The Unofficial Diablo III F.A.Q

Hey Diablo Folks,

 

Here is the Unofficial Diablo III F.A.Q to give players a quick overview at Diablo III.

 

The F.A.Q will be updated frequently when more info about Diablo III is released.

 

Tip: If you want to search for something specific push CTRL+B or F on your keyboard.

 

1.0 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 adventure through rich and varied settings, unravelling an epic storyline, engaging in combat with hordes of monsters and challenging bosses, growing in experience and ability, and acquiring items of incredible power. 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.

 

1.1 Who is the developer behind Diablo III?

Blizzard Entertainment is the game developer, the creator of massive success games Diablo I & II.

 

1.2 Official Diablo III F.A.Q

http://www.blizzard.com/diablo3/faq/

 

1.3 Will there be multiple expansions after Diablo III release?

Yes, multiple expansions!

 

1.4 Diablo III lore

http://www.blizzard.com/diablo3/world/

 

1.5 Diablo History

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 Hell’s armies — 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.

 

1.6 Game requirements

No system requirements info yet.

 

1.7 Will Blizzard charge for playing on Battle.net?

Players wont have to pay to play online on Battle.net .

 

1.8 How large is the Diablo III Universe?

The size will be the same as Diablo II.

 

1.9 Game Rating

Game rating is set to 15 years worldwide and 18+ years in Germany.

 

1.10 Introduction

 

1.11 Game Engine

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 for realistic object dynamics and cloth simulation, and enable players to lay waste to the minions of the Burning Hells in spectacular ways.

 

1.12 Will Diablo III work on Mac?

Yes both on Mac and PC.

 

2.0 Classes

 

2.1 What is a character class?

Players will create a male or female hero from one of five distinct classes, such as barbarian, witch doctor, or wizard, each equipped with an array of spells and abilities. 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.

 

2.2 How many character classes will there be at release of Diablo III?

There will be 5 character classes at the release of Diablo III, blizzard have stated that there will be more classes after the release.

 

2.3 The Barbarian

The barbarian is a strong melee class melee class with deadly combat abilities such as slam, stun, whirlwind.

 

2.3.1 Barbarian Skills

TBD

 

2.4 The Witch Doctor

The Witch Doctor is caster class with summoning abilities, Witch Doctor master control of the monsters with his curses.

 

2.4.1 Witch Doctor Skills

TBD

 

2.5 The Wizard

The Wizard is a caster class, he is the master of magic, he is like a glass-canon, with lots of damage output but have low amount of armor and health.

 

2.5.1 Wizard Skills

TBD

 

2.7 Class Talents Preview:

http://diablo3x.com/classes/barbarian/barbarian-talent-trees

 

3.0 Gameplay

 

3.1 Combat System

The combat system is very fast phased in Diablo 3, with lots of actions and interactions.

 

3.1.1 Singleplayer

Singleplayer mode is supported in Diablo III, however Blizzard call Diablo III for a cooperative gameplay.

 

3.1.2 Multiplayer

You will be able to play together though the new battle.net 2.0 portal, the number of players in a game have not been decided yet. There is no LAN (Local Area Network) support.

 

3.1.3 Player vs. Player (PVP)

Player vs. player is possible in Diablo III, when both players agree the fight.

 

3.1.4 Playing Killing

Player killing will not be possible in Diablo III.

 

3.1.5 Hardcore mode

No info yet (correct me if I’m wrong)

 

3.1.6 Player difficulties

Yes the three difficulties is back normal, nightmare and hell will be back in Diablo III.

 

3.2 Death System

The death penalty should be rather smaller than in previous Diablo games.

 

3.3 Quest System

What we know about quests is there will be story-line (lore) quests specific for each class and random quests that differ for each gameplay.

 

3.4 Trading System

You will be possible to trade items between players and you will be able to safe your items in a save box (stash).

 

3.5 Health-Mana System

 

3.5.1 Healing Orbs

Healing orbs is a replacement of potions in Diablo III, and they will heal approx. 15-25% of life, the drop is significant lower.

 

3.5.2 Health

Health is the amount of damage your character can take before he/she dies, when the health is at zero (0) you will die and be teleported to the town.

