• published the article Diablo Immortal: The Story So Far

    Prepare Yourself For Diablo Immortal With The DiabloFans Map Tool!

    Diablo Immortal: The Story So Far

    Blizzard has posted a blog detailing the story leading up to Diablo Immortal, which takes place between Diablo II and Diablo III. They also announced that all future main story quests and zones will be free for all players. This blog post contains spoilers for Diablo II: Lord of Destruction!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo Immortal: The Story So Far

    On the development team, when we talk about the story we want to tell with Diablo Immortal, we always come back to our burning north star: it’s the sequel to Lord of Destruction.*

     

    *This blog unapologetically contains spoilers for Lord of Destruction.

     

    Quite a few of us marveled at LoD when it was released in 2001. The story was built on a sinister twist at the end of Diablo II. Harrogath managed to be both bleak and inviting, the game’s villain was a delight to watch in action, and the implications of its ending stuck around. Lord of Destruction developed a quintessential Diablo theme: when faced with incredible odds, a lot of people do the wrong thing—and doing the right thing doesn’t always save the day.

    Diablo Immortal takes place between Diablo II: Lord of Destruction and Diablo III


    Timeline

    In the future, Diablo III will move us 20 years forward in time from Diablo II. By that point, the series’ most eminent scholar, Deckard Cain, is obsessed with the End of Days. The Nephalem* are awakening to their heritage. And, after Diablo III, things will get even darker.

    Developer's Note: *In Diablo, humanity are the long-descended offspring of angels and demons who fled the Eternal Conflict between their kind, stole an impossibly powerful artifact of creation, the Worldstone, and made their own refuge, a world called Sanctuary. Sanctuary has been a mixed success—humanity is still alive, but their home isn’t the nicest place to live.


    What sets all of that in motion?

    At the end of Diablo II: Lord of Destruction, the demon lord Baal corrupted the Worldstone, hoping to poison everyone and everything its power had touched. Before he could finish the job, a group of heroes defeated Baal, and the Archangel Tyrael hurled his sword, El’druin, into the heart of the damaged Worldstone. The explosion sent shards and splinters of the Worldstone—the very power of creation—cascading everywhere. Losing the thing that made your world and uplifted its people has a lot of ramifications.

    1. Sanctuary is no longer hidden from the sight of the Heavens and Hells—they start to peer rather intently at our pale red dot.
    2. The essence of the world and every person on it is beginning to change.
    3. Pieces of the Worldstone are littered around like free uranium—some imbued with lesser powers of creation, and some that can warp reality itself.

    That’s where we are today, in Diablo Immortal.

     

    Can you clean up a ruined world? What does that take? When you know every victory is going to be pyrrhic, how do you keep fighting—or pass the torch to someone else?


    Old Friends and New

    Diablo Immortal is first and foremost the story of your quest to contain the broken Worldstone. It’s also the story of the people living during that time—familiar faces like Deckard Cain, Charsi, Kashya, Akara, Xul, and Valla, as well as new characters we’re just meeting. Lastly, it’s the story of Westmarch, our player hub, one of the few remaining bastions of stability—an actual functioning city—on Sanctuary.

     

    By setting Immortal between Diablo II and Diablo III, we get to bring back characters, factions and places people care about, all while inventing new ones. Here are a few:

     

    [NPC] Rayek – The barbarian prodigy Rayek is the inventor of the Helliquary, a wondrous device built to locate particularly destructive demons and trap their essence when they’re slain. Rayek hopes to use his creation to stop demonic incursions before they happen, and prevent the doom that came to his homeland from ruining other lands. When he finds demons too strong to be defeated alone, Rayek points entire warbands of capable adventurers in their direction. Though unstable, Rayek’s first Helliquary—the Wrathborne Helliquary—may well prove capable of funneling the power of defeated demons to a sufficiently daring subject. The risks of such a process remain unknown.
    [NPC] Elder Deckard Cain – On Sanctuary, people don’t often live to Elder Cain’s age—and he’s still got a long road ahead of him. A traveling sage and a symbol of hope to many, Cain has been using his mind and his research to combat evil for decades. At the moment, he’s headquartered in Westmarch, in a dusty workshop likely to catch fire from the candles he burns at all hours of the night. Cain was personally instrumental in fighting back the Prime Evils, Mephisto, Baal and even Diablo (twice). But, in this transformed world, there are limits to even his knowledge.
    [NPC] Charsi – An ebullient master blacksmith, Charsi spent her early years among the Sisterhood of the Sightless Eye—the rogues—in a wooded encampment, forging arrowheads and patching up armor. But after she armed the heroes who fought against the Prime Evils, Charsi’s corner of the world started to feel suffocatingly small. She now runs an expansive smithy in one of Westmarch’s most trafficked plazas. Business is good for a legend, but whether the big city will be as friendly to Charsi as her old home remains to be seen.
    [Zone] Shassar Sea – Two bandit gangs clash over the few resources left to the dune deserts of Shassar—one hoping to continue the legacy of the cruel Fahiran empire, the other hoping to transcend it. But whatever the outcome of the battle between the Amber Blades and Sand Scorpions, Shassar’s true rulers are vermin and carrion birds picking over sun-bleached corpses. The secrets hidden in the desert could keep Worldstone shards out of evil hands… but some things should stay buried forever.
    [Zone] Mount Zavain – Mount Zavain was soaked in blood long ago by the knights of Westmarch’s founder and the Veradani monks pledged to Ivgorod. The brutalities of that old war still cling to Zavain’s people today. Khazra activity has surged, and the brutish goatlike abominations display new intelligence and maleficence. Deep black fog spreads from the valleys; damnation festers in the mountain’s shadow, and it’s only a matter of time before the overwhelmed and underequipped soldiers of Sentinel’s Watch are swallowed up.
    [Zone] Westmarch – Founded at the height of Rakkis’s crusade, Westmarch has grown from a tiny southwestern port to one of the largest cities on Sanctuary. It is ruled by a hereditary monarch, King Justinian, and yet exists today in a period of rapid change: deemphasizing its prominent Zakarum faith, accommodating an influx of refugees from the destruction to the north, and coping with rising tensions between “commoners” and “nobility.” Justinian’s fascination with gathering magical artifacts—like the Rift Stones and the Einfrinn Tree—has further altered the onetime “City of the Light.”
    [Faction] The Immortals – The Immortals are sacred knights with immense power granted to them by the Eternal Crown, an artifact from a primordial age. They are charged with protecting all of Sanctuary from demonkind, but their tremendous strength leaves them at risk of corruption or burning out spectacularly. Most Immortals serve as elite Knights of Westmarch, but they owe a deeper allegiance to Daedessa, the ancient Nephalem patron that raised them up, and to the Crown that amplifies their might and hungers endlessly for magic. The Immortals believe that Sanctuary’s future—not just one kingdom or one age—rests on their armored shoulders.
    [Faction] The Shadows – The Shadows are overseers, saboteurs and spies who keep the Immortals in check, and invoke a sacred challenge to overthrow and replace them if too many become corrupt. They admit new members only after strenuous evaluation, and meet in secret throughout Westmarch, though they are rumored to gather in a “Court of Whispers” below the city. Some Shadows nobly want to check the Immortals’ tremendous power, and see their duty as a holy one. Others are drawn to the violence and mayhem that ensues as they test Sanctuary’s defenders.

