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    posted a message on AH Update, Blizzard Working on Cinematic Auto-Skipping, Book of Tyrael at NY Comic Con, Curse Weekly Roundup
    I'm sure it can't possibly be hardcoded, just like almost any element of the Diablo engine. Which would absolutely not require tons of coding + QA.
    Posted in: News & Announcements
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    posted a message on AH Update, Blizzard Working on Cinematic Auto-Skipping, Book of Tyrael at NY Comic Con, Curse Weekly Roundup
    Quote from Kooqu

    Quote from garnok

    a tick-box in the menus with "autoskip all viewed cinematics" isnt that hard to make, is it?
    Obviously not.

    Making that tick-box actually work, though? Yeah, that may, in fact, be somewhat difficult to make. Programming isn't simple, you know.

    Come on, of course it is! It's like:
    /create checkbox
    /make checkbox work

    Right? Right?
    Posted in: News & Announcements
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    posted a message on New Datamined Patch - Class Changes, Passive Effects, Character slots, Stat caps, Quests, and MUCH more
    Quote from Emwe

    Btw don't trust on Blizzard looking much on feedback especially after the beta hit's the net, just remembering all the ignored class feedback on WoW tests make me throw up again.

    But then they're implementing almost everything due to player feedback? Odd.
    Posted in: News & Announcements
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    posted a message on AH Update, Blizzard Working on Cinematic Auto-Skipping, Book of Tyrael at NY Comic Con, Curse Weekly Roundup
    AH Update - 9/27
    The issues with both the Real Money Auction House and the Gold Auction House that appeared in the last 2 weeks, now seem to be mostly resolved. You can check out the update Araxom posted and a few of the more personalized posts to forum members, since there is information that can be useful to more that one player there.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Update 9/27: Although there are still reports of excessive delays for some auctions, we've received many reports from those affected that these auctions in question are either finally going through, or returning the funds/gold/items. I will continue to update the thread as needed, but do ask that those intending to use the Auction House in the meantime remain aware of these issues noted below. Thank you!

    --------------------------------------------------------------------------------

    Update 9/26 4:20PM PDT: The gold and real-money Auction Houses are again online. To everyone affected by these outages and delays: thank you for your patience! For more information about transactions which may yet still be currently be delayed, please check the previous updates.

    Hey Edan, thanks!

    Indeed- I totally understand the frustration. Basically, as I understand it - there's two different things going on here: 1) we have auctions that failed (like both of yours have done, confirmed), but still show up on the player side as 'completed' and 2) auctions that are still taking longer, but on our side have a specific code saying something to the affect of 'under review' - auctions will typically have that message for as long as it takes for us to confirm the payment status and make sure all is well between buyer, seller, and appropriate payment systems. However - when that message is displayed for a prolonged period of time (we're talking over 5 days), this generally means that the auction is not going to process. When we have failed auctions like this, these are the ones that usually take about 10 days for our system to just give up on the transaction, and then items/gold/money are sent back, released via the financial institution, etc.

    Bottom line is - we don't want you to wait, and as players have seen today, the AH has been getting more than a little punchy. I advise players to be aware that we may yet see further delays before this is through.


    Hey Dasbean, I'll be happy to check back into the specific issue, but please be aware that because I am not at liberty to check each individual auction through the forums, it may take me some time to get back to you. Additionally, I ask that you refrain from making other threads regarding the AH at this time as we are aware of the aforementioned issues in this thread and are currently addressing those. Thanks for your patience and understanding.

    Edit: I see you have an open ticket regarding the issue- we will be responding momentarily.

    @Dasbean we're going to do our best to help you get this resolved. Being that this original delay issue has caught us a bit by the wayside, I think that our response was likely compounded by that. Really, all I can say for now is to express my thanks for your patience - I have a approached a supervisor on your behalf as your situation is a spin on what I am directly dealing with. I will also stay apprised of your particular issue, although I am not in a position to rectify the issue directly.

    @Leon - please see my above response - normally, I would have you put in a ticket, but being that the queues are as long as they are, you'll find the answer out one way or the other before we could likely respond. My best guess is that you fit into category 2 - please see above. If after some time passes you wish to post the transaction ID #'s I'll gladly to my best to let you know what I see.

    @ Wubonk: That transaction ID# 1749702906 appears to be Category 1 (as I'm calling it) - showing up failed on our side, and if it looks like it's completed on your end was affected by the script we ran yesterday which helps the financial institutions involved to release the funds that were likely held. This is where it gets murky for me, and I apologize that I don't have more specific information - but as I understand it, Blizzard did not hold the funds for these specific purchases, but the funds were likely being held by the financial institutions that our system was in contact with.

    Hopefully that makes sense. TLDR: (for those that were attempting to purchase items with real currency) If you don't have the money back, you'll be getting it- keep watch on your financial statement in the meantime.

    @ Edan - The immediate reports I'm getting are that the AH is working much smoother now. Please take that with a grain of salt. I don't want to be unclear, but I can't predict the future. The AH has seen a lot of turbulence this week, and although we've brought the systems back online we may yet be still having to deal with further issues regarding these delays. I will do my best to keep my eyes and ears open in the meanwhile.

    Glad to see the good news. I'll be back after awhile to help clear up a few of these other transactions. Thanks again for hanging in there!

    @ Maijuana & KittyMilk, please submit tickets with the inquiries regarding those auctions - I was unable to locate them, when you make the tickets please be sure to do so through the account(s) from which the auctions originated. Thanks!

    General message: If anyone else is experiencing a delay in your own auctions that occurred from around the 17th through the 25th, please go through the thread to see if the information provided here applied to you. As much as I wish that I could remain on standby to provide checkups on all the auctions, I will be unable to do so expediently through this channel. If you find that even after waiting a full ten days that your auction is not resolved, you are welcome to reach directly out to us via the support portal.

    Please be aware that due in part to the Auction House issue, our queues are experiencing their own delays, so it may take us some time to get back to you. I will continue to keep my eyes on the thread and will offer any updates should further info need to be posted.

    I hope you all have an excellent weekend and that the loot gods smile favorably upon your Avatar!




    Blizzard Working on Cinematic Auto-Skipping
    For all those people that don't like to be interrupted by cinematics in the middle of their vicious farming routine, Blizzard seems to be working on a special addition to D3 - an auto-skip cinematics option.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    We’re definitely aware that some players crave to stay in the fray as much as possible, and that for them, cut-scenes and cinematics can sometimes take away from the flow of battle. To that end, we’re currently exploring some possibilities that we hope might better satisfy both the players that want to experience the full story of Diablo III as well as those players that would prefer to have as few interruptions in their demon slaying as possible.




    Early Sale of Book of Tyrael at NY Comic Con
    For anyone going on this year's New York Comic Con there will be an early sale and signing of Diablo III: Book of Tyrael. The date is October 12th and it starts at 11:00 am.


    DiabloFans Quote:


    We’re very excited to announce that Diablo III: Book of Tyrael (Pub. Date: October 29) will be signed at NYCC on Saturday, October 12th at 11:00 a.m. in our booth! Join Doug A. Gregory from art direction, illustrator Joseph Lacroix, and Blizzard lead story developer Micky Neilson.

    One of the most exciting and visceral action role-playing games in recent memory, Diablo® has become a worldwide gaming phenomenon. Diablo III: Book of Tyrael takes fans even further into the universe with a detailed and beautifully crafted artifact that focuses on the renowned champion Tyrael. As a former archangel of the High Heavens, he ranks among the most important and influential characters in the Diablo franchise. Here, in this illustrated and comprehensive tome, he reveals never-before-known secrets about the history of the world, the dark threats that yet face mankind, and his decision to join the ranks of humanity as a mortal. Featuring stunning original art throughout, this beautifully illustrated follow-up to Diablo III: Book of Cain will also feature letters from Leah and additional fragments of Cain’s writings, all curated by Tyrael as he weaves together a complex and fascinating story for the members of the Horadrim.

    Diablo III: Book of Tyrael also features a fully removable illustration of the Leoric family and other influential characters from Old Tristram, including Deckard Cain, Prince Albrecht, Archbishop Lazarus, King Leoric, Prince Aidan, Queen Asylla, Leah, and Adria. This reversible image demonstrates their normal appearances on one side, along with a representation of their dark fates on the other.




    Curse Weekly Roundup
    Check out this week's Curse Roundup to learn about Valve's new operation system, console and controller, plus much more gaming news!

    Posted in: News & Announcements
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    posted a message on New Datamined Patch - Class Changes, Passive Effects, Character slots, Stat caps, Quests, and MUCH more
    Quote from RasAlgethi24

    Quote from overneathe

    Quote from Benegesserit

    uh movement speed always had a cap lol
    But it was a hard cap. Now it's just an item cap. Paragon stats would be able to increase it, for example.

    No, its never been a hard cap, its always been an item cap. Skills could always push it beyond 25%.

    Eh, fine. But Paragon can boost is further now.
    Posted in: News & Announcements
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    posted a message on New Datamined Patch - Class Changes, Passive Effects, Character slots, Stat caps, Quests, and MUCH more
    Quote from Benegesserit

    uh movement speed always had a cap lol
    But it was a hard cap. Now it's just an item cap. Paragon stats would be able to increase it, for example.
    Posted in: News & Announcements
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    posted a message on Wyatt Cheng on Health Pools and Combat - Part II, Differences Between the Templar and Crusader (Discussion), New Wallpaper: Book
    Important: In case you missed yesterday's huge RoS datamine post, make sure to check it out! There are Class Changes, Passive Effects, Character slots, Stat caps, Quests, and MUCH more!




    Wyatt Cheng on Health Pools and Combat, Part II
    About two days ago Wyatt Cheng shared his thoughts on inconsistent health pools and made a few other combat-related points. Now he elaborated on the topic and made a few clarifications, providing us with an interesting read once again.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Hi guys, I've seen some great feedback so far. Let me answer a few questions and address some concerns.

    Regarding the existing monster affixes. We'll be keeping an eye on these. For example, Reflects Damage internally has been changed to a flat amount rather than a percentage. I don't know if it's going to ship this way but that's the current internal version.

    If we don't want a game defined by one-shot deaths, then we can't have damage that is defined by it's burstiness. Some people have suggested that the solution to making the game more tactical is to make all mechanics 100% avoidable. This sounds good on paper but unfortunately doesn't address one-shot deaths. What we want to do is avoid the extremes. Maybe in one case you can avoid all of the damage, but in another case "good play" means you avoid half of the damage. Having a broad spectrum of attacks with varying degrees of avoidability means both combat decisions and gear matter.

    There have been some concerns that we'll swing back to the extremes of hyper-defensives builds such as when the game first came out. This is not the intention. As DrothVader pointed out, there's a middle ground here where you're able to gear and play offensively, but you still have to concern yourself with the dangerous affixes and other mechanics.

    A clarification: When I said "After we pull in the rate of healing, next we analyze the patterns in which monsters deal damage" I meant those as steps in the development process. Sorry for the confusion. I didn't mean for a moment that we were going to release in between those two steps. As TheTruth posits, this is an iterative process. There are actually MANY steps involved, those are just the first two. We're changing a lot of things and we'll do a lot of testing of the whole package before putting it all live.

    I also share ComposMentis' concerns that although we're trying to adjust how combat feels, we should make sure the result isn't a game that feels slow. Diablo is still an action RPG. As Bomdanil says, there's still a lot of room to "hack and slash through endless piles of monsters". Creating room for players to mitigate incoming damage through smart play is not mutually exclusive with being able to blow them up at a fast pace. A few people have jumped to the conclusion that tactical = slow, or created a false dilemna between "fast paced action RPG" and "strategic prolonged tactical combat". There are more possibilities than this. The goal is a game where the combat can still be very fast, and you are mowing down enemies, but you also get to make quick decisions about when to use a CC ability, when to pop a defensive ability or who to prioritize as a target. These are tactical decisions that don't detract from a fast pace.

    I want to thank everybody for the really solid and constructive discussion. It's good to see so many thoughtful posts. I can't realistically respond to everything (such as the suggested modified damage model or some of the potion ideas) but I do appreciate that so many people put effort into stating their reasons and opinions clearly.

