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		<id>https://www.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Meteor27</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://www.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Meteor27"/>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/Special:Contributions/Meteor27"/>
		<updated>2026-04-14T13:03:18Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Overpower&amp;diff=33914</id>
		<title>Overpower</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Overpower&amp;diff=33914"/>
				<updated>2011-09-10T22:40:04Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconOverpower.png|left]]&lt;br /&gt;
'''Overpower''' is a [[Barbarian skill]] enabled at [[clvl|level]] 19.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Overpower&lt;br /&gt;
|user= Barbarian&lt;br /&gt;
|clvl= 19&lt;br /&gt;
|description= Unknown.&lt;br /&gt;
|type= &lt;br /&gt;
|resource= Costs [[Fury]]&lt;br /&gt;
|alabaster= Unknown&lt;br /&gt;
|crimson= Unknown&lt;br /&gt;
|golden= Unknown&lt;br /&gt;
|indigo= Unknown&lt;br /&gt;
|obsidian= Unknown&lt;br /&gt;
}}&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Press the advantage of a powerful attack to overwhelm the enemy for X% weapon damage to all targets within X yards.&lt;br /&gt;
&lt;br /&gt;
Overpower becomes available whenever you make a critical hit against an enemy.&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Overpower are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Overpower''' was first seen in the skill list at the [[July 2011 Press Event]], where it was a level 19 skill. Unfortunately, no information about the skill's function was available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Overpower can be seen in action on video here:&lt;br /&gt;
* None yet.&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=Overpower&amp;amp;cat=all '''Overpower''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&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;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Barbarian}}&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Shoulders_(item_type)&amp;diff=32759</id>
		<title>Shoulders (item type)</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Shoulders_(item_type)&amp;diff=32759"/>
				<updated>2011-08-19T13:37:48Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shoulder armor is a new type of armor added in Diablo III that was not present in Diablo 2. Shoulders are worn between the arms and the neck, partially overlapping the [[body armor]].&lt;br /&gt;
&lt;br /&gt;
Blizzard's artists are notorious (largely from [[World of Warcraft]]) for including ridiculously-oversized shoulder pads on their characters. Diablo III isn't quite following that path, but some of the early [[Barbarian]] and [[Monk]] gear isn't exactly subtle in the shoulder ornamentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Shoulder Types==&lt;br /&gt;
&lt;br /&gt;
The only kind of shoulder armor yet named in Diablo III are [http://en.wikipedia.org/wiki/Pauldrons Pauldrons].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
A few images of Diablo III characters with more than their share of shoulder padding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Char-barb-female1.jpg|Female Barbarian in-game art.&lt;br /&gt;
File:Char-barb-male1.jpg|Male Barbarian in-game art.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Shoulders-wow1.jpg|center|frame|World of Warcraft characters vs. the Female Monk's shoulder pad height.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[category:shoulders]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Big_Bad_Voodoo&amp;diff=32699</id>
		<title>Big Bad Voodoo</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Big_Bad_Voodoo&amp;diff=32699"/>
				<updated>2011-08-18T22:08:51Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Big Bad Voodoo''' is a [[Witch Doctor skill]] unlocked at [[clvl|level]] 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Big Bad Voodoo&lt;br /&gt;
|user= Witch Doctor&lt;br /&gt;
|clvl= 25&lt;br /&gt;
|description= Unknown.&lt;br /&gt;
|type= &lt;br /&gt;
|resource= Costs [[mana]]&lt;br /&gt;
|alabaster= Unknown&lt;br /&gt;
|crimson= Unknown&lt;br /&gt;
|golden= Unknown&lt;br /&gt;
|indigo= Unknown&lt;br /&gt;
|obsidian= Unknown&lt;br /&gt;
}}&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
The skill was first demonstrated at the [[July 2011 Press Event]] in the b-roll video. The skill appears to be 3 fetish stacked upon one another with the topmost fetish wearing a mask and waving a staff. The skill creates a green aura on the ground around the fetish which affects party members within radius. It has been said to increase casting speed, but nothing solid has been confirmed.&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Big Bad Voodoo are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Big Bad Voodoo''' was first seen at the [[July 2011 Press Event]], where it was a level 25 skill. Unfortunately, no information about the skill's function was available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Big Bad Voodoo can be seen in action on video here:&lt;br /&gt;
* None yet.&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=Big+Bad+Voodoo&amp;amp;cat=all '''Big bad Voodoo''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7962606#post7962606 JudgeHype.com July 2011 Press Event Coverage - The Witch Doctor (Translated by Zediono)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|WD}}&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Big_Bad_Voodoo&amp;diff=32689</id>
		<title>Big Bad Voodoo</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Big_Bad_Voodoo&amp;diff=32689"/>
				<updated>2011-08-18T21:55:54Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Big Bad Voodoo''' is a [[Witch Doctor skill]] unlocked at [[clvl|level]] 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Big Bad Voodoo&lt;br /&gt;
|user= Witch Doctor&lt;br /&gt;
|clvl= 25&lt;br /&gt;
|description= Unknown.&lt;br /&gt;
|type= &lt;br /&gt;
|resource= Costs [[mana]]&lt;br /&gt;
|alabaster= Unknown&lt;br /&gt;
|crimson= Unknown&lt;br /&gt;
|golden= Unknown&lt;br /&gt;
|indigo= Unknown&lt;br /&gt;
|obsidian= Unknown&lt;br /&gt;
}}&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
The skill was first demonstrated at the [[July 2011 Press Event]] in the b-roll video. The skill appears to be 3 fetish stacked upon one another with the topmost fetish wearing a mask and waving a staff. The skill creates a green aura on the ground which affects party members within radius. It has been said to increase casting speed, but nothing solid has been confirmed.&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Big Bad Voodoo are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Big Bad Voodoo''' was first seen at the [[July 2011 Press Event]], where it was a level 25 skill. Unfortunately, no information about the skill's function was available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Big Bad Voodoo can be seen in action on video here:&lt;br /&gt;
* None yet.&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=Big+Bad+Voodoo&amp;amp;cat=all '''Big bad Voodoo''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7962606#post7962606 JudgeHype.com July 2011 Press Event Coverage - The Witch Doctor (Translated by Zediono)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|WD}}&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Range&amp;diff=32680</id>
		<title>Range</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Range&amp;diff=32680"/>
				<updated>2011-08-18T21:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: /* Ranged Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ranged''' combat includes both physical and magical types of attacks that is used at enough range to hit it's target without entering into [[melee]] range with it. A ranged attack or spell can also have an [[Area of Effect]].&lt;br /&gt;
* See the [Archer]] article for related details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged Classes==&lt;br /&gt;
[[File:Follower interaction.jpg|thumb|300px|[[NPC]]s who might be something like the '''[[other classes|fifth class]]'''. Could it be the [[archer]]?]]&lt;br /&gt;
In [[Diablo 3]], the following classes are considered &amp;quot;ranged&amp;quot; [[class]]es:&lt;br /&gt;
* [[Demon Hunter]] - The Demon Hunter is Diablo 3's archetypal [[archer]] class. She deals physical damage via bows or her special pistol crossbows. The class also utilizes traps and gadgets with explosive and elemental properties to keep enemies at bay.&lt;br /&gt;
&lt;br /&gt;
==Ranged Monsters==&lt;br /&gt;
While the majority of [[Diablo 3]] monsters use [[melee]] combat, there are plenty of ranged ones as well. In many cases they work together with melee and [[caster]] type monsters (or they are ranged/caster type themselves), to make the encounter more interesting for the player. A [[Skeletal Archer]] is usually situated behind [[Skeletal Shieldmen]], forcing the player to either kill or circumvent the Shieldmen in order to stop the ranged attacks. Here are a few examples of melee monsters, with different mechanics:&lt;br /&gt;
* [[Skeletal Archer]] - Shoots arrows at player characters. Keeps out of melee range, and will try to move so that obstacles or other monsters stand between them and the player.&lt;br /&gt;
* [[Dark Cultist]] - Will shoot firebolts at the player, trying to keep [[Dark Berserker]]s between the player and themselves, or summon [[Dark Demon]]s for the same effect.&lt;br /&gt;
* [[Wraith]] - Has both melee and ranged attacks. The ranged attacks drain [[life]] and slows a player character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
Related articles include:&lt;br /&gt;
* [[Melee]] - Close range combat.&lt;br /&gt;
* [[Caster]] - Magic-users. Overlapping ranged to some degree.&lt;br /&gt;
* [[Archer]] -- Classes, NPCs, and monsters with bows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mon-skeletal-archer1.jpg|[[Skeletal Archer]] in action.&lt;br /&gt;
File:Follower interaction.jpg|[[NPC]] Archers assist the [[Barbarian]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/what-do-casual-fans-think-about-the-fifth-character/ Casual fans on Fifth Class]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Other}}&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Other classes]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Template:Skill_navbox_WD&amp;diff=32451</id>
		<title>Template:Skill navbox WD</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Template:Skill_navbox_WD&amp;diff=32451"/>
				<updated>2011-08-15T13:10:51Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| [[Witch Doctor|The Witch Doctor]] - [[Witch Doctor skills]] - [[Mana]] {{editlink|Template:Skills_navbox_Witch_Doctor|e|www|A|A}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Witch Doctor Active Skills - [[Witch Doctor skill archive|Archive]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Witch Doctor Passive Skills - [[Witch Doctor traits|Archive]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|(1) [[Poison Dart]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(1) [[Summon Zombie Dogs]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [[Plague of Toads]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [[Grasp of the Dead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(4) [[Haunt]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(5) [[Zombie Charger]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(6) [[Hex]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(7) [[Corpse Spiders]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|(8) [[Horrify]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(9) [[Firebats]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(11) [[Firebomb]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(12) [[Spirit Walk]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(14) [[Soul Harvest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(16) [[Sacrifice]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(18) [[Gargantuan]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|(19) [[Locust Swarm]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(21) [[Spirit Barrage]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(22) [[Acid Cloud]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(23) [[Mass Confusion]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(24) [[Big Bad Voodoo]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(27) [[Wall of Zombies]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(29) [[Fetish Army]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|(3) [[Mana Regeneration]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [[Mind and Body]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [[Spiritual Attunement]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(6) [[Care of the Master]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(6) [[Quickening]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(6) [[Spirit Vessel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|(12) [[Aggression]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(12) [[Expert Defense]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(12) [[Superior Skill]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(12) [[Toughness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(18) [[Death Pact]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(18) [[Leader of the Pack]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|(18) [[Ritual of Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(24) [[Ferocity]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(24) [[Plagued]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(24) [[Rituals]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(24) [[Zombie Master]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | &amp;lt;center&amp;gt;The number in () is the level at which the skill becomes available.&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Navboxes]] [[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Sweeping_Wind&amp;diff=32447</id>
		<title>Sweeping Wind</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Sweeping_Wind&amp;diff=32447"/>
