Diablo III
Welcome to the Unofficial Diablo III Basin Wiki!
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Classes
Skill Calculator for all classes: http://us.battle.net/d3/en/calculator/
Followers
Followers are similar to D2 Mercenaries. However, Blizzard has stated that they will have limited utility later in the game, and will only be used in Normal difficulty. Followers are also only used in solo games. They will have storyline elements, but are designed not to 'outshine' the main characters.
http://us.blizzard.com/diablo3/world/systems/followers.xml
General Gameplay
Some general information about gameplay:
- Four difficulty levels, with 4 acts each: Normal, Nightmare, Hell, Inferno. Inferno difficulty is for level-capped chars, the difficulty is uniform in each act in this difficulty and it's meant to give capped characters areas to play that will give good loot drops without having to resort to just boss runs.
- Shared Stash: there is a stash shared among all characters on an account, accessible in town and expandable with gold. http://us.battle.net/d3/en/blog/3435570#blog
- Item selling: characters will be able to convert items in the field to gold or crafting mats via the Cauldron of Jordan or Nephalem Cube: http://us.battle.net/d3/en/blog/3435571#blog
- Auction House: items will be able to be traded between accounts on the Auction House. Softcore characters can trade items for gold or real money, whereas Hardcore characters are limited to gold transactions. http://us.battle.net/d3/en/services/auction-house/
- Stone of Recall: the new town portals, will be a space on the inventory screen, but other players cannot use your portal, only the player who cast. Other players in your party can port to your location via a banner in town that you can click to join them. http://www.theamazonbasin.com/d2/forums/index.php?showtopic=85046&view=findpost&p=941373
- Health Globes are the main way of recovering health during battle, and will drop from slain monsters: http://us.blizzard.com/diablo3/world/systems/health.xml
Items
Note: we'll likely only be keeping info about general item information, rather than individual items.
Runes
Runes come in 5 colours, and each colour will come in multiple ranks. The ranks are shown by the small diamonds around the edge of the rune. Runes are 'socketed' into a character's spells, and each rune has a different effect on each spell. See the Class pages for more details on the rune effects.
http://us.blizzard.com/diablo3/world/systems/runestones.xml
File:Alabaster.png File:Crimson.png File:Golden.png File:Indigo.png File:Obsidian.png
Crafting (Artisans)
Blacksmith Jeweler Mystic
Monster
- Dark Cultist
- Dune Thresher
- Fallen Hound
- Fallen Imp
- Fallen Lunatic
- Fallen Overseer
- Fallen Shaman
- Gnarled Walker
- Khazra
- Scavenger
- Thousand Pounder
- Unburied
Quest
From the FAQ, it appears that there will be storyline quests and class-based quests.
- A Miner's Gold
- Blood Money
- Little Girl Lost
- The Skeleton King
Regions and cities
Regions seen in videos or seen on Blizzard's site
- Forgotten Tombs
- Leoric Highlands
- The Howling Plateau
- The Canyon Rim Mines
- The Stinging Winds
- New Tristram, a town built on the famous site
- Caldeum, a ruined city
- Lut Gholein
- Kurast
- The Arreat Crater
- Tristram Cathedral
See Diablo's World Map for more.
Blizzard information
Blizzard's D3 website has all of their official information about the game.
- The Gameplay Trailer and the Cinematic Trailer can be viewed or downloaded here.
- The FAQ for the game can be found here.
- Blizzard's D3 forum is located here.
- All 'blue' posts are located here.
PvP/Player Killing
Blizzard Poster Bashiok has indicated that PvP will be consensual in D3. As posted in the official D3 forums:
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.