    WIth the new emphasis on life on hit to stay alive, any word of returning some nerfed proc coefficients ...
    We'll be doing a detailed tuning pass on all proc coefficients so Life On Hit and other effects work reliably across all skills. No single skill becomes the mandatory "go-to" because it's the only one that provides enough LoH to survive. Similarly we will ensure no skill's proc coefficient is too low to sustain you.

    Rather than looking at things as buffs and nerfs to proc coefficients, think of it as the proc coefficients of skills being on equal footing with one another and the damage and healing of monsters is tuned against this baseline.




    Differences Between the Templar and Crusader (Discussion)
    The post Nevalistis did on the difference between the Templar and the Crusader a few days ago turned the thread into a discussion and he took the time to answer a lot of player questions on the topic.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    I just want the Crusader to have some "tank-esque" skill. Firing shells of holy artillery sounds boss.
    That is definitely the design intent of the Crusader. When designing the Crusader, our lead designer, Kevin Martens, asked the question "What if a modern armored division tank was a medieval warrior?" There's loads of fun mid-ranged skills, including one that literally turns you into a divine artillery shell, whistling in to obliterate the hordes of demons below. It's called Falling Sword, and you can take a peek of it in action here. (I may be guilty of giggling incessantly when using this ability...)

    Was always wondering, why you guys sometime name him Tyreal instead of Tyrael.
    Oops, my bad on the typo. I get ahead of myself sometimes. Corrected, thank you!

    So Crusaders were formed around the time of Rakkis or after the events of Diablo 2?
    The former. They were founded at about the same time Rakkis set out to conquer the west. The leader of the Crusaders sensed Mephisto's taint in the Zakarum faith, though it had not yet been uncovered, and independently/secretly founded and sent the Crusaders off on their mission. They have remained a mostly secretive sect of the Zakarum faith until now. Crusaders tend to travel alone, occasionally with a ward or apprentice, and rarely interact with one another or the public as a unit. It's part of the reason they've remained unnoticed for so long.

    @Revan I think in terms of lore the Crusader will be fitted like he was the original cast of heroes, not only joining in act V but another hero that searched for the Fallen Star, so he will be a Nephalem.
    The Crusader has been integrated into all five Acts. You'll learn their motivation behind pursuing the Falling Star in New Tristram, and the NPCs surrounding them will question and interact with their presence as well. The Crusader's story should look and feel as if they were there from the start, and we hope you enjoy getting to re-explore Sanctuary from a different point of view.

    Is falling sword similar to Leap in that it can be cast to move the paladin towards the enemy? Or is it simply straight up and down?
    There's definitely some movement involved. :) There's a great example of Falling Sword being used to close distance in the Crusader gameplay demo here.

    Maybe it will be delving too far but what did the Crusaders accomplished? After some centuries of as you say secretive war with Mephisto, someone else did their job. And as you present them this way I see a similarities with present Barbarians, the loners, the sacred duty at which they kinda failed (it was not their victory), for many years aimless (?).
    Their quest is one that's eternal. The taint of Mephisto runs deep in the Zakarum, and even now it is still a recovering faith. The goal of the Crusader is to remove not just this taint and save their faith, but to purge all evil. As we know, it's not quite as easy as simply removing one Lord of Hell from the equation. As long as Hell’s influence persists in Sanctuary, the Crusader will never rest.

    As for how the Crusader goes about doing that, I'm afraid you'll need to wait for Reaper of Souls to learn more. ;)

    just teasing you about this, but technically Hell's influence will ALWAYS persist in Sanctuary since nephalem/humans are the descendents of a demon (and angel).
    Well, of course. There’s always going to be evil, and the Crusade (in that sense) will never stop.

    I'm pretty sure Maltheal also has some feelings on that topic, though. ;P

    Sucks to be a Crusader. His new Crusade will be a trip to the convenience store to pick up several cases of 5-hr energy since he's gonna be awake a LONG time.
    I imagine I'll feel the same when Reaper of Souls releases. At the very minimum, a similar trip is in store for me. =X




    New Wallpaper: Book of Tyrael

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    "Horadrim, we stand at the turning of a new chapter in mortal history."
    In just a few weeks, the Archangel of Wisdom will reveal never-before-known secrets about the history of the world, his decision to join the ranks of humanity as a mortal, and the dark threats that yet face mankind within the beautifully-illustrated and comprehensive Diablo III: Book of Tyrael.

    Now you too can show your support of the Horadric Order by enshrining your favorite device in an all-new wallpaper featuring artwork by Glenn Rane! Visit the Insight Editions site to download this wallpaper in multiple resolutions, and make sure to check back for more elegant designs to elblazon your desktops.


    Curious about what lies within the pages of the upcoming Book of Tyrael? Then be sure to check out our recent blog to learn more. This secret-filled tome is set to release next month, so be among the first to experience this new chapter in Sanctuary's continuing saga and place your pre-order today!
    Missed last week's wallpaper? Click here!
    Posted in: News & Announcements
  • 0

    posted a message on To Loroese...
    There are PMs guys. :P
    Posted in: Wizard: The Ancient Repositories
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    posted a message on New Datamined Patch - Class Changes, Passive Effects, Character slots, Stat caps, Quests, and MUCH more
    New Datamined Patch - Class Changes, Passive Effects, Character slots, Stat caps, Quests, and MUCH more
    • SPOILERS AHEAD - We have lore, new quest objectives, New Story, you name it.
    • THINGS WILL CHANGE BEFORE LIVE - This is clearly a super early not ready for release build - A lot of class strings are even missing.
    • DATAMINING CAN HAVE ERRORS - We are dealing with unknown and new formats, stuff can be crazy.



    New Strings
    A lot of new strings have been added and it's very important to again stress that these are NOT FINAL. Everything can change.
    • 2 New Character Slots Added
    • Crit Chance, Crit Damage, Attack Speed, Block Chance, Magic Find, Gold Find and Movement Speed now have caps
    • Legendary Health Potions
    • New Monster Affixes
    • Cupcake Trial!

    DiabloFans Quote:


    New Character Slots
    • UndeleteFlow_HeroLimitReachedDescription - There is a 12 hero limit for every Diablo 3 account. To restore your deleted hero, you must replace an existing hero.
    Clan/Guild Strings
    • Notification_NobodyToTalkTo_GuildOfficer - There are no clan officers online to hear you.
    • slashCommand_GuilfFinder_Error - You are already in a clan.
    • Permission_Modify_Ranks - Modify Member Permissions
    • Permission_Set_Search_Settings_Clan - Set Language
    • ReceivedGroupJoinRequest - {s1} has requested to join group {s2}.
    • Settings - Settings
    • GuilSettings - Clan Settings
    • GuildSettings_GroupSettings - Group Settings
    • GuildSettings_ClanSettings - Clan Settings
    • GuildSettings_RanksPermissions - Ranks & Permissions
    • LookingForMembersTooltip - Looking For Members
    • Permission_Set_Search_Settings_Group - Set Language, Category
    • DefaultRankName_Leader - Leader
    • DefaultRankName_Officer - Officer
    GameOptions.txt
    • HotKeyToggleClanPage - Toggle Clan Page
    • PlayInBGToggle - Play In Background
    • PlayInBGTooltip - Allows the game to continue playing sound when it is not the focus window.
    • BlockClanInvitesTooltip - Block Clan Invites
    • BlockGroupInvitesTooltip - Block Groups Invites
    • ItemTagsAsIconsToggle - Show Icons for Dropped items
    Mystic
    • ItemCannotBeEnchantedNoRandomAffixes - The mystic cannot enchant that item because it has no random affixes.
    • ItemCannotBeEnchantedSocketable - The mystic cannot enchant socketable items.
    HeroDetails.txt
    • Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
    • Block Chance - *You may have a maximum of 75.00% Block Chance.
    • Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
    • Movement Speed - *You may have a maximum of +25.00% movement speed from items
    • Gold Find - *You may have a maximum of +300.00% Gold Find.
    • Magic Find - *This increase is diminished for rare and legendary and set items.
    • Magic Find - *You may have a maximum of +300.00% Magic Find.
    • Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.
    Items.txt
    • Unique_Amulet_108_x1 - Ira's Glass of Life
    • HealthPotionLegendary_02 - Bottomless Potion of the Diamond
    • DevilsHand_00_02 - Oath of Love
    • DevilsHand_00_03 - Oath of Sacrifice
    • HealthPotionLegendary_05 - Bottomless Potion of Mutilation
    • Unique_Mace_1H_103_x1 - x1_Mace_norm_unique_10
    • Flail_1H_000 - Rusty Flail
    • HealthPotionLegendary_06 - Bottomless Potion of Kulle-Aid
    Minimap.txt
    • x1_Bog_AdriaBeacon_A - "Triangle" Passage
    • x1_Bog_AdriaBeacon_B - "Square" Passage
    • x1_Bog_AdriaBeacon_C - "Pentagon" Passage
    • x1_Bog_AdriaBeacon_D - "Equals Sign" Passage
    MonsterAffixNames.txt
    • PoisonEnchanted - Poison Enchanted
    • FrozenPulse - Frozen Pulse
    • Orbiter - Orbiter
    Devil's Hand Tutorials
    • DevilsHandTracking - Left-click on an artifact to track it.
    • DevilsHandQuestObjective - You are tracking a Devil's Hand artifact! Follow this objective for a chance at finding it.
    • DevilsHandTracking_title -Tracking Devil's Hand Items
    • DevilsHandQuestObjective_title - Tracking Devil's Hand Items
    • ItemIdentifyAll_title - Unidentified Items
    Vendor.txt
    • DisplayPossibleProperties - Display Possible Replacement Properties
    • EnchantItemSelectReplacementAffixCost - Select Property: {s1}
    • HighestUsable - Highest Usable
    • EnchantAffixWarning - WARNING: Enchanting an item will soulbind it to you. Continue?
    • EnchantOriginalProperty - Original Property
    WaypointMap.txt
    • WindowTitle - Waypoints
    • Boss - Undiscovered Boss
    • LootRun - Undiscovered Loot Run Portal
    • DevilsHand - Undiscovered Devils Hand Item
    • Bounty - Undiscovered Bounty
    • Town - Town
    • Bounties - Bounties
    X1_Challenge.txt
    • ChallengeTypeZapper - {c_white}[TEMP] CUPCAKE TRIAL
    • [temp] Collect the Cupcakes to keep them safe from the monsters! Gathering the Cupcakes before the monsters do grants bonus experience and gold!
    X1_DevilsHand.txt
    • PossibleRewards - Random Rewards
    • SetDescriptionSevenDeadlySins - Azmodan, the Lord of Sin, had many minions, but foremost among them were the Sin Lieutenants—Envy, Gluttony, Greed, Lust, Sloth, Pride, and Wrath.
    X1_OpenWorld.txt
    • Bounty - Bounty
    • DevilsHand - Devil's Hand
    • DungeonFinder - Loot Run
    • Start - Start
    • Started - Started
    • BountyDescription - [PH]Bounty description. Completing all objectives in a bounty will reward you with a lootrun token.
    • This will reset the game and warp all players to town.
    • DevilsHandDescription - Enable tracking for {s1}?
    • This will reset the game and warp all players to town.
    • DungeonFinderDescription - [PH]Loot Runs are fun!
    • This will reset the game and warp all players to town.
    • ResetPending - Game Reset
    • ResetPendingDescription - Reset the state of the game? All bosses will become available and the world will be respawned.
    • This will warp all players to town.
    • BountyDescriptionJoinExisting - [PH]{s1} has started a bounty. Completing all objectives in a bounty will reward you with a lootrun token.
    • This will reset the game and warp all players to town.
    • DungeonFinderDescriptionJoinExisting - {s1} has started a loot run.
    • This will reset the game and warp all players to town.
    • ResetPendingDescriptionJoinExisting - {s1} has queued a world reset.
    • This will reset the game and warp all players to town.





    New Passive Effects List
    The list with passive affixes we brought with the first datamining a few weeks ago has been updated! Many new have been added and some have changed slightly. Though these are marked as ring passive effects, this is 100% for testing on their end, and these passives can be attached to any item once they are ready.