				<updated>2011-08-15T01:37:40Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sweeping Wind''' is a [[Monk skill]] unlocked at [[clvl|level]] 17. The Monk sweeps his weapon with great force, hitting multiple enemies.&lt;br /&gt;
&lt;br /&gt;
This is one of the Monk's [[combo]] skills. Combo skills generate [[spirit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
&amp;lt;!-- |portrait= image.jpg --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Sweeping Wind&lt;br /&gt;
|user= Monk&lt;br /&gt;
|clvl= 17&lt;br /&gt;
|description= The Monk breaks wind to damage multiple enemies.&lt;br /&gt;
|type= [[AoE]] [[Damage]]/[[Combo]]&lt;br /&gt;
|resource= Generates [[Spirit]]&lt;br /&gt;
|alabaster= A powerful sandstorm billows with the monk's attacks, damaging enemies and knocking them back.&lt;br /&gt;
|crimson= A flurry of blades increases Sweeping Wind's damage.&lt;br /&gt;
|golden= Increases Spirit regeneration.&lt;br /&gt;
|indigo= Expands the area of effect and strikes enemies with additional fire-based attacks.&lt;br /&gt;
|obsidian= A persistent whirlwind surrounds the monk, dealing damage to any foes that come into contact.&lt;br /&gt;
}}&lt;br /&gt;
Falling back on years of vigorous training, the Monk sweeps his weapon quickly around himself, damaging multiple enemies at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
This [[skill]] first appeared at BlizzCon 2010. &lt;br /&gt;
&lt;br /&gt;
[[Combo]] skills are essential for Monks. Combos do bonus damage, grant special properties (i.e. lightning damage and interrupt attacks on [[Hands of Lightning]]), and build up the [[Spirit]] needed to cast other skills. All combos have three stages, each progressively more powerful and flashier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear-left}}&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
'''Rank 1:''' The Monk sweeps his weapon in a circle, forming a barrier of force that deals X% weapon damage to every enemy hit. Can hit enemies multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
[[Image:Sweepingwind_runed.jpg|right|thumb|550px|Sweeping Wind fully runed.]]&lt;br /&gt;
*[[Alabaster Rune]] - A powerful sandstorm billows with the monk's attacks, damaging enemies and knocking them back.&lt;br /&gt;
*[[Crimson Rune]] - A flurry of blades increases Sweeping Wind's damage.&lt;br /&gt;
*[[Golden Rune]] - Increases Spirit regeneration.&lt;br /&gt;
*[[Indigo Rune]] - Expands the area of effect and strikes enemies with additional fire-based attacks.&lt;br /&gt;
*[[Obsidian Rune]] - A persistent whirlwind surrounds the monk, dealing damage to any foes that come into contact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The video below demonstrates these runes' effects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Sweeping Wind''' was first shown at [[BlizzCon 2010]]. Skill tiers were removed for the [[July 2011 Press Event]], and Sweeping Wind became a level 17 skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Sweeping+Wind&amp;amp;cat=all '''Sweeping Wind''' specific gallery contents]&lt;br /&gt;
* [http://www.youtube.com/user/Diablo3Inc?feature=mhee#p/u/3/R8gfPFuWs6g Runestone effects on Sweeping Wind]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sweepingwind_runed.jpg|All five [[rune]] effects for SW.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7962606#post7962606 JudgeHype.com July 2011 Press Event Coverage - The Monk (Translated by Zediono)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|Monk}}&lt;br /&gt;
[[category:combo skills]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Resource&amp;diff=32440</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Resource&amp;diff=32440"/>
				<updated>2011-08-14T22:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Resource Pool''' is part of a character's ability to use [[Skill]]s. It's generally gathered in various ways and expended upon using as skill, where skills have different &amp;quot;costs&amp;quot;, and use a different amount of resource from the pool. [[Mana]] is the prime example of a resource pool.&lt;br /&gt;
&lt;br /&gt;
Each character uses a different and unique resource in Diablo III:&lt;br /&gt;
* The [[Barbarian]] uses [[Fury]].&lt;br /&gt;
* The [[Demon Hunter]]'s uses [[Discipline]] &amp;amp; [[Hatred]]&lt;br /&gt;
* The [[Monk]] uses [[Spirit]].&lt;br /&gt;
* The [[Witch Doctor]] uses [[mana]].&lt;br /&gt;
* The [[Wizard]] uses [[Arcane Power]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Games==&lt;br /&gt;
In [[Diablo I]] and [[Diablo II]] all [[class]]es used [[Mana]] as their one main resource, but in [[Diablo III]] not all classes share the same resource. In all the Diablo Games so far, the resource pool is located in the UI, on the bottom right hand side, usually in an orb or sphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Bonuses==&lt;br /&gt;
&lt;br /&gt;
The issue of items providing bonuses to resources is complicated in Diablo III since there are so many different resources. In Diablo II +mana was a simple bonus of use to everyone (though not equally useful). But in Diablo III only the Barbarian benefits from Fury, only the Monk from Spirit, etc. And the bonuses to each resource vary; for some increasing the total pool is viable, for others only improving the fill rate, or decreasing the drain rate. This prevents the team from using some sort of universal &amp;quot;+resource&amp;quot; [[modifier]], and requires a lot of individual item bonus tweaking.&lt;br /&gt;
&lt;br /&gt;
Jay Wilson answered a question about this during an interview from Blizzcon 2010.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Jay Wilson: Yes we’re definitely going to put in objects that will do that. It’s been a question of how we want to implement that.  Right now every class has their own resource. And that’s the goal. If we can’t get that to work, if we can’t make them different and all working adequately, then we might double up on some resources on some characters. We’ve waited to do the itemization until we have the resources locked down. If they’re that different then we might restrict the resource bonuses to class-based items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It feels pretty bad when you get say, a sword that’s got… it’s one thing to get a sword with say, plus strength on it, and you decide not to use it because that bonus isn’t really the best for your Wizard. That’s one thing. But if you get a sword that has a resource bonus for another class, that’s entirely unusable for you, that’s no fun. That feels worse than just getting a stat that’s questionably not for you. Having an object that you can equip that states in it a bonus that’s useless to you, that feels bad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We do have class-based items for that. We’re also doing a lot with enchantments, because enchantments don’t feel bad if you find an enchantment that’s not for you, the way an item is. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Resource Pools==&lt;br /&gt;
&lt;br /&gt;
Each class in Diablo III has a unique resource.&lt;br /&gt;
&lt;br /&gt;
===Barbarian: Fury===&lt;br /&gt;
[[File:New Fury.JPG|frame|Fury, abandoned &amp;quot;traffic light&amp;quot; form.]]&lt;br /&gt;
'''[[Fury]]''' is the resource pool for the [[Barbarian]] in [[Diablo III]]. It is generated by taking or dealing damage, and expended by using most skills. The various melee attacks [[Barbarian skills]], such as [[Cleave]], [[Bash]], and [[Frenzy]] cost very little Fury to use, and will generally return more from the damage they deal. Those skills are used to build up enough Fury to use the more expensive and dramatic skills.&lt;br /&gt;
&lt;br /&gt;
* Generated by: &lt;br /&gt;
** Dealing damage.&lt;br /&gt;
** Taking damage.&lt;br /&gt;
&lt;br /&gt;
* Removed by:&lt;br /&gt;
** Using abilities that requires Fury, generally more powerful abilities.&lt;br /&gt;
** Inactivity over time.&lt;br /&gt;
** Unknown if some creatures can [[leech]] it.&lt;br /&gt;
&lt;br /&gt;
* Fury Related Skills:&lt;br /&gt;
** [[War Cry]] generates a certain amount of Fury and increases armor.&lt;br /&gt;
* Fury Related Traits:&lt;br /&gt;
** [[Bad Temper (trait)|Bad Temper]]: Increases Fury gain and slows Fury drain.&lt;br /&gt;
** [[Inner Rage]]: Increases Fury gain and slows Fury drain while attacking the same target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter: Unknown===&lt;br /&gt;
The newly-revealed [[Demon Hunter]] used mana at Blizzcon 2010, but that was only as a place holder. The developers refused to give out any hints about what sort of resource the class might use long term.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Any clue about the resource for the Demon Hunter?&lt;br /&gt;
::'''Jay Wilson: '''If I knew I would give you a clue. We decided not to worry about her resource until after Blizzcon.&lt;br /&gt;
&lt;br /&gt;
===Monk: Spirit===&lt;br /&gt;
The Monk uses [[Spirit]], the resource the developers frequently cite[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/] as their favorite and the one they feel is working the best. Spirit is generated by striking enemies with the various [[combo skills]] and expended using other offensive and defensive skills. Spirit is also modified by various of the [[Monk traits]].  This design makes the combos, all of which are quite powerful melee attacks, free to use. &lt;br /&gt;
&lt;br /&gt;
A Monk could play fairly effectively using nothing but combo skills, all of which carry substantial bonuses on top of their damage, so making them yield Spirit to fuel the other [[Monk Skills]] as well seems quite a bargain for the class.&lt;br /&gt;
&lt;br /&gt;
* Generated by: &lt;br /&gt;
** Using Combo Skills&lt;br /&gt;
&lt;br /&gt;
* Spent by:&lt;br /&gt;
** Using non-combo skills&lt;br /&gt;
&lt;br /&gt;
* Combo Skills: Each use of one adds a set amount of Spirit to the pool.&lt;br /&gt;
** [[Hands of Lightning]] --Combo that deals 3 punches with substantial bonus lightning damage.&lt;br /&gt;
** [[Long Reach]] -- Combo that strikes multiple enemies with greater than [[melee]] range.&lt;br /&gt;
** [[Crippling Wave]] -- Combo that slows and dazes enemies.&lt;br /&gt;
** [[Dashing Strike]] -- Combo that allows the Monk to move very quickly across long distances to the enemy. (Under construction.)&lt;br /&gt;
** [[Way of the Hundred Fists]] -- Combo that deals many powerful hits to all enemies in the vicinity.&lt;br /&gt;
** [[Exploding Palm]] -- Combo that time bombs enemies, triggering them to explode and damage all nearby enemies upon their death. &lt;br /&gt;
** [[Sweeping Wind]] -- Combo that hits all nearby enemies multiple times.&lt;br /&gt;
&lt;br /&gt;
* Spirit Related [[Monk Traits]]:&lt;br /&gt;
** [[True Spirit]] -- Increases Spirit regeneration. (Under construction.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor: Mana===&lt;br /&gt;
'''[[Mana]]''' is the best understood resource pool. It's appeared in countless RPGs, including Diablo I and Diablo II, and appears with the familiar blue color in Diablo III.  It's spent by the [[Witch Doctor skills]] and assisted in regeneration by various [[Witch Doctor traits]].&lt;br /&gt;
&lt;br /&gt;
* Restored by: &lt;br /&gt;
** Regeneration over time (may be boosted by items, skills, and traits).&lt;br /&gt;
** Picking up [[Health Globes]] (with a specific skill).&lt;br /&gt;
** Killing enemies with specific skills.&lt;br /&gt;
&lt;br /&gt;
* Spent by:&lt;br /&gt;
** Using an Ability.&lt;br /&gt;
** Some enemies may drain mana with their attacks.&lt;br /&gt;
&lt;br /&gt;
* Mana Related Skills:&lt;br /&gt;
** [[Soul Harvest]] --Formerly a nova-like attack that restored mana for each enemy killed, this skill was changed to a general +spell damage buff.&lt;br /&gt;
&lt;br /&gt;
* Mana Related Traits:&lt;br /&gt;
** [[Spirit Vessel]] -- +mana for each [[health orb]] enjoyed by the Witch Doctor.&lt;br /&gt;
** [[Mana Regeneration]] -- Increases the mana regeneration rate.&lt;br /&gt;
** [[Ritual of Blood]] -- Draws 50% of mana cost from health.&lt;br /&gt;
** [[Meditation]] -- Some skills return 30% of their mana cost over 10 seconds. (Under construction.)&lt;br /&gt;
** [[Spiritual Attunement]] -- Increases the Witch Doctor's maximum mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard: Arcane Power===&lt;br /&gt;
'''[[Arcane Power]]''' is the new resource for the [[Wizard]] class, replacing [[Instability]], which replaced [[mana]]. AP grants the Wizard a pool that can not be scaled up by levels or items; [[Wizard skills]] and [[Wizard traits]] that help with AP lower the cost of skills, or increase the regeneration rate. This resource remains under construction, and as of Blizzcon 2010 word is that the Wizard may yet switch back to mana. [http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]&lt;br /&gt;
&lt;br /&gt;
* Restored by: &lt;br /&gt;
** Regeneration over time (may be boosted by skills/traits).&lt;br /&gt;
* Spent by:&lt;br /&gt;
** Casting spells.&lt;br /&gt;
&lt;br /&gt;
* Arcane Power Related Skills:&lt;br /&gt;
** [[Energy Shield]] -- A % of damage is taken from Arcane Power instead of health.&lt;br /&gt;
* Arcane Power Related Traits: &lt;br /&gt;
** [[Arcane Channeling]] -- Increases the rate of AP regeneration.&lt;br /&gt;
** [[Energy Reserves]] -- [[Health globes]] refill 10% of the AP pool.&lt;br /&gt;
** [[Drain Power]] -- Regenerate health and Arcane power equal to 10% of melee damage you deal. &lt;br /&gt;
** [[Expanded Mind]] -- Increases Arcane Power pool. (Under construction.)&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
All of the classes debuted with some form of Mana for their resource. Their permanent resources were added in during later development, and tinkered with extensively.&lt;br /&gt;
&lt;br /&gt;
===Barbarian===&lt;br /&gt;
[[Fury]] is the Barbarian's resource. It builds up as the Barbarian takes or deals damage, and is expended on most of his attack and buff skills. &lt;br /&gt;
&lt;br /&gt;
Fury debuted at [[BlizzCon 2008]], in the form of a globe. During later development it changed into a &amp;quot;traffic light&amp;quot; stack of three orbs at Blizzcon 2009, before changing back to a full globe in early 2010. Many more details can be seen on the [[Fury]] article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
