&gt;
&lt;br /&gt;
Little is known about pet/minion intelligence in Diablo III. Most of the Witch Doctor's summons have yet to be shown off in a playable demo build, so it's not known how fierce they'll be, how effective, if they'll tank, if they can kill efficiently, etc. The general design of the Witch Doctor suggests that his minions will be support only; the main damage will always have to come from the WD's spell casting.&lt;br /&gt;
&lt;br /&gt;
Might there be some AI upgrades for his pets, though? A way to tell them to attack more eagerly, or to stay back in a defensive position? Apparently not. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-pet-ai/ @Diablo tweet] - IncGamers.com, November 15, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Are there any plans to let you choose targets for your pets? Or will they just attack whatever they please? --OdAnarchy&lt;br /&gt;
::They attempt to attack and distract enemies in an intelligent way to help you, but no there’s no pet controls. --Diablo&lt;br /&gt;
&lt;br /&gt;
That said, there have been many AI improvements made during the game's development. The goal isn't to make the minions too smart, or that would be unbalancing. Just smart enough to be useful, without doing everything for the character.  Flux commented on the improvements in the WD's [[Mongrels]] between the 2000 and 2010 Blizzcon demos:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-on-pet-ai/ Mongrel AI Commentary] - IncGamers.com, November 15, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I got to experiment with Mongrels a fair amount at this year’s Blizzcon, and they were definitely improved over their 2009 incarnation. Some of that was their damage, which was much higher (especially once they were runestoned), but they generally seemed more useful and where I wanted them to be. In the 2009 demo, out in the open desert around Alcarnus, the Mongrels were always running off, or ganging up on some insignificant annoyance, like a desert wasp, when I wanted them to keep up and tank the pack of Fallen with an Overseer coming straight at me. I had to recast them regularly, or run back a screen or two to try and find where they’d gotten hung up.&lt;br /&gt;
&lt;br /&gt;
::That never happened during my PvM Witch Doctor play this year. The dogs were almost always where I wanted them to be, tanking the main threats, and doing pretty good damage. (Though they died rapidly against any boss pack, and since the mana cost to raise a Mongrel was pretty steep, I often had to stop firing my attack spells to regen enough mana to raise up a new Mongrel.) I can’t say how much of that was improved AI, and how much was this year’s demo set in a dungeon with narrow walkways and not much room for bad dogs to roam.&lt;br /&gt;
&lt;br /&gt;
::I did note one useful thing; they never all got stuck pawing obsessively at any of the objects. That’s always so annoying in D2, when suddenly all of your minions are chewing uselessly on a Tortured Soul, or a Sarcophagus, or something you have no need or desire to stop and kill. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
&lt;br /&gt;
[[File:Arena-profile-f-wd.jpg|frame|Female WD profile.]]&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
&lt;br /&gt;
This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
&lt;br /&gt;
::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
&lt;br /&gt;
::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
&lt;br /&gt;
::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
&lt;br /&gt;
::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana Resource==&lt;br /&gt;
&lt;br /&gt;
[[File:Arena-profile-m-wd.jpg|frame|Male WD profile.]]&lt;br /&gt;
The Witch Doctor is the only class in Diablo 3 who uses [[mana]] as a character resource.  In this the WD is very conventional and familiar to people who played Diablo and Diablo 2. The character casts spells that cost X amount of mana, which regenerates over time, at a rate determined by various factors including total mana pool, item modifiers, and relevant skills. Mana regenerates slowly compared to a resource like [[Arcane Power]], but the amount of mana available to the Witch Doctor increases (and scales) with level.&lt;br /&gt;
&lt;br /&gt;
