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Diablo III Information Database

 
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Dark_Mage-
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Joined: 19 Sep 2002
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PostPosted: Wed Jul 02, 2008 11:13 pm    Post subject: Diablo III Information Database Reply with quote

I'm redoing the current sticky and I will be finishing this one up piece-by-piece as I get the time.

~








Intro wrote:
Two decades have passed since the demonic denizens, Diablo, Mephisto, and Baal, wandered the world of Sanctuary in a vicious rampage to shackle humanity into unholy slavery. Yet for those who battled the Prime Evils directly, the memory fades slowly and the wounds of the soul still burn.

When Deckard Cain returns to the ruins of Tristram's Cathedral seeking clues to new stirrings of evil, a comet from the heavens strikes the very ground where Diablo once entered the world. The comet carries a dark omen in its fiery being and it calls the heroes of Sanctuary to defend the mortal world against the rising powers of the Burning Hells – and even the failing luminaries of the High Heavens itself.


Features wrote:
  • Explore a fully-realized Sanctuary – the living, breathing gothic fantasy world of Diablo III rendered in gorgeous 3D.

  • Battle the unholy forces of the Burning Hells with all-new character classes like the otherworldly Witch Doctor, or with re-imagined warriors from Diablo’s past: such as the fierce Barbarian.

  • Rain Hell on your enemies wielding the interactive environment as a weapon: lay cunning traps, turn destructible objects against your foes, and use environmental obstacles to your advantage - all powered by the Havoc physics system.

  • Experience the intensity of multiplayer Diablo III over an all-new, wickedly-enhanced Battle.net platform with numerous enhancements to make connecting with your friends easier – and cooperative gameplay more fun.






GENERAL INFO
  • There will be 5 classes.
  • Choosing between a male or female character is now available.





"I came to see firsthand the barbarians, those near-legendary, immense, relentless, dual-wielding furies of combat dwelling upon their sacred Mount Arreat. Instead, I stand here looking at a mountain that has been torn asunder by some extraordinary force. The sight, I must confess, is incomprehensible. Yet what I see before me cannot be denied. . ."

Known Skills:
  • Cleave - A large swing which can smash multiple targets.
  • Ground Stomp - Stuns enemies within AoE range. (has cooldown)
  • Leap - A jump that attacks enemies on landing.
  • Seismic Slam - Another jump skill that can shock multiple enemies in the line of vision.
  • Whirlwind - The Barbarian becomes a cyclone of destruction, attacking everything in his path.
  • Battle Cry - A bellowing shout that increases defence of all nearby party members.
  • Furious Charge - Charge directly at victims, smashing everything in the way.
  • Hammer of the Ancients - A massive attack that has increased chance to critically hit.

Barbarians seem to use "Fury" instead of "Mana" now. It's unknown exactly how Fury functions yet.

Skills:

Battlemaster Tree


    Tier 1

    Battle Rage
  • Active Skill
  • Max Rank: 1
  • Description: The barbarian enters a rage which increases damage done by 100% and increases Critical damage by 30%. Lasts for 15 seconds.
  • Fury Cost: 50

    Perseverance
  • Passive
  • Max Rank: 0/15
  • Increases the duration of Battle Rage, Battle Cry, and Ignore Pain by 10%

    Power of the Battlemaster
  • Passive Skill
  • Max Rank: 15
  • Description: Increases damage of all Battlemaster skills by 20%
  • Rank 3: Increases damage of all Battlemaster skills by 30%.
  • Fury Cost: None

    Iron Skin
  • Passive skill
  • Max Rank: 15
  • Description: Toughens the Barbarian's skill, increasing his/her armor.
    • Rank 1: +10% armor.

    • Rank 2: +20% armor.

    • Rank 3: +30% armor.

  • Fury cost: None



    Tier 2

    Hammer of the Ancients
  • Active Skill
  • Max Rank: 1
  • Description: A massive attack that deals bonus weapon damage plus additional physical damage. It also increases the damage from critical hits.
    • Rank 1: Deals 100% weapon damage, an additional 2 physical damage, and increases critical hit damage by 20%.

  • Fury cost: None
  • Max Rank: 5
    • Rank 4: Deals 225% weapon damage, +14 physical damage, and 25% to critical hit.


    Battle Cry
  • Active Skill
  • Max Rank: 1
  • Description: A battle cry that increases the armor of the Barbarian and all other party members.
    • Rank 1: +80% armor. 60 second duration.

  • Fury Cost: None

    Scavenge
  • Passive Skill
  • Max Rank: 15
  • Description: Increases the chance that a monster will drop a health globe.
    • Rank 1: +7% increased chance.

  • Fury Cost: None

    Critical Attacks
  • Passive skill
  • Description: Increases the damage bonus of critical hits.
  • Max Rank: 15
    • Rank 1: +20% critical hit damage.

  • Fury Cost: None

    Shield Specialization
  • Passive Skill
  • Max Rank: 15
  • Description: Increases the Barbarian's chance to block with a shield and the amount of damage he can block.
  • Rank 1: +8% chance to block, +6 damage blocked.
  • Fury cost: None


    Tier 3

    Furious Charge
  • Active Skill
  • Max Rank: 1
  • Description: Charge directly at an enemy, dealing weapon damage to the target and to enemies in the area.
    • Rank 1: Deal 120% of weapon damage to the target and 80% to enemies in the area.

  • Fury cost: None

    Ignore Pain
  • Active Skill
  • Max Rank: 15
  • Description: Reduce all damage taken for X seconds.
    • Rank 1: Reduce all damage taken by 79% (?) for 10 seconds.

  • Fury Cost: 50

    Deliberate Defense
  • Passive Skill
  • Max Rank: 0/15
  • Description: Critical hits increase the Barbarian's armor.
    • Rank 1: On a critical hit, +10% armor for 15 seconds.

  • Fury cost: None

    Improved Battle Rage
  • Passive Skill
  • Max Rank: 15
  • Description: Gives melee attacks a % chance to make Battle Rage cost no Fury for X seconds.
    • Rank 1: 7% chance to active no-Fury cost Battle Rage for 8 seconds.

  • Fury cost: None

    Death Proof
  • Passive Skill
  • Max Rank: 15
  • Description: The barbarian overcomes death. Upon receiving fatal damage the Barbarian is kept alive and gains back 30% of his maximum hit points. The effect can not occur more than every 300 seconds.
  • Fury Cost: None


    Tier 4

    Inspiring Presence
  • Passive Skill
  • Max Rank: Rank 15
  • Description: Increases the effect of Terrifying Shout and _______.
  • Fury cost: None

    Natural Resistance
  • Passive skill
  • Max Rank: 15
  • Description: Increases all resistances.
    • Rank 1: +10 to all resistances.

