This first area, called The Sundred Pass, housed various monsters including the return of the Sabre Cat now known as the Lacuni Huntress. They're not alone, in fact there are mor varieties of Lacuni such as the Lacuni Warrior. Sand Wasps had a familiar feel to the desert arenas we've visited before in games past, though they also frequently and rapidly generate mini versions of themselves. Additionally, there were some Fallen of the new and traditional varieties including my new favorite by its new appearance: The Fallen Shaman.
Still, the most stunning and terrifying of these foes was the wholly new Dune Darvish. While difficult to describe, this is a monster that essentially spins into a fury like a stationary Druid's Tornado yet with extra punch: This attack reflects projectiles even including the Wizard's Arcane Orb, and it deals significant damage if you get caught in its torrent of spikes. Bashiok indicated that this monster is especially dangerous for the close-quarters Barbarian, though a couple times he only by slight measures kept his Wizard from perishing in the process of the demo.
Bashiok used Ice Armor as a good base of defense against the simpler of demons. Otherwise, we mostly saw him using many Arcane Orbs to fend off enemies, and Mirror Image - A decoy that distracts monsters but doesn't deal damage "without augmentation." It will certainly be interesting to see what different methods one can take to add damage to this skill, though runes are an obvious choice.
In a shout back to the original game, in the middle of The Sundred Pass a tome -- or rather what was titled a Wanted Poster -- waited for him and upon clicking on it dished out a batch of audio lore and a quest.
Shrines are also back, and their buffs which currently last about one minute offer bonuses to experience received, skill damage, magic find, and more.
On the flipside, curses are definitely still part of the game in the absence of the Necromancer, as the "plagues" of some unique monsters like the "Blade Jade" encountered during the demo.
Venturing into The Howling Plateau, the Wizard encountered a crying girl to be rescued, but it was simply a trick of some Dark Cultists who appeared with minions abound. So indeed we'll see a variety of monsters appearing throughout the game.
From then the demo moved on to the Witch Doctor. We got to see a new skill called Corpse Spiders, which calls forth a cadaver from the ground just to vomit up spiders that in turn go onward against your foes. (That'll shock the townies.) In lieu of Mana Orbs, which have been removed from the game now, the Witch Doctor has a skill called Spirit Vessel that also regains Mana back from the Health Orbs you pick up.
A very interesting new skill for this character class is Fetish Army, which brings back those annoying pygmies from the second game-- but this time entirely on your side. A larger version of the Mongrel is also coming with the Gargantuan summoning skill. Parasite, which we've seen before, revives a monster onto your side automatically after you've slain it, but it appears to have to be cast before it perishes.
This time we were on the quest to follow the road to Alcarnus, and it was noted that most outdoor environments are indeed static rather than randomly generated, while dungeon levels do land on the traditional side of randomization. As we were running out of time, we didn't see much more except when the character crossed a checkpoint and when he hit a waypoint that warped the Witch Doctor from "The Canyon Rim Mines" into an area called "The Ruins." And that was the end of the Diablo III demo.
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