 

3.5.3 Fury / Mana

You character use fury / mana when they use active skills/spells.

 

3.6 Character profile

In the character profile you can see your character info such as attributes, the items he is wearing and other important information.

 

3.7 User Interface

TBD.

 

3.7.1 Mini-map

There will be a mini-map in Diablo III similar to Diablo II.

 

3.8 Stats/Attributes

There is 4 attributes in Diablo III, known as Strength, Dexterity, Vitality and Willpower. These attributes influence all aspects of a character (health, damage, speed, mana etc)

The attributes is set automatically and depends on the character class you are playing.

 

3.9 Skill System

Diablo 3 have a unique skill system where you can put “points” into a skill to increase the power of a skill. There are passive and active skills in Diablo 3. Active skills can be used in combat, where passive skills add power to a specific active skill.

 

3.9.1 Skill Runes

Skill runes are a unique feature in Diablo III where you can add ‘runes’ into skills to alter the skills purpose.

http://www.diablowiki.net/Rune

 

3.10 Will there be mercenaries in Diablo III?

Mercenaries (helpers) are back and are known as followers in Diablo III.

 

3.11 Will there be town portal in Diablo III?

Yes, but it will work differently from Diablo II, no further info.

 

3.12 Destructible environment

Yes the environment will be destructible in Diablo III and can be used to destroy enemies.

 

3.13 Crafting

There is no info about how crafting will work yet.

 

3.14 Shrines

Shrines will be in Diablo III according to Blizzard, however they will work differently to Diablo II.

 

3.15 Leveling

When you level up you will gain 1 skill point and 5 attributes that is automatically distributed to your char. The max level is 100.  You also gain, mana, health and damage when you level up.

 

3.16 Experience

No details on experience gains yet, however you gain a small experience bonus when you kill multiple monsters same time, the bonus also stack.

 

3.17 Achievements

Achievements are status symbol of what kind of goals you have accomplished in Diablo III.

Examples killed X monster or completed X quest.

 

3.18 Inventory

Seems like it will be a similar system to WoW where you increase inventory size with finding new larger bags.

 

3.19 Checkpoints (Waypoints)

When you die you’re dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly

 

4.0 Monsters / Bestiary

http://www.diablowiki.net/Monster

 

4.1 Super unique (Bosses)

What we know is the Skeleton king (Leoric) is the boss of act I.

Siegebreaker Assault Beast

Thousand Pounder

 

5.0 Items

The item system will be completely random generated, as in Diablo II. Gems and scrolls are into the game also. There will be much different kind of items from rare to unique. Shoulders are new items in Diablo III. You can use ‘alt’ key to show items on ground for short amount of time.

 

5.1 Items list

http://d3db.com/item

 

5.2 Item drops

You will only see your own items drops and nobody else will see them, also items will be generated for your class.

 

5.3 Item binding

There wont be item binding in Diablo III similar to World of Warcraft.

 

5.4 Bartering system

Blizzard has stated it should be easier to trade items.

 

6.0 Locations / Dungeons

New Tristram, Catacombs and other famous locations is back in Diablo III.

TBD

http://www.blizzard.com/diablo3/world/

 

7.0 NPC

Some of the famous NPC’s such as Deckard Cain is back in Diablo III.

7.1 List of NPC’s

http://www.d3db.com/bestiary

 

8.0 Release Date / Alpha / Beta

 

8.1 Release date

According to Blizzard it will be between late 2009 to end of 2010.

8.2 Beta test

Yes, there will be a beta test some months before release of Diablo III, no info yet.

 

9.0 Unknown Information (Rumours)

 

9.1 Will there be a secret cow level?

Blizzard cannot confirm that there will be secret cow level, but they always have Easter eggs.

 

9.2 How much will Diablo III cost? Where can I buy this game?

Same prize as other game cost. No details on where you can buy the game yet.

 

9.3 Will there be Clan support?

No info yet.

 

9.4 Will there be voice-chat support in via Battle.net?

There will be a Chat system, no info about voice-chat.

