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    All the Info I can Gather on DIII

    Diii.net: Did you pay attention to the D3 announcement, or is Diablo in the past and you're concentrating fully on your future gaming projects?

    Ben Boos: Oh heck yes, I paid attention. It was huge on several levels. Keeping a secret this big wears thin, for one! So to finally have the cat out of the bag is great. It was a milestone event to me. There are tons of strong emotions all wrapped into this franchise since the Diablo games were more than a mere hobby; they were my life for nearly 8 years.

    Also, I�ll be honest: What really made me sit up and pay attention to the announcement was to see how beautiful D3 had become! I remember back at Blizzard North when Jason Regier was first designing a rough game engine, and how it was always so exciting to see the new features added, day by day. So imagine how I felt to see this stunning demo. I�ve been quietly writing and illustrating a book for the last few years since taking leave of Blizzard North (sometime back in 2004), and I haven�t seen the game in AGES� It�s come a loooong way since then, to say the least. It�s an entirely different beast! I mean, holy smokes, destructible environments for instance! I love it! By the way, after laboring on the environments for d2, and d2x, I would have LOVED to smash those up. It would have been cathartic.

    Seriously though, the game looks great, and I not only paid close attention � I wound up corresponding with old Blizzard friends throughout the day and into the night after that announcement. It had a huge impact on me.

    What a rush of memories!


    Diii.net: What do you think of the look of D3? Is it similar in tone/mood/theme to the game you envisioned and worked on at Blizzard North? There has been quite a bit of debate about the graphics, with many players complaining that it's too bright cartoon/rainbow-colored.

    Ben Boos: I thought Diablo 3 looked fantastic.

    As for the tone: A comparison of D1 to D2 comes to mind. I remember plowing ahead and making those green pastures and meadows in D2, and thinking after the fact� �oops! The original Diablo was so dark and moody; did I screw up the atmosphere?� Then I went and made the bright desert wasteland, and the same potential problems cropped up. But it all worked out in my opinion, because we were able to take the player underground, and to various darker environments. Therefore, I think you can�t judge the atmosphere of D3 from a short demo. Who knows what incredible sights await the player of Diablo 3?


    Diii.net: What do you think of the announced features and the design direction they're moving in? Set 20 years after D2X ended, some returning characters and others new, retaining basically the same item system, etc...

    Ben Boos: I actually find the return of the characters very comforting. They are like old friends in a weird way, and I can�t imagine a Diablo game without Deckard Cain! Also, as someone who painted most of the user interface art for D2 and the expansion, I am really pleased with what I see of the new UI. It seems like they simplified things where it was needed, and spiced up other things that needed a face-lift. Cool beans.


    Diii.net: Was your vision of D3 greatly different than D2, or more of an evolution?

    Ben Boos: Personally, I wasn�t all hot and bothered to see revolution in the D3 design. Some folks at Blizzard North were quite eager to make radical changes, but I was pretty happy with the thought of subtle evolution. The play mechanic was so fun, I just wanted new loot; new environments; new monsters; and naturally, some seriously updated graphics. Call me simple, but for my Diablo fix, that seemed just right. I can understand how others would want to try new things though, but it can be tricky to deviate away from an addicting formula.


    Diii.net: During the WWI presentations, the D3 team frequently commented that they love the story of the world and want to work to develop more of it in the game. Was that a priority in your D3 design?

    Ben Boos: Yes, story had some serious priority because we were left wondering after the Lord of Destruction expansion, �what the heck happens next?�� We had to answer that for ourselves if nothing else. How much of the story gets infused into the game-play is another matter. My personal feeling is this: As long as I can skip through lots of dialog, and still find what I need to do in a quest log, I�m happy. I can be moody about too much blabbing, when all I want to do is go get LOOT! Hehe.


    Diii.net: Any regrets that you're not creating the next game in your series?

    Ben Boos: No. I absolutely treasure my years spent working on the Diablo universe, but I was ready for some new adventures when I took my leave. I had a head full of dreams about this nutty book, and I�ve never regretted my decision to pursue that. It�s all been a very blessed experience.

    Those of us who have had the good fortune to participate in the Diablo series, experienced some incredible times together� wild and wonderful times. The people I worked with were essentially like family, and they are what I miss the most. If I have any regrets, they center on leaving my wonderful friends. But we stay in touch.

    Now, I am now ready to enjoy Diablo 3 as a fan!


    Diii.net: Any bittersweet feelings, now that another design team (no matter how talented) is moving forward with your baby?

