• published the article Our Diablo Immortal Build Tool Is Live & Blood Knight Class Datamined!

    Our Diablo Immortal Build Tool Is Live!

    Our team has been hard at work after launching our Diablo II: Resurrected build tool last week, and we are now ready to launch our Diablo Immortal build tool! This build tool will be updated with any changes during future testing and content updates post-launch, and reinforces our commitment to supporting the entire Diablo franchise and their dedicated players. Please take a moment to leave us any feedback or bug reports regarding the Diablo Immortal build tool!

     

    Here's a sample of items from Diablo Immortal that you can use in your builds!

     

    Robes of the Avalanche

    Besieger

    Disarray 

    Reaching Rebuke

    Skullveil

    Ragecaller 

     

     

     


    Diablo Immortal Blood Knight Class Datamined!

    Our team has datamined the Blood Knight, a possible new class coming to Diablo Immortal! You can find the class icon, some skill icons, and the full list of skill descriptions below! Even though Blizzard has not officially announced this class, it's common for traces of in-development content to remain in the game's code that is sent to the public through Beta testing.

     

    We know that the game will be launching with the Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard classes; however, Diablo Immortal is being developed as a live-service game that will receive regular content updates post-launch. It's possible the Blood Knight may coincide with the final unknown class in Diablo IV. Please keep in mind that Diablo Immortal is still in development and everything is subject to change.

     


    "id": 107000,
    "name": "Ravage",
    "description": "Launch a sequence of attacks on the target, inflicting 0, 0, and then 0 damage.",
    "our_description": "Launch a sequence of attacks on the target, inflicting {(S107000,1,damage)}, {(S107000,2,damage)}, and then {(S107000,3,damage)} damage.",
    "class": "7",
    "primary": true,
    "level_unlocked": 1,
    "max_level": 16


    "id": 107001,
    "name": "Dash Stab",
    "description": "Dash with continual stabbing",
    "our_description": "Dash with continual stabbing",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107003,
    "name": "Hit and Smash",
    "description": "Pierce up an enemy in front with a pike and deal 0 damage to it, then throw it onto the ground, dealing 0 damage to all nearby enemies and Stunning them for 2 seconds. Before you throw it, you can use the left stick to control the direction.",
    "our_description": "Pierce up an enemy in front with a pike and deal {(S107003,1,damage)} damage to it, then throw it onto the ground, dealing {(S107003,2,damage)} damage to all nearby enemies and Stunning them for {2.0} seconds. Before you throw it, you can use the left stick to control the direction.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 17

    "id": 107004,
    "name": "Blood Vessel",
    "description": "Shoot multiple veins ahead to link the enemies while dealing 0 damage. After a short delay, it pulls enemies in its path toward it while dealing 0 damage.",
    "our_description": "Shoot multiple veins ahead to link the enemies while dealing {(S107004,1,damage)} damage. After a short delay, it pulls enemies in its path toward it while dealing {(S107004,2,damage)} damage.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107005,
    "name": "Bloodsuck",
    "description": "You float in the air, sucking blood from all nearby enemies.",
    "our_description": "You float in the air, sucking blood from all nearby enemies.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107006,
    "name": "Bat Troop",
    "description": "",
    "our_description": "",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107011,
    "name": "Shadow Mass",
    "description": "It gives you and your allies around a decoy force state for 12 seconds. For every 3 regular attacks launched, a decoy will be generated to copy your attacks.",
    "our_description": "It gives you and your allies around a decoy force state for {12.0} seconds. For every {3} regular attacks launched, a decoy will be generated to copy your attacks.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107012,
    "name": "Shadow Spear",
    "description": "Toss a shadow spear ahead, dealing 0 damage to all enemies in the path. Long-press the skill to charge, increasing the shadow spear's flight distance, range and damage and dealing 0 damage at most.",
    "our_description": "Toss a shadow spear ahead, dealing {(S107013,1,damage)} damage to all enemies in the path. Long-press the skill to charge, increasing the shadow spear's flight distance, range and damage and dealing {(S107014,1,damage)} damage at most.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107015,
    "name": "Normal Attack 2",
    "description": "If the enemy runs away from you, throwing Bloodcrush as ranged attack that deals 0 damage. If the enemy is near you, use Bloodblade as melee attack that deals 0 damage.",
    "our_description": "If the enemy runs away from you, throwing Bloodcrush as ranged attack that deals {(S107015,3,damage)} damage. If the enemy is near you, use Bloodblade as melee attack that deals {(S107015,1,damage)} damage.",
    "class": "7",
    "primary": true,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107016,
    "name": "Sweep",
    "description": "Sweep attack the enemies by rotating the spear three times, dealing up to 0 damage to nearby targets. You can move while attacking.",
    "our_description": "Sweep attack the enemies by rotating the spear three times, dealing up to {(S107016,1,damage)*3} damage to nearby targets. You can move while attacking.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107017,
    "name": "Blood Demon",
    "description": "Gain Evil Blood when killing an enemy. When you have enough of it, you may cast the skill and turn to Blood Demon for 20 seconds.",
    "our_description": "Gain Evil Blood when killing an enemy. When you have enough of it, you may cast the skill and turn to Blood Demon for {20.0} seconds.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107023,
    "name": "Bloodtide",
    "description": "Strike a blood wave forward, inflicting 0 damage on enemies in its path while knocking them away. Charge can be stacked up to 2 times.",
    "our_description": "Strike a blood wave forward, inflicting {(S107023,1,damage)} damage on enemies in its path while knocking them away. Charge can be stacked up to {2} times.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107024,
    "name": "Black Fog",
    "description": "Your body releases a black fog that lingers for 10 seconds, affecting nearby opponents. Monsters in the black fog are Charmed to attack other monsters. Opponents in the black fog cannot use Smart Cast.",
    "our_description": "Your body releases a black fog that lingers for {(M107001,1,mfDuration)} seconds, affecting nearby opponents. Monsters in the black fog are Charmed to attack other monsters. Opponents in the black fog cannot use Smart Cast.",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    "id": 107025,
    "name": "Blood Strike",
    "description": "",
    "our_description": "",
    "class": "7",
    "primary": false,
    "level_unlocked": 1,
    "max_level": 16

    Posted in: Our Diablo Immortal Build Tool Is Live & Blood Knight Class Datamined!
  • published the article Diablo II: Resurrected | PTR 2.4 Overview & Updates

    Diablo II: Resurrected | PTR 2.4 Overview & Updates

     

    Originally Posted by Hooley & filthierich (Official Post)

    Hi everyone,

     

    As the PTR kicks off, we want to provide a comprehensive overview of this test’s objectives and pre-made characters available to participants. We hope you find this guide helpful as you prepare to experience the exciting new changes of Patch 2.4!

    PTR OVERVIEW

    The Public Test Realm (PTR) is a special realm where we can test balance, bug fixes, and other enhancements we make in Diablo II: Resurrected. This test environment is available to all owners of the game on PC. Beyond new Rune Words, Mercenary tweaks, new Horadric Cube recipes, and more, a primary focus of this test will revolve around the Class Balance Changes.

     

    It’s our goal to empower players with the means to acquire and test these new items on the PTR. Your impressions and feedback will assist us in optimizing these updates ahead of the live release and first season of Ladder Rank Play. To share your feedback, select the “Provide Feedback” on the front-end screen of the Diablo II: Resurrected PTR client or post your feedback on our PTR Feedback forum.


    PTR PRE-MADES

    After players successfully acquire access to the PTR (click this link 44 for instructions), all participants will receive 7 pre-made characters, 8 mule characters, and 5 free slots will remain empty if participants wish to make a fresh character. These pre-made characters will be Late Game focused (85), however, if you wish to simulate an experience of earlier levels of play, participants can choose to not spend all their skill points and attributes.

     

    Pre-made classes will have basic items and class-specific gear, while the mules will have a plethora of Runes, Uniques, Sets, etc. This will enable participants to be amply equipped to experience the full breadth of content within the PTR. As you progress, your pre-made character will evolve with any persisting changes from gameplay. Simply, Save and Exit to retain your character’s progress and resume where you left off for your next playthrough.

    PLEASE NOTE: Deleting a template character and re-launching the client will re-deploy the template to the user’s account, including a refilled personal stash and inventory. Items moved from the personal stash and inventory to the shared stash are unaffected by this.


    KNOWN ISSUES

    Shown below is a list of in-game known issues we’re currently aware of being part of the updated PTR balance build.

    PLEASE NOTE: This is not a complete list of all currently tracked issues affecting this build of Diablo II: Resurrected, rather just a list of known issues with this release.

    LOGIN QUEUES

    There are many eager to jump into the PTR and experience the new balance changes. At the launch of this new test build, we expect there will be login queues as a large number of testers surge into the PTR. We only expect this for the first few hours during the launch of PTR.

     

    You may be asking, why are there queues? This is mainly due to the fact that each account logging in has to populate with pre-made characters that we have setup for PTR. This creates a bit of a strain on our database which isn’t fully scaled to the same state as of our retail servers. We do not expect this in retail launch as players already have characters populated on their own accounts.

     

    We appreciate your patience through this time.

    PTR KNOWN ISSUES

    In-Game Issues

    • Arcanna’s Tricks set is not accurately totaling mana buff when full set is equipped
    • Civerb’s Vestments full set bonus is granting more defense than intended
    • The team is aware of some act bosses being more difficult than in the retail game. We are working on a fix for this and will update once more is known.

    WE APPRECIATE YOUR HELP

    After 11 years, significant and exciting changes are coming to Diablo II: Resurrected! We want to thank YOU for participating in this test and sharing your insights from your experience on the PTR. We encourage you to leave your feedback in the PTR Feedback forum 31. And, if you discover any bugs, please report them in the PTR Bug Report forum 19. We’ll be actively monitoring these channels throughout the Patch 2.4 PTR test.


    PTR Update 1.26

    A new Diablo II: Resurrected PTR patch is now live. We addressed a few bug issues and have updated the Diablo II: Resurrected Patch 2.4 Balance PTR 280 blog post.

    ==
    Bug Fix Details

    • Fixed an issue where non-uber bosses were taking too little damage.
    • Fixed an issue where the Unbending Will Runeword was not correctly displaying some of its stats.
    • Fixed an issue where Civerb’s Vestments were granting more defense than intended.
    Posted in: Diablo II: Resurrected | PTR 2.4 Overview & Updates
  • published the article Blizzard Working On Unannounced Survival Game For PC & Console

    Blizzard Working On Unannounced Survival Game For PC & Console

    Blizzard has announced through blog post that they are working on an unannounced Survival game and are looking for people to join the team! We can see from the concept art below that it appears to be a post-modern world filled with fantastical elements.

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Create a new universe with us

     

    Blizzard is embarking on our next quest. We are going on a journey to a whole new universe, home to a brand-new survival game for PC and console. A place full of heroes we have yet to meet, stories yet to be told, and adventures yet to be lived. A vast realm of possibility, waiting to be explored.

    Every story needs a teller. And every world needs builders. What if that could be you?

    For thirty years, Blizzard has been creating universes for millions of players around the globe. This requires a diverse team of developers willing to lend their voices, to listen and to be heard. That is our mission.

    Do you like survival games? Do you want to join a collaborative team of experienced developers at the early stage of a new project in a new world...and help write the next chapter in Blizzard's story?

    This is your call to adventure. Will you answer it?

    Posted in: Blizzard Working On Unannounced Survival Game For PC & Console
  • published the article Diablo II: Resurrected | PTR Maintenance 1/24

    Diablo II: Resurrected | PTR Maintenance 1/24

     

    Originally Posted by Hooley (Official Post)

    Hello all,

     

    Within the hour, we will be bringing down the PTR online servers. This maintenance will assist us in preparing for tomorrow’s implementation of the new Patch 2.4 balance changes. The downtime will persist into tomorrow and end when we push the new PTR build live.

     

    For more information on the upcoming Patch 2.4 balance changes, check out our Patch Notes. Otherwise, if you have any feedback, we encourage you to share your experiences in the PTR Feedback forum. If you believe you found a bug, please feel free to submit a report in our PTR Bug Report forum.

     

    Thank you, testers.

    Posted in: Diablo II: Resurrected | PTR Maintenance 1/24
  • published the article Diablo II: Resurrected Patch 2.4 Balance PTR

    Diablo II: Resurrected Patch 2.4 Balance PTR

    The patch notes for the upcoming Patch 2.4 Diablo II: Resurrected PTR have been released!

     

    Originally Posted by Blizzard Entertainment (Official Post)

     

    Diablo II: Resurrected Patch 2.4 Balance PTR

    Heroes of Sanctuary, Happy New Year! At the end of last year, we gave you a glimpse of exciting new balance changes coming to Diablo II: Resurrected. We’re pleased to announce the upcoming gameplay additions to the PTR (PC-only) which will be implemented starting Tuesday, January 25, PST!

    PLEASE NOTE: Character progression on the current PTR will be wiped on Tuesday when we push the Patch 2.4 Balance build onto the test realm.

    This will be our community’s first opportunity to experience these changes and share their feedback from their playthroughs. From the very beginning, we’ve acknowledged that our collaboration with our community helps us craft a better game for all. We hope you participate in the PTR and continue to share your feedback. With your help, we can continue the legacy of making Diablo II: Resurrected the ARPG we all cherish.

    If you missed that Developer Update Stream, you may watch it below. Our Design Director, Robert Gallerani, and Senior Game Producer, Matthew Cederquist, joined community content creator, MrLlamaSC, to highlight our philosophies and improvements being made to our seven unique classes.


    PTR Focus & Details

    We’re ecstatic to make balance changes that will improve the viability of each class while retaining the class fantasy of our favorite heroes. It has been more than eleven years since we’ve made changes like this to the game! So, when we started making balance adjustments, we wanted to focus on expanding more skill build variety and adding more viable possibilities with playing each class. The game is built around completing the Acts on each difficulty and we wanted our players to be empowered to play their heroes in the ways they preferred. A key opportunity we saw was improving the effectiveness of lesser-used skills.

