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	<entry>
		<id>https://www.diablowiki.net/index.php?title=Gem&amp;diff=81871</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Gem&amp;diff=81871"/>
				<updated>2020-03-16T08:40:11Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: /* Gem Ranks */ oopsies. I need to use preview more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gems are small objects that grant bonuses when [[socketed]] into items. There are five types of gems in Diablo III; [[Amethysts]], [[Diamonds]] (added in [[D3v2]]), [[Emeralds]], [[Rubies]] and [[Topazes]]. The bonuses provided by gems increase with the rank of the gem and become quite substantial at the highest ranks. &lt;br /&gt;
&lt;br /&gt;
Gems drop randomly from every sort of target; monsters, [[Elite]]s, chests, barrels, etc. At least one and often several gems drop from special targets, such as [[Resplendent chests]], [[Treasure Goblin]]s, [[Horadric Caches]], etc. Gems can be upgraded in rank by the [[Jeweler]] for a fee of gold and materials.&lt;br /&gt;
&lt;br /&gt;
Items in several [[slots]] can spawn with one or more sockets, but there is no way to add additional sockets in Diablo 3. Only the [[Mystic]], added in Reaper of Souls, can potentially add sockets via [[enchanting]] an affix. The [[Jeweler]] can remove gems from sockets, for a gold fee, in D3 and RoS.&lt;br /&gt;
&lt;br /&gt;
Socketed gems have no effect on the level requirement of an item, and and are thus one of the most useful [[twinks]] to boost the gear quality of a lower level character. &lt;br /&gt;
&lt;br /&gt;
* '''''See the [[Gems Archive]] for details about gems from D3's development and for the different properties and costs from [[Diablo 3 vanilla]]'''''&lt;br /&gt;
* '''''See the {{iw|gems Diablo 2 Gems}} page for details on that game's seven types of gems.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gems==&lt;br /&gt;
&lt;br /&gt;
[[Legendary Gems]] were added to the game in [[Patch 2.1]]. They can be upgraded repeatedly and will only fit into sockets in [[ring]]s and [[amulet]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Socketing Basics==&lt;br /&gt;
&lt;br /&gt;
The bonuses from gems are quite powerful, and a [[primary affix]] that adds [[socket]](s) to an item is one of the most desired item properties.  Sockets begin to appear in items around level 15 (a few legendary helms can have a socket at level 10-15), and in the [[end game]] a socket is considered all-but-mandatory in weapons. In weapon sockets, players generally socket Emeralds for [[Critical hit Damage]]. Rubies for +damage, or Diamonds for +Elite damage are less popular.&lt;br /&gt;
* Weapons can only ever have 1 socket in [[Loot 2.0]], though the [[Manticore]] crossbow sometimes rolled 2 sockets in [[Diablo 3 vanilla]]. &lt;br /&gt;
&lt;br /&gt;
A socket in a helm is also very desired, and usually used to obtain +[[EXP%]] from a Ruby, +[[Life%]] from an Amethyst, or [[Reduced cooldown]] from a Diamond.&lt;br /&gt;
&lt;br /&gt;
All other items with a socket are considered &amp;quot;other&amp;quot; in terms of the bonuses they provide, (+to a single stat or [[All Res]] from a diamond) and these include:&lt;br /&gt;
* [[Chest armor]]: 1-3 sockets.&lt;br /&gt;
* [[Pants]]: 1-2 Sockets.&lt;br /&gt;
* 1 socket: [[Rings]], [[Amulets]], [[Shields]], [[Mojos]], [[Sources]], and [[Quivers]].&lt;br /&gt;
** In [[D3v]] [[Ice Climbers]] boots and [[Tasker and Theo]] gloves had a socket in item slots that can not otherwise have sockets, and the [[Manticore]] crossbow could spawn with two sockets. These irregularities were eliminated in the [[Loot 2.0]] version of those legendaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Ranks==&lt;br /&gt;
&lt;br /&gt;
A full list of [[gems]] by ascending rank. It appears that the new gems drop in each bracket of ten levels starting from around level 20 (possibly including levels 15-19 in the lowest category), with Perfect Square dropping from 50-60.&lt;br /&gt;
# [[Regular gem]]&lt;br /&gt;
# [[Flawless gem]]&lt;br /&gt;
# [[Square gem]]&lt;br /&gt;
# [[Perfect Square gem]]&lt;br /&gt;
# [[Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Flawless Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Perfect Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Radiant Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Marquise gem]] -- Upgrade only in D3: Drops lvl 61+ in Reaper of Souls.)&lt;br /&gt;
# [[Imperial gem]] -- RoS-only. Upgrade, or rarely drops from lvl 61+ on [[Master]]+ difficulty.&lt;br /&gt;
# [[Flawless Imperial gem]] -- Upgrade only. RoS only.&lt;br /&gt;
# [[Royal gem]] -- Upgrade only. RoS only.&lt;br /&gt;
# [[Flawless Royal gem]] -- Upgrade only. RoS only.&lt;br /&gt;
&lt;br /&gt;
There were [[Gems archive#Low level gems simplified|more low level gems]] prior to 2.3, and in total there were a total of 19 tiers of gem compared to the current 13.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Chipped gems drop starting around level 15, with the next highest quality gem beginning to fall about every 6th level higher, culminating in the [[Flawless Square]], which drops from enemies around level 55-60. In Diablo 3 Gems can be upgraded all the way to rank 15, the Marquise, though this is a very long and expensive process, especially in [[D3v2]] with no more Auction House. (Upgrading all the way to a Marquise gem in [[D3v2]] requires a total investment of 9,280,000 gold and 2143 Flawless Square gems.)&lt;br /&gt;
&lt;br /&gt;
Reaper of Souls ups the gem quality considerably, and while nothing changes from level 1-60, level 61 targets (monsters, chests, objects, treasure goblins, etc) drop rank 15 Marquise gems, with a chance for Rank 16 Imperial gems to drop on [[Master]] or higher difficulty. Gems in RoS can be upgraded to rank 19, Flawless Royal quality.&lt;br /&gt;
&lt;br /&gt;
'''Gem removal''' is done via the [[Jeweler]]. Gems cost gold to remove from items, or can be removed for free by [[salvaging]], which destroys the item but not the gem(s). The costs to remove gems have been tweaked repeatedly, and costs were considerably lowered for high end gems in Reaper of Souls in [[Patch 2.0.5]]. Gem removal prices, per gem, as of that patch:&lt;br /&gt;
* [[Marquise]]: 50k&lt;br /&gt;
* [[Imperial]]: 100k&lt;br /&gt;
* [[Flawless Imperial]]: 150k to 125k gold&lt;br /&gt;
* [[Royal]]: 250k to 150k gold&lt;br /&gt;
* [[Flawless Royal]]: 500k to 175k gold&lt;br /&gt;
&lt;br /&gt;
'''Gem upgrade''' costs have been tweaked several times. The entire system received an overhaul for [[D3v2]], with much lower gold costs and an almost total removal of material components. It's much cheaper to make the highest level gems in [[Reaper of Souls]] than it was to make them in [[Diablo 3 vanilla]], though the number of gems is the same, with 2 &amp;gt; 1 until Flawless Square and 3 &amp;gt; 1 at all levels above that. &lt;br /&gt;
* See the [[Gems archive]] article for info about upgrade costs in earlier versions of Diablo 3.&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem upgrade costs d3v2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Properties==&lt;br /&gt;
&lt;br /&gt;
Each type of gem provides different bonuses in the three types of items: weapons, helms, and &amp;quot;other.&amp;quot;  The properties are the same for every rank of the each type of gem; only the values increase.  Gems of the same rank share the same graphic; only the color changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patch 2.1 Healing Buffs===&lt;br /&gt;
&lt;br /&gt;
All healing skills and regeneration was buffed greatly in [[Patch 2.1]] in August 2014, with huge increases in value for the highest level [[Amethysts]], found only in Reaper of Souls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The amount of Life on Hit provided by the top 4 ranks of Amethysts has been significantly increased&lt;br /&gt;
* Imperial increased from 800 to 3000&lt;br /&gt;
* Flawless Imperial increased from 900 to 6400&lt;br /&gt;
* Royal increased from 1000 to 8800&lt;br /&gt;
* Flawless Royal increased from 1100 to 11200 &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem Properties}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''''See the [[Gems Archive]] for details about gems from D3's development and for the different properties and costs from [[Diablo 3 vanilla]]'''''&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|normal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Sockets]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Gem&amp;diff=81870</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Gem&amp;diff=81870"/>
				<updated>2020-03-16T08:37:09Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: /* Gem Ranks */ remove old info to archive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gems are small objects that grant bonuses when [[socketed]] into items. There are five types of gems in Diablo III; [[Amethysts]], [[Diamonds]] (added in [[D3v2]]), [[Emeralds]], [[Rubies]] and [[Topazes]]. The bonuses provided by gems increase with the rank of the gem and become quite substantial at the highest ranks. &lt;br /&gt;
&lt;br /&gt;
Gems drop randomly from every sort of target; monsters, [[Elite]]s, chests, barrels, etc. At least one and often several gems drop from special targets, such as [[Resplendent chests]], [[Treasure Goblin]]s, [[Horadric Caches]], etc. Gems can be upgraded in rank by the [[Jeweler]] for a fee of gold and materials.&lt;br /&gt;
&lt;br /&gt;
Items in several [[slots]] can spawn with one or more sockets, but there is no way to add additional sockets in Diablo 3. Only the [[Mystic]], added in Reaper of Souls, can potentially add sockets via [[enchanting]] an affix. The [[Jeweler]] can remove gems from sockets, for a gold fee, in D3 and RoS.&lt;br /&gt;
&lt;br /&gt;
Socketed gems have no effect on the level requirement of an item, and and are thus one of the most useful [[twinks]] to boost the gear quality of a lower level character. &lt;br /&gt;
&lt;br /&gt;
* '''''See the [[Gems Archive]] for details about gems from D3's development and for the different properties and costs from [[Diablo 3 vanilla]]'''''&lt;br /&gt;
* '''''See the {{iw|gems Diablo 2 Gems}} page for details on that game's seven types of gems.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gems==&lt;br /&gt;
&lt;br /&gt;
[[Legendary Gems]] were added to the game in [[Patch 2.1]]. They can be upgraded repeatedly and will only fit into sockets in [[ring]]s and [[amulet]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Socketing Basics==&lt;br /&gt;
&lt;br /&gt;
The bonuses from gems are quite powerful, and a [[primary affix]] that adds [[socket]](s) to an item is one of the most desired item properties.  Sockets begin to appear in items around level 15 (a few legendary helms can have a socket at level 10-15), and in the [[end game]] a socket is considered all-but-mandatory in weapons. In weapon sockets, players generally socket Emeralds for [[Critical hit Damage]]. Rubies for +damage, or Diamonds for +Elite damage are less popular.&lt;br /&gt;
* Weapons can only ever have 1 socket in [[Loot 2.0]], though the [[Manticore]] crossbow sometimes rolled 2 sockets in [[Diablo 3 vanilla]]. &lt;br /&gt;
&lt;br /&gt;
A socket in a helm is also very desired, and usually used to obtain +[[EXP%]] from a Ruby, +[[Life%]] from an Amethyst, or [[Reduced cooldown]] from a Diamond.&lt;br /&gt;
&lt;br /&gt;
All other items with a socket are considered &amp;quot;other&amp;quot; in terms of the bonuses they provide, (+to a single stat or [[All Res]] from a diamond) and these include:&lt;br /&gt;
* [[Chest armor]]: 1-3 sockets.&lt;br /&gt;
* [[Pants]]: 1-2 Sockets.&lt;br /&gt;
* 1 socket: [[Rings]], [[Amulets]], [[Shields]], [[Mojos]], [[Sources]], and [[Quivers]].&lt;br /&gt;
** In [[D3v]] [[Ice Climbers]] boots and [[Tasker and Theo]] gloves had a socket in item slots that can not otherwise have sockets, and the [[Manticore]] crossbow could spawn with two sockets. These irregularities were eliminated in the [[Loot 2.0]] version of those legendaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Ranks==&lt;br /&gt;
&lt;br /&gt;
A full list of [[gems]] by ascending rank. It appears that the new gems drop in each bracket of ten levels starting from level 20, with Perfect Square dropping from 50-60.&lt;br /&gt;
# [[Regular gem]]&lt;br /&gt;
# [[Flawless gem]]&lt;br /&gt;
# [[Square gem]]&lt;br /&gt;
# [[Perfect Square gem]]&lt;br /&gt;
# [[Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Flawless Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Perfect Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Radiant Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Marquise gem]] -- Upgrade only in D3: Drops lvl 61+ in Reaper of Souls.)&lt;br /&gt;
# [[Imperial gem]] -- RoS-only. Upgrade, or rarely drops from lvl 61+ on [[Master]]+ difficulty.&lt;br /&gt;
# [[Flawless Imperial gem]] -- Upgrade only. RoS only.&lt;br /&gt;
# [[Royal gem]] -- Upgrade only. RoS only.&lt;br /&gt;
# [[Flawless Royal gem]] -- Upgrade only. RoS only.&lt;br /&gt;
&lt;br /&gt;
There were [[Gems archive#Low level gems simplified|more low level gems]] prior to 2.3, and in total there were a total of 19 tiers of gem compared to the current 19.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Chipped gems drop starting around level 15, with the next highest quality gem beginning to fall about every 6th level higher, culminating in the [[Flawless Square]], which drops from enemies around level 55-60. In Diablo 3 Gems can be upgraded all the way to rank 15, the Marquise, though this is a very long and expensive process, especially in [[D3v2]] with no more Auction House. (Upgrading all the way to a Marquise gem in [[D3v2]] requires a total investment of 9,280,000 gold and 2143 Flawless Square gems.)&lt;br /&gt;
&lt;br /&gt;
Reaper of Souls ups the gem quality considerably, and while nothing changes from level 1-60, level 61 targets (monsters, chests, objects, treasure goblins, etc) drop rank 15 Marquise gems, with a chance for Rank 16 Imperial gems to drop on [[Master]] or higher difficulty. Gems in RoS can be upgraded to rank 19, Flawless Royal quality.&lt;br /&gt;
&lt;br /&gt;
'''Gem removal''' is done via the [[Jeweler]]. Gems cost gold to remove from items, or can be removed for free by [[salvaging]], which destroys the item but not the gem(s). The costs to remove gems have been tweaked repeatedly, and costs were considerably lowered for high end gems in Reaper of Souls in [[Patch 2.0.5]]. Gem removal prices, per gem, as of that patch:&lt;br /&gt;
* [[Marquise]]: 50k&lt;br /&gt;
* [[Imperial]]: 100k&lt;br /&gt;
* [[Flawless Imperial]]: 150k to 125k gold&lt;br /&gt;
* [[Royal]]: 250k to 150k gold&lt;br /&gt;
* [[Flawless Royal]]: 500k to 175k gold&lt;br /&gt;
&lt;br /&gt;
'''Gem upgrade''' costs have been tweaked several times. The entire system received an overhaul for [[D3v2]], with much lower gold costs and an almost total removal of material components. It's much cheaper to make the highest level gems in [[Reaper of Souls]] than it was to make them in [[Diablo 3 vanilla]], though the number of gems is the same, with 2 &amp;gt; 1 until Flawless Square and 3 &amp;gt; 1 at all levels above that. &lt;br /&gt;
* See the [[Gems archive]] article for info about upgrade costs in earlier versions of Diablo 3.&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem upgrade costs d3v2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Properties==&lt;br /&gt;
&lt;br /&gt;
Each type of gem provides different bonuses in the three types of items: weapons, helms, and &amp;quot;other.&amp;quot;  The properties are the same for every rank of the each type of gem; only the values increase.  Gems of the same rank share the same graphic; only the color changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patch 2.1 Healing Buffs===&lt;br /&gt;
&lt;br /&gt;
All healing skills and regeneration was buffed greatly in [[Patch 2.1]] in August 2014, with huge increases in value for the highest level [[Amethysts]], found only in Reaper of Souls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The amount of Life on Hit provided by the top 4 ranks of Amethysts has been significantly increased&lt;br /&gt;
* Imperial increased from 800 to 3000&lt;br /&gt;
* Flawless Imperial increased from 900 to 6400&lt;br /&gt;
* Royal increased from 1000 to 8800&lt;br /&gt;