  • Fury cost: None

    Mighty Hammer
  • Passive skill
  • Max Rank: 15
  • Description: Increases the damage of Hammer of the Ancients.
  • Fury cost: None



Berserker Tree

    Tier 1

    Frenzy
  • Active Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: When attacking with Frenzy, the Barbarian's weapon damage and attack speed are increased. Frenzy can be used repeatedly, stacking the speed bonus up to three times.
    • Rank 1: Deals 120% weapon damage. In addition, attack speed is increased by 6% for 10 seconds. (Up to 18%, with stacking.)

  • Fury Cost: None


    Bad Temper
  • Passive Skill
  • Rune Sockets: 0
  • Max Rank: 15
  • Description: Reduces Fury degeneration by 3%.
  • Fury Cost: None

    Power of the Berserker
  • Passive Skill
  • Rune Sockets: 0
  • Max Rank: 15
  • Description: Increases damage of all Berserker skills by X%.
    • Rank 2: Increases damage of all Berserker skills by 25%.

    • Rank 3: Increases damage of all Berserker skills by 30%.

  • Fury Cost: None

    Heightened Senses
  • Passive Skill
  • Rune Sockets: 0
  • Max Rank: 15
  • Description: Grants the Barbarian an inherent change to dodge attacks.
    • Rank 1: 4% chance to dodge.

    • Rank 2: 8% chance to dodge.

    • Rank 3: 12% chance to dodge.

  • Fury Cost: None


    Tier 2

    Terrifying Shout
  • Active Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Shout with great intensity, enhancing damage done by something ______ something 30% for 12 seconds.
  • Fury Cost: None

    Onslaught
  • Active Skill
  • Rune Sockets: 0
  • Max Rank: 1
  • Description: Increases attack speed by X%. Drains Fury while in use. Lasts for X seconds.
  • Fury Cost: None

    Double Strike
  • Passive Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Grants a dual wielding Barbarian the chance to strike nearby enemies with both weapons.
    • Rank 1: Gives a 6% chance of striking with both weapons.

    • Rank 2: Gives a 7% chance of striking with both weapons.

  • Fury Cost: None

    Strong Constitution
  • Passive Skill
  • Rune Sockets: 0
  • Max Rank: 15
  • Description: Enables health regeneration.
    • Rank 1: Regenerates 10 health per second.

  • Fury Cost: None

    Berserker State
  • Passive Skill
  • Rune Sockets: 0
  • Max Rank: 15
  • Description: Increases the duration of Frenzy and Onslaught by 1 second.
  • Fury Cost: None


    Tier 3

    Leap Attack
  • Active Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: The Barbarian makes a mighty leap, causing ? damage to enemies when he lands.
    Damage of Leap Attack increases with strength.
  • Fury Cost: None

    Enrage
  • Active Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Enter a reckless rage, increasing Fury gained but also damage taken.
    • Rank 1: Increases Fury gained by 100% and damage taken by 25%, for 10 seconds.

  • Fury Cost: None


    Dual Wield Specialization
  • Passive Skill
  • Rune Sockets: 1
  • Max Rank: 15
  • Description: Increases physical damage dealt by weapons while dual wielding
    • Rank 1: Increases damage by 12%.

  • Fury Cost: None

    Savage
  • Passive Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Increase all Fury generation for X seconds after scoring a critical hit.
  • Rank 1: Increase Fury generation 30% for 8 seconds.
  • Fury Cost: None

    Increase Speed
  • Passive Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Your Frenzy and Onslaught abilities also increase your movement speed.
    • Rank 1: Movement speed increased 5% while using Frenzy or Onslaught.

  • Fury Cost: None


    Tier 4

    Whirlwind
  • Active Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Become a cyclone, delivering multiple hits to everything in your path.
    • Rank 1: Each hit deals 25% of weapon damage.

    • Rank 2: Each hit deals 30% of weapon damage.

  • Fury Cost: None

    Slashing Strike
  • Passive Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Your melee attacks have an X% chance to hit all nearby enemies.
    • Rank 1: 12% chance to hit all nearby enemies.

  • Fury Cost: None

    Relentless Attacks
  • Passive Skill
  • Rune Sockets: 0
  • Max Rank: 15
  • Description: Increases the damage of Frenzy and Whirlwind by X%.
    • Rank 1: Increases the damage by 5%.

  • Fury Cost: None

    Destroy Armor
  • Passive Skill
  • Rune Sockets: 0
  • Max Rank: 15
  • Description: Reduces enemy armor.
  • Fury Cost: None



Juggernaut Tree

    Tier 1

    Bash
  • Active Skill
  • Rune Sockets: 1
  • Max Rank: 1
  • Description: Bash the enemy for 100% of weapon damage.
  • Fury Cost: 3 (?)

    Inspiration
  • Passive Skill
  • Max Rank: 15
  • Description: Increases the damage of critical hits and added hits. Can stack up to three times.
    • Rank 1: Increases critical hit damage by 3% and increases the damage of added hits by 5% for 15 seconds.

  • Fury cost: None

    Power of the Juggernaut
  • Passive Skill
  • Max Rank: 15
  • Description: Increases damage of all Juggernaut skills.
    • Rank 1: Damage is increased by 10%.

    • Rank 2: Damage is increased by 20.

    • Rank 2: Damage is increased by 30%.

  • Fury cost: None.

    <Unnamed Skill>
  • Passive Skill
  • Max Rank: 15
  • Description: Whenever the Barbarian is below 50% health, all damage is reduced by X%.
    • Rank 1: Damage is reduced by 21%.

    • Rank 2: Damage is reduced by 34%.

  • Fury cost: None.



    Tier 2

    Cleave
  • Active Skill
  • Max Rank: 1
  • Description: The Barbarian swings at multiple targets, dealing 130% of weapon damage at up to 2 targets.
  • Fury cost: None

    Ground Stomp
  • Active Skill
  • Max Rank: 1
  • Description: Stomp the ground, knocking back and stunning all nearby enemies for X second.
    • Rank 1:' Knocks back and stuns enemies for 3 seconds. 5 second cool down.

  • Fury cost: None

    Focused Strength
  • Passive Skill
  • Max Rank: 15
  • Description: Increases the effect of strength on your physical damage.
    • Rank 1: +10% to the effect of strength on damage.

  • Fury cost: None

    Stubborn
  • Passive Skill
  • Max Rank: 15
  • Description: Resist all slowing effects by 27%.
  • Fury cost: None

    Recovery
  • Passive Skill
  • Max Rank: 0/15
  • Description: Increases the amount of health gained from health globes by 12%
  • Fury cost: None


    Tier 3

    Revenge
  • Active Skill
  • Max Rank: 1
  • Description: Smash the ground dealing 100% weapon damage to nearby enemies. You gain 2% of your maximum health for each enemy hit. Revenge has a % chance to be usable when hit by an enemy.
    • Rank 1: 10% chance, deals 100% damage and returns 2% of maximum health for each enemy hit.