    As we progress in this PTR, please be aware there may be periodic maintenances, outages, hotfixes, or minor patches. All the changes implemented in this PTR are not in stone. We want to gauge reception and feedback on these changes before we make them final for Live. We encourage our PTR participants to explore and play the following new content:

    • New Class Balance Changes: To ensure that the most significant class changes receive an ample amount of attention, we'd love feedback on changes affecting our seven unique classes.
    • New Rune Words: We encourage you to experience the new Rune Words that can be created and inserted into correlating socketed gear. Please share your feedback on these new items.
    • New Horadric Cube Recipes: New Horadric Cube Recipes have been implemented to complement Set items, we encourage you to craft these and share your feedback; especially in tandem with new improvements being made to Set items that are generally underused by players.
    • And much more: Mercenary changes, Set Item Bonus Changes, New Level Area changes, Item Tooltip changes, and other changes to gameplay have been implemented for testing in this PTR. Your impressions and insights on how these changes affect your experience would be very appreciated.

    Please leave your feedback in the PTR Feedback forum. If you discover any bugs, please report them in the PTR Bug Report forum. So, without further ado, let’s dive into these new changes!

    PLEASE NOTE: Game content discussed in this blog is not final and subject to change.


    PATCH NOTES

    Below you will find patch notes for the upcoming update for Diablo II: Resurrected, Patch 2.4 PTR. Ranked Ladder Play will not be included in the PTR, as the primary focus of this test will be trialing the new balance changes, new Rune Words, new Horadric Cube Recipes, Set Item Bonus changes, and other gameplay improvements (I.e., Casting Delays).

    Developer Comments: We are re-evaluating Casting Delays by individualizing each of their cooldowns. This means that using a skill with a Casting Delay will no longer add the cooldown to all other skills that have Casting Delays. This will allow players to use more varieties of skills and promote more gameplay.

    TABLE OF CONTENTS

    1. CLASS CHANGES
    2. MERCENARIES
    3. RUNE WORDS
    4. NEW HORADRIC CUBE RECIPES
    5. SET ITEM BONUS CHANGES
    6. LEVEL AREA CHANGES
    7. GENERAL GAMEPLAY CHANGES
    8. ITEM TOOLTIP CHANGES
    9. HOW TO PARTICIPATE & PTR CHARACTER COPY

    CLASS CHANGES

     

     

     

     

    AMAZON

    Javelin And Spear Skills

    Impale

    • This skill is now an uninterruptible attack
    • Attack Rating modification has been removed. Now this skill will always hit the target
    • This skill now slows the target by a percentage for a duration

    Fend

    • Attack Speed increased by 100% (Reduced the rollback frames value between each attack)

    Power Strike

    • Removed synergy from Lightning Fury skill
    • Lightning Bolt synergy increased from +10% to +14%
    • Critical Strike synergy increased from +10% to +14%
    • Charged Strike synergy increased from +10% to +14%

    Charged Strike

    • Removed synergy from Lightning Fury skill
    • Power Strike synergy increased from +10% to +14%
    • Lightning Bolt synergy increased from +10% to +14%
    • Charged Strike synergy increased from +10% to +14%

    Lightning Strike

    • Removed synergy from Lightning Fury skill
    • Power Strike synergy increased from +8% to +11%
    • Lightning Bolt synergy increased from +8% to +11%
    • Charged Strike synergy increased from +8% to +11%

    Poison Javelin

    • This skill’s damage scaling at high levels has been slightly adjusted
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Plague Javelin

    • Poison duration is now fixed at 3 seconds
    • Poison Javelin synergy increased from +10% to +14%
    • Casting Delay reduced from 4 seconds to 1 second
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Developer Comments: We wanted to give more advantages for using Amazon melee skills, so we are freeing up skill synergy reliance on “Lightning Fury”, which will make the lightning melee skills a cheaper skill point alternative to build around. Also, we are improving the power of the lesser-used melee skills such as “Impale” and “Fend.” Lastly, “Plague Javelin” has received improvements with Casting Delay, damage synergy, and duration scaling, to further diversify its usage compared to “Poison Javelin.”


    Passive And Magic Skills

    Inner Sight

    • This skill’s radius has increased by 35%

    Slow Missiles

    • Missile slow now scales instead of staying at a flat base of 33%
    • This skill’s radius has increased by 35%
    • This skill will now reduce enemy missile damage based on skill level

    Valkyrie

    • Casting Delay reduced from 6 seconds to 0.6 seconds
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Dodge

    • The animation can now be interrupted and will no longer lock out the Amazon from performing other actions

    Avoid

    • The animation can now be interrupted and will no longer lock out the Amazon from performing other actions

    Developer Comments: We wanted to add some quality-of-life changes to certain Passive and Magic Skills. We improved the radius for “Inner Sight” and “Slow Missiles”, and we gave more reason to invest skill points for “Slow Missiles.” Also, we wanted to alleviate the disadvantage of the animation lockout from using the “Dodge” and “Avoid” skills so that players are more willing to spend points on these skills.


    Bow And Crossbow Skills

    Freezing Arrow

    • Mana Cost per level reduced from +0.5 to +0.25

    Magic Arrow

    • Increased the amount of physical damage converted to magic damage for the base level and per level

    Guided Arrow

    • Damage bonus per level increased from +5% to +7%

    Strafe

    • Removed the 25% weapon damage reduction from this skill
    • Now also gives increased Attack Rating with +30% baseline and +9% per level

    Fire Arrow

    • Mana Cost no longer increases per level

    Exploding Arrow

    • Damage scaling increased by about 50% for higher skill levels
    • Fire Arrow synergy increased from +12% to +14%
    • Mana Cost per level reduced from +0.5 to +0.25

    Immolation Arrow

    • Average Fire Damage per second scaling increased by about 100%
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay
    • Mana Cost per level reduced from +0.5 to +0.25

    Developer Comments: Fire bow skills are receiving damage scaling improvements at higher levels so that they consistently fulfill their fire elemental damage type roles for their level tier. Also, mana costs were reduced for the elemental arrow skills to give them more general usage. “Strafe” will no longer have weapon damage reduction and will also provide Attack Rating so that it can have distinctive advantages over the other physical bow skills.

    Martial Arts

    Fist of Fire

    • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

    Claws of Thunder

    • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

    Blades of Ice

    • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

    Tiger Strike

    • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

    Cobra Strike

    • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

    Phoenix Strike

    • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

    Dragon Talon

    • Now consumes only 1 of each Martial Arts charge when cast
    • Now always hits the target only if the Assassin has any Martial Arts charges

    Dragon Claw

    • Now consumes only 1 of each Martial Arts charge when cast
    • Now always hits the target only if the Assassin has any Martial Arts charges
    • Damage bonus per level increased from 5% to 15%

    Dragon Tail

    • Now consumes only 1 of each Martial Arts charge when cast
    • Now always hits the target only if the Assassin has any Martial Arts charges
    • Damage bonus per level increased from 10% to 20%

    Dragon Flight

    • Now consumes only 1 of each Martial Arts charge when cast
    • Now guarantee hits the target only if the Assassin has any Martial Arts charges
    • Casting Delay removed
    • Damage bonus per level increased from 25% to 35%

    Developer Comments: Martial Arts skills are receiving a significant change with having Finishing Moves (including the Attack skill) only consume 1 of each charge at a time instead of all 3 at once. We feel like this will allow Martial Arts to perform smoother during combat by better maintaining current charges instead of having to re-acquire charges too often. In addition to this, we are increasing Attack Rating for Charge-up skills to compliment the smoothness of gaining and spending charges Lastly, we wanted to improve damage payoff for the lesser used Finishing Move skills.


    Shadow Disciplines

    Fade

    • Tooltip updated to now show the physical damage resist reduction

    Venom

    • Buff Duration scaling per level changed from 4 seconds to 12 seconds (matching Burst of Speed and Fade)

    Shadow Warrior

    • Casting Delay reduced from 6 seconds to 0.6 seconds
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Shadow Master

    • Casting Delay reduced from 6 seconds to 0.6 seconds
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Developer Comments: We felt that Shadow Disciplines are generally widely used and effective, but we wanted to add some quality-of-life changes, so we added tooltip clarity, buff duration consistency improvements, and casting delay changes.


    Traps

    Shock Web

    • Removed synergy from Death Sentry skill
    • Charged Bolt Sentry synergy increased from +11% to +17%
    • Lightning Sentry synergy increased from +11% to +17%
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Charged Bolt Sentry

    • Removed synergy from Death Sentry skill
    • Fire Blast synergy increased from +6% to +9%
    • Lightning Sentry synergy increased from +6% to +9%

    Lightning Sentry

    • Removed synergy from Death Sentry skill
    • Shock Web synergy increased from +12% to +18%
    • Charged Bolt Sentry synergy increased from +12% to +18%

    Fire Blast

    • Removed synergy from Death Sentry skill
    • Shock Web synergy increased from +9% to +11%
    • Charged Bolt Sentry synergy increased from +9% to +11%
    • Wake of Fire synergy increased from +9% to +11%
    • Lightning Sentry synergy increased from +9% to +11%
    • Wake of Inferno Sentry synergy increased from +9% to +11%

    Wake of Fire

    • Fire Blast synergy increased from +8% to +10%
    • Wake of Inferno synergy increased from +8% to +10%

    Wake of Inferno

    • Removed synergy from Death Sentry
    • Fire Blast synergy increased from +10% to +18%
    • Wake of Fire synergy increased from +7% to +18%

    Blade Sentinel

    • Casting Delay reduced from 2 seconds to 1 second
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay
    • Missile speed increased by 20%
    • Weapon Damage increased from 37% to 75%
    • Blade Fury synergy added: +10% Damage per level
    • Blade Shield synergy added: +10% Damage per level

    Blade Fury

    • Blade Sentinel synergy added: +10% Damage per level
    • Blade Shield synergy added: +10% Damage per level

    Blade Shield

    • Duration baseline value increased from 20 seconds to 120 seconds (matching Burst of Speed and Fade)
    • Duration scaling per level increased from 5 seconds to 12 seconds (matching Burst of Speed and Fade)
    • Weapon Damage increased from 25% to 75%
    • Blade Sentinel synergy added: +10% Damage per level
    • Blade Fury synergy added: +10% Damage per level
    • Tooltip updated to now display Radius

    Developer Comments: With Trap skills, there are multiple underused skills that can be more effective or have improved synergy distribution. For Lightning and Fire Traps, we are freeing up synergy reliance on “Death Sentry” to give more build possibilities elsewhere. Also, Fire traps are receiving damage synergy improvements to make them more effective at higher difficulties. Lastly, the Blade skills are receiving multiple improvements to make them more viable to dedicate builds around these skills.

    Warcries

    Howl

    • Tooltip updated to now display Radius

    Battle Cry

    • Tooltip updated to now display Radius

    War Cry

    • Damage increased by about 30%
    • Tooltip updated to now display Radius

    Shout

    • Duration baseline increased from 20 seconds to 30 seconds (matching Battle Orders)
    • Tooltip updated to now display Radius

    Battle Orders

    • Tooltip updated to now display Radius

    Battle Command

    • Duration baseline increased from 5 seconds to 30 seconds (matching Battle Orders)
    • Tooltip updated to now display Radius

    Grim Ward

    • Radius baseline value increased
    • Now also Slows and increases Damage Taken for nearby enemies.
    • Find Potion synergy added: +5% Damage Taken per level

    Developer Comments: We are adding more tooltip descriptions to Warcries for clarification on hidden skill mechanics. “Shout” and “Battle Command” durations were updated to be consistent with each other for quality-of-life purposes. For “War Cry,” we want to make it more effective and rewarding to use at higher difficulties. Lastly, with “Grim Ward”, we are adding a new functionality and synergy to give more reason to use the skill, which also gives more reason to spend skill points on “Find Potion.”


    Combat Masteries

    Throwing Mastery

    • Added chance to pierce

    Developer Comments: We added pierce chance to “Throwing Mastery” so that the Barbarian can better handle groups of enemies with Throwing skills.


    Combat Skills

    Leap

    • Baseline minimum distance increased
    • Speed of the leap motion increased by 75%
    • Tooltip updated to now display Knockback Radius

    Leap Attack

    • Speed of the leap motion increased by 75%
    • Damage baseline increased from 100% to 200%
    • Attack Rating baseline increased from 50% to 100%
    • Attack Rating per level increased from 15% to 20%
    • Leap synergy increased from +10% to +15% Damage per level

    Berserk

    • Shout synergy replaced with Battle Orders

    Double Throw

    • Added damage bonus with 16% baseline and 8% damage increase per level

    Frenzy

    • Increased Stamina synergy added: +0.4 Seconds per Level

    Developer Comments: We want to make the Leap skills move a lot faster so that they are less awkward to use. “Leap Attack” is receiving better level scaling to make it a more reliable damage skill to build around. For “Berserk”, the existing “Shout” synergy is changing to “Battle Orders,” because the Defense loss from the skill contradicts the usage of “Shout,” and this will better connect with other skill synergy build possibilities. “Double Throw” will now have a baseline damage increase so that it will not purely rely on synergies for damage. Lastly, “Frenzy” is receiving a new synergy from the lesser-used “Increased Stamina” skill to give more reasons to invest skill points there and add new build diversity.

