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|General Information
|In Mortal Kombat
| Quan Chi
Cyber Smoke
Cyber Sub-Zero
Cyber Hydro
|Moon Blade
|Emperor Scorpion
—Wolf to Scorpion after defeating him
About WolfWolf was born on Earthrealm, in Japan. Him and Scorpion used to be a team before Scorpion was killed by Quan Chi. Wolf promised that he would get revenge and make sure that Quan Chi pays. As soon as he went to the Netherrealm to find Quan Chi, Wolf met up with Scorpion and found out that he was brought back to life. Wolf was amazed and decided to invite him back and make an alliance to take down foes. Scorpion refused and insited to fight him. Wolf didn't want to but Scorpion kept pushing him to fighting. So, they fought. Wolf won but decided not to kill Scorpion. Instead he headed out and decided punishing Quan Chi wasn't necassary.
How Wolf met Sektor
In the Mortal Kombat tournament, Wolf was about to compete. To prove his worthiness, Wolf had to defeate an opponent that Shang Tsung chose for him. Shang Tsung's choice was Cyrax. Before the match was over, Wolf was about to kill Cyrax, but didn't. An enemy of Cyrax, Sektor, appeard and caused Wolf to be distracted. Cyrax sneaked attacked Wolf. Sektor pushed Cyrax out of the way and was prepared to fight him. Cyrax sended a signal and soon his cybernetic allies appeard. Cyber Smoke, Cyber Sub-Zero, and Cyber Hydro. Soon they had a 2 on 4 fight. Before the battle was over, and Wolf was about to decapitate them all, they begged for mercy. Wolf realized that he and Sektor would make a great team. Sektor agreed and became Wolf's partner. They went on to different realms and started taking down anybody who opposed them...
As a child in a village, Wolf and his father trained for hours everyday. By the end of the year, in the middle of training, the Emperor of Outworld. The Emperor claimed his name. "Shao Kahn". He asked all the people to leave the village or Kahn's army of Tarkatan soldiers, Shokans, and Centaurs will take action. The people of the village refused and so Kahn's army released a bloody battle. Over 500 people were killed and one of those people, was Wolf's father.As Wolf came out of his closet when the battle was over, he saw the bloody gore and got on his knees. Tears came from his eyes as his father's body was down on the ground. He decided to punish who ever did this, so he went to a Grandmaster in which made him learn new things. He made him show no fear, mercy, or pain. This was not If he will attack the murderer of his father, but when he will...
Years passed and Wolf's training was over. He thanked his master and setted out on his journey. One of the objects that his father was wearing, a necklace, was something Wolf took during his father's brutal death. Wolf uses his smelling senses to track down Shao Kahn. After 7 days of wondering, he gets to Edenia. He asks the gaurdian of the Edinian gates to take him to the ruler. The gaurdian granted his wish and took him to the Queen. As soon as he got to the Queen, he demanded her to take him to Shao Kahn. Sindel agreed but on one condition. He would have to give him the necklace in which was a necklace that brought great intelligence, power, and skills. Wolf agreed. Sindel took him to Kahn and as soon as he got there, he decided to fight him.
Wolf said, "No Centaurs, Shokans, or Tarkatans. I'm taking you down on a one on one match." Kahn laughed but accepted. They had a battle like no other. There was blood all over the floor, armor on the ground, and Tarkatan soldiers cheering. Wolf used all his skills and started to get weak. But soon... the soul of his father appeard. Shao Kahn amazed at this, got distracted. Wolf came up and stuck his sword in Shao Kahn's back. Shao Kahn on his knees and turned into stone. He soon exploded and was gone. The soul of Wolf's father waved good bye, and as soon as he vanished, he spoke only three words..."Good job, Son.."
Wolf has many different abilities in which involve speed, strength, and skills. He has a blade that mark the blood of many foes. Many opponents have fallen from Wolf, many more to come....
Special Moves
- Crescent Moon: Wolf charges up an energy-like fire ball that he launches at his foe making him/her unable to do any special moves for an expirement of 10 seconds.
- 2 Moons: Wolf teleports to his opponent, graps them by the neck, and hits them with a fist full of energy.
- Predator: Wolf chokes his opponent and then shocks them with painful energy.