  • Fury cost: None

    Taunt
  • Active Skill
  • Max Rank: 1
  • Description: Taunt monsters to attack you at close range.
  • Fury cost: None

    Stunning Blows
  • Passive Skill
  • Max Rank: 15
  • Description: Grants all Juggernaut skills a 3% chance to stun attackers for 2 seconds.
  • Fury cost: None

    Two-Handed Weapon Specialization
  • Passive Skill
  • Max Rank: 15
  • Description: Increases physical damage dealt with two-handed weapons by X%.
    • Rank 1: Increases damage 12%.

  • Fury cost: None

    Invigorated
  • Passive Skill
  • Max Rank: 15
  • Description: Picking up a health globe increases strength by 15% for 10 seconds.
  • Fury cost: None


    Tier 4

    Seismic Slam
  • Active Skill
  • Max Rank: 1
  • Description: Slam the ground causing a wave of destructive fire death. 100% of your weapon damage in front of the Barbarian.
  • Fury cost: None

    Iron Will
  • Passive Skill
  • Max Rank: 15
  • Description: Provides resistance to stun, slow, and freeze attacks.
    Not yet implemented.
  • Fury cost: None

    Crushing Blows
  • Passive Skill
  • Max Rank: 15
  • Description: Increase the damage of Bash and Cleave.
  • Fury cost: None

    Seismic Effect
  • Passive Skill
  • Max Rank: 15
  • Description: Increases the damage of Revenge and Seismic Slam.
  • Fury cost: None


Barbarian Gameplay Footage









"Most believe the fearsome witch doctor of the umbaru race a legend, but I have seen one in battle with my own eyes. And it was difficult to believe, even then. I was fortunate to befriend the witch doctor I saw in battle, and, through him, his tribe: the Tribe of the Five Hills. . ."

Known Skills:
  • Firebomb - Lobs an exploding ball of fire for AoE fire damage.
  • Horrify - Spectral mask that causes monsters in proximity to flee in fear.
  • Locust Swarm - An infectious, pestilent swarm that deviours enemies alive while spreading to other nearby targets.
  • Mass Confusion - Turns enemies against each other.
  • Soul Harvest - AoE spell that kills enemies and siphons mana.
  • Wall of Zombies - A line of undead zombies errupt from the ground to attack enemies foolish enough to get close.
  • Summon Mongrel - Summons a pet beast that attacks surrounding enemies; can receive bonus attributes from other skills (Locust Swarm); can be sacrificed in a violent burst that will destroy nearby creatures.

Witch Doctor Gameplay Footage









"It is those magics that this wizard seems determined to explore - magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will."

Skills:

Storm Tree


    Tier 1
  • Charged Bolt - Launch a volley of electric bolts that deal lightning damage. Critical hits from lightning damage stun targets.
  • Thunderstruck - Increases the critical hit chance of all lightning spells. Critical hits from lightning damage stun targets.
  • Empowered Magic - Increases the effect of Willpower on your spell damage.
  • Lightning Speed - Increases the casting speed.

    Tier 2 (5 Storm Skill Points Required)
  • Storm Armor - Surround yourself in electrical energy. Electric bolts are automatically fired at all attackers.
  • Frost Nova - An explosion of ice pelts nearby enemies with cold damage. Has an additional chance of a critical hit. Critical hits from cold damage freeze targets.
  • Deep Freeze - Increases the critical hit chance of all cold spells. Critical hits from cold damage freeze targets.
  • Power Armor - Increases the damage dealt by your Storm Armor charged bolts.
  • Static Charge - Converts damage taken into mana.

    Tier 3 (10 Storm Skill Points Required)
  • Electrocute - Lightning arcs from the Wizard's fingertips towards enemies, electrocuting them. Electrocute affects up to 2 targets. Critical hits from lightning damages stun targets.
  • Ray of Frost - Project a beam of cold energy that deals cold damage per second. Critical hits from cold damage freeze targets.
  • Lethal Energy - Increases the chance to score critical hits with melee and psell attacks by 5%.
  • Improved Charged Bolt - Increases the number of bolts released by your Charged Bolt spell.
  • Static Charge - Converts damage taken into mana.

    Tier 4 (15 Storm Skill Points Required)
  • Blizzard - Call down shards of ice to pelt an area dealing cold damage per second. Critical hits from cold damage freeze targets.
  • Storm Power - Increases damage of all lightning and ice spells.
  • Epic Storms - Increases the size of Blizzard and number of twisters you can have for your energy twister.
  • Shattering Ice - Frozen targets take additional damage from all attacks while frozen.




Arcane Tree

    Tier 1
  • Magic Missile - Fire missile(s) of energy at your enemies causing arcane damage to them. Critical hits from arcane damage silence targets.
  • Arcane Power - Increases all arcane damage.
  • Efficient Magics - Lowers the mana cost of spells.
  • Penetrating Spells - Reduces the resistance of your targets to your spells.

    Tier 2
  • Disintegrate - Eminate a beam of pure energy dealing arcane damage per second. Damage is modified each time the beam passes through a target. Critical hits from arcane damage silence targets.
  • Wave of Force - Project a wave of force outwards, repelling enemies and projectiles and dealing damage.
  • Arcane Armor - While your Storm Armor, Stone Skin or Temporal Armor spells are active, your armor is increased.
  • Arcane Weakness - Enemies damage by your arcane spells are affected with Arcane Weakness, increasing damage taken.
  • Arcane Speed - Reduces the cooldown of all Arcane spells.

    Tier 3
  • Arcane Orb - An orb of pure energy explodes on contact dealing arcane damage to all enemies in the blast area. Critical hits from arcane damage silences targets.
  • Slow Time - Warp space and time, slowing nearby monsters and projectiles.
  • Arcane Distortion - Enemies damaged by your arcane spells are slowed.
  • Mana Recovery - Enemies have a chance to drop a mana globe that will return 25% of maximum mana when picked up.
  • Improved Magic Missile - Increases the number of missiles launched by your Magic Missile spell by 1 and increases their damage.

    Tier 4
  • Temporal Armor - Surrounds the wizard in a protective shell that stops all damage from an attack. The shell dissipates after absorbing too many attacks.
  • Teleport - Teleport to the selected location.
  • Greater Mana - Increases the maximum mana.
  • Mana Burst - Increases the damage of any spell cast from full mana.
  • Runic Might - Increases the effect of all runes.




Conjure Tree

    Tier 1
  • Spectral Blade - Summons a spectral blade that strikes each enemy in front of the Wizard causing physical damage with each hit.
  • Spell Speed - Increases the speed of your Magic Missile projectiles.
  • Damage Resistant - Increases armor and all resistances.
  • Weapon Mastery - Increase physical damage done by all weapons.

    Tier 2
  • Stone Skin - Shield yourself with rock and stone, absorbing damage.
  • Mirror Image - Create an illusionary duplicate of yourself.
  • Conjured Armor - Magical armor surrounds the wizard, increasing block chance.
  • Conjured Health - Increases total health and the health of your conjured images.