    Quests and Story Delivery

    Immortal delivers its story in several different ways. Sometimes you only want to play for a few minutes. Sometimes you want to hunker down. We’re trying to accommodate both approaches by keeping the core story fast paced and driven by you, but also hiding lore books and other nuggets throughout the game for people who like to devour background and explore a living, breathing world while they squash demons.

    Our primary story quest types (accessible solo or in a party) are:

    • Main Quest – the core, interconnected story that leads you between each zone, beginning in Wortham.
    • Elite Quests – larger, multi-step quest chains that aren’t necessarily connected to the main quest, but which need time to complete. You can be directed to these quests by Taite, the Adventure Seeker in Westmarch, in exchange for an Adventure Journal, which you’ll earn by completing certain Codex objectives. Elite Quests typically include unique quest rewards, big boss fights, and lots of talking.
    • Side Quests – bite-sized encounters and quests. If you played Diablo III, they’re a lot like that game’s events. Sometimes a quick ambush in an unexpected place; sometimes a person asking you for urgent help. There are lots of unique side quests in each zone of Diablo Immortal, and they always have random chest rewards. On Hell 1+ difficulty, the Adventure Seeker can also direct you to random side quests in a zone. Since the end of the Closed Beta, we’ve added over 50 new side quests to the game.

    We’re also adding a few more of the espionage-flavored Contracts—unique quests available to the Shadows faction. Contracts introduce (and inflame) the conflict between the Immortals—Sanctuary’s anointed protectors—and the spies that love to mess with them. Many of the Shadows’ contracts are solo-friendly, so even if you don’t go in for group PvE or PvP, we think you’ll find something to enjoy in the dark underbelly of Westmarch.

     

    Diablo Immortal’s story doesn’t end when the game launches on 6/2. We have plans for new main quest zones as well as new elite and side quests. They will always be available for free.

     

    The team’s excited to take advantage of Immortal’s MMO genre to spin some larger-scale yarns, too. We want to tell you about places closely tied to Westmarch, to explore the escalating strife between proud Immortals and judgy Shadows, and to relieve the battle between the monks of Ivgorod and the paladins who followed Rakkis’s crusade. As it turns out, we have quite a lot to say.

     

    We’re excited for you to join us on the journey!

    Posted in: Diablo Immortal: The Story So Far
  • published the article Prepare Yourself For Diablo Immortal With The DiabloFans Map Tool!

    Diablo Immortal Launch Times & PC Pre-Load

     Diablo Immortal's Accessibility Features

    Prepare Yourself For Diablo Immortal With The DiabloFans Map Tool!

    Diablo Immortal is a huge game with a vast world to explore, and it's easy to get a bit overwhelmed with tracking the location of Quests, Lairs, Chests, Bounties, or Elite spawn locations. Our team has been hard at work creating a tool that allows players to dynamically track the location of all points of interest with the ability to filter out anything you don't need. These maps have been updated to include the latest Diablo Immortal content, including the recently announced and not yet publicly played Realm of Damnation zone.

     

    You can see a preview of our map tool below, but be sure to check it out for yourself and prepare for launch!

    The Dark Wood - All Filters

     

    Dark Wood

    Realm of Damnation - Minimal Filters

     

    Realm of Damnation

     

    Posted in: Prepare Yourself For Diablo Immortal With The DiabloFans Map Tool!
  • published the article Diablo Immortal’s Accessibility Features

    Diablo Immortal Launch Times & PC Pre-Load

    Making a Game For Everyone—Diablo Immortal’s Accessibility Features

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Making a Game For Everyone—Diablo Immortal’s Accessibility Features

    We believe games are for everyone, no matter their ability. This is why the Diablo Immortal team is committed to building a game experience that is accessible to all. We are happy to share an overview of the first round of accessibility features that will be available at the game’s launch. Our initial focus has been on control and chat features to ensure as many players as possible can experience our core gameplay while still being able to form deep social connections. We hope any one or a combination of these features will allow players to tailor their gameplay experience to their needs.


    Codex


    Control Features

    Controller Support and Button Remapping

    You will be able to play Diablo Immortal with controllers on both mobile devices and on PC. Your controller’s presence should be automatically detected the moment the game is launched. Many controls–including skills, accessing chat, and more–can be remapped from the Controller tab of the Settings menu.

    Free Cursor for UI Navigation

    While using a controller, by default, pressing the right arrow on the d-pad will activate a free cursor that will allow you to access and navigate non-gameplay interfaces of the game. The free cursor key bind can also be changed from the Controller tab of the Settings menu.