Mana is also regained when the Witch Doctor uses [[health orbs]]; an issue [[Jay Wilson]] addressed while answering a question about the [[Wizard]] during an October 2009 interview. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Jay Wilson interview] - IncGamers.com, October 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''Do you envision the health globes will boost [non-mana resources] in the way that the Wizard and Witch Doctor gained mana from them at Blizzcon?&lt;br /&gt;
::'''Jay Wilson: '''Um, maybe? *sounding intrigued* Usually in the third or fourth skill revision on classes we look at that kind of thing. For the [[Witch Doctor]] we figured that a lot of the mana things we had on the Wizard would work better on the Witch Doctor. We were having trouble maintaining enough mana while play testing the Witch Doctor. Especially if players didn’t take a specific mana recovery skill. So we focused on spreading that out across a lot more of the class so he can pull mana back more easily.  When we get to other classes I’m sure we’ll look for more of that. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mana_bulb.jpg|left|thumb|200px|The Mana bulb.]]&lt;br /&gt;
&lt;br /&gt;
::But the key is that we don’t necessarily want to... we don’t want to cannibalize an existing gameplay mechanic. So when you take health globes that are already important, and you make them even more important, then that doesn’t really create gameplay. For the WD, the health globes weren’t that important a lot of times, since he very rarely took damage with his pets, so for him by enhancing his desire for health globes, we’re really putting gameplay where it wasn’t. So whatever we’re designing a class that’s what we look at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-Specific Items==&lt;br /&gt;
&lt;br /&gt;
[[Image:WDItems.jpg|right|250px|thumb|Witch Doctor with a [[Mask]], [[Mojo]], and [[Ceremonial Knives]].]]&lt;br /&gt;
The Witch Doctor has three [[item]] types that are specific to the class: [[Mojo]]s, which are held in the off-hand, [[Ceremonial Knives]], and [[Voodoo Masks]]. Class-specific items not only add visual flavor to a class, but they also allow the developers to add in specific item [[modifiers]] and affixes that are appropriate only to that certain class, to avoid having an inordinate amount of &amp;quot;junk&amp;quot; items spawned for the other classes.&lt;br /&gt;
&lt;br /&gt;
As previously noted in this entry, the similarities between the Necromancer and the Witch Doctor, while not legion, are certainly not few. The off-hand Mojos certainly add a necromantic flavor to the class, high reminiscent of the Shrunken Heads that the Necromancer had available in Diablo II: Lord of Destruction. In addition, the Witch Doctor will carry his Ceremonial Knives (and also daggers) in the same highly-stylised, distinct manner that the Necromancer did in Diablo II, which should be welcome to most fans. Especially those with a Poison Dagger build in D2.&lt;br /&gt;
The masks are not part of any specific tier of item sets, but are their own models/textures and are individual like the mojos and daggers. There are only a few masks at present but they are very distinctive in appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Background==&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor comes from the an area of the [[Torajan]] jungles called [[Teganze]] on the southern tip of the great eastern continent, just southwest of [[Kurast]] (where {{iw|Act_Three Act Three}} took place in [[Diablo II]]). You can see it located on the [[World map]] close to Kurast.&lt;br /&gt;
&lt;br /&gt;
The fearsome Witch Doctor of the [[umbaru]] is believed to be a legend by many, but [[Abd al-Hazir]] has seen them with his own eyes, documented in the [[Writings of Abd al-Hazir: Entry no. 0013|thirteenth entry]] of his [[Writings of Abd al-Hazir|writings]]. &lt;br /&gt;
&lt;br /&gt;
The Witch Doctor uses terrifying precision to assault his foe's mind and body with elixirs and powders evoking fires, explosions, and poisonous spirits. He can also summon and control [[undead]] creatures from the netherworld to combat his enemies.&lt;br /&gt;
&lt;br /&gt;
Witch Doctors come from the Tribe of the Five Hills, who frequently engages in tribal warfare with both the Clan of the Seven Stones and the Tribe of the Clouded Valley as a ritual rather than conquest. The tribes use these wars to replenish their supply of human sacrifices their civilization revolves around. Only those taken in battle are considered worthy of the ritual sacrifice according to the code of heroism and honour of the tribes.&lt;br /&gt;
&lt;br /&gt;