 

9.5 Will there be a Diablo IV or Diablo MMORPG

According to blizzard: Diablo IV: Yes, Diablo MMO, no details yet.

 

9.6 Horadric cube

The horadric cube will not be back, however Blizzard is working on another system.

 

9.7 What is the talisman?

The Talisman is a feature in the character profile that was shown at the BlizzCon 2008, it’s a bit unclear what it’s going to be used for, since Blizzard might change the purpose of it. The known purpose for the talisman is that there room for 9 spots where you are able to put ‘gems’ into that spot to alter character attributes.

 

9.8 Other Classes?

Two classes are remaining some rumours have floaded around about following classes: Archer, Knight and Warlock. According to Blizzard we will see the necromancer class in an expansion.

 

10.0 Resources

 

10.1 Official Website Info

Website: www.diablo3.com

Forums: http://forums.battle.net/thread.html?topicId=12891290719&sid=3000

 

10.2 Fan sites

 

Popular Diablo 3 sites:

www.diii.net

www.diablofans.com

www.diablo3x.com

www.diablo-3.net (german)

www.maxfreak.com/diablo3/

www.d3db.com

www.diablo3.ganoma.de

www.planetdiablo.com

http://hellforge.gameriot.com

www.diablo.wikia.com/wiki/Diablo_III

www.d3armory.com

Other websites?

 

10.3 Interviews

TBD

 

10.4 Reviews

http://www.shacknews.com/featuredarticle.x?id=908

 

10.5 Videos

TBD

 

10.6 Media Coverage

http://www.diablowiki.net/Media_Coverage

 

10.7 Blue posts collection

http://diablo.wikia.com/wiki/Bashiok’s_forum_posts

http://www.d3db.com/bluetracker

http://diablo3x.com/diablo-3/bluetracker

 

10.8 Reserved

 

10.9 Diablo III BlizzCon 2008 coverage

http://forums.battle.net/thread.html?topicId=11162526371&sid=3000

 

Changelog:

11-21-08: Corrected spelling issues and changed facts to be more objective.

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Diablo III BlizzCast 6 Interview

Bashiok: Hey everyone this is Bashiok your Diablo community manager. Today I’m going to be interviewing Anthony Rivero. He’s our Senior Character Artist on Diablo III. He also worked on Diablo II and the Diablo II expansion as a character artist. Anthony how’s it going?

Anthony: It’s going really good. I got my teeth drilled today but the Novocain has worn off, and I’m ready to go.

Bashiok: [laughs] Excellent. So you actually started at Blizzard; Blizzard was your first game company that you worked for as an artist…

Anthony: Actually no Gravity Incorporated was the first game company, if you could call it that, that I worked at. That was a little start up company in San Francisco, and that was around ’94-’95. They were making a real time 3D game called Banzai Bug, which we actually put out – hit the shelves and everything. Probably sold 5,000 copies but, you know, it was a good experience.

[ 33:25 ]

Bashiok: And when you actually came to Blizzard, how did that come about?
Anthony: I worked at Gravity for a little while and did some other startup stuff on the web, all of them real time 3D related projects. I was getting kind of tired of that, and I wanted to work for a cool game company really. I had applied at a few different places, LucasArts, and some places like that. I saw that Blizzard was looking for people, I saw an ad in Game Developer [Magazine] and so I worked really hard on a new demo reel, because I wanted to impress them. Sent it in and I got a call from Matt Householder, who was the producer at the time.

Bashiok: On Diablo II.

Anthony: On Diablo II, and I came in and interviewed and everything worked out and I got hired, and that was it. That was the beginning.

[ 34:25 ]

 Bashiok: When you started working on Diablo II what were your first tasks?
Anthony: Yeah, let me see let me look at my notes. The first thing I worked on I remember asking my boss, “Hey what can I do?”, after being there a few days getting situated, and that was Erich Schaefer at the time. He and Stieg [Hedlund] said they needed some type of flying insect monster for Act 3, so I came up with the mosquito demon. What’s now called the mosquito demon, and that was the very first thing I worked on. It was kind of for a swampy area so I figured that was appropriate, a mosquitoish-type monster, and yeah that was the very first thing I worked on.