    DiabloFans Quote:



    ItemPassivePowerDescriptions.txt
    • ItemPassive_Unique_Ring_521_x1 - Shrine effects last for one hour (instead of until death).
    • ItemPassive_Unique_Ring_527_x1 - Your melee attacks hit enemies up to 40 yards in front of you for 100% weapon damage (range increased from 20 yards).
    • ItemPassive_Unique_Ring_531_x1 - Automatically cast Smoke Screen when you fall below 25% Life. This effect may occur once every 30 seconds (decreased from 30% Life).
    • ItemPassive_Unique_Ring_538_x1 - Reduce the cooldown of Breath of Heaven by 50% and increase its radius to 50 yards (added cooldown reduction).
    • ItemPassive_Unique_Ring_550_x1 - 30% of any damage dealt to you is redirected to your Zombie Dogs (increased from 10% damage).
    • ItemPassive_Unique_Shoulder_002_x1 - [{VALUE1} * 100]% chance to explode in a fan of knives for 200% weapon damage when hit.
    • ItemPassive_Unique_Ring_597_x1 - While below 30% Life, all attacks are guaranteed Critical Hits.
    • ItemPassive_Unique_Ring_590_x1 - Increase the Knockback distance of your skills that cause Knockback by 100% and increase their damage by 50%.
    • ItemPassive_Unique_Ring_592_x1 - Horrify causes you to Fear and Root enemies around you for 8 seconds.
    • ItemPassive_Unique_Ring_591_x1 - Threatening Shout has a chance to Charm enemies and cause them to join your side.
    • ItemPassive_Unique_Ring_589_x1 - Every time you destroy a wreckable object, you gain a short burst of speed.
    • ItemPassive_Unique_Ring_588_x1 -You take 25% less damage for each enemy that is stunned within 25 yards of you.
    • ItemPassive_Unique_Ring_593_x1 -Electrocute can chain to enemies that have already been hit.
    • ItemPassive_Unique_Ring_594_x1 - Wave of Light will refund its Spirit cost if it kills 4 or more enemies.
    • ItemPassive_Unique_Ring_595_x1 - Your Mirror Images have a chance to multiply when killed by enemies.
    • ItemPassive_Unique_Ring_596_x1 - Your Fetish Army lasts until they die.
    • ItemPassive_Unique_Ring_598_x1 - Your Thorns damage now hits all enemies in a 15 yard radius.
    • ItemPassive_Unique_Ring_602_x1 - Your Spike Traps lure enemies to them.
    • ItemPassive_Unique_Ring_600_x1 -Summons shadow clones to your aid when you are hit by a crowd control effect.
    • X1_Legendary_Potion_06 - Drinking Kulle-Aid allows you to burst through walls summoned by Waller elites for 5 seconds.
    • ItemPassive_Unique_Ring_604_x1 - Frost Hydra now periodically casts Frost Nova.
    • ItemPassive_Unique_Ring_605_x1 - Arcane Torrent instantly lays mines on the ground.
    • ItemPassive_Unique_Ring_606_x1 - Automatically cast Diamond Skin when you fall below 25% Life. This effect may occur once every 30 seconds.
    • ItemPassive_Unique_Ring_607_x1 - Explosive blast no longer has a cooldown.
    • ItemPassive_Unique_Ring_608_x1 - Reduce the resource cost of Fire skills by 30%.
    • ItemPassive_Unique_Ring_609_x1 - Meteor now homes in on enemies.
    • ItemPassive_Unique_Ring_610_x1 - Energy Twister now travels in a straight path.
    • ItemPassive_Unique_Ring_611_x1 - Frost nova is now cast at your enemy.
    • ItemPassive_Unique_Ring_612_x1 - Lightning skills have a chance to turn the enemy into a lightning rod, pulsing Lightning damage to nearby enemies.
    • ItemPassive_Unique_Ring_613_x1 - Black Hole Slows targets by 50% after it ends.
    • ItemPassive_Unique_Ring_614_x1 - Insect Swarm and Haunt now deal their damage in half of the normal duration.
    • ItemPassive_Unique_Ring_615_x1 - Healing wells replenish all resources.
    • ItemPassive_Unique_Ring_616_x1 - After earning a survival bonus, quickly heal to full Life.
    • ItemPassive_Unique_Ring_617_x1 - After earning a massacre bonus, gold rains from sky.
    • ItemPassive_Unique_Ring_618_x1 - Doubles the duration of Locust Swarm.
    • ItemPassive_Unique_Ring_619_x1 - While casting Town Portal you gain an immunity bubble.
    • ItemPassive_Unique_Ring_620_x1 - Bolas now explode instantly.
    • ItemPassive_Unique_Ring_621_x1 - Fan of Knives knocks targets back.
    • ItemPassive_Unique_Ring_622_x1 - You may have 2 additional Sentries.
    • ItemPassive_Unique_Ring_623_x1 - Hungering Arrow has 20% additional chance to pierce.
    • ItemPassive_Unique_Ring_624_x1 - Zombie Dogs instead summons a single gargantuan dog with the power of all other dogs combined.
    • ItemPassive_Unique_Ring_625_x1 - Ancient Spear pulls you to your enemy.
    • ItemPassive_Unique_Ring_626_x1 - Grasp of the Dead no longer has a cooldown.
    • ItemPassive_Unique_Ring_627_x1 - Periodically gain a shield that absorbs and reflects projectiles.
    • ItemPassive_Unique_Ring_628_x1 - Leap gains up to 3 charges.
    • ItemPassive_Unique_Ring_629_x1 - Wave of Light is now cast at your enemy.
    • ItemPassive_Unique_Ring_630_x1 - Plague of Toads now seek out enemies and can explode twice.
    • ItemPassive_Unique_Ring_631_x1 - Vault knocks enemies back.
    • ItemPassive_Unique_Ring_632_x1 - Heal to full Life and resources when you fall below 20% Life.
    • ItemPassive_Unique_Ring_633_x1 - Potions affect all allies.
    • ItemPassive_Unique_Ring_634_x1 - Blocking an attack Freezes the attacker.
    • ItemPassive_Unique_Ring_635_x1 - While moving your resource generation and damage is increased by 25%. While stationary your resource regeneration and damage is reduced by 25%.
    • ItemPassive_Unique_Ring_636_x1 - Health globes restore 20% of your primary resource.
    • ItemPassive_Unique_Ring_637_x1 -The world map is always revealed.
    • ItemPassive_Unique_Ring_638_x1 - Shrines will spawn an enemy champion.
    • ItemPassive_Unique_Ring_639_x1 - Warcry increases your and your allies' run speed by 40% for 10 seconds.
    • ItemPassive_Unique_Ring_640_x1 - Completing an event grants a special reward.
    • ItemPassive_Unique_Ring_641_x1 - Chance on being hit to summon a protective pylon.
    • ItemPassive_Unique_Ring_642_x1 - Gain 10 Spirit per second while standing in Inner Sanctuary.
    • ItemPassive_Unique_Ring_643_x1 - Blocks have a chance of summoning a hell hound.
    • ItemPassive_Unique_Ring_644_x1 - Increase chance to find Health Globes by 100%.
    • ItemPassive_Unique_Ring_645_x1 - Gain a death aura that deals 1000% of your Life per Second to enemies within 20 yards but your Life per Second no longer heals you.
    • ItemPassive_Unique_Ring_646_x1 - 5% chance on hit to create a Spike Trap, Caltrops or Sentry at the enemy's location.
    • ItemPassive_Unique_Ring_647_x1 - Blocked attacks heal you and your allies for the amount blocked.





    Class Changes
    Class changes have been added in this build.

    IMPORTANT - Chances are none of these will go unchanged before release
    Remember this is not even a beta build - These are NOWHERE near finished / balanced. Expect to see many, many more changes to all of these abilities (and others) before release


    Also Until we format each one of these by hands there can be datamining errors. Please keep this in mind if you see a super super weird number randomly there.

    if a skill or rune is missing - this means it was not changed at all


    DiabloFans Quote:


    Barbarian
    • [wiki]Rampage[/wiki] Increase Strength by 1% for 8 seconds after killing or assisting in killing an enemy. This effect stacks up to 25 times. (Previously 4%, effect stacked up to 5 times)
    • [wiki]Earthquake[/wiki] Cost: 50 Fury / Cooldown: 60 seconds / Shake the ground violently, dealing 2000% weapon damage as Fire over 8 seconds to all enemies within 18 yards. (Cooldown reduced from 120 seconds)
      • [wiki]The Mountain's Call[/wiki] : Remove the Fury cost and reduce the cooldown to 45 seconds. (Cooldown reduced from 105 seconds)
    • [wiki]Weapon Throw[/wiki] Generate: 5 Fury per attack / Hurl a throwing weapon at an enemy dealing 120% weapon damage. (Damage down from 130%, slowing effect removed)
      • [wiki]Mighty Throw[/wiki] : Increase thrown weapon damage to 156% weapon damage. (Damage reduced from 169%)
      • [wiki]Ricochet[/wiki] : The weapon ricochets to 3 enemies within 15 yards of each other. (Distance reduced from 20 yards)
    • [wiki]Call of the Ancients[/wiki]
      • [wiki]The Council Rises[/wiki] : The Ancients deal 120% weapon damage with each attack and gain 100% additional Armor. (Damage increased from 110%)
      • [wiki]Duty to the Clan[/wiki] : Increase duration to 40 seconds. (Previously 35 second)
    • [wiki]Revenge[/wiki] Cost: 1 charge / Deal 220% weapon damage to all nearby enemies. You heal 5% of your maximum Life for each enemy hit. / Revenge has a 15% chance to gain a charge each time you are hit. Maximum 2 charges. (Previously had a chance to activate on hit, instead of gain a charge)
      • [wiki]Provocation[/wiki] : Increase the maximum number of charges to 3. (Previously increased chance to activate by 30%)
    • [wiki]Killing Spree[/wiki] Killing Spree
      • stat : Killing 3 or more enemies in the same 0.5 seconds grants 30 Fury. / This effect has a 5 second cooldown.
      • desc : "M-m-m-monster kill!" - TEMP
    Demon Hunter
    • [wiki]Vengeance Is Mine[/wiki] Vengeance Is Mine
      • desc : Cooldown: 90 seconds / Turn into the physical embodiment of Vengeance for 15 seconds. / *Side Guns: Whenever you activate a skill, you gain 2 additional shots to the left and right for 100% weapon damage. / *Homing Rockets: Rockets shoot automatically at nearby enemies for 75% weapon damage.
      • [wiki]Training Drone[/wiki] : A mechanical contraption orbits you, dealing 150% weapon damage per second to enemies around you.
      • [wiki]Personal Mortar[/wiki] : Launch grenades at random enemies outside melee range for 200% weapon damage.
      • [wiki]Stimulants[/wiki] : Heal for 10% of maximum life each second.
    Monk
    • [wiki]Mythic Rhythm[/wiki] Using a Spirit Generator grants increased Spirit generation from Spirit Generators by 2, stacking up to 3 times. / Using a damaging Spirit Spender consumes all stacks and has its damage increased by 7% for each stack consumed. (Down from 8%)
    • [wiki]Epiphany[/wiki]
      • [wiki]Sand[/wiki] : Infuse yourself with sand, reducing damage taken by 40% and increasing your damage by 3% for each enemy within 15 yards.
      • [wiki]Water[/wiki] : Imbue yourself with water, instantly resetting your Defensive cooldowns and reducing their cooldown durations by 50%. Using a Defensive ability also cleanses negative effects off of allies within 30 yards.
      • [wiki]AirWindwalker[/wiki] : Each enemy killed during your Epiphany increases your Attack Speed by 1% for the remaining duration of Epiphany.
      • [wiki]Fire[/wiki] : Engulf yourself in flames, burning enemies within 10 yards for 150% weapon damage as Fire and causing your attacks to assault enemies in front of you for 100% weapon damage as Fire.
      • [wiki]Lightning[/wiki] : Charge yourself with Lightning, increasing your movement speed by 10% and causing your next attack after moving 10 yards to Stun enemies for 1.5 seconds.
    • [wiki]Nirvana[/wiki] Nirvana
      • stat : Every 0.25 seconds you increase your Spirit Regeneration by 2 and your damage by 5%, stacking up to 15 times. / Nirvana stacks reset when you hit an enemy.
      • desc : TEMP Some quote from a Monk.
    Witch Doctor
    • [wiki]Wall of Zombies[/wiki] Cost: 103 Mana / Cooldown: 8 seconds / Raise a line of zombies 28 yards wide from the ground that attacks nearby enemies for 640% weapon damage as Physical over 4 seconds. (Cooldown lowered from 20 seconds, dealt 800% damage over 5 seconds)
      • [wiki]Pile On[/wiki] : Summon a tower of zombies that falls over, dealing 550% weapon damage as Physical to any enemies it hits. Reduces the cooldown to 8 seconds. (Cooldown changed from 10)
    • [wiki]Piranhas[/wiki] Piranhas
      • desc : Cost: 98 Mana / Summons a pool of deadly piranhas that deals 150% weapon damage as Poison per second, causing affected enemies to also take 25% increased damage for 3 seconds.
      • stat : Piranhas
    Wizard
    • [wiki]Arcane Orb[/wiki]
      • [wiki]Frozen Orb[/wiki] : Create an orb of frozen death that shreds an area with ice bolts, dealing up to 125% weapon damage as Cold to enemies it pierces through and up to 175% weapon damage as Cold when it bursts. (Pierce damage increased from 100%, burst damage increased from 150%)
    • [wiki]Meteor[/wiki]
      • [wiki]Molten Impact[/wiki] : Increases the damage of the Meteor impact to 1560% weapon damage as Fire and the molten fire to 360% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown. (Previously called Pulsar. Summoned a Pulsar that did 1820% damage on hit and 490% on nearby enemies every second for 6 seconds. Had 24 second cooldown)
    • [wiki]Arcane Torrent[/wiki]
      • [wiki]Cascade[/wiki] : Enemies hit by Arcane Torrent have a 30% chance to fire a new missile at a nearby enemy dealing 285% weapon damage as Arcane. (Previously did Fire damage)
    • [wiki]Archon[/wiki]
      • [wiki]Teleport[/wiki] : Archon form can cast Teleport with a 4 second cooldown. (Cooldown reduced from 10 seconds)
    • [wiki]Black Hole[/wiki]
      • [wiki]Blazar[/wiki] : Conjure a Black Hole at the target location that draws enemies to it and deals 160% weapon damage as Fire over 2 seconds to all enemies within 15 yards. / After the Black Hole disappears, an explosion occurs that deals 260% weapon damage as Fire to enemies within 15 yards.
    Crusader
    • [wiki]Vigilant[/wiki] Increase Life regeneration by 413 / Reduce all non-Physical damage taken by 2%. (Previously also increased Life regeneration by 3%)
    • [wiki]Long Arm of the Law[/wiki] Increase the duration of the Active effect of all Laws by 5 seconds. / Laws are: / *Laws of Fate / *Laws of Hope / *Laws of Justice / *Laws of Valor (Previously increased passive proc effect of Laws by 100%)
    • [wiki]Sweep Attack[/wiki] Cost: 25 Wrath / Sweep a mystical flail in a wide arc through enemies 18 yards before you, dealing 200% weapon damage to all enemies caught in the arc. (Arc range down from 20 yards, damage down from 230%)
      • [wiki]Frozen Sweep[/wiki] : The weapon is made of frozen ice, enemies hit by it have a chance to be chilled and slowed for X seconds. These chilled enemies take more damage.
    • [wiki]Fist of the Heavens[/wiki] Cost: 25 Wrath / Call a lightning bolt down from the sky, dealing 220% weapon damage as ligntning to any enemy within 8 yards. When the lightning bolt hits the ground, it splits into 6 piercing charged bolts that fire outward, dealing 550% weapon damage to enemies they pass through. (Damage is now Lightning, bolts damage increased from 50%)
      • [wiki]Tempest of the Heavens[/wiki] : Summon a lightning storm that covers an area of 8 yard radius for 6 seconds, dealing 25% weapon damage to enemies who move underneath it. (Storm timer up from 4 seconds, damage down from 80%)
      • [wiki]Tesla Coil[/wiki] : At the location that fist is cast, it leaves a ball of lightning energy that does 120% weapon damage to nearby monsters. If theres another ball of lightning energy nearby, powerful lightning will arc between the balls. (Previously called Lightning Rod. Enemies struck gave off charged bolts that deal 75% damage to monsters they pass through. Lasted 5 seconds or until enemy dies)
      • [wiki]Well of Retribution[/wiki] : Create a well of holy lightning at the target location for 4 seconds that will electrocute enemies within 25 yards dealing 25% weapon damage as Holy. (Damage up from 10%)
      • [wiki]Retribution[/wiki] : Becomes a piercing ranged attack that starts at the Crusader which flies through the air piercing everything 40 yards in front of you.
    • [wiki]Heaven's Fury[/wiki] Cooldown: 40 seconds / Call down a furious ray of Holy power that deals 1500% weapon damage as Holy per second for 6 seconds to all enemies caught under it. (Previously cost 80 Wrath, had no cooldown. Damage dealt up from 200% for 3 seconds)
      • [wiki]Fire of Heaven[/wiki] : The Ray is focused on the Crusader in a pulse, who deflects its power with his shield in a tightly focused beam of holy energy across the battlefield. / Also removes the cooldown but adds a resource cost.
    • [wiki]Phalanx[/wiki]
      • [wiki]Bodyguard[/wiki] : Instead of sending the avatars out away from you, you summon the avatars to protect you, who fight by your side for X seconds.
    • [wiki]Falling Sword[/wiki] Cost: 25 Wrath / Cooldown: 25 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 550% weapon damage to everything within 15 yards of where you land. (Damage up from 400%)
      • [wiki]Superheated[/wiki] : The ground you fall on becomes holy for 6 seconds, dealing 100% weapon damage per second to all enemies who pass over it. (Duration down from 60 seconds)
      • [wiki]Rise Brothers[/wiki] : You land with such force that avatars of your order are summoned forth to fight by your side for 20 seconds. (Duration down from 60 seconds)
      • [wiki]Rapid Descent[/wiki] : Reduce the cooldown by 1 second for each enemy hit. Reduces the damage to 350% weapon damage. (Damage up from 200%)
      • [wiki]Swordnado[/wiki] : A flurry of swords is created at your impact location, which persists for X seconds.
    • [wiki]Blessed Hammer[/wiki] Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing 85% weapon damage to any enemy hit.(Previously hammers pierced enemies, damage down from 125%)
      • [wiki]Fire Hammer[/wiki] : The hammers are made of fire.The hammers have a 25% chance to drop pools of fire on the ground they travel over. Occasionally fire chains will spawn between two hammers. (Previously called Multi-Hammer. The hammer split in two when hitting enemies. The two smaller hammers went in random direction dealing 25% weapon damage)
      • [wiki]Orbital Hammer[/wiki] : The Hammers will now orbit you as you move.
    • [wiki]Retaliation[/wiki]
      • [wiki]Vacuum[/wiki] : As the retaliation charges up, it sucks in monsters. The closer it is to exploding, the more monsters it sucks in.
      • [wiki]Eternal Retaliation[/wiki] : For every monster hit by the explosion, the cooldown of retaliation is reduced by 1.
      • [wiki]Shattering Explosion[/wiki] : The damage area is increased to 20 yards.
      • [wiki]Unleashed[/wiki] : The explosion now goes off instantly.
    • [wiki]Blessed Shield[/wiki] Cost: 25 Wrath / Hurl a celestial shield at enemies, dealing 245% weapon damage and 10% of shield block amount as damage. The shield will ricochet to 3 targets nearby. (Damage up from 200%, ricochet up from 1 target)
      • [wiki]Staggering Shield[/wiki] : Blessed Shield has a 80% chance to stun the first enemy hit for 2 seconds. For each additional strike, Blessed Shield has a 20% decreased chance to stun. (Stun chance down from 100%, stun duration down from 4 seconds)
      • [wiki]Fiery Shield[/wiki] 60% Chance when hitting monsters to do a fiery explosion of 10 yards, dealing 210% weapon damage to all caught in explosion. (Previously called Deadly Nimbus. Increased your Block Chance by 20% and Armor by 50%. Blocking created an explosion)