    Tier 3
  • Meteor Storm - Meteorites pelt the targeted region dealing damage per second.
  • Acid Cloud - Drop a deluge of acid on the targeted area. Deals an initial poison damage followed by poison damage per second to enemies who remain in the area.
  • Conjured Power - Increased damage done by spells for based on vitality.
  • Conjuring Duration - Increases the duration of your Stone Skin and Acid cloud spells and the duration of your mirror image images.
  • Improved Spectral Blade - Increases the damage of Spectral Blade.

    Tier 4
  • Hydra - Creates a multi-headed beast that attacks your enemies with bolts of fire.
  • Magic Weapon - Imbue your weapon with magical energy granting it increased damage.
  • Magical Impact - Increases damage of all spells by your weapon damage.
  • Slowing Strikes - Enemies damaged by your melee attacks, Spectral Blade or Magic Weapon have their movement speed reduced and their attack speed reduced.
  • Armor Piercing - Conjured and physical damage decreases the armor of armored enemies.


The Wizard is a bit ruthless and more of a maverick type than the former Sorcerer. Seems more offensive, destructive, cocky; high ambition to gain further power. High on the offense, weak defense - glass cannon: you know this.

Wizard Gameplay Footage




Watch the Official 20-Minute Gameplay Movie


New User Interface:


Destructable Environment:


A barbarian smashes a wall causing it to collapse and demolish a horde of zombies.



Life Orbs:


Life orbs, dropped off of enemies, restore health quickly to you and party members.


Misc. Notes From Gameplay Movie:






Sanctuary World Map


Diablo II Sanctuary Worldmap:


vs Diablo III






Abd al-Hazir wrote:
Caldeum was once the proudest city in all of Kehjistan, the trade capital of the entire world. Caldeum was never seen as the heart of the empire, even though it rivaled Viz-jun, and later Kurast, in size, and those who called Caldeum their home liked it that way. Even when the Mage Clan Wars erupted, the battles were never tolerated to affect trade in Caldeum, for while politics and magic may be important, trifling with trade is a serious matter. Let Kurast see itself as the center of the world, they would say. We'll keep our free exchange of goods, currency, and ideas, thank you very much.

But the pride I once held in this great city has become tarnished and dull. In looking back on it all, now, I would have to say that this rot infecting our city started when a good number of Kurast's nobles fled their homes and took up residence in Caldeum. I have heard all the horrific and unbelievable rumors as to why they fled their great city, but the reasons did not concern us. It was their attitude that held our concern. As relief at being safe from whatever drove them here faded, their mood changed to entitlement and then, ultimately, to arrogance. They had no trouble demanding their "rightful" place on the trade consortium council governing our city, and they were prepared to use their wealth to hire the mercenaries needed to see their ambitions through.

I was initially dubious when the emperor of Kehjistan emerged to confront this quickly deteriorating situation. But the charm, leadership, and intelligence that he brought to bear as he quickly resolved the conflict between our council and the Kurast nobles were nothing less than masterful. When the people fully supported him in his role as our emperor, I saw this achievement as nothing short of a miracle. Though we had always been part of the empire of Kehjistan, and therefore under his rule, we had always behaved as if we were a free entity, beholden to no one but ourselves. It truly seemed at the time that catastrophe had been averted, but now it has become all too apparent that it was merely hidden beneath a thin veneer of civility.

This veneer began to shred when Emperor Hakan became ill. His influence started to wane, and the mood in Caldeum changed with his health. As he got worse, so did our once fair city.

When he died and his ineffectual child heir took the throne, Caldeum began to circle the abyss. Our list of ills seems never-ending: the state of our downtrodden and the slums they are forced to live in, our incompetent leadership, the reemergence of the intolerant Zakarum, and their quarrels with our mage class...I could go on for pages.

It is all too much for one to bear, really.






Abd al-Hazir wrote:
We have all heard the tales associated with Tristram. The very mention of its name brings to mind images of undead monstrosities, demonic possession, monarchy driven to lunacy, and, of course, the greatest legend of all: the Lord of Terror unleashed. Although many now claim that a peculiar mold upon the bread or perhaps a fouling of the water drove the populace mad with visions, I have seen too much in my varied travels to dismiss such stories out of hand. It is within this context, then, that I have to say my journey to what is now called "New Tristram" was somewhat of a disappointment.

New Tristram has been in existence for several years, though the exact date of its founding is unclear. Originally simply a collection of merchants looking to profit on adventurers and travelers drawn by legends of riches within the old cathedral, it slowly set down roots and became an established town. As soon as the cathedral was looted bare, however, the adventurers and travelers stopped coming, and New Tristram found itself in decline. The town is now comprised mostly of depressing shacks; the inn is the only building that looks even the least bit habitable.

Before I took my leave of this dreary place, I was cornered by an eccentric old man who seemed to have an endless supply of anecdotes and folksy wisdom to impart. He went on about there still being much of value deep within the cathedral in the form of tomes of ancient origin and wisdom. I will have to take his word for it, for I must admit that while I did explore the burnt remains of the "old" Tristram, I lacked the intestinal fortitude to do much more than take a few hesitating steps within that infamous cathedral of legend.








Abd al-Hazir wrote:
After seeing the remains of Tristram for myself, I felt the need to search out further information on what it was about the corridors and dungeons underneath its old cathedral that held such mystique.

Originally built as a Horadric monastery sometime around 912 (see my entries pertaining to ancient mystical traditions for more information on the secretive Horadric order), the building was later converted to a Zakarum cathedral. Legend has it that the original monastery was built over the vault where the mythical Diablo was imprisoned, and that his supposed release led to the horrors we all now associate with the name Tristram.

"It ever strike you as strange that wherever monsters are stirring up trouble, that's where you'll find the most treasure? Why can't there ever be a big haul in a safe place?"

In order to shed light on the many mysteries of the old cathedral, I sought out an old adventurer who had braved its ancient passageways, which were said to lead to the Hells themselves.

"We'd all heard about the weird goings-on in Tristram, but we were drawn by the prospect of getting our hands on some of that loot we heard they were bringing up by the cartload." He paused thoughtfully for a moment and scratched the stub where his left arm had once been. "It ever strike you as strange that wherever monsters are stirring up trouble, that's where you'll find the most treasure? Why can't there ever be a big haul in a safe place?" Obviously he was attempting to ease his tension by making light of the whole event.

"When we got to Tristram, we took our time before we got down to the business of actually going into the cathedral. Town had a nice inn, if I recollect. Truth is, there was something evil coming out of that old church: you could feel it. Now, me and my mates, we didn't want to admit we were scared, so after we ran out of excuses to avoid it, we made our way inside. And let me tell you, I never smelled death like I did in that place. Once inside, we were set upon by the undead," and he paused to see if I would laugh in disbelief at this.