Bashiok: Ok and are there any other notable creatures or monsters you worked on for Diablo II specifically?

Anthony: Probably the most notable monster I worked on was Mephisto. Phil Shenk had concepted Mephisto, so I already had something to start with. I modeled and textured him and set up the initial rigging, and then handed that off to Cheeming Boey to animate. I actually helped a little bit with the effects as well, the effects that are at the base of Mephisto. He has like swirling smokey skulls that kind of swirl around the bottom of him as he’s moving around.

Bashiok: You mentioned you did multiple things on that character, and it works a little bit differently now…

Anthony: Yeah things back then were quite different. Most of the time the artist did everything from concept, to getting it you know with effects and everything in the game. So you did your concept stage, your modeling, your texturing, your rigging, and your animation and then effects. You know whatever skill effects you may have needed for the monster or for the character, and then got that in to the game. On some characters we decided ok let’s have one guy animate it, and I’ll model and texture it, and we started to do a little bit of that back then. It was very different from what we do now.

Bashiok: And now it’s a little bit more piecemeal where…

Anthony: Yeah now … you know modern art production [and] pipelines for games are way more specialized. They have to be, it’s just the nature of getting things done. So definitely on our team we have things more broken down, not so much as some companies I hear about, but you know I do modeling and texturing mostly. I do some concept work. I help with effects sometimes if the guys need certain things modeled or textured for their effects. The animators pretty much animate all the time, but they also contribute concepts and stuff like that as well. Like sometimes we just want to brainstorm on new ideas, you know everyone will pitch in on the concept phase. But for the most part things are definitely more specialized; you know we have a team that’s just dedicated to rigging.

Bashiok: And rigging being?

Anthony: Setting up the characters with skeletons and enveloping the characters, and stuff like that. Making sure things are named properly so they export correctly, and all that kind of stuff.

[ 35:23 ]

Bashiok: Going back to your work on Diablo II, you did a little bit of work on Diablo II most of your work was actually on the expansion…
Anthony: Yeah, yeah I guess so. I mean I did some work on Diablo II, Mephisto, mosquito demon, the tentacle that comes out of the water and stuff, and some items that you’ll see in the inventory like Silks of the Victor. Then I moved on to the expansion pack, and we started with a small group of guys. It was myself, Tyler Thompson, Phil Shenk, and I think a couple other guys in the begging. As guys were getting freed from Diablo II they would move over to our team. So on that project I think I started working on the Druid pretty soon, like pretty much at the beginning. We were brainstorming on monsters and stuff like that, and Druid designs, but yeah that’s where I started. That was the first hero I worked on, which was a pretty massive undertaking for an inexperienced guy. Just because of the complexity of dealing with just pre-rendering sprites and then compositing them all together so that they work in every direction and all that kind of jazz.

Bashiok: So on that note would you say that working in 3D is more difficult than working 2D or both have their trade-offs?

Anthony: Oh, 3D is a lot easier. I actually came to Blizzard with no sprite experience; I was working in real time 3D before that. Now that has its inherent difficulties as well but it’s just so much easier to do things like create armor sets for characters and what not, for your heroes, like all that kind of stuff. You don’t have to worry about your data size in terms of you can only render so many sprites and fit them on a disc. You don’t have that limitation. Your limitation is mostly man power, and how much can you get done, and how much texture space do you have and stuff like that. But it’s a lot easier, like you can have … if you want your character or hero to be able to wield 50 different types of swords and 50 different axes and what not, that’s really easy to do. Your only limitation is how fast can you make them.

Bashiok: For the expansion, aside from the Druid, are there any other notable creatures…

Anthony: Well, like his pets, some of his effects, the Death Mauler, and you know I had a lot of management duties on the expansion so I was doing a lot of that as well.

Bashiok: What was your title for the expansion?

Anthony: Lead Character Artist.

Bashiok: And for Diablo II?

Anthony: Just an artist. Just Character Artist.

Bashiok: Working management in a character artist sense, what does that generally entail day to day?