    Repositioning Skill Buttons

    To provide a more comfortable experience on mobile devices, we have added an option to adjust the position of skill buttons. This can be adjusted from the Controls tab of the Settings menu. In the future, we hope to expand on this functionality by allowing for more discrete control over each individual skill button position.


    Chat Features

    Resizable Chat Text

    Increase the legibility of chat text by enlarging its size by up to 200%. You may select from one of three text size options for the expanded chat interface. This can be adjusted from the Chat tab of the Settings menu. In the future, we hope to expand this feature to allow you to adjust the size of text in the chat preview window on the main game screen.

    Voice Chat Transcription for Chat

    Unable to join voice chat? No problem! Use Voice Chat Transcription to convert Party voice chat into written text. A Voice Chat Transcription control has been added alongside Party voice chat controls, allowing you to toggle the feature on and off as desired while in a Party.

    Text to Speech for Chat

    Once enabled, the Text-to-Speech feature will narrate incoming chat messages aloud with a synthetic voice based on the chat channels you have enabled. The feature boasts additional customization options to adjust narrations to your needs:

    • Ability to control which chat channels are narrated
    • Audio alerts to separate messages from each other
    • Option to have a player’s own messages be narrated
    • Two options of voice packs to select from
    • Narration speed and volume control
    • Text-to-Speech chat commands for easier control of system settings

    Text-to-Speech will be supported in select languages at launch.

    Speech-to-Text

    Most modern phones include built-in speech-to-text functionality with their platform keyboards. We wanted to provide this same convenience to our PC players. This feature can be enabled from the Chat tab of the Settings menu. Once enabled, a Speech-to-Text button will appear in the chat window, allowing you to convert your spoken words into editable text before sending to the desired chat channel.

    Audio Cues for Chat

    Auditory cues have been included to help notify you of important social moments in the game. This includes cues for receiving messages from other players, receiving Party or Raid invites, controlling voice chat and sending voice memos–just to name a few. The volume of these cues can be adjusted in the General tab of the Settings menu.


    Graphic Features

    World Brightness

    The world of Sanctuary can be a dark place. You may increase the visibility of the game world by adjusting the World Brightness option from the Display tab in the Settings Menu. Soon, we hope to add additional visual accessibility options for higher contrast settings and color blindness.


    Looking Forward

    We look forward to these features getting in the hands of our players and continuing to expand our accessibility options. We will continue to field feedback from our community, as well as from players with disabilities directly—to continue to learn and develop Diablo Immortal into one of the most epic entertainment experiences ever! If you would like to participate in upcoming playtests and studies, you may sign up on the Blizzard Research website. Let’s make Sanctuary accessible to all; together.

    Posted in: Diablo Immortal’s Accessibility Features
  • published the article Diablo Immortal Launch Blog, Server List, PC Pre-Load Now Live!

    Diablo Immortal Launch Blog, Server List, PC Pre-Load Now Live!

    The launch blog detailing release times, officially supported controllers, and a full list of servers is now live! PC players can also begin pre-loading the game!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo® Immortal™—Your Roadmap to Hell

     

     

    Skarn, Lord of Damnation has amassed his battle-hungry forces in anticipation of your near arrival to Sanctuary. With an ashen gaze and ghastly gesture, the demon lord utters “we are waiting for. . .YOU!” In just a few days it will be up to you, noble adventurer, to scour Sanctuary’s many locales in search of fragments from the shattered Worldstone. Only then will you have a chance in Hell of thwarting Skarn’s nefarious plan.

     

    Before you begin to traverse the eight expansive zones of Diablo® Immortal™ as a Barbarian, Crusader, Demon Hunter, Monk, Necromancer, or Wizard, we’ve assembled this roadmap to get you ready for Hell, and when the time comes, march into Sanctuary unabated.


    Codex


    Global Launch Schedule

    As we prepare to launch Diablo Immortal on June 2 at 10 a.m. PDT for iOS, Android, and PC in Open Beta, some players will see Immortal propagate on the Apple App Store and Google Play beginning the morning of June 1 PDT. This is in part due to the nature of how mobile games rollout and to ensure a smooth full launch for the mobile version of Immortal. To confirm when Immortal will be fully launched for your region on all platforms, please reference the below time map. For time zone conversion assistance, please click here.

     

    As previously mentioned, Diablo Immortal will launch for PC in Open Beta, Android, and iOS in some Asia Pacific regions on June 22 PDT: including Hong Kong, Indonesia, Macao, Malaysia, The Philippines, Singapore, Taiwan, and Thailand. Immortal will also launch on the same date in Vietnam but for PC in Open Beta only. These regions will receive dedicated game servers to bring players better connectivity and ping too.

     


    Pre-load For PC Now Available

    Starting today, you can pre-load Diablo Immortal for PC from Battle.net. Heat up your PC in advance, and once Immortal fully launches on June 2, you can kick open the gate to Hell and get to demon slaying at break-neck pace!

     


    Installation and Play Instructions

    Once Diablo Immortal launches—before you can begin to undo the damage brought to Sanctuary by Skarn’s legions of bloodthirsty invaders—you’ll need to download and install Diablo Immortal on your platform of choice. Below you’ll find instructions on how to install Immortal on June 2, and for those of you who decided to pre-load the game for PC, no further action is required from you come launch day.

    For Windows® PC:

    • If you haven’t already, download and install the Battle.net desktop application and launch it. Register to create a Battle.net account, or log in with an existing account.
    • Open your Battle.net app and allow it to download any pending updates.
    • Select “Games” > “Diablo Immortal” and click “Install”. Once installation is complete, simply click “Play” to launch the game.

    For Android:

    • Launch the Google Play Store app on your device. In the search bar, type “Diablo Immortal.”
    • Once you’re on the Diablo Immortal store page, click the “Install” button and allow the game to download.