When I didn't, he continued, "That's right, undead. I've faced the undead several times, but you never get used to it. You think you're prepared, but there's just something that sticks in your gut, this horrible feeling. Your hands get slick with sweat, and your sword is hard to grasp correctly...you really doubt your sanity in being down there, facing something like that. And the stench is unimaginable. But we were pulling ourselves through – I had started to come out the other side, where you start to ease into that unsettled feeling and use it to drive yourself forward."

It was at this point that his mood noticeably darkened. I found myself easing a bit closer so as not to miss a single detail.

"Then it started to go wrong. We began encountering these, these dark...things...imps or demons...or fallen, I think they're called. There were so many of them, all horns and flashes of red, attacking us from all sides. I don't think you could ever really be prepared for something like that. We got disoriented, which was easy to do. It was so dark....

""I admit it: I ran, left my fellows to die. I couldn't face that thing; it was all just too horrible.""

"And then we heard this...this horrid voice that I can only describe as the sound of a saw ripping through bone.

"I can't even recollect what he was saying. I was so terrified I don't think I could understand it, but he kept repeating it, over and over." The adventurer shuddered at the remembrance.

"He was this bloated thing...and ...and there was blood, and bodies – everywhere I turned, some new horror confronted me. And suddenly he was on us; we couldn't shake him. Jeremy fell first, and then I ran. I admit it: I ran, left my fellows to die. I couldn't face that thing; it was all just too horrible. He hit me with a glancing blow as I fled, but even that was enough to take my arm almost clean off. I had to have a healer finish the job...."

At this point he trailed off, lost in whatever regrets he has endured to this day.






- Fallen Shaman (Bashiok's Avatar)





Abd al-Hazir wrote:
The undead are a pox upon our world, yet no one sees fit to look into their existence and find a way to rid us of them once and for all. How long until we are confronted by the terrifying specter of an undead army of skeletal warriors raised by some crazed sorcerer or would-be demigod? Do not let the scarce reports of skeleton attacks lull you into assuming we are safe; we are never safe from these unholy legions. They are coming, mark my words.

Despite the fact that skeletons seem mischievous or imbecilic, they are nothing to scoff at. We should neither dismiss them from our consideration, nor ignore the problem they represent. It is far past the time for serious inquiry into their exact nature. Since I am overly qualified on many subjects pertinent to this area of inquiry, apparently it falls to me to rectify this lack of understanding. After completing many months of long, arduous study, I now present the information I have gleaned from my research into these unholy monstrosities.

Contrary to what I had assumed, a reanimated skeleton is actually constructed from bits and pieces of any number of different skeletons, not a single one. Their diverse composition gives them the ability to form and reform, and makes them easily summoned, permitted there is adequate raw material at hand. Still, this is not to say that a skilled necromancer could not call forth a cadre of skeletal warriors to do his bidding anywhere he chooses. He merely requires less effort to construct a skeleton army in a graveyard than in the middle of a forest.

Furthermore, I have come to believe that a skeleton's intelligence is limited by the power and scope of the spell used in the creature's creation. Theoretically one could have a single astute skeleton servant or a rather dense army of a hundred for the same expenditure of magical energy. I am at a loss to explain the average skeleton's somewhat ludicrous mental predisposition, however. Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?

In contrast to the other undead horrors our world has been plagued with – namely the mindless zombies and the pack-hunting ghouls – skeletons are much more dangerous as a whole because of their ability to be organized and directed. Based on the evidence, it takes only slightly more energy to imbue skeletons with enough intelligence to use shields to defend themselves and their allies. These "shield skeletons", as I like to call them, are alarmingly common, though not as numerous as a basic skeletal warrior.

If my aforementioned points do not convince the skeptic of the gravity of this issue, consider the case of the skeletal summoner. This advanced skeletal warrior is specifically created with a higher intelligence that gives it the ability to replenish the undead ranks as needed. Yes, adding summoners to the unholy, undead mix results in a nauseating recipe for a self-sustaining army, capable of renewing itself in perpetuity so as to fulfill whatever diabolical ends its master called it forth to pursue.

It should be apparent to all intelligent readers that any madman needs only the raw material of skeletal remains to create these armies of the undead. The obvious solution is to disinter the graveyards and begin burning the skeletons posthaste. Only then can we be certain that we have removed this deadly threat from the arsenal of those who would do us harm.




Abd al-Hazir wrote:
The khazra (colloquially known as "goatmen") were long thought to be natural inhabitants of our world, akin to the lacuni "panther-men" tribes of the desert and mountain regions, but I have recently discovered evidence revealing that nothing could be further from the truth. The history of the khazra is much more complex and disturbing than has been previously imagined.

According to ancient carvings that I have succeeded in translating, the khazra were originally human, part of the umbaru race found in the thick Torajan jungles in the Teganze region of the eastern continent. At some point in the distant past, the five clans that would come to be known as the khazra migrated to higher elevations and began developing along different lines than the clansmen they left behind. They lived in relative peace and began the transition from a hunter-gatherer society to a farming one. This state of affairs changed dramatically when they encountered the Vizjerei about two thousand years ago (if my translations prove to be correct).
This was the height of the Mage Clan Wars, and even the mighty Vizjerei mage clan was showing signs of stress brought about by the prolonged struggle. A faction of the Vizjerei resolved to construct an army using demon-possessed victims, and the peaceful umbaru clans seemed to fit the Vizjerei's needs. It is unknown how the clans first came into contact with the Vizjerei, but within the span of a decade or so, some of the future khazra clans had turned from their peaceful existence to all-out warfare with the Vizjerei. This was surely the result of seeing their brothers being painfully transformed into savage goat-like creatures by the Vizjerei.


Though they were primitive by the standards of the Vizjerei, the umbaru clans held the powerful mages at bay through familiarity with the terrain and sheer ferocity. But this state of affairs could not hold forever. As decades of savage warfare took their toll on the umbaru's culture and minds, the clans began to search for any means to prevail over their enemies. In fact, they lost sight of anything else.

Exact details on what transpired next are scarce, but I have ascertained that at some point during the next two hundred years they decided to use the Vizjerei's strength against them. To this end, the clans actively sought to capture a mage to do their bidding. Eventually they succeeded in violently coercing one of their captives to help them not only gain control over their transformed clan mates, but to have themselves transformed as well in order to fully drive the Vizjerei out of the Teganze.

Their strategy worked, but it was not without its price. They found themselves bound in servitude to the demon Zagraal in exchange for their cursed power (note that I neither endorse nor dismiss theories of a "Burning Hell" by the use of the term demon; it is simply used here in its original intent: to describe a being of malevolent or loathsome origin). They became furious marauders, driven to raid villages and caravans to sate their bloodlust and procure sacrificial victims for their demonic master. This is also when they became known as khazra, which roughly translates as "demon" or "devil" in the umbaru tongue.

After years of this terror, their previous brothers, the umbaru of the lower Teganze, sent their sacred witch doctor warriors to eradicate the khazra's threat to the region. Filled with otherworldly power, the witch doctors cut a swath of destruction through the khazra until they confronted Zagraal himself. In a now-legendary battle, the valiant heroes fought to the last man before finally bringing Zagraal down.