Anthony: You’ll work on some assets but you’ll go around see what otherpeople are working on, give feedback where necessary, scheduling, a lot of meetings, working out issues between disciplines, things like that, communication with the programming team/designers. You know it depends it varies from day to day.

[ 38:39 ]

Bashiok: When you were working on the Diablo II units, what was design and creation process start to finish more or less, and how has that changed for Diablo III?
Anthony: Well the creation process was fairly different, like I said before, a lot of the artists did everything from the ground up. Then there was the sprite rendering part of it, you would have to pre-render your assets, and so basically you’d wait forever for all the stuff to render out, and with the heroes you’d have to render out all of their body parts separately. Things like the gloves and the boots, things that would change on the character. Then you would have to composite those together, for every direction he was rendered in for every frame of animation. So if he’s rendered in sixteen different directions and he has a … whatever, an eight frame animation, well you have to go through all that and composite all those separate elements in the right order for it to look correct on the screen. So you don’t have an arm that’s supposed to be behind the body in front of the body. And… that was a real tedious process.

So thankfully with real time 3D we don’t have to worry about that, and that’s kind of what I was getting at, with things being a lot easier. Also your animation frame count is not an issue any more. We can have nice fluid, smooth animations now whereas before they were really choppy because, you know, we were only given six or seven frames for a walk cycle. You need a lot more than that to make a convincing walk cycle, but you had to make it look its best within the limitations. So the technical part of it was very different, the creation part of it… I think back then things were a bit more tight-knit and collaborative I guess. You know because the team was smaller, you know when you came up with ideas or designs, there was just a lot more back and forth with designers and artists and programmers. It really felt like everybody was more cohesive in that sense, whereas now the department is bigger, there’s more people on the team, it’s more specialized. There still is that collaboration, I mean I can get up and go talk to anybody on the team that I want to, but when they’re way down the hall you start to get lazy and you don’t want to go chit-chat with somebody. You want to get your tasks done. The design process is a little different, but we still, when we come up with an asset now, there’s a particular monster needed for an act for instance, before we really start working on the asset we’ll get together with a designer, a technical artist, character artist, and producer, anybody that needs to be involved and we’ll talk about it and spin ideas around and make sure we can troubleshoot anything we can in the beginning stages. Come up with ideas for how it may die, what else can it do that would be really cool, and we didn’t have that kind of organized meeting when we were working on Diablo II or the expansion pack.

Bashiok: So how would it work, would the artist themselves come up with maybe a function for…

Anthony: It was more… I don’t want to say disorganized, but it was more freeform back then. It was kind of just a natural riffing off each other, and not an official kind of “Hey let’s get together and make sure we’ve discussed everything that needs to be discussed” and sign off on that and move forward. It was just more organic.

Bashiok: I think that’s generally how game design has evolved for most companies. It seems like game design back in ’95 to 2000 was more, I don’t know the game industry itself was a little bit less refined.

Anthony: Yeah definitely, but there was a real charm that came with that too.

[ 41:56 ]

Bashiok: For sure. So as a Senior Character Artist on Diablo III what are your main responsibilities?
Anthony: They’re pretty straight forward. I mean in the beginning of this, I’ve been on this project for a while, and you know I was helping a lot with helping to get art in to the engine in its very early stages. Jason Regier, our Lead Programmer, has been working on this engine for quite some time, so I used to help him get assets in to the game to help him figure some things out. I helped develop the system that we still use, although it’s more refined now, for displaying the armor on the heroes. The various types of armor and things like that. Nowadays pretty straight forward modeling, texturing, some concept work. You know, help other artists if they need help, but most of the guys are kick ass artists and they teach me more than I teach them, so you know that’s changed a lot too.

[ 46:15 ]

Bashiok: Are there any creatures that are announced that we can talk about that you’ve provided some modeling for or have contributed to?
Anthony: The female witch doctor’s heavy armor set, her look is my design and work.

Bashiok: That was seen at WWI, the large feather headdress look.

Anthony: Yes, yes. And the scavenger monster.

Bashiok: Those are the little burrowing dudes.