[[Spirit]] is the Monk's resource. It's built up by dealing damage with [[combo skills]] and expended to cast other, non-combo skills.  It was described in mid-2010, and debuted at Blizzcon 2010 in October of that year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor===&lt;br /&gt;
[[Mana]] is the Witch Doctor's resource. It works much as Mana did in Diablo I and Diablo II; some amount is expended with each cast spell from a pool that regenerates over time. Various skills and items can hasten the regeneration rate, and the Witch Doctor can also gain mana from [[health orbs]] if he has invested in the [[Witch Doctor skills|skills]] and [[Witch Doctor traits|traits]] that allow him to do so.&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor may ultimately get a different resource; it would work like mana, but would have a different name and a slimy, gloopy greenish appearance, simply to make it seem more Witch Doctor themed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
[[Arcane Power]] is the Wizard's resource, though the D3 team said, in late 2010, that it might switch back to mana, since they're not entirely satisfied with how the resource works.  Prior to Arcane Power, the Wizard used [[Instability]], which was scrapped since it did not make the character feel &amp;quot;[[glass cannon]]-y&amp;quot; enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter===&lt;br /&gt;
The [[Demon Hunter]] class used [[mana]] when she debuted at [[BlizzCon 2010]]. This was a place holder, but the team was not ready to give any hints as to what her final resource might be. There have been few comments made by the development team, but it is widely speculated that her resource will have something to do with the balance between discipline and hatred&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/on-the-drawing-board-21-the-demon-hunters-resources-revealed/ On the Drawing Board: Demon Hunter Resource] - Incgamers, February 20, 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* [http://www.youtube.com/watch?v=Dgf__G5jnEE Jay Wilson interview after GamesCom 2010]&lt;br /&gt;
* [http://pc.ign.com/articles/101/1017305p2.html Jay Wilson interview]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/ Bashiok on Non-Mana Resources and Cinematics]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/ Monk Mana Resource System Progressing]&lt;br /&gt;
* [[WWI 2008]]&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
* [[BlizzCon 2009]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Barbarian}}&lt;br /&gt;
&lt;br /&gt;
[[category:Reference]]&lt;br /&gt;
[[category:Interface]]&lt;br /&gt;
[[category:Magic]]&lt;br /&gt;
[[category:skills]]&lt;br /&gt;
[[category:resources]]&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Aura&amp;diff=32439</id>
		<title>Aura</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Aura&amp;diff=32439"/>
				<updated>2011-08-14T22:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''Aura''' is a [[skill]], spell or ability effect that works as a continuous [[AoE]] of some kind. The aura usually applies primarily to allies, giving those within a radius a [[buff]]. In some cases an aura can be [[debuff]]ing foes instead. The [[Monk]] is the only Diablo III class with Aura skills. As of the [[July 2011 Press Event]] they have been renamed to [[Mantra]]s.&lt;br /&gt;
&lt;br /&gt;
Auras in Diablo III work a lot like Warcries did in Diablo II[http://forums.battle.net/thread.html?topicId=27811631030&amp;amp;sid=3000&amp;amp;pageNo=2#27]; they are cast and then have effect for a duration, rather than remaining active as long as the aura skill is selected in the right click.[http://diablo.incgamers.com/blog/comments/diablo-on-skills-party-help-and-beta-confirmation/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Auras in Diablo 3==&lt;br /&gt;
It was long assumed that there would not be Auras in Diablo 3, since the Paladin is not returning as a playable character. That presumption was shaken by [[Jay Wilson]] during an October 2009 interview with Diii.net. [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 2009|BlizzCon]]. 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;
::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;
::''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;
::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;
&lt;br /&gt;
===Known Diablo III Auras===&lt;br /&gt;
&lt;br /&gt;
A few auras were seen listed amongst the [[Monk skills]] in the Blizzcon 2010 demo. This should be considered a partial listing, and subject to change during further development. &lt;br /&gt;
&lt;br /&gt;
'''Tier Three:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Holy Aura]] -- This healing aura regenerates hit points for the Monk and his nearby party members.&lt;br /&gt;
* '''Description:''' Bestows the Monk and nearby allies with a holy aura that increases health regeneration by X health per second.&lt;br /&gt;
** When activated, temporarily boosts health regeneration to X health per second for X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Four:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dominate Aura]] -- A damage-boosting aura. Spirit Skill.&lt;br /&gt;
* '''Description:''' Creates an aura that causes all nearby enemies to take X% additional damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier Six:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Retribution Aura]] -- An aura that reflects damage back at the monsters.&lt;br /&gt;
* '''Description:''' Creates an aura that reflects damage back at enemies, dealing holy damage equal to X% of the damage inflicted. When activated, this ability will damage all nearby enemies for X-X holy damage over X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Seven:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resist Aura]] -- Resistance-increasing aura.&lt;br /&gt;
* '''Description:''' The Monk creates an aura that protects him and his allies, increasing all resistances by X points. For the first X seconds after this aura is activated, all resistances are increased by an additional X points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aura Controls==&lt;br /&gt;
The Diablo 3 [[interface]] only allows a character to use 7 hotkeys, of which only two can be easily cycled between via the right mouse button (RMB). Other hotkeys are tied to the left mouse button, and the 1-4 keys. This format seems to work well enough for normal play, but it seems inimical to aura use.&lt;br /&gt;
&lt;br /&gt;
In Diablo 2, any given Aura was active as long as it was selected to the RMB skill option. Players did not &amp;quot;cast&amp;quot; auras, or click with the mouse to enable them. Auras simply became active once they were set to the RMB, and most players regularly cycled between two or more different auras, depending on the circumstances. Fanaticism or Concentration for damage during combat, {{iw|Vigor Vigor}} for quick escapes or to race around in town, {{iw|Cleansing Cleansing}} to [[heal]] and cure poisons/curses, {{iw|Conviction Conviction}} to [[debuff]] enemy resistances, etc.&lt;br /&gt;
&lt;br /&gt;
Since that sort of control isn't possible in Diablo 3, auras are cast much like Warcries were in Diablo II (and are in Diablo III). Clicking the appropriate hotkey casts the aura tied to that key. Auras take effect at once, and last for some duration of time before expiring, or they are canceled out by another aura being cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Auras in Diablo 2==&lt;br /&gt;
[[File:Paladin Thorns Aura.jpg|right|link=http://diablo2.diablowiki.net/Thorns]]&lt;br /&gt;
Auras are used by the Diablo 2 {{iw|Paladin Paladin}}. They are also granted by some special weapons, and can therefore be used by other classes. Auras provide a passive [[buff]] to the player (and usually to others in the party) or they functions as a [[debuff]] on all enemies within the aura's range. Only the Paladin, who has 20 of them, possess auras as skills, though a few special items provide an aura when equipped.  Paladins can only keep one aura active at a time, though multiple different types of auras can stack, whether they come from multiple Paladins, multiple items with an aura on them, or some combination of the two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
There have not yet (December, 2009) been any images released of Auras being used in Diablo 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Diii.net Exclusive Jay Wilson Interview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Monk}}&lt;br /&gt;
&lt;br /&gt;
[[category:auras]]&lt;br /&gt;
[[category:monk]]&lt;br /&gt;
[[category:Monk skills]]&lt;br /&gt;
[[category:skills]]&lt;br /&gt;
[[category:Glossary]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Aura&amp;diff=32438</id>
		<title>Aura</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Aura&amp;diff=32438"/>
				<updated>2011-08-14T22:07:42Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''Aura''' is a [[skill]], spell or ability effect that works as a continuous [[AoE]] of some kind. The aura usually applies primarily to allies, giving those within a radius a [[buff]]. In some cases an aura can be [[debuff]]ing foes instead. The [[Monk]] is the only Diablo III class with Aura skills. As of the [[2011 Press Event]] they have been renamed to [[Mantra]]s.&lt;br /&gt;
&lt;br /&gt;
Auras in Diablo III work a lot like Warcries did in Diablo II[http://forums.battle.net/thread.html?topicId=27811631030&amp;amp;sid=3000&amp;amp;pageNo=2#27]; they are cast and then have effect for a duration, rather than remaining active as long as the aura skill is selected in the right click.[http://diablo.incgamers.com/blog/comments/diablo-on-skills-party-help-and-beta-confirmation/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Auras in Diablo 3==&lt;br /&gt;
It was long assumed that there would not be Auras in Diablo 3, since the Paladin is not returning as a playable character. That presumption was shaken by [[Jay Wilson]] during an October 2009 interview with Diii.net. [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 2009|BlizzCon]]. 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;
::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;
::''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;
::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;
&lt;br /&gt;
===Known Diablo III Auras===&lt;br /&gt;
&lt;br /&gt;
A few auras were seen listed amongst the [[Monk skills]] in the Blizzcon 2010 demo. This should be considered a partial listing, and subject to change during further development. &lt;br /&gt;
&lt;br /&gt;
'''Tier Three:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Holy Aura]] -- This healing aura regenerates hit points for the Monk and his nearby party members.&lt;br /&gt;
* '''Description:''' Bestows the Monk and nearby allies with a holy aura that increases health regeneration by X health per second.&lt;br /&gt;
** When activated, temporarily boosts health regeneration to X health per second for X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Four:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dominate Aura]] -- A damage-boosting aura. Spirit Skill.&lt;br /&gt;
* '''Description:''' Creates an aura that causes all nearby enemies to take X% additional damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier Six:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Retribution Aura]] -- An aura that reflects damage back at the monsters.&lt;br /&gt;
* '''Description:''' Creates an aura that reflects damage back at enemies, dealing holy damage equal to X% of the damage inflicted. When activated, this ability will damage all nearby enemies for X-X holy damage over X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Seven:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resist Aura]] -- Resistance-increasing aura.&lt;br /&gt;
* '''Description:''' The Monk creates an aura that protects him and his allies, increasing all resistances by X points. For the first X seconds after this aura is activated, all resistances are increased by an additional X points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aura Controls==&lt;br /&gt;
The Diablo 3 [[interface]] only allows a character to use 7 hotkeys, of which only two can be easily cycled between via the right mouse button (RMB). Other hotkeys are tied to the left mouse button, and the 1-4 keys. This format seems to work well enough for normal play, but it seems inimical to aura use.&lt;br /&gt;
&lt;br /&gt;
In Diablo 2, any given Aura was active as long as it was selected to the RMB skill option. Players did not &amp;quot;cast&amp;quot; auras, or click with the mouse to enable them. Auras simply became active once they were set to the RMB, and most players regularly cycled between two or more different auras, depending on the circumstances. Fanaticism or Concentration for damage during combat, {{iw|Vigor Vigor}} for quick escapes or to race around in town, {{iw|Cleansing Cleansing}} to [[heal]] and cure poisons/curses, {{iw|Conviction Conviction}} to [[debuff]] enemy resistances, etc.&lt;br /&gt;
&lt;br /&gt;
Since that sort of control isn't possible in Diablo 3, auras are cast much like Warcries were in Diablo II (and are in Diablo III). Clicking the appropriate hotkey casts the aura tied to that key. Auras take effect at once, and last for some duration of time before expiring, or they are canceled out by another aura being cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Auras in Diablo 2==&lt;br /&gt;
[[File:Paladin Thorns Aura.jpg|right|link=http://diablo2.diablowiki.net/Thorns]]&lt;br /&gt;
Auras are used by the Diablo 2 {{iw|Paladin Paladin}}. They are also granted by some special weapons, and can therefore be used by other classes. Auras provide a passive [[buff]] to the player (and usually to others in the party) or they functions as a [[debuff]] on all enemies within the aura's range. Only the Paladin, who has 20 of them, possess auras as skills, though a few special items provide an aura when equipped.  Paladins can only keep one aura active at a time, though multiple different types of auras can stack, whether they come from multiple Paladins, multiple items with an aura on them, or some combination of the two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