The khazra continued to wage war on humanity, but without a source of demonic power to draw from, they became weak. Despite a slight unexplained resurgence twenty or so years ago, their fury steadily drained from them until they became the sluggish and muddled beings we know today.

Addendum: While researching the various hostile wildlife that adventurers regularly encounter in their work, I have been informed that the khazra have regained some of their lost vim and vigor and are once again ferociously attacking humans. As of this writing, such reports remain uncorroborated by reliable sources.




Abd al-Hazir wrote:
As beautiful as a walk through the Tristram wilderness is, with its lush fields and picturesque rivers, the air seems to take on an otherworldly foreboding as one approaches the fishing village of Wortham. My search to catalog the weird, the fabulous, and the all-too-often-dangerous inhabitants of our world had led me there. I hoped to find a guide who could bring me safely into the Festering Wood and back, for I had come to see for myself the strange creatures that are the "gnarled walkers".

What then, you may ask, is a gnarled walker? Is it simply an ensorcelled walking tree – a wood wraith – or is it something more? Does it truly live? These are the questions I sought to answer as I strode into the village of Wortham that bright day, which had somehow turned dark and dreary while my attention was elsewhere. But the few people I encountered in Wortham were a taciturn lot, unwilling to answer my inquiries.

As I inspected my way around the moribund town, it was impossible to ignore the fact that the bridge I hoped to take to the Festering Wood had been destroyed, burned beyond repair. My questions about this circumstance went unanswered. I likewise found it odd that there seemed to be only elderly people in the village, with the exception of one beautiful young woman whose father was quite insistent I keep my distance from her. Though he was rude on this point, I found him to be a rather sociable sort once convinced I was not interested in his daughter. He introduced himself as Pablo DeSoto, and as luck would have it, he was very knowledgeable about several topics in regards to magic and the object of my search.

According to Master DeSoto, the Festering Wood derives its name from the fact that everything in it seethes and roils with evil intent: even the ground itself has been known to rise up and devour a person. When pushed further in regards to the gnarled walkers specifically, he pontificated at length as to their true nature. He maintained they are vile mystical creatures from another realm who can only sustain their existence in our world by sapping life energy from men or animals. These heinous beings have shifted their appearance to that of trees, thereby luring their prey close so as to consume it whole and enrich their reserves of dark power. These beastly things move ponderously, and some are known to exude a foul stench that poisons their victims. Master DeSoto is certain the origin of the walkers, and of the Festering Wood itself, can be traced to the foul doings of necromancers, who he claims are responsible for much of the evil that has befallen our world. He expounded in full to me his theory that the "whole Diablo incident", as he called it, was tied up in their dark arts as well.

Regardless as to whether that is the truth of the matter or not, I felt fortunate that I was unable to find a guide to bring me into the Festering Wood. Upon hearing of what transpires there, I have decided it is far better suited to the adventuring temperament than my own




Abd al-Hazir wrote:
I knew the cultists had found me when I saw the bloody, curved knife stabbed violently into my door this morning. I have spent months trying to ease the fevered imaginings that have tormented me since that encounter a scant few months past, but to no avail. And now they know who I am.

There is an absolute and oppressive darkness to be found only in the deep wilderness at night. Thus, when I saw the distant light of fire while making my way through the thick Tristram forest, I welcomed the company of fellow travelers. As I approached, however, something even darker than the unlit forest crept over me. So horrendous was this feeling that I thought to turn away until the sound of chanting reached my ears and drew me onward. I thank whatever gods blessed me with the presence of mind to stop short of entering that unholy place whence the sound originated. Instead, I sought out a well-hidden vantage point from which I could look upon the frigid clearing that seemed violently torn from the depths of the forest.

That was when I first saw them, the dark cultists, arrayed in a circle. Their torches lit the macabre proceedings in a pallid light that danced over their garish rune-covered robes. I had heard tales of these hooded cultists and their depraved rituals, and I must admit to some curiosity upon seeing them. As their chanting droned on, I thought to make my escape lest they see me, but my attention was riveted by a pale, vacant-eyed supplicant being led forward. I do not know if he was of limited mental capacity, lost in religious mania, or simply drugged, but he was definitely not sound of mind as he knelt in the center of the thrumming circle.

The chanting stilled as the leader, face shadowed by a heavily gilded hood, stepped forward and began to intone a ritual in some indecipherable tongue. A large, thickly muscled and leather-masked cultist draped a black, eyeless hood over the victim's head before pulling a foot-long spike from his sash. My mind searched for any possible use for this cursed nail when I noticed the immense stygian hammer grasped in his other hand. With one swift motion, he raised it above his head and drove the spike into the supplicant's back with fierce intensity. I almost screamed... but the victim made no sound.

As another spike was readied, I knew I could watch no more. I trembled with the thought of those nails being driven into me should I be caught. I averted my gaze as I heard the revolting squish of another spike sunk into willing flesh. My eyes fell on the robe of the lead cultist. The intricate runes woven into his robe undulated and swirled in sickening movement. As I watched, horrified, I could feel my sanity crumbling away. I began to back away from the wicked tableau, forcing myself to move slowly while my mind screamed for me to flee with abandon. When I could contain myself no longer, I broke into a full run, not caring what sound I made. I ran until I collapsed. And then, as soon as I was able, I staggered to my feet and ran some more

Not long ago, I wrote of my disappointment that New Tristram lacked the palpable dread its reputation led one to expect. I wish that I had not tempted fate with my quick words. Disappointment is much preferable to stark terror, and terror was what I stumbled into that night.

Since returning home, I have been feverishly researching those demon-enthralled cultists in an effort to ease my mind, to assure myself that I had not actually seen what I had, but every whispered, frightened tale only deepens the chill that has seized me. I do not know which of my actions alerted them, but my worst fears have been realized. I have been marked.

This is the last known writing of Abd al-Hazir. Known for his compilation of weird and wonderful facts about our unique world, he has unfortunately been missing since late last year.