Anthony: Yeah the little burrowing guys. The Corpulent, the guy that blows himself up, I did some retexturing work on that. Let’s see, the tree that explodes, I helped with some effects work on that. I helped provide some modeling/texturing needs for the effects team. The shaman goatman I built and textured, the other goatmen I did some touch up on, their textures. The ghosts, I created and modeled and textured the ghosts.

Bashiok: From the announcement video the orbs they were spawning out of.

Anthony: Yeah exactly. I think that’s all I can think of right now.

Bashiok: On the website, we plan to have at least, the … pretty much we’re showing a new monster for everybody listening to BlizzCast right now, is the Malformed. I believe you worked on those quite a bit.

Anthony: Yes I did. I modeled and textured those off of Josh Tallman’s initial concept design.

[ 47:20 ]

Bashiok: Yeah we should have some concepts. If you’re listening to this on iTunes go ahead and check out the actual BlizzCast website for that artwork.

I think that about wraps it up. I want to thank Anthony Rivero for talking to us.

Anthony: You’re welcome.

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Diablo 3 Community Manager

Hey Folks!

On behalf of the popularity of Diablo 3 and the launch of our website Diablo3x.com the 1st. august 2008,  we at diablo3x.com a premium Daiblo 3 site is expanding and are looking for a talented Diablo III community manager.

We are looking for a  candidate who is commited with Diablo 3 and have experience with running gaming sites, where the candidate will have the charge of writing news and the community management.

Requirements:
Good knowledge about Diablo 3 and Diablo universe
Writing news
Expanding the knowledge of the website
Fluent in English & great writing skills

Bonus:
Familiar with MMO’s
Familiar with SEO and link building
Familiar with Gaming marketing and press
Familiar with PHP and programming

Are you the right candidate?
Please let us know if you think you are the right candidate, and please drop us a line to info[at]diablo3x.com with short description about your self and why we should pick you.

We are looking forward to hear from you!

Diablo3x.com Team
Excellence makes it

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Talisman: possible key for stats customization?

You might ask what is the Talisman?

Well according to blizzard devs, its a feature in your character profile where you can customize your character. The purpose of the talisman is to alter attributes with gems and possible other modifiers.

It is a very interesting topic because lots of people complain about “automatic stats customization” - so maybe blizz have a great solution here. The feature didn’t work under the Diablo 3 BlizzCon demo.

Description of picture: In the middle of the character profile there is a circle (the Talisman) with 9 slots where you can put gems into it.

Please posts your comments if you know more about the Talisman :-)

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Speed Diablo 3 Halloween Contest

Are you ready to celebrate Halloween? well we are are, and we have a quick contest ready for you!

Well its simple: All you have to do is create your own halloween wallpaper or fan art. It must be releated to Halloween and Diablo III. The contest already started and ends 31 october 23:59 (GMT) so please submit your artwork to info[@]diablo3x.com - we accept JPG format only.

The winner will win a copy of WoW:Wrath of the Lich king (WoTLK) and the artwork and owners name will be credited on our website. He will be randomly selected from one of the art work submiters, and remember to tell us your registered username so we get in contact with you.

Happy Halloween!

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PCGZine Magazine Diablo III Coverage

PCGZine have a nice exclusive coverage of Diablo III including 10 news posts, screenshots and ETA on Diablo III’s release date, which is shot to spring 2010, so we might even see a beta in 2009.

There is also some background history with wizard class info and a movie.

Check it out from page 21:
http://www.gamerzines.com/downloading-pcgzine_23.html (30mb)

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BlizzCon 2008 Coverage Recapitulation

If you missed some of the great stuff from the BlizzCon 2008, we have a recap for you!

We have 3 great live coverage summary with Diablo 3 Lore & Art Panel, Diablo 3 Gameplay and Diablo 3 Skill Panel pages.

Our Talent Tree Previewer for Barbarian and Wizard Class, more over a full list of skill for the Barbarian skills and Wizard skills

The Wizard class revealed and more in depth information about the new class. Also we have a recap of the Witch Doctor Class.

World information update with the Caldeum and new Tristram areas.

We have also updated many of our pages such as the act 1 boss the Skeleton King, more info about the Diablo 3 Health system and the new cool Skill Rune System

A full list of