- Wolf's Howl: Wolf teleports and hits the opponent knocking them down.
- X-Ray Move- Full Moon: Wolf sends out a blast to the opponent, if succsesful, he teleports to the opponent's location and slashes him/her with a blade accross the face breaking the skull. He then grabs him/her by the neck, lifts them up, and shocks the entire skeleton.
- Hear The Wolf's Cry: As Wolf lifts the opponent up, he takes out his sword, and stabs the opponent with it in the head. The sword summons lightning and makes the opponent burn to his/her death.
- Stitches: Wolf decapitates the opponent and grabs the head. He then summons lightning to go down the opponent's throat. Afterwards he sticks the head back and the opponent's body explodes.
Other Finishers
- Babality: As Wolf transforms into a baby, he suddenly grows a tail and starts chasing it.
- Friendship: A moon appears behind Wolf and he starts to howl at the opponent.
- Hara-Kiri: Wolf takes out his blade, stabs himself in the throat, and falls down dead.


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According to a report in the Post and Courier, Carl Smalls, a 6-2, 255 pound defensive lineman, will transfer to North Carolina. Smalls, who was enrolled at South Carolina, is the third transfer from a Southeastern Conference school during the off season to North Carolina, and the fourth transfer overall.
Smalls, of St, Andrews High School in Charleston, was rated the 28th best player in South Carolina by scprepfootball.. Smalls was the Class AAAA State Discus champion in his junior year and senior of high school.
At the Nike Combine in 1999, Smalls bench pressed 185 pounds 30 times, winning that competition. He was a first team selection to the 1999 All-Class All-State defensive squad in 1999.
Smalls made 75 tackles and 11 sacks as a high school senior. He also has a reported bench press of 450 pounds.
Smalls was the Defensive MVP of the NC-SC Shrine Bowl. He committed to South Carolina over offers from Baylor, Georgia Tech, North Carolina, North Carolina State and Tennessee.
Smalls would join transfers Bobby Blizzard, a 6-7, 249-pound tight end/wide receiver who played the last two seasons at Kentucky, Dan Orner, a 5-8, 160 pound kicker who transferred in from Michigan State, and Chris Stephens, a 6-2, 215-pound quarterback who played the last two years at the University of Florida, at North Carolina.
NCAA rules require that transfers sit out a year of eligibility. These four would join the Tar Heels on the active roster in 2002. Blizzard could be eligible this season if the NCAA imposes severe sanctions on the University of Kentucky, but this scenario is viewed as unlikely.

subset: commoncrawl


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French cars leaving owners unhappy
French cars are languishing at the bottom of a new satisfaction survey by Which? Car.
French cars are languishing at the bottom of a new satisfaction survey by Which? Car.
This year's British International Motor Show will feature one of the largest collections of battery-powered cars ever seen in the UK.
Japanese cars are miles ahead of European motors when it comes to reliability, and are getting even more dependable, Which? Car reveals today.
Which? Gardening experts are issuing tips today to help gardeners combat the menace of slugs.
A new version of the popular browser Firefox is up to three times faster than its predecessor and offers better protection, says its creator Mozilla.
Mazda was today named Best Carmaker in the second annual Which? Awards.
A hydrogen fuel cell car that emits only water from its exhaust pipe has started coming off a production line.
The Toyota Yaris has triumphed over 1,300 other models to be named 'Green Car of the Year' for 2008 by the Environmental Transport Association (ETA).
A potentially lethal biohazard could be lurking at the bottom of the garden, it has been revealed.
The BBC is to create an online archive containing more than 80 years' worth of its TV and radio programmes.


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July 31st, 2008 - Battle.net experience and fake screenshotsEdit
Bashiok commented on a thread about playing single or multiplayer first, with this bit of insight into Blizzard's focus on getting us online immediately, come Diablo 3 time:
One thing that seems to be a fairly consistent experience for a lot of people when they first picked up Diablo II was their introduction to Battle.net. And it wasn't generally a positive one.
Most people, including myself, went home and installed the game and started playing. Over maybe a few weeks or months they've finished the game maybe a few times, they had a ton of fun, but they keep playing and trying to find more items.