    Ben Boos: Yes, I feel MANY emotions � some bitter and some sweet, but that is mostly my nostalgia at work, not any sort of resentment for the good people now making this game. Besides, I still have good friends who are working on it. But, I do sometimes wish all my old friends were still at it, like I remember from the pleasant days gone by. I can�t help but want to freeze time a bit, and have all those good people together, at work on something wonderful. But life doesn�t work like that, and that�s why the memories are all the more poignant.

    Before I go, I�d like to say this: To those who once poured their hearts into this series, I salute you for paving the way! To those who are now bearing the torch, I wish you all the luck in the world -- and Godspeed! It looks amazing so far!
    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.

    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








    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




    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 *******, 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.

    Diablo II Sanctuary Worldmap:


    vs Diablo III




























    Blizzard wrote: What is Diablo III?
    We’re developing Diablo III to be the definitive action role-playing game, and a true continuation of the Diablo series. Players will create a hero from one of five distinct classes, such as barbarian or witch doctor, each equipped with an array of spells and abilities. As these heroes adventure through rich and varied settings, unraveling an epic storyline and engaging in combat with hordes of monsters and challenging bosses, they’ll grow in experience and ability and acquire items of incredible power.

    The game takes place on Sanctuary, a world of dark fantasy. Unbeknownst to most of its inhabitants, Sanctuary was saved some twenty years ago from the demonic forces of the underworld by a few brave and powerful heroes. Most of those warriors who directly faced the armies of the Burning Hells -- and were fortunate enough to survive -- went mad from their experiences. And most of the others have buried their haunted memories and pushed the horrors from their thoughts. In Diablo III, players will return to Sanctuary to confront evil in its many forms once again.
    Diablo III will be a fitting sequel to Diablo II, with the easy interface, fast-paced action, and visceral gameplay that Diablo players have come to expect and enjoy. It will also include many new features that will take the Diablo action-RPG experience to the next level. We look forward to going into much more detail on our plans for Diablo III as development on the game progresses.

    What’s new about Diablo III compared to the previous Diablo games?
    Exciting new classes like the witch doctor bring new gameplay options to the table. Returning classes, like the barbarian, have been completely redone with new skills to give them a feel unique to Diablo III. New customization options will provide for an even greater level of character specialization than the previous Diablo games, allowing the player to create unique characters brimming with power.
    Diablo III is powered by a new graphics engine that can display characters and hordes of monsters in lush, fully 3D environments. Powerful special-effects systems and Havok-powered physics allow the player to lay waste to the Hells' minions in spectacular ways.
    Also, Diablo III builds on the random environments of the previous Diablo games by introducing a host of new ways to create random scripted events throughout the game. This creates a dense and exciting world alive with quests, NPCs, dynamic encounters, and viciously challenging new monsters and bosses. Diablo III's environments add a great deal of interactivity to the game, including destructible elements and environmental obstacles that can be turned against your enemies.
    In addition, Diablo III will benefit from Battle.net upgrades that will provide some exciting new features for players. Cooperative online play remains a primary focus, with multiple enhancements being planned to make connecting with your friends easier and cooperative gameplay even more fun. We'll have more details on all these aspects as well as other exciting new features at a later date.

    Can you give an overview of Diablo III's storyline?
    It has been twenty years since the events of Diablo II. Of those who faced the Lords of Hatred, Terror, and Destruction in the battle over the fate of Sanctuary, there are few still living who can bear to remember the horrors that the Prime Evils wrought upon the world. And of those who did not witness the terrible events firsthand, most believe the stories to be little more than myth. But something evil is stirring once again in Tristram, and it may already have claimed its first victim: Deckard Cain.

    Will there be any other familiar faces in Diablo III (other than Deckard Cain)?
    Yes. Players will encounter several new characters as well as a number of characters from the previous games.

    Will players be visiting any familiar locations in Diablo III, such as Tristram?
    Yes, definitely. Players will return to Tristram and certain other locations from the previous games, and they'll be exploring new areas of Sanctuary as well.

    How many character classes are included in Diablo III? What are they?
    Five character classes will be included in the game, two of which, the barbarian and witch doctor, were revealed when the game was announced at the 2008 Blizzard Entertainment Worldwide Invitational. The other classes will be announced at a later date.

    Will players be able to choose the gender of their character, regardless of class?
    Yes. Players will be able to create male and female characters for all five classes.