* Flawless Royal increased from 1100 to 11200 &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem Properties}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''''See the [[Gems Archive]] for details about gems from D3's development and for the different properties and costs from [[Diablo 3 vanilla]]'''''&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|normal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Sockets]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Gems_archive&amp;diff=81869</id>
		<title>Gems archive</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Gems_archive&amp;diff=81869"/>
				<updated>2020-03-16T08:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: add in old gem tiers for reference, in order to clean up current gem page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archived|March 2014|[[Gems]]}}&lt;br /&gt;
&lt;br /&gt;
This article has two archived sections. &lt;br /&gt;
&lt;br /&gt;
'''Gem Archive Pre-Game'''&lt;br /&gt;
&lt;br /&gt;
The original Gem Archive was created in May 2012 when the game launched. The early information covered all knowledge about gems during development and up to Diablo 3's launch, and became obsolete due to many changes to gems at the game's launch. Those early infos included additional gem types (sapphires and diamonds), different gem properties, different gem ranks/names, and different graphics.  See that full archive below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gem Archive [[Diablo 3 version 2]] and [[Reaper of Souls]]'''&lt;br /&gt;
&lt;br /&gt;
The more recent Gem Archive was stored in March 2014 when [[D3v2]] brought [[Loot 2.0]] and all new gem upgrade recipes, a change to when/how gems drop, the end of easy gem acquisition due to the shutdown of the [[Auction House]], and the addition of the [[Diamond]] gem type.   Reaper of Souls built on that with four higher ranks of gems, and thus much of the [[Diablo 3 vanilla]] gem information became obsolete. It is archived on this page as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Diablo 3 Vanilla Gem Archive=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gems are small objects that grant bonuses when socketed into items. There are four types of gems in Diablo III; [[Amethysts]], [[Emeralds]], [[Rubies]] and [[Topazes]], which are found in 15 levels of quality. (The 15th, Marquise, was added in [[Patch 1.0.7]].) Only the first eight levels can be found from monsters or chests, with Flawless Squares the highest quality (and the only type that drops in Inferno). Higher levels of gems can only be crafted (for a price) by the [[Jeweler]], and the costs grow and accumulate impressively.&lt;br /&gt;
&lt;br /&gt;
Creating a level 14 gem is quite a chore. The total costs, assuming a starting point in Inferno where Flawless Squares drop, is 729 Flawless Squares, 15,400,000 gold and 1631 [[Tomes of Secret]], for each Radiant Star gem.  Making a Marquise Gem triples that, plus another 20m for the upgrade cost. &lt;br /&gt;
&lt;br /&gt;
Gems can only be used in sockets, and there is no way in Diablo 3 to add a socket to an item unless it spawns there in the original roll. (The [[Jeweler]] could add sockets pre-game, but that ability was removed before launch.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Though the concept of 14 levels of quality has remained constant, the types of gems, their names and graphics, and the materials and costs to upgrade them have evolved repeatedly. &lt;br /&gt;
* See the [[Gems archive]] info  for full details on their development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
A socket in a weapon is considered almost essential, at the [[end game]]. Rubies were always popular at low or mid levels, and they became much more useful in [[Patch 1.0.7]] when their values in weapons were considerably upgraded. That said, Emeralds are the weapon socket of choice for most high levels character, especially those with a healthy [[Critical hit Chance]] value. [[Amethyst]]s are a not unheard of for [[Hardcore]] players or for [[Follower]] weapons, to grant [[life on hit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Helms===&lt;br /&gt;
&lt;br /&gt;
Sockets in helms are nearly as popular as sockets in weapons.&lt;br /&gt;
* [[Rubies]] are the most popular for the +%experience per kill. This bonus was irrelevant in the [[end game]] until the debut of the [[Paragon]] system, at which point it became much sought after.&lt;br /&gt;
* [[Amethyst]]s are popular, especially for Hardcore characters, since the +%life bonus is a huge source of hit points, leveraging already high vitality bonuses.&lt;br /&gt;
* [[Topaz]] are also sought for the Magic Find bonus, while [[gold farmers]] may enjoy Emeralds for that bonus.&lt;br /&gt;
** The Topaz vs. Ruby debate is an interesting one, since high level players mostly seek paragon levels for the 3% bonus to Magic Find and Gold Find per level. Yet an affordable Star topaz grants 25% Magic Find, which is equivalent to the MF gain of more than 8 Paragon levels.&lt;br /&gt;
* [[Diamond]]s will come with [[Reaper of Souls]] and will reduce cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
All other items are given the &amp;quot;other&amp;quot; designation. Sockets are found in rare and magical [[pants]], [[chest armor]], off-hand items (such as [[quiver]]s, [[mojo]]s, [[orb]]s, [[shield]]s, etc) amulets, and rings, but not in shoulders, bracers, belts, or boots. (A few legendary and set items add sockets to other pieces of armor, such as the socket in [[Ice Climbers]] boots or [[Tasker and Theo]] gloves.) &lt;br /&gt;
&lt;br /&gt;
Softcore players almost always go for +damage via a boost to their [[mainstat]].&lt;br /&gt;
* [[Emeralds]] for [[dexterity]] for [[Demon Hunter]]s and [[Monk]]s.&lt;br /&gt;
* [[Rubies]] for [[strength]] for [[Barbarian]]s.&lt;br /&gt;
* [[Topaz]] for [[intelligence]] for [[Wizard]]s and [[Witch Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
Hardcore characters often use Amethysts to boost their vitality, though many go for +main stat as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems can be upgraded by the [[Jeweler]], for a price. First of all, the Jeweler needs to be trained to his maximum level in order to craft the highest level gems. Even then, he can only upgrade gems to the 11th quality level, and just be taught the 4 highest tiers in each gem type by [[Designs]] that drop from monsters or objects. Jeweler Designs and Blacksmith [[Plans]] dropped very rarely until [[Patch 1.0.7]] buffed their drop rates 4x.&lt;br /&gt;
&lt;br /&gt;
All plans and designs can also be purchased from the [[Auction House]], where their prices have steadily dropped over time. (When new recipes are introduced in patches, such as the level 63 items and Marquise gems in Patch v1.0.7, their values were very high for a day or two, before falling rapidly.)&lt;br /&gt;
&lt;br /&gt;
All gem upgrades cost gold, and most require some materials as well.  Lower level recipes are quite cheap in terms of gold and materials, and only require 2 gems to upgrade to the next level. Higher level gems require a lot of gold and materials, and it takes 3 gems to make 1 of the next rank. At the 2 &amp;gt; 1 upgrade ratio introduced in v1.03 (prior to that all upgrades were 3 &amp;gt; 1, plus much higher gold prices), it would require 256 chipped gems and 570 gold to create 1 Flawless Square (which is the highest gem that drops), though no one actually collects that many chipped gems since higher quality gems can easily be found. &lt;br /&gt;
&lt;br /&gt;
When considering upgrade prices, bear in mind the cumulative costs, which are listed in the last column of the table below. For example, the price to make the 14th level gem, a Radiant Star, is 400k gold + 20 [[Tomes of Secret]] + 3 Flawless Stars. That doesn't sound so bad, until you realize that each of those Flawless Stars had to be made from requires 3 Perfect Stars, and 9 Flawless Stars, and 27 Stars, and so on, down to the [[Flawless Squares]] that form the base of the gem economy. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Auction House price for gems and Tomes of Secret may be quite high, depending on supply and demand, and can run much more in total than the Jeweler's fees.&lt;br /&gt;
&lt;br /&gt;
It requires a total of 729 Flawless Squares, 1631 Tomes of Secret, and 15,400,000 gold to make a single Radiant Star, not counting the gold required to upgrade the Jeweler in the first place, or to obtain the three highest level plans for each gem. Even assuming you had all the Flawless Squares, Tomes of Secret, and over 15 million gold in your stash, creating a Radiant Star would still take you 243 clicks on the Jeweler's upgrade bar. At 3 seconds per click, that's 729 seconds, or close to 12 minutes doing nothing but clicking the &amp;quot;Upgrade&amp;quot; bar in the Jeweler's interface. (An automated queue system was added to allow multi-crafting with a single in patch 1.0.7.)&lt;br /&gt;
&lt;br /&gt;
These are the costs for gem upgrading in [[Diablo 3 vanilla]]. Much different costs (cheaper) were introduced in [[Diablo 3 version 2]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem upgrade costs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full List of Gem Properties==&lt;br /&gt;
&lt;br /&gt;
All gems and their bonuses, with game data pulled directly via the [http://www.diablonut.com|DiabloNut Database] database. (No gem bonuses were changes in [[D3v2]], just their upgrade costs.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;item type=&amp;quot;list&amp;quot; mode=&amp;quot;misc&amp;quot;&amp;gt;Gem&amp;lt;/item&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marquise Gems===&lt;br /&gt;
&lt;br /&gt;
[[Marquise Gems]] were added in [[Patch 1.0.7]] as the new, highest level gem. They are meant to serve as something of a gold sink, with a considerably higher creation cost than earlier levels of gems, despite adding only marginally to the function.&lt;br /&gt;
&lt;br /&gt;
Marquise require 3 Radiant Stars + 20m gold + 10 Demonic Essences to create. They cost 5m per gem to remove from a socket. (Prices greatly reduced in [[D3v2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Marquise Emerald]]&lt;br /&gt;
* Weapon: Increased Critical Hit Damage by 110%&lt;br /&gt;
* Helm: +33% Extra Gold from Monsters&lt;br /&gt;
* Armor: +62 Dexterity&lt;br /&gt;
&lt;br /&gt;
[[Marquise Topaz]]&lt;br /&gt;
* Weapon: Melee attackers take 2500 per hit&lt;br /&gt;
* Helm: 33% Better chance of finding magical items&lt;br /&gt;
* Armor: +62 Intelligence&lt;br /&gt;
&lt;br /&gt;
[[Marquise Amethyst]]&lt;br /&gt;
* Weapon: Each Hit adds +700 Life&lt;br /&gt;
* Helm: +19% Life&lt;br /&gt;
* Armor: +62 Vitality&lt;br /&gt;
&lt;br /&gt;
[[Marquise Ruby]]&lt;br /&gt;
* Weapon: +160 Minimum and +160 Maximum Damage&lt;br /&gt;
* Helm: Increases Bonus Experience by 33%&lt;br /&gt;
* Armor: +62 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rubies Buffed==&lt;br /&gt;
&lt;br /&gt;
[[Patch 1.0.7]] introduced Marquise Gems and also reworked Rubies, greatly increasing their damage when socketed in weapons. This was intended to make them a viable alternative to Emeralds, and did for some characters. (Rubies are better for characters with low [[Critical hit Chance]], and some characters with very fast attacks.&lt;br /&gt;
&lt;br /&gt;
From the official patch notes:[http://us.battle.net/d3/en/blog/8608455/patch-107-now-live-2-12-2013]&lt;br /&gt;
&lt;br /&gt;
All ruby gems have had their weapon bonuses increased (these changes will apply to both existing rubies, as well as new rubies):&lt;br /&gt;
* Chipped Ruby: +3 minimum damage/+3 maximum damage (up from +2/+2)&lt;br /&gt;
* Flawed Ruby: +6 minimum damage/+6 maximum damage (up from +4/+4)&lt;br /&gt;
* Ruby: +9 minimum damage/+9 maximum damage (up from +8/+8)&lt;br /&gt;
* Flawless Ruby: +12 minimum damage/+12 maximum damage (up from +10/+10)&lt;br /&gt;
* Perfect Ruby: +15 minimum damage/+15 maximum damage (up from +11/+11)&lt;br /&gt;
* Radiant Ruby: +18 minimum damage/+18 maximum damage (up from +12/+12)&lt;br /&gt;
* Square Ruby: +21 minimum damage/+21 maximum damage (up from +13/+13)&lt;br /&gt;
* Flawless Square Ruby: +25 minimum damage/+25 maximum damage (up from +14/+14)&lt;br /&gt;
* Perfect Square Ruby: +30 minimum damage/+30 maximum damage (up from +15/+15)&lt;br /&gt;
* Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)&lt;br /&gt;
* Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)&lt;br /&gt;
* Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)&lt;br /&gt;
* Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)&lt;br /&gt;
* Radiant Star Ruby: +130 minimum damage/+130 maximum damage (up from +20/+20)&lt;br /&gt;
* Marquise Ruby: +160 minimum damage/+160 maximum damage.&lt;br /&gt;
&lt;br /&gt;
These rubies have also had their bonus damage calculations changed, and will now add damage flatly to both the minimum and maximum values on weapons:&lt;br /&gt;
* For example, if you have a weapon that does 150-200 damage and you socket a Perfect Square Ruby (which adds +30 minimum damage/+30 maximum damage), your weapon will do 180-230 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low level gems simplified==&lt;br /&gt;
A number of gem tiers were removed in 2.3&amp;lt;ref&amp;gt;[https://us.diablo3.com/en/blog/19814212/patch-230-ptr-patch-notes-8-6-2015 Patch 2.3.0 Now Live]. Blizzard Patch Notes. Turrit 8/25/2015. Accessed 16 March 2020. &amp;quot;Gems that drop below level 61 have been condensed into 5 tiers - The values of these remaining early gems have been adjusted so they feel more powerful&amp;quot;&amp;lt;/ref&amp;gt; Drop levels are approximate up to 60, with some overlap between each ascending level of gem. Their old level values which were not carried forward to the simplified tiers of gem.&lt;br /&gt;
&lt;br /&gt;
# [[Chipped gem]] -- Drops from level 15-20 targets. &lt;br /&gt;
# [[Flawed gem]] -- Drops from level 21-25 targets.&lt;br /&gt;
# [[Regular gem]] -- Drops from level 26-30 targets. Remained after 2.3.&lt;br /&gt;
# [[Flawless gem]] -- Drops from level 31-36 targets. Remained after 2.3.&lt;br /&gt;
# [[Perfect gem]] -- Drops from level 37-42 targets. &lt;br /&gt;
# [[Radiant gem]]  -- Drops from level 43-48 targets. &lt;br /&gt;
# [[Square gem]] -- Drops from level 49-54 targets. Remained after 2.3.&lt;br /&gt;
# [[Flawless Square gem]] -- Drops from level 55-60 targets. &lt;br /&gt;
# [[Perfect Square gem]] -- Upgrade only. Remained after 2.3 and began to drop.&lt;br /&gt;
# [[Radiant Square gem]] -- Upgrade only.&lt;br /&gt;
&lt;br /&gt;
==Future Gem Changes==&lt;br /&gt;
&lt;br /&gt;
Further [[gem]] changes and modifications are expected in future patches and expansions. &lt;br /&gt;
&lt;br /&gt;
For instance, the developers have discussed entirely reworking the reflects damage / [[thorns]] system, which would involve greatly buffing or reworking the bonuses granted by Topaz gems in weapons.&lt;br /&gt;
&lt;br /&gt;
=Pre-Game Gem Archive=&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. [[Skull]] gems were not shown.  Diamonds and Sapphires were removed before the beta, and the planned item bonuses reapportioned to the four remaining gems.&lt;br /&gt;
&lt;br /&gt;
[[Diamond]]s are being reintroduced in [[Reaper of Souls]], the first expansion for Diablo 3.&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|right|frame|Early D3 gem.]]&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|Early version of [[Sapphire]]s.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
According to the official [[Caravan FAQ]] it sounds as if the Jeweler will have a way to create gems.&lt;br /&gt;
&lt;br /&gt;
::The Jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
But in the official Blizzard Jeweler page &amp;lt;ref&amp;gt;http://eu.battle.net/d3/en/artisan/jeweler/ Blizzard Jeweler Page&amp;lt;/ref&amp;gt; his three services do not include crafting anything.&lt;br /&gt;
&lt;br /&gt;
* Combine Gems&lt;br /&gt;
* Add Sockets&lt;br /&gt;
* Remove Gems&lt;br /&gt;
&lt;br /&gt;
That does not rule the use of gems in other things.  Bashiok alluded to other gem purposes, in a forum post in August 2010.&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot;&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/ Blizzard Post - 24 August 2010]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive &amp;lt;ref name=&amp;quot;blue 25 august 2010&amp;quot;&amp;gt;[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/ Blizzard Post - 25 August 2010]&amp;lt;/ref&amp;gt; with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem before unsocketing it and combining it to create the next higher level gem, which then goes back into the item.&lt;br /&gt;
&lt;br /&gt;
==Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Little is yet known of the bonuses gems will provide. It's widely-assumed that the higher level gems will grant very high bonuses, and that the bonuses won't simply increase at say, +3 per level. That doesn't seem like enough of an improvement to make the months and months of collecting and upgrading required to create a L14 gem worth it. &lt;br /&gt;
&lt;br /&gt;
As for what the gems will provide bonuses to, that's also unknown. Jay Wilson commented on this from Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can you tell us about gem stats?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&lt;br /&gt;
&lt;br /&gt;
==Gem Levels==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-levels-blizzcon2010.jpg|thumb|450px|Series of gems as previewed in 2010. Diamonds &amp;amp; Sapphires have since been removed.]]&lt;br /&gt;
The naming convention for gems in Diablo III is similar to how it worked in Diablo II. The first four levels are the same, with &amp;quot;radiant&amp;quot; replacing &amp;quot;perfect&amp;quot; for the fifth level. After the first five there are square, round, and star gems that repeat the top three quality levels.&lt;br /&gt;
&lt;br /&gt;
* Level 1 - Chipped &lt;br /&gt;
* Level 2 - Flawed&lt;br /&gt;
* Level 3 - Regular&lt;br /&gt;
* Level 4 - Flawless&lt;br /&gt;
* Level 5 - Perfect&lt;br /&gt;
* Level 6 - Radiant &lt;br /&gt;
* Level 7 - Square&lt;br /&gt;
* Level 8 - Flawless Square&lt;br /&gt;
* Level 9 - Perfect Square&lt;br /&gt;
* Level 10 - Radiant Square&lt;br /&gt;
* Level 11 - Star&lt;br /&gt;
* Level 12 - Flawless Star&lt;br /&gt;
* Level 13 - Perfect Star&lt;br /&gt;
* Level 14 - Radiant Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the GamesCom 2011 announcements came a new visual for Gem level progression, which shows different graphics for each individual gem. &lt;br /&gt;
[[Image:Gemprogression.jpg|center|thumb|400px|Gem progression, GamesCom 2011.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems were set to upgrade all along, but initially the developers planned on a 3 &amp;gt; 1 ratio for all levels.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/ Interview @ Tweakers.Net - Gamescom 2010]&amp;lt;/ref&amp;gt; (This was eventually lowered to 2 &amp;gt; 1 for the first seven tiers, which also had their gold costs cut dramatically in [[Patch 1.03]].)&lt;br /&gt;
&lt;br /&gt;
Gems are upgraded by the Jeweler, rather than players doing it themselves with a [[Horadric Cube]], as in Diablo 2.&lt;br /&gt;
&lt;br /&gt;
Gems stack up in Diablo III, making them take up less stash space. Initially they were set to stack to 10 high&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt; in a single inventory space. This was later raised to 30 for launch, and increased again to 100 in a later patch.&lt;br /&gt;
&lt;br /&gt;
Initially, gems were only going to be found at level 1-5, which would have made upgrading them all the way to level 14 quite a task. At the 3 &amp;gt; 1 ratio, that would have required 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). The length of that becomes absurd when you consider it would have taken 664 hours of nonstop clicking simply to upgrade that many times, at one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|Earl version of [[Sapphire]]s.]]&lt;br /&gt;
The maths isn't quite as daunting going from level 5 gems. In that case it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson said that they're were open to tweaking the formulae, and in fact the developers did, though in reverse of the Diablo II system of rune upgrading. In that game high level runes became cheaper, and only required 2 to combine to the next level. Diablo III took the opposite approach with gems and lowered the upgrade costs in gold and just 2 &amp;gt; 1 for the lower 6 levels, while the top 7 still require 3 &amp;gt; 1.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. &amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Until the beta, little was known of the bonuses gems will provide. It was assumed that the higher level gems would grant very high bonuses, to make the huge costs of upgrading worthwhile. This turned out not to be the case, with higher level gems generally just adding another few points to various stats, but players value them anyway as every stat point helps.&lt;br /&gt;
&lt;br /&gt;
What particular bonuses gems would provide varied during development, as Jay Wilson detailed during an interview at Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Can you tell us about gem stats?&amp;lt;/font&amp;gt;&lt;br /&gt;
Jay Wilson: They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The first sighting of gem stats came from the Artisan Video from Gamescom 2010 &amp;lt;ref name=&amp;quot;artisan video&amp;quot; /&amp;gt;.  That gem was socketed into a shield (shields do not have sockets in the final game) and the hover text showed its potential bonuses:&lt;br /&gt;
&lt;br /&gt;
* Weapon: +4% Casting Speed.  (This bonus was changed to [[Critical Hit damage]] before release.)&lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Gem Stats===&lt;br /&gt;
&lt;br /&gt;
More gem stats were seen in [[:Category:Ninja_Videos|ninja]] photos from the Blizzcon 2010 demo. At that point the current version of the game had a whole new (and short-lived) system of [[attributes]], so the stats were out of date, and then later came back in-date.&lt;br /&gt;
&lt;br /&gt;
[[File:I-gems-hover-stats.jpg|thumb|Gem stats from Blizzcon 2010.]]&lt;br /&gt;
Chipped (level 1) [[Ruby]] granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Amethyst]] granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Second&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, a Chipped (level 1) [[Ruby]] grants +2 [[Strength]], while a level 3 [[Emerald]] (as seen in the Youtube video &amp;lt;ref name=&amp;quot;artisan video&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=UNP8QiNbFmU Artisan Video - Gamescom 2010]&amp;lt;/ref&amp;gt;) grants +7 [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
It is possible that it is always the bonus granted from the gem a level below it + the level of the current gem that decides how much bonus a given gem gives to an attribute. So a Emerald would give 4 (the bonus to an attribute granted from a Flawed Emerald) + 3 (the level, 3 out of 14, of the Emerald) = 7.&lt;br /&gt;
&lt;br /&gt;
Another example would be a Flawed Ruby would give 2 (the attribute bonus from the Chipped Ruby) + 2 (the level of the Flawed Ruby) = 4.&lt;br /&gt;
&lt;br /&gt;
A more complete formula to discover any attribute bonus simply from the level of the gem is (''n'' * (''n'' + 1) / 2) + 1, where ''n'' is the level of the gem (from 1 to 14).&lt;br /&gt;
&lt;br /&gt;
If this theory holds true, then a maxed out Radiant Star (level 14) [[Ruby]] (or any gem that increases an attribute would give +106 Strength if it was socketed into something other than a weapon or a helm, which is a upgrade from the Flawless Star (level 13) [[Ruby]] that would give 92 Strength. (This estimation proved incorrect, with highest level gems only granting 58 attribute bonus.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Archives]]&lt;br /&gt;
[[Category:Gems]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Gem&amp;diff=81868</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Gem&amp;diff=81868"/>
				<updated>2020-03-16T08:24:34Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: /* Gem Ranks */ old list (may be better presented at Gems archive)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gems are small objects that grant bonuses when [[socketed]] into items. There are five types of gems in Diablo III; [[Amethysts]], [[Diamonds]] (added in [[D3v2]]), [[Emeralds]], [[Rubies]] and [[Topazes]]. The bonuses provided by gems increase with the rank of the gem and become quite substantial at the highest ranks. &lt;br /&gt;
&lt;br /&gt;
Gems drop randomly from every sort of target; monsters, [[Elite]]s, chests, barrels, etc. At least one and often several gems drop from special targets, such as [[Resplendent chests]], [[Treasure Goblin]]s, [[Horadric Caches]], etc. Gems can be upgraded in rank by the [[Jeweler]] for a fee of gold and materials.&lt;br /&gt;
&lt;br /&gt;
Items in several [[slots]] can spawn with one or more sockets, but there is no way to add additional sockets in Diablo 3. Only the [[Mystic]], added in Reaper of Souls, can potentially add sockets via [[enchanting]] an affix. The [[Jeweler]] can remove gems from sockets, for a gold fee, in D3 and RoS.&lt;br /&gt;
&lt;br /&gt;
Socketed gems have no effect on the level requirement of an item, and and are thus one of the most useful [[twinks]] to boost the gear quality of a lower level character. &lt;br /&gt;
&lt;br /&gt;
* '''''See the [[Gems Archive]] for details about gems from D3's development and for the different properties and costs from [[Diablo 3 vanilla]]'''''&lt;br /&gt;
* '''''See the {{iw|gems Diablo 2 Gems}} page for details on that game's seven types of gems.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gems==&lt;br /&gt;
&lt;br /&gt;
[[Legendary Gems]] were added to the game in [[Patch 2.1]]. They can be upgraded repeatedly and will only fit into sockets in [[ring]]s and [[amulet]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Socketing Basics==&lt;br /&gt;
&lt;br /&gt;
The bonuses from gems are quite powerful, and a [[primary affix]] that adds [[socket]](s) to an item is one of the most desired item properties.  Sockets begin to appear in items around level 15 (a few legendary helms can have a socket at level 10-15), and in the [[end game]] a socket is considered all-but-mandatory in weapons. In weapon sockets, players generally socket Emeralds for [[Critical hit Damage]]. Rubies for +damage, or Diamonds for +Elite damage are less popular.&lt;br /&gt;
* Weapons can only ever have 1 socket in [[Loot 2.0]], though the [[Manticore]] crossbow sometimes rolled 2 sockets in [[Diablo 3 vanilla]]. &lt;br /&gt;
&lt;br /&gt;
A socket in a helm is also very desired, and usually used to obtain +[[EXP%]] from a Ruby, +[[Life%]] from an Amethyst, or [[Reduced cooldown]] from a Diamond.&lt;br /&gt;
&lt;br /&gt;
All other items with a socket are considered &amp;quot;other&amp;quot; in terms of the bonuses they provide, (+to a single stat or [[All Res]] from a diamond) and these include:&lt;br /&gt;
* [[Chest armor]]: 1-3 sockets.&lt;br /&gt;
* [[Pants]]: 1-2 Sockets.&lt;br /&gt;
* 1 socket: [[Rings]], [[Amulets]], [[Shields]], [[Mojos]], [[Sources]], and [[Quivers]].&lt;br /&gt;
** In [[D3v]] [[Ice Climbers]] boots and [[Tasker and Theo]] gloves had a socket in item slots that can not otherwise have sockets, and the [[Manticore]] crossbow could spawn with two sockets. These irregularities were eliminated in the [[Loot 2.0]] version of those legendaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Ranks==&lt;br /&gt;
&lt;br /&gt;
A full list of [[gems]] by ascending rank. It appears that the new gems drop in each bracket of ten levels starting from level 20, with Perfect Square dropping from 50-60.&lt;br /&gt;
# [[Regular gem]]&lt;br /&gt;
# [[Flawless gem]]&lt;br /&gt;
# [[Square gem]]&lt;br /&gt;
# [[Perfect Square gem]]&lt;br /&gt;
# [[Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Flawless Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Perfect Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Radiant Star gem]] -- Upgrade only.&lt;br /&gt;
# [[Marquise gem]] -- Upgrade only in D3: Drops lvl 61+ in Reaper of Souls.)&lt;br /&gt;
# [[Imperial gem]] -- RoS-only. Upgrade, or rarely drops from lvl 61+ on [[Master]]+ difficulty.&lt;br /&gt;
# [[Flawless Imperial gem]] -- Upgrade only. RoS only.&lt;br /&gt;
# [[Royal gem]] -- Upgrade only. RoS only.&lt;br /&gt;
# [[Flawless Royal gem]] -- Upgrade only. RoS only.&lt;br /&gt;
&lt;br /&gt;
This is the old series of low level gems prior to 2.3, when there were a total of 19 tiers of gem. Drop levels are approximate up to 60, with some overlap between each ascending level of gem, along with their old level values which were not carried forward to the simplified tiers of gem.&lt;br /&gt;
&lt;br /&gt;
# [[Chipped gem]] -- Drops from level 15-20 targets. &lt;br /&gt;
# [[Flawed gem]] -- Drops from level 21-25 targets.&lt;br /&gt;
# [[Regular gem]] -- Drops from level 26-30 targets. Remained after 2.3.&lt;br /&gt;
# [[Flawless gem]] -- Drops from level 31-36 targets. Remained after 2.3.&lt;br /&gt;
# [[Perfect gem]] -- Drops from level 37-42 targets. &lt;br /&gt;
# [[Radiant gem]]  -- Drops from level 43-48 targets. &lt;br /&gt;
# [[Square gem]] -- Drops from level 49-54 targets. Remained after 2.3.&lt;br /&gt;
# [[Flawless Square gem]] -- Drops from level 55-60 targets. &lt;br /&gt;
# [[Perfect Square gem]] -- Upgrade only. Remained after 2.3 and began to drop.&lt;br /&gt;
# [[Radiant Square gem]] -- Upgrade only.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Chipped gems drop starting around level 15, with the next highest quality gem beginning to fall about every 6th level higher, culminating in the [[Flawless Square]], which drops from enemies around level 55-60. In Diablo 3 Gems can be upgraded all the way to rank 15, the Marquise, though this is a very long and expensive process, especially in [[D3v2]] with no more Auction House. (Upgrading all the way to a Marquise gem in [[D3v2]] requires a total investment of 9,280,000 gold and 2143 Flawless Square gems.)&lt;br /&gt;
&lt;br /&gt;
Reaper of Souls ups the gem quality considerably, and while nothing changes from level 1-60, level 61 targets (monsters, chests, objects, treasure goblins, etc) drop rank 15 Marquise gems, with a chance for Rank 16 Imperial gems to drop on [[Master]] or higher difficulty. Gems in RoS can be upgraded to rank 19, Flawless Royal quality.&lt;br /&gt;
&lt;br /&gt;
'''Gem removal''' is done via the [[Jeweler]]. Gems cost gold to remove from items, or can be removed for free by [[salvaging]], which destroys the item but not the gem(s). The costs to remove gems have been tweaked repeatedly, and costs were considerably lowered for high end gems in Reaper of Souls in [[Patch 2.0.5]]. Gem removal prices, per gem, as of that patch:&lt;br /&gt;
* [[Marquise]]: 50k&lt;br /&gt;
* [[Imperial]]: 100k&lt;br /&gt;
* [[Flawless Imperial]]: 150k to 125k gold&lt;br /&gt;
* [[Royal]]: 250k to 150k gold&lt;br /&gt;
* [[Flawless Royal]]: 500k to 175k gold&lt;br /&gt;
&lt;br /&gt;
'''Gem upgrade''' costs have been tweaked several times. The entire system received an overhaul for [[D3v2]], with much lower gold costs and an almost total removal of material components. It's much cheaper to make the highest level gems in [[Reaper of Souls]] than it was to make them in [[Diablo 3 vanilla]], though the number of gems is the same, with 2 &amp;gt; 1 until Flawless Square and 3 &amp;gt; 1 at all levels above that. &lt;br /&gt;
* See the [[Gems archive]] article for info about upgrade costs in earlier versions of Diablo 3.&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem upgrade costs d3v2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Properties==&lt;br /&gt;
&lt;br /&gt;
Each type of gem provides different bonuses in the three types of items: weapons, helms, and &amp;quot;other.&amp;quot;  The properties are the same for every rank of the each type of gem; only the values increase.  Gems of the same rank share the same graphic; only the color changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patch 2.1 Healing Buffs===&lt;br /&gt;
&lt;br /&gt;
All healing skills and regeneration was buffed greatly in [[Patch 2.1]] in August 2014, with huge increases in value for the highest level [[Amethysts]], found only in Reaper of Souls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The amount of Life on Hit provided by the top 4 ranks of Amethysts has been significantly increased&lt;br /&gt;
* Imperial increased from 800 to 3000&lt;br /&gt;
* Flawless Imperial increased from 900 to 6400&lt;br /&gt;
* Royal increased from 1000 to 8800&lt;br /&gt;
* Flawless Royal increased from 1100 to 11200 &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem Properties}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''''See the [[Gems Archive]] for details about gems from D3's development and for the different properties and costs from [[Diablo 3 vanilla]]'''''&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|normal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Sockets]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Gems_archive&amp;diff=81867</id>
		<title>Gems archive</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Gems_archive&amp;diff=81867"/>