    Elemental Skills

    Firestorm

    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Molten Boulder

    • Missile speed increased by 100%. Missile range decreased by 100% (The overall travel length remains the same)
    • Casting Delay reduced from 2 seconds to 1 second
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay
    • Volcano synergy increased from 10% to 12%

    Fissure

    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Volcano

    • Molten Boulder synergy increased from 12% to 16%
    • Tooltip updated to now show Volcano duration
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Armageddon

    • Casting Delay has been removed for this skill
    • Physical Damage significantly increased
    • Tooltip updated to now display Physical Damage
    • Volcano synergy changed to increase Physical Damage instead of Fire Damage, and increased from 14% to 18%

    Arctic Blast

    • Removed synergy from Hurricane
    • Base damage and level scaling increased by ~100% (also to compensate for the incorrect damage calculation in the past)
    • Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time

    Cyclone Armor

    • Can now be cast while in Werewolf or Werebear form

    Twister

    • Damage scaling increased by 50%
    • Arctic Blast synergy added: +20% Stun Duration per level

    Hurricane

    • Casting Delay removed
    • Can now be cast while in Werewolf or Werebear form

    Developer Comments: With the Casting Delay changes, Druid Fire skills are generally going to be more widely used. In addition, we are increasing the physical damage scaling for Fire skills to be a reliable alternative damage source. We felt that “Arctic Blast” is generally lacking power, so we are increasing the damage scaling, reducing the synergy requirements to free up skill points, and improving the general player controls to allow for smoother freeform targeting. In addition, we wanted to complement the “Arctic Blast” changes with improvements to “Twister” to add more build possibilities. Lastly, we are allowing Shapeshift forms to cast each of the elemental buff skills to avoid the current hassle of having to change forms to continuously maintain these active buffs.


    Shape Shifting Skills

    Werewolf

    • Tooltip updated to now display Casting Delay

    Rabies

    • Attack Rating bonus increased from +7% to +10% per level
    • Poison Creeper synergy increased from 18% to 20%

    Fury

    • Attack Rating bonus increased from +7% to +10% per level

    Werebear

    • Tooltip updated to now display Casting Delay

    Maul

    • Damage bonus per level increased from 20% to 30%
    • Attack Rating bonus increased from +20% to +40% baseline, and +10% to +15% per level
    • Tooltip Stun value will now properly cap at 10 seconds, which follows the core game's Stun duration cap

    Shock Wave

    • Maul synergy increased from 5% to 10%

    Fire Claws

    • Damage increased by 75%
    • Removed synergy from Fissure
    • Removed synergy from Volcano

    Developer Comments: Werewolf skills are receiving Attack Rating improvements to help melee gameplay. For “Fire Claws,” we wanted to reduce the heavy skill point synergy costs to open more build possibilities. Werebear skills are receiving damage improvements to make them more viable for higher difficulties.


    Summoning Skills

    Oak Sage

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
    • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
    • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

    Heart of the Wolverine

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
    • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
    • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

    Spirit of Barbs

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Aura no longer returns a percentage of damage when hit. Now the aura will deal a flat amount of damage when the aura-effected targets are attacked.
    • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
    • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
    • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

    Raven

    • Number of hits per Raven reduced from 12 to 5, and no longer increases per level
    • Attack Rating bonus per level increased from 15% to 30% (now also displays in the tooltip)
    • Modified the AI so that the Ravens attack more often
    • Damage level scaling significantly increased
    • Summon Spirit Wolf synergy added: +12% Damage per level
    • Summon Dire Wolf synergy added: +12% Damage per level
    • Summon Grizzly synergy added: +12% Damage per level

    Summon Spirit Wolf

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Attacks now deal cold damage and chill for a duration (Provides utility with chilling and acts as an alternative damage type compared to Dire Wolves)
    • Damage level scaling increased by 10%
    • Base Life increased by about 80%
    • Life now increases by 10% per level
    • Updated the tooltip to display each synergy bonus value

    Summon Dire Wolf

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Damage level scaling increased by 30%
    • Base Life increased by about 90%
    • Life synergy reduced from 25% to 15% (This is because the base life was increased, and Spirit Wolf and Grizzly now gain Life per level)
    • Updated the tooltip to display each synergy bonus value

    Summon Grizzly

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Base Life increased by ~15%
    • Life now increases by 10% per level
    • Updated the tooltip to display each synergy bonus value

    Poison Creeper

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Poison damage level scaling significantly increased
    • Life scaling increased by 100%
    • Rabies synergy added: +10% Poison Damage per level

    Carrion Vine

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Life recovery has been reworked to be +1% Healing per level, instead of using a diminishing calculation ranging from 3%-12%

    Solar Creeper

    • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
    • Mana recovery has been reworked to be +3% Mana baseline with +1% Mana per level, instead of using a diminishing calculation ranging from 1%-8%

    Developer Comments: There are plenty of Druid summons that could be improved to better build around. In general, all summons will no longer have hidden randomized health values so that the tooltip is more accurate and so summons perform more consistently. Ravens are getting significant changes to help them function as a spell-like skill for summoning Druids to use, and this includes damage scaling buffs and new synergies from other summons to fuel their damage. Wolves are getting improvements to give them more of an identity as damage-dealing summons. The spirit summons are receiving a physical damage resist change across each difficulty to make them survive more consistently. ”Spirit of Barbs” is receiving changes to Thorns to make it a more reliable source of damage. Lastly, each of the creeper summons are receiving improvements to give more reason to invest skill points and to have them perform better at higher levels.

    Summoning Skills

    Raise Skeletal Mage

    • Percentage HP per level increased from 7% to 10%
    • Poison total damage scaling increased by about 750%. Poison duration no longer scales and now lasts 4 seconds
    • Cold damage scaling increased by about 50%
    • Lightning damage scaling increased by about 5%
    • The tooltip will now properly display the Life scaling per level

    Blood Golem

    • Now gains Max Life per level
    • Damage scaling per level has been increased

    Iron Golem

    • Thorns no longer return a percentage of damage when hit. Now thorns will deal a flat amount of damage when the aura-effected targets are attacked.

    Fire Golem

    • Holy Fire level bonus per level increased from 1 to 2

    Developer Comments: We saw a good opportunity to improve lesser-used summons for the Necromancer. Skeletal Mages have received significant damage scaling improvements so that their elemental damage values are more consistent. This means that Cold damage is more effective but still slightly weaker than Fire damage because of its chill utility, and Poison damage is much more reliable with a fixed duration and better damage scaling. “Blood Golem“ and “Fire Golem” are receiving damage improvements to make them more competitive with the other Golems. For “Iron Golem,” we are changing the “Thorns” aura to deal more reliable damage to improve its source of effectiveness (See Paladin changes below for more details).


    Poison And Bone Skills

    Bone Armor

    • Damage Absorbed per level increased from 10 to 15

    Bone Spear

    • Teeth synergy increased from 7% to 8%
    • Bone Wall synergy increased from 7% to 8%
    • Bone Spear synergy increased from 7% to 8%
    • Bone Prison synergy increased from 7% to 8%

    Bone Spirit

    • Teeth synergy increased from 6% to 8%
    • Bone Wall synergy increased from 6% to 8%
    • Bone Spear synergy increased from 6% to 8%
    • Bone Prison synergy increased from 6% to 8%

    Developer Comments: Bone skills are generally well performing but we saw an opportunity to improve synergy bonuses to better scale in the late game and to make their heavy skill point investment more valuable. Additionally, “Bone Armor” is receiving better damage absorb scaling to make it more rewarding to spend points on the skill itself instead of relying too heavily on its synergies.


    Curses

    Weaken

    • Damage reduction now scales based on level, from just 33%, to now 33% and +1% per level

    Decrepify

    • Tooltip updated to now show the status changes

    Developer Comments: For the “Weaken” skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity.

    Defensive Auras

    Resist Fire

    • Tooltip now displays max resist bonus

    Resist Cold

    • Tooltip now displays max resist bonus

    Resist Lightning

    • Tooltip now displays max resist bonus

    Developer Comments: We added more information to tooltips to describe hidden functionality for certain Defensive Auras.


    Offensive Auras

    Blessed Aim

    • Tooltip now displays passive Attack Rating bonus

    Holy Fire

    • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
    • Damage level scaling increased by about 90%
    • Resist Fire synergy increased from 18% to 24%
    • Salvation synergy increased from 6% to 10%

    Holy Freeze

    • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.

    Holy Shock

    • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.

    Thorns

    • Aura no longer returns a percentage of damage when hit. Now the aura will deal a flat amount of damage when the aura-effected targets are attacked.

    Sanctuary

    • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.

    Developer Comments: We wanted to add more potential to the AoE (Area of Effect) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on distance to the caster, each AoE damage aura will have increased effectiveness while still maintaining the same cadence of visual VFX on the screen. Also, we saw that “Holy Fire” should scale better at higher skill levels to be consistent with general Fire Damage power compared to the other elements. For “Thorns”, we want to improve the gameplay around getting hit to deal damage, so we are making the skill deal flat damage based on attack attempts rather than returning damage after getting hit. This will allow Thorns to have a more consistent combat performance instead of unpredictable and riskier results.


    Combat Skills

    Sacrifice

    • Damage to self now reduces per level, from 8% to 8%-1%

    Conversion

    • Maximum conversion chance increased from 50% to 90%

    Smite

    • Tooltip now shows that the skill always hits

    Holy Bolt

    • Removed synergy Blessed Hammer
    • Damage increased by 50%
    • Now pierces targets (Undead and Allies)
    • Prayer synergy increased from 15% to 20%

    Fist of the Heavens

    • Casting Delay reduced from 1 second to 0.4 seconds
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay
    • Holy Bolts now pierce targets (Undead and Allies)
    • No longer forces you to attack when out of mana
    • Improved targeting functionality for auto acquiring enemies

    Developer Comments: We wanted to improve the lesser-used Combat skills to give more viable build options. “Holy Bolt” will now pierce to increase its combat use cases and will have less skill point synergy investment to open more possibilities to spend skill points elsewhere. “Fist of the Heavens” is also getting the same “Holy Bolt” pierce changes and will now have less Casting Delay and improved controls to help make it a more effective Level 30 skill to use.

    Cold Skills

    Frost Nova

    • Damage level scaling increased by about 25%

    Blizzard

    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Frozen Orb

    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Frozen Armor

    • Base duration increased from 120 seconds to 144 seconds

    Shiver Armor

    • Damage level scaling increased by about 25%
    • Base duration increased from 120 seconds to 144 seconds

    Chilling Armor

    • Damage level scaling increased by about 200%
    • Duration bonus per level increased from 6 seconds to 12 seconds
    • Chill length bonus per level for level 16+ increased from 1 second to 2 seconds (matching Shiver Armor)
    • Defense baseline increased from 45% to 60%
    • Defense bonus per level increased from 5% to 7%
    • Frozen Armor damage synergy increased from 7% to 9%
    • Chilling Armor damage synergy increased from 7% to 9%

    Developer Comments: With the cold armor skills, we want to further diversify them by ensuring that each has distinctive advantages. After these changes, “Chilling Armor” will have the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, “Frost Nova” is receiving damage scaling improvements to give it more power where it was lacking in the later game.


    Lightning Skills

    Nova

    • Static Field synergy added: +5% Lightning Damage per level

    Thunder Storm

    • Static Field synergy added: +7% Lightning Damage per level
    • Duration baseline increased from 32 seconds to 144 seconds
    • Duration bonus per level increased from 8 seconds to 24 seconds
    • Tooltip updated to now display Radius

    Energy Shield

    • Tooltip updated to display more information about the Mana consumed and the Telekinesis synergy

    Developer Comments: We saw an opportunity to add new synergies for lesser used Lightning skills to increase their damage potential and create new skill build possibilities.


    Fire Skills

    Inferno

    • Base damage and level scaling increased by about 75% (also to compensate for the incorrect damage calculation in the past)
    • Warmth synergy increased from 13% to 16%
    • Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
    • Mana Cost baseline reduced from 7 Mana per second to 4 Mana per second
    • Range baseline increased by 75%

    Blaze

    • Damage scaling increased by about 60%
    • Warmth synergy increased from 4% to 6%
    • Removed synergy from Fire Wall
    • Now also increases Run/Walk Speed by 2% per level
    • Tooltip now also displays Blaze duration

    Fire Wall

    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Meteor

    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    Hydra

    • Casting delay removed
    • Limited max number of Hydra groups to 6
    • Fire Bolt synergy increased from +3% to +5%
    • Fire Ball synergy increased from +3% to +5%

    Developer Comments: We wanted to improve the lesser used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with free form casting, like Arctic Blast, and better damage scaling. Blaze is an often-ignored skill so we wanted to free up synergy requirements and provide more utility and power with damage increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to improve the gameplay of summoning Hydras to make it easier to use to skill in combat situations. The removal of Casting Delay and the new limitation on max Hydras will match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount.

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    MERCENARIES

    Hiring a Mercenary in Expansion mode will now always offer mercenaries that match your character's Level, instead of having a randomized Level difference from your character's Level.

    Act 1 - Rogue Archer

    • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.

    Cold Arrow

    • Added Freezing Arrow

    Fire Arrow

    • Added Explosion Arrow

    Developer Comments: The Rogue Archer is getting new flavored ranged skills that will scale as she levels up. These new skills should improve her AoE (Area of Effect) damage effectiveness and thus make her a more effective ranged damage dealer.

    Act 2 - Desert Mercenary

    • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
    • Nightmare and Hell difficulty now have all 6 different aura types available from the Hire menu, instead of separating them out by 3 per difficulty. Normal is unchanged.

    Thorns (Combat - Nightmare)

    • Thorns aura level scaling increased and will now continue scaling up beyond the highest-level threshold up to max level.

    Developer Comments: The Desert Mercenary is already popular, but we saw an opportunity to add some quality-of-life improvements by allowing players to hire all six different Aura types in Nightmare and Hell difficulty, rather than having to switch between modes. With the general improvements to “Thorns,” we wanted to improve the level scaling to make this aura mercenary type more meaningful.