    Will Diablo III be playable over Battle.net? What new features can we expect?
    Yes, Diablo III will be playable over Battle.net, and Battle.net will offer some exciting new features to enhance players' Diablo III experience. We'll announce specifics and go into much more detail at a later date.

    Will there be a single-player component in addition to multiplayer?
    Yes. In addition to battling the hordes of the Burning Hells cooperatively with friends over Battle.net, players will be able to adventure through the world of Diablo III solo. More details on both the single-player and multiplayer experience will be revealed at a later date.

    What will questing be like in Diablo III? Will it be similar to Diablo II?
    Our plans for the story and quest mechanics are still under wraps. We'll go into detail on those elements of the game at a later date. We can say, however, that we expect to have class-based quests in addition to the main story-line quests.

    TECHNICAL ASPECTS
    What engine is Diablo III running on? What graphical enhancements are included?
    Diablo III runs on a custom 3D game engine for rendering full-3D characters and environments. The 3D game engine not only simulates advanced animation sequences and sound effects, but also uses a custom physics engine that allows for realistic object dynamics and cloth simulation.

    What are the system requirements for Diablo III?
    We'll announce specific system requirements at a later date.

    RELEASE PLANS
    When will Diablo III be released?
    It's too early to estimate Diablo III's release date. As with all Blizzard Entertainment games, our goal is to create a game that is as fun, balanced, and polished as possible. We intend to take as much time developing Diablo III as is necessary to ensure the game meets our own high expectations and those of our players.

    Will the game be released in multiple countries? Will the release be simultaneous? Which countries and what languages will Diablo III be localized in?
    As with all of our games, our goal with Diablo III is to release the game simultaneously in as many regions as possible, and to localize the game in several languages. We'll have more details to share about countries, languages, and specific dates as we get closer to release.

    Will Diablo III be available on Windows and Mac simultaneously?
    Yes. As with all of Blizzard Entertainment's recent releases, Diablo III will ship for both Windows and Mac simultaneously.

    How much will Diablo III cost? Where can I buy this game?
    Pricing and availability for Diablo III will be determined and announced closer to the release of the game.







    Return of the Chat Gem (on Diablo3.com):
    Thanks to Dark_Mage at edgeofnowhere.

    All the Info I can Gather on DIII
  2. #2
    Innit's Avatar W͈̮̝̉͌̀ͩÅ̻̗̗̼̩̣͉̽Î͙̳ ͚̑ ̌͌ͯ
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    News:


    Leonard Boyarsky interviewed by IGN (7/25/0
    Blizzard On ‘Diablo’ MMO Hopes, New Franchises And More (7/7/0
    Old D2 Team Comments on D3 (7/7/0
    Keith Lee Discusses Diablo III (7/2/0
    Bashiok: "No more PKing" (Post #24) (7/2/0
    Keith Lee: "Color is your friend." (7/2/0
    1UP Interviews Rob Pardo: "Pay-To-Play Unlikely" (7/2/0
    Blizzard's Mike Morhaime on the up-coming Blizzard titles (7/2/0
    "Immense pressure" for console version of Diablo III (7/2/0
    1UP Interviews Leonard Boyarsky (7/1/0
    Paul Sam's Interview (6/30/0
    Blizzard Snubs nVidia with Diablo III (6/30/0
    GameSpy Interview with Leonard Boyarsky (6/29/0
    Jay Wilson Interview on plot, lore, and Battle.net (6/29/0
    Class and Skill Creation in Diablo III (6/29/0
    Joystiq chats with Jay Wilson on Diablo III (6/29/0
    Gamespot Video Interview with Rob Pardo (6/28/0
    Blizzard not worried about losing WoW subscribers to Diablo III (6/28/0
    IGN Interviews Rob Pardo on Diablo III (6/28/0
    Diablo III Game Panel Live Blog (6/28/0



    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
    Thanks again to Dark_mage at edgeofnowhere.

  3. #3
    Saint-Pasdoy's Avatar Banned
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    lot of info

  4. #4
    hayes712's Avatar Member
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    Nice Job. filler

  5. #5
    Neth'zul's Avatar Banned
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    O.o BIG WALL OF TEXT FTL! lol

  6. #6
    Sychotix's Avatar Moderator Authenticator enabled
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    what would you rather have only pictures with no info about them? -.-

  7. #7
    xpsycho's Avatar Member
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    wow, awesome job! Thanks for this!
    If you inspect someone, and they catch you doing it, It's just like looking in a strangers eyes..

  8. #8
    Ket's Avatar Legendary
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    Some excellent info there Innit. Thanks a lot! +rep

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