				<updated>2020-03-16T08:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: /* Gem Levels */ caption with date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archived|March 2014|[[Gems]]}}&lt;br /&gt;
&lt;br /&gt;
This article has two archived sections. &lt;br /&gt;
&lt;br /&gt;
'''Gem Archive Pre-Game'''&lt;br /&gt;
&lt;br /&gt;
The original Gem Archive was created in May 2012 when the game launched. The early information covered all knowledge about gems during development and up to Diablo 3's launch, and became obsolete due to many changes to gems at the game's launch. Those early infos included additional gem types (sapphires and diamonds), different gem properties, different gem ranks/names, and different graphics.  See that full archive below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gem Archive [[Diablo 3 version 2]] and [[Reaper of Souls]]'''&lt;br /&gt;
&lt;br /&gt;
The more recent Gem Archive was stored in March 2014 when [[D3v2]] brought [[Loot 2.0]] and all new gem upgrade recipes, a change to when/how gems drop, the end of easy gem acquisition due to the shutdown of the [[Auction House]], and the addition of the [[Diamond]] gem type.   Reaper of Souls built on that with four higher ranks of gems, and thus much of the [[Diablo 3 vanilla]] gem information became obsolete. It is archived on this page as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Diablo 3 Vanilla Gem Archive=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gems are small objects that grant bonuses when socketed into items. There are four types of gems in Diablo III; [[Amethysts]], [[Emeralds]], [[Rubies]] and [[Topazes]], which are found in 15 levels of quality. (The 15th, Marquise, was added in [[Patch 1.0.7]].) Only the first eight levels can be found from monsters or chests, with Flawless Squares the highest quality (and the only type that drops in Inferno). Higher levels of gems can only be crafted (for a price) by the [[Jeweler]], and the costs grow and accumulate impressively.&lt;br /&gt;
&lt;br /&gt;
Creating a level 14 gem is quite a chore. The total costs, assuming a starting point in Inferno where Flawless Squares drop, is 729 Flawless Squares, 15,400,000 gold and 1631 [[Tomes of Secret]], for each Radiant Star gem.  Making a Marquise Gem triples that, plus another 20m for the upgrade cost. &lt;br /&gt;
&lt;br /&gt;
Gems can only be used in sockets, and there is no way in Diablo 3 to add a socket to an item unless it spawns there in the original roll. (The [[Jeweler]] could add sockets pre-game, but that ability was removed before launch.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Though the concept of 14 levels of quality has remained constant, the types of gems, their names and graphics, and the materials and costs to upgrade them have evolved repeatedly. &lt;br /&gt;
* See the [[Gems archive]] info  for full details on their development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
A socket in a weapon is considered almost essential, at the [[end game]]. Rubies were always popular at low or mid levels, and they became much more useful in [[Patch 1.0.7]] when their values in weapons were considerably upgraded. That said, Emeralds are the weapon socket of choice for most high levels character, especially those with a healthy [[Critical hit Chance]] value. [[Amethyst]]s are a not unheard of for [[Hardcore]] players or for [[Follower]] weapons, to grant [[life on hit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Helms===&lt;br /&gt;
&lt;br /&gt;
Sockets in helms are nearly as popular as sockets in weapons.&lt;br /&gt;
* [[Rubies]] are the most popular for the +%experience per kill. This bonus was irrelevant in the [[end game]] until the debut of the [[Paragon]] system, at which point it became much sought after.&lt;br /&gt;
* [[Amethyst]]s are popular, especially for Hardcore characters, since the +%life bonus is a huge source of hit points, leveraging already high vitality bonuses.&lt;br /&gt;
* [[Topaz]] are also sought for the Magic Find bonus, while [[gold farmers]] may enjoy Emeralds for that bonus.&lt;br /&gt;
** The Topaz vs. Ruby debate is an interesting one, since high level players mostly seek paragon levels for the 3% bonus to Magic Find and Gold Find per level. Yet an affordable Star topaz grants 25% Magic Find, which is equivalent to the MF gain of more than 8 Paragon levels.&lt;br /&gt;
* [[Diamond]]s will come with [[Reaper of Souls]] and will reduce cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
All other items are given the &amp;quot;other&amp;quot; designation. Sockets are found in rare and magical [[pants]], [[chest armor]], off-hand items (such as [[quiver]]s, [[mojo]]s, [[orb]]s, [[shield]]s, etc) amulets, and rings, but not in shoulders, bracers, belts, or boots. (A few legendary and set items add sockets to other pieces of armor, such as the socket in [[Ice Climbers]] boots or [[Tasker and Theo]] gloves.) &lt;br /&gt;
&lt;br /&gt;
Softcore players almost always go for +damage via a boost to their [[mainstat]].&lt;br /&gt;
* [[Emeralds]] for [[dexterity]] for [[Demon Hunter]]s and [[Monk]]s.&lt;br /&gt;
* [[Rubies]] for [[strength]] for [[Barbarian]]s.&lt;br /&gt;
* [[Topaz]] for [[intelligence]] for [[Wizard]]s and [[Witch Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
Hardcore characters often use Amethysts to boost their vitality, though many go for +main stat as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems can be upgraded by the [[Jeweler]], for a price. First of all, the Jeweler needs to be trained to his maximum level in order to craft the highest level gems. Even then, he can only upgrade gems to the 11th quality level, and just be taught the 4 highest tiers in each gem type by [[Designs]] that drop from monsters or objects. Jeweler Designs and Blacksmith [[Plans]] dropped very rarely until [[Patch 1.0.7]] buffed their drop rates 4x.&lt;br /&gt;
&lt;br /&gt;
All plans and designs can also be purchased from the [[Auction House]], where their prices have steadily dropped over time. (When new recipes are introduced in patches, such as the level 63 items and Marquise gems in Patch v1.0.7, their values were very high for a day or two, before falling rapidly.)&lt;br /&gt;
&lt;br /&gt;
All gem upgrades cost gold, and most require some materials as well.  Lower level recipes are quite cheap in terms of gold and materials, and only require 2 gems to upgrade to the next level. Higher level gems require a lot of gold and materials, and it takes 3 gems to make 1 of the next rank. At the 2 &amp;gt; 1 upgrade ratio introduced in v1.03 (prior to that all upgrades were 3 &amp;gt; 1, plus much higher gold prices), it would require 256 chipped gems and 570 gold to create 1 Flawless Square (which is the highest gem that drops), though no one actually collects that many chipped gems since higher quality gems can easily be found. &lt;br /&gt;
&lt;br /&gt;
When considering upgrade prices, bear in mind the cumulative costs, which are listed in the last column of the table below. For example, the price to make the 14th level gem, a Radiant Star, is 400k gold + 20 [[Tomes of Secret]] + 3 Flawless Stars. That doesn't sound so bad, until you realize that each of those Flawless Stars had to be made from requires 3 Perfect Stars, and 9 Flawless Stars, and 27 Stars, and so on, down to the [[Flawless Squares]] that form the base of the gem economy. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Auction House price for gems and Tomes of Secret may be quite high, depending on supply and demand, and can run much more in total than the Jeweler's fees.&lt;br /&gt;
&lt;br /&gt;
It requires a total of 729 Flawless Squares, 1631 Tomes of Secret, and 15,400,000 gold to make a single Radiant Star, not counting the gold required to upgrade the Jeweler in the first place, or to obtain the three highest level plans for each gem. Even assuming you had all the Flawless Squares, Tomes of Secret, and over 15 million gold in your stash, creating a Radiant Star would still take you 243 clicks on the Jeweler's upgrade bar. At 3 seconds per click, that's 729 seconds, or close to 12 minutes doing nothing but clicking the &amp;quot;Upgrade&amp;quot; bar in the Jeweler's interface. (An automated queue system was added to allow multi-crafting with a single in patch 1.0.7.)&lt;br /&gt;
&lt;br /&gt;
These are the costs for gem upgrading in [[Diablo 3 vanilla]]. Much different costs (cheaper) were introduced in [[Diablo 3 version 2]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem upgrade costs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full List of Gem Properties==&lt;br /&gt;
&lt;br /&gt;
All gems and their bonuses, with game data pulled directly via the [http://www.diablonut.com|DiabloNut Database] database. (No gem bonuses were changes in [[D3v2]], just their upgrade costs.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;item type=&amp;quot;list&amp;quot; mode=&amp;quot;misc&amp;quot;&amp;gt;Gem&amp;lt;/item&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marquise Gems===&lt;br /&gt;
&lt;br /&gt;
[[Marquise Gems]] were added in [[Patch 1.0.7]] as the new, highest level gem. They are meant to serve as something of a gold sink, with a considerably higher creation cost than earlier levels of gems, despite adding only marginally to the function.&lt;br /&gt;
&lt;br /&gt;
Marquise require 3 Radiant Stars + 20m gold + 10 Demonic Essences to create. They cost 5m per gem to remove from a socket. (Prices greatly reduced in [[D3v2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Marquise Emerald]]&lt;br /&gt;
* Weapon: Increased Critical Hit Damage by 110%&lt;br /&gt;
* Helm: +33% Extra Gold from Monsters&lt;br /&gt;
* Armor: +62 Dexterity&lt;br /&gt;
&lt;br /&gt;
[[Marquise Topaz]]&lt;br /&gt;
* Weapon: Melee attackers take 2500 per hit&lt;br /&gt;
* Helm: 33% Better chance of finding magical items&lt;br /&gt;
* Armor: +62 Intelligence&lt;br /&gt;
&lt;br /&gt;
[[Marquise Amethyst]]&lt;br /&gt;
* Weapon: Each Hit adds +700 Life&lt;br /&gt;
* Helm: +19% Life&lt;br /&gt;
* Armor: +62 Vitality&lt;br /&gt;
&lt;br /&gt;
[[Marquise Ruby]]&lt;br /&gt;
* Weapon: +160 Minimum and +160 Maximum Damage&lt;br /&gt;
* Helm: Increases Bonus Experience by 33%&lt;br /&gt;
* Armor: +62 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rubies Buffed==&lt;br /&gt;
&lt;br /&gt;
[[Patch 1.0.7]] introduced Marquise Gems and also reworked Rubies, greatly increasing their damage when socketed in weapons. This was intended to make them a viable alternative to Emeralds, and did for some characters. (Rubies are better for characters with low [[Critical hit Chance]], and some characters with very fast attacks.&lt;br /&gt;
&lt;br /&gt;
From the official patch notes:[http://us.battle.net/d3/en/blog/8608455/patch-107-now-live-2-12-2013]&lt;br /&gt;
&lt;br /&gt;
All ruby gems have had their weapon bonuses increased (these changes will apply to both existing rubies, as well as new rubies):&lt;br /&gt;
* Chipped Ruby: +3 minimum damage/+3 maximum damage (up from +2/+2)&lt;br /&gt;
* Flawed Ruby: +6 minimum damage/+6 maximum damage (up from +4/+4)&lt;br /&gt;
* Ruby: +9 minimum damage/+9 maximum damage (up from +8/+8)&lt;br /&gt;
* Flawless Ruby: +12 minimum damage/+12 maximum damage (up from +10/+10)&lt;br /&gt;
* Perfect Ruby: +15 minimum damage/+15 maximum damage (up from +11/+11)&lt;br /&gt;
* Radiant Ruby: +18 minimum damage/+18 maximum damage (up from +12/+12)&lt;br /&gt;
* Square Ruby: +21 minimum damage/+21 maximum damage (up from +13/+13)&lt;br /&gt;
* Flawless Square Ruby: +25 minimum damage/+25 maximum damage (up from +14/+14)&lt;br /&gt;
* Perfect Square Ruby: +30 minimum damage/+30 maximum damage (up from +15/+15)&lt;br /&gt;
* Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)&lt;br /&gt;
* Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)&lt;br /&gt;
* Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)&lt;br /&gt;
* Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)&lt;br /&gt;
* Radiant Star Ruby: +130 minimum damage/+130 maximum damage (up from +20/+20)&lt;br /&gt;
* Marquise Ruby: +160 minimum damage/+160 maximum damage.&lt;br /&gt;
&lt;br /&gt;
These rubies have also had their bonus damage calculations changed, and will now add damage flatly to both the minimum and maximum values on weapons:&lt;br /&gt;
* For example, if you have a weapon that does 150-200 damage and you socket a Perfect Square Ruby (which adds +30 minimum damage/+30 maximum damage), your weapon will do 180-230 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Future Gem Changes==&lt;br /&gt;
&lt;br /&gt;
Further [[gem]] changes and modifications are expected in future patches and expansions. &lt;br /&gt;
&lt;br /&gt;
For instance, the developers have discussed entirely reworking the reflects damage / [[thorns]] system, which would involve greatly buffing or reworking the bonuses granted by Topaz gems in weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=Pre-Game Gem Archive=&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. [[Skull]] gems were not shown.  Diamonds and Sapphires were removed before the beta, and the planned item bonuses reapportioned to the four remaining gems.&lt;br /&gt;
&lt;br /&gt;
[[Diamond]]s are being reintroduced in [[Reaper of Souls]], the first expansion for Diablo 3.&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|right|frame|Early D3 gem.]]&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|Early version of [[Sapphire]]s.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
According to the official [[Caravan FAQ]] it sounds as if the Jeweler will have a way to create gems.&lt;br /&gt;
&lt;br /&gt;
::The Jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
But in the official Blizzard Jeweler page &amp;lt;ref&amp;gt;http://eu.battle.net/d3/en/artisan/jeweler/ Blizzard Jeweler Page&amp;lt;/ref&amp;gt; his three services do not include crafting anything.&lt;br /&gt;
&lt;br /&gt;
* Combine Gems&lt;br /&gt;
* Add Sockets&lt;br /&gt;
* Remove Gems&lt;br /&gt;
&lt;br /&gt;
That does not rule the use of gems in other things.  Bashiok alluded to other gem purposes, in a forum post in August 2010.&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot;&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/ Blizzard Post - 24 August 2010]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive &amp;lt;ref name=&amp;quot;blue 25 august 2010&amp;quot;&amp;gt;[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/ Blizzard Post - 25 August 2010]&amp;lt;/ref&amp;gt; with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem before unsocketing it and combining it to create the next higher level gem, which then goes back into the item.&lt;br /&gt;
&lt;br /&gt;
==Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Little is yet known of the bonuses gems will provide. It's widely-assumed that the higher level gems will grant very high bonuses, and that the bonuses won't simply increase at say, +3 per level. That doesn't seem like enough of an improvement to make the months and months of collecting and upgrading required to create a L14 gem worth it. &lt;br /&gt;
&lt;br /&gt;
As for what the gems will provide bonuses to, that's also unknown. Jay Wilson commented on this from Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''Can you tell us about gem stats?&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&lt;br /&gt;
&lt;br /&gt;
==Gem Levels==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-levels-blizzcon2010.jpg|thumb|450px|Series of gems as previewed in 2010. Diamonds &amp;amp; Sapphires have since been removed.]]&lt;br /&gt;
The naming convention for gems in Diablo III is similar to how it worked in Diablo II. The first four levels are the same, with &amp;quot;radiant&amp;quot; replacing &amp;quot;perfect&amp;quot; for the fifth level. After the first five there are square, round, and star gems that repeat the top three quality levels.&lt;br /&gt;
&lt;br /&gt;
* Level 1 - Chipped &lt;br /&gt;
* Level 2 - Flawed&lt;br /&gt;
* Level 3 - Regular&lt;br /&gt;
* Level 4 - Flawless&lt;br /&gt;
* Level 5 - Perfect&lt;br /&gt;
* Level 6 - Radiant &lt;br /&gt;
* Level 7 - Square&lt;br /&gt;
* Level 8 - Flawless Square&lt;br /&gt;
* Level 9 - Perfect Square&lt;br /&gt;
* Level 10 - Radiant Square&lt;br /&gt;
* Level 11 - Star&lt;br /&gt;
* Level 12 - Flawless Star&lt;br /&gt;
* Level 13 - Perfect Star&lt;br /&gt;
* Level 14 - Radiant Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the GamesCom 2011 announcements came a new visual for Gem level progression, which shows different graphics for each individual gem. &lt;br /&gt;