    Act 3 - Iron Wolf

    • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
    • Life baseline and scaling increased by about 25% (Now has Life similar to the Rogue Archer)
    • Defense baseline and scaling increased by about 40% (Now has defense closer to the Rogue Archer)
    • Resistances baseline and scaling increased by about 20% (Now has the highest resistances baseline compared to other mercenaries)

    Cold

    • Now casts Glacial Spike more often
    • Glacial Spike level scaling increased
    • Frozen Armor level scaling increased

    Fire

    • Removed Inferno
    • Added Fire Bolt
    • Increased chance of the Iron Wolf casting Fire Ball
    • Added Enchant - Now the Iron Wolf will cast Enchant on himself, the player, and nearby allies

    Lightning

    • Added Static Field
    • Charged Bolt level scaling increased
    • Increased chance of the Iron Wolf casting Lightning

    Developer Comments: The Iron Wolves are great elemental sorcerers, but we saw they have been underperforming in higher difficulties. We improved their core stats so that they are more in line with other mercenaries while also having a distinct advantage with having the most resistance values. For skills, we wanted to embrace their elemental fantasies, so we decided to give new flavorful utility skills, to further incentivize reasons to want to use these mercenary types.

    Act 5 - Barbarian Warrior

    • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
    • Life baseline scaling increased (Now has the most life compared to other mercenaries)
    • Defense baseline and scaling increased and the scaling at higher levels was reduced (Now has the highest defense baseline compared to other mercenaries)
    • Bash level scaling increased and will no longer be capped at level 80
    • Stun level scaling increased and will no longer be capped at level 80
    • Added Battle Cry

    Developer Comments: We want to give the Barbarian Warrior more identity while still maintaining his Barbarian fantasy. So, we decided to give him the “Battle Cry” skill as a new way for him to debuff enemies, which should prove to be a useful utility for players. In addition, we wanted to increase his Life and Defense scaling to ensure that he is the tougher mercenary type.

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    RUNE WORDS

    Insight

    • Now can also be used with Bows and Crossbows

    Developer Comments: Insight is a popular Rune Word, and we feel that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.

    New Rune Word
    Allowed Items
    Rune Order
    Completed Stats

    Plague

    Sword

    Cham + Shael + Um

    • 20% Chance to cast level 12 Lower Resist when struck
    • 25% Chance to cast level 15 Poison Nova on striking
    • Level 13-17 Cleansing Aura When Equipped (varies)
    • +1-2 All Skills
    • +20% Increased Attack Speed
    • +220-320% Enhanced Damage (varies)
    • -23% To Enemy Poison Resistance
    • 0.3% (0-29.7) Deadly Strike (Based on Character Level)
    • +25% Chance of Open Wounds
    • Freezes Target +3

    Pattern

    Claw

    Tal + Ort + Thul

    • +30% Faster Block Rate
    • +40-80% Enhanced Damage (varies)
    • 10% Bonus to Attack Rating
    • Adds 17-62 Fire Damage
    • Adds 1-50 Lightning Damage
    • Adds 3-14 Cold Damage
    • +75 Poison Damage Over 5 Seconds
    • +6 to Strength
    • +6 to Dexterity
    • All Resistances +15

    Unbending Will

    Sword

    Fal + Io + Ith + Eld + El + Hel

    • 18% Chance to cast Level 18 Taunt on striking
    • +3 To Combat Skills (Barbarian Only)
    • +20-30% Increased Attack Speed (varies)
    • +300-350% Enhanced Damage (varies)
    • +9 To Maximum Damage
    • +50 To Attack Rating
    • +75% Damage to Undead
    • +50 Attack Rating Against Undead
    • 8-10% Life Stolen Per Hit (varies)
    • Prevent Monster Heal
    • +10 To Strength
    • +10 To Vitality
    • Damage Reduced By 8
    • +1 Light Radius
    • Requirements -20%

    Wisdom

    Helm

    Pul + Ith + Eld

    • +33% Piercing Attack
    • +15-25% Bonus to Attack Rating (varies)
    • 4-8% Mana Stolen Per Hit (varies)
    • +30% Enhanced Defense
    • +10 Energy
    • 15% Slower Stamina Drain
    • Cannot Be Frozen
    • +5 Mana After Each Kill
    • 15% Damage Taken Goes to Mana

    Obsession

    Staff

    Zod + Ist + Lem + Lum + Io + Nef

    • Indestructible
    • 24% Chance to cast level 10 Weaken when struck
    • +4 To All Skills
    • +65% Faster Cast Rate
    • +60% Faster Hit Recovery
    • Knockback
    • +10 To Vitality
    • +10 To Energy
    • Increase Maximum Life 15-25% (varies)
    • Regenerate Mana 15-30% (varies)
    • All Resistances +60-70 (varies)
    • 75% Extra Gold from Monsters
    • 30% Better Chance of Getting Magic Items

    Flickering Flame

    Helm

    Nef + Pul + Vex

    • Level 4-8 Resist Fire Aura When Equipped (varies)
    • +3 To Fire Skills
    • -10-15% to Enemy Fire Resistance (varies)
    • +30% Enhanced Defense
    • +30 Defense Vs. Missile
    • +50-75 To Mana (varies)
    • Half Freeze Duration
    • +5% To Maximum Fire Resist
    • Poison Length Reduced by 50%

    Mist

    Bow & Crossbow

    Cham + Shael + Gul + Thul + Ith

    • Level 8-12 Concentration Aura When Equipped (varies)
    • +3 To All Skills
    • 20% Increased Attack Speed
    • +100% Piercing Attack
    • +325-375% Enhanced Damage (varies)
    • +9 To Maximum Damage
    • 20% Bonus to Attack Rating
    • Adds 3-14 Cold Damage
    • All Resistances +40
    • Freeze Target +3
    • +24 Vitality
    • All Resistances +40

    Developer Comments: For new Rune Words, we focused on complementing the skill and mercenary changes seen above, along with giving underused runes more usage. “Plague” and “Pattern” Rune Words previously existed in data but were never enabled, so we made some additional tweaks, and they are finally now available to be used in game.

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    NEW HORADRIC CUBE RECIPES

    1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Set Weapon

    Exceptional Version of Set Weapon

    1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Set Weapon

    Elite Version of Set Weapon

    1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Set Armor

    Exceptional Version of Set Armor

    1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Set Armor

    Elite Version of Set Armor

    Developer Comments: We felt that players enjoy the current Horadric Cube recipes for upgrading Unique items, so we decided to offer the same capability for upgrading Set items. This can add more possibilities by using lower-level Set items for more character builds.

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    SET ITEM BONUS CHANGES

    Arcanna's Tricks

    • Increased +25 Mana to +50 Mana (2 Items)
    • Added Regenerate Mana 12% (3 Items)
    • Added +1 to All Skills (Full Set)

    Arctic Gear

    • Changed 6-14 Cold Damage to +2-198 to Maximum Cold Damage (+2 Per Character Level) (Full Set)

    Bul-Kathos' Children

    • Increased +20 Fire Damage to +200 Fire Damage (Full Set)
    • Increased +25 Defense to +200 Defense (Full Set)
    • Added 10% Life Stolen Per Hit (Full Set)
    • Added +20% Deadly Strike (Full Set)

    Cathan's Traps

    • Added Regenerate Mana 16% (2 Items)

    Civerb's Vestments

    • Increased Fire Resist +15% to Fire Resist +25% (2 Items)
    • Added 25% Bonus to Attack Rating (Full Set)
    • Added 4-396 Defense (+4 Per Character Level) (Full Set)

    Cow King's Leathers

    • Added 5-495 Defense (+5 Per Character Level) (2 Items)
    • Added +100 to Life (Full Set)
    • Added +1 To All Skills (Full Set)

    Infernal Tools

    • Added Maximum Mana 20% (Full Set)
    • Added Cannot Be Frozen (Full Set)

    Iratha's Finery

    • Added +24% Piercing Attack (3 Items)

    Milabrega's Regalia

    • Added Cannot Be Frozen (3 Items)
    • Added +2-198 To Lightning Damage (+2 Per Character Level) (2 Items)

    Naj's Ancient Vestige

    • Added 1-148% Better Chance of Getting Magic Items (+1.5 Per Character Level) (2 Items)
    • Increased Replenish Life +10 to Replenish Life +20 (Full Set)
    • Added +2 To Fire Skills (Full Set)
    • Added Increased Maximum Life 12% (Full Set)

    Sazabi's Grand Tribute

    • Added Poison Length Reduced by 75% (2 Items)
    • Added +1 To All Skills (Full Set)
    • Added Damage Reduced by 16% (Full Set)

    Vidala's Rig

    • Added 7% Mana Stolen Per Hit (2 Items)
    • Changed Adds 15-20 Cold Damage to +1-148 to Maximum Cold Damage (+1.5 Per Character Level) (Full Set)

    Developer Comments: Many improvements have been made to Set items that are generally underused by players. These will offer more reasons to equip multiple of these Set pieces and to give some Sets new capabilities to make them stand out more, which further fuels more build diversity.

    Back to Top


    LEVEL AREA CHANGES

    • Players now must smash the Compelling Orb to enter the Durance of Hate, instead of killing the Council. This means the “Khalim's Will” quest needs to be completed to use the Durance of Hate Level 2 waypoint.

      Developer Comments: We saw that due to a logic glitch, players often chose to skip required content within Act III by bypassing “Khalim's Will” quest and not experiencing much of what Act III has to offer. We decided to make the “Khalim's Will” quest a proper requirement to complete Act III, much like how players need to assemble the Horadric Staff to enter Tal Rasha’s Chamber in Act II.

    • Monster Levels in the following areas have been increased for Hell Difficulty:

    Area

    Previous Hell Level

    New Hell Level

    Act 1 – Underground Passage Level 2

    83

    85

    Act 2 – Stony Tomb Level 1

    78

    85

    Act 2 – Stony Tomb Level 2

    79

    85

    Act 3 – Arachnid Lair

    79

    85

    Act 3 – Swampy Pit Level 1

    80

    85

    Act 3 – Swampy Pit Level 2

    81

    85

    Act 3 – Swampy Pit Level 3

    82

    85

    Act 3 – Disused Fane

    84

    85

    Act 3 – Ruined Temple

    84

    85

    Act 3 – Forgotten Reliquary

    84

    85

    Act 3 – Sewer Levels 1

    84

    85

    Act 5 – Abaddon

    81

    85

    Act 5 – Pit of Acheron

    82

    85

    Act 5 – Infernal Pit

    83

    85

    Act 5 – Drifter Cavern

    84

    85

    Act 5 – Icy Cellar

    83

    85

    Developer Comments: We felt that certain optional areas in Diablo II often get ignored on Hell difficulty, so we decided to increase their monster levels to add more incentives with risk vs reward gameplay. We hope this provides more reasons to find loot in these areas.

    Back to Top


    GENERAL GAMEPLAY CHANGES

    • Character hit block will no longer apply while your character is playing a skill pre-cast animation (Block will still trigger for the skill's post-cast animation).
    • Character hit recovery will now have diminishing returns when being hit by another player.

    Developer Comments: We want to fix some of the awkward lockouts that reject player input from casting skills. For PVP, we added a way to reduce hit recovery spam to prevent edge cases of characters being locked out for too long.

    Back to Top


    ITEM TOOLTIP CHANGES

    Old Tooltip

    New Tooltip

    Piercing Attack

    +X% Piercing Attack

    Quantity: [CURRENT STACK]

    Quantity: [CURRENT STACK] of [TOTAL]

    X% Chance of Open Wounds

    +X% Chance of Open Wounds

    X% Damage Taken Goes to Mana

    +X% Damage Taken Goes to Mana

    X% Chance of Crushing Blow

    +X% Chance of Crushing Blow

    Fire Absorb X%

    Fire Absorb +X%

    Cold Absorb X%

    Cold Absorb +X%

    Lightning Absorb X%

    Lightning Absorb +X%

    Magic Absorb X%

    Magic Absorb +X%

    X% Deadly Strike

    +X% Deadly Strike

    Hit Causes Monster to Flee X%

    Hit Causes Monster to Flee +X%

    Developer Comments: The Piercing Attack tooltip now will display its pierce chance value in the tooltip. The quantity value of throwing weapons, ammo, and tome item tooltips will now always show the total amount to be clearer for players. Also, consistency improvements have been made to existing item modifier tooltips so that it is clearer that they can stack with themselves.

    Back to Top


    HOW TO PARTICIPATE

    To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.

    Step 1: Restart the Battle.net desktop app.

    Step 2: Navigate to the Diablo II: Resurrected tab on the left-hand menu.

    Step 3: On the Diablo II: Resurrected screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo II: Resurrected currently installed). Select "PTR: Diablo II: Resurrected" from this drop-down menu before proceeding.

    Step 4: Click Install to begin the installation process.

    Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.


    THANK YOU TO THE COMMUNITY

    Our team is so grateful for your support. Last year we launched Diablo II: Resurrected, now it’s 2022 and we’re stoked to implement these new changes into our game. Thank you for playing and thank you for your continued collaboration. As we get closer to the launch of Patch 2.4, we plan to reveal more details surrounding Ladder Rank Play. So, for now, please stay tuned!

    If you want to learn more about Diablo II: Resurrected, check out our website here, or for real-time updates, follow our official Twitter @Diablo.

    Posted in: Diablo II: Resurrected Patch 2.4 Balance PTR
  • published the article Our Diablo II: Resurrected Build Tool Is Now Live!

    Our Diablo II: Resurrected Build Tool Is Now Live!

    DiabloFans has leveled up and distributed our skill points! We have officially expanded our build tool to include Diablo II: Resurrected and will also soon support Diablo Immortal as well! The Diablo franchise has an incredibly bright and evil future ahead of it, especially in light of Microsoft's acquisition of Activision Blizzard, and our team is dedicated to supporting all current and future games. Diablo II: Resurrected will be receiving new content updates and support for the foreseeable future, and our tool will be updated to reflect any changes or additions to the game.

     

    You can jump in and start creating builds here, and be sure to leave us any suggestions or feedback regarding the build tools that you may have!