There have not yet (December, 2009) been any images released of Auras being used in Diablo 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Diii.net Exclusive Jay Wilson Interview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Monk}}&lt;br /&gt;
&lt;br /&gt;
[[category:auras]]&lt;br /&gt;
[[category:monk]]&lt;br /&gt;
[[category:Monk skills]]&lt;br /&gt;
[[category:skills]]&lt;br /&gt;
[[category:Glossary]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Aura&amp;diff=32437</id>
		<title>Aura</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Aura&amp;diff=32437"/>
				<updated>2011-08-14T22:07:03Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''Aura''' is a [[skill]], spell or ability effect that works as a continuous [[AoE]] of some kind. The aura usually applies primarily to allies, giving those within a radius a [[buff]]. In some cases an aura can be [[debuff]]ing foes instead. The [[Monk]] is the only Diablo III class with Aura skills. As of the 2011 Press Event they have been renamed to [[Mantra]]s.&lt;br /&gt;
&lt;br /&gt;
Auras in Diablo III, work a lot like Warcries did in Diablo II[http://forums.battle.net/thread.html?topicId=27811631030&amp;amp;sid=3000&amp;amp;pageNo=2#27]; they are cast and then have effect for a duration, rather than remaining active as long as the aura skill is selected in the right click.[http://diablo.incgamers.com/blog/comments/diablo-on-skills-party-help-and-beta-confirmation/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Auras in Diablo 3==&lt;br /&gt;
It was long assumed that there would not be Auras in Diablo 3, since the Paladin is not returning as a playable character. That presumption was shaken by [[Jay Wilson]] during an October 2009 interview with Diii.net. [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 2009|BlizzCon]]. 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;
::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;
::''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;
::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;
&lt;br /&gt;
===Known Diablo III Auras===&lt;br /&gt;
&lt;br /&gt;
A few auras were seen listed amongst the [[Monk skills]] in the Blizzcon 2010 demo. This should be considered a partial listing, and subject to change during further development. &lt;br /&gt;
&lt;br /&gt;
'''Tier Three:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Holy Aura]] -- This healing aura regenerates hit points for the Monk and his nearby party members.&lt;br /&gt;
* '''Description:''' Bestows the Monk and nearby allies with a holy aura that increases health regeneration by X health per second.&lt;br /&gt;
** When activated, temporarily boosts health regeneration to X health per second for X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Four:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dominate Aura]] -- A damage-boosting aura. Spirit Skill.&lt;br /&gt;
* '''Description:''' Creates an aura that causes all nearby enemies to take X% additional damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier Six:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Retribution Aura]] -- An aura that reflects damage back at the monsters.&lt;br /&gt;
* '''Description:''' Creates an aura that reflects damage back at enemies, dealing holy damage equal to X% of the damage inflicted. When activated, this ability will damage all nearby enemies for X-X holy damage over X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Seven:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resist Aura]] -- Resistance-increasing aura.&lt;br /&gt;
* '''Description:''' The Monk creates an aura that protects him and his allies, increasing all resistances by X points. For the first X seconds after this aura is activated, all resistances are increased by an additional X points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aura Controls==&lt;br /&gt;
The Diablo 3 [[interface]] only allows a character to use 7 hotkeys, of which only two can be easily cycled between via the right mouse button (RMB). Other hotkeys are tied to the left mouse button, and the 1-4 keys. This format seems to work well enough for normal play, but it seems inimical to aura use.&lt;br /&gt;
&lt;br /&gt;
In Diablo 2, any given Aura was active as long as it was selected to the RMB skill option. Players did not &amp;quot;cast&amp;quot; auras, or click with the mouse to enable them. Auras simply became active once they were set to the RMB, and most players regularly cycled between two or more different auras, depending on the circumstances. Fanaticism or Concentration for damage during combat, {{iw|Vigor Vigor}} for quick escapes or to race around in town, {{iw|Cleansing Cleansing}} to [[heal]] and cure poisons/curses, {{iw|Conviction Conviction}} to [[debuff]] enemy resistances, etc.&lt;br /&gt;
&lt;br /&gt;
Since that sort of control isn't possible in Diablo 3, auras are cast much like Warcries were in Diablo II (and are in Diablo III). Clicking the appropriate hotkey casts the aura tied to that key. Auras take effect at once, and last for some duration of time before expiring, or they are canceled out by another aura being cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Auras in Diablo 2==&lt;br /&gt;
[[File:Paladin Thorns Aura.jpg|right|link=http://diablo2.diablowiki.net/Thorns]]&lt;br /&gt;
Auras are used by the Diablo 2 {{iw|Paladin Paladin}}. They are also granted by some special weapons, and can therefore be used by other classes. Auras provide a passive [[buff]] to the player (and usually to others in the party) or they functions as a [[debuff]] on all enemies within the aura's range. Only the Paladin, who has 20 of them, possess auras as skills, though a few special items provide an aura when equipped.  Paladins can only keep one aura active at a time, though multiple different types of auras can stack, whether they come from multiple Paladins, multiple items with an aura on them, or some combination of the two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
There have not yet (December, 2009) been any images released of Auras being used in Diablo 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Diii.net Exclusive Jay Wilson Interview]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Monk}}&lt;br /&gt;
&lt;br /&gt;
[[category:auras]]&lt;br /&gt;
[[category:monk]]&lt;br /&gt;
[[category:Monk skills]]&lt;br /&gt;
[[category:skills]]&lt;br /&gt;
[[category:Glossary]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Aura&amp;diff=32436</id>
		<title>Aura</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Aura&amp;diff=32436"/>
				<updated>2011-08-14T22:05:54Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''Aura''' is a [[skill]], spell or ability effect that works as a continuous [[AoE]] of some kind. The aura usually applies primarily to allies, giving those within a radius a [[buff]]. In some cases an aura can be [[debuff]]ing foes instead. The [[Monk]] is the only Diablo III class with Aura skills.&lt;br /&gt;
&lt;br /&gt;
Auras in Diablo III, renamed [[Mantra]]s for the monk, work a lot like Warcries did in Diablo II[http://forums.battle.net/thread.html?topicId=27811631030&amp;amp;sid=3000&amp;amp;pageNo=2#27]; they are cast and then have effect for a duration, rather than remaining active as long as the aura skill is selected in the right click.[http://diablo.incgamers.com/blog/comments/diablo-on-skills-party-help-and-beta-confirmation/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Auras in Diablo 3==&lt;br /&gt;
It was long assumed that there would not be Auras in Diablo 3, since the Paladin is not returning as a playable character. That presumption was shaken by [[Jay Wilson]] during an October 2009 interview with Diii.net. [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 2009|BlizzCon]]. 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;
::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;
::''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;
::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;
&lt;br /&gt;
===Known Diablo III Auras===&lt;br /&gt;
&lt;br /&gt;
A few auras were seen listed amongst the [[Monk skills]] in the Blizzcon 2010 demo. This should be considered a partial listing, and subject to change during further development. &lt;br /&gt;
&lt;br /&gt;
'''Tier Three:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Holy Aura]] -- This healing aura regenerates hit points for the Monk and his nearby party members.&lt;br /&gt;
* '''Description:''' Bestows the Monk and nearby allies with a holy aura that increases health regeneration by X health per second.&lt;br /&gt;
** When activated, temporarily boosts health regeneration to X health per second for X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Four:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dominate Aura]] -- A damage-boosting aura. Spirit Skill.&lt;br /&gt;
* '''Description:''' Creates an aura that causes all nearby enemies to take X% additional damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier Six:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Retribution Aura]] -- An aura that reflects damage back at the monsters.&lt;br /&gt;
* '''Description:''' Creates an aura that reflects damage back at enemies, dealing holy damage equal to X% of the damage inflicted. When activated, this ability will damage all nearby enemies for X-X holy damage over X seconds.&lt;br /&gt;
&lt;br /&gt;
'''Tier Seven:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resist Aura]] -- Resistance-increasing aura.&lt;br /&gt;
* '''Description:''' The Monk creates an aura that protects him and his allies, increasing all resistances by X points. For the first X seconds after this aura is activated, all resistances are increased by an additional X points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aura Controls==&lt;br /&gt;
The Diablo 3 [[interface]] only allows a character to use 7 hotkeys, of which only two can be easily cycled between via the right mouse button (RMB). Other hotkeys are tied to the left mouse button, and the 1-4 keys. This format seems to work well enough for normal play, but it seems inimical to aura use.&lt;br /&gt;
&lt;br /&gt;
In Diablo 2, any given Aura was active as long as it was selected to the RMB skill option. Players did not &amp;quot;cast&amp;quot; auras, or click with the mouse to enable them. Auras simply became active once they were set to the RMB, and most players regularly cycled between two or more different auras, depending on the circumstances. Fanaticism or Concentration for damage during combat, {{iw|Vigor Vigor}} for quick escapes or to race around in town, {{iw|Cleansing Cleansing}} to [[heal]] and cure poisons/curses, {{iw|Conviction Conviction}} to [[debuff]] enemy resistances, etc.&lt;br /&gt;
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Since that sort of control isn't possible in Diablo 3, auras are cast much like Warcries were in Diablo II (and are in Diablo III). Clicking the appropriate hotkey casts the aura tied to that key. Auras take effect at once, and last for some duration of time before expiring, or they are canceled out by another aura being cast.&lt;br /&gt;
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==Auras in Diablo 2==&lt;br /&gt;
[[File:Paladin Thorns Aura.jpg|right|link=http://diablo2.diablowiki.net/Thorns]]&lt;br /&gt;
Auras are used by the Diablo 2 {{iw|Paladin Paladin}}. They are also granted by some special weapons, and can therefore be used by other classes. Auras provide a passive [[buff]] to the player (and usually to others in the party) or they functions as a [[debuff]] on all enemies within the aura's range. Only the Paladin, who has 20 of them, possess auras as skills, though a few special items provide an aura when equipped.  Paladins can only keep one aura active at a time, though multiple different types of auras can stack, whether they come from multiple Paladins, multiple items with an aura on them, or some combination of the two.&lt;br /&gt;
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==Media==&lt;br /&gt;
There have not yet (December, 2009) been any images released of Auras being used in Diablo 3.&lt;br /&gt;
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==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/ Diii.net Exclusive Jay Wilson Interview]&lt;br /&gt;
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{{Skill_navbox_Diablo_III|Monk}}&lt;br /&gt;
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[[category:auras]]&lt;br /&gt;
[[category:monk]]&lt;br /&gt;
[[category:Monk skills]]&lt;br /&gt;
[[category:skills]]&lt;br /&gt;
[[category:Glossary]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Diablo_3_Basics&amp;diff=32435</id>
		<title>Diablo 3 Basics</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Diablo_3_Basics&amp;diff=32435"/>
				<updated>2011-08-14T21:57:10Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: /* Character Classes */&lt;/p&gt;
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&lt;div&gt;[[Image:Diablo III Logo.jpg|left|150px]]&lt;br /&gt;
This is the '''Diablo 3 Basics''' page, which is the main '''Fact Sheet''' of known '''Diablo III''' information. This much-anticipated sequel to Diablo and Diablo II was announced at [[Blizzard]]'s [[WWI 2008]] in Paris, during 27-28 June, 2008. Regardless if you just heard that Diablo III is announced, or if you have been following some of the {{wl|[http://diablo.incgamers.com Diablo 3 news]}}, this page will get you up to speed!&lt;br /&gt;
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If you are looking for the '''Basics Section''' of the wiki, you can find that in the '''[[:Category:Basics|Basics Category]]'''.&lt;br /&gt;
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==Introduction==&lt;br /&gt;
Diablo III, while featured completely in '''3D''' with a 3D environment, will follow closely in Diablo II's track by using the classic isometric view, fast gameplay, and randomized content for high replayability. Some changes have been made in order to make the game faster and more flexible as well as make players choose and employ tactics rather than mindless mouseclicking. Besides taking well-learned lessons from WoW, the developers have been inspired by games such as ''Zelda'' and ''God of War''. Regardless, the game will be possible to play with a mouse alone, if a player so wishes (but you would be a lot less efficient).&lt;br /&gt;