[[Image:Gemprogression.jpg|center|thumb|400px|Gem progression, GamesCom 2011.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems were set to upgrade all along, but initially the developers planned on a 3 &amp;gt; 1 ratio for all levels.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/ Interview @ Tweakers.Net - Gamescom 2010]&amp;lt;/ref&amp;gt; (This was eventually lowered to 2 &amp;gt; 1 for the first seven tiers, which also had their gold costs cut dramatically in [[Patch 1.03]].)&lt;br /&gt;
&lt;br /&gt;
Gems are upgraded by the Jeweler, rather than players doing it themselves with a [[Horadric Cube]], as in Diablo 2.&lt;br /&gt;
&lt;br /&gt;
Gems stack up in Diablo III, making them take up less stash space. Initially they were set to stack to 10 high&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt; in a single inventory space. This was later raised to 30 for launch, and increased again to 100 in a later patch.&lt;br /&gt;
&lt;br /&gt;
Initially, gems were only going to be found at level 1-5, which would have made upgrading them all the way to level 14 quite a task. At the 3 &amp;gt; 1 ratio, that would have required 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). The length of that becomes absurd when you consider it would have taken 664 hours of nonstop clicking simply to upgrade that many times, at one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|Earl version of [[Sapphire]]s.]]&lt;br /&gt;
The maths isn't quite as daunting going from level 5 gems. In that case it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson said that they're were open to tweaking the formulae, and in fact the developers did, though in reverse of the Diablo II system of rune upgrading. In that game high level runes became cheaper, and only required 2 to combine to the next level. Diablo III took the opposite approach with gems and lowered the upgrade costs in gold and just 2 &amp;gt; 1 for the lower 6 levels, while the top 7 still require 3 &amp;gt; 1.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. &amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Until the beta, little was known of the bonuses gems will provide. It was assumed that the higher level gems would grant very high bonuses, to make the huge costs of upgrading worthwhile. This turned out not to be the case, with higher level gems generally just adding another few points to various stats, but players value them anyway as every stat point helps.&lt;br /&gt;
&lt;br /&gt;
What particular bonuses gems would provide varied during development, as Jay Wilson detailed during an interview at Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Can you tell us about gem stats?&amp;lt;/font&amp;gt;&lt;br /&gt;
Jay Wilson: They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The first sighting of gem stats came from the Artisan Video from Gamescom 2010 &amp;lt;ref name=&amp;quot;artisan video&amp;quot; /&amp;gt;.  That gem was socketed into a shield (shields do not have sockets in the final game) and the hover text showed its potential bonuses:&lt;br /&gt;
&lt;br /&gt;
* Weapon: +4% Casting Speed.  (This bonus was changed to [[Critical Hit damage]] before release.)&lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Gem Stats===&lt;br /&gt;
&lt;br /&gt;
More gem stats were seen in [[:Category:Ninja_Videos|ninja]] photos from the Blizzcon 2010 demo. At that point the current version of the game had a whole new (and short-lived) system of [[attributes]], so the stats were out of date, and then later came back in-date.&lt;br /&gt;
&lt;br /&gt;
[[File:I-gems-hover-stats.jpg|thumb|Gem stats from Blizzcon 2010.]]&lt;br /&gt;
Chipped (level 1) [[Ruby]] granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Amethyst]] granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Second&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, a Chipped (level 1) [[Ruby]] grants +2 [[Strength]], while a level 3 [[Emerald]] (as seen in the Youtube video &amp;lt;ref name=&amp;quot;artisan video&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=UNP8QiNbFmU Artisan Video - Gamescom 2010]&amp;lt;/ref&amp;gt;) grants +7 [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
It is possible that it is always the bonus granted from the gem a level below it + the level of the current gem that decides how much bonus a given gem gives to an attribute. So a Emerald would give 4 (the bonus to an attribute granted from a Flawed Emerald) + 3 (the level, 3 out of 14, of the Emerald) = 7.&lt;br /&gt;
&lt;br /&gt;
Another example would be a Flawed Ruby would give 2 (the attribute bonus from the Chipped Ruby) + 2 (the level of the Flawed Ruby) = 4.&lt;br /&gt;
&lt;br /&gt;
A more complete formula to discover any attribute bonus simply from the level of the gem is (''n'' * (''n'' + 1) / 2) + 1, where ''n'' is the level of the gem (from 1 to 14).&lt;br /&gt;
&lt;br /&gt;
If this theory holds true, then a maxed out Radiant Star (level 14) [[Ruby]] (or any gem that increases an attribute would give +106 Strength if it was socketed into something other than a weapon or a helm, which is a upgrade from the Flawless Star (level 13) [[Ruby]] that would give 92 Strength. (This estimation proved incorrect, with highest level gems only granting 58 attribute bonus.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Archives]]&lt;br /&gt;
[[Category:Gems]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81866</id>
		<title>The Black Soulstone (quest)</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81866"/>
				<updated>2020-03-13T13:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: brief details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Black Soulstone is the seventh Act II quest. The nephalem is directed to resurrect Zoltan Kulle inside the archives within the [[Desolate Sands]], weary that Kulle's intentions may not be as they seem.&lt;br /&gt;
&lt;br /&gt;
==Quest Information==&lt;br /&gt;
&lt;br /&gt;
[[File:IconAct2Quest???.png|right]]&lt;br /&gt;
&lt;br /&gt;
* '''Initiated by:''' &lt;br /&gt;
* '''Pre-requisite:''' [[Blood and Sand]]&lt;br /&gt;
* '''Required to progress?''' Yes&lt;br /&gt;
* '''Reward(s):''' ? [[Gold]]/ ? [[Experience]]&lt;br /&gt;
* [[Lore]] items: &lt;br /&gt;
* Related [[Achievements]]: &lt;br /&gt;
* '''Leads to:''' [[The Scouring of Caldeum]]&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Find the entrance to the [[Archives of Zoltun Kulle]] to the west of the waypoint in the Desolate Sands; a new waypoint within the Archives themselves will be unlocked. The first objective is to open the Shadow Locks within.&lt;br /&gt;
&lt;br /&gt;
This eventually leads to the Realm of Shadow across the middle bridge of the Archives Terminus to find Kulle's body.&lt;br /&gt;
&lt;br /&gt;
Finally, enter the Soulstone Chamber and see what Kulle has in store for the nephalem.&lt;br /&gt;
&lt;br /&gt;
==Objectives in Brief==&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
{{Quest navbox|act_II}}&lt;br /&gt;
&lt;br /&gt;
[[category:Quests]]&lt;br /&gt;
[[Category:Act II Quests]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Difficulty&amp;diff=81865</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Difficulty&amp;diff=81865"/>
				<updated>2020-03-13T12:33:10Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: /* D3v2/RoSW Difficulty Table */ simplify imperial gem link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Difficulty-slider-t1.jpg|thumb|400px|D3's difficulty selection interface.]]&lt;br /&gt;
Difficulty in Diablo 3 and Reaper of Souls has changed greatly over the course of the game. &lt;br /&gt;
&lt;br /&gt;
The current system, implemented in [[D3v2]] and [[Reaper of Souls]] in early 2014, allows players to select difficult from Normal up to Torment 6, with monsters increasing in hit points, damage, and exp value with each level. The level of the monsters is entirely scaling though, always changing to match that of the highest level character in the game. In this system, a level 45 character will find level 45 monsters in Act One or Act Five, and all the monsters will increase in level as a character levels up.&lt;br /&gt;
&lt;br /&gt;
This is a big change from the system the game launched with, which emulated the previous Diablo titles. In D1 and D2 and [[D3v]], all the monsters were pre-set to specific levels, staggered over 4 difficulty tiers known as [[Normal]], [[Nightmare]], [[Hell]], and [[Inferno]]. Each difficulty tier repeated the same content, with only the levels of the monsters and the various gold and exp rewards increasing proportionately. Players could further customize the difficulty by setting the [[Monster Power]] level from 1-10, which was similar to the current Normal-Torment customizable system.&lt;br /&gt;
&lt;br /&gt;
* See the [[Difficulty archive]] for a complete description of difficulty levels as they existed in [[Diablo 3 vanilla]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Difficulty System==&lt;br /&gt;
&lt;br /&gt;
This entire system was changed in [[Diablo 3 version 2]] and [[Reaper of Souls]]. The four difficulty levels were removed and replaced with a scaling system where every monster in the game is scaled to the level of the character who created the game. Players can further customize that by selecting a Difficulty level. Raising the difficulty increases monster hit points and damage, while also boosting the exp and gold rewards for monsters, as well as all [[quests]], [[bounties]], [[Cursed Chests]], etc. Higher difficulty levels also increase the drop rates of [[legendary]] items, and in the [[end game]] there are numerous features unlocked by playing on Torment (or higher) difficulty.&lt;br /&gt;
&lt;br /&gt;
While the progression has changed from tiers to scaling, many game features remain at the same approximate levels. The designed character/monster levels were formerly 1-30 in Normal, 31-50 in Nightmare, 51-60 in Hell, and 60+ in Inferno. Thus something like new Elite Modifiers and a second Elite ability that were formerly added in Nightmare show up in the scaling system when the monsters are around level 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Difficulty Levels==&lt;br /&gt;
&lt;br /&gt;
The difficulty levels are set by the player upon game creation, and each level changes many aspects of the game. The full details can be seen further down this page in the large table. Each level higher in difficulty setting increases the monster hit points and damage, as well as the exp/gold rewards for killing monsters, as well as completing quests, bounties, and side events. &lt;br /&gt;
&lt;br /&gt;
===PC Difficulty Levels===&lt;br /&gt;
&lt;br /&gt;
* [[Normal]]: 100% Health, 100% Damage, 0% extra gold bonus, 0% extra XP bonus&lt;br /&gt;
* [[Hard]]: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus&lt;br /&gt;
* [[Expert]]: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus&lt;br /&gt;
** Doubled bounty currency rewards for Expert and all higher levels.&lt;br /&gt;
* [[Master]]: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus&lt;br /&gt;
** [[Imperial]] gems may drop instead of Marquise on Master and all higher levels.&lt;br /&gt;
* [[Torment I]]: 819% Health, 396% Damage, 300% extra gold bonus, 300% extra XP bonus&lt;br /&gt;
** Torment+ enables class Set Items at lvl 60+, and at lvl 70+ possible Key and Organ drops, plus increasing bonuses to legendary drop rates and extra bonuses to legendary drop rates in Nephalem Rifts.&lt;br /&gt;
* [[Torment II]]: 1311% Health, 575% Damage, 400% extra gold bonus, 400% extra XP bonus&lt;br /&gt;
* [[Torment III]]: 2097% Health, 833% Damage, 550% extra gold bonus, 550% extra XP bonus&lt;br /&gt;
* [[Torment IV]]: 3355% Health, 1208% Damage, 800% extra gold bonus, 800% extra XP bonus&lt;br /&gt;
* [[Torment V]]: 5369% Health, 1752% Damage, 1150% extra gold bonus, 1150% extra XP bonus&lt;br /&gt;
* [[Torment VI]]: 8590% Health, 2540% Damage, 1600% extra gold bonus, 1600% extra XP bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: Each difficulty level increases monster hit points by 60% and monster damage by 45% over the previous difficulty, except for Hard which increase monster hit points by 100% and monster damage by 30%.&lt;br /&gt;
&lt;br /&gt;
===Diablo 3 Console Difficulty Levels ===&lt;br /&gt;
&lt;br /&gt;
These are the values for the Diablo 3 console. The upcoming PS4 version of Reaper of Souls will have different settings, presumably much closer to what's seen on the PC in Reaper of Souls.&lt;br /&gt;
&lt;br /&gt;
* Easy: +0% Gold Find, +0% Magic Find, +0% Experience&lt;br /&gt;
* Normal: +20% Gold Find, +20% Magic Find, +40% Experience&lt;br /&gt;
* Hard: +40% Gold Find, +40% Magic Find, +80% Experience&lt;br /&gt;
* Master I: +60% Gold Find, +60% Magic Find, +120% Experience&lt;br /&gt;
* Master II: +70% Gold Find, +70% Magic Find, +140% Experience&lt;br /&gt;
* Master III: +80% Gold Find, +80% Magic Find, +160% Experience&lt;br /&gt;
* Master IV: +90% Gold Find, +90% Magic Find, +180% Experience&lt;br /&gt;
* Master V: +100% Gold Find, +100% Magic Find, +200% Experience&lt;br /&gt;
&lt;br /&gt;
==Infernal Machine Drop Rates==&lt;br /&gt;
&lt;br /&gt;
Running the [[Infernal Machine]] to obtain a [[Hellfire Ring]] is more complicated in the new system. There are now four keys, rather than just three, and four portals with four Demonic Organs required to create a Hellfire Ring. One benefit is that players can now specify which portal they create, so if just one Organ is needed, a player can go after just that one, instead of simply opening a random portal and hoping to get the one they want.&lt;br /&gt;
&lt;br /&gt;
The new system has stingier drop rates for [[Keys]] from [[Key Wardens]] and [[Demonic Organs]] from [[Ubers]]. These do not drop at all until at least Torment 1, and max out with a much lower drop rate than the 100% possible in [[MP10]] in [[Diablo 3 vanilla]].&lt;br /&gt;
&lt;br /&gt;
The odds are as follows. Nothing will raise these any higher; not equipment bonuses or other players in the game. As always, it is better to farm them in a party, since the hunting and killing goes more quickly, plus everyone has the same chance for a key to drop, and everyone in the game can use each opened portal. Thus four players each with one Infernal Machine can do all four Ubers in the same game.&lt;br /&gt;
&lt;br /&gt;
* Torment I: 25%&lt;br /&gt;
* Torment II: 28%&lt;br /&gt;
* Torment III: 33%&lt;br /&gt;
* Torment IV: 38%&lt;br /&gt;
* Torment V: 43%&lt;br /&gt;
* Torment VI: 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Drop Rate Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[Legendary items]] have a base drop rate which varies greatly between different types of enemies, objects, and clickables.  Most players have different opinions on where legendary items can best be found. Bosses are more likely to drop legendaries than trash mobs, but there are many more trash mobs, some areas of the game have lots of chests, etc. &lt;br /&gt;
&lt;br /&gt;
Blizzard has never revealed the base drop rates, but they have disclosed the bonuses to those drop rates players can obtain by playing on higher difficulty levels, and especially by hunting within [[Nephalem Rifts]]. All bonuses apply to Legendary and Set items, and remember that class Set Items can only be found on Torment 1 and higher. There are also numerous new legendary and set items in Reaper of Souls [[Torment-only|that can only be dropped on Torment]] 1 and higher.&lt;br /&gt;
&lt;br /&gt;
* Normal: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.&lt;br /&gt;
* Hard: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.&lt;br /&gt;
* Expert: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.&lt;br /&gt;
* Master: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.&lt;br /&gt;
* Torment 1: +15% Legendary drop bonus, +44% bonus in Nephalem Rifts.&lt;br /&gt;
* Torment 2: +32% Legendary drop bonus, +65% bonus in Nephalem Rifts.&lt;br /&gt;
* Torment 3: +52% Legendary drop bonus, +90% bonus in Nephalem Rifts.&lt;br /&gt;
* Torment 4: +75% Legendary drop bonus, +119% bonus in Nephalem Rifts.&lt;br /&gt;
* Torment 5: +101% Legendary drop bonus, +151% bonus in Nephalem Rifts.&lt;br /&gt;
* Torment 6: +131% Legendary drop bonus, +189% bonus in Nephalem Rifts.&lt;br /&gt;
&lt;br /&gt;
==Crafting and Materials==&lt;br /&gt;
&lt;br /&gt;
D3v2 and RoS add many new crafting plans. The lower level ones can drop throughout the game, but most of the new ones will only begin to drop at level 70, and require the Jeweler and/or Blacksmith to be trained up to level 12 in order to learn the plans and produce the new items or gems.&lt;br /&gt;