Last edited by Dark_Mage- on Mon Oct 20, 2008 10:14 pm; edited 33 times in total
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PostPosted: Thu Jul 03, 2008 11:05 am    Post subject: Reply with quote

News:


Jay Wilson Interviewed by IGN (8/8/08)
Jay Wilson on The Secret Cow Level (8/7/08)
Jay Wilson on Necromancer vs Witch Doctor (8/5/08)
Jay Wilson interviewed by UGO (trading through whispers?) (8/5/08)
Jay Wilson on color controversy, Part II (confirms 8 players max per game?) (8/4/08)
Jay Wilson on the color controversy (7/31/08)
Leonard Boyarsky interviewed by IGN (7/25/08)
Blizzard On ‘Diablo’ MMO Hopes, New Franchises And More (7/7/08)
Old D2 Team Comments on D3 (7/7/08)
Keith Lee Discusses Diablo III (7/2/08)
Bashiok: "No more PKing" (Post #24) (7/2/08)
Keith Lee: "Color is your friend." (7/2/08)
1UP Interviews Rob Pardo: "Pay-To-Play Unlikely" (7/2/08)
Blizzard's Mike Morhaime on the up-coming Blizzard titles (7/2/08)
"Immense pressure" for console version of Diablo III (7/2/08)
1UP Interviews Leonard Boyarsky (7/1/08)
Paul Sam's Interview (6/30/08)
Blizzard Snubs nVidia with Diablo III (6/30/08)
GameSpy Interview with Leonard Boyarsky (6/29/08)
Jay Wilson Interview on plot, lore, and Battle.net (6/29/08)
Class and Skill Creation in Diablo III (6/29/08)
Joystiq chats with Jay Wilson on Diablo III (6/29/08)
Gamespot Video Interview with Rob Pardo (6/28/08)
Blizzard not worried about losing WoW subscribers to Diablo III (6/28/08)
IGN Interviews Rob Pardo on Diablo III (6/28/08)
Diablo III Game Panel Live Blog (6/28/08)



Bashiok's Insight:
A collection of useful information on topics of interest by Bashiok, D3 Community Manager @ Battle.net & WorldOfWarcraft Forums

Bashiok wrote:
For boss fights we don't really want to just start throwing "damage decals" on them. It can very easily be too subtle if you're fighting a smaller boss or one that has odd geometry to it, and it can also end up that no matter the flavor, style, and cool look to a boss you just end up fighting a big gory mess.

Also we think that we can go a lot further than just simple decals and get something much cooler out of a boss fight. So what we hope to do for at least the bosses where it makes sense is to show more apparent and visually noticeable damage states. Instead of a blood splatter they may actually lose a limb, or a piece or armor, or - like the Thousand Pounder - may transform in some dramatic way changing how the fight progresses. We want to go a lot further than just showing sword slashes and instead use dramatic and noticeable (which can be difficult in a game like this) ways to indicate a boss' current state.

Speaking of battle damage though, and I don't think this came across in the gameplay video or any of the screenshots as of yet, but when an enemy dies a critical death it actually drenches your hero in blood if you're within proximity of the spray. It's awesome.


RE: weapons marks on boss


Bashiok wrote:

"Well since you asked....I'm sure some of this will probably go into the realm of revealing rather than clarifying but..."


I'll clarify what I can then, and cut out what I can't or don't want to. ;)


"-Whether all classes will have an ability to traverse obstacles like the Barbarian did, or if they will have to use alternate routes."


While the crumbling bridge could be taken quite literally, it was intended to get the idea across that Diablo III will have more interactive and responsive environmental hazards. Of course if such obstacles existed in the way they were displayed every class would need some way to proceed. At this time we aren't announcing any additional class abilities though.


"-Is the demo dungeon really Tristram Cathedral? The screenshots are under the Tristram entry on the website, but it's got a different name in the demo. Is it really a test dungeon all around, including the name? Is is it akin to the mini dungeons of Diablo 2, same texture set, randomly generated and individually named."


It used the same "tile set" as the Tristram Cathedral dungeon including a specially made entry room. It was a static and specifically crafted dungeon especially for the demo, so yes it includes the look for Tristram Cathedral, but it's not a true piece of the game as you would play through it.


"-I've read comments from different developers that the remaining character classes will be entirely new, others indicating there are other classes that have been re-envisioned and revamped. Which is it? Fans are commonly assuming at least the pure caster like the Sorc will return. The Lore guys have also made a point of emphasizing the look and attitude of "veterans" from D2."


Hey, are you kind of kid who reads the last page of a mystery first? Who pesters the magician to tell you his tricks? Who sneaks downstairs to peek at his Christmas presents? Nooooo... of course you're not. That's why I'm noooot goooonna teeeeell yoooou!


"-Characters can use any and all types of items, barring class specific ones (if I remember an early post you made correctly.) Yet no requirements are listed on the items in the demo. Too early to see the complete package, or change in item requirements?"


What I said was: "... we don't plan nor have any armor items at the moment that are class specific - although the bonuses and stats may be better suited to a certain class - anyone can pick up any chest/shoulder/leg/etc item and wear it. However, there are some weapons/off-hand items that are class specific."

No changes to this yet, there just weren't any drops that were class specific. We essentially "hand placed" every drop that happened in the video. We knew people were going to dissect and scrutinize every detail, and everything that drops in that video was purposefully and specifically chosen to be dropped... everything.

Fun fact: I played as the female barbarian for the recording.



"-The awesome biting off of heads and such...does it relate to game play in some way, or is it a visual effect?"


Well the way we imagined the final fight going down when thinking about the flow of the presentation was to have a few heroes killed off, and thought it would be cooler to see someone get ripped in half by a giant demon than just fall down. While it was an event made for the presentation it could definitely be worked in to the actual end-product. We try not to spend time on anything that can't be incorporated in some way. If there's a mockup or some cool flavor added in somewhere to show something off, we want to build it so that it can actually be used.


"-Outdoor environments. Are they for the most part randomly generated like the dungeons? I've been getting the impression there are more static areas , excluding cities, in the outdoors as opposed to the dungeons."


They're for the most part static. With the outdoor environments we felt we could get a lot more out of them by crafting large and visually impressive scenes, which random map generation really just doesn't allow for all that well. By that same token one of the main goals with Diablo III is to flesh out Sanctuary, to make it feel more like you're in this living and breathing world. With towns shifting around everywhere you do sort of lose a sense of cohesion, and an attachment to the places you're visiting.

On a very slight technical note - for random map generation you're essentially creating a bunch of rooms that can all fit together in various ways. It works quite well for a dungeon which is essentially a series of rooms any way. For an outdoor environment though it tends to make it either fairly bland, or fairly linear just by how the edges have to line up. You're either running zig-zag patterns to find the map edges, or you're running down a narrow pathway. Neither are extremely compelling, and at the same time you're losing the visual grandness that could come from a fully hand-crafted and artistically realized environment.

That said, the outdoor areas aren't completely static.



RE: More Micro Gameplay Analysis


Bashiok wrote:
Yeah, as others have said the current intent to encourage cooperative play (in regards to health globes) is to ensure that they heal everyone in the party when picked up.

But in any case, why wouldn't the witch doctor be using any of his abilities? Mass confuse, and while everything is busy wailing on each other or attacking your mongrels you sneak in. Or horrify, and while they're scattered you snag some health.

The witch doctor is a little sneakier though, a little more frail, a little more of a "I'm gonna make you die or kill your friend while I'm all the way over here". You should probably be doing everything you can to avoid being hit, and you have the tools to do so.



"Bosses do not drop health globes while you are fighting them right?"


Maybe? Maybe not. Maybe there are other situational/environmental mechanics that would, or would provide assistance in healing up?


"Not only will they be forcing players to run in circles like mindless chickens, but they will make hardcore and softcore gameplay harder, slow paced, and over all less attractive."