      • [wiki]Shattering Throw[/wiki] : When the shield hits an enemy it splits into 3 small fragments which bounce between enemies nearby, dealing 25% weapon damage to all enemies they hit.
    • [wiki]Shield Bash[/wiki] Cost: 25 Wrath / Bash all enemies in front of you with your shield, dealing 270% weapon damage as holy, plus 270% shield block amount as damage as holy. / Enemies struck have a 20% chance to be stunned, increased by 25% of your shield's block chance. / The skill can also be used to reflect projectiles. (Shield block damage amount up from 10%)
      • [wiki]Pulverize[/wiki] : Monsters that are killed by Shield Bash have a chance to explode, dealing 270% weapon damage and knockback to monsters behind them
      • [wiki]Shattered Shield[/wiki] : The shield shatters into other smaller fragments, hitting more enemies, dealing 50% weapon damage and 10% of your shield's armor value as damage. / The skill can also be used to reflect projectiles. (Previously did not reflect projectiles)
      • [wiki]Shield Cross[/wiki] : Shields erupt from you in a cross formation. Enemies hit by any of the shields will take 40% weapon damage and 10% of your shield's armor value as damage. / The skill can also be used to reflect projectiles. (Previously did not reflect projectiles)
      • [wiki]Pummel[/wiki] : The range is reduced but the damage is dramatically increased.
      • [wiki]One on One[/wiki] : Either the monster that is targeted or the first monster hit is rooted in place. All other monsters hit are knocked back.
    • [wiki]Steed Charge[/wiki] Cooldown: 15 seconds / You are picked up by magical steed, allowing you to ride through enemies unimpeded for 3 seconds.
      • [wiki]Charge[/wiki] : Now does 200% weapon damage per second and knockback to monsters you run through and destroys wreckables.
      • [wiki]Marathon Steed[/wiki] : Increases the duration to 6 seconds.
      • [wiki]Healing Steed[/wiki] : Regen 3% of your life while riding the horse.
      • [wiki]Fiery Steed[/wiki] : Fiery horse, horses footprints leave a trail of fire.
      • [wiki]Drag[/wiki] : Pick a random 5 monsters near the location you start riding the steed. Those monsters are dragged behind you, dealing 0 weapon damage per second to them.
    • [wiki]Judgment[/wiki]
      • [wiki]Conversion[/wiki] : Enemies who are judged have a chance to be converted into an Avatar of the Order.
    • [wiki]Shield Glare[/wiki]
      • [wiki]Confusion[/wiki] : Enemies hit by the glare have their movement speed reduced by X% for Y seconds.
    • [wiki]Akarat's Champion[/wiki] Cooldown: 120 seconds / Channel the power of your order exploding into the burning fury of Akkarat's Champion. / When you convert, you will errupt with fire, dealing 200% weapon damage as fire to all enemiesnearby, and continue to explode with fire dealing 25% weapon damage every 3 seconds. / While you are converted, several of your stats will be increased for 20 seconds. / Armor: 40% / Attack Speed: 25% / Wrath Regeneration Rate: 100% / Movement Speed: 20% (Previously cost 50 Wrath, had no cooldown. Made the Crusader ignite, burning all enemies who touch him)
    • [wiki]Consecration[/wiki] Cooldown: 30 seconds / Consecrate the ground 20 yards around you for 10 seconds. You and your allies heal 2890 - 3716 Life per second while standing on the consecrated ground. / Heal amount is increased by 25% of your Life per Second. (Cooldown up from 20 seconds, range increased from 13 yards)
      • [wiki]Aegis Purgatory[/wiki] : The consecrated ground becomes sacred, and enemies cannot enter or leave sacred ground.(Previously also gave allies 20 resistance to all elements)
      • [wiki]Frozen Ground[/wiki] : The ground becomes frozen. Enemies that walk into the frozen ground will be slowed, and have a 5% chance to be chilled for 2 seconds. (Previously called Well of Healing. Summoned a healing well with 6 charges)
      • [wiki]Fearful[/wiki] : Enemies who are inside, or who enter, the consecration have a 20%chance to be feared for 2 seconds.
    • [wiki]Bombardment[/wiki] Cooldown: 60 seconds / Call in an assault from afar, raining balls of burning pitch and stone onto enemies around you, dealing 10% weapon damage. The bombardment continues on randomly targeted monsters nearby for the next 6 seconds. (Weapon damage down from 400%, duration down from 22 seconds)
      • [wiki]Moo-Splat[/wiki] : Instead of hurling burning balls of pitch, the carcasses of dead and diseased animals (cows) are thrown. When they land, their poisoned parts are scattered across the battlefield, leaving the area poisoned for a 3 seconds doing 250% weapon damage per second. (Duration down from 5 seconds)
      • [wiki]Targeted[/wiki] : If you have a target highlighted when you cast bombardment, that enemy will be the focal point of all the bombardments.
    • [wiki]Punish[/wiki] Generate: 5 Wrath per attack / Smash your enemy for 130% weapon damage, plus 10% of your shield's block amount as damage. Your strikes heighten your battle senses, increasing your block chance by 25% for 3 seconds. (Block Chance up from 2%)
      • [wiki]Retaliate[/wiki] : When you block with Heightened Awareness active, your attacker takes 10% weapon damage and 10% of your Thorns damage. (Heightened Awareness component added)
      • [wiki]Celerity[/wiki] : When you block with Heightened Awareness active, your attack speed is increased by 15% for 3 seconds. (Heightened Awareness component added)
      • [wiki]Rebirth[/wiki] : When you block with Heightened Awareness active, your Life regeneration is increased by 500% for 3 seconds. (Heightened Awareness component added)
      • [wiki]Roar[/wiki] : When you block you have a X% chance to deal Y% Thorns damage in a 15 yard radius around you.
    • [wiki]Scourge[/wiki] Generate: 5 Wrath per attack / Scourge your enemies for 100% weapon damage. Striking an enemy surrounds it in hallowed threads which have a chance to jump to 3 nearby enemies. (Damage down from 120%)
      • [wiki]Empowered Wrath[/wiki] : The chains explode after 0.5 seconds dealing 85% weapon damage. (Timer down from 1 second)
      • [wiki]Leaping Wrath[/wiki] : Increases the number of jumps that scourge can make to X.
    • [wiki]Slash[/wiki] Generate: 5 Wrath per attack / Ignite the air 5 yards in front of you with Holy fire, causing 100% weapon damage to all enemies caught in it. For every enemy you hit, your attack speed will be increased by 3% for 5 seconds, up to a maximum of 10 times. (Damage down from 135%, Attack Speed component added)
      • [wikiResourceful Slash[/wiki] : You gain an extra 1 wrath for every enemy hit.
      • [wiki]Lightning[/wiki] : The slash becomes charge with pure lightning, stunning enemies it hits for 2 - 2 seconds.
      • [wiki]Crush[/wiki] : The damage dealt by slash has a 40% chance to be crushing damage, dealing damage equal to 5% of their current hitpoints.
      • [wiki]Cleaving Slash[/wiki] : Change the payload to be a pie in front of you instead of a straight line
      • [wiki]Armor Up[/wiki] : Attacking increases your armor.
    • [wiki]Provoke[/wiki]
      • [wiki]Life Regen[/wiki] : For every monster taunted, you gain 1% increase to life regen for 5 seconds. This can stack up to 10 times.
      • [wiki]Flee Fool[/wiki] : Instead of Taunting, you cause the monsters to flee in fear for 3 seconds.
      • [wiki]Too Scared to Run[/wiki] : Taunted enemies have their attack and movement speed slowed by 50%.
      • [wiki]Charged Up[/wiki] : For 10 seconds after casting provoke, any damage you deal will also deal 20% weapon damage as lightning.
      • [wiki]Hit Me[/wiki] : For 5 seconds after casting provoke your block chance is increased by 50%.
    • [wiki]Iron Skin[/wiki]
      • [wiki]Lightning[/wiki] : You become electrified, dealing 20% weapon damage as lightning to nearby enemies every second.
      • [wiki]Steel Skin[/wiki] : Increase the duration to 8 seconds
      • [wiki]Explosive Skin[/wiki] : When Iron Skin expires, deal 210% damage as physical to enemies within 12 yards.
      • [wiki]Reflective Skin[/wiki] : Deal 50% of damage absorbed while Iron Skin is active back at attackers.
      • [wiki]Ethereal[/wiki] : While active, your movement speed is increased and you can move through enemies unimpeded.
    • [wiki]Justice[/wiki] Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 115% weapon damage as holy. (Damage down from 140%)
      • [wiki]Sword of Justice[/wiki] : Whenever you hit an enemy, your movement speed is increased by 5% for 3 seconds. This effect can stack up to 5 times.
      • [wiki]Splitting Hammer[/wiki] : Chance on hit to split into 2 smaller hammers which fly out and deal 35% weapon damage to enemies
      • [wiki]Seeking Hammer[/wiki] : The hammer now seeks targets
      • [wiki]Exploding Hammer[/wiki] : On impact the hammer explodes, dealing 25% weapon damage as lightning to all enemies caught in the explosion, with a 30% chance to stun enemies hit for 2 seconds
      • [wiki]Holy Bolt[/wiki] : When you hit enemies, you and your allies within 60 yards will be healed for 826 - 1239 life.
    • [wiki]Bird of Prey[/wiki]
      • [wiki]Enrage[/wiki] : Active: The Gyrfalcon enrages, doubling its damage for a short period of time.
    • [wiki]Laws of Justice[/wiki] Cooldown: 30 seconds / Active: Empower the Law, granting you and your allies 600 increased resistance to all elements for 5 seconds. / Passive: Recite a Law, increasing you and your allies resistance to all elements by 300. (All Resistance buff down from 900 when Active, blocking gave a chance for 300 more All Resist for 5 seconds on Passive)
    • [wiki]Laws of Hope[/wiki] Cooldown: 30 seconds / Active: Empower the Law, healing you and your allies for 3303 life per second for 5 seconds. / Passive: Recite a Law, healing you and your allies for 826 life per second. (Previously Active increased resource regeneration by 20%, Passive increased resource generation by 10% for 5 seconds when a health globe is picked up)
    • [wiki]Laws of Valor[/wiki] Cooldown: 30 seconds / Active: Empower the Law, granting you and your allies 10% increased Attack Speed for 5 seconds. / Passive: Recite a Law, granting you and your allies 5% increased Attack Speed. (Previously Active granted 174 Strength and 15% Increased Attack Speed, Passive had a chance to grant 66 Strength for 5 seconds when a critical strike occurs)
      • [wiki]Invincible[/wiki] : Active: Empowering the Law also increases your Life on Hit.(Previously activating granted Life on Hit for 30 seconds, critting gave 10 Life over 5 seconds)
      • [wiki]Frozen in Terror[/wiki] : Active: Empowering the Law also stuns all nearby enemies. (Previously critting gave % chance to stun enemies for 3 seconds, activating increased the % chance further)
      • [wiki]Critical[/wiki] Active: Empowering the Law also increases your Critical Damage Percent. (Previously critting reduced cooldown of Law of Valor by 3 seconds, activating increased cooldown reduction to 4 seconds)
    • [wiki]Laws of Fate[/wiki] Cooldown: 30 seconds / Active: Empower the Law, increasing you and your allies dodge chance by 15% for 5 seconds / Passive: Recite a Law, increasing you and your dodge by 5%. (Previously Active increased Movement Speed by 10% for 5 seconds, Passive had a chance to grant 5% Movement Speed when you dodge)
    • [wiki]Lord Commander[/wiki] Lord Commander
      • stat : The cooldown of Steed Charge is reduced by 5 seconds and Bombardement by 20 seconds. / Damage dealt by Phalanx and Bird of Prey is increased 120%.
      • desc : "You will follow, or you will fall." - unknown
    • [wiki]Blunt[/wiki] Blunt
      • stat : Damage dealt by Justice and Blessed Hammer is increased 120%.
      • desc : "Its Hammer Time" - unknown