&lt;br /&gt;
In [[Diablo 3 vanilla]] there were new tiers of [[crafting]] materials for each difficulty level, with white, blue, and yellow [[mats]] for each, plus Fiery Brimstones as an orange material that was only available in Inferno, plus Demonic Essences that only dropped from Elites on Inferno. There were also Tomes of Secret and other assorted &amp;quot;drop-only&amp;quot; materials. The entire crafting system was overhauled in [[D3v2]] with materials simplified. &lt;br /&gt;
&lt;br /&gt;
In the new system many of the previous materials are eliminated. There are now just 10 basic types of crafting materials, two tiers of white, blue, yellow, special yellow, and orange, found/salvaged from 1-60 and level 61-70, plus a huge assortment of legendary materials, most found only at lvl 70 in Reaper of Souls.&lt;br /&gt;
&lt;br /&gt;
* White, blue, and yellow materials are obtained by salvaging items of those qualities.&lt;br /&gt;
* Orange materials ([[Fiery Brimstones]] and [[Forgotten Souls]]) come from salvaging legendary (orange) or set (green) items. &lt;br /&gt;
* Special yellow materials ([[Demonic Essences]] and [[Death's Breaths]]) are dropped only by random Elites (blue and yellow), Purple [[Unique]] bosses, [[Golden Chests]], and [[Treasure Goblins]].&lt;br /&gt;
* [[Legendary Materials]] are complicated and must be farmed, with over 40 types, almost all found only in Reaper of Souls at lvl 70. All but 2 types are dropped only by Purple Unique bosses, with each Legendary Material only dropped by one type of purple. (For instance, [[Shimmering Quills]] are only dropped by Purple Quill Fiend type monsters.)[http://diablo.incgamers.com/forums/showthread.php?850970-The-RoS-Legendary-Crafting-Material-Challenge]&lt;br /&gt;
&lt;br /&gt;
Drop rates for these items increase with difficulty level:&lt;br /&gt;
&lt;br /&gt;
* Normal: 15% chance of Death's Breaths, 5% chance of Legendary Materials.&lt;br /&gt;
* Hard: 18% chance of Death's Breaths, 6% chance of Legendary Materials.&lt;br /&gt;
* Expert: 21% chance of Death's Breaths, 7.2% chance of Legendary Materials.&lt;br /&gt;
* Master: 25% chance of Death's Breaths, 8.6% chance of Legendary Materials.&lt;br /&gt;
* Torment 1: 31% chance of Death's Breaths, 10.4% chance of Legendary Materials.&lt;br /&gt;
* Torment 2: 37% chance of Death's Breaths, 12.4% chance of Legendary Materials.&lt;br /&gt;
* Torment 3: 44% chance of Death's Breaths, 14.9% chance of Legendary Materials.&lt;br /&gt;
* Torment 4: 53% chance of Death's Breaths, 17.9% chance of Legendary Materials.&lt;br /&gt;
* Torment 5: 64% chance of Death's Breaths, 21.5% chance of Legendary Materials.&lt;br /&gt;
* Torment 6: 77% chance of Death's Breaths, 25.8% chance of Legendary Materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
&lt;br /&gt;
Gems from chipped up through Flawless Squares drop in Diablo 3, starting at about character/monster level 15 and progressing gradually upwards to level 8 gems (flawless squares) with a new type of gem beginning to drop about every 5th monster level. The lack of an [[Auction House]] makes it very difficult to create high level gems, since hundreds and even thousands of Flawless Squares are required to combine up into level 10-15 gems. (Though D3v2 greatly reduced the gold and material cost for gem upgrading.)&lt;br /&gt;
&lt;br /&gt;
This system changes radically in [[Reaper of Souls]], where after the same level 1-8 gem progression overthe course of character/monser level 1-60, things jump up a great deal at level 61. Then Marquise (level 15) begin to drop, with a chance for the next level, Imperial, on Master or Torment difficulty. These higher level gems utterly outclass the lower level gems, and with no level requirement to use them, they make [[twinking]] very easy. &lt;br /&gt;
&lt;br /&gt;
Players just moving into Reaper of Souls from Diablo 3 wind up simply throwing away (vendor selling them for a fraction their previous value) all their sub-Marquise gems, and there's the curious dead zone from gem level 9-14, since these never drop and are very hard to create in Reaper of Souls, since Flawless Squares (gem level 8) only drop from around level 58-60. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Life Steal==&lt;br /&gt;
&lt;br /&gt;
The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – was formerly reduced on higher difficulty levels. It now is reduced at certain character levels, becoming non-functional at level 70.&lt;br /&gt;
&lt;br /&gt;
* Level 1-59: 100% Life Steal effective.&lt;br /&gt;
* Level 60-69: 10% Life Steal effective.&lt;br /&gt;
* Level 70: 0% Life Steal effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Modifiers==&lt;br /&gt;
&lt;br /&gt;
[[Elite modifiers]] are are introduced gradually, with more difficult modifiers coming in at higher levels, and random Elites gaining a 2nd, 3rd, and ultimately 4th effect at higher levels. Those proceeded at regular level intervals in Diablo 3 vanilla, with the 2nd boss modifier coming in Nightmare, 3rd in Hell, and 4th in Inferno.  In D3v2 and RoS there are no such tiers, though the various Elite Modifiers and the 2nd, 3rd, and 4th abilities come at levels that approximate the designed progression curve from Diablo 3 vanilla. &lt;br /&gt;
&lt;br /&gt;
* Early Elite Affixes come in from 1-30. These include [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]]. Blizzard has not revealed the exact levels at which the five new Elite abilities become available, but [[Wormhole]] and [[Thunderstorm]] have been seen in the early levels.&lt;br /&gt;
&lt;br /&gt;
* Around level 30 Elites will gain a second ability, and the affixes formerly found on Nightmare begin to appear. [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]]. It's not certain, but from testing it seems that [[Frozen Pulse]], [[Orbiter]], and [[Poison Enchanted]] become available in this level range.&lt;br /&gt;
&lt;br /&gt;
* Around level 50 Elites will gain a third ability, and [[Avenger]] and [[Health Link]] begin to appear.&lt;br /&gt;
&lt;br /&gt;
* Around level 60 Elites gain a fourth random modifier, but all abilities are already in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Resistances==&lt;br /&gt;
&lt;br /&gt;
Numerous monster properties vary with difficulty level, with enemies growing more resistant to stuns and other [[crowd control]] effects on higher levels. These effect were previously tied to difficulty tiers. Now they scale up with monster levels, same as hit points and damage. When viewing the following chart, simply substitute the levels for the tiers.  e.g. Normal = 1-30. Nightmare = 31-50, Hell = 51-60, and Inferno = 61-70.&lt;br /&gt;
&lt;br /&gt;
[[File:Difficulty-scaling-monsters.jpg|center|frame|Minimum values must be exceeded for properties to take effect.]]&lt;br /&gt;
&lt;br /&gt;
Tweaks to these formula are frequently enabled. In September 2012, Wyatt Cheng posted an extensive developer blog post with details about changes in the v1.0.5 patch. [http://diablo.incgamers.com/blog/comments/developer-journal-crowd-control-changes] This information is still relevant, with the tiers spread more gradually around the approximate monster levels, instead of kicking in exactly on the new difficulty tier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;How It Works:&lt;br /&gt;
&lt;br /&gt;
* Monsters have a “CC resistance” that is stored on a per-monster basis.&lt;br /&gt;
*The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.&lt;br /&gt;
*Monsters lose 10% of their CC resistance every second that they are not CC’d.&lt;br /&gt;
*Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:&lt;br /&gt;
**35% in Normal&lt;br /&gt;
**50% in Nightmare&lt;br /&gt;
**65% in Hell&lt;br /&gt;
**65% in Inferno&lt;br /&gt;
&lt;br /&gt;
What This Means For the Player:&lt;br /&gt;
&lt;br /&gt;
*From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
*You will never get an “Immune” message due to diminishing returns.&lt;br /&gt;
&lt;br /&gt;
*Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.&lt;br /&gt;
**As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)&lt;br /&gt;
&lt;br /&gt;
*If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.&lt;br /&gt;
&lt;br /&gt;
*A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.&lt;br /&gt;
&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Difficulty Scaling in Multiplayer===&lt;br /&gt;
&lt;br /&gt;
Monsters gain power and rewards with more players in the same game, regardless of the level of the players, if they are in the same area, etc.  Another player standing in town still causes all enemies in the dungeons to scale up, same as if that player was in the dungeon fighting.  The scaling is dynamic; monsters will increase or decrease their multiplayer scaling only when they spawn, so as other players join or leave the game the properties change dynamically; not for monsters mid-fight, but for monsters that have not spawned yet.&lt;br /&gt;
&lt;br /&gt;
* 2-player game: 10% Bonus to Gold Find, Magic Find, and Experience&lt;br /&gt;
** Monster hit points increased to 150%.&lt;br /&gt;
* 3-player game: 20% Bonus to Gold Find, Magic Find, and Experience&lt;br /&gt;
** Monster hit points increased to 200%&lt;br /&gt;
* 4-player game: 30% Bonus to Gold Find, Magic Find, and Experience&lt;br /&gt;
** Monster hit points increased to 250%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D3v2/RoSW Difficulty Table==&lt;br /&gt;
&lt;br /&gt;
All difficulty-scaling features in [[Diablo 3 version 2]] and [[Reaper of Souls]] are presented in the following table.&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; &lt;br /&gt;
! Difficulty Setting &lt;br /&gt;
! Normal&lt;br /&gt;
! Hard&lt;br /&gt;
! Expert&lt;br /&gt;
! Master&lt;br /&gt;
! Torment 1&lt;br /&gt;
! Torment 2&lt;br /&gt;
! Torment 3&lt;br /&gt;
! Torment 4&lt;br /&gt;
! Torment 5&lt;br /&gt;
! Torment 6&lt;br /&gt;
|- &lt;br /&gt;
! Monster Health &lt;br /&gt;
| 100%&lt;br /&gt;
| 200%&lt;br /&gt;
| 320%&lt;br /&gt;
| 512%&lt;br /&gt;
| 819%&lt;br /&gt;
| 1311%&lt;br /&gt;
| 2097%&lt;br /&gt;
| 3355%&lt;br /&gt;
| 5369%&lt;br /&gt;
| 8590%&lt;br /&gt;
|- &lt;br /&gt;
! Monster Damage&lt;br /&gt;
| 100%&lt;br /&gt;
| 130%&lt;br /&gt;
| 189%&lt;br /&gt;
| 273%&lt;br /&gt;
| 396%&lt;br /&gt;
| 575%&lt;br /&gt;
| 833%&lt;br /&gt;
| 1208%&lt;br /&gt;
| 1752%&lt;br /&gt;
| 2540%&lt;br /&gt;
|- &lt;br /&gt;
! +XP&lt;br /&gt;
| -&lt;br /&gt;
| 75%&lt;br /&gt;
| 100%&lt;br /&gt;
| 200%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
| 550%&lt;br /&gt;
| 800%&lt;br /&gt;
| 1150%&lt;br /&gt;
| 1600%&lt;br /&gt;
|- &lt;br /&gt;
! + [[Gold Find]]&lt;br /&gt;
| -&lt;br /&gt;
| 75%&lt;br /&gt;
| 100%&lt;br /&gt;
| 200%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
| 550%&lt;br /&gt;
| 800%&lt;br /&gt;
| 1150%&lt;br /&gt;
| 1600%&lt;br /&gt;
|- &lt;br /&gt;
! + [[Magic Find]]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
!  2 Players +EXP/Gold&lt;br /&gt;
| 10%&lt;br /&gt;
| 85%&lt;br /&gt;
| 110%&lt;br /&gt;
| 210%&lt;br /&gt;
| 310%&lt;br /&gt;
| 410%&lt;br /&gt;
| 560%&lt;br /&gt;
| 810%&lt;br /&gt;
| 1160%&lt;br /&gt;
| 1610%&lt;br /&gt;
|- &lt;br /&gt;
! 3 Players +EXP/Gold&lt;br /&gt;
| 20%&lt;br /&gt;
| 95%&lt;br /&gt;
| 120%&lt;br /&gt;
| 220%&lt;br /&gt;
| 320%&lt;br /&gt;
| 420%&lt;br /&gt;
| 570%&lt;br /&gt;
| 820%&lt;br /&gt;
| 1170%&lt;br /&gt;
| 1620%&lt;br /&gt;
|- &lt;br /&gt;
! 4 Players +EXP/Gold&lt;br /&gt;
| 30%&lt;br /&gt;
| 105%&lt;br /&gt;
| 130%&lt;br /&gt;
| 230%&lt;br /&gt;
| 330%&lt;br /&gt;
| 430%&lt;br /&gt;
| 585%&lt;br /&gt;
| 830%&lt;br /&gt;
| 1180%&lt;br /&gt;
| 1630%&lt;br /&gt;
|- &lt;br /&gt;
! + [[Legendary]] Drop&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 15%&lt;br /&gt;
| 32%&lt;br /&gt;
| 52%&lt;br /&gt;
| 75%&lt;br /&gt;
| 101%&lt;br /&gt;
| 131%&lt;br /&gt;
|- &lt;br /&gt;
! + [[Rift]] Legendary Drop &lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 25%&lt;br /&gt;
| 44%&lt;br /&gt;
| 65%&lt;br /&gt;
| 90%&lt;br /&gt;
| 119%&lt;br /&gt;
| 151%&lt;br /&gt;
| 189%&lt;br /&gt;
|- &lt;br /&gt;
! [[Bounty]] [[Blood Shards]] &lt;br /&gt;
| Normal&lt;br /&gt;
| Normal&lt;br /&gt;
| Double&lt;br /&gt;
| Double&lt;br /&gt;
| Double&lt;br /&gt;
| Double&lt;br /&gt;
| Double&lt;br /&gt;
| Double&lt;br /&gt;
| Double&lt;br /&gt;
| Double&lt;br /&gt;
|- &lt;br /&gt;
! [[Imperial gem]]s&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 61+&lt;br /&gt;
| 61+&lt;br /&gt;
| 61+&lt;br /&gt;
| 61+&lt;br /&gt;
| 61+&lt;br /&gt;
| 61+&lt;br /&gt;
| 61+&lt;br /&gt;
|- &lt;br /&gt;
! New 70 Legendaries &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- &lt;br /&gt;
! Class Sets &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 60+&lt;br /&gt;
| 60+&lt;br /&gt;
| 60+&lt;br /&gt;
| 60+&lt;br /&gt;
| 60+&lt;br /&gt;
| 60+&lt;br /&gt;
|- &lt;br /&gt;
! Uber [[Keys]] &amp;amp;amp; [[Demonic Organs]] &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
| 33%&lt;br /&gt;
| 38%&lt;br /&gt;
| 43%&lt;br /&gt;
| 50%&lt;br /&gt;
|- &lt;br /&gt;
! [[Death's Breath]] &lt;br /&gt;
| 15%&lt;br /&gt;
| 18%&lt;br /&gt;
| 21%&lt;br /&gt;
| 25%&lt;br /&gt;
| 31%&lt;br /&gt;
| 37%&lt;br /&gt;
| 44%&lt;br /&gt;
| 53%&lt;br /&gt;
| 64%&lt;br /&gt;
| 77%&lt;br /&gt;
|- &lt;br /&gt;
! [[Legendary Crafting Mats]] &lt;br /&gt;
| 15%&lt;br /&gt;
| 18%&lt;br /&gt;
| 21%&lt;br /&gt;
| 25%&lt;br /&gt;
| 31%&lt;br /&gt;
| 37%&lt;br /&gt;
| 44%&lt;br /&gt;
| 53%&lt;br /&gt;
| 64%&lt;br /&gt;
| 77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:difficulty]]&lt;br /&gt;
[[category:Reaper of Souls]]&lt;br /&gt;
[[category:D3v2]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Quest&amp;diff=81864</id>
		<title>Quest</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Quest&amp;diff=81864"/>
				<updated>2020-03-13T09:51:30Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: /* Act II Quests */ fix linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Quests''' lead the story and progression of Diablo 3. &lt;br /&gt;
&lt;br /&gt;
==What Are Quests?==&lt;br /&gt;
&lt;br /&gt;
Quests are the meat of Diablo's plot, story, and progression. They must be followed to progress. In Diablo II Lord of Destruction there were many quests that contributed significantly to character building, but unfortunately this iconic feature has been removed in Diablo III for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
==How Quests Work==&lt;br /&gt;
&lt;br /&gt;
Quests are triggered and continued by following the instructions below the minimap on the side of the screen. When completed, they provide experiance and gold (only), which is a big change from how the Diablo II quest system worked. In addition, all quests ''must'' be completed, one after another in the order they are given. There is no way to fail a quest in Diablo III. It is possible to have a high level character &amp;quot;carry&amp;quot; you through content, until you reach level caps. It is even possible to [[powerlevel]] through the content.&lt;br /&gt;
&lt;br /&gt;
[[Waypoints]] and [[Checkpoints]] are unlocked based on quest progress.&lt;br /&gt;
&lt;br /&gt;
==Quest Interface==&lt;br /&gt;
&lt;br /&gt;
[[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]]&lt;br /&gt;
[[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]]&lt;br /&gt;
&lt;br /&gt;
The final quest interface was modified from the blizzcon versions. The final version consists of a small description of the task to accomplish, and a journel entry for whatever class the player is using. A very easy way to check what is needed to be done on a quest is to look to the right of the screen, which has the instructions on how to progress in the quest.&lt;br /&gt;
&lt;br /&gt;
==List of Quests==&lt;br /&gt;
&lt;br /&gt;
Below are all the quests in [[Diablo III]].&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
[[Events]] are mini quests that build off, but are not directly connected to (usually) the main quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Act I Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act I]] has 10 quests.&lt;br /&gt;
The following quests are in Act I:&lt;br /&gt;
&lt;br /&gt;
* [[The Fallen Star]]&lt;br /&gt;
* [[The Legacy of Cain]]&lt;br /&gt;
* [[A Shattered Crown]]&lt;br /&gt;
* [[Reign of the Black King]]&lt;br /&gt;
* [[Sword of the Stranger]]&lt;br /&gt;
* [[The Broken Blade]]&lt;br /&gt;
* [[The Doom in Wortham]]&lt;br /&gt;
* [[Trailing the Coven]]&lt;br /&gt;
* [[Imprisoned Angel]]&lt;br /&gt;
* [[Return to New Tristram]]&lt;br /&gt;
&lt;br /&gt;
The [[Return to New Tristram]] is manditory for doing the [[Infernal Machine]] event.&lt;br /&gt;
&lt;br /&gt;