     

    Posted in: Our Diablo II: Resurrected Build Tool Is Now Live!
  • published the article Microsoft buys Activision Blizzard for $68.7 Billion

    Microsoft buys Activision Blizzard for $68.7 Billion

    Originally Posted by Phil Spencer (Official Post)

    Creators of Call of Duty, Warcraft, Candy Crush, Tony Hawk, Diablo, Overwatch, Spyro, Hearthstone, Guitar Hero, Crash Bandicoot, StarCraft and more join Team Xbox

    As a team, we are on a mission to extend the joy and community of gaming to everyone on the planet. We all know that gaming is the most vibrant and dynamic form of entertainment worldwide and we’ve experienced the power of social connection and friendship that gaming makes possible.

     

    As we pursue that mission, it is incredibly exciting to announce that Microsoft has agreed to acquire Activision Blizzard.

     

    Over many decades, the studios and teams that make up Activision Blizzard have earned vast wellsprings of joy and respect from billions of people all over the world. We are incredibly excited to have the chance to work with the amazing, talented, dedicated people across Activision Publishing, Blizzard Entertainment, Beenox, Demonware, Digital Legends, High Moon Studios, Infinity Ward, King, Major League Gaming, Radical Entertainment, Raven Software, Sledgehammer Games, Toys for Bob, Treyarch and every team across Activision Blizzard.

     

    Until this transaction closes, Activision Blizzard and Microsoft Gaming will continue to operate independently. Once the deal is complete, the Activision Blizzard business will report to me as CEO, Microsoft Gaming.

     

    Upon close, we will offer as many Activision Blizzard games as we can within Xbox Game Pass and PC Game Pass, both new titles and games from Activision Blizzard’s incredible catalog. We also announced today that Game Pass now has more than 25 million subscribers. As always, we look forward to continuing to add more value and more great games to Game Pass.

     

    The fantastic franchises across Activision Blizzard will also accelerate our plans for Cloud Gaming, allowing more people in more places around the world to participate in the Xbox community using phones, tablets, laptops and other devices you already own. Activision Blizzard games are enjoyed on a variety of platforms and we plan to continue to support those communities moving forward.

     

    As a company, Microsoft is committed to our journey for inclusion in every aspect of gaming, among both employees and players. We deeply value individual studio cultures. We also believe that creative success and autonomy go hand-in-hand with treating every person with dignity and respect. We hold all teams, and all leaders, to this commitment. We’re looking forward to extending our culture of proactive inclusion to the great teams across Activision Blizzard.

     

    Around the world, there is no more exciting venue for fun and connection than video games. And there has never been a better time to play than right now. As we extend the joy and community of gaming to everyone, we look forward to welcoming all of our friends at Activision Blizzard to Microsoft Gaming.

     

    Posted in: Microsoft buys Activision Blizzard for $68.7 Billion
  • published the article Diablo II: Resurrected | 1.12 - PC PTR Patch Notes

    Diablo II: Resurrected | 1.12 - PC PTR Patch Notes

    Originally Posted by Hooley (Official Post)

    PTR OVERVIEW

    The Public Test Realm (PTR) is a special realm where we can test balance, bug fixes, and other enhancements we make in Diablo II: Resurrected. This test environment is available to all owners of the game, who can play a critical role in testing features and sharing their feedback to improve the overall experience for all players.

     

    To acquire access to the PTR, open your Battle.net launcher application and select the Diablo II: Resurrected tab. Above the “Play” button and under the “Game Version” text, select the dropdown menu and click “Public Test Realm.” Now you’ll be able to download and install the test version of the game. Once finished, simply select “Play” to launch the PTR. As normal updates are automatically downloaded by the Battle.net launcher application, so too is the PTR.

     

    The focus of the first PTR will revolve around fixing database issues and making the online environment more robust and flexible under high-volume conditions. This test will be imperative, as it will assist us in stabilizing the gameplay experience ahead of the implementation of Ladder rank play.

    PATCH NOTES

    A new Diablo II: Resurrected patch is in development and now available for testing. To share your feedback or report any issues, please post in the PTR Feedback and PTR Bug Report sections.

     

    Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on Xbox, PlayStation, and Nintendo Switch in a future patch, the PTR is PC-only and only reflects changes coming specifically to that platform.

    GENERAL

    • Character saves are now saved on the regional database, rather than the global database, alleviating database stress and mitigating server stability issues

    DEVELOPER COMMENTS: To help us test these database changes, we encourage players to play and log in and out A LOT. Furthermore, it would be helpful if players could creator characters of different types (Hardcore, Classic, etc.). This will assist us in gauging the fix on our end. We’ll be providing players with level 99 characters for their first journey in the public test realm.

    Posted in: Diablo II: Resurrected | 1.12 - PC PTR Patch Notes
  • published the article The Darkening Of Tristram Returns January 3, 2022!

    The Darkening Of Tristram Returns January 3, 2022!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    The Darkening of Tristram Returns January 3, 2022!

     

    Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you.

     

    Read on for more, including a closer look at the anniversary dungeon and its unique rewards.

     

    portal 550x309.jpg


    Stop the Cultists

    Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . .

     

    cultists 550x309.jpg


    Explore the Cathedral

    Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . .

     

    Patch243-FirstLook-Embed_D3_Event_MB_550x309.jpg


    Discover Precious Loot

    What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more.

     

    While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out!

     

    Anniversary Event Items 550x309.gif


    Your Journey Begins…

    Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists will appear on December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST.

     

    Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . .

    Posted in: The Darkening Of Tristram Returns January 3, 2022!
  • published the article Diablo IV Quarterly Update | December 2021

    Diablo IV Quarterly Update | December 2021

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo IV Quarterly Update—December 2021

    Table of Contents


    Hello and welcome to the year-end Diablo IV Quarterly Update.

     

    We hope you enjoyed October's deep dive into sound design, the atmospheric ambient tracks, and peeking behind the scenes of how game sounds are made.

     

    Since our last blog, we've been hard at work adding new content and systems to the game. We’ve made big strides, with every build of the game containing a host of expanded content, new art, balance changes, and other iterations. In fact, the team is currently playtesting an internal release of the game that represents a significant milestone. We have much to share with you today as a result, so let's dive in.

     

    First, Lead Systems Designer Joe Piepiora will discuss updates to key elements of itemization. These include the return of +Skills on items, a new way to interact with legendary powers, and some early work on targeted drops. After that, grab a warm beverage and a comfortable chair as he walks us through Diablo IV's completely new end-game character growth system: the Paragon Board.

     

    Next, Lead Visual Effects Artist Daniel Briggs will describe the philosophy that allows our talented VFX team to create huge explosions and eye-popping skill effects while keeping the game clear and readable, even when there are many players and monsters on the screen at the same time. He'll also go into detail on how Diablo IV's new game engine has allowed us to make frame-by-frame combat more precise and nuanced, while leveling up our effects to take advantage of the new lighting system. Finally, feast your eyes upon a plethora of skills across all four announced classes that show off our skill-driven death system.

     

    We hope you enjoy this update and look forward to your thoughts and reactions. We'll be back in the new year and are ever grateful to have you with us on this journey.

     

    -Joe Shely,
    Game Director, Diablo IV


    The Itemization of Diablo IV

    Greetings, Heroes of Sanctuary!

    We are thrilled to once again dole out a whole heap of info on the state of systems and endgame in Diablo IV. I’m Joe Piepiora, the Lead Systems Designer, and today I’m going to share some details on two major features of Diablo IV: itemization updates and our plans for Paragon.

    +Skill Rank Affixes

    In Diablo IV, the +Skill Rank affix returns. As players invest points in skills, they grow in potency, and finding items with +Skill Rank can speed that along. As a bonus, when the player equips an item with +Skill Rank for a skill they haven’t learned, they will have access to that new ability. It’s a great way to try out new skills before you’re able to invest in them. Getting a lucky drop that nets you a skill you’d like for your build ten levels before you would otherwise have access to it is a huge boost!

     

    Legendary and Unique Items

    As Joe Shely discussed back in our December 2020 update, Legendary and Unique Items remain a core part of the Diablo item chase experience. We’ve made a foundational change to Legendary items in Diablo 4 by allowing legendary powers to appear on multiple item slots. Now, if you’re searching for a legendary power, like Martial Arts—which enhances the Barbarian’s kick ability—you may find it on rings, chestplates, or helmets; there’s no need to hunt for a specific item type any longer.

     

    Now, the real question is what happens when you find a power on an axe when you really wanted it on a ring? Or you found a great legendary amulet, but can’t use the power? Well, that is when we get to introduce our new friend, the Occultist.

     

    The Occultist can extract a legendary power from a Legendary item, crystallizing it into Essence while destroying the item in the process. That Essence can then be implanted into another Legendary item, overriding the power that was present in the item at that time. Essence material can also be stored and used at a later time.

     

    Unique Items cannot be modified in this way, keeping their fantasies intact—and as their name implies—unique.

     

    Hunting for Items

    Sanctuary is a vast world, filled with forlorn trails through werewolf-infested forests, withered heaths crawling with cannibals, and fog-choked graveyards crawling with the restless dead. There are plenty of enemies and monsters for the hero to encounter. Each of these monsters seem to enjoy collecting certain types of items and will be somewhat more likely to drop those items than others. While bandits are fond of Maces, Crossbows, and Boots, if you’re hunting for a new pair of Pants, you'd do well to kill some of the Drowned instead.

     

    In past discussions, we’ve received feedback that it seems deflating for so much of a character’s power to be delivered through the gear that they have equipped. Customizing and planning a character feels less rewarding if it doesn’t play a big role in how the character performs in combat. We hear you loud and clear, and in Diablo IV, we have placed a stronger emphasis on character power that is earned by all the little decisions you make while leveling up and exploring the world of Sanctuary. While we aren’t talking about everything we have planned for character power today, I’m happy to talk about one feature in particular, the Paragon Board.

    The Paragon Board

    In Diablo IV, we have placed a heavy emphasis on build customization, ensuring that you can have plenty of control over how your hero grows. The Paragon Board unlocks for each class at level 50 and is a distillation of this focus. Your hero begins their journey through the Paragon system at the central starting tile of their class’s intro board, and from there, you make selections radiating outward. Once your hero reaches a gate tile, you’ll choose which new paragon board you would like to attach to at that location. The desired outcome is a personalized set of bonuses that will empower your hero and honor your dedication to their progression, that will remain fun to tweak and adjust over many playthroughs.

     

    There is a lot to take in with the image below, so I’ll walk through some aspects of what we’re looking at here.

     

    The Paragon Board is comprised of many fixed tiles. As the Barbarian earns experience, they will earn Paragon points, which are used to unlock a connected tile. There are a few varieties of tiles that I want to walk through.

    Normal Tiles

    These tiles are straightforward, providing a small but meaningful stat boost. Normal Tiles are connective tissues that can be found throughout the board and are quite common.

    Magic Tiles

    Magic Tiles are found in clusters throughout the board and provide a potent, more diverse set of benefits. As you might expect, they are less common than Normal Tiles, but are still plentiful.

    Rare Tiles

    Rare Tiles offer significant boosts in power. Upon entering the Paragon Board for the first time, these represent great goals for players to chase, particularly once you’ve narrowed builds down towards highly specific goals. Rare Tiles also have additional powers that unlock once the hero has raised an attribute to a sufficient level, requiring some choices to be made when plotting your path through the board.

    Legendary Tile

    After the first Paragon Board, each new board has a single Legendary Tile that can be found at its center. Legendary Tiles impart a new Legendary Power to the character that earns it.

     

    Glyphs and Sockets

    A Socket is a special tile that can contain a Glyph. Glyphs are items found throughout Sanctuary that, when embedded into a Paragon Board, confer various benefits based upon the number of active tiles within their radius.

     

    Glyphs can also be leveled up by delving into some particularly dangerous dungeons. Leveling up a Glyph extends the radius of their effect, allowing each one to draw power from or impart power to even more active tiles.

     

    Gate Tiles and Board Selection

    A single Gate Tile lies at each edge of the Paragon Board. As you progress through the Paragon Board, you will eventually reach a Gate Tile, which upon unlocking will allow you to select a new Paragon Board to attach to your existing Board. Each of these boards has unique Tile layouts, new Magic and Rare Tiles, and a new Legendary Tile at the center.

     

    The Paragon Board is extended from these Gate Tiles. Upon selecting from the Paragon Board list, you will be able to place the board down, connecting it to the newly unlocked Gate Tile. You may also optionally rotate that newly placed board.

     

    We’re hard at work on these and other features that we’ll be able to share more about in future updates. Though for now that’s all from the systems team. Thanks for reading and please share any feedback you have on social media, Reddit, or our forums! We’ll see you in Hell!


    Visual Effects in Diablo IV

    Thanks for joining us! My name is Daniel Briggs, and I am the Lead Visual Effects Artist for Diablo IV. The VFX team gets to contribute to features across the entire game, but today we will focus on the work we do to support combat. VFX artists collaborate with designers and other art teams to create strong thematic identities for the hero classes and breathe life into monsters, in order to deliver the visceral, gruesome combat players have come to expect.

     

    VFX is an integral part of the combat experience for all Diablo games. With Diablo IV, we wanted to step up the fidelity of our effects using Physically Based Rendering (PBR), as well as better support the core pillars of gameplay: deep hero customization, itemization, and combat readability.

    Visual Effects - Philosophy

    Every effect plays a role in the final composition of our game. It is important to understand the context of an effect, and how it best serves your experience.

     

    One of our core values at Blizzard Entertainment is “Gameplay First,” and this drives a lot of the artistic decisions we make while developing visual effects for the game. Moment-to-moment gameplay is the focal point within the composition of Diablo IV: it should draw your attention. To achieve this, we must consider things like player skills, monster telegraphs, traps, damage areas, and character states. The visual effects for each of these components must be readable in all areas and lighting conditions, so you can quickly understand what is happening and use that information to make informed decisions.