    Even More New Strings
    A lot of strings for monsters, items and areas can be found below.


    DiabloFans Quote:



    Gizmos.txt
    • x1_PandExt_Time_Activator - Timeless Prison
    • X1_PandExt_ArmorRack - Decaying Weapons
    • x1_Catacombs_Spirit_Totem - Spirit Totem
    • x1_Bog_Ground_Clicky - Loose Stone
    • x1_Bog_Props_Bogpeople_Cage_D - Cage
    • x1_Bog_Props_Bogpeople_Cage_A - Cage
    • x1_Bog_Props_Bogpeople_Cage_B - Cage
    • x1_Bog_Props_Bogpeople_Cage_C - Cage
    • x1_Bog_LoreChest_Adria - Adria's Satchel
    • x1_Pand_Ext_Chest_Skirt - Chest
    • x1_Pand_HexMaze_Chest_Rare - Resplendent Chest
    • x1_Pand_HexMaze_Chest - Chest
    • X1_PandExt_Chest_Rare - Resplendent Chest
    • X1_PandExt_Chest - Chest
    • X1_Fortress_Chest - Chest
    • X1_Fortress_Chest_Ledge - Chest
    • X1_Fortress_Chest_Rare_Ledge - Resplendent Chest
    • x1_Fortress_Chest_Rare - Resplendent Chest
    • x1_Catacombs_chest - Chest
    • x1_Catacombs_chest_rare - Resplendent Chest
    • x1_BogCave_Chest - Chest
    • x1_BogCave_Chest_Rare - Resplendent Chest
    • x1_Abattoir_Chest_Rare - Resplendent Chest
    • x1_Abattoir_Chest - Chest
    • x1_Bog_CatacombsEntranceBlocker - Blocked Catacombs Entrance
    • X1_Fortress_DeathGate - The Death Gate
    • x1_Catacombs_Barrel - Vessel
    • x1_Catacombs_Rock_Pile_A - Stones
    • x1_Bog_Barricade_Breakable - Barricade
    • x1_Bog_CatacombsPortal_BeaconLoc - Nephalem Guidestone
    • x1_Bog_CatacombsPortal_BeaconLoc_First - Nephalem Guidestone
    • x1_Catacombs_AdriaBloodShrine - Corrupted Nephalem Shrine
    • a4dun_spire_AngelCorpse_Barrel_C_LootRuns - Impaled Angel
    • a4dun_spire_AngelCorpse_Barrel_A_LootRuns - Impaled Angel
    • a4dun_spire_AngelCorpse_Barrel_B_LootRuns - Impaled Angel
    • X1_ChALLENGE_LURE_PEDESTAL_CUPCAKE - SPRINKLES CUPCAKE!
    • x1_Bog_Barrel - Barrel
    ItemFlavor.txt
    • LootRunKey - A powerful mage could use this unstable artifact to open a portal to the alternate reality that birthed it.
    • DevilsHand_00_01 - "From this day forward, I shall forsake my vows as a templar. I will seek power wherever it may lie, and the order will bleed for what it has done to me." —Jondar
    • DevilsHand_00_02 - Given to Mira by Haedrig on the occasion of their wedding anniversary.
    • DevilsHand_00_03 - "Best wishes on your promotion to Captain. May your blade be true and your nerves steadfast." —Inscription by Mayor Holus
    • Unique_Sword_2H_102_x1 - This massive holy weapon was once owned by an overzealous paladin named Cam. The blade earned its name when Cam was confronted by a strange warrior from the east who claimed that a darkness coiled at the heart of the Zakarum faith, one that threatened to undo its good works. Cam listened politely to the claims, then with a scream of “Blasphemer!” lopped off the shocked stranger's head.
    • Unique_Bow_101_x1 - Long ago, an outmatched hero defeated a great demon archer with a lucky shot and claimed its mighty weapon as his own. It was to be the last good fortune he enjoyed, as the dying demon's curse wormed its way into the bow. For the remainder of his short life, the hero never knew a day free from conflict. Strife and destruction have dogged every poor soul to bear the bow.
    • Unique_Mighty_2H_101_x1 - The storm of demonic destruction that thundered toward the gates of Harrogath was held back for what seemed like ages by a lone barbarian wielding this great weapon. But even the mightiest of warriors will tire and eventually fall, and such was the case with this nameless hero. Val Narian Greataxe was thought lost in the destruction of the sacred mountain, but has recently resurfaced intact.
    • Crafting_Training_Tome_01 - [temp] This weighs more than a telephone book, though nobody knows what that is anymore.
    LevelAreaNames.txt
    • X1_A5_Challenge_Fortress_Sentinels - Ancient Sentinels
    • x1_fortress_entrance - Pandemonium Fortress Entrance
    • x1_fortress_level_00_entrance - Pandemonium Fortress Entrance
    • A4_dun_Garden_of_Hope_Master - Gardens of Hope 1st Tier
    • A4_dun_Spire_Master - Gateway to the Silver Spire- Herd Mentality
    • x1_A1_Challenge_OldTristram_TippingPoint - Cultist Legion
    • X1_LR_Tileset_Pony - Whimsyshire
    • A1_trOUT_Highlands_Southern_Master - Southern Highlands
    • A1_trOUT_Highlands_Northern_Master - Northern Highlands
    • X1_Graveyard_Crypt - Graveyard Crypt
    • X1_MooMooHalls - Slaughterhaus
    • X1_LR_Tileset_Exterior_Ramparts - Skycrown Battlements
    • X1_LR_Tileset_Exterior_GardensOfHope - Gardens of Hope 2nd Tier
    • X1_Slaughterhaus - Slaughterhaus
    • X1_LR_Tileset_Exterior_Wilderness - The Weeping Hollow
    • X1_LR_Tileset_Exterior_Highlands - LR Highlands
    • X1_Westm_AmbushReturnPortal - Return Portal
    MonsterFlavors.txt
    • x1_Monstrosity_ScorpionBug_A_Small
    • LacuniFemale_C_OpenWorld_Unique - Aspect of Envy
    • ThousandPounder_C_Unique_DevilsHand - Aspect of Sloth
    • Treasure_Goblin_C_Unique_DevilsHand - Aspect of Greed
    • x1_LR_Boss_BogBlight - More Blight
    • X1_LR_Boss_Brickhouse - She's a ...
    • x1_LR_Boss_Despair - TEMP LR Boss Despair
    • x1_LR_Boss_Gluttony - Temp - LR Boss Gluttony
    • x1_LR_Boss_MalletDemon - Temp - go hammer go hammer go
    • x1_LR_Boss_SiegebreakerDemon - Temp - Siegebreaker LR Boss
    • x1_LR_Boss_SkeletonKing - Temp - SkeletonKing LR Boss
    • x1_LR_Boss_SpiderQueen - Temp - Spider Queen LR Boss
    • x1_LR_Boss_ThousandPounder - Temp - Thousand Pounder LR Boss
    • X1_LR_Boss_Unburied - Temp - Unburied LR Boss
    • x1_LR_Boss_Warden - Temp - Warden LR Boss
    • x1_LR_Boss_WickerMan - Temp - WickerMan LR Boss
    • x1_LR_Boss_FallenChampion - Temp - FallenChampion LR Boss
    • x1_BogFamily_brute_unique_familyEvent_A - Proud Father of Three
    • x1_Monstrosity_ScorpionBug_A_event_unique - The Vengeful Tyrant
    • X1_BigRed_TimeTrapped_A - Siege Runekeeper
    • X1_demonTrooper_TimeTrapped_A - Siege Runekeeper
    • X1_ThousandPounder_TimeTrapped_A - Siege Runekeeper
    • x1_Malthael - Deadly Apparition
    • x1_Malthael_Spirit - Deadly Apparition
    • X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Siege Runekeeper
    • x1_demonMelee_A_Catacombs_Garden_Event_Unique
    • X1_BigRed_Event_Prison - Siege Runekeeper
    Monsters.txt
    • x1_BileCrawler_Skeletal_A - Skeletal Crawler
    • X1_Event_WestM_HauntedManor_GhostLord - Lord Darius Brenden
    • x1_Ghost_Dark_A - Shadow of Death
    • X1_ItemPassive_Cow - Cow King's Minion
    • x1_ZombieFemale_Skeleton_A - Spitting Bones
    • x1_Zombie_Male_Skeleton_A - Rickety Bones
    • x1_WestmarchHound_Skeleton_A - Canine Bones
    • x1_ZombieSkinny_Skeleton_A - Hungering Bones
    • x1_demonMelee_A_Catacombs_Garden_Event - Chamber Guardian
    • ThousandPounder_C_Unique_DevilsHand - Bholen
    • Treasure_Goblin_C_Unique_DevilsHand - Snitchley
    • OmniNPC_Tristram_Male_E_angryBatsEvent - [TEMP] Researcher
    • x1_LR_Boss_BogBlight - Temp - Boss Blight
    • X1_LR_Boss_Brickhouse - Temp - Boss Brickhouse
    • x1_LR_Boss_Despair - TEMP LR Boss Despair
    • x1_LR_Boss_Gluttony - Temp - LR Boss Gluttony
    • x1_LR_Boss_MalletDemon - Temp - LR Boss MalletDemon
    • x1_LR_Boss_SiegebreakerDemon - Temp - Siegebreaker LR Boss
    • x1_LR_Boss_SkeletonKing - Temp - SkeletonKing LR Boss
    • x1_LR_Boss_SpiderQueen - Temp - Spider Queen LR Boss
    • x1_LR_Boss_ThousandPounder - Temp - Thousand Pounder LR Boss
    • x1_NPC_Westmarch_KingJustinian - King Justinian IV
    • X1_LR_Boss_Unburied - Temp - Unburied LR Boss
    • x1_LR_Boss_Warden - Temp - Warden LR Boss
    • x1_LR_Boss_WickerMan - Temp - WickerMan LR Boss
    • x1_bogBlight_Maggot_A_Challenge - Maggot
    • X1_LR_Boss_morluSpellcaster_Ice - TEMP Morlu Caster LR Boss
    • X1_WestmHub_BSS - Soulstone Sliver
    • X1_LR_Boss_morluSpellcaster_Fire - TEMP Morlu Caster LR Boss 2
    • X1_LR_Boss_SandMonster - TEMP Sandmonster LR Boss
    • x1_abattoir_fire_spinner - [TEMP] Fire Spinner
    • bastionsKeepGuard_Ranged_A_NPC_Super - [TEMP] Bastion's Keep Guard
    • x1_Crusader_Judgement_Phalanx - [TEMP] Crusader Phalanx
    • x1_Fortress_Angel_Trooper_A Angelic Host
    • x1_FleshPitFlyer_Pand_A - Crackling Stinger
    • Diablo_shadowClone_Crusader - Shadow Clone
    • X1_BigRed_TimeTrapped_A - Korchoroth
    • X1_demonTrooper_TimeTrapped_A - Dreznok
    • X1_ThousandPounder_TimeTrapped_A - Ghargantula
    • X1_LR_Boss_DeathMaiden - TEMP Death Maiden LR Boss
    • x1_MoleMutant_Melee_A - Blood Golem
    • X1_PandExt_TimeTrap - Timeless Prison
    • x1_MoleMutant_Shaman_A - Blood Golem Shaman
    • X1_Crusader_FistOfHeavens_TeslaCoil_StormCloud - [TEMP] Storm Cloud
    • X1_Challenge_Nephalem_LURETEST - [TEMP] Guard
    • WoodWraith_A_x1_rare - [TEMP] Wood Wraith
    • graveRobber_ghost_A_x1_rare - [TEMP] Grave Robber
    • WitherMoth_A_x1_rare - [TEMP] Withermoth
    • Goatman_Moonclan_Shaman_B_x1_rare - [TEMP] Goatman Shaman
    • Rockworm_D_x1_rare - [TEMP] Rockworm
    • azmodanBodyguard_A_x1_rare - [TEMP] Azmodan's Bodyguard
    • Treasure_Goblin_A_x1_rare - [TEMP] Treasure Goblin
    • X1_WestmHub_Guard_Convert_Malthael - Westmarch Guard
    • x1_Malthael_Spirit - Spirit of Malthael
    • X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Rekkar
    • x1_demonMelee_A_Catacombs_Garden_Event_Unique - Door Guardian
    • Corpulent_A_x1_rare - [TEMP] Corpulent
    • X1_Pand_HexMaze_PortalChampSummon - [TEMP] Champion
    • x1_Crusader_Phalanx - Avatar of the Order
    • x1_DeathMaiden_Unique_A_Heaven - Maiden Lamiel
    • x1_MoleMutant_Ranged_A - Blood Golem Ranged
    • x1_Malthael_VO - Malthael
    • x1_Catacomb_Neph_Ally_Male - TEMP Nephalem Ghost





    New Quest Strings
    ALL Unique mobs in the game have been added as Bounties! They've not been included in the list, because there's nothing more to it then their addition into the questing system. On top of that we have all of them events for Act 5. Warning: This list is obviously super heavy on spoilers!!!


    DiabloFans Quote:


    Quest_x1_A1_Challenge_HerdMentality.txt
    • Name - Herd Mentality
    • Step1Splash - Clear the incoming waves as quickly as possible!
    • Step2Splash - You Win!
    • Step1Meter - Wave Time Left
    • Objective3Desc - Waves Cleared: {Done}/{Needed}
    • Objective7Desc - Destroy the Jar of Souls
    • Objective8Desc - Time Bonus Earned: {Done}
    • Objective12Desc - Time Bonuses Earned: {Done}/3
    • Step13Splash - Speak to Orek
    • Step9Splash - Speak to the Ghost of the Cow King
    Quest_x1_A1_Challenge_TippingPoint.txt
    • Name -Tipping Point
    • Step1Splash - Kill the scavenger ambushers!
    • Step2Splash - The energies have faded
    • Step1Meter - Time left
    • Objective3Desc - Activate the four totems
    • Objective7Desc - Destroy the Jar of Souls
    • Objective8Desc - Scavengers Killed: {Done}
    • Objective10Desc - Slay the Rare Scavenger
    • Objective11Desc - Activate the Totems: {done}/{Needed}
    • Objective16Desc - Kill for a better boss!
    • Objective19Desc - Slay the Champion Scavenger
    • Step13Splash - Speak to the Ghost of the Cow King
    • Step23Splash - Speak to the Ghost of the Cow King
    • Objective25Desc - Kill the remaining scavenger ambushers!
    • Step26Meter - Time Remaining
    • Step26Splash - Slay the monsters who are enraging!
    • Objective28Desc - Halted Rituals: {Done}
    • Objective27Desc - Halt as many rituals as you can!
    Quest_x1_Adria.txt
    • Objective109Desc - Find the Ruins of Corvus
    • Objective111Desc - Enter the Great Hall
    • Step110Header - Enter the Great Hall in the Ruins of Corvus.
    • Objective114Desc - Open the door to the Great Hall
    • Objective116Desc - Talk to Tyrael at the Survivors' Enclave
    • Step108Header - Search the Nephalem Ruins for the Ruins of Corvus.
    • Step113Header - Open the door to the Great Hall.
    • Step115Header - Talk to Tyrael at the Survivors' Enclave.
    • Objective122Desc - Eliminate the false Nephalem entrances using the Waystones
    • Objective123Desc - Entrance "A" eliminated
    • Objective124Desc - Entrance "B" eliminated
    • Objective125Desc - Entrance "C" eliminated
    • Objective132Desc - Use the Nephalem Guidestones to find the passage to the Ruins of Corvus
    • Objective133Desc - "Triangle" passage eliminated
    • Objective134Desc - "Square" passage eiminated
    • Objective135Desc - "Pentagon" passage eliminated
    • Objective136Desc - "Equals Sign" passage eliminated
    • Step67BNetTitle - Overgrown Ruins
    • Step67BNetText - Find the entrance to the Tomb of Rakkis in the Overgrown Ruins.
    • Step92BNetTitle - Guidestones
    • Step73BNetTitle - Passage to Corvus
    • Step73BNetText - Use the guidestones to find the correct Passage to Corvus.
    Quest_x1_BatteringRamFight.txt
    • Objective33Desc - Board the Ram
    • Step32Header - Board the Ram from the Siege Outpost.
    • Step9Header - Board the Ram from the Siege Outpost.
    • Step25Header - Breach the gate to the Pandemonium Fortress.
    • Step27Header - Kill Mordrath and destroy the Siege Hooks on the Ram.
    • Step29Header - Destroy the gate with the Ram.
    • Step22Header - Leave the Ram into the Pandemonium Fortress Entrance.
    Quest_X1_bog_event_angrybats.txt
    • Objective4Desc - Kill the attacking chiroptera
    • Objective2Desc - Release the seals
    • Name - TEMP Angry Bats
    • Objective9Desc - Protect the researcher or he will die
    • Objective7Desc - Speak to the field researcher
    • Step10Splash - Event Complete
    • Step8Splash - Protect the researcher
    • Step3Splash - Save the man being attacked!
    • Objective27Desc - Protect the researcher or he will die
    • Objective29Desc - Protect the researcher or he will die
    • Objective20Desc - Kill the second wave of chiroptera and their companions
    • Objective30Desc - Kill the final wave of chiroptera and their companions
    • Objective31Desc - Protect the researcher, or he will die
    Quest_X1_Event_catacombs_nephyLoot.txt
    • Objective2Desc - Fight off the in coming hordes
    • Objective4Desc - Fight off the second wave
    • Objective6Desc - Destroy the final wave!
    • Name - Treasure of the Nephalem
    • Step1Splash - Aid the ghostly warriors
    Quest_X1_Event_Fortress_BrutalAssault.txt
    • Name - Brutal Assault
    • Step4Splash - Open the Treasure
    • Step2Splash - Kill the Brutes
    Quest_X1_Event_Fortress_SpiritPrisonA.txt
    • Name - Demon Prison
    • Objective3Desc -TEMP - Waves Complete: {Done}/{Needed}
    Quest_X1_Event_Fortress_SpiritPrisonB.txt
    • Name - Morlu Prison
    • Step4Splash - Slay the remaining Demons!
    • Step8Splash -Defeat the Elite Demon and his minions
    • Step11Splash - Smash the crystal
    • Objective7Desc - Slay the awakening Morlu: {Done}/{Needed}
    • Step14Splash - Help the Angel Guard
    • Objective15Desc - Talk to the angel
    Quest_X1_Event_Fortress_Worldstone.txt
    • Name - The Souls of Angels
    • Objective6Desc - Kill the Soul Scavenger
    • Objective8Desc - Go to the northern platform and call out the Soul Scavenger
    • Objective10Desc - Speak with Jamella
    Quest_X1_Event_WestM_HauntedManor.txt
    • Name - The Angered Dead
    • Objective2Desc - Investigate the Brenden Manor Grounds
    • Objective4Desc - Defeat the Angered Dead
    • Description - The ancestral spirits of this manor have arisen in anger due to the deaths of their entire line. Put them to rest.
    • Objective0Desc - Something's afoot at Brenden Manor
    • UnassignedStepBNetText - Something's amiss at the Bredenbudder Manor
    Quest_X1_fortress_event_ancientJail.txt
    • Objective2Desc - Release the seals or leave in peace
    • Name - Ancient Prison
    • Objective6Desc - Refused to free the demons
    • Objective12Desc - Refused to free the demons
    • Step5Splash - complete
    • Objective21Desc - Time to leave
    • Step22Splash - Release the last three seals
    • Step1Splash - Release the seals or leave in peace
    Quest_x1_Fortress_KillMalthael.txt
    • Step8Header - Kill Malthael.
    • Objective40Desc - Go to Pandemonium Fortress Level 1
    • Objective43Desc - Go to Pandemonium Fortress Level 1
    • Objective57Desc - Go to Pandemonium Fortress Level 2
    • UnassignedStepBNetTitle - Begin Quest
    • UnassignedStepBNetText - Begin this quest.
    • Step30BNetTitle - The Fortress
    Quest_X1_PandExt_Event_Chrono.txt
    • Name - The Time Trap
    • Objective2Desc - Defeat the Timetrapped Demons
    • Step8Splash - Kill the attacking rock monsters!
    • Objective11Desc - Turn off the Timeless Prison
    • Objective12Desc - Get the Siege Rune from Rekkar
    Quest_X1_PandExt_Event_DemonPrison.txt
    • Name - The Demonic Prisoner
    • Objective2Desc - Kill Emikdeva to get the Siege Rune
    • Objective5Desc - Deactivate the Timeless Prison
    Quest_X1_PandExt_ExteriorFull.txt
    • Objective42Desc - Follow Imperius's trail
    • Step41Header - Follow Imperius's trail at the Path of War.
    • Objective44Desc - Get the Siege Runes: {Done}/{Needed}
    • Objective46Desc - Enter the Siege Outpost
    • Step43Header - Get the Siege Runes by killing the demons in Timeless Prisons in the Battlegrounds of Eternity.
    • Step45Header - Go to the Siege Outpost from the Battlegrounds of Eternity.
    • Step35BNetTitle - Journey to Pandemonium
    • UnassignedStepBNetTitle - Begin Quest
    • UnassignedStepBNetText - Begin this quest.
    • Step11BNetTitle - Speak with Imperius
    • Step26BNetTitle - Battlegrounds of Eternity
    • Step26BNetText - Explore the Battlegrounds of Eternity.
    • Step43BNetTitle - Siege Runes
    Quest_x1_ToHeaven.txt
    • Step1Header - Enter Tyrael's portal to the Pandemonium Gate.
    • Objective12Desc - Go to the Path of War
    • Objective14Desc - Defeat the Reapers
    • Objective16Desc - Talk to Imperius
    • Objective18Desc - Kill Malthael's reapers
    • Step15Header - Talk to Imperius in front of the Pandemonium Gate.
    • Step17Header - Kill Malthael's reapers at the Pandemonium Gate.
    • Step11Header - Go through the portal to the Path of War.
    Quest_x1_westm_Event_Sinkhole.txt
    • Name - Walk in the Park
    • Step1Splash - Slay the Reapers to unlock the Inner Gates
    Quest_X1_Westm_KillUrzael.txt
    • Step1Header - Exit the Survivors' Enclave to Westmarch Heights.
    • Step6Header - Go through Westmarch Heights to the Tower of Korelan. Stop the Fire Starters from burning down the city.
    • Step10Header - Talk to Urzael at the Tower of Korelan.
    • Step12Header - Kill Urzael at the Tower of Korelan.
    • Step14Header - Talk to Malthael at the Tower of Korelan.
    • Step16Header - Return to the Survivors' Enclave.
    • Step18Header - Talk to Tyrael at the Survivors' Enclave.
    • Step1BNetTitle - Westmarch Heights
    Quest_X1_WestmHub_Survivor_Rescue.txt
    • Objective67Desc - Talk to Myriam
    • Step62Header - Go through Westmarch Commons to Gideon's Row, then find the Soul Crucible there.
    • Step57Header - Destroy the Corpse Piles in Gideon's Row.
    • Step60Header - Kill Drygha in Gideon's Row.
    • Step30Header - Talk to Myriam in Gideon's Row.
    • Step32Header - Go through Gideon's Row to Briarthorn Cemetery.
    • Step55Header - Search Briarthorn Graveyard for Nobles Rest Courtyard, then find the Master Soul Crucible there.
    • Step49Header - Destroy the Corpse Piles in Nobles Rest Courtyard.
    • Step53Header - Kill Catharis in Nobles Rest Courtyard.
    • Step34Header - Destroy the Master Soul Crucible in Nobles Rest Courtyard.
    • Step40Header - Talk to Myriam in Nobles Rest Courtyard.
    • Step42Header - Return to the Suvivors' Enclave.
    • UnassignedStepBNetText - Begin this quest.
    • Step62BNetTitle - Gideon's Row
    • Step62BNetText - Search the Westmarch Commons for Gideon's Row, where Malthael's reapers guard a soul crucible.
    • Step30BNetTitle - Talk to the Mystic

    Posted in: News & Announcements
  • 0

    posted a message on Wyatt Cheng on Negative Effects of Inconsistent Health Pools, RMAH Delay Issues Resolved, What Business Would Each Follower Want
    Wyatt Cheng on Negative Effects of Inconsistent Health Pools
    A few days after Travis Day made a pretty big Paragon 2.0 post, Wyatt Cheng is back on the official forums as well. His post is regarding the aspects of combat and the negative effects of - let's say - a dynamic hero health pool.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Let's talk about combat.

    From a big picture standpoint, it's not healthy for the game when a player's health pool goes from full to nearly empty and back to full on a regular basis very quickly, over and over, during regular play. I know not every character build plays this way - but I would assert that it's not good for the game when this is a dominant or even common way to play.

    Why?

    Here are a few negative effects it has:

    1. A health pool that quickly goes from full to nearly empty implies that there's not a lot of room for variance in incoming damage. When incoming damage is that high, a 15% increase in monster damage would result in death. This leads to comments like "As soon as I turn up the Monster Power I get 1-shot". I'd like to see a game where a clever player can handle a higher Monster Power by reducing incoming damage through good play. Unfortunately, if the combat pacing and dominant builds are such that all players are geared to survive the biggest posisble hit from a monster and instantly heal to full then there's no room for that differentiation. Let's use mortar as a simple example. If a wave of mortar hits takes me from full to nearly dead, and then I instantly heal back to full, then mortars don't pose a realistic threat to me. In this state, there's no way for a clever player (who wants to dodge mortars) to differentiate themselves from somebody who doesn't care (and just decides to get hit). In both cases you're healing instantly to full and surviving through the damage no matter what, and in both cases turning up the monster power results in you dying no matter what if you take a single mortar wave. It becomes a pure gear check.

    2. For players who push the MP up anyways, it makes the game feel like it was designed around one-shots. In my previous example with mortar, some of you may be thinking "There's room for turning up the Monster Power, just don't get hit at all!". This isn't great either. It means my death feels very binary. One moment I'm at full health, the next instant I'm dead. It also means that once you decide you are going to accept being one-shot, you don't care about your health at all. Who cares if you have 20K or 40K health if you're going to die either way? We'd be in a better place if the mortar-dodger was allowed to take the occasional hit, but can handle a higher monster power as long as a majority of them are dodged.

    3. Healing very rapidly back to full also loses all the fidelity of small attacks. If players are regularly going from full to nearly empty and back to full again on a regular basis, then there's no room for mechanics which act as a slow drain on your health. Plagued is a great example of this. We don't want Plagued to be something that kills you quickly, but it also shouldn't be something you ignore forever. Standing in a pool of poison should be something that adds tension to the fight. You know you're not going to die now, but you can see the threat looming. When healing rates are very high, there is no room for the slow drain damage sources - they become insignificant.

    4. My current health loses meaning. Being at 95% health should mean you're relatively safe. Being at 5% health should mean you're almost dead. Being at 50% health should mean you're somewhat in danger and you should play it safe, but as long as you do you should be fine. These are all concepts that make intuitive sense. Unfortunately, they are not at all true in the current Diablo environment. When health pools are rapidly going from empty to full and back again, these health values all blur together.

    5. You lose a lot of tactical combat opportunities. Tactical combat requires that the player can properly assess the situation and react accordingly. When your health pool moves up and down rapidly you are no longer reacting to dangers. A rapidly changing health globe means you are playing in a predictable pattern and crossing your fingers hoping that you live through it. You are playing in a way that avoids situations that will instantly kill you, but there's no tension associated with being low on health that would cause you to make a tactical decision to change your play pattern.

    I'm saying all of this without pointing at any specific solutions. That's because there are no instant-fix solutions. It's a challenging problem that we're actively working on. Things aren't going to be perfect overnight, but improving the pacing of combat is something we constantly work on.

    I will say that the first line of defense is reducing the rate at which players heal. After we pull in the rate of healing, next we analyze the patterns in which monsters deal damage. Ultimately, defensive stats will play a role in all of this. If some life regeneration, damage mitigation or (gasp) life on hit lets me play a little more aggressively, that's a good thing.