One day while loading up the game they notice the "Battle.net" button and decide to click it... and, their characters aren't there. They have to start over. Any of us would have gladly played on Battle.net (in passworded games if necessary) just to have that online/trading option for their character available to them. It felt like a lot of wasted time to find the actual game, which was on Battle.net.
While "starting over" is something almost every Diablo II player is going to do any way, the lack of on-screen instruction or indication as to what the different systems meant left a bad taste.
To help avoid that type of situation we're going to try to find ways to encourage Battle.net character creation first and foremost. Source deleted.
Elsewhere, someone posted a fairly-convincing fake screenshot of D3, which had most of the Battle.net forum goers going, until Bashiok killed their fun.
- Bashiok's reply:
It isn't Diablo III.
I'm guessing it's from another game or someone took the time to actually create it, which would be pretty cool. So no ideas where it's from then? Source deleted.
July 29th, 2008 - Monsters showing woundsEdit
Someone asked if bosses and maybe other monsters show wounds and other marks sustained in a fight with the player character
- Bashiok's reply:
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. Source deleted.
A moment later he made an addition post to clarify the dismemberment comment:
It was just an example I made up, I don't know if the loss of a limb would actually happen or make sense for a fight. Source deleted.
Add Bashiok's comment about critical damage to what was said during the WWI Denizens of Diablo panel, and it sounds like we're going to have a delightfully visceral and rather juicy play experience:
Critical hits are bigger deal in d3 than in the previous Diablo games, so we took all the same visual effects we had for normal damage types, and made them that much louder and bigger for critical strikes. When you kill a monster with critical damage, they literally explode.
With all that hitting happening, you'll be killing a lot of monsters. We wanted to pump up the player's sense of impact on monsters. In D3 monsters all die with ragdoll physics, which allows the character to interact with the monsters. Depending on what/how you hit them, monsters die in different ways. You can set up situations to knock them off of ledges, or send them flying out into space.
July 23rd, 2008 - Assorted topicsEdit
Bashiok answers numerous questions in one big post:
Question: How can other characters get over that broken bridge the Barbarian leaped in the WWI gameplay?
Bashiok's reply: 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.
Question: Is the Tristram dungeon shown in the demo a dungeon we'll see in the game?
Bashiok's reply: 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.
Question: What will the remaining characters be? New or returning?
Bashiok's reply: 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!
Question: Will there be any class-specific equipment?
Bashiok's reply: 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.
Question: The decapitation by Siegebreaker in the demo; in the game or just a special for the demo?
Bashiok's reply: 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.
Questions: Are outdoor areas random or static?
Bashiok's reply: 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. Source deleted.
July 17th, 2008 - MMO rumors killed; Bashiok thanks the communityEdit
Someone asked if Diablo III is going to be an MMO.
- Bashiok's reply:
MMO's are generally categorized as being able to support hundreds of thousands of simultaneous players in a persistent world.
While Battle.net can certainly support that many players at one time, the lack of a persistent world and restrictions on how many players can be within each "world" (game) would keep Diablo III from being categorized as an MMO. Source deleted.
Bashiok thanks the community for ten great years:
Well, thank you. We all work here because we love games. Personally, "my game" before coming to work here was Diablo II. So being in a position that's not only at the company producing the Diablo games, but to be so closely involved in the project is extremely exciting. I wouldn't dream of taking credit for the history of the company, but I definitely share in your thanks.
One thing to remember while ... well, being alive, is that there will always be someone ready to complain about anything, and while it isn't your job to really deal with that and interpret the overall sentiment properly, it is my job.
For me, this kind of thing is old-hat. I'm more than capable of dealing with it, and more than capable of reading what needs to be read, delete what needs deleting, and (more often than not) laughing at what needs to be laughed at. I realize for many here it may be a new experience. The gaming public now has focus on Diablo again, and with it comes the modern-age of trolling and jackassery.
These types of reactions have become commonplace, and beyond that easily and widely spread, mimicked, and perpetuated. It's become commonplace for feelings of question or doubt to turn immediately to ire and disdain. Perhaps it's the nature of anonymity on the internet, perhaps it's a nationally bred sense of entitlement, or perhaps it fills some sort of primal urge that many lack fulfillment of in their day-to-day lives.