     

    In the chaos of combat, you’ll need to be smart—seeing a Legendary item drop is exciting, but picking it up is not as important as reacting to a monster’s attack that can one-shot Hardcore characters! Our goal is to balance the primary, secondary, and tertiary reads to help you understand what is happening. To do this, we reserve visually loud FX for powerful skills, like ultimate abilities, while weaker skills meld into the background. Each class has abilities that range from low to high in costs, cooldowns, and power. In tandem, classes have a range of visual intensity that increases with skill power.

    Combat Improvements

    To enhance the feel of combat, we have made several improvements to the way damage is applied in our game. In previous iterations of Diablo, an area-of-effect (AOE) or melee skill would be a single area of damage that is applied on a single frame. Thanks to our gameplay engineers, we can now animate target areas (what we call payloads) over multiple frames, which allows us to line up the animated target areas with the animated VFX that play out.

     

    For example, Whirlwind in Diablo III is a cylinder shape surrounding your Barbarian, which applies damage every couple of frames at a rate based on your attack speed. In Diablo IV, Whirlwind is an animated pie shape that animates with your character. AOEs expand outward with time, and melee swings match the motion of your weapon. Animated target areas improve accuracy to the way we apply damage in Diablo IV; it makes combat feel more impactful, and monster ragdolls more visceral. Animated payloads also add a subtle timing aspect to a variety of skills.

     

    Additionally, we have revamped the way we apply hit effects to monsters, so impacts flow with the direction of a spell or melee attack. We use data defined in the animation and animated target area to find the most accurate place to hit a monster, and where to apply a directional physics force to the ragdoll. In so few words, if you hit a goat-man in the knee, the blood spray would come from his knee. The physics force applied to the goat-man’s knee would send it flying as if you kicked the legs out from under him.

     

    Visual Effects - Casting and Receiving Light

    In Diablo IV, we use a PBR (physically based rendering) lighting model, which means our materials look and react to light in a realistic way. This approach brings huge rendering improvements, but this can be counterintuitive to what a player might expect for class and monster abilities. As an example, think about what a campfire looks like in full daylight—pretty lackluster, right? Next, imagine what a dust cloud or smoke plume would look like in the dead of night—it'd be nearly impossible to see. To account for this, we’ve built an engine and shader library that lets us break PBR rulesets in artistic ways. This ensures important gameplay moments shine through as clearly as possible while keeping immersive elements full PBR so they can realistically react to lighting.

     

    Previous iterations of Diablo use primarily “unlit” particles, meaning they are not affected by the environment’s lighting. These particles give you amazing control over what the art will look like: what you paint is what you get. The downside to unlit particles is that art may look too bright in a dark dungeon, or VFX color schemes may not feel cohesive within every environment.

     

    In Diablo IV, we use lit VFX that meld into the environment’s lighting, creating a more immersive experience. Using Whirlwind as an example (seen in the video above)—in bright daylight, the blade reflects light from the sun. In a dark dungeon, it will reflect more subtle light sources, like torches. The dust kicked up by the skill is also lit by the environment, so it blends artfully into the world.

     

    If we rely solely on environment lighting and follow true PBR rules, then gameplay readability is muddied, particularly in dark environments where a weapon swing would naturally be hard to see. To counteract this, many VFX have emissivity to cast light onto the environment. Several ultimates in our game will even allow you to change the weather and lighting of the environment for a limited duration. We strive for a healthy balance of gameplay clarity and thematic immersion.

     

    Dynamic Player Skills

    At the end of the day, it doesn’t matter what the art looks like if the gameplay isn’t fun. One of the goals for creating player skills is to ensure that the System Design team has a variety of modifiers they can utilize to create meaningful skill trees, class mechanics, Legendary items, and Paragon Boards.

     

    Choices should affect more than your character’s stats. Once we have a class skill we are happy with, the VFX team adds the ability for developers to dynamically change the size, intensity, and duration of a skill. The visual intensity of a skill will increase as you stack upgrades and items that increase the power of that ability.

     

    In addition to these skill modifiers, we create variants of abilities that completely change the functionality of a skill or the damage type that it deals. These skill variants can be changed by the scale, intensity, and duration modifiers as well. This allows variants of skills to be affected by a wider range of legendary modifier groupings. Your skill tree/paragon decisions, along with the items you have equipped, will make your character look and play differently from other characters of the same class.

     

    Each of these ranges is handcrafted by an artist to ensure the art holds up at all supported sizes and intensities. We do not uniformly scale every piece of an effect when changing size and intensity; we modify things like spawn rate, velocity, emissivity, and color ranges to make certain the art still fits in the world of Diablo.

     

    We want your character to look incredible as well! Our items are built in a way that allows us to easily apply weapon buffs to any weapon in the game. Not only will your legendary items do awesome things, but they will make your character look amazing as well. Here is an example where we apply the same fire and poison buff to several weapons in our game.

     

    Skill Driven Deaths

    Sanctuary is a dark, gothic world filled with horrific monsters that do horrendous things. To survive in this bleak landscape, you must be merciless toward your enemies. We are bringing back a popular feature from Diablo III: skill-driven deaths. This system allows you to decapitate, bisect, freeze, shatter, eviscerate, and burn your enemies, to give a few examples.

     

    With our new PBR pipeline, we can make blood, viscera, and gore even more realistic by having it react properly to the lighting of an environment. Every monster is built with a skeletal and muscular structure used for killing them in brutal ways. If your character is in the thick of combat, they will be covered in the blood spatter of nearby monsters. Over time, your character’s armor will transition back to being spotless.

     

    The Sorceress studies the art of elemental magic. They slow enemies with cold before freezing them solid and shattering them to pieces. They strike their enemies with stunning bursts of lightning, causing bodies to pop and sizzle. Enemies collapse to the floor and char to the bone as the Sorceress engulfs foes in fire.

     

    Some examples of death types that Sorceresses can trigger:

    • Freeze/Shatter - Break frozen monsters into pieces
    • Char - Singe the corpse of a monster with lightning
    • Burn – Scorch the monster’s flesh, leaving the remains of a charred skeleton

    The Barbarian takes pride in their physical capabilities. Their arsenal of weaponry makes them deadly in close combat. With the power of their ancient bloodline, Barbarians crush foes into piles of gore or send them flying across the battlefield. Their brute strength is equally matched by their speed and ferocity as they unleash fury on the battlefield, dismembering limbs from all that stand in their way.

     

    Some examples of death types that Barbarians can trigger:

    • Crush – Flatten a monster under the weight of a heavy object
    • Decapitate - Remove a monster’s head from its body
    • Cut In Half - Sweet :)
    • Break Lower Limbs- The monster’s lower body is shattered, splitting several of their joints

    The Rogue is dexterous; their attacks are methodical. Monsters are often oblivious to their presence until it is far too late. A precise stab from one of their daggers, or a well-placed arrow, is enough to bring most monsters to the floor. The Rogue finds the most opportune time to take on a fight, and they imbue weapons to gain an advantage. Shadow magic can make a superb distraction, but their shadow clones are as deadly as their blades.

     

    Some examples of death types that Rogues can trigger:

    • Eviscerate – Spill the insides of a monster
    • Shadow – Shadow energy deteriorates the life from a monster's flesh.
    • Freeze/Shatter - Break frozen monsters into pieces
    • Poison – The monster’s skin melts off leaving a heap of muscle and bone
    • Flay – Flay the skin from an enemy, leaving the muscle structure intact

    The Druid is one with nature magic. They conjure storms and call down lightning on their enemies. They control the battlefield with gusts of wind as their animal companions tear the flesh from monsters. Druids manipulate the earth with nature magic, molding it to their will and bludgeoning enemies from afar. As their enemies approach, they see the innate power of the Druid, shapeshifting fluidly between an agile werewolf and a hulking werebear.

     

    Some examples of death types that Druids can trigger:

    • Roadkill – The monster is crushed by a moving object, leaving a smear of blood on the ground
    • Devoured– The monster's flesh is eaten away by a swarm of ferocious bites
    • Lightning Gib – Lightning causes the monster’s body to pop, exploding into pieces
    • Maul – The monster’s skin is completely mangled, covering them in blood

    That is everything we have to share with you today. It has been a dream to work on this franchise, and I’ve really enjoyed the opportunity to share some of our development process with the community.

    Thank you for reading our last quarterly update blog for 2021. I hope you found it exciting and interesting. We are actively listening to your feedback, and we strive to make Diablo IV the dark, gothic game we all want to play. Please continue to share your thoughts and provide feedback on social media, Reddit, and our forums!

    Posted in: Diablo IV Quarterly Update | December 2021
  • published the article Season 25 | 12/17 Hotfix - Now live

    Season 25 | 12/17 Hotfix - Now live

     

    Originally Posted by FilthieRich (Official Post)

    A hotfix was applied for patch 2.7.2 to specifically address the issue related to Demon Hunters utilizing an exploit to clear high-level content such as Greater Rift 150’s in an unintended way. In addition to the Demon Hunter update, several leaderboards have also been reset to ensure an even playing field for those playing through competitive seasonal content.

     

    The past few days have been busy with many players sharing the issues related to this exploit and your feedback/information has helped us release the patch that we have today.

     

    We will continue to monitor behavior, leaderboards and messages here to ensure that all is good with this recent hotfix. We appreciate your patience and feedback on the matter. Thank you.

    Posted in: Season 25 | 12/17 Hotfix - Now live
  • published the article Diablo II: Resurrected Patch 2.4 Highlights | Coming Soon

    Diablo II: Resurrected Patch 2.4 Highlights | Coming Soon

     

    Originally Posted by Blizzard Entertainment (Official Post)

     

    Diablo II: Resurrected Patch 2.4 Highlights | Coming Soon

     

    Greetings, Heroes of Sanctuary. We’d like to take this opportunity to highlight exciting upcoming balance changes, alongside a couple of new features coming in our next Diablo II: Resurrected update! 

    PLEASE NOTE: Game content discussed in this blog is not final and subject to change.

    QUEST LOG

    Ladder Rank Play

    Class Balance Changes

    Mercenary Changes & New Rune Words

    Developer Update Stream


    Prepare to seek your glory. Ladder Rank play is arriving early next year! Our priority for Ladder Rank play has always been for this mode to be a smooth experience. The competitive nature of this feature demands stability as players race towards 99. Our teams have continued to invest time in making the game experience and performance smoother for everyone. We can’t wait for you to begin your climb, but for now, let’s dive into some exciting details around this upcoming feature! 

    LADDER RANK PLAY

    Like Diablo II Classic, Diablo II: Resurrected will feature four different Ladder modes, including:

     

    Version Description
    Standard Ladder The casual version of Ladder play that encompasses playing with four acts.
    Hardcore Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts.
    Standard Expansion Ladder The casual version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.
    Hardcore Expansion Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.

     

    For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! To be clear, these Rune Words have never existed in the game before, and they will not be accessible in non-Ladder play like the previous set of Ladder-only Rune Words in the original Diablo II experience. At the end of a Ladder season, players who successfully made these Rune Words will have their Ladder characters be moved into a “non-Ladder” version of the game. Then at the beginning of the next Ladder season, players will make a new Ladder character and start all over again to earn new rewards. Currently, we don’t have specific new Rune Words to showcase, but if you tune-in to our Developer Update Stream (more details below) hosted by content creator MrLlamaSC, you’ll be able to receive a glimpse!

     

    Lastly, we’ve been monitoring discussions around Ladder Rank play in the community. The duration of Ladder is an element our team is still trying to gauge as we progress forward, but we’re looking to create the “rush” of a new ladder and find the best timeframe for Ladder rotation that meets your expectations. Presently, we’re considering four months for Ladder Seasons. We’ll continue monitoring the community’s opinion and preference on this front as we approach PTR for Patch 2.4 early next year. 

     


    CLASS BALANCE CHANGES

    After so many requests from the community, we’re thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, we’re just as eager as you to find new ways to play. This is incredibly special, as the last patch to make balance changes to classes in Diablo II was Patch 1.13c, which was released back on March 23, 2010! Now, eleven years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’re reviewing underused skills, assessing casting delays, making tooltip quality-of-life changes, and more to fulfill these goals. 

     

    We want to empower you to be creative with the builds you want to play, but we don’t want to “reinvent the wheel” and steer classes from their core purposes. Without diving into the specifics, let’s take a peek at the philosophies behind various Class changes. 

    AMAZON

    The Amazon's agility and versatility are profound. Generally, we like the current state of the Amazon class and believe her to be quite balanced. Nonetheless, we see an opportunity to improve the Amazon's melee skills. We want to buff the strengths of certain underused melee skills such as Impale and Fend to give more reasons to use them. We are also looking into freeing up synergy requirements for melee skills to give more skill point freedom for other possibilities.

     

    Additionally, we are also considering buffing certain skills in the Bow and Crossbow tree to help improve bow gameplay in higher difficulties.

    ASSASSIN

    The Assassin vanquishes evil from the darkness with great ease. However, for this class, we see an opportunity for the Martial Arts builds to shine brighter. Martial Arts skills can become increasingly challenging to perform in higher difficulties, so we are re-evaluating how to improve generating and spending Combo Points.

     

    Furthermore, various Trap skills are not often used. So, we’re re-evaluating synergy requirements to promote more trap builds and damage scaling buffs.

    BARBARIAN

    The brawn of the Barbarian is unmatched. Nonetheless, we see opportunities to add more diversity to Combat skills. We're looking into adding more possibilities with Combat Skills such as Leap Attack and Grim Ward, while also re-evaluating skill synergy requirements to promote more reasons to spend points on certain Combat Skills.


    Additionally, we think Throwing Barbarians can be more viable, so we are looking into enhancing the Double Throw and Throwing Mastery skills.