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Remember that if you're a newcomer to Diablo, you can find more related articles in the '''[[:Category:Basics|Basics Category]]'''&lt;br /&gt;
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== Character Classes ==&lt;br /&gt;
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Blizzard has confirmed that the game will ship with five characters. These are the [[Barbarian]], [[Demon Hunter]], [[Monk]], [[Witch Doctor]], and [[Wizard]]. All five classes will be playable in male or female versions. The gender difference is purely cosmetic; male and female characters have identical stats and abilities. The classes are very distinct from one another, for all armor appears different depending on which character is using it, the characters have completely unique [[skills]], largely unique [[traits]], and each has their own [[resource]] type.&lt;br /&gt;
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Though all five classes for Diablo III have been revealed, more are expected in the [[expansion]]s. See the [[Other classes]] article for Blizzard quotes on their additional character ideas.&lt;br /&gt;
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{|&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Barbarian&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barbfemale.jpg|85px]]&lt;br /&gt;
| [[File:Barbmale.jpg|80px]]&lt;br /&gt;
| '''The [[Barbarian]]''' - The same character you played in [[Diablo II]], but with some [[Barbarian skills|new skills]], and backed with the power of the [[ancient]]s.&lt;br /&gt;
* [[Barbarian Skills]]&lt;br /&gt;
* [[Barbarian Traits]]&lt;br /&gt;
* [[Resource]]: - [[Fury]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Demon Hunter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Demon-hunter-art4.jpg|center|125px]]&lt;br /&gt;
| [[File:Demon-hunter-male.jpg|90px]]&lt;br /&gt;
| '''The [[Demon Hunter]]''' - The last class revealed is a ranged weapon specialist with a grudge against all demon kind, sexy style, deadly traps, and demonic gadgets to go with her glowing eyes.&lt;br /&gt;
* [[Demon Hunter Skills]]&lt;br /&gt;
* [[Demon Hunter Traits]]&lt;br /&gt;
* [[Resource]]: - [[Hatred]] &amp;amp; [[Discipline]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Monk&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Monkfemale.jpg|85px]]&lt;br /&gt;
| [[File:Monkmale.jpg|85px]]&lt;br /&gt;
| '''The [[Monk]]''' - A new fellow from [[Ivgorod]]. Combining martial arts of our Eastern cultures with a holy strike from the Western disciplines, he takes names and kicks in faces.&lt;br /&gt;
* [[Monk Skills]]&lt;br /&gt;
* [[Monk Traits]]&lt;br /&gt;
* [[Resource]]: [[Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Witch Doctor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Witchfemale.jpg|85px]]&lt;br /&gt;
| [[File:Witchmale.jpg|70px]]&lt;br /&gt;
| '''The [[Witch Doctor]]''' - A new class that comes from the jungle region of [[Teganze]], and uses [[Witch Doctor skills|voodoo magic]] to do his bidding. One of his highlights is the [[Wall of Zombies]] spell.&lt;br /&gt;
* [[Witch Doctor Skills]]&lt;br /&gt;
* [[Witch Doctor Traits]]&lt;br /&gt;
* [[Resource]]: [[Mana]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Wizard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wizardfemale.jpg|85px]]&lt;br /&gt;
| [[File:Wizardmale.jpg|70px]]&lt;br /&gt;
| '''The [[Wizard]]''' - A new class that is a pure spell caster harnessing arcane and elemental magic to do her bidding. Very similar to the [[Sorcerer]] and [[Sorceress]] of previous Diablo games. One of the highlights is the [[Wizard_skills#Slow_Time|Slow Time]] spell which warps space and time, slowing nearby monsters and projectiles.&lt;br /&gt;
* [[Wizard Skills]]&lt;br /&gt;
* [[Wizard Traits]]&lt;br /&gt;
* [[Resource]]: [[Arcane Power]]&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
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=== Skills ===&lt;br /&gt;
The skills and their presentation evolved greatly during the game's development. See the [[skill tree]] article for a full pictorial history. As of Blizzcon 2010, skills are presented in a list and sorted into seven tiers that are unlocked at various character levels.  All skills are [[active]], there are no prerequisites other than character level, and there are no synergies.&lt;br /&gt;
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[[Traits]] were added during development in 2010, when all [[passive]] skills were removed from the skill trees. Traits are passives or masteries and boost general character traits, or specific skills. While many traits are shared between the classes, granting bonuses to [[attributes]] or other common properties such as [[Lucky]] (increased gold drops), or [[Pound of Flesh (trait)|Pound of Flesh]] (increased [[health orb]] benefit), about half of the traits are unique to each class, providing specific bonuses just for that class.&lt;br /&gt;
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==== Skill Tree Respecs/Resets ====&lt;br /&gt;
In Diablo II prior to v1.13, a character was unable to change their skills and stats once they were allocated. If you made any mistake, the only solution was to [[reroll]]. This is changed in Diablo III, and it will be fairly easy for characters to &amp;quot;[[respec]],&amp;quot; to remove and reassign points from [[skills]] and [[traits]]. &lt;br /&gt;
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The exact methods have not yet been revealed, but the developers have said it will be fairly easy to do, though not entirely free or instant, to prevent exploitation.&lt;br /&gt;
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====Stats/Attributes====&lt;br /&gt;
One major change announced early in Diablo III's development was the elimination of player-assigned stat points. In Diablo III, each class gains various [[attribute]] points in [[Attack_(Attribute)|attack]], [[Precision_(Attribute)|precision]], [[vitality]], [[defense]], and [[willpower]] when they level up, and these are automatically assigned. The Diablo III developers felt the stat allocation in Diablo II was a poor way to provide character customization since players almost always followed an established [[build]], which was always the best choice for a character. This removed any variety or individuality.&lt;br /&gt;
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Stats can be modified in Diablo III in various ways: by [[traits]], via [[charms]] in the [[talisman]], and with equipment bonuses, including socketing [[gems]].&lt;br /&gt;
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==== Skill Runes ====&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|350px|Hydra runestone effects.]]&lt;br /&gt;
While gems return for item [[sockets]], [[runes]] in Diablo III are not used in items. There are five types of runes, [[crimson]], [[alabaster]], [[indigo]], [[golden]], and [[obsidian]], which are socketed into active skills, where they modify the skill in various beneficial ways. &lt;br /&gt;
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[[Runestones]] are a huge aspect of the game, always improving skills to the point that virtually any socketed runestone, even of the lowest level, will make an immediate and obvious difference in a skill's efficacy.  Only a few skill rune functions are known at this point, and all are subject to change as development continues. &lt;br /&gt;
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The first known complete skill permutation was the [[Wizard]]'s [[Hydra]] skill. The basic skill is much as it was in Diablo II, a three-headed flame dragon that pokes out of a manhole in the ground, spitting firebolts at enemies. Each rune changes this effect quite noticeably. The effects revealed for Hydra changed considerably even between August and October 2010, when the slide to the right was presented at Blizzcon 2010:&lt;br /&gt;
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* Crimson rune: Turns the dragons blue, and they attack with a chilling/slowing breath.&lt;br /&gt;
* Alabaster rune: Turns the dragons purple, and they attack with Arcane damage bolts.&lt;br /&gt;
* Golden rune: The dragons remain red, but spit out firewalls, which deal higher damage and leave an [[AoE]] wall of flame on the ground.&lt;br /&gt;
* Indigo rune: The dragons turn blue and spit clusters of lightning.&lt;br /&gt;
* Obsidian rune: The dragons turn green and spit out poison-damaging acid balls.&lt;br /&gt;
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==Monsters==&lt;br /&gt;
[[Image:Goatmen surround a Siegebreaker.jpg|thumb|right|150px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Goatmen]] &amp;amp; [[Siegebreaker]].&amp;lt;/span&amp;gt;]]&lt;br /&gt;
Diablo III will have a great array of '''[[monster]]s''', and they will employ more intelligent behaviour and effects as well. There will be more 'mini-boss' encounters that make for more epic gameplay; an example is the [[Thousand Pounder]], who isn't really a [[boss]], but a unit type. Other 'effects' include skeletons with large shields that can block and protect archers, [[ghoul]]s that climb up sheer walls to attack you, or [[Grotesque]]s that explode into a hundred [[Lamprey]] monsters. We can expect many unique attack patterns and behaviours from the Diablo III monsters.&lt;br /&gt;
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The scale of monsters is greatly increased in Diablo III; demons like the Siegebreaker are not uncommon, and appear in sizes unimagined in previous games in the series. And Siegebreaker isn't even an especially big boss or Act boss.&lt;br /&gt;
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* '''The [[Monster|Monsters Article]]''' has much more information on the dozens of known monsters.&lt;br /&gt;
* Monster [[bosses]] are much improved and varied in Diablo III.&lt;br /&gt;
** [[Boss modifiers]] are new and improved as well, and there are many new and dangerous properties.&lt;br /&gt;
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==Death==&lt;br /&gt;
Death is less of an obstacle to success in Diablo III than in previous games in the series. Dead players in Diablo III do not lose equipment or gold. They must wait a mere few seconds before waiting to be resurrected by another player in their party or restarting at the last [[checkpoint]] (not [[waypoint]]) they passed over.&lt;br /&gt;
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[[Hardcore]] mode is an option in the game, and as in Diablo II, dead HC characters stay dead forever.&lt;br /&gt;
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Death will even look better. There are many more monster death animations, [[critical hit]] deaths come with bonus gore, and even players get to enjoy the death variety, since some of the special monsters have special fatality animations they'll use if they kill a player during a battle.&lt;br /&gt;
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==Difficulty Levels==&lt;br /&gt;
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There are going to be three [[difficulty]] levels in Diablo III, as in other games in the series.  The normal difficulty level will not be very difficult, and characters are expected to rise to about Clvl 30 working their way through it, then 50 after Nightmare, and 60 (max level) after Hell. There will not be grinding required to reach the max level in Diablo III; as in World of Warcraft, it will be achieved simply by working through the normal content.&lt;br /&gt;
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The difficulty will increase substantially on Nightmare, and the developers have talked about Hell as a much greater challenge, though they are committed to allowing solo players to defeat everything in the game. Nothing will be so hard that a group is required to pass it, and there are no plans to include [[raid]]-style content.&lt;br /&gt;
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==End Game==&lt;br /&gt;
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The focus of the [[end game]] will be much-changed in Diablo III. The developers have not revealed many details, but they say it will be much more compelling than simply running the same bosses over and over again. That characters will be at or nearly to the max level by the time they finish Hell difficulty (barring rushing or other activities to take a character well outside the normal level progression) makes a big difference, since gaining experience will not be part of the end game. &lt;br /&gt;
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There are talks about [[Achievements]] being incorporated, or special online-only challenges. The team regards the item-hunting game as the ultimate goal of a character in Diablo III.&lt;br /&gt;
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Another end-game activity is PvP play in the [[Arena]], as characters could respec and switch around their equipment to build a character entirely focused on PvP play.&lt;br /&gt;
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==Items==&lt;br /&gt;
[[Image:Barbarian swing.jpg|thumb|right|[[Barbarian]] swinging two magical axes.]]&lt;br /&gt;
Armor is arranged in [[gear sets]] in Diablo III. There are 18 of them, increasing in quality/appearance from simple cloth to ornate plate mail. The items do not repeat with different names/stats; there are no exceptional/elite versions of items in Diablo III. This means there is a wider variety of total item types, and that players will see a steady progression throughout the game of increasingly dramatic-looking armor.&lt;br /&gt;
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Weapons are the same, and will increase from plain to fancy, with stats to match. &lt;br /&gt;
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Most items are rare or magical, as before. Sockets are not a special feature of white items; sockets may occur on any type of item, and there will not be plain socketed items, nor would you want one since there are no [[Runewords]] to put into them. [[Uniques]] return, though they are apparently going to be called &amp;quot;[[Legendary]]&amp;quot; in Diablo III. [[Item sets]] are also likely returning, though they may differ in function somewhat, to make them more useful and/or easier to assemble. &lt;br /&gt;