That's a lot of conclusions to jump to in a single sentence. Classes will have abilities to help them work through groups of monsters. Obviously health globes are going to be necessary to pick up, and obviously class abilities will exist to help you do so.

And, come on :), I realize there's a lot of room for hyperbole since we just announced and a lot of details aren't out there or just don't exist, but at least have the ground before you call it a mountain. Rational concerns, complaints, issues, questions, are going to go over way better.



"the fact remains that it only takes up space if it's added onto monster loot tables"


Well, it's not like there's a hard cap on what a loot table can contain being forced upon us, or that health globes are even associated with loot drops. It can be balanced any way we see fit.

Bottom line, is that we're simply not going to release a game that is irritating, slow, aggravating, boring, or any of the other adjectives you used. If that means ripping out the health globe system and going a different direction, so be it, but at current it plays and feels fun and engaging.


RE: Regarding Health globes and Bashiok's Log


Bashiok wrote:
Yeah, so right now in a multiplayer game I'll see my items drop, if I don't want it or can't use it I'll need to pick it up and then drop it at which time everyone can see it. Then I can of course ask in chat if anyone wants it. It's fairly straight forward, and by no means final, obviously.

To clarify "can't use" we don't plan nor have any armor items at the moment that are class specific - although the bonuses and stats may be better suited to a certain class - anyone can pick up any chest/shoulder/leg/etc item and wear it. However, there are some weapons/off-hand items that are class specific.


RE: Diablo 3 Loot System...


Bashiok wrote:
One of the largest issues with a bartering system is that it prevents any ease of entry into the system for players. I have an item and I think it's probably worth something, but I have no idea what its worth and no easy way to find out. You have an item I want, but I have no idea what you may want for it or if I'm going to get a fair trade for it. You may throw a bunch of acronyms at me, get frustrated I don't know what I'm doing, and then leave. That's not going to be a positive experience for either of us, and neither of us get what we want out of it. With a stable economy and currency, there's at least a common language that anyone can understand regardless of their game knowledge.


[...]


"So, can you speak on whether gold going to be worth something in Diablo 3, or if the developers are planning to continue the item-based currency method?"

We want gold to be worth something in Diablo III, yes.

RE: What's Wrong with a Player-Run Economy Again?


Bashiok wrote:
Diablo is a trading game, and we have no plans to change that. We don't have any inclination to make items bind to a character, or otherwise remove trading opportunities.

Will there be absolutely no items that will be bound to a character? It isn't possible to say with any certainty at this point, there might be.


RE: How would you react if D3 had item bindin


Bashiok wrote:
Yeah, I think you guys hit the nail.

We're setting out to create unique, interesting, and diverse classes that each have their own style and flavor. Most importantly this isn't just a basic look at each individual class, but how they compare to each other and overlap (or hopefully, don't).

When you up the number of classes more and more you're eventually going to begin down the route of homogenization, they start to bleed into each other's core abilities and styles which really just detracts from each individual class' recognizability and distinction within the game.

In addition, by limiting the number - and I say limiting not because it's a low number, it's the number of classes in Diablo II and a good one at that, but because we're not going crazy with it - we can focus on making each class really impressive, both visually and through the way they each feel and play.

RE: Only 5 Classes


Bashiok wrote:
Currently - while in a party each player will see their own drops from each kill.

This could mean that after killing a zombie I see a sword drop, and you may see a shoulder slot item drop. Or I see nothing drop, while you got an axe.

Obviously while in a group you're killing faster, and this could translate to an exponentially increasing number of drops with each additional player in your party. However, it's balanced in such a way that the drop % is pulled back a bit with each additional player (I'm simplifying it, but that's what it boils down to). This keeps it from being almost detrimental to not play with a full party, while still giving a nice increase to the amount of drops if you do.

From this system it seems quite a few people got the impression that you'll never see items drop that you can't use. For instance, a Barbarian will never see a dagger that only a Witch Doctor can use. This isn't true. There is no effect, or at least no currently intended effect, to restrict which items which classes can or can't see for their respective drops. It's still intended that you could see an item that your class can't use. It's easy enough to drop the item, ask if anyone can use it, or just sell it off of course.


RE: Diablo 3 Loot System...


Bashiok wrote:
"They have literally said Diablo 3 will be "first and foremost a cooperative game". Which leads me to believe it's possible they add a talent tree for dedicated healers to one or several classes."


No. Not that classes won't benefit from each other in various ways, Barbarian shouts being good party buffs, etc. but every class is essentially a demon-killing DPS class. We have no intentions to create a tank, or healer, etc. Every class will play their own way, and while some may take direct hits easier than others, it certainly wouldn't define their role within a party. Everyone should be kicking in heads at the same time.

Diablo III having a strong emphasis on cooperative play is really building upon one of the best parts of Diablo II, and that's charging through dungeons with other people. Our focus is on removing the frustrations that existed with grouping, and adding new features that encourage everyone to stick together and fight as a party.


RE: Health orb pickups not needed


Bashiok wrote:
The health globes are actually, in my opinion, really cool. Playing the game and actually seeing what types of strategy they encourage, you can start to see what they add and how they make the combat more interesting.

I'll set the scene. You're a barbarian, you're in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, you're low on health. You're out of potions, and after using a strategic leap out of the fray you turn around and seismic slam the skeletons charging you. Two of them drop health globes, but the globes dropped behind the skeletons that are still advancing. If they reach you, you're not going to survive. Are you able to leap safely to snag the globes before they can tear into you? Can you throw out another slam and try to remove the remaining enemies? How can you survive? You have a fraction of a second to decide.

The health globes help to create situations just like this, where you're not just sitting there spamming potions, you're using your abilities and strategy to stay alive. Possibly most importantly, you're encouraged to keep fighting, and not just run away.

With random spawns, random drops, and of course the randomness of combat, the health globes add to creating situations that are just more... interesting, and in my opinion, fun.

On the side of potions, they still exist, but they're likely to be on a cooldown of some type. They'll also likely restore health based on a percentage that's relative to your character. They may heal an instant amount, they may be the old over time type system. They're probably going to be filling an emergency-heal role more than anything though.


RE: Health orb pickups not needed


Bashiok wrote:
We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.

I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?

We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.

That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.


RE: PK options restored in D3


Bashiok wrote:
There will almost definitely be some sort of system to respec; however, it isn't likely to be as liberal as World of Warcraft. We don't want to lock a player into a system that punishes them for mistakes, experimenting, or lack of knowledge early on in the game. We also don't think a system that allows immediate, complete, and at-a-whim changes to a character spec matches the feel of Diablo. It's likely to be somewhere in between.

That said we still feel like the desire to play the same class again that you may have played before is still a part of the game, and with some ability to respec could potentially require other incentives.


RE: "respecing" in D3


Last edited by Dark_Mage- on Fri Aug 08, 2008 3:46 pm; edited 13 times in total
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