    For iOS:

    • Launch the App Store on your device. In the search bar, type “Diablo Immortal.”
    • Once you’re on the Diablo Immortal store page, click the “Get” button then click the “Install” button and allow the game to download.

     


    How to Enable Cross-Progression Play

    A Battle.net account is required to seamlessly play Diablo Immortal on both PC and mobile devices. You can play as a guest on mobile and later log into or create a Battle.net account to carry progress over to PC.

    Please Note: Guest accounts are only accessible on the device they are created on, unless cloud backup is enabled.

     

     


    Community and Customer Support

    Just as the armies of the Burning Hells are keen on allowing the Lord of Terror to materialize, we are hellbent on providing you with a seamless return to Sanctuary to combat this evil. More importantly, the fate of Sanctuary hinges upon your continued valor on the frontlines. In the event you encounter any demonic trickery on launch day, please reach out to us. We will be keeping a watchful eye on the Blizzard Forums, Blizzard CS Twitter account, and any reported issues via the Customer Support Portal to help get you back into the fray swiftly.

     

    We cannot begin to express how excited we are for you to soon begin your quest in Diablo Immortal. With that said, we would like to thank the multitude of players who provided crucial feedback throughout Diablo Immortal’s development, much of which influenced the very game you will play on June 2.

     

    Good, now you’re ready for Hell!

    -The Diablo Immortal Team

     


    FAQ

    Q. Which servers will be available to play for my region?

    NA - West NA -East Europe - English East Asia - Korean SA - Spanish SA - Portuguese
    Caldesann Sin War Dark Exile Rayek Mephisto Flavie
    Kanai Prime Evils Arreat Summit Lethes Rathma Akara
    Eternal Crown Tree of Inifuss Sightless Eye Tal Rasha Navair Asylla
    Deckard Cain Soul Siphon The Unspoken Tassi Bul-Kathos Xul
    Zoltun Kulle Sandro the Mouth Angiris Council Vataos Viz-jaq'taar Oza
    Sand Scorpions The Malus Blood Rose Daedessa Viz-Jun Belial
    Stormshield Iceburn Tear The Countess Askari   Izilech
    Old Growth The Worldstone Talva Silvertongue Kashya   Jondo
    The Soulstones Helliquary The Butcher Zaka   Gorgothra
    Khalim's Will Silver Spire Stone of Jordan Sargoth   Elzix
    The Gidbinn Plains of Despair The Void Namari    
    Cult of Damnation Arcane Sanctuary Cathedral of Light Ennead    
    Purus the Decimator The Curator Archbishop Lazarus Que-Hegan    
    Black Abyss The Fallen Dark Wanderer Griswold    
    The Triune Risen Dead The Hellforge Harlequin Crest    
    Dry Steppes Darkening of Tristram The Ancients Cydaea    
    Amber Blades Greed Trade Consortium      
    Halls of the Blind The Last Vestige Yshari Sanctum      
    Star of Azkaranth Meshif Gharbad the Weak      
    Wailing Beast Ureh The Borderlands      
    Heart of the Oak Albrecht The Martyr      
    Crescent Moon Lysander Sea of Light      
    Call to Arms Wirt Crystal Arch      
    Chains of Honor Hadriel Diamond Gates      
    Hand of Justice Mask of Jeram Thorned Hulk      
    Breath of the Dying Arkaine's Valor Wood Wraith      
    Pandemonium Doombringer Oblivion Knight      
    Burning Hells Town Portal Throne of Destruction      
    End of Days Eternal Conflict Stygian Fury      

     

     

    Europe - French Europe - German Europe - Spanish Europe - Italian Europe - Polish Oceania
    Skarn El'Druin Zatham Talus'ar Cathan Baal
    Dravec Tabri Fara Sescheron Itherael Bloodsworn
    Charsi Vizjerei        
    Leoric Hemlir        
    Ammuit Segithis        
    Esu Akeba        

     

    Q: Which locale languages does Diablo Immortal support?

    Diablo Immortal language support includes Brazilian Portuguese, English, European Spanish French, German, Italian, Japanese, Korean, Polish, Spanish, and Traditional Chinese.

     

    Additionally, for the launch of Diablo Immortal’s PC Open Beta version, players will be unable to change the language their game is displayed in via the Battle.net launcher. To change the language of their game, players may do so by either the in-game settings or by changing the language of their PC’s operating system prior to playing Immortal.

     

    Q: Which controllers can I use to play Diablo Immortal?

     

    Windows: Wired Controllers

    Xbox One Wireless Controller
    Logitech Gamepad F510
    Logitech Gamepad F710
    Sony Dualshock 3
    Sony Dualshock 4
    Sony DualSense Controller (PS5)
    Nintendo Switch Joycons (via Grip and USB C)
    Nintendo Switch Pro Controller (via USB C)
    Xbox Adaptive Controller
    Xbox Elite Controller
    Xbox Elite Controller Series 2

     

    Windows: Bluetooth Controllers/Proprietary Dongle

    Xbox One Wireless Bluetooth Controller
    SteelSeries Stratus Duo (via Bluetooth)
    Sony Dualshock 3 (via 8 Bitdo Bluetooth Adapter)
    Sony Dualshock 4 (via Bluetooth)
    Sony DualSense Controller (PS5)
    Nintendo Switch Pro Controller (via Mayflash Magic NS)

     

    iOS Devices

    Backbone One Controller
    Razer Kishi
    Rotor Riot Controller (Mfi)
    SteelSeries Nimbus (Mfi)
    Sony Dualshock 4
    Sony DualSense Wireless Controller (PS5)
    Xbox Elite Controller Series 2 (iOS 15+)
    Xbox Adaptive Controller (iOS 14+)
    Xbox One Wireless Bluetooth Controller
    Xbox Series X/S Bluetooth Controller

     

    Android Devices

    Xbox One Wireless Bluetooth Controller
    Xbox Series X/S Bluetooth Controller
    SteelSeries Stratus Duo
    Sony Dualshock 4
    Sony DualSense Wireless Controller (PS5)
    Xbox Elite Controller Series 2
    Xbox Adaptive Controller
    Razer Kishi
    8bitdo SN30 Pro Controller

     

    Q: How many adventurers may be in one clan and how many characters can my clan’s name consist of?