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A very popular type of item will be [[crafted]] items, magical or rare items made by the NPC [[Artisans]] from various [[recipes]].&lt;br /&gt;
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===Armor and Weapon Types===&lt;br /&gt;
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*[[Armor]]: [[helms]], [[shields]], [[body armor]], [[gloves]], [[boots]], [[rings]], [[amulets]], and [[belts]] return. Belts are now just another piece of armor; they do not have any special potion-holding function.&lt;br /&gt;
** New armor types: [[Shoulders]], [[bracers]], and [[pants]].&lt;br /&gt;
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* [[Weapons]]: [[Axes]], [[Spears]], [[Polearms]], [[Swords]], [[Clubs]], [[Bows]], [[Crossbows]], [[Wands]], [[shields]], &lt;br /&gt;
** New weapons: [[Fists]], [[Daggers]] (no longer a type of sword), [[Orbs]], [[Pistol crossbows]], [[short staves]] for casters only, [[battle staves]] for the Monk only. &lt;br /&gt;
** Removed weapons: There are no [[throwing weapons]] or throwing [[potions]] yet seen in Diablo III.&lt;br /&gt;
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===Other Items Information===&lt;br /&gt;
* [[Runes]] are no longer socketed into items, and [[runewords]] are no more. Runes are objects that get socketed into [[skills]].&lt;br /&gt;
* The [[inventory]] is much larger than it was in Diablo II, and after numerous permutations, it's settled on a large grid with all items either 1x1 or 1x2 in size.&lt;br /&gt;
* The [[stash]] in town is huge, and will be shared between characters on the same account.&lt;br /&gt;
* Items will now drop '''per character'''; you only see items you can pick up, and no other players see or can grab them. &lt;br /&gt;
* Trading will be improved, and there will be some sort of auction house, though details have not been revealed.&lt;br /&gt;
* [[Potion]]s are much less common than in previous Diablo games. There are no mana or rejuvenation potions, just health, and they come with a long cooldown between uses. Basically, potions are for emergency use, and will only tide a character over briefly; with the cooldown, they will not keep you alive through reckless behavior.&lt;br /&gt;
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==NPCs==&lt;br /&gt;
[[Image:Cain-concept1.jpg|thumb|right|75px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Cain]]&amp;lt;/span&amp;gt;]]&lt;br /&gt;
As in previous games in the series, [[NPCs]] will feature importantly in Diablo III.  Much of the game [[story]] will be given by the NPCs, and they will be more interactive, while their speeches will be shorter, more to the point, and can be listened to while playing; you are no longer forced to &amp;quot;stay awhile&amp;quot; while you &amp;quot;listen.&amp;quot;&lt;br /&gt;
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[[Followers]]: More NPCs are found out in the dungeons than in past games, and mini-quests such as [[Escort Mission]]s are common throughout the game. &lt;br /&gt;
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[[Mercenaries]]: The developers have talked about wanting to make mercs better and more useful than they were in Diablo II, but nothing has yet been revealed.&lt;br /&gt;
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[[Artisans]]: &amp;quot;Vendors 2.0,&amp;quot; these NPCs are merchants, quest-givers, and information sources. They follow the player throughout the game, traveling in a [[caravan]] between the acts, and in addition to the standard item buying and selling, they can [[craft]] new semi-random items from special [[recipes]], as well as [[enchant]], [[socket]], and [[repair]] items. Artisans can even be [[trained]] up to higher levels, giving them better skills.&lt;br /&gt;
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==Locations==&lt;br /&gt;
[[Image:Sanctuary World Map.jpg|thumb|225px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[world map|Sanctuary world map]], with locations noted.&amp;lt;/span&amp;gt;]]The [[world map]] of [[Sanctuary]] was actually released with the second Diablo game's manual, but a new and improved map has been made by Blizzard, outlining the continents and the major [[settlement]]s. Many of these locations will be visited in [[Diablo III]], including [[Tristram]]. Areas close by that were never visited in the previous games will also have a chance, like the [[Leoric Highlands]] and [[Westmarch]], and it's known that much of Act Three takes place in the Barbarian Lands around the [[Arreat Crater]].&lt;br /&gt;
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We have been shown detailed pictures of [[Skovos]] (the land of the [[Amazon]]s), as well as [[Caldeum]] and Tristram. Skovos is confirmed to be excluded from the game, but the level of detail they are putting into the universe suggests either a big expansion pack, MMOs, or a film.&lt;br /&gt;
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Outdoor areas will be less randomized than dungeons, and the terrain will for the most part be static. Instead, a lot of random scripted events will take place, and some will even be really advanced. They can vary from an escort [[quest]], to a moldy tome, or a big, bad [[boss]] monster. You will also find interactive environments with dangerous traps, obstacles, and [[destructible]] elements. There will be &amp;quot;numerous&amp;quot; outdoor locations.&lt;br /&gt;
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==Dungeons==&lt;br /&gt;
The land is filled with dungeons, as in Diablo II. Dungeons vary widely in size and design, and are promised to offer better randomization and variety than they did in Diablo II.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Screenshot 20.jpg|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Dark Berserker]]s and a [[Grotesque]] in the [[Forgotten Tombs]].&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Screenshot 19.jpg|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Several [[Walking Corpse]]s. [[Follower]]s can be seen as well.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Screenshot 16.jpg|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;[[Witch Doctor]] who's [[Skull of Flame|flameskulling]] some [[Walking Corpse]]s.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Transportation==&lt;br /&gt;
As in Diablo II, travel is on foot. There are no [[mounts]] in Sanctuary. Nor are there any [[Town Portal]]s, in a major change from earlier games in the series. The developers felt that Town Portals made it too easy for players to escape danger and made it impossible to offer compelling, dangerous combat.&lt;br /&gt;
&lt;br /&gt;
To replace town portals, there are more waypoints, frequent checkpoints, and a new item, the [[Scroll of Wealth]] that allows players to sell their items remotely, without returning to to town.  The new [[salvage cube]], an essential element of [[crafting]], is another addition meant to obviate the need for regular town returns.&lt;br /&gt;
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==Easter Eggs==&lt;br /&gt;
While no [[Easter Eggs]] in Diablo III have been confirmed, (though we've seen plenty of Diablo III Easter Eggs in Starcraft II), Blizzard has given plenty of hints about some sort of [[secret level]] in the game.&lt;br /&gt;
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===Cow Level===&lt;br /&gt;
The [[Cow Level]] is a very distinct piece of content in Diablo 2, but is as of yet unconfirmed for Diablo 3. Cows and Diablo have been closely linked in fan's minds since Diablo 1, and it's not unlikely that we'll get a secret Cow Level in Diablo 3 as well, even if it likely will be very different from the Diablo 2 version.&lt;br /&gt;
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&lt;br /&gt;
===Rainbow Level===&lt;br /&gt;
This is a rumour started by the [[art controversy]] (see below), and all the hub-hub about the colour in Diablo 3 that came after the announcement, which might inspire the dev team to make a rainbow level with unicorns and [http://en.wikipedia.org/wiki/Carebear Carebears].&lt;br /&gt;
* [http://forums.diii.net/showthread.php?t=708777 Rainbow Level forum thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Art Changes==&lt;br /&gt;
Some fans were very upset that [[Diablo III]] is seemingly full of much more colour than the predecessor [[Diablo II]]. While the settings in general now include a lot more colour, Blizzard argues that Diablo II was more colourful than people remember. Some fans have also expressed fears that Diablo III will become too much like [[World of WarCraft]]. You can read more about concerns and responses here:&lt;br /&gt;
* '''[[Art controversy|Diablo III Art Controversy]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Story Line==&lt;br /&gt;
[[Image:Cinematic 10.jpg|thumb|right|300px|&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Mystical comet overlooking a settlement in the western part of [[Sanctuary]].&amp;lt;/span&amp;gt;]]The [[story line]] of the game takes place twenty years after a few powerful heroes saved [[Sanctuary]] from the demonic onslaught in [[Diablo II]]. Those events took place out of the sight of the common populace, and have become myth or legend over the intervening years. Most of the principles are dead or insane, and no one has had any sight of the Archangel [[Tyrael]] since he destroyed the Worldstone, triggering an explosion that erased [[Mount Arreat]] and shattered the Barbarians' civilization.&lt;br /&gt;
&lt;br /&gt;
Since the destruction of the [[Worldstone]], those few humans (such as [[Deckard Cain]]) who did know of the danger to the world have been expecting an imminent demonic invasion, without the Worldstone to keep them in the [[Burning Hells]]. This has not happened because, and players will eventually learn, the two remaining lords of Hell (presumably [[Belial]] and [[Asmodean]]) have been building armies for a full-on invasion, intended to utterly destroy humanity.&lt;br /&gt;
&lt;br /&gt;
Players will see small-scale demonic events, as in previous games, but the developers have promised that the scale of some aspects of the game, such as the siege on [[Bastion's Keep]], will be amazingly large; far bigger than anything ever previously seen in the series.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Personalities===&lt;br /&gt;
&lt;br /&gt;
Unlike the blank cyphers that all characters were in previous games in the series, the individual characters in Diablo III will have personalities. The Wizard is young, brash, and headstrong. The Monk is powerful and quietly confident. The Barbarian is strong and stoic. The Demon Hunter is angry and reckless in her need for vengeance. And the Witch Doctor is spiritual, mysterious, and misunderstood by the populace at large.&lt;br /&gt;
&lt;br /&gt;
The characters will behave accordingly, and inspire different replies and behavior from the NPCs, though the only known examples came from [[Captain Rumford]]'s dialogues as heard at Blizzcon 2008.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Quests]] in Diablo III are largely similar in form to those of Diablo II. The changes are to greatly increase the number of quests, and to vary them in type and style. Numerous smaller events or adventures are randomly added in each game, amidst the main plot-skeleton quests.&lt;br /&gt;
&lt;br /&gt;
Most large areas of the game, surface and dungeon, will also vary in content and form between games. Though the surface areas are non-random in their overall shape, there are randomized elements within them, which can yield mini-quests, bonus dungeons, or just open space and random monsters, depending on how the spawn works in a given game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player and Multiplayer==&lt;br /&gt;
The main focus of Diablo III is co-op [[PvE]] style play. Up to four players (yes, just four) will join up in a game and play together, and players in the same game are now always friendly and in the same party. There is no non-consensual PvP in Diablo III, and no way to &amp;quot;go hostile&amp;quot; in a normal PvE game.&lt;br /&gt;
&lt;br /&gt;
Game creation and group formation should be easier in Diablo III. Though the details have not been revealed, the developers hope it will be very easy to join up and play. Their hope is that players in one game can simply click an option to start another one, and as everyone accepts it, they'll immediately appear in a new game and continue playing, almost seamlessly.&lt;br /&gt;
&lt;br /&gt;
All multiplayer Diablo III gaming will take place over Battle.net. Diablo III is following in Starcraft's footsteps and will &amp;lt;u&amp;gt;not include LAN support&amp;lt;/u&amp;gt;. Though Blizzard never explicitly terms it as such, this is primarily a security measure; requiring players to buy a retail copy and have a valid Battle.net account and CD-Key to play multiplayer is their way of fighting piracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle Arena===&lt;br /&gt;
&lt;br /&gt;
[[File:Battle-arena-new-round1.jpg|frame|350px|A new round begins in the Battle Arena.]]&lt;br /&gt;
The outlet for PvP in Diablo III is the [[Arena]], a special game type that exists only for head-to-head combat. Players can join up and fight their friends in 1v1 or 2v2 games, but the main design is for players to take part in 3v3 battles, either in teams or as singles who will be sorted together via the game's [[matchmaking]] system. &lt;br /&gt;
&lt;br /&gt;
Arena play debuted at Blizzcon 2010 and was wildly popular, even with just 3 pre-made characters available to choose from, and limited skills all pre-set. &lt;br /&gt;
&lt;br /&gt;
Hardcore Arena will be supported, and the initial plans of the team is for it to be regular Hardcore rules: you die, you stay dead. This approach has many critics, who ask for some sort of non-lethal HC version, and point out that virtually no one plays PvP in D2 Hardcore since the penalty for death is so severe, both in emotional pain and in the play hours required to build up another character to PvP level. It also seems like any sort of team play would be impossible, since even if a team won, one or two of the players on it would lose their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle.net 2.0===&lt;br /&gt;