===Act II Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act II]] has 10 quests. &lt;br /&gt;
The folling quest are in Act II:&lt;br /&gt;
&lt;br /&gt;
* [[Shadows in the Desert]]&lt;br /&gt;
* [[The Road to Alcarnus]]&lt;br /&gt;
* [[City of Blood]]&lt;br /&gt;
* [[A Royal Audience]]&lt;br /&gt;
* [[Unexpected Allies]]&lt;br /&gt;
* [[Betrayer of the Horadrim]]&lt;br /&gt;
* [[Blood and Sand]]&lt;br /&gt;
* [[The Black Soulstone (quest)|The Black Soulstone]]&lt;br /&gt;
* [[The Scouring of Caldeum]]&lt;br /&gt;
* [[The Lord of Lies (quest)|The Lord of Lies]]&lt;br /&gt;
&lt;br /&gt;
===Act III Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act III]] has less quests than the other acts, with only 7. &lt;br /&gt;
The following quests are in Act III:&lt;br /&gt;
&lt;br /&gt;
* [[The Siege of Bastion's Keep]]&lt;br /&gt;
* [[Turning the Tide]]&lt;br /&gt;
* [[The Breached Keep]]&lt;br /&gt;
* [[Tremors in the Stone]]&lt;br /&gt;
* [[Machines of War]]&lt;br /&gt;
* [[Siegebreaker]]&lt;br /&gt;
* [[Heart of Sin]]&lt;br /&gt;
&lt;br /&gt;
===Act IV Quests===&lt;br /&gt;
&lt;br /&gt;
[[Act IV]], like [[diablo II]]'s {{iw|Act_IV Act 4}}, is the smallest act in Diablo III, with a grand total of 4 quests. &lt;br /&gt;
The following quests are in Act IV:&lt;br /&gt;
&lt;br /&gt;
* [[Fall of the High Heavens]]&lt;br /&gt;
* [[The Light of Hope]]&lt;br /&gt;
* [[Beneath the Spire]]&lt;br /&gt;
* [[The Prime Evil]]&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
&lt;br /&gt;
[[Events]] are small sub-quests that have a random chance to spawn in an area. They can appear accross every act besides [[Act IV]]. Typically, they consist of completing a task for an npc, such as the [[Matriarch's Bones]] event or the [[Forged in Battle]] event.&lt;br /&gt;
&lt;br /&gt;
==Quest Development==&lt;br /&gt;
[[Image:Q-the-skeleton-king1.jpg|thumb|125px|Blizzcon 2008 display.]]&lt;br /&gt;
[[File:Quest-window2.jpg|left|thumb|150px|Blizzcon 2009 display.]]&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atomic Gamer:&amp;lt;/b&amp;gt; Is there anything specifically from Diablo II that the team felt needed improvement and wanted to tweak for Diablo III?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kevin Martens: &amp;lt;/b&amp;gt;The questing and story. I think we’ve added way more quests, more variety of quests. We’ve randomized the quests, and have these sort of quests that are self contained. For example, if you enter a dungeon in Diablo III, there might be somebody standing at the entrance, like a treasure hunter, saying, “Hey, I heard stories about The Idol of Rygnar is hidden somewhere in this dungeon. Help me find it and you can share in the reward.” Then you go through the dungeon and protect this guy. Then you’ll find the idol and you’ll get the reward.&lt;br /&gt;
&lt;br /&gt;
People will turn on you…you’re never quite sure what is going to happen. We’re adding all those random elements all over the world. There is way more quest content overall than Diablo II, period. Also, I think we wanted to do a much better job on the storytelling aspects, not just the cinematics, which are fantastic, but also in the storytelling itself, like more twists and turns, more interesting quests, more variety of experiences. That’s what we spent a lot of time on, and making the co-op nature of it better as well.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was one of the first statements blizzard made on behalf of quests in diablo III. As you can see, blizzard was origionally intending to make quests diverse, interesting, and much improved to diablo 2.&lt;br /&gt;
&lt;br /&gt;
===Blizzcons===&lt;br /&gt;
&lt;br /&gt;
At [[Blizzcon 2008]], a couple of quests were playable. They were:&lt;br /&gt;
&lt;br /&gt;
* [[Little Girl Lost]]&lt;br /&gt;
* [[Escort Mission]] (not actual name, the real one was never stated)&lt;br /&gt;
* [[The Skeleton King]]&lt;br /&gt;
&lt;br /&gt;
All were featured in Tristram/ nearby dungeons. Quest rewards were small items (random boots and the like). Only the skeleton king quest appeared in the final game.&lt;br /&gt;
&lt;br /&gt;
At [[Blizzcon 2009]], many more quests than the last year were avaible, based in the deserts in [[Act 2]]. They were:&lt;br /&gt;
&lt;br /&gt;
* [[Find Alcarnus]]*&lt;br /&gt;
* [[Blood Money]]&lt;br /&gt;
* [[Stranded]]&lt;br /&gt;
* [[The Lost Girl]]&lt;br /&gt;
* [[Alesar's Pendant]]&lt;br /&gt;
* [[The Collapsing Tomb]]*&lt;br /&gt;
* [[The Lost Wagon]]&lt;br /&gt;
* [[The Necromancer's Book]]&lt;br /&gt;
* [[A Miner's Gold]]*&lt;br /&gt;
* [[The Idol of Rygnar]]*&lt;br /&gt;
&lt;br /&gt;
Some of these quests appeared in some form or another in the final game (*'s). Rewards were items and experiance.&lt;br /&gt;
&lt;br /&gt;
A couple small quests appeared at [[Blizzcon 2010]]. They were:&lt;br /&gt;
&lt;br /&gt;
* [[The Torture Chambers of the Mad King]] &lt;br /&gt;
* [[Escort the Weapon Maker]]&lt;br /&gt;
* [[Queen Alyssa's Servants]]&lt;br /&gt;
&lt;br /&gt;
All 3 of these quests appeared in the final game, although the first mention was expanded upon as the [[Imprisoned Angel]] quest.&lt;br /&gt;
&lt;br /&gt;
===Early Stances===&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;I think Jay hinted during Blizzcon that there might be updated quests to keep higher level content exciting to keep people coming back and playing again. &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Julian Love: It's not so much actually high level versus low level. I think we have a plan that facilitates high level content. What I think you're really getting at there is replayability, and what that gets down to is the way we're exercising randomness within the game. We've put a lot of focus towards what kinds of randomness are really beneficial in supporting replayability and what things are just, heh, not all that important or not all that awesome. One of the things that we have in the system that we have is something that we call - well, we have a really technical name for it -- sub-scenes.&lt;br /&gt;
&lt;br /&gt;
What it comes down to is we can sort of like create a hole in the world that's like a socket that we can fill with just about anything that we want. It could be empty ground with a bunch of monsters on it, it could be a giant canyon that a really elaborate scripted event happens, it could turn into a caravan walking across the desert that you have an escort quest on. The point being is that this hole in the earth can randomly, at any time become something totally different. It could even be a doorway to a whole new dungeon that you've never seen before. So, the fact that the world is able to change things up and actually deliver different events, stories and quests is what's really going to make the game a lot more replayable at the both the low and high ends.&amp;lt;/font&amp;gt;&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was somewhat implamented in the final game, but not to a great extent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We’re doing -– there’s a main storyline that is, parts of it might be randomized depending on the area, depending on what the quests are, depending on what the actual objective is. But apart from the main quest, most of our other content is randomized, so from game to game it will be completely different. I can’t give you any kind of percentage because we’re still playing with those numbers, but that’s really the way we built this game is so that we can have a lot of randomized content, including story elements and including quests.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This did appear in the final game in the form of events. However, the main story is completely static.&lt;br /&gt;
&lt;br /&gt;
====Randomized Quests====&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;DF: Will there be class specific quests in the game? If so, can you explain how they would work?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Jay Wilson: We are still discussing whether or not we would like to include class-specific quests in the game mainly because of the simple fact that it may not really fit in with the fast-paced play-style known to the Diablo series. While this is definitely something we would like to consider, we just haven't agreed on how just yet. &lt;br /&gt;
&lt;br /&gt;
However, we would like to do something in regards to character specificity. We are looking into having different dialogues and experiences for the same quest or interaction for each of the classes. Each character will react differently and have different responses for different scenarios. For example, the Barbarian may do or say one thing in response to what an NPC has to say, whereas a Witch Doctor will treat the encounter in a complete opposite manner.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Can you tell us anymore about the class-specific quest system in the game?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Jay Wilson: Not a a lot but I can tell you we do intend to do some class quests and mostly what we want to do is give [[story]] arcs to the characters. We don't want them to be kind of nameless...I think we've reached a point where we are trying to build a universe and a universe is filled with characters. And so a lot of what we want to do with the class quests is support that idea to build characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;: So when you start the game will the different classes begin in the same  place or will you start at some sort of origin level to setup your character?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Jay Wilson: Originally we wanted to do an origin - we wanted to actually have the characters start in their own location but it was a monumental cost for us to do it so we decided that we would have everyone start in the same place. We do try to set the characters up though. We have a little event early on that's going to try to setup where the characters come from and what their mindset is.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blizzard has not yet added class specific quests in Diablo III.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Long story short, blizzard appears to have had goals for making quests more interesting but ended up scrapping most of it, and now we have what we do today.&lt;br /&gt;
&lt;br /&gt;
===Quests in the Expansion===&lt;br /&gt;
&lt;br /&gt;
No changes to quests have been made so far in the expansion [[Reaper of Souls]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quest_navbox|act_I}}&lt;br /&gt;
&lt;br /&gt;
[[category:quests]]&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[stub:it requires pictures of the modern quest interface]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Black_Soulstone_(quest)&amp;diff=81863</id>
		<title>Black Soulstone (quest)</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Black_Soulstone_(quest)&amp;diff=81863"/>
				<updated>2020-03-13T09:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: Techhead7890 moved page Black Soulstone (quest) to The Black Soulstone (quest): fit in with other quest pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Black Soulstone (quest)]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81862</id>
		<title>The Black Soulstone (quest)</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81862"/>
				<updated>2020-03-13T09:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: Techhead7890 moved page Black Soulstone (quest) to The Black Soulstone (quest): fit in with other quest pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Betrayer of the Horadrim is the seventh Act II quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Information==&lt;br /&gt;
&lt;br /&gt;
[[File:IconAct2Quest???.png|right]]&lt;br /&gt;
&lt;br /&gt;
* '''Initiated by:''' &lt;br /&gt;
* '''Pre-requisite:''' [[Blood and Sand]]&lt;br /&gt;
* '''Required to progress?''' Yes&lt;br /&gt;
* '''Reward(s):''' ? [[Gold]]/ ? [[Experience]]&lt;br /&gt;
* [[Lore]] items: &lt;br /&gt;
* Related [[Achievements]]: [[Big Trouble in Talking Barrel]]&lt;br /&gt;
* '''Leads to:''' [[The Scouring of Caldeum]]&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
==Objectives in Brief==&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
{{Quest navbox|act_II}}&lt;br /&gt;
&lt;br /&gt;
[[category:Quests]]&lt;br /&gt;
[[Category:Act II Quests]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81861</id>
		<title>The Black Soulstone (quest)</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81861"/>
				<updated>2020-03-13T09:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: add category, nav etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Betrayer of the Horadrim is the seventh Act II quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Information==&lt;br /&gt;
&lt;br /&gt;
[[File:IconAct2Quest???.png|right]]&lt;br /&gt;
&lt;br /&gt;
* '''Initiated by:''' &lt;br /&gt;
* '''Pre-requisite:''' [[Blood and Sand]]&lt;br /&gt;
* '''Required to progress?''' Yes&lt;br /&gt;
* '''Reward(s):''' ? [[Gold]]/ ? [[Experience]]&lt;br /&gt;
* [[Lore]] items: &lt;br /&gt;
* Related [[Achievements]]: [[Big Trouble in Talking Barrel]]&lt;br /&gt;
* '''Leads to:''' [[The Scouring of Caldeum]]&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
==Objectives in Brief==&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
{{Quest navbox|act_II}}&lt;br /&gt;
&lt;br /&gt;
[[category:Quests]]&lt;br /&gt;
[[Category:Act II Quests]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81860</id>
		<title>The Black Soulstone (quest)</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=The_Black_Soulstone_(quest)&amp;diff=81860"/>
				<updated>2020-03-13T09:43:36Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: Skeleton to avoid mis-linking to the regular page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Betrayer of the Horadrim is the seventh Act II quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Information==&lt;br /&gt;
&lt;br /&gt;
[[File:IconAct2Quest???.png|right]]&lt;br /&gt;
&lt;br /&gt;
* '''Initiated by:''' &lt;br /&gt;
* '''Pre-requisite:''' [[Blood and Sand]]&lt;br /&gt;
* '''Required to progress?''' Yes&lt;br /&gt;
* '''Reward(s):''' ? [[Gold]]/ ? [[Experience]]&lt;br /&gt;
* [[Lore]] items: &lt;br /&gt;
* Related [[Achievements]]: [[Big Trouble in Talking Barrel]]&lt;br /&gt;
* '''Leads to:''' [[The Scouring of Caldeum]]&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
==Objectives in Brief==&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Act_II&amp;diff=81859</id>
		<title>Act II</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Act_II&amp;diff=81859"/>
				<updated>2020-03-13T09:35:30Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: Following Gigaclon's overview from 2015.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Act II takes places in [[Caldeum]] of the Empire of [[Kehjistan]]. The Nephalem has decided to chase the Cult of [[Maghda]]. In doing so they encounter [[Zoltun Kulle]] and enlist his help to face down Belial, Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The hub of the area is the [[Hidden Camp]].&lt;br /&gt;
&lt;br /&gt;
For a list of related information, see [[:Category:Act II]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Acts]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Pablo_DeSoto&amp;diff=81858</id>
		<title>Pablo DeSoto</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Pablo_DeSoto&amp;diff=81858"/>
				<updated>2020-03-13T09:18:22Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: fix link plural&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:desoto-concept1.jpg|right|thumb|300px|Concept art of Pablo DeSoto.]]'''Pablo DeSoto''' is a gentleman with some knowledge in [[magic]] and history of the world, although not as great as [[Abd al-Hazir]]. He has been seen in and around [[Wortham]], the small fishing village, and is quite protective of his beautiful daughter. Abd al-Hazir's meeting with Pablo was the inspiration for the [[Writings of Abd al-Hazir: Entry no. 0020|20th entry]] in his writings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pablo dislikes [[Necromancer]]s, and blames them for most bad things that have happened in the last 20 years, including &amp;quot;that [[Diablo]] incident&amp;quot;. Besides magic, he's knowledgeable about the areas surrounding Wortham and [[Tristram]] and has insights in how the [[Festering Woods]] work including their inhabitants, such as the [[Wood Wraith]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