Whatever the case, it's a game, it's a forum, and it's best not to get too wrapped up in it all. We're going to keep working on making games.
All things in moderation, and all things in perspective. Source deleted.
July 22nd, 2008 - Caring about corpsesEdit
Does Blizzard even care about corpses?
- Bashiok's reply:
Aw, of course we care! A large part of my job is specifically to ensure that the valid concerns, comments, and critiques are brought to the appropriate people's attention. That doesn't mean that every idea or suggestion is something we agree with, or are going to base changes on though. There's a point where, as a game designer, you have to stick to your guns and know that your choices and direction are what's best for the game and ultimately those that will be playing it. There's a point where you have to be confident that you're making the right decisions. So at the end of the day you're staying true to your vision and design, and doing what's best for the game.
A good example of us paying attention though was the concern and thread about corpses not sticking around long enough. I read that thread, brought it up, and some discussion was happening on it. Later our lead tech artist Julian was reading through the replies, and got some ideas of how we may want to keep corpses on screen a little longer. Now we're playing around with some changes that shouldn't have a huge performance hit, while still keeping the corpses on screen for variable amounts of time. Hopefully it works out.
Would any experimentation for corpse decay have happened had it not been brought up on the forums? I don't know, maybe, but we're not just dismissing good, valid, and well reasoned concerns.
As I said not every suggestion, comment, or idea is going to be considered, but we're definitely watching and reading. Source deleted.
July 13th, 2008 - Corpses vanishingEdit
Blizzard commented on corpses vanishing in the WWI gameplay movie:
- Bashiok's reply:
The main reason for the corpses not being able to stay permanently is the potential number of them on screen at one time, and specifically that each corpse is affected by physics, allowing them to be blasted and thrown all over the place by the force of player abilities.
It's one of the trade offs when integrating new technology, you can get really awesome effects, but they do have a cost. In a 2D world, a sprite of a dead creature doesn't really cost any more (system requirement-wise) than a sprite of something that's alive. Probably less. In a 3D world where a creature dies and then needs to have physics calculations thrown onto it so it can bounce and fall and fly around, they cost substantially more.
We remember fondly those situations where you've just completely obliterated a camp of Fallen, and as you're picking up items - marvel in your destruction. That's a feeling and part of the gameplay where if we can realistically keep some of it without sacrificing features or having insane system requirements we'd definitely like to, but no promises. Source deleted.
What does that mean for the corpse skills so enjoyed by the players in Diablo II?
- Bashiok's reply:
We haven't announced any abilities outside of those listed on the website, so by discussing what is or isn't in the game I would be essentially making an announcement, which I'm not prepared to do. Source deleted.
July 12th, 2008 - Health globes and party playEdit
Bashiok quoted posters on the Battle.net forums and replies to each of their comments and questions.
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.
- Quote:
- Bosses do not drop health globes while you are fighting them right?
- Bashiok's reply:
Maybe? Maybe not. Maybe there are other situational/environmental mechanics that would, or would provide assistance in healing up?
- Quote:
- 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.
- Bashiok's reply:
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.
- Quote:
- ...the fact remains that it only takes up space if it's added onto monster loot tables
- Bashiok's reply:
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. Source deleted.
July 11th, 2008 - Self-sufficient classesEdit
To a question on how the each class works in a party, Bashiok responded:
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. Source deleted.
July 11th, 2008 - Item drops in multiplayerEdit
On item drops in parties, Basiok comments:
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.
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. Source deleted.
July 11th, 2008 - Number of classesEdit
A poster asks why are there only five classes.
- Bashiok's reply
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. Source deleted.
July 11th, 2008 - Health globes affecting gameplayEdit
Someone asks how will Health Globes affect gameplay.
- Bashiok's reply
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. Source deleted.
July 10th, 2008 - TradingEdit
Bashiok on making trading more accessible:
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. Source
July 10th, 2008 - Item bindingEdit
Someone asked about items biding to the player.
- Bashiok's reply
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. Source deleted.
July 9th, 2008 - RespecingEdit
A poster on the WoW Diablo III forums asks whether respecing will be in Diablo III.
- Bashiok's reply
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. Source.
July 3rd, 2008 - Player KillingEdit
Someone said that they liked to PK people on Battle.net and that option should be restored in Diablo III.