The tribes define themselves by their belief in the [[Mbwiru Eikura]], which roughly translates to &amp;quot;[[Unformed Land|The Unformed Land]]&amp;quot;. Their belief holds that the true, sacred reality is veiled behind the physical one we normally experience. Their vitally important public ceremonies are centred upon sacrifices to the life force that flows from their gods, who inhabit the Unformed Land, into this lesser physical realm.&lt;br /&gt;
&lt;br /&gt;
Witch Doctors are finely attuned to this Unformed Land and are able to train their minds to perceive it through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the [[Ghost Trance]].&lt;br /&gt;
&lt;br /&gt;
The second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe.&lt;br /&gt;
&lt;br /&gt;
Their most current war created an intense social upheaval among the tribes due to an incident, of which details are lacking, but might be the reason the Witch Doctor has traveled west to [[Tristram]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NPC Reactions===&lt;br /&gt;
&lt;br /&gt;
The Witch Doctors are seen as alien, strange, and untrustworthy by the NPCs in the game. This isn't surprising, as the Witch Doctors look very odd in their gear, and are far from traditionally-armored warriors. [[Captain Rumford]]'s greeting to the Witch Doctor, newly arrived in [[Tristram]] in Act One at the very start of the game, illustrates this clearly. You can see it delivered in the game in this YouTube video; jump to the 3:31 mark.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;DvbGPKt0maY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Captain Rumford''' - I almost killed you walking round here looking like that. I don't have time for this insanity. Were you expecting me to beg for your help? I can tell you think you're some sort of adventurer even without proper clothing. &lt;br /&gt;
&lt;br /&gt;
::'''Witch Doctor''' - It is a small being that dismisses things simply because they are different. No matter. I am here to storm the dark scourge brought by the fire from the sky. &lt;br /&gt;
&lt;br /&gt;
::'''Captain Rumford''' - Well it landed in the old Tristram cathedral up the road so don't let me keep you. The only thing you'll be finding there is your death. Have fun. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Official Character Lore===&lt;br /&gt;
&lt;br /&gt;
As related in the [[Writings of Abd al-Hazir: Entry no. 0013|13th entry in the writings]] of [[Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Most believe the fearsome [[witch doctor]] of the [[umbaru]] race a legend, but I have seen one in battle with my own eyes. And it was difficult to believe, even then. He dispatched his opponent with terrifying precision, assaulting his victim's mind and body with elixirs and powders that evoked fires, explosions, and poisonous spirits. As if these assaults were not enough, the witch doctor also had at his command the ability to summon [[undead]] creatures from the netherworld to rend the flesh from his enemy's body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''I came upon this rare display as I ventured deep into the interior of the dense [[Torajan]] jungles that cover the southern tip of the great eastern continent, in the vast area known as the [[Teganze]], with the goal of seeking out the tribes that reside there. This area is extremely secluded, and heretofore unseen by foreign eyes. I was fortunate to befriend the witch doctor I saw in battle, and, through him, his tribe: the [[Tribe of the Five Hills]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''The culture of the umbaru of the lower Teganze is fascinating and perplexing to those hailing from more civilized walks of life. For instance, the Tribe of the Five Hills frequently engages in tribal warfare with both the [[Clan of the Seven Stones]] and the [[Tribe of the Clouded Valley]], but these are matters of ritual and not of conquest. I had heard tales that these wars are waged in order that the victors may replenish their supply of raw materials for the human sacrifices that their civilization revolves around, and when I timidly asked my hosts more about this topic, I must admit their laughter made me fear for my safety. However, through stumbled attempts at communication of such complex topics as what constitutes heroism and honor in their society, I gathered that only those taken in battle are considered worthy of the ritual sacrifice, much to my relief.