There are writings on the upper left corner of [[:Image:Desoto-concept1.jpg|the concept art picture of DeSoto]] indicating that he has been around at least from December 2006. Pablo DeSoto was also one of the few people named in the lore section of the [http://www.diablo3.com/ official page] &amp;lt;!--when?--&amp;gt;. This indicated that Pablo DeSoto was intended to be an important character, most probably a [[NPC]]. It was widely speculated that [[Leah]] was the daugher of DeSoto.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0020]]&lt;br /&gt;
* [[:Image:Desoto-concept1.jpg|Concept art picture of DeSoto]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|poss}}&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Dahlgur_Oasis&amp;diff=81857</id>
		<title>Dahlgur Oasis</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Dahlgur_Oasis&amp;diff=81857"/>
				<updated>2020-03-13T09:17:20Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: Add map preview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
'''''Are you looking for [[The Dahlgur Oasis]] lore book?'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''{{PAGENAME}}'''  forms part of [[Act II]] and is located in the [[Borderlands]], in the [[Kehjistan]] empire, not too far from [[Alcarnus]].&lt;br /&gt;
&lt;br /&gt;
[[File:Path-to-the-oasis-map.jpg|right|thumb|250px|Path to the Oasis]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dahlgur-oasis-map.jpg|right|thumb|250px]]&lt;br /&gt;
&lt;br /&gt;
==Areas and Dungeons within {{PAGENAME}}==&lt;br /&gt;
&lt;br /&gt;
* [[Ancient Cave]]&lt;br /&gt;
* [[Flooded Cave]]&lt;br /&gt;
* [[The Forgotten Ruins]]&lt;br /&gt;
* [[Mysterious Cave]] &lt;br /&gt;
* [[Old Fisherman's Cellar]]&lt;br /&gt;
* Path to the Oasis * &lt;br /&gt;
* [[Ransacked Cellar]]&lt;br /&gt;
* [[Rotting Cellar]]&lt;br /&gt;
* [[Storage Cellar]]&lt;br /&gt;
* [[Storm Cellar]]&lt;br /&gt;
* [[Swampy Cellar]]&lt;br /&gt;
* [[Tomb of Khan Dakab]] - [[Lost Treasure of Khan Dakab]], event&lt;br /&gt;
* [[Tomb of Sardar]] - [[Sardar's Treasure]], event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Path to the Oasis is such a tiny 'level' it does not have its own entry on Diablo Wiki. It is literally a short path with access to the [[Ruined Cistern]] and a [[Waypoint]].  It needs to be visited in order to complete the [[Unparalleled Splendor]] achievement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Access to Levels==&lt;br /&gt;
&lt;br /&gt;
* [[Ancient Waterway]]&lt;br /&gt;
* [[Ruined Cistern]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quests in {{PAGENAME}}==&lt;br /&gt;
&lt;br /&gt;
* [[Betrayer of the Horadrim]]&lt;br /&gt;
* [[Blood and Sand]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Events in {{PAGENAME}}==&lt;br /&gt;
&lt;br /&gt;
* [[Prisoners of Kamyr]]&lt;br /&gt;
* [[Shrine of Rakanishu]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Farming for {{PAGENAME}}==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Monsters found in {{PAGENAME}}==&lt;br /&gt;
&lt;br /&gt;
* [[Copperfang Lurker]]&lt;br /&gt;
* [[Cursed Pilgrim]]&lt;br /&gt;
* [[Deathly Haunt]]&lt;br /&gt;
* [[Deranged Fallen]]&lt;br /&gt;
* [[Doom Viper]]&lt;br /&gt;
* [[Dune Dervish]]&lt;br /&gt;
* [[Electric Eel]] (as part of the [[Lost Treasure of Khan Dakab]] event)&lt;br /&gt;
* [[Fallen Conjurer]]&lt;br /&gt;
* [[Fallen Cur]]&lt;br /&gt;
* [[Fallen Devotee]]&lt;br /&gt;
* [[Fallen Master]]&lt;br /&gt;
* [[Fallen Peon]]&lt;br /&gt;
* [[Gore Harrier]]&lt;br /&gt;
* [[Lacuni Stalker]]&lt;br /&gt;
* [[Scaled Magus]]&lt;br /&gt;
* [[Serpent Magus]]&lt;br /&gt;
* [[Writhing Deceiver]]&lt;br /&gt;
&lt;br /&gt;
==Monsters only spawning as minions of a rare monster==&lt;br /&gt;
&lt;br /&gt;
* [[Electric Eel]]&lt;br /&gt;
* [[Lacuni Slasher]]&lt;br /&gt;
* [[Stinging Swarm]]&lt;br /&gt;
&lt;br /&gt;
==Special Monsters found in {{PAGENAME}}==&lt;br /&gt;
&lt;br /&gt;
{{Template:Special Monsters}}&lt;br /&gt;
&lt;br /&gt;
* [[Ashangu]] - A [[Fallen]] Conjurer&lt;br /&gt;
* [[Bramok the Overlord]] - Part of the [[Prisoners of Kamyr]] event&lt;br /&gt;
* [[Mundunogo]] - A [[Fallen]] Conjurer&lt;br /&gt;
* [[Ssthrass]] - A [[Deceiver]]&lt;br /&gt;
* [[Avatar of Rakanishu]] - part of the [[Shrine of Rakanishu]] event&lt;br /&gt;
* [[Fezuul]] - A [[Grotesque]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
* [[Mikal]] - random&lt;br /&gt;
* [[Zaven the Alchemist]] - merchant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
&lt;br /&gt;
{{Template:Checkpoint}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Waypoint==&lt;br /&gt;
&lt;br /&gt;
{{Template:Waypoint}} at a random location in the area. There is also one in the [[Path to the Oasis]] which is a very short path always at the very bottom of the area, though only in campaign mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore Entries Found in {{PAGENAME}}==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required for [[Historian of Caldeum]] achievement'''&lt;br /&gt;
&lt;br /&gt;
* [[The Chamber of Faces]] next to entrance to the [[Tomb of Khan Dakab]]&lt;br /&gt;
* [[The Dahlgur Oasis]] in [[Keepsake Box]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required for [[Judge of Character]] achievement'''&lt;br /&gt;
&lt;br /&gt;
* [[A Love Letter]] in [[Keepsake Box]]&lt;br /&gt;
* [[The Promises of Fezuul al-Kazaar]] dropped from [[Fezuul]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required for [[Eavesdropper]] achievement'''&lt;br /&gt;
&lt;br /&gt;
* [[Deceivers' Orders]] - Part 2 found on the corpse of [[Envoy of Belial]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
Quotes said by classes or followers in this zone.&lt;br /&gt;
&lt;br /&gt;
*[[Barbarian]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
*[[Demon Hunter]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
*[[Monk]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
*[[Witch Doctor]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
*[[Wizard]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Enchantress]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
*[[Scoundrel]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
*[[Templar]]: ''&amp;quot;??&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
None known.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Associated Achievements==&lt;br /&gt;
&lt;br /&gt;
{{Template:Associated Achievement}}&lt;br /&gt;
{{achievement header}}&amp;lt;achievement type=&amp;quot;single&amp;quot;&amp;gt;Unparalleled Splendor&amp;lt;/achievement&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
This is the farming region for [[Caldeum]] and is where most of the water comes for the area. It fuelled the rise of Caldeum. Legend has it that a mysterious desert prophet named [[Algert]] came in from the wastes, showed the early city fathers the oasis, then vanished never to be seen again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lever-tomb-of-sardar.jpg|Lever to reveal entrance to the [[Tomb of Sardar]]&lt;br /&gt;
File:Prisoners-of-kamyr.png|Captive from [[Prisoners of Kamyr]] event&lt;br /&gt;
File:Bramok-the-overlord.jpg|[[Bramok the Overlord]] superunique Fallen&lt;br /&gt;
File:The-forgotten-ruins-entrance.jpg|Entrance to [[The Forgotten Ruins]]&lt;br /&gt;
File:Ancient-waterway-entrance.jpg|Entrance to the [[Ancient Waterway]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-release Gallery===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dahlgur Oasis1.png|Oasis in the desert&lt;br /&gt;
File:Dahlgur Oasis2.png|Water source&lt;br /&gt;
File:Dahlgur Oasis3.png|Farming Region&lt;br /&gt;
File:Dahlgur Oasis4.png|Belial's Forces&lt;br /&gt;
File:Dahlgur Oasis5.png|Belial's Snakemen&lt;br /&gt;
File:Dahlgur Oasis6.png|[[Desert Dervish]]&lt;br /&gt;
File:Dahlgur Oasis7.png|Exploding plants&lt;br /&gt;
File:Dahlgur Oasis8.png|Monk vs Bats&lt;br /&gt;
File:Dahlgur Oasis9.png|Female Monk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Location navbox|Act 2|Dungeons}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0006|Writings of Abd al-Hazir: Borderlands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dahlgur Oasis]]&lt;br /&gt;
[[category:Act II]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Abd_al-Hazir&amp;diff=81856</id>
		<title>Abd al-Hazir</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Abd_al-Hazir&amp;diff=81856"/>
				<updated>2020-03-13T09:11:49Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: /* Diablo III */ comment on his actual appearance in A3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Abd al-Hazir''' is a lore enthusiast and adventurer, scribing about a lot of his experiences in the world of [[Sanctuary]]. He is used as a tool for [[Blizzard]] to describe Diablo lore on the official Diablo III webpage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Not many specifics are known about Abd al-Hazir, but he seems to originate from [[Caldeum]], a city he very much likes. Nothing is known of his family, but he has a variety of traveling friends, and contacts within the [[mage clan]]s of [[Kehjistan]], so he's likely from a well to do background.&lt;br /&gt;
&lt;br /&gt;
This is an introductory line from the famous [[Writings of Abd al-Hazir]]:&lt;br /&gt;
::&amp;quot;Abd al-Hazir is a renowned gentleman, historian, and scholar. He has recently taken up the unprecedented task of investigating, researching, and compiling information about the unique locales and denizens of our world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On his travels, he has among other things travelled the [[Tardein wastes]] (desert close to [[Caldeum]]) and met [[Franklin Burroughs]], the [[Dune Thresher]]-hunter, he has travelled deep into the [[Kehjistan]] jungles meeting the ancient [[Witch Doctor]]s, he has travelled West to [[Khanduras]], seeing [[New Tristram]] and all kinds of horror, he has travelled north to the [[Barbarian]] homelands, finding [[Arreat Crater]] where the proud [[Mount Arreat]] once stood.&lt;br /&gt;
&lt;br /&gt;
His last report to the editorial team in [[Caldeum]] was done a few months ago, after discovering [[Dark Cultist]]s in Khanduras.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Works==&lt;br /&gt;
Among his works he counts the [[Xiansai Chronicles]] and the '''[[Writings of Abd al-Hazir]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III==&lt;br /&gt;
It was originally speculated that his disappearance was connected to the [[cultist]]s, and would be encountered by the Nephalem in saving him, or perhaps finding his remains in some sacrificial shrine. However, he did not appear in-game apart from his written logs.&lt;br /&gt;
&lt;br /&gt;
He would later appear as an [[NPC]] in an event within [[Adventure Mode]] within [[Sescheron]], during Act III.&lt;br /&gt;
&lt;br /&gt;
==Meta-Info and Speculation==&lt;br /&gt;
In August 2010 [[Bashiok]] revealed that most of Abd al-Hazir's updates have been written by Lead World Designer [[Leonard Boyarsky]].&lt;br /&gt;
&lt;br /&gt;
::I believe Leonard has written the majority of the updates, but I know our creative development team has chipped in. [[Mike Chu]] wrote the [[Archivist]] entry. Potentially others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Name ===&lt;br /&gt;
In Arabic, the most common translation of &amp;quot;Abd&amp;quot; translates literally as &amp;quot;Worshiper of God&amp;quot; or &amp;quot;Worshiper,&amp;quot; and &amp;quot;al-Hazir&amp;quot; means &amp;quot;The Warner.&amp;quot; His name thus roughly translates to &amp;lt;u&amp;gt;'''Worshiper of The Warner'''&amp;lt;/u&amp;gt;. It is unknown whether the Eastern countries of [[Sanctuary]] use Arabic or a similar language, but we may find a greater use of Arabic names and connotations in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Abd&amp;quot; can also be translated differently depending on circumstance and where in the Arabic (real) world it's used. It can also be used to describe a &amp;quot;slave&amp;quot; or a &amp;quot;servant&amp;quot;. This would imply he is the &amp;quot;Servant of The Warner&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''The Warner''' could be a prophet or a deity of some sort in Diablo 3. There is evidence that Adb's parents were religious, though he is not. It could also refer to Abd's role in foreshadowing the dark times ahead, a prevalent theme in many of his writings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Literary Inspiration===&lt;br /&gt;
Blizzard has often included homages to H. P. Lovecraft in their game worlds and fiction, and Abd al-Hazir seems fairly obviously inspired by/based on the &amp;quot;mad Arab&amp;quot; [http://en.wikipedia.org/wiki/Abdul_Alhazred Abdul Alhazred] Lovecraft credited with writing the fictional ''Necronomicon'' around which much of the world lore in his writing orbited.&lt;br /&gt;
&lt;br /&gt;
There is also [http://en.wikipedia.org/wiki/Ahmad_ibn_Fadlan Ahmad ibn Fadlan], who is a real person who travelled and described events of the world. Fair to say that there are plenty of inspiration for our dear Abd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Almost everything known about Abd comes from his own writing:&lt;br /&gt;
* [[Writings of Abd al-Hazir]]&lt;br /&gt;
* [http://www.diablo3.com/ Official D3 site]&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/bashiok-on-act-3-and/ Bashiok on Act 3 and Timeline Inconsistencies]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Abdul_Alhazred Abdul Alhazred on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Abdalhazir.jpg|Abd in-game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|poss}}&lt;br /&gt;
&lt;br /&gt;
{{Lore navbox|abd}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Abd al-Hazir]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Pablo_DeSoto&amp;diff=81855</id>
		<title>Pablo DeSoto</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Pablo_DeSoto&amp;diff=81855"/>
				<updated>2020-03-13T09:06:47Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: misc; clean up links, put speculation in past tense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:desoto-concept1.jpg|right|thumb|300px|Concept art of Pablo DeSoto.]]'''Pablo DeSoto''' is a gentleman with some knowledge in [[magic]] and history of the world, although not as great as [[Abd al-Hazir]]. He has been seen in and around [[Wortham]], the small fishing village, and is quite protective of his beautiful daughter. Abd al-Hazir's meeting with Pablo was the inspiration for the [[Writings of Abd al-Hazir: Entry no. 0020|20th entry]] in his writings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pablo dislikes [[Necromancer]]s, and blames them for most bad things that have happened in the last 20 years, including &amp;quot;that [[Diablo]] incident&amp;quot;. Besides magic, he's knowledgeable about the areas surrounding Wortham and [[Tristram]] and has insights in how the [[Festering Wood]]s work including their inhabitants, such as the [[Wood Wraith]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
There are writings on the upper left corner of [[:Image:Desoto-concept1.jpg|the concept art picture of DeSoto]] indicating that he has been around at least from December 2006. Pablo DeSoto was also one of the few people named in the lore section of the [http://www.diablo3.com/ official page] &amp;lt;!--when?--&amp;gt;. This indicated that Pablo DeSoto was intended to be an important character, most probably a [[NPC]]. It was widely speculated that [[Leah]] was the daugher of DeSoto.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0020]]&lt;br /&gt;
* [[:Image:Desoto-concept1.jpg|Concept art picture of DeSoto]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|poss}}&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=D3X&amp;diff=81854</id>
		<title>D3X</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=D3X&amp;diff=81854"/>
				<updated>2020-03-13T08:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;Techhead7890: add RoS link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;D3X was used as a shorthand term for an &amp;quot;Diablo 3 expansion.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
The term was created prior to the release any such product officially existing. At the time, Blizzard had frequently commented on their plans for at least two [[expansion]] packs for Diablo III, and since the Diablo II expansion, [[Lord of Destruction]], was widely-known as D2X, this acronym for the Diablo III expansion seems inevitable. &lt;br /&gt;
&lt;br /&gt;
The expansion pack eventually became [[Reaper of Souls]].&lt;br /&gt;
&lt;br /&gt;
* See also [[D3v]] and [[D3Y]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>	</entry>

	</feed>