- Bashiok's reply
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. Source.


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The Chinese government's plans to make China itself an outsourcer - to utilise cotton production in sub-Saharan Africa - have been strengthened by an agreement with the region's four leading producers: Benin, Mali, Chad and Burkina Faso.
Announcing the programme at the World Trade Organization (WTO) in Geneva, Chinese commerce minister Chen Deming said it represented an "aid-for-trade" exchange inspired by the WTO's Doha Development Agenda.
China will provide machinery, materials and training programmes to these four impoverished west African countries, who lobby together on cotton issues as the 'C4'. The move will help the group combat hefty cotton subsidies adopted in wealthier producer countries such as the US, which have been a major hurdle in completing the WTO Doha round.
Chen stated greater trade ties could follow, with sections of the Chinese textiles manufacturing industry being relocated abroad. "In [the] longer term, we may relocate some of the textile and apparel industry into Africa," he said.


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Diamond Accent Tilted Heart Outline Pendant in Sterling Silver
Item# 20075197
A meaningful look of love, this heart-shaped pendant is also a stylish fashion statement. Crafted in sleek sterling silver, this modern open heart is half-lined with shimmering diamond accents that catch the eye with every turn. Polished to a brilliant shine, this heart suspends slightly askew along an 18.0-inch cable chain that secures with a spring-ring clasp.
Diamond carat weights (CT.) represent the approximate total weight (T.W.) of all diamonds in each setting and may vary no more than .07 below the stated weight. Typographic errors are subject to correction. Merchandise enlarged to show detail and may not always be exactly as pictured. Promotions, prices, styles and availability may vary by store and online.


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Supreme Court
In re D (A Child) (Recognition of Foreign Order) (Reunite Child Abduction Centre and another intervening)
2016 June 22
Lord Neuberger of Abbotsbury PSC, Baroness Hale of Richmond DPSC, Lord Clarke of Stone-cum-Ebony, Lord Wilson, Lord Hughe JJSC
Supreme Court — Appeal to — Jurisdiction — Parental responsibility order made by court of another European Union member state — Recognition of order by High Court — Council Regulation providing for appeal to judge and further appeal in accordance with notification by each member state — United Kingdom notifying "single further appeal …to …Court of Appeal" — Whether precluding further appeal to Supreme Court — Council Regulation (EC) No 2201/2003, arts 33, 34, 68 — Constitutional Reform Act 2005 (c 4), s 40(6)
In litigation in Romania concerning the care and custody of a 10 year-old child born to Romanian parents who had lived most of his life with his mother in England, the Bucharest Court of Appeal awarded custody of the child to his father. The father obtained an order in the High Court for recognition and registration of that decision under article 21(2) of Council Regulation (EC) No 2201/2003 concerning jurisdiction and the recognition and enforcement of judgments in matrimonial matters and matters of parental responsibility. The mother appealed to a High Court judge pursuant to article 33 of the Regulation. The judge, allowing the appeal, refused recognition of the Romanian court order under article 23(b) on the ground that the order had been made without the child having been given an opportunity to be heard. The father, having unsuccessfully appealed to the Court of Appeal, obtained leave for a further appeal to the Supreme Court. Upon the mother challenging the father's right to a further appeal, the Supreme Court convened a preliminary hearing to determine whether it had jurisdiction to proceed with the appeal.
Held, appeal struck out. By section 40 of the Constitutional Reform Act 2005, an appeal lay to the Supreme Court from any decision of the Court of Appeal of England and Wales in civil matters but "subject to provision under any other enactment restricting such an appeal". The Regulation was such an enactment. It provided for the enforcement in one member state of a judgment on parental responsibility given by the courts of another member state by allowing for an application for a declaration of recognition and enforcement to be made under an essentially administrative process but allowing, by article 33, for an appeal against that declaration to a judge which could in turn be contested, under article 34 by "proceedings … notified by each member state" pursuant to article 68, which in the case of the United Kingdom was "a single further appeal on a point of law … in England and Wales, to the Court of Appeal." The meaning of the Regulation, combined with the notification made by the United Kingdom, was quite clear and its effect was to restrict the jurisdiction which the Supreme Court would otherwise have had under the 2005 Act. It followed that the Supreme Court had no jurisdiction in the matter and the appeal for which permission had originally been given would be struck out (post, paras 13–17, 28, 39).