    DRUID

    The bestial ferocity of the Druid makes all tremble. With that said, we see exciting opportunities to level up certain aspects of this class. From our perspective, Druid Fire skills are underperforming. We're re-evaluating Casting Delays for Fire skills, exploring improvements to some of their Physical Damage components, and improving synergies. We’re also looking at potential tweaks affecting other Elemental skills that are underused. We want to improve the controls for Arctic Blast too, such as allowing more free form while channeling and no longer locking your targeting onto one enemy at a time.

     

    Regarding Summon skills, we believe Summons are weak in high difficulty. On this front, we’re evaluating health gains per level, quality-of-life improvements, damage output, and new synergies for Ravens, Wolves, and Vines.

     

    Lastly, we're evaluating improvements to the Werebear skills, primarily focused on synergy improvements.

    NECROMANCER

    The commander of death sends his foes to an early grave. Like the Amazon, we like the current state of the Necromancer class. Nonetheless, we see an opportunity to improve specific Summons we believe are underused. We're balancing elemental damages of Skeletal Mages and making lesser used Golems more effective.
    Additionally, we see opportunities for Bone skill improvements in high difficulty. We’re tweaking synergies on this front.

    PALADIN

    The wrath of the holy zealot is glorious. Despite this, we believe certain Combat skills are underused. We’re exploring ways to make lesser-used skills (I.e., Fist of the Heavens) more utilized, so players have more reasons to spend skill points to unlock these skills. 

     

    We also see an opportunity to scale Offensive Aura skills as well. This includes making improvements to AoE Damage auras to make them more effective at closer range. We also want to improve Thorns so that it can scale better and deal more reliable damage at higher levels. 

    SORCERESS

    There is no greater master of elemental magic than these mages. We're very satisfied with the Sorceress’s current state, but we see a few of opportunities for improvements. 

    Regarding Cold Skills, we believe there can be more diversity with the armor skills (I.e., Frozen Armor, Shiver Armor, and Chilling Armor) for distinctive advantages.

     

    We are also looking into adding more build possibilities around lesser used Lightning skills by exploring more skill synergies.


    Lastly, we’re also revisiting Fire skills, to improve underused ones, like Hydra. Similar to Arctic Blast, we're exploring making player control improvements to the Inferno skill so that it is less clunky to use.

     


    MERCENARY CHANGES & NEW RUNE WORDS

    And we’re not done. Class Balance changes aren’t the only updates players want to see. We’ve seen a lot of feedback from the community around the subject of Mercenaries, and we are making improvements to Mercenaries in a variety of ways. Many players enjoy using the Desert Mercenary, and we want to give more reasons to use the other three mercenaries, so we are looking into improving their skills and stats to enhance their identity and fantasy.

     

    New Horadric Cube Recipes, Set Item changes, and new Rune Words are on the horizon! New Horadric Cube Recipes being implemented will allow for upgrading the item quality of Set Items to give more item build possibilities. Set Item changes will update underperforming Set Items, to have more bonuses, giving players more incentive to pursue Partial and Full set items that can complement the skill changes alluded above. Lastly, new Rune Words will be added to complement the Skill and Mercenary changes coming in the update.

     


    DEVELOPER UPDATE STREAM

    This blog is just scratching the surface about upcoming changes and features coming in Patch 2.4 PTR (coming early next year)! To learn more, we invite you to join community content creator, MrLlamaSC, Diablo II: Resurrected Design Lead, Robert Gallerani, and Senior Game Producer, Matthew Cederquist, in their upcoming livestream. This broadcast will be both a presentation and an opportunity for members of the community to ask questions. We can’t wait to share more with you then!

     

    WHEN:

    December 16 | 11:00 AM (PST)

    WHERE:

    https://www.twitch.tv/mrllamasc


    This has been an incredible year for Diablo II: Resurrected. We wish our community a happy holiday season and a happy new year! Thank you for playing our game and thank you for your continued support! 

    If you want to learn more about Diablo II: Resurrected, check out our website here, or for real-time updates, follow our official Twitter @Diablo.

    Posted in: Diablo II: Resurrected Patch 2.4 Highlights | Coming Soon
  • published the article Season 25 Mega-Post!

    Season 25: The Lords Of Hell

     

     

    Season 25 delves deeper into the darker side of the Nephalem's past, allowing players to embrace evil by infusing themselves with the essences of the Lords of Hell. During Season 25, players will discover and upgrade demonic Soul Shards based on the seven Lords of Hell. by embodying a Prime and Lesser Evil, players will inflict new forms of pain and suffering on the demons of Sanctuary.

     

    These new Soul Shards are socketable items that give players new demonic powers. One of 3 Prime Evil Soul Shards can be equipped into Helms and one of 4 Lesser Evil Soul Shards can be equipped into Weapons. Each Soul Shard can be upgraded three times using a new seasonal-exclusive consumable called the Hellforge Ember.


    Prime Evil Soul Shards

     

    Sliver of Terror 

    • Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 12.5% increased damage.
    • Additional Powers:
      • Your attack speed and critical hit chance are increased by 5% for each skill on cooldown.
      • You cast a devastating Ring of Fire after killing 100 enemies.
      • If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%.

    Shard of Hatred 

    • Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 5% increased damage per enemy (to a maximum of 50%).
    • Additional Powers
      • Killing an elite enemy pulls all enemies within 40 yards to where the elite died.
      • Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%.
      • You now deal 10% increased damage for every enemy instead of 5% (to a maximum of 100%)

    Fragment of Destruction 

    • Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health.
    • Additional Powers
      • You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active.
      • When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks.
      • You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health.

    Lesser Evil Soul Shards

     

    Stain of Sin 

    • Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds.
    • Additional Powers
      • The pool of blood now negates Elite affixes within its area.
      • You gain an additional Rift Progress Orb when you kill and elite pack.
      • The pool of blood now collects Rift Progress Orbs.

     

    Dregs of Lies 

    • Base Power: You deal 25% less damage. Your pets deal 25% increased damage.
    • Additional Powers
      • Killing an elite enemy reduces all your active cooldowns by 5 seconds.
      • On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds.
      • Each time your pet hits an enemy, your damage is increased by 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0.

     

    Remnant of Pain 

    • Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits.
    • Additional Powers
      • Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%.
      • Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds.
      • When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks.

     

    Essence of Anguish 

    • Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks.
    • Additional Powers
      • Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy.
      • When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds.
      • Killing an enemy deals the damage done by the death blow to all enemies within 25 yards.

     


     

    Season 25 begins on Friday, December 10th at 5:00pm in each region. Season 25 goes live on all Consoles world wide at 5:00pm PST, the same time as PC in North America. For timezone conversion, visit this site!

     

     

     

                                                                                   

     


    Table of Contents


     DiabloFans Discord

    Join us on our Discord server! It's the perfect place for finding people to group with, get your questions answered, and stay up to date on the latest news! You can join our server by clicking on the banner below, or by going here

     

    If you don't use Discord you're missing out, but you can also find people to play with by using our forums! 

     

     


     Haedrig's Gift & Seasonal Rewards

    Completing Chapters 2, 3, and 4 of the Seasonal Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!

     

    The set you will receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.

     

    Here are the sets granted by Haedrig’s Gift in Season 25:

     

    • BarbarianMight of the Earth
    • CrusaderThorns of the Invoker
    • Demon HunterThe Shadow's Mantle
    • MonkMonkey King's Garb
    • NecromancerGrace of Inarius
    • Witch DoctorRaiment of the Jade Harvester
    • WizardFirebird's Finery

     

    In Season 17, Blizzard began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. This means that for Season 25, awards originally available from Season 13 are returning to the Season Journey.

     

     

    Blizzard is continuing to provide new End of Journey rewards as was introduced in Season 17, with two new cosmetic rewards for those who complete the entirety of the Season Journey. These rewards will be the Pane of Tristram Portait and the The Dark Lordling Pet.

     

     


     Seasonal Conquests

     Want to prepare your Conquests plans for Season 25? Here are all the conquests you'll face this season!

     

    • Sprinter & Speed Racer
    • Divinity & Lionhearted
    • Curses! & Stars Align
    • The Thrill & Super Human
    • Masters of the Universe & Masters of Sets


     

     Season 25 Starter Guides

    Any players looking to level quickly and get the best start to Season 25 should browse the selection of starter guides from various content creators below! It should be noted that Soul Shards can be dropped for characters who are not yet level 70, and getting one while leveling has the potential to greatly increase leveling speeds.

    Ultimate Seasonal Starter Guide:

    Class Specific Starter Guide From Bluddshed:


    Level With A Cause

    Level With A Cause (#LWAC), a coalition of streamers from the Diablo III community, will be uniting once again for a charity fundraising event during the first three days of the Season 25 opening weekend in Diablo III. This marks the team’s 14th event over the last few years. Several Diablo III community members will be holding live-streams during this weekend in support of this charity drive. During these live-streams, viewers will be able to donate to the SaveTheChildren charity organization. 

    Level With A Cause was founded prior to the start of Season 11 of Diablo III and has been a mainstay of the opening weekend of each new season since that time. The LWAC team has raised over $91,973 to date for deserving charities such as Save The Children, St Jude Children’s Research Hospital, and Take This. LWAC hopes to continue to grow and raise even more money for charities in the future. If you are a streamer looking to participate, more info can be found on the LWAC website. As a viewer, you can simply search for LWAC within stream titles on Twitch during the December 10th to 12th event.

    In the U.S. and around the world, Save The Children gives children a healthy start in life, the opportunity to learn and protection from harm. When crisis strikes, they are always among the first to respond and the last to leave. They do whatever it takes to save children, transforming their lives and the future we share.

     

    You can donate to the Level With a Cause charity event here!

     

     


    Challenge Rift - Week 233

    Challenge Rift Week 233 is live! Because Season 25 begins this Friday, we advise that you DO NOT complete the challenge rift until after you've made your seasonal character! This week the Challenge Rift features two different Necromancer builds and a Demon Hunter build for Asia! If you are curious how Challenge Rift builds are chosen each week, you can view this official blog post!


     

     


    Patch 2.7.2 Changes

    Among many other chances, patch 2.7.2 features several balance changes for the Spirit of Arachyr, Marauder's Encasement, Firebird's Finery, and Bones of Rathma sets!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Patch Notes

    Below you will find the patch notes for the upcoming update for Diablo III, Patch 2.7.2

     


    Seasons

    Season 25 introduces a new type of socketable item called Soul Shards. Nephalem can find 7 unique Soul Shards, based on the Lords of Hell, which give players demonic new powers. One of 3 Prime Evil Soul Shards can be equipped into Helms and one of 4 Lesser Evil Soul Shards can be equipped into Weapons. Each Soul Shard can be upgraded three times using a new seasonal-exclusive consumable, the Hellforge Ember.

     

    Soul Shards and Hellforge Embers can drop from anywhere in Sanctuary, but Soul Shards have a higher chance to drop from Bosses. Soul Shards cannot be traded, but can be salvaged or utilized in Caldesann’s Despair. You may only equip one Prime Evil Soul Shard and one Lesser Evil Soul Shard at a time. Lastly, Soul Shards and Hellforge Embers only drop in Seasonal play, and will not transfer to your non-seasonal character when the season ends. For a look into the capabilities for each of the Soul Shard powers look below:

     

    Prime Evil Soul Shards

     

    Sliver of Terror 

    • Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 25% 12.5% increased damage.
    • Additional Powers:
      • Your attack speed and critical hit chance are increased by 7% 5% for each skill on cooldown.
      • You cast a devastating Ring of Fire after killing 100 enemies.
      • If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%.

    Shard of Hatred 

    • Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 10% 5% increased damage per enemy (to a maximum of 100% 50%).
    • Additional Powers
      • Killing an elite enemy pulls all enemies within 40 yards to where the elite died.
      • Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%.
      • You now deal 15% 10% increased damage for every enemy instead of 10% 5% (to a maximum of 150% 100%)

    Fragment of Destruction 

    • Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health.
    • Additional Powers
      • You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active.
      • When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks.
      • You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health.

    Lesser Evil Soul Shards

     

    Stain of Sin 

    • Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds.
    • Additional Powers
      • The pool of blood now negates Elite affixes within its area.
      • You gain an additional Rift Progress Orb when you kill and elite pack.
      • The pool of blood now collects Rift Progress Orbs.

     

    Dregs of Lies 

    • Base Power: You deal 25% less damage. Your pets deal 50% 25% increased damage.
    • Additional Powers
      • Killing an elite enemy reduces all your active cooldowns by 5 seconds.
      • On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds.
      • Each time your pet hits an enemy, your damage is increased by 1% 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0.

     

    Remnant of Pain 

    • Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits.
    • Additional Powers
      • Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%.
      • Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds.
      • When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks.

     

    Essence of Anguish 

    • Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks.
    • Additional Powers
      • Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy.
      • When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds.
      • Killing an enemy deals the damage done by the death blow to all enemies within 25 yards.

     


    Items

    General

    • Depth Diggers: Primary skills deal 80-100% additional damage.

    Barbarian

    • Remorseless: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals 600-800% increased damage.

    Witch Doctor 

    • Shukrani's Triumph: After the initial duration of Spirit walk ends, it will continue to last until you attack 3 times or until an elite enemy is within 20 yards of you. Attacks while in the spirit realm deal 75-100% increased damage.
    • Lakumba's Ornament: Reduce all damage taken by 60% if your Soul Harvest stack is at least (1-3), and an additional 2% for each stack of Soul Harvest.
    • Spider Queen's Grasp​: Corpse Spiders deals an additional 600-800% damage and releases a web on impact that Slows enemies by 80%.
    • Brood of Araneae​: Corpse Spiders deals an additional 75-100% damage, and each spider bite causes the target to take an additional 1% damage from Corpse Spiders for 5 seconds.
    • Spirit of Arachyr (2-piece bonus): Summon a permanent Spider Queen connected to you by an infested thread. Enemies caught in the thread are infested. Corpse Spider attacks against infested enemies inflict the same damage to all infested enemies. The Spider Queen is commanded to move to where you cast your Corpse Spiders. Corpse Spiders now spawns with health.
    • Spirit of Arachyr (4-piece bonus): The Spider Queen now leaves behind webs that lasts for 15 seconds and Slows enemies. Infested enemies remain infested while on the web. You take 75% reduced damage while in the web and for 4 seconds after.
    • Spirit of Arachyr (6-piece bonus): The damage of creature skills is increased by 17500% 25000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.