    Each clan may consist of up to 100 adventurers. What you name your brave band of demon slayers is up to you, barring any profanity, but it must be between 2–24 characters in length. You may only belong to one clan at a time. If you wish to join another clan, you must first leave your current clan.

     

    Q. What will happen to my progress and purchases in the PC Open Beta?

    When the PC version leaves the Open Beta period, all the progress and purchases you’ve made will be maintained.

     

    Q. Which devices support Ultra graphical settings for Diablo Immortal?

    Ultra graphical settings for Diablo Immortal will only be available on PC and select iPad devices.

     

    Minimum Requirements For PC

    • Operating System: Windows® 7 / Windows® 8 / Windows® 10 / Windows® 11 (64-bit)
    • CPU: AMD FX-8100 or Intel Core i3
    • GPU: NVIDIA® GeForce® GTX 460, ATI Radeon™ HD 6850 or Intel® HD Graphics 530
    • Memory: 4 GB RAM

    Recommended Specifications For PC

    • Operating System: Windows® 10 / Windows® 11 (64-bit)
    • CPU: Intel® Core i5 or AMD Ryzen™ 5
    • GPU: NVIDIA® GeForce® GTX 770 or AMD Radeon™ RX 470
    • Memory: 8 GB RAM

    *Disk Space Requirement: 24GB

    Android Minimum Requirements

    • Operating System: Android OS 5.0
    • CPU: Snapdragon 660 / Exynos 9611
    • GPU: Adreno 512 / Mali-G72 MP3
    • Memory: 2GB RAM

    *Disk Space Requirement: 2.4GB (with patch of additional 10GB)

    iOS Minimum Requirements

    • Operating System: iOS 11
    • Hardware: iPhone 6s

    *Disk Space Requirement: 3.3GB (with patch of additional 9.5GB)

    Posted in: Diablo Immortal Launch Blog, Server List, PC Pre-Load Now Live!
  • published the article Diablo Immortal Pre-Launch Legendary Gem Changes

    Diablo Immortal Pre-Launch Legendary Gem Changes

    Diablo Immortal has seen many balance changes to Legendary Gems leading up to the launch of the game. Please keep in mind that things will likely change further before the June 2nd release date.

     


    DiabloFans Quote:


    Gem Changes

    • Power & Command - Power and Command alternates states every 9 seconds. Power increases your Primary Attack damage by 22 24% .5% . Command increases all other skill damage by 22 24% .5% . Each time these states alternate, you have a 30% chance to dispel a harmful effect from yourself.
    • Phoenix Ashes -
      • Old - Prevents fatal damage, and then grants a shield for 6 seconds that absorbs 600% of your Life in damage. When the shield expires, heal for 100% of the remaining value. Cannot occur more often than once every 300 seconds.
      • New - Prevents fatal damage, and then grants a shield for 6 seconds that absorbs damage equal to 1050% of your base damage. When the shield expires, heal for 80% of the remaining value. Cannot occur more often than once every 180 seconds.
    • The Black Rose - Each time you are attacked, you have a 15% 24% chance to summon vines that Immobilize the attacker for 4 3 .50 30 seconds. Each enemy cannot be affected by this more than once every 12 20 seconds.
    • Chip of Stoned Flesh -
      • Old - Your attacks have a 5% chance to petrify your target, Stunning them for 3.00 seconds. Petrified targets take 20% increased damage. Cannot affect the same target more than once every 20 seconds.
      • New - When you cause an enemy loss of control, you also inflict an explosive curse. When the curse expires, enemies will explode for 45% of all damage taken during its duration, up to a maximum of 450.00% base damage. Cannot occur more often than once every 20 seconds per target. Damage taken by victims of the explosive curse increased by 24%.
    • Nightmare Wreath - You have a 10% chance when you kill defeat an enemy to cause other nearby enemies to flee in fear for 3 2 .00 40 seconds. Fleeing enemies take 4% 8% increased damage. Cannot occur more often than once every 20 seconds.
    • The Hunger -
      • Old - Heal 15% + 60 Life each time you kill an enemy. Movement Speed increased by 6% for 3 seconds each time this occurs.
      • New - Heal 140% base damage + 567 Life each time you defeat an enemy. Movement Speed increased by 16% for 3 seconds each time this occurs. Cannot occur more often than once every 20 seconds.
    • Bloody Reach -
      • Old - Deal 4.50% increased damage for every 2 yards between you and the target, up to a maximum of 18% at 8 yards. Your attacks have a chance to slow the target's Movement Speed by 30% for 2 seconds.
      • New - Your attacks deal 6.00% increased damage for every 2 yards between you and the enemy hit. Maximum increase of 24% at 8 yards. In addition, your attacks have a 1.2% chance to slow enemy Movement Speed by 35% for 3 seconds.
    • Battleguard - Decreases all melee damage you take by 24.00% from enemies within 3 yards of you by 18.00% . Additionally, while your health is below 60% you can move unhindered through enemies.
    • Frozen Heart (Unreleased) -
      • Old - Decreases all damage taken from enemies further than 3 yards away by 24.00% and grants a chance to inflict 45% Chill to nearby enemies for 3 seconds.
      • New - When you take damage, activate an icy shield that absorbs 360% base damage + 1458 lasting 6 seconds. Cannot occur more often than once every 20 seconds. While you are shielded, enemy attacks against you have a 30% chance to Chill the attacker.
    • Unity Crystal -
      • Old - 22.50% of all damage you take is split among party members within 9 yards using this gem. Each party member using this gem also decreases all damage you take by 2%.
      • New - All party members within 6 yards of you take 1.50% decreased damage and deal 1.2% increased damage for each additional nearby party member.
    • Howler's Call -
      • Old - Your Primary Attack has a 30% chance to summon a charging spirit wolf that inflicts 300% base damage +1215 to all enemies in its path and has a 100% chance to Stun enemies for 1.5 seconds. Cannot occur more often than once every 10 seconds.
      • New - Your Primary Attack has a 10% chance to summon a charging spirit wolf that inflicts 360% base damage + 1458 to all enemies in its path and has a 48% chance to Stun enemies for 3 seconds. Cannot occur more often than once every 20 seconds.
    • Everlasting Torment -
      • Old - Your critical hits inflict agony, dealing 50% base damage + 202 every second for 3 seconds. Each nearby enemy afflicted with agony increases your Attack Speed by 4%. Each enemy can be affected by this only once every 6 seconds.
      • New - Your critical hits inflict agony, dealing 30% base damage + 122 every second for 6 seconds. Each nearby enemy afflicted with agony increases your Attack Speed by 6%. Each enemy cannot be affected by this more often than once every 20 seconds.
    • Seeping Bile -
      • Old - Your attacks have a 5% chance to poison enemies, inflicting 75% base damage + 303 every second over 3 seconds and decreasing Movement Speed by 45%. This poison spreads to nearby enemies if the victim dies. Cannot affect the same target more than once every 6 seconds.
      • New - Your attacks have a 4% chance to poison enemies, inflicting 65% base damage + 263 every second over 6 seconds and decreasing Movement Speed by 24%. This poison spreads to nearby enemies if the victim dies. Cannot affect the same target more often than once every 20 seconds.
    • Mocking Laughter - Your Primary Attack causes enemies it hits to deal 4%decreased 8%decreased damage and forces non-Elite monsters it hits to attack you for 6.00 seconds.
    • Cutthroat's Grin - Gain 22 24 .50% 00% increased Critical Hit Chance and 6% 4% increased damage when attacking from behind.
    • Lightning Core -
      • Old - Your attacks have a 10% chance to call chain lightning, inflicting 180% base damage + 729 to all enemies near the target and increasing all damage you deal by 6% for 3 seconds. This cannot occur more often than once every 15 seconds.
      • New - Your Primary Attacks and movement slowly charge you up with electrictity. When fully-charged, your Primary Attacks will release chain lightning, dealing 280% base damage + 1134 to nearby enemies. Increases all damage you deal by 12% for 3 seconds. Cannot occur more often than once every 20 seconds.
    • Blessing of the Worthy - When you take damage, you have a 20% chance to unleash retribution on all nearby enemies, dealing damage equal to 30% 28% of your current Life and decreasing all damage you take by 10% 16% for 6 seconds. Cannot occur more often than once every 15 20 seconds.
    • Blood-Soaked Jade - Increases all damage you deal by up to 24% and your Movement Speed by 10%, with less damage bonus the lower your Life, to a minimum of 12%. Additionally, take 10% 8% decreased damage while below 50% Life.
    • Echoing Shade - Your attacks have a 15% chance to summon a shadow clone that lasts 18 20 .00 seconds and gains some of your atributes. You can now have up to 3 shadow clones at one time and their Life is increased by 100%.
    • Fervent Fang -
      • Old - Each attack you make against an enemy increases the damage it takes from your attacks by 2.25%, up to a maximum of 22.5% at 10 stacks. Also increases all damage you deal to Elite monsters by 6%.
      • New - Each time you damage an enemy increases the damage it takes from your attacks by 2.40%, up to a maximum of 24% at 10 stacks. Also increases all damage you deal to Elite monsters by 6%.
    • Berserker's Eye - Increases all damage you deal by 15 16 .00% and increases your Critical Hit Chance by 4% 2% , but also increases all damage you take by 5%.
    • Lo's Focused Gaze (Unreleased) - Your Charge skills charge 45 24 .00% faster and deal 4% 2% increased damage.
    • Trickshot Gem - Your Channel Channeled skills consume energy 30 24 .00% slower and you take 4% 2% decreased damage while using them.
    • Pain of Subjugation - You deal 18 16 .00% increased damage to enemies suffering loss of control, and take 4% decreased damage while you are suffering loss of control.
    • Respite Stone - You take 3 1 .00% 60% decreased damage for every 10% your Life is below maximum, up to a maximum decrease of 16% . You also gain 6% increased Block Chance when your Life drops below 50%.
    • Ca'arsen's Invigoration - Increases the speed of your Primary Attack by 18 16 .00%, and the damage of your Primary Attack by 6% 2% .
    • Defiant Soul - Each time you Block an attack you deal 100% 192% base damage + 810 777 to all nearby enemies, and then take 1% 6% decreased damage for the next 3 seconds. Cannot occur more often than once every 3 20 seconds.
    • Zod Stone - Increases the duration of your Ultimate skills by 60 48 .00%, and the damage of your Ultimate skills by 10% 6% .
    • Follower's Burden - Increases all damage you deal by 3.00% for each summon you control, up to a maximum increase of 18%. Additionally, your summons take 6% decreased damage.
    • Concentrated Will (Unreleased) - When you use a rapid movement skill you will leave a soul marker behind, and after a short delay you will return to your starting position, dealing 400% base damage + 1620 to all intervening enemies. Cannot occur more often than once every 20 seconds. You have a 0% chance to cause enemies you encounter to flee in Fear for 3 seconds.
    • Bottled Hope - When you use a skill to grant a buff, increase the damage and Movement speed of the target by 24.00% for 6 seconds. Cannot occur more often than once every 20 seconds per target. Skill cooldowns decreased 6%.
    • Volatility Shard (Unreleased) - Each time you defeat an enemy, they will explode for 90% base damage + 365 to all nearby enemies. Cannot occur more often than once every 6 seconds. Your damage dealt is increased by 8% for 2 seconds after each explosion.
    • Hellfire Stone (Unreleased) - When you use any skill, 6 fiery blazes will orbit around you. After a short delay, the flames will shoot out to strike enemies within 4 yards, each dealing 78% base damage + 316. Cannot occur more often than once every 20 seconds. Damage done to targets struck by blazes increased by 18%.
    • Salted Earth (Unreleased) - While in combat, you will leave a poison trail that continually deals 1% base damage + 10 to enemies within it and slows Movement Speed by 20%. Trail persists for 3 seconds.
    • Heartstone (Unreleased) - Increases the duration of absorb shields by 48.00%. Effects which cause loss of control of your character have 6% shorter duration while you have an absorb shield.
    • Blessed Pebble (Unreleased) - Increases the duration of beneficial effects on you by 12.00%. Your Movement Speed is increased by 4% while you have any beneficial effect active.
    • Puppeteer's Bauble (Unreleased) - After defeating an Elite enemy, force its spirit to fight by your side for 60.00 seconds. Cannot occur more often than once every 60 seconds. Additionally, 10% of all damage you take is taken by the spirit instead.
    • Zwenson's Seclusion - When you defeat an enemy, summon a dark beast to attack nearby enemies, dealing 120% base damage + 486 to all nearby enemies. Cannot occur more often than once every 6 seconds. You now have a 28% chance to summon additional dark beast.
    • The Leper's Balm (Unreleased) - Your attacks have a 15% chance to slow enemy Movement Speed and Attack Speed by 35% for 8.00 seconds. Cannot occur more often than once every 20 seconds per target. Damage to slowed enemies increased by 10%.
    • Kir Sling (Unreleased) - You have a 15% chance when you are attacked to release a burst of light that blinds all nearby enemies for 4.00 seconds. Cannot occur more often than once every 20 seconds.You deal 14% increased damage to blinded enemies.
    • Freedom and Devotion - Increases the duration of your summons by 24.00% and the damage done by your summons by 3%.
    Posted in: Diablo Immortal Pre-Launch Legendary Gem Changes
  • published the article Diablo III Celebrates 10 Years