Richard Harrison QC, Stephen Jarmain and Samantha Ridley (instructed by Wedlake Bell Solicitors LLP) for the father.
James Turner QC and Edward Devereux (instructed by Osbornes Solicitors LLP) for the mother.
Nicholas Anderson and Katy Chokowry (instructed by CAFCASS Legal Services) for the child.
Henry Setright QC and Michael Gration (instructed by Dawson Cornwell) for Reunite International Child Abduction Centre, intervening by written submissions only.
Hugh Mercer QC and Alistair Mackenzie (instructed by the Treasury Solicitor) for the Ministry of Justice, intervening.
Reported by: Colin Beresford, Barrister
© 2016. The Incorporated Council of Law Reporting for England and Wales.


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This property is no longer available.Search for Available Property.
80 acres in Trinity County, California
Once in a life time you get the opportunity to own a pristine private sanctuary like this. Summers will be filled with camping, swimming and hiking. This 80 acre parcel is surrounded by National Forest on 3 sides, is off grid and near the Chanchelulla Wilderness. Potato Creek runs through it year-round. A Forest Management Plan was completed in 2011 and states that 60 acres are forested. There is a nice variety of trees, vegetation and grass land. The topography affords you the opportunity to develop other building sites and infrastructure. This is the quite place you are looking for to experience an amazing summer get-away or full time living in the mountains of Trinity County.
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(2122-2292 CE) The groundswell of public opinion in favor of confirming life on other planets of other stars prompted the major national space agencies and organizations to establish the Terra Nova Consortium. The consortium's initial mission was to launch probes to investigate the Origins I Survey candidates. When the Origins II Survey was complete, the consortium launched probes to investigate the planets identified in that survey. With signing of the Terra Nova Compact in 2122 CE, the consortium was revamped to include multinational businesses and re-missioned to administer the design, construction, crew selection, and launch of the exploratory missions. The Terra Nova Institute was assigned to be the repository for all exploratory findings and data – as it had been for the data returned from the Origins I and II probes.
The Consortium made a third metamorphoses in 2300 CE when it became a department within the Charter Convention's Colonial Office.


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Rustique 150cm Dining Table
Bring the country farmhouse look to your home with the beautiful Rustique Dining Table. The delightful 150cm Rustique Dining Table is ideal for those looking for a table with a lovely rustic feel. Perfect for 6 diners, the Rustique Dining Table is made from solid oak with a light waxed finish and would suit any family home.
• Collection Name: Rustique
• Material: Oak
• Dimensions:
Height(cm): 76
Width(cm): 90
Length(cm): 150
• Item: Rustique 150cm Dining Table only
• Some self assembly required


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About the Book
This collection of Frances Holloway's poetry takes the reader into a deeply personal arena, and yet its essentially universal themes of life, love and death, grant the work a startling familiarity. While loss and loathing are leavened with humour, the mundane faces of incidental things are elevated by a profound sense of their beauty and impermanence.
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About the Creator
Pomonal Publishing
Pomonal Publishing is a not for profit independent publishing venture initiated by J. Marie Nicholls in 2011 to enable writers to maintain creative control over their books. Our focus is quality projects that do not meet the criteria of mainstream publishing houses.
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For example, while 71% of surveyed individuals are concerned or very concerned about receiving fake emails (from a sender other than represented) phishing for personal information, only 17% state that they were tricked into responding to such fake emails or phishing probes.
There is no question that phishing and fake emails are not unusual. Indeed, 83% of respondents have heard about or experienced a phishing probe, and 53% have received a fake email that poses to be an institution with which they routinely do business, such as their primary financial services provider. But receipt of such probes and emails does not necessarily translate into serious tangible harm for each and every recipient.
While many individuals have not directly suffered harm, for 80% of respondents, phishing probes and fake emails have caused reduced trust and confidence in email and 72% have reduced email in-box review. Moreover, 59% report that they are no longer as active in transacting business on the Internet and 41% have reduced the amount of email they send (of course, one would presume that individuals would be more concerned about email they receive, as opposed to email on their own that they send).