    Demon Hunter

    • Marauder's Encasement (4-piece bonus): Sentries cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do, as well as automatically cast your equipped Hatred spenders.
    • Marauder's Encasement (6-piece bonus): Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries deal 12000% increased damage for every active Sentry.
    • The Shadow's Mantle (6-piece bonus): Impale deals an additional 75000% weapon damage to the first enemy hit, and 25000% to subsequent enemies.
    • Bombardier’s Rucksack: You may have 2 additional Sentries. Cluster Arrow deals 150-200% increased damage.

    Necromancer

    • Bones of Rathma (6-piece bonus): Each permanent active minion increases the damage of Army of the Dead by 1750%, up to 31,500%.

    Wizard

    • Firebird's Finery (6-piece bonus): You gain 5000% increased damage while Ignite is applied to a target. Hitting an Ignited enemy with a non-channeling fire spell deals Ignite damage multiplied by Combustion stacks. Pets cannot trigger this effect

    Bug Fixes

    • Fixed a bug that prevented pets cast by the player from proccing Oculus Ring if it is equipped on a Follower.
    • Fixed a bug that caused Momentum stacks to not always apply properly when using Calamity and The Ninth Cirri Satchel.
    • Fixed a bug where Life per Second granted from Mantra of Healing isn't being applied to the shield generated by Molten Wildebeest's Gizzard.
    • Fixed a bug where Mystic Ally: Earth Ally damage was not increased by The Crudest Boots.
    • Fixed a bug that prevented Mystic Ally: Fire Ally active from attacking the Rift Guardian Perendi.
    Posted in: Season 25 Mega-Post!
  • published the article Diablo II: Resurrected | 12.6 - PC & Console Patch Notes - 2.3.0.1

    Diablo II: Resurrected | 12.6 - PC & Console Patch Notes - 2.3.0.1

    A new patch for PC & Console is now available in Diablo II: Resurrected!

     

    Originally Posted by PezRadar (Official Post)

     

    PATCH NOTES

    A new patch is now available for Windows® PC, Xbox Series X|S, Xbox One, PlayStation®5, and PlayStation®4. We will update this thread once it is available for Nintendo Switch™ system.

     

    To share your feedback, please post in the Diablo II: Resurrected forum 2.

    To report a PC bug, visit our Bug Report forum 1.

    To report a Console bug, visit our Bug Report forum 1.

    For troubleshooting assistance, visit our Technical Support forum 1.


    BUG FIXES

    Consoles

    • Fixed an issue that required players to have a premium account to access offline player difficulty scaling.
    • Fixed an issue that caused Assassin traps and Sorceress Hydras to teleport to the player after they move a certain distance from where the skill was cast.

    Windows PC

    • Fixed an issue that caused Assassin traps and Sorceress Hydras to teleport to the player after they move a certain distance from where the skill was cast.
    • Fixed an issue where players were unable to bind mouse wheel inputs to skills.
    Posted in: Diablo II: Resurrected | 12.6 - PC & Console Patch Notes - 2.3.0.1
  • published the article Season 25 | The Lords of Hell | Preview Blog

    Season 25 | The Lords of Hell | Preview Blog

    Season 25 in Diablo III will begin on December 10th at 5:00pm (PST/CET/KST)!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Season 25 | The Lords of Hell | Preview Blog

    Update on 12/3: Content in red represents changes recently made from PTR 2.7.2.

     

    Season 25 will begin on December 10, at 5PM (PST/CET/KST) shortly after our next Diablo III update. Read on to learn more about the season theme and balance changes coming in Patch 2.7.2. We are expecting this update to be released on December 7.

     


    Table of Contents


    New Season Theme

    Though the Black Soulstone has been destroyed, lingering fragments of The Lords of Hell once contained therein still persist in Sanctuary. These Soul Shards hold immense power—power that once belonged to the Prime and Lesser Evils. Cunning Nephalem who find and wield these Soul Stones must exercise caution. Power can be alluring, and the road to the Burning Hells is paved with good intentions...

     

    With the upcoming 25th Anniversary of the Diablo Franchise, we wanted players to delve into the darker side of the Nephalem's past. In Season 25, players can embrace evil by infusing themselves with the essences of The Lords of Hell. Players will embark on their Season Journey to discover and upgrade demonic Soul Shards based on the seven Lords of Hell. By embodying a Prime and Lesser Evil, players will inflict new forms of pain and suffering on the demons of Sanctuary. We can't wait for players to get their hands on Soul Shards to start unlocking their true power.

     

    Season13-Preview_D3_Cosmetics_550x275.jpg

     

     


    Seasonal Cosmetic Rewards

    Beginning with Season 17, we began reintroducing previous rewards to make them available to players who may have missed them the first time around. For Season 25, this means awards originally available from Season 13 are returning. In addition to the Helm and Shoulders slots of the exclusive Conqueror Set, portraits themed around Imperius will be available. Those who enjoy collecting pets will also be pleased to see the return of—Blaine’s Bear! While traveling together, you may be tempted to ask him why he’s covered in blood, or try removing the sharp objects he carries around. We strongly advise against this.

     

    Season13-Preview_D3_Cosmetics_550x275.jpg

     

    However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re continuing to provide new End of Journey rewards as introduced in Season 17, with two new cosmetic ones for those who complete the entirety of the Season journey. Survive The Lords of Hell and complete the Season 25 Guardian Journey to earn the Pane of Tristram Portrait and The Dark Lordling Pet.

     

    Season13-Preview_D3_ConquestSplash_550x275.jpg

     

     


    Season Journey Rewards

    If you’ve been playing the past few Seasons diligently and reached Conqueror in the Season Journey each time, you’ve accrued a few extra stash tabs. Players who have not yet earned a total of five stash tabs via the Season Journey can still unlock an additional one by completing the following tasks at the Conqueror tier:

    • Complete a Torment XIII Rift in under 5 minutes
    • Complete Greater Rift 60 solo
    • Kill Greed on Torment XIII
    • Kill Cydaea on Torment XIII in under 15 seconds
    • Reforge a Legendary or Set item
    • Augment an Ancient item with a Level 50 or greater Legendary Gem
    • Level three Legendary Gems to 55
    • Complete two Conquests

    Seasonal Conquests

    Speaking of Conquests, we’re rotating those, too! Love going fast? Sprinter and Speed Racer will be making a return. Enjoy testing your mettle in Greater Rifts? Divinity and Lionhearted are also coming back. If you’d rather max out your kill count with Cursed Chests, Curses! and Stars Align will be right up your alley. Those who enjoy seeing how far they can go without Set Items will get a kick out of The Thrill and Super Human. Finally, if you’re keen to show off your mastery of Set Dungeons, Masters of the Universe and Masters of Sets will be available once more.

     

    Season13-Preview_D3_ConquestSplash_550x275.jpg

     


    Haedrig’s Gift

    Finally, just as before, you’ll get a shiny new Class Set courtesy of Haedrig’s Gift for completing certain chapters in the Season Journey. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:

     

    Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!

     

    The set you will receive depends on the Class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.

    Here are the sets granted by Haedrig’s Gift in Season 25:

    • Barbarian – Might of the Earth
    • Crusader – Thorns of the Invoker
    • Demon Hunter – The Shadow’s Mantle
    • Monk – Monkey King’s Garb
    • Necromancer – Grace of Inarius
    • Witch Doctor – Raiment of the Jade Harvester
    • Wizard – Firebird’s Finery

    Season13-Preview_D3_Sets_DSP_1200x600_550w.png

     

     


    Patch Notes

    Below you will find the patch notes for the upcoming update for Diablo III, Patch 2.7.2

     


    PATCH 2.7.2

    Table of Contents:

    Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.


     

    Seasons

    Season 25 introduces a new type of socketable item called Soul Shards. Nephalem can find 7 unique Soul Shards, based on the Lords of Hell, which give players demonic new powers. One of 3 Prime Evil Soul Shards can be equipped into Helms and one of 4 Lesser Evil Soul Shards can be equipped into Weapons. Each Soul Shard can be upgraded three times using a new seasonal-exclusive consumable, the Hellforge Ember.

     

    Soul Shards and Hellforge Embers can drop from anywhere in Sanctuary, but Soul Shards have a higher chance to drop from Bosses. Soul Shards cannot be traded, but can be salvaged or utilized in Caldesann’s Despair. You may only equip one Prime Evil Soul Shard and one Lesser Evil Soul Shard at a time. Lastly, Soul Shards and Hellforge Embers only drop in Seasonal play, and will not transfer to your non-seasonal character when the season ends. For a look into the capabilities for each of the Soul Shard powers look below:

     

    Prime Evil Soul Shards

     

    Sliver of Terror 

    • Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 25% 12.5% increased damage.
    • Additional Powers:
      • Your attack speed and critical hit chance are increased by 7% 5% for each skill on cooldown.
      • You cast a devastating Ring of Fire after killing 100 enemies.
      • If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%.

    Shard of Hatred 

    • Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 10% 5% increased damage per enemy (to a maximum of 100% 50%).
    • Additional Powers
      • Killing an elite enemy pulls all enemies within 40 yards to where the elite died.
      • Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%.
      • You now deal 15% 10% increased damage for every enemy instead of 10% 5% (to a maximum of 150% 100%)

    Fragment of Destruction 

    • Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health.
    • Additional Powers
      • You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active.
      • When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks.
      • You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health.

    Lesser Evil Soul Shards

     

    Stain of Sin 

    • Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds.
    • Additional Powers
      • The pool of blood now negates Elite affixes within its area.
      • You gain an additional Rift Progress Orb when you kill and elite pack.
      • The pool of blood now collects Rift Progress Orbs.

     

    Dregs of Lies 

    • Base Power: You deal 25% less damage. Your pets deal 50% 25% increased damage.
    • Additional Powers
      • Killing an elite enemy reduces all your active cooldowns by 5 seconds.
      • On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds.
      • Each time your pet hits an enemy, your damage is increased by 1% 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0.

     

    Remnant of Pain 

    • Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits.
    • Additional Powers
      • Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%.
      • Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds.
      • When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks.

     

    Essence of Anguish 

    • Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks.
    • Additional Powers
      • Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy.
      • When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds.
      • Killing an enemy deals the damage done by the death blow to all enemies within 25 yards.

     


    Items

    General

    • Depth Diggers: Primary skills deal 80-100% additional damage.

    Barbarian

    • Remorseless: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals 600-800% increased damage.

    Witch Doctor 

    • Shukrani's Triumph: After the initial duration of Spirit walk ends, it will continue to last until you attack 3 times or until an elite enemy is within 20 yards of you. Attacks while in the spirit realm deal 75-100% increased damage.
    • Lakumba's Ornament: Reduce all damage taken by 60% if your Soul Harvest stack is at least (1-3), and an additional 2% for each stack of Soul Harvest.
    • Spider Queen's Grasp​: Corpse Spiders deals an additional 600-800% damage and releases a web on impact that Slows enemies by 80%.
    • Brood of Araneae​: Corpse Spiders deals an additional 75-100% damage, and each spider bite causes the target to take an additional 1% damage from Corpse Spiders for 5 seconds.
    • Spirit of Arachyr (2-piece bonus): Summon a permanent Spider Queen connected to you by an infested thread. Enemies caught in the thread are infested. Corpse Spider attacks against infested enemies inflict the same damage to all infested enemies. The Spider Queen is commanded to move to where you cast your Corpse Spiders. Corpse Spiders now spawns with health.
    • Spirit of Arachyr (4-piece bonus): The Spider Queen now leaves behind webs that lasts for 15 seconds and Slows enemies. Infested enemies remain infested while on the web. You take 75% reduced damage while in the web and for 4 seconds after.
    • Spirit of Arachyr (6-piece bonus): The damage of creature skills is increased by 17500% 25000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.

    Demon Hunter

    • Marauder's Encasement (4-piece bonus): Sentries cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do, as well as automatically cast your equipped Hatred spenders.
    • Marauder's Encasement (6-piece bonus): Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries deal 12000% increased damage for every active Sentry.
    • The Shadow's Mantle (6-piece bonus): Impale deals an additional 75000% weapon damage to the first enemy hit, and 25000% to subsequent enemies.
    • Bombardier’s Rucksack: You may have 2 additional Sentries. Cluster Arrow deals 150-200% increased damage.

    Necromancer

    • Bones of Rathma (6-piece bonus): Each permanent active minion increases the damage of Army of the Dead by 1750%, up to 31,500%.

    Wizard

    • Firebird's Finery (6-piece bonus): You gain 5000% increased damage while Ignite is applied to a target. Hitting an Ignited enemy with a non-channeling fire spell deals Ignite damage multiplied by Combustion stacks. Pets cannot trigger this effect

    Bug Fixes

    • Fixed a bug that prevented pets cast by the player from proccing Oculus Ring if it is equipped on a Follower.
    • Fixed a bug that caused Momentum stacks to not always apply properly when using Calamity and The Ninth Cirri Satchel.
    • Fixed a bug where Life per Second granted from Mantra of Healing isn't being applied to the shield generated by Molten Wildebeest's Gizzard.
    • Fixed a bug where Mystic Ally: Earth Ally damage was not increased by The Crudest Boots.
    • Fixed a bug that prevented Mystic Ally: Fire Ally active from attacking the Rift Guardian Perendi.
    Posted in: Season 25 | The Lords of Hell | Preview Blog