The Sin War Trilogy
If you're looking to learn more about the Diablo universe, there are a number of different fan sites, wikis, and databases that you can browse for information about everything from crafting to characters and background stories for all your favorite NPCs.
But if you want to delve deeper into the history of Sanctuary—and don't mind curling up with a good book (or three)—you can also check out The Sin War trilogy, written by best-selling author Richard A. Knaak.
Set three thousand years before the fall of Tristram, the trilogy chronicles the journeys of Uldyssian-ul-Diomed, a simple farmer who would eventually become the first descendant of the Nephalem— the children of the angels and demons who once inhabited Sanctuary—to manifest the unspeakable power of that lineage.
Sought by both the Burning Hells and the archangel Ignarious, Uldyssian must find a way to harness his power and overthrow the forces that would threaten humanity, setting into motion events that would not only reveal the existence of Sanctuary to the High Heavens, but shape the fate of mankind for all eternity.
(Pretty cool, huh?)
All three Sin War books are currently available on the Blizzard Store, as well as at many local retailers.
Read the books already? Tell us what you think!
With so many amazing StarCraft II eSports tournaments in progress each week, we want to make sure the IGN Pro League doesn’t fall off your radar. Now a little over two months into the competition, IPL 3: Origins is the first full-fledged live StarCraft II tournament run by IGN Entertainment. If you think you have what it takes to enter the big leagues, you can check the terms for entry and submit your candidacy for the PLAYHEM Qualifier rounds. Round two of the qualifiers will be held on September 3.
If you fancy yourself more of an eSports spectator, be sure to check out the full IPL TV calendar. There are live matches and rebroadcasts happening almost daily, giving you numerous opportunities to catch up on the action. Ultimately, this is all leading up to a world class IGN Pro League 3: Origins finale, October 6-9, 2011, live from Caesar’s Palace in Atlantic City. You can find more information on the current roster and IPL 3 showdown here.
Rounding up some horses from the stable grounds southeast of here would normally be a breeze, but there's one snag. That last quake must've spooked Koroth, the ettin, down from the mountains. If we don't get our horses soon, I fear that he will.
In patch 4.3, we’ll be introducing worgen racial mounts to the stables of Azeroth. These sleek horses have been constant companions for the denizens of Gilneas since time immemorial, and your worgen characters will now be able to claim their ancestral mounts.
Click on the images below for a preview of what’s coming:
We hope you’ll visit the new worgen racial mount vendor to pick out a steed to call your own.
A: Absolutely! (Source)
Q: just a horse? so sad :(
and this means runnig wild is gone?
A: Not at all. Running Wild remains. (Source)
Q: The *NEW* Worgen racial mounts ain't new...
A: The intention with the new mounts was just to honor player concerns about achievements and even up the mount totals between the alliance and the horde. It’s something people had been requesting since the release of Cataclysm, so we’re evening up the numbers by giving the Alliance some additional mounts to add to their totals.
The Worgen racial mount is Running Wild. These are just some extra horses, for your horse needs. Perhaps the blog should have been titled 'New Gilnean Faction Mount'? Or maybe just 'Wyld Stallyns'? We may actually edit the blog to clarify why these mounts were added. To be clear, it’s not because we think worgen look their awesomest riding horses.
The intention wasn't really to hype this up, so much as to simply inform and reduce confusion. Our thought was, rather than let these be introduced without any context via data-mining, that it seemed like a better idea to introduce them ourselves with a bit of context. (Source)
Whether you’re intimately familiar with the realm of Sanctuary, or it’s your first time playing a Diablo game, it’s high time we brush up your knowledge of class resources. Managing resources like Fury (barbarian) or Mana (witch doctor) will be an integral element of your performance, and your ability to obliterate the demons and ghouls running rampant.
Live and Let Die
The importance of a resource like Life cannot be stressed enough. While the undead walk the realm of Sanctuary, you’ll find that deceased heroes aren’t nearly as effective. Your Life Orb will become less full as you take damage, and an empty orb makes for a dead hero.
When sending the minions of Hell back from whence they came, you’ll want to be on the lookout for Health Globes. These crimson orbs have a chance of dropping from nearly all creatures and will instantly restore a percentage of your Life when you walk over them. In addition, as with previous Diablo games, you’ll be able to carry Health Potions in your inventory. But use them sparingly! They have a rather lengthy cooldown.
Barbarian: Unleashing the Fury
Barbarians are battle-hardened, close-combat warriors. To that end, they use Fury as their resource to unleash devastating melee attacks against their foes. Fury is gained whenever the barbarian lands a successful attack, as well as when he or she is struck by an opponent. This resource depletes over time whenever the barbarian isn’t fighting, so you’ll generally want to make sure you’re at the forefront of the action, building up Fury to use stronger abilities. Fury is also gained steadily with attacks such as Bash and Cleave, while larger bursts of Fury can be generated by mighty abilities such as Leap Attack and Ground Stomp. Meanwhile, Fury-consuming abilities range from more defense-oriented skills like Threatening Shout, which reduces the damage of nearby enemies, to deadly attacks like Whirlwind, which continuously does massive damage as long as Fury persists. By managing both Fury generation and use, the barbarian can become the most brutal melee hero on the battlefield.