    RMAH Delay Issues Resolved

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Update 9/25: Breaking news has been posted regarding the temporary disabling of purchases via credit cards for the Auction House - we thank you for your patience in the meantime. We'll be sure to update our posts here as soon as these issues have been resolved.

    no further updates?
    Hi Xus, more specific updates will be shared as I get them, in the meantime - quick shout to Demonic, in regards to the specific auctions made through your account: transactions ID#'s 1749390446, 1751126339, 1747091389, and 174654107.

    Correction: The first two are now showing as having failed, the 389 and 107 transactions appear to still be processing.

    I will be sure to update the thread as more information becomes available. Thanks again everyone, I know that no one wants to wait - especially if you're not sure whether the transaction is going through.

    working now?????
    received all my purchases! i guess the tides are loosening up!
    Thanks for the update LI7L!

    Got my delayed purchases as well!
    Good to know, Jeebz. Thank you!

    UPDATE: Received all my purchases that I made about 2 days ago. Thanks for the hard work guys and gals!

    I got my mempo!!! Thanks guys
    :)




    What Business Do You Think Each Follower Would Want to Run?

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Leah said once that once everything was over, she thought that she might open an inn. While she wasn't able to achieve her dream, with all the riches you've collected throughout your adventures in Sanctuary, have you ever stopped to wonder what futures your loyal followers might be saving up for?



    For our latest community question, we want to know: If each follower in Diablo III were to run a business, what vocation do you think they would choose? Here are what some Diablo III players on Twitter had to say:


    So what do you think? Where can you see Kormac, Lyndon, and Eirena setting up shop? Leave a comment below to let us know, or respond on Facebook or Twitter!
    Posted in: News & Announcements
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    posted a message on Official AH Delays Statement, Artisan Stories Will Be Continued in RoS, Differences Between Templar and Crusader, T-Shirt Design
    Official AH Delays Statement

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Across the last week we’ve received a growing number of reports concerning excessive delays with both the Gold and Real Money Auction Houses. We’re currently investigating the situation, and will be sure to update this post as more information becomes available.

    Thank you to everyone affected by these delays for your patience while we work to resolve this. We apologize for this inconvenience and will do everything we can to take care of this as soon as possible.

    In the meantime, may your Treasure Goblins be plentiful and your enemies tremble before you.

    -------------------------------------------------------------------------------------------------------------

    Update 7:10PM PDT: Hello again everyone, thanks for hanging in there until we could dig deeper into this. We found that for a large number of auctions this past week, the game was displaying these as having successfully completed, when in fact they had not. The issue which was preventing these transactions from being recognized as having properly failed, has now been resolved.These particular auctions which were excessively delayed may still appear as ‘completed’ in-game. Any funds that were temporarily associated with these auctions are not being held by Blizzard and will be released through the financial institution that was used in conjunction with these transactions. The release times for these payments can vary depending on which bank or credit card was used.

    We again apologize for any inconvenience this may have caused, and thank you for your understanding.

    Our investigation into the issue is ongoing, thanks everyone for your continued patience! At this time, even if your particular auction has exceeded 10 days, I would ask that you refrain from submitting a ticket as whatever is going on with any of the Auctions is likely related to this core issue. I will be sure to provide regular updates as we go along - if you have any change in the status of your auctions, please post that as well. Thank you!




    Artisan Stories Will Be Continued in RoS
    The personal stories of most of the artisans we grew to love will be continued in Reaper of Souls. Many of them were so well written that they were more intriguing by the main storyline itself, so the expectations are pretty high.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    There are definitely plans to dig deeper into the mysteries of not just Covetous Shen, but the other artisans and followers as well. You've had the chance to get to know these characters and their backstories in the context of Diablo III, and Reaper of Souls will give you the opportunity to advance their tales even further. What exactly will come of Dirgest’s gem, though? Well, you’ll just have to wait and see.

    No details, please
    Wish granted. ;)




    Differences Between Templar and Crusader

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Different orders, same zealotry.
    This is a pretty good summary of their differences.

    The Templar order remains an enigma to many on the outside, and there are rumors abound regarding their exact founding and purpose. Though the Templars profess a dedication to the Light and seek to rid Sanctuary of demonic corruption, they are not officially sanctioned by the Zakarum church, while the Paladin and Crusader orders were founded within it. Rather, they have risen from the ashes of the Paladin order after it fell to corruption, and they view themselves as the new, pure continuation of that faith.

    As for Paladins and Crusaders: A long time ago, the Paladins headed west under the command of Rakkis seeking conquest, a historic march which ultimately ended in the founding of Westmarch. Meanwhile, the Crusaders – an elite group of fighters who rallied under a different Zakarum leader – headed east on a secret mission to search for a way to cleanse their faith of the perceived taint left behind by Mephisto. Unlike the Paladins, the Crusaders have never been corrupted, and in their journeys abroad have honed new skills and talents that set them apart on the battlefield.

    To put it a different way, think of the Crusaders as the “veterans of the veterans.” They take zealotry to an entirely new level, finding comfort and strength in their unshakable confidence in their cause. Their only goal is to find a way to save their faith; any other objectives will fall to the wayside should it ever threaten to impede their quest. Whereas the Paladin might meddle in a town’s affairs -- settling disputes, converting new followers, burning some witches -- and then move on, the Crusader, despite brandishing a similar level of intimidation, would quietly enter the town, ask a few questions, restock their supplies, and then depart, leaving little more than confusion in their wake. (To give you perhaps a more relatable image, if you were put a Crusader in space, he’d probably be a lot of like Hicks in Aliens. Very experienced, a little easy going on the surface, but doesn’t fool around when stuff hits the fan.)

    More specific details on the Crusader will, naturally, be covered in Reaper of Souls (as well as in Acts I-V). However, if you really dig that sort of lore, definitely keep an eye out for the Book of Tyreal. You can expect to find some good juicy historical tidbits on several of the orders, the Crusader's included.




    T-Shirt Design Contest Gallery
    The ongoing contest for Diablo III t-shirt design that DesignByHumans is hosting has some amazing entrees, just as expected. We put a few of them in a small gallery, but you should check out all of the designs in the original page.

























    Posted in: News & Announcements
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    posted a message on Questions about WW barb
    Let's keep it in English by the way.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on A Lot of Paragon 2.0 Clarifications, Blue Posts, Community Commentary: Sanctuary Around You
    A Lot of Paragon 2.0 Clarifications
    Paragon 2.0 is still one of the hottest topics on the official forums and Travis Day popped up again to add a few words on the concept. In the meantime Lylirra made several clarifications on the topic in the thread that was started last week.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Paragon experience is only earned when you are playing a character who is max level. If you are level 60 and paragon 100, when the expansion launches you will continue earning paragon experience in the new system. Once you have the expansion enabled your experience earned will take you from level 60-70 at which point it will again be added to your paragon level instead of character level. (Blue Tracker / Official Forums)

    I think I added a sufficient number of caveats to my previous post, but let me go ahead and reiterate: Paragon 2.0 is still very much in development, and nothing is set in stone at this point. The system will likely undergo several changes (based on testing and feedback) before it ships.

    So, on that note. For those of you who've voiced a dislike of the Paragon 2.0 mechanics quoted below, what kind of functionality would you prefer to see instead? (And most importantly, why would you prefer that functionality over the one currently being considered?)

    - What category a Paragon Point can be spent in will be determined by what Paragon level you earn. Paragon level 1 gives you a point to spend in "Core Stat," Paragon level 2 gives you a point to in "Offensive," Paragon level 3 gives you a point to spend in "Defensive," and Paragon level 4 gives you a point to spend in "Utility" (or "Adventure"). Each Paragon level past that follows the same pattern.

    - All categories other than Core Stats (DEX, INT, STR, VIT) have a cap on the number of points that can be allocated to them, which also means there is a cap to the total number of points that 3 of the 4 categories can have. At present, this means if you reach Shared Paragon 800, you will have maxed the number of points that can be allocated to the Offensive, Defensive, and Utility categories and all future Paragon levels you earn will grant you a point in the Core Stat category instead.
    While simply saying "yes, I like this" or "no, I don't like this" is totally legit feedback, digging a little bit deeper into the details helps us get a better feel for what kind of experience you're really looking for.

    Thanks!

    including the low level characters who have not even reached lvl 60?
    suppose my account's shared paragon level IS 100.
    Does even the level 30 character get 100 paragon Points to spend???
    Under current design, yes. Using your example, if your account's Shared Paragon level is 100, all Normal characters on your account would have access to 100 Paragon points, even if they're not at max level (i.e. sub-60).

    Again, all subject to change prior to ship, etc etc. :)

    Also, some more information from Travis. I'll be sure to add it to the compiled list in just a bit:

    Posted by Travis Day
    Paragon experience is only earned when you are playing a character who is max level. If you are level 60 and paragon 100, when the expansion launches you will continue earning paragon experience in the new system. Once you have the expansion enabled your experience earned will take you from level 60-70 at which point it will again be added to your paragon level instead of character level.
    For clarity (since I saw some confusion in the other thread):

    - After Paragon 2.0 goes live, if you are level 60 and do not have the expansion enabled on your account, you will continue to earn Paragon experience in the new system. This is because you are still technically at the level cap.

    - However, if you are level 60 and decide to enable the expansion on your account, you will stop earning Paragon experience. This is because the expansion increases the level cap to 70. Once you reach level 70, you will start to accrue Paragon experience again from where you left off.

    So, basically: Only max-level characters will be able to earn Paragon experience. If you don't have the expansion, max-level = 60. If you have the expansion, max-level = 70. (Blue Tracker / Official Forums)




    Blue Posts

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    AH Conspiracy Theories
    Yep Blizzard knows people will not buy their expansion based on how terrible D3 was overall. So they decide to hype it up with removing the AH before the release of RoS so that people will think well they are removing the AH maybe ill give it another shot. So they cash out on bigger sales for the expansion then they re-add the auction house about a month later once people have bought the game
    While I can respect a good conspiracy when I see one, I'm going to shut this one down. We have no plans to add either the gold or real-money auction house back into the game after they are removed. (Blue Tracker / Official Forums)

    No New Followers in RoS
    When D2 exp. LoD released, new mercenaries added to the game, the barbarians. Why don't we get new follower on RoS? A dps type, two-hander melee follower would fit pretty well imo. What do you think?
    We have no plans to introduce any new followers in Reaper of Souls. Instead, we will be delving deeper into the existing followers, and we'll find out more about their personal motivations in their expanded story lines.(Blue Tracker / Official Forums)

    RMAH Error Being Worked On
    anyone else not receiving payout from RMAH for transaction since the 17th? seems to be a recurring/same old problem for the RMAH, likely to be caused by the maintenance on the 17th.
    Hi all, just wanted to drop in and let you know that we are aware of this issue and it is currently being investigated. Although I don't have much more to share right at this moment, I will continue to update the thread as information becomes available.

    Thank you for your patience in the meantime! (Blue Tracker / Official Forums)




    Community Commentary: Sanctuary Around You

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    While the world of Sanctuary is fictional, its characters, monuments, heroes, and villains get to live on through the hearts and minds of players. For those who’ve made frequent visits, it can be a difficult place to forget! And something as simple as a phrase, a food item, or even a voice you hear in passing can evoke the memory of your Nephalem on the battlefield.

    For this week's Community Commentary, Monty11 wants to know: what events in your real life remind you of Diablo?

    In his thread in General Discussion, Monty11 talks about how he was reminded of his Wizard's arcane prowess when learning about “nephelometry” in one of his classes. But what about you? Maybe you were on a quick shopping trip to the grocery store, yet you heard the bustling markets of Caldeum. Or maybe the old man with the kind smile you passed on the street the other day reminded you of a certain Horadrim. Or maybe you caught yourself wondering if the jewelry store downtown carries that last perfect ring you've been meaning to upgrade.

    Head on over to Monty11's thread in General Discussion or comment below with your memory of a moment in the real world you couldn't help but view through the eyes of your hero!
    Posted in: News & Announcements
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    posted a message on What removing the Auction House means for the future of Diablo 3 (Diablo Digest)
    Oh, we much prefer multi-posts to multiple post. Thank you!
    Posted in: Diablo III General Discussion
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    posted a message on Is Diablo 2 compatible with Windows 8?
    Moving your topic to our Diablo II forums, where it should get some more visibility.
    Posted in: Diablo II
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