Blizzard has promised very big changes in [[Battle.net 2.0]], and besides removing the [[LAN]] functionality, the idea is to encourage people to play online with [[Achievement]]s, handy friends/foes lists, and community support. You can read more about confirmed Battle.net features here:&lt;br /&gt;
* [http://www.diii.net/articles/689867/definite-battlenet-20-features Definite Battle.net 2.0 Features]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Changes==&lt;br /&gt;
Among the things that are not listed under their own headline, there are a few other things to highlight about Diablo III:&lt;br /&gt;
* '''[[Chest]]s''' will no longer be locked.&lt;br /&gt;
* Monster corpses are no longer something that players can interact with. There are no corpse skills like Diablo II's {{iw|Corpse_Explosion Corpse Explosion}} or {{iw|Find_Item Find Item}}, and bodies on the ground dissolve and vanish after a moment or two.&lt;br /&gt;
** There are no player corpses either, in the sense of lootable objects as they were in Diablo II. Like monsters, dead players are subject to the game's physics and can be blasted aside or out of sight by spells, and will vanish after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Release Information==&lt;br /&gt;
This is a collection of all information available pertaining to the release of Diablo. Including [[release date]], [[system requirements]], [[Beta Test|beta testing]], price/payment methods and age [[rating]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Release Date ===&lt;br /&gt;
As usual, the [[Release Date|release date]] for any Blizzard product is kept under wraps for as long as possible. While Blizzard has shown playable builds of Diablo III at conventions and press events, the level of polish makes it harder to estimate development time left. Any other dates or rumours, which are constantly provided by game retailers, are just rumors and should not be given any credence.&lt;br /&gt;
&lt;br /&gt;
More information on the '''[[Diablo III release date]]''' article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
* Windows XP compatible&lt;br /&gt;
* Windows Vista compatible&lt;br /&gt;
* Mac OSX compatible&lt;br /&gt;
Read more on the [[Diablo III System Requirements]] page. Diablo III is made completely in 3D, using custom in-house tools. The game is currently native to DirectX 9, and will not require DirectX 10 or 11 to run.[http://ablegamers.com/Disabled-Gamers-News/AbleGamers-Interviews-the-Diablo-III-Team.html] The game will probably use a slightly higher level of system requirements than [[StarCraft II]], which also uses Havok &amp;amp; DirectX 9, and is the closest thing we can compare the game to. You can read more on StarCraft II's requirements and DirectX compatibilities as well as shader info here:&lt;br /&gt;
* [http://www.starcraftwire.net/articles/954/starcraft-2-graphics-requirements-confirmed Graphics Requirements Confirmed] - The most prominent part of the system requirements, the graphics requirements released from Blizzard document.&lt;br /&gt;
* [http://www.starcraftwire.net/articles/675/starcraft-2-system-requirements StarCraft II System Requirements] - System requirements analyse from available information.&lt;br /&gt;
* [http://www.starcraftwire.net/articles/735/kalos-chronicles Kalos' Chronicles] - Technical articles for StarCraft II.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diablo Beta Testing===&lt;br /&gt;
As with the release date, a time for beta is currently unknown. Jay Wilson has estimated that the release will occur about six months after the beta test begins. No dates or estimates for the beta have been given, but Blizzard did say that 1000 randomly-selected ticket buyers to Blizzcon 2010 will win a beta slot. Many fans have taken this to mean that Blizzard hopes to start the Diablo III beta before Blizzcon 2011, which would likely be in the August-October time frame, as it has been each year thus far.&lt;br /&gt;
&lt;br /&gt;
General information on Blizzard beta tests can be seen on the '''[[Beta Test]]''' page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Retail Price===&lt;br /&gt;
The retail price for Diablo III is unknown and will be stated closer to release. It's likely that the game will be &amp;quot;boxed&amp;quot; (no monthly fees, just a one-off price) and priced similar to other AAA titles. Starcraft II (and other recent AAA titles by Activision) retailed for $60, up $10 from the traditional $50 price tag, and it's virtually certain Diablo III will follow that route. &lt;br /&gt;
&lt;br /&gt;
All online game retailers are listing $60 as their estimated price, at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Age Rating===&lt;br /&gt;
The '''[[rating]]''' of [[Diablo III]] is estimated to be aimed for gamers above the age of 15, while still trying to avoid USK 18+ in Germany, or other similar ratings that would hamper the sales of the game in that country. [[Blizzard]] have stated that they will censor out blood and other gore, as required to avoid &amp;quot;adult&amp;quot; ratings in various countries with more restrictive gore requirements than those found in the US.&lt;br /&gt;
* '''America ([http://en.wikipedia.org/wiki/Entertainment_Software_Rating_Board ERSB])''' - &amp;quot;M&amp;quot; Mature Rating (player should be at least 17 years old). No law enforcement.&lt;br /&gt;
* '''Europe ([http://en.wikipedia.org/wiki/PEGI PEGI])''' - 16+ (player should be at least 16 years old). No law enforcement (for most countries).&lt;br /&gt;
* '''Germany ([http://en.wikipedia.org/wiki/Unterhaltungssoftware_Selbstkontrolle USK])''' - USK 16+ (player should be at least 16 years old). Law enforcement of USK.&lt;br /&gt;
* '''Read more''' in the '''[[rating]]s''' article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Copy Protection and DRM===&lt;br /&gt;
It's unknown what type of copy protection (DRM) will be used on Diablo III, but with the new Battle.net changes and new Battle.net accounts, the game will likely only use a very light form of copy protection since the license is associated with the account. Online play will most likely not require a DVD in the drive, and offline play is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who's in Charge?==&lt;br /&gt;
Naturally, [[Blizzard]] are the guys making Diablo III, but that isn't a surprise. The important people for this production is the relatively new Blizzard employee Diablo III Lead Designer [[Jay Wilson]], besides the regular team. For fans, you might want to keep a look out for [[Bashiok]], the new Diablo Community Manager and [[Leonard Boyarsky]] who is the Lead World Designer for Diablo III, and head of [[quest]]s &amp;amp; [[lore]] as well as designing the world of [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Expansions, MMO or Diablo Movie==&lt;br /&gt;
Whatever will come after [[Diablo III]] is unknown, but it seems apparent that Blizzard is confident [http://www.incgamers.com/Games/1935/features/90/Diablo-III-Inforview] that there '''WILL''' be expansions. They have mentioned that the story line will have a more &amp;quot;final&amp;quot; ending than in Diablo II, which possibly means making it better for an expansion, or perhaps a future MMO or a [[Diablo movie]]. Regardless, [[Jay Wilson]] has said that there is lots of potential for expanding the universe. What types of media this will come in is unknown: books, comics, manga, expansions, games or a movie...&lt;br /&gt;
&lt;br /&gt;
[[Mike Morhaime]] said they would like to make '''Diablo III expansions annually'''[http://www.diii.net/blog/comments/diablo-3-will-have-several-expansions], and confirming plans for multiple expansions for the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
You can follow the links to each specific section for further details on Diablo III development and information. You can also use one of the following links for further information:&lt;br /&gt;
* {{wl|[http://www.diii.net/news Diablo III news]}} - The most coherent news listing for Diablo III.&lt;br /&gt;
* [[Media Coverage]] - All Interviews, Previews, Pictures, Videos and Articles from around the web.&lt;br /&gt;
* [[:Category:Basics|Diablo III Basics]] - A listing of articles with good information if you are new to Diablo III.&lt;br /&gt;
* [[Diablo III FAQ]] - Frequently Asked Questions&lt;br /&gt;
* [[Diablo 3 History]] - The history of Diablo III up until the announcement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.blizzard.com/us/press/080628.html Blizzard Press Release]&lt;br /&gt;
&lt;br /&gt;
[[Category:Diablo III]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fury&amp;diff=32383</id>
		<title>Fury</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fury&amp;diff=32383"/>
				<updated>2011-08-14T14:44:03Z</updated>
		
		<summary type="html">&lt;p&gt;Meteor27: /* Killtrain? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* ''Disambiguation: '''Diablo II Fury:''' {{iw|Fury_(skill) Druid skill Fury}} or the {{iw|Fury_(runeword) Runeword Fury}}.''&lt;br /&gt;
&lt;br /&gt;
[[Image:New Fury.JPG|frame|The Fury orbs for the Barbarian, as seen in Blizzcast episode 8.]]&lt;br /&gt;
'''Fury''' is the [[Barbarian]]'s [[resource pool]] in Diablo III. Fury is generated by dealing and taking damage, and spent when skills are used. Barbarians expend Fury when using skills, but may regain as much or more than the skill cost, if it deals a lot of damage.&lt;br /&gt;
&lt;br /&gt;
Fury was initially displayed by a bulb that filled up and was spent just like Mana. During development the bulb was changed to a &amp;quot;traffic light&amp;quot; system with 3 smaller bulbs; most skills cost one bulb to use, at that point. Eventually the &amp;quot;fury balls&amp;quot; were removed, presumably returning the resource to a single pool, like health.&lt;br /&gt;
&lt;br /&gt;
Expect more changes as development continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Fury==&lt;br /&gt;
This feature was introduced in the [[BlizzCon 2008]] demo build, and is not present in the gameplay footage from earlier that year, in June at the [[WWI 2008]] when the [[Barbarian]] made his debut. &lt;br /&gt;
&lt;br /&gt;
Fury is built up during combat; successfully hitting and being hit by enemies fills up the Barbarian's Fury bulb, enabling him to use [[Barbarian Skills|his most Powerful Skills]], most of which cost some Fury to use. When the Barbarian is not fighting, or not hitting enemies, his Fury steadily fades away, until it drops to nothing several seconds after a battle.  The resource is designed to encourage an aggressive, fast-paced play style, as Jay wilson explained in a December 2008 interview with 1up.com.[http://www.1up.com/do/previewPage?pager.offset=2&amp;amp;cId=3172030&amp;amp;p=]&lt;br /&gt;
&lt;br /&gt;
::''&amp;quot;But then [[mana]] doesn't mean anything for the Barbarian since he uses a completely different resource. For him, we tend to focus on skills that make him play in a way that's interesting. His &amp;quot;fury resource&amp;quot; is designed to drive the player forward, like a Barbarian, because he's very tough and is a close-quarters combatant. He wants to move forward, because the mechanic is, 'I have a lot of fury, which helps me deliver a lot of damage, but I'm going to lose it just sitting around.' It makes him very aggressive, which is what we wanted out of the character. So that was driven by [the concept of] how do we want this guy to play. Very aggressively, and hence we built this mechanic.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fury changes the Barbarian's play style, making it impossible for him to use his most powerful abilities at the start of a fight.  He must warm up a bit, building up his Fury with basic melee attacks, then unleashing his most devastating skills when the Fury has filled up enough to allow him to expend the energy in violence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fury Related Skills and Traits==&lt;br /&gt;
Various [[Barbarian skills]] and [[Barbarian traits]] assist in Fury generation or slow Fury drain.&lt;br /&gt;
&lt;br /&gt;
* Fury Related Skills:&lt;br /&gt;
** [[War Cry]] generates a certain amount of Fury and increases armor.&lt;br /&gt;
* Fury Related Traits:&lt;br /&gt;
** [[Bad Temper (trait)|Bad Temper]]: Increases Fury gain and slows Fury drain.&lt;br /&gt;
** [[Inner Rage]]: Increases Fury gain and slows Fury drain while attacking the same target.&lt;br /&gt;
&lt;br /&gt;
Previously, [[Enrage]] and [[Savage]] boosted Fury, but both were removed during development.&lt;br /&gt;
&lt;br /&gt;
While most of the Barbarian's skills expend Fury, the Fury cost for melee attacks such as [Frenzy]], [[Cleave]], [[Bash]], and [[Rend]] is quite low. Thus a Barbarian should be able to use these simple skills to boost damage, as well as filling up the Fury orb by using them, almost like a [[Monk]] beating on enemies with [[combos]] to gain [[Spirit]] for bigger attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fury's Evolution==&lt;br /&gt;
[[Image:Fury-bulb1.jpg|frame|Fury meter, with zero charge.]]&lt;br /&gt;
The visual representation of how much (or little) Fury a Barbarian has accumulated, and that display's connection to the function of the resource, has undergone numerous changes during the development cycle. Changes that will no doubt continue right up until the game's release.&lt;br /&gt;
&lt;br /&gt;
===April 2009===&lt;br /&gt;
&lt;br /&gt;
As of April 2009 the [[mana]]-like Fury bulb was gone, and a three-level, traffic light type system was in, with all new graphics. The evolution of this graphical change was discussed during BlizzCast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
::'''[[Bashiok]]:''' You're both working on a system which is the barbarian’s fury system. [How it's represented has] changed quite a bit. Can you guys go over how UI and effects are coming together to create the new fury system?&lt;br /&gt;
&lt;br /&gt;
::'''[[Mike Nicholson|Mike]]:''' Yeah well it’s always an, again, an [[Iterative]] process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn’t see what was going on. We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we’ll talk about what are the goals we need to accomplish. And then I’ll do some mockups and then I take it over to Julian and hope he can make those mockups look far better than my mockups.&lt;br /&gt;