    Diablo III Celebrates 10 Years

    Diablo III is celebrating its 10th anniversary! In addition to double bounty caches for the remainder of Season 26 and Echoing Nightmare becoming a permanent feature, you can also purchase the 10th anniversary artwork from the official gear store.

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo III Celebrates 10 Years

     

    Exactly 10 years ago today, brave Nephalem arrived in the town of New Tristram to investigate a falling star. This discovery would give way to a divine ally and a quest to stop a sinister plot to destroy Sanctuary and the High Heavens. Even after the final blow was struck, and Diablo defeated, these same valiant Nephalem continued to protect those in need. We—and Sanctuary—thank you for your decade-worth of valor, dedication, and your vanquishing of endless nightmarish threats to have been birthed by the Burning Hells.

     

    Remember, this 10-year milestone for Diablo III was made possible by YOU, Nephalem, many of whom have spent countless hours demon-slaying, looting, and creating memorable moments to look back on. To show our undying appreciation for the support of more than 65 million Nephalem worldwide over the past 10 years, we have an exciting announcement for the Echoing Nightmare and will be providing a mid-season buff. But first, we want to thank you once more for celebrating the 10th anniversary of Diablo III with us!


    Echoing Nightmare Update

    Since Season 26 began, many Nephalem have sought to avenge their fallen allies in the Echoing Nightmare. We have received positive feedback around the Echoing Nightmare and are truly glad to see you’ve enjoyed battling the horrors of Nephalem’s past while gaining experience and powerful loot along the way.

     

    Therefore, the Echoing Nightmare will become a permanent feature in Diablo III. Creating challenging, new, and exciting end-game experiences is always top of mind for us, so we’re excited to be keeping this experience around for good. This experience will be available for year-round play. If you have not had the opportunity to try the Echoing Nightmare out yet, get a taste of what it entails from our Season 26 blog.


    Mid-Season Double Bounties Event

    The reward for hunting down some of Sanctuary’s most wanted just got a little sweeter! All bounties will be doubled from now until Season 26 ends. Here’s a breakdown of how you’ll have the chance to score more Legendary loot, such as the coveted Ring of Royal Grandeur.

     

    After completing all five bounties in an act, you will be rewarded with twice the Horadric Caches you would normally receive, as dictated by the difficulty level you’re playing on. Reward drop rates will remain unchanged during this event. But more caches mean more opportunities to obtain that essential piece of gear that will bolster your Nephalem’s build. For a refresher on the bounty-exclusive Legendary items that may be obtained from Horadric Caches, check out our Game Guide.

     

    There are many hardy foes peppered throughout Sanctuary for you to collect the bounty on—venture forth and dare to lay claim to the spoils!


    Immortalize Ten Years of Diablo III

    Diablo III will only turn 10 once. Adorn your wall with imagery forged from the Burning Hell’s finest artisans by getting the exclusive 10th Anniversary Diablo III artwork. Make haste, Nephalem, they’re HOT!

    Posted in: Diablo III Celebrates 10 Years
  • published the article Diablo Immortal Pre-Release Set Bonus Changes

    Diablo Immortal Pre-Release Set Bonus Changes

    One of the changes from Diablo Immortal's closed beta to launch is the addition of a 6 set bonus on set items. We have an early look at what those set bonuses may be, but please keep in mind that things may change before the June 2nd release date.

     


    DiabloFans Quote:


    Set Changes

    Grace of the Flagellant

      • 2/6 Bonus - All continual damage, Channeled damage, and persistent continually ground done damage increased by 15%.
      • 4/6 Bonus -
        • Old - After dealing continual damage 5 times against an enemy, you will deal 239 additional damage.
        • New - Each time you damage an individual enemy 5 times, you will do 287 additional damage to that enemy.
      • 6/6 Bonus - Each time you deal damage, you have a 4% chance to unleash a lightning strike, dealing 1724 damage to all nearby enemies and Stunning them for 2 seconds. Cannot occur more often than once every 40 seconds.