Still, notwithstanding worries, 71% of respondents visit retail Web sites, and 64% go to news and information sites. On top of that, 59% of respondents regularly contact their financial institutions online.
The Internet and email are here to stay. Sure, as with any mode of communication and new information technology, there are associated problems. Anyone who actually has been a true, harmed victim of a phishing probe or fake email, who unwittingly has placed confidential data in the hands of wrongdoers, certainly can attest to such problems. But one cannot conclude categorically that Internet use and the use of email is diminishing in a real way based on the 1,913 usable responses to this particular study.
Interestingly, in response to the study, some persons surveyed stated that they would like to see a visible trust seal or icon in the Subject line of emails from trusted senders. Of course, while a bit more cumbersome to do, those seals or icons still could be faked.
Be careful out there as we continue to find out way with new modes of communication.


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New Delhi, Sept. 4 : Prime Minister Narendra Modi arrived at the Madhyanchal Bhavan here on Friday to attend the RSS-BJP coordination committee meeting.
Today is the final day of the three day meeting.
Several political parties raised eyebrows over cabinet ministers attending the meeting, with Congress asking whether key ministers of the NDA Government were accountable to the nation or to the Rashtriya Swayamsevak Sangh (RSS).
The RSS, however, termed its coordination committee interaction with the BJP as 'an experience sharing meeting'. (ANI)


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Available to those already working and qualified as a Light Vehicle (Car)Technician, this VRQ is for those responsible for maintaining hybrid vehicles and the hybrid system itself. It develops the knowledge and skills required to work safely in and around the vehicle's hybrid system.
You must already be qualified as a Light Vehicle (car) technician/mechanic and have at least three years experience since completing an apprenticeship.
This course includes the following units:
The theory element of this course will be delivered over the first five weeks, leading to the online exam in week six.
Your practical assessment will take place between weeks seven and ten. You will be issued with an individual appointment time for this. You do not need to attend during these later weeks other than for your assessment appointment.
Underpinning knowledge will be assessed via online external tests for all units. Practical activities are assessed in our centre using externally set criteria.
You will need stationery and Personal Protective Equipment, including safety boots and overalls.
On completion of this qualification (containing two units), technicians will be able to demonstrate practically that they have the knowledge and skills required for repairing vehicles with high voltage hybrid technologies.
For more information on this qualification go to http://www.imiawards.org.uk/Qualifications/L3-Award-in-Hybrid-Electric-Vehicle-Repair-and-Replacement
* Tuition - This figure is the fee to be paid if you are not entitled to any concessions.
** Exam - This fee is to cover the cost of registration with the relevant awarding body.
*** Co-Tuition - This figure is the fee to be paid if you are entitled to any partial concessions.
Michelle Barratt, IMI Business Development Manager. Left: Matthew Curtis, Motor Vehicle Team Manager Derby College
The IMI (Institute of the Motor Industry) Employer Recognition Scheme demonstrates our expertise, knowledge, commitment to ethical conduct and continuing professional development.
The Garage - open to the public
Former Derby College motor vehicle student Sukjevan Dhindsa intends to go as far as he possibly can in his career as a motor technician.
Sukjevan – or Jeeves as he is better known to his friends – is aiming to become a Master Technician after being taken on as an apprentice with VW Parkway in Derby.
Jeeves who is 17 and from Sinfin, was offered the apprenticeship while on work placement as part of his full-time Motor Vehicle course with Derby College.
He joined VW Parkway in August and will shortly be embarking on VW's own apprenticeship training scheme at Milton Keynes.
Once qualified Jeeves would like to work towards every certificate on offer via VW until he becomes a Master Technician. It is the highest level attainable and a qualification which demonstrates diagnostics expertise in areas which include electrical systems, engine performance, heating and air conditioning and engine repair.
Jeeves is settling in well in his new role and is enjoying learning new things every day. He particularly likes working with engines and diagnostics and has found the experienced technicians at the dealership to be approachable and helpful.
Jeeves loved his time at Derby College and was impressed by both the theoretical and practical teaching he received there.
He said:
I would definitely recommend my college course. My message to potential students would be to go along to the induction days and enrolment days and find out all you can about the course that interests you. I wouldn't be where I am now without Derby College.