&lt;br /&gt;
::'''[[Julian Love|Julian]]:''' And I think where we’re at right now with it is the recognition that spending your fury is what we really want you to be doing, we want you to see it as a commodity to spend in order to gain access to more power, and that wasn’t really being communicated so clearly with the other one. So we’re trying to accomplish that goal of making it more, yeah, you know when to spend, you know what you’re spending but you don’t necessarily have to look directly at it. So effects plays a little bit of a role there, but I think we’re trying to not put effects in there just for effects’ sake, but only do it when we think that it’s going to help you really read and understand what’s going on.&lt;br /&gt;
&lt;br /&gt;
::'''Mike:''' Yeah, before one of the problems was you would see the build up more than what you had to spend. Like you would build your fury up, and then you know “bonged”, and you’d have an amount you could spend. But everything was sharing the same visual space and you couldn’t necessarily discern one from the other. And again from an art standpoint, sure it worked, it was ok, but it wasn’t conveying the gameplay. And gameplay is king, you’ve got to make sure that it comes across in every way.&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok: '''Can you describe for those listening what it currently looks like?&lt;br /&gt;
&lt;br /&gt;
::'''Mike:''' Let's see... if I had to use a cruel comment, one that I made myself as I was making it, oh &amp;quot;It's the fury traffic light&amp;quot;. Because it's three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that's the gist of it, because when you're playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you'll see I've got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction.&lt;br /&gt;
&lt;br /&gt;
A few weeks after this broadcast Bashiok revealed [http://www.diii.net/blog/comments/bashiok-on-the-barbarians-fury/] that Fury expenditure will be in denominations of 1, 2 or 3 orbs, never a partial orb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 2009===&lt;br /&gt;
During the BlizzCon 2009 Diablo 3 panel on August 21st, Jay Wilson &amp;quot;The Mad Overseer&amp;quot; showed off new improvements and iterations on the Fury system, as they felt it wasn't at the same gameplay pace that Diablo games usually were. Since Diablo games are fast paced, the old fury system didn't work well, as it was taken from the Warrior class in World of Warcraft (to some degree), and in World of Warcraft, doing damage and taking damage would generate rage for the player, but World of Warcraft is a much slower game than Diablo, so it did not live up to the task. The Diablo 3 team didn't want a barbarian to hit a monster 10 times just so you can use one spell.&lt;br /&gt;
&lt;br /&gt;
[[Image:Furydamage.png|thumb|right|250px|The first idea to change the fury system, which was dropped.]] &lt;br /&gt;
They first came up with an idea that, the more Fury you had, the more damage your weapons did. The image on the right shows bottom orb with a bit fury, and &amp;quot;100%&amp;quot; written on it, meaning that, at the moment, the barbarian's weapon does full damage. The upper orb has more fury, and &amp;quot;200%&amp;quot; written on it, meaning that the barbarian's weapons do Twice as much damage. However, this did not fit their needs, as the whole idea of different [[Resource pool]]s, is that each character class plays differently and is interesting, so that when a player chooses a new class, it wont feel the same. This idea was dropped since it didn't change the way that the Barbarian played, at least not enough.&lt;br /&gt;
&lt;br /&gt;
They then came up with the idea of &amp;quot;Endless Fury&amp;quot;, (A video was suppose to showcase this, but sadly, it didn't start) to make the barbarian more fast paced. The video was suppose to show the barbarian spamming his skills, because he made the right decisions by attacking the right enemies with the right skills. If the barbarian hits many enemies at once, he generates a lot of fury, thus being able to spam more skills. However, if the Barbarian used a big AoE skill on one monster, he would end up losing alot of fury, taking the barbarian back to step one. This system encourages the barbarian players to think before using skills, as a wrong choice could leave the barbarian skill-less, and make fights much harder to win. This system is what makes the Barbarian feel unique and different.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===June, 2010===&lt;br /&gt;
&lt;br /&gt;
A quick announcement from [[Bashiok]] revealed that the fury balls system was undergoing changes. [http://diablo.incgamers.com/blog/comments/updates-on-fury-skills-and-potions/] &lt;br /&gt;
&lt;br /&gt;
::Bashiok: Fury is going through some further iteration. The orb system wasn’t really working out like we had hoped and was creating some roadblocks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August, 2010===&lt;br /&gt;
&lt;br /&gt;
Blizzard announced that the three ball system is out, though it's not yet clear what Fury has changed to. [http://diablo.incgamers.com/blog/comments/updates-on-fury-instability-and-other-resources/]&lt;br /&gt;
&lt;br /&gt;
::No more fury balls.&lt;br /&gt;
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::Any damage the barbarian does or takes generates fury. This fury builds up as his resource, to a cap. When not doing or taking damage there’s a grace period, and then the fury will begin to recede.&lt;br /&gt;
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::You build fury to use skills, as the majority of the barbarians skills require some amount of fury to use. There is a shout that generates fury itself, so it’s not always necessary to be in combat for a while before you can start using skills.&lt;br /&gt;
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==Fury Gameplay Issues==&lt;br /&gt;
Though we've not seen that much official information yet about Fury, and how this property functions is sure to change during development, some insight into the [[Barbarian]]'s designed play style can be gleaned from analysing how Fury works and reading over the [[Barbarian Skills]].&lt;br /&gt;
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Keep in mind that Fury (and all other game systems) remain under construction and much is subject to change.&lt;br /&gt;
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===Fury Only In Combat===&lt;br /&gt;
As the [[D3 Team]] has commented, the D3 Barbarian is designed to be [[melee]] brawler. He's strongest while in [[combat]], and has various skills that increase his powers when he's dealing with multiple enemies, or that only trigger when he scores [[critical hit]]s. Fury ties into this design theme in obvious fashion. The [[Barbarian Skills|Barbarian's Skills]] require Fury to cast, and he can only build up Fury during combat, and Fury drains away quickly when he's not in combat. Hence a Barbarian will want to be in combat as often as possible, and will be at his strongest while fighting. It's a nicely-designed feedback loop.&lt;br /&gt;
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The rate of regeneration and drain has been tweaked many times during development, and the final ratios are far from yet determined.&lt;br /&gt;
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===Killtrain?===&lt;br /&gt;
In a related issue, if Fury drains away quickly after a fight (as it did in the [[BlizzCon 2008]] Demo), Barbarians will want to hurry from battle to battle. This is a big change from the {{iw|Barbarian D2 Barbarian}}, who almost always starts off a fight with his [[mana]] fully charged and his biggest skills ready to go.&lt;br /&gt;
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===Too Powerful?===&lt;br /&gt;
Ironically, Fury might enable skills to be more powerful. If some of the biggest Barbarian skills cost a lot of Fury, that would effectively limit how frequently they could be cast. This would mean the [[D3 Team]] could make those skills massively destructive, compared to a skill that could be used all the time and would be overpowered if it were too strong.&lt;br /&gt;
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===Bad start - Useless in PvP?===&lt;br /&gt;
If Fury is needed to use Barbarian skills in combat, he will be near useless early on, having to resort to auto-attack until enough Fury has built up. This would not only make each encounter less fun, but also be a massive impairment in [[PvP]] combat. Not being able to do anything the first 10 seconds of combat would equal death. [[Bashiok]] has commented on this:[http://diablo.incgamers.com/blog/comments/blizzard-on-fury-and-equal-opportunities/]&lt;br /&gt;
::Well there are skills that generate fury, as was said, and there are skills that don’t require any to be used. It's not going to be a situation where you get into a game and have to lumber around using your normal attack until you have enough fury to actually start dealing real damage. That wouldn’t be very fun, and we don’t like things that aren’t fun.&lt;br /&gt;
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==Hands on Report==&lt;br /&gt;
The most detailed report yet filed on Fury comes from a [http://www.diii.net/blog/comments/barbarian-game-play-and-skill-tree-discussion/ BlizzCon Barbarian gameplay report by Flux], posted on [http://www.diii.net/ Diii.net]. A quote:&lt;br /&gt;
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::Fury is the new [[mana]], but only (so far) for Barbarians. Fury replaces mana, but unlike the old blue bulb, it does not fill up when not in use. Barbarians have zero Fury to start with, and only build it up during combat, when they land successful strikes to their enemies. As soon as the Barb is not fighting, the Fury starts to drain away, and it seeps out quite quickly. I frequently filled my Fury bulb completely during a fight, paused to pick up an item or two, then ran to find more monsters, and arrived just as my Fury went down to nothing.&lt;br /&gt;
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::My Barbarian had about 100 Fury at level 7 or 8, and while I didn’t get to experiment with it that persistently, I could see enough to like the concept. The Barbarian is designed to be a [[melee]] battling character. He gets all sorts of bonuses while in combat, and many of his [[skill]]s only trigger when he scores [[critical hit]]s. With that design goal, the fact that he has to fight to build up Fury, and has to expend Fury to use most of his skills, is only natural. It looks like an expert Barbarian player will be most at home when surrounded by enemies, and will have to learn to cycle quickly through a variety of attack skills and war cry-style buffs to stay alive and able to smash his enemies.&lt;br /&gt;
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::The only big Fury expenditure available in the BlizzCon build was [[Battlemaster_Skill_Tree#Battle_Rage|Battle Rage]], a war cry that boosted the Barbarian’s damage by 100%, increased critical damage by 30%, and lasted for 15 seconds (with one point in it, which was all the BlizzCon build allowed to active skills). That was half, or more, of my total [fury], but I never minded spending it. The combat improvements were substantial, and since Fury faded away so quickly, I had a constant feeling of &amp;quot;use it or lose it.&amp;quot;  Whenever I finished a battle with a full Fury bulb, I tried to remember to cast this war cry, since the precious juice would all be gone by the time I got to the next battle anyway.&lt;br /&gt;
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==World of Warcraft Influence==&lt;br /&gt;
The D3 Barbarian's Fury works much like [http://www.worldofwar.net/wiki/Warrior#Warrior_Abilities the &amp;quot;Rage&amp;quot; property] of the Warrior class in ''World of Warcraft''. This isn't surprising, since the D3 Team has frequently cited WoW as a major influence on their design concepts in ''Diablo III'' just like WoW had heavy inspiration from Diablo II.&lt;br /&gt;
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==Other Resources==&lt;br /&gt;
There are not yet any gameplay movies showing Fury in use. In the WWI debut movie from June 2008, the Barbarian had mana, since the bulb was blue and could be seen refilling when no skills were in use. Fury wasn't added into the game until later in 2008, and the Blizzcon gameplay movie was shot from a Wizard's PoV. &lt;br /&gt;
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Besides the BlizzCon report cited above, Fury was discussed in great depth [http://www.diii.net/blog/comments/on-the-drawing-board-7-the-barbarians-fury/ in this article], and it's a regular topic of conversation in [http://forums.diii.net/forumdisplay.php?f=132 the Barbarian forum].&lt;br /&gt;
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==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/updates-on-fury-instability-and-other-resources/ &amp;quot;Fury balls&amp;quot; are out]. August 4, 2010&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/blizzard-on-fury-and-equal-opportunities/ Blizzard on Fury and Equal Opportunities]&lt;br /&gt;
* [http://www.diii.net/blog/comments/barbarian-game-play-and-skill-tree-discussion/ BlizzCon Barbarian gameplay report by Flux]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies BlizzCast #8]&lt;br /&gt;
* [http://www.diii.net/blog/comments/on-the-drawing-board-7-the-barbarians-fury/ On the Drawing Board 7 - The Barbarian's Fury]&lt;br /&gt;
* [http://www.1up.com/do/previewPage?pager.offset=2&amp;amp;cId=3172030&amp;amp;p= Jay Wilson with 1UP.com]&lt;br /&gt;
* [http://www.youtube.com/watch?v=BQBtkJ97Fbo&amp;amp;feature=related The Diablo 3 panel which deals with Fury issues]&lt;br /&gt;
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{{Skill_navbox_Diablo_III|Barbarian}}&lt;br /&gt;
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[[category:Barbarian]]&lt;br /&gt;
[[category:resources]]&lt;br /&gt;
[[category:Barbarian skills]]&lt;br /&gt;
[[Category:Statistics]]&lt;br /&gt;
[[category:Character]]&lt;br /&gt;
[[category:Basics]]&lt;/div&gt;</summary>
		<author><name>Meteor27</name></author>	</entry>

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