    Untouchable Mountebank

      • 2/6 Bonus - Each time you take damage, you have a 20% chance to gain a shield that absorbs 958 damage equal to 13% of your maximum damage Life . Cannot occur more often that than once every 9 seconds.
      • 4/6 Bonus -
        • Old - While shielded by this set, you gain up to 30% increased movement speed and can move unhindered through monsters.
        • New - Each time you take damage, you have a 20% chance to gain a shield that absorbs damage equal to 13% of your maximum Life. Cannot occur more often than once every 9 seconds.
      • 6/6 Bonus - Each time you take damage, you have a 20% chance to gain a shield that absorbs damage equal to 13% of your maximum Life. Cannot occur more often than once every 9 seconds.

    War Rags of Shal'baas

      • 4/6 Bonus -
        • Old - Your Primary Attack speed increases with each consecutive attack, up to a maximum of 25% increase.
        • New - Your Primary Attacks gradually increase your Attack Speed, up to a maximum of 25%.
      • 6/6 Bonus - Your Primary Attacks have a 5% chance to increase your Attack Speed for 10 seconds. Cannot occur more often than once every 30 seconds.

    Issatar Imbued

      • 2/6 Bonus -
        • Old - Increases all damage you deal by 10% for 1 seconds after using a non-Channeled skill.
        • New - Each time you defeat an enemy, you gain 30% increased Movement Speed for 2 seconds.
      • 4/6 Bonus -
        • Old - Increases your critical strike chance by 15% for 1 seconds after using a non-Channeled skill.
        • New - Damage dealt increased by 2.5% for every 5% increase in your Movement Speed, up to a maximum damage increase of 25%.
      • 6/6 Bonus - Each time you defeat an enemy, you have a 10% chance to gain an orbiting soul orb for 10 seconds, which deals 263 damage when it passes through an enemy. Cannot gain a soul orb more often than once every 40 seconds.

    Windloft Perfection

      • 2/6 Bonus - Gain Thousand Winds, increasing your Movement Speed by 15%. Thousand Winds increased deactivates for 3 seconds if you by take 10% damage .
      • 4/6 Bonus -
        • Old - For every 5% increase to your movement speed, you deal 1% increased damage, up to a maximum damage increase of 14%.
        • New - Increases your damage done by 20% while Thousand Winds is active.
      • 6/6 Bonus - Gain a shield that makes you immune to damage 5 times while Thousand Winds is active. Cannot gain this shield more often than once every 40 seconds.

    Shepherd's Call to Wolves

      • 2/6 Bonus - Damage done by Your summons deal increased 15% by more 15% damage .
      • 4/6 Bonus -
        • Old - Critical strike chance for you and your summons increased by 3% per active summon, up to a maximum increase of 18%.
        • New - Critical Hit Chance increased by 3% for each of your summons, up to a maximum of 18%.
      • 6/6 Bonus - Your summons enter a frenzied state for 10 seconds each time one of them critically hits. The frenzied state increases their damage and Attack Speed by 100%. Cannot occur more often than once every 40 seconds.

    Feasting Baron's Pack

      • 2/6 Bonus - Increases the duration of your effects abilities that cause enemy loss of control by 20% 30% .
      • 4/6 Bonus -
        • Old - Each time you use a skill to cause an enemy loss of control, the cooldown of your skills that inflict loss of control is decreased by 5%, up to a maximum decrease of 30%.
        • New - Increases damage done from all sources by 15% to enemies suffering under your loss of control effects.
      • 6/6 Bonus - Unleash a nova of ice each time you defeat an enemy afflicted by your loss of control effects, dealing 766 damage to nearby enemies and Freezing them for 4 seconds. Cannot occur more often than once every 40 seconds.

    Vithu's Urges

    • 2/6 Bonus -
      • Old - Each time you use a skill to buff an ally, you also heal that ally for 383 Life.
      • New - Increases the duration of all beneficial effects on you or your party members by 30%.
    • 4/6 Bonus -
      • Old - Each time you use a skill to buff an ally, you also briefly grant them 50% increased movement speed.
      • New - Increases the target's Attack Speed by 30% for 3 seconds each time you use a skill to grant a beneficial effect to yourself or a party member.
    • 6/6 Bonus - Each time you use a skill to buff yourself or a party member, creates an area of apotheosis for 10 seconds that grants 15% Life Drain to yourself and any party members within the area. Cannot occur more often than once every 40 seconds.
    Posted in: Diablo Immortal Pre-Release Set Bonus Changes
  • published the article Zone Preview: Realm of Damnation

    Zone Preview: Realm of Damnation

    Originally Posted by Blizzard Entertainment (Official Post)

    Zone Preview: Realm of Damnation

     

    If you haven’t followed Diablo Immortal’s Closed Beta Test, this preview picks up where the zone of Frozen Tundra leaves off. If you missed that preview, you can catch up here. Spoilers ahead.

     

    Diablo® Immortal’s™ launch storyline sends you racing after the cataclysmic shards of the Worldstone, the artifact used to create Sanctuary. After you’ve explored frozen wastes and festering swamps and cemeteries choked with the risen dead, your quest will take you somewhere people who played the Closed Beta haven’t seen yet.

     

    The Realm of Damnation is the personal hell of a demon lord. It’s a corner of the Burning Hells where Skarn, the mastermind pursuing the Worldstone shards, gets to play judge, jury, and executioner (repeatedly).

     

    I’m Ryan Quinn, Narrative Designer on Diablo Immortal, and I’ll be your guide to Skarn’s plane of agony and rebirth along with Hunter Schulz, Art Director.

     

    At the end of the Frozen Tundra story quest, you’ll follow Skarn into his lair and uncover what he’s been planning for humanity and the Worldstone—but you won’t immediately come face to face with the Lord of Damnation or all of his forces.


    The Forest of Misery

    There is an impulse to limit hellish landscapes to one note, and there shouldn't be a question whether you are in Hell or not, but Diablo Immortal’s zone maps are large, and we