Demon Hunter: Balancing Hatred With Discipline
Hell-bent on seeking vengeance, the demon hunter is an agile adversary who uses advanced combat tactics to exact deadly attacks. As such, the demon hunter must manage a duo of resources: Hatred and Discipline. Hatred is a very quickly regenerating resource used to fuel an array of the demon hunter’s offensive abilities in the heat of battle, while Discipline regenerates much more slowly over time and affords the use of tactical skills, when the moment is just right for controlling opponents. For example, a Hatred skill like Bola Shot wraps around your target, exploding shortly thereafter to do heavy area-of-effect damage. On the other hand, through extensive training and careful preparation, the demon hunter uses Discipline for skills which can provide a means of keeping distance from enemies, or entrap them. Smoke Screen, a skill for the most disciplined of hunters, allows you to vanish out of sight for a brief period of time, costing a percentage of Discipline to use. The demon hunter can use their Hatred of the damned to deal direct damage, and Discipline in combat tactics to lure them into well-laid traps, hunting them mercilessly until they’re driven back to the Burning Hells.
Monk: Attuning to the Spirit
Similar to the barbarian, the monk excels at close-quarters combat. Unlike the barbarian, however, the monk doesn’t benefit from being hit by foes and cannot afford to take nearly as much damage. Instead, the monk can use Spirit to release a series of lightning-fast attacks and precisely orchestrated defensive skills, to the point of artistry. Spirit is generated through use of melee attacks and select special abilities, and does not degenerate until used by a skill that costs Spirit. This allows for powerful and poetic combos, often leaving monsters bewildered in their last breath. For instance, Spirit can be used to activate the mystical Seven Sided Strike, allowing you to dash swiftly from enemy to enemy exacting seven fluid, yet abusive attacks. Other skills, however, are available to help generate Spirit. Fists of Thunder is one of these: a series of extremely fast punches deal Lightning damage to enemies and have a chance to interrupt incoming enemy attacks. It’s within the Spirit of the monk that a truly deadly hero is beheld.
Witch Doctor: Tapping Into Mana
The witch doctor carries the classic feel of a dark spellcaster, using voodoo and vile summoned creatures to keep fiends at more than an arm’s length, slaughtering them in the process. As a witch doctor, you’re a veritable one-many army, using Mana to summon animated grotesqueries to aid you in combat. Mana will slowly regenerate on its own, but the witch doctor also has key skills designed to replenish his reserves, such as Mana Steal or Spirit spells (combined with powerful passive skills) that can return Mana whenever cast. Along with summoning minions, Mana powers the relentless damage-dealing skills and elusive defensive magic at your disposal. Firebomb, for example, lobs an explosive skull, dealing substantial area-of-effect damage to enemies within its blast radius. Meanwhile, a spell like Horrify can be used to cause foes to flee in fear for a short period of time. Better yet, defensive and offensive capabilities can be combined in devastating spells like Mass Confusion, which incites paranoia in adversaries and can lead them to attack one another. Using Mana, witch doctors are the ultimate purveyors of unsavory magics, which affords them the pleasing opportunity to instigate mayhem on the battlefield.
Wizard: Controlling the Arcane Power
Similar to the witch doctor, the wizard is a powerful magic user who obliterates evildoers, often from a distance. Unlike the witch doctor, however, the wizard relies less on summoned creatures, and doesn’t perform wicked spells or use Mana. The wizard instead draws from Arcane Power to use spells of varying disciplines. Arcane Power is a fast regenerating resource and allows you to perform spells such as Ray of Frost, which projects a beam of frozen ice that blasts the first enemy it hits with repeated Cold damage, also slowing movement and attack speed. Arcane Power fuels capable defensive spells like Energy Armor, which increases your Defense for a short period of time at the cost of lowered maximum Arcane Power for its duration. Other spells can be used with Arcane Power to allow the wizard to escape, or stay out of the grasp of the damned. For instance, Teleport lets you jump through the ether to a selected location, while Slow Time invokes a bubble of warped time and space, slowing the movement and attack speed of enemies and their projectiles. Ever attuned to the Arcane forces of their realm, wizards dominate opponents with deadly damaging spells, an array of ethereal magic to keep villains at a safe distance, and elegant defenses to mystically mitigate incoming damage.
Maximizing the Devastation
While the fundamental rules of each resource are set in stone, how they’re strategically spent can be greatly customized through passive skills, which can drastically alter how quickly and efficiently your resources generate or regenerate. Through the use of specific skills, as well as the near unlimited combinations offered by skill runes, you can fine-tune your character’s power through resource management and control. Now the choice is yours. Pick your favored class and learn to maximize the benefits of the resources at your disposal, rendering you an incredibly powerful hero and deadly foe of the forces of darkness.
For one week, Cologne was the centre of attention in the world of video games. This year’s gamescom attracted hundreds of thousands of people, and many came to our stage to watch exciting and entertaining show matches between some of the best players in the world.
If you couldn’t make it to gamescom, or simply have to watch the thrilling battles once more, you can find the replays below. Cheer as Dignitas.KiLLeR stands up against his Korean namesake, fist pump as White-Ra uses his special tactics on Puma, and laugh as Tarson “welcomes” DIMAGA to his base. Enjoy the replays!
Don’t forget to check out the event’s photo gallery!
Notes for all World of Warcraft patches can be found here.
Dungeons & Raids
- The visibility of Ragnaros' Dreadflame ability has been increased.
- The size of Ragnaros' hit box during the final phase of the Heroic encounter has been increased.
- Raid Frames should now remember whether they were shown or hidden upon subsequent logins
- Players using multiple accounts should now be available to be invited to a Real ID Party.
- Updating a raid roster while in combat should no longer cause a client crash.
- Attempts to purchase Arena Season 10 items should no longer sometimes cause a client crash. (Korea Only)