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Upon further discussions with my hosts, I discovered that these tribes define themselves by their belief in the [[Mbwiru Eikura]], which roughly translates to &amp;quot;[[Unformed Land|The Unformed Land]]&amp;quot; (this is an imprecise translation, as this concept is completely foreign to our culture and language). This belief holds that the true, sacred reality is veiled behind the physical one we normally experience. Their vitally important public ceremonies are centered upon sacrifices to the life force that flows from their gods, who inhabit the Unformed Land, into this lesser physical realm.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''The [[witch doctor]]s are finely attuned to this Unformed Land and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the [[Ghost Trance]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Alongside the primacy of the belief in the life force and the Unformed Land, the second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe. This idea, so foreign to our culture, struck me as something I wished to delve into much more deeply.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Unfortunately, there was intense social upheaval among the tribes due to an incident involving their most current war (inasmuch as I could discern in the ensuing bedlam), and the charged atmosphere warranted my quick departure before I could ask anything further of my hosts.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Use only if actual trivia. If so, add to [[:Category:Trivia]] as well&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;e1n6i7iRLL4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Witch Doctor Gameplay - Beta Patch 13&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=Witch+Doctor Witch Doctor-specific gallery contents]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=doctor&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=546&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=546 Witch Doctor Screenshots].&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=witch&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=563&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=563 Witch Doctor Concept Art].&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=witch&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=550&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=550 Witch Doctor Wallpapers].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wd-1.jpg|Witch Doctor in game&lt;br /&gt;
Image:Wd-concept1.jpg|WD concept art&lt;br /&gt;
Image:Wd-firebats1.jpg|[[Spirit_Skill_Tree#Firebats|Firebats]] unleashed.&lt;br /&gt;
Image:Skill_witchdoctor_firebomb.jpg|[[Skull of Flame]] animation shots.&lt;br /&gt;
Image:Wd-concept2.jpg|High quality concept&lt;br /&gt;
Image:Wd-concept3.jpg|Crazy WD&lt;br /&gt;
Image:Wd-concept4.jpg|Male WD concept&lt;br /&gt;
Image:Wd-concept5.jpg|Female clothing concepts&lt;br /&gt;
Image:Wd-concept6.jpg|Female WD&lt;br /&gt;
Image:Wd-concept7.jpg|Male WD action&lt;br /&gt;
Image:Wd-concept8.jpg|Female sketches&lt;br /&gt;
Image:Witch_Doctors.jpg|Female and male WDs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Umbaru]]&lt;br /&gt;
* [[Tribe of the Five Hills]]&lt;br /&gt;
* [[Clan of the Seven Stones]]&lt;br /&gt;
* [[Tribe of the Clouded Valley]]&lt;br /&gt;
* [[Khazra]]&lt;br /&gt;
* [[Torajan Jungles]]&lt;br /&gt;
* [[Teganze]]&lt;br /&gt;
* [[Mbwiru Eikura]] / [[Unformed Land|The Unformed Land]]&lt;br /&gt;
* [[Ghost Trance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&amp;lt;references/&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0013|Writings of Abd al-Hazir: Entry no. 0013: The Witch Doctor]]&lt;br /&gt;
* [[Media Coverage|Diablo III Media Coverage Archive]] for all interviews, previews, pictures and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|WD}}&lt;br /&gt;
&lt;br /&gt;
[[category:Witch Doctor]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Umbaru]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Grasp_of_the_Dead&amp;diff=46995</id>
		<title>Grasp of the Dead</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Grasp_of_the_Dead&amp;diff=46995"/>
				<updated>2012-02-24T01:44:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconGraspDead.png|left]]&lt;br /&gt;
'''Grasp of the Dead''' is a Command [[Witch Doctor skill]] unlocked at [[clvl|level]] 3. This skill is a curse; it inflicts victims with much slower foot speed and deals damage as well. It's highly useful in the [[Arena]] PvP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
==Background==&lt;br /&gt;
[[File:Diablo_III_Logo.jpg|thumb|200px|right|Grasp of the Dead in action]]&lt;br /&gt;
A powerful debuff. This curses the target with much reduced movement speed and deals damage as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Effects==&lt;br /&gt;
The following is a very quick list. See the [[Grasp of the Dead rune effects]] page for a more thorough summary of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more. &lt;br /&gt;
 &lt;br /&gt;
{{Active skills header}}&lt;br /&gt;
{{Witch Doctor Skill Grasp of the Dead}}&lt;br /&gt;
{{Witch Doctor Skillrune Death is Life}}&lt;br /&gt;
{{Witch Doctor Skillrune Groping Eels}}&lt;br /&gt;
{{Witch Doctor Skillrune Desperate Grasp}}&lt;br /&gt;
{{Witch Doctor Skillrune Rain of Corpses}}&lt;br /&gt;
{{Witch Doctor Skillrune Unbreakable Grasp}}&lt;br /&gt;
{{center|Note: Information is based on a level 60 character and rank 7 runestones.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
[[File:Grasp-of-the-dead-zombies1.jpg|thumb|350px|Grasp of the Dead vs. Zombies. Beta shot.]]&lt;br /&gt;
This [[skill]] is powerful, but has a very small radius of effect. Possibly this can be increased with a [[runestone]]. As it is, GotD requires precise aim and timing to hit a moving target.&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Grasp of the Dead''' was first listed in the [[BlizzCon 2009]] gameplay demo at Tier III in the [[Zombie Skill Tree]], but it had not yet been implemented.&lt;br /&gt;
&lt;br /&gt;
This skill was present on the pre-made Witch Doctor in the [[Blizzcon 2010]] [[Arena]] as a Tier 3 skill, and was quite effective. Skill tiers were removed for the [[July 2011 Press Event]], and Grasp of the Dead became a level 3 skill.&lt;br /&gt;
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&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Grasp of the Dead can be seen in action on video here:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;ntS1eKk7x_4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Grasp of the Dead Gameplay - Beta Patch 13&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
* [[Gameplay: Blizzcon 2010]] (in the [[Arena]])&lt;br /&gt;
* [[Video: Blizzcon 2010 Arena]]&lt;br /&gt;
* [[Skill Animations Videos#Witch Doctor Video|Video: August 2011 Witch Doctor Skill Animations]]&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Grasp+of+Dead&amp;amp;cat=all '''Grasp of the Dead''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Arena-GotD1.png|Older graphic, from 2010 Arena demo footage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-witch-doctor-skills/ BlizzCon 2009 Full Witch Doctor Skill Trees and Stats]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011&lt;br /&gt;
* [http://us.battle.net/d3/en/class/witch-doctor/active/ Witch Doctor Active Skills] -- Diablo III 13th Sep 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|WD}}&lt;br /&gt;
&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;br /&gt;
[[category:Active skills]]&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Haunt&amp;diff=46994</id>
		<title>Haunt</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Haunt&amp;diff=46994"/>
				<updated>2012-02-24T01:42:53Z</updated>
		
		<summary type="html">&lt;p&gt;Kioseth: added video of skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconHaunt.png|left]]&lt;br /&gt;
'''Haunt''' is a Spirit Realm [[Witch Doctor skill]] unlocked at [[clvl|level]] 4. Using it the WD fires a ghost at an enemy, dealing arcane damage over time. If the target dies the Haunt will jump to another nearby enemy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
==Background==&lt;br /&gt;
[[File:Haunt-zombies1.jpg|thumb|200px|right|Haunt in action from the [[Beta]].]]&lt;br /&gt;
The Witch Doctor calls forth a malevolent spirit that deals damage to anything it possesses.&lt;br /&gt;
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==Skill Effects==&lt;br /&gt;
The following is a very quick list. See the [[Haunt rune effects]] page for a more thorough summary of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more. &lt;br /&gt;
 &lt;br /&gt;
{{Active skills header}}&lt;br /&gt;
{{Witch Doctor Skill Haunt}}&lt;br /&gt;
{{Witch Doctor Skillrune Resentful Spirit}}&lt;br /&gt;
{{Witch Doctor Skillrune Consuming Spirit}}&lt;br /&gt;
{{Witch Doctor Skillrune Draining Spirit}}&lt;br /&gt;
{{Witch Doctor Skillrune Lingering Spirit}}&lt;br /&gt;
{{Witch Doctor Skillrune Grasping Spirit}}&lt;br /&gt;
{{center|Note: Information is based on a level 60 character and rank 7 runestones.}}&lt;br /&gt;
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&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This skill seems a pretty standard DoT spell, albeit being weak and working somewhat like a summon spell. However, if combined with other DoT effects, can cause the enemy to die rather quickly, as compared to casting [[Skull of Flame]] constantly to take out an enemy. It seems to last for quite a while when it finds an enemy, and multiplication should not be underestimated. Also, this skill doesn't seem to work like other summoning spells, as the spirit will vanish if no enemy is found.&lt;br /&gt;
&lt;br /&gt;
A fan complained about the look of this skill, based on hardly being able to see it in a gameplay movie, and got a reply, in which Bashiok quoted one of the skill designers, [[Julian Love]], in September 2010:[http://diablo.incgamers.com/blog/comments/haunt-grows-ghostlier/]&lt;br /&gt;
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&amp;lt;blue&amp;gt;'''Bashiok:''' Re: haunt, Julian wanted to pass along that the effect seen for the skill was “the most ridiculously temporary graphic ever.” It was never really intended to be shown in the state it was, so it’s all a bit embarrassing. But never fear as the skill itself is seeing an overhaul (technically and visually) to better deliver the concept of being haunted.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;blue&amp;gt;'''@Diablo:'''   New witch doctor Haunt effect is looking… hauntier.—Diablo&amp;lt;/blue&amp;gt;&lt;br /&gt;
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Despite this commentary, we've still never had a good look at the skill. If anyone saw or used it at Blizzcon 2010, where it was available in the First Tier, they didn't make any public comment on the graphics.&lt;br /&gt;
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==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
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==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Haunt are known.&lt;br /&gt;
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==Development==&lt;br /&gt;
Haunt was first seen at [[BlizzCon 2009]], where it was a Tier I skill in the [[Spirit Skill Tree]]. [[Flux]] was able to try it in the gameplay demo, but didn't find it very useful:[http://diablo.incgamers.com/blog/comments/full-witch-doctor-skills/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Honestly, this skill was worthless in the Blizzcon build. Other attack skills did far more damage, far more quickly, and for less mana. This skill is it’s apparently meant to be used primarily to stop monster regeneration, and it will probably work against monsters that have immunities to fire or poison, the Witch Doctor’s main attack types. But it’s very odd that it’s placed in the first Tier, since it seems more like a support/specialty skill to use in the late game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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By 2010, it had been moved to Tier 2, but no known [[BlizzCon 2010]] reports mention using it. Skill tiers were removed for the [[July 2011 Press Event]], and Haunt became a level 4 skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
Haunt can be seen in action on video here:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;HsaHgrKqJKE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
Haunt Gameplay - Beta Patch 13&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
* [[Skill Animations Videos#Witch Doctor Video|Video: August 2011 Witch Doctor Skill Animations]]&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Haunt&amp;amp;cat=all '''Haunt''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-witch-doctor-skills/ BlizzCon 2009 Full Witch Doctor Skill Trees and Stats]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/haunt-grows-ghostlier/ Haunt Grows Ghostlier] -- Incgamers 4th Sep 2010&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011&lt;br /&gt;
* [http://us.battle.net/d3/en/class/witch-doctor/active/ Witch Doctor Active Skills] -- Diablo III 13th Sep 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|WD}}&lt;br /&gt;
&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;br /&gt;
[[category:Active skills]]&lt;/div&gt;</summary>
		<author><name>Kioseth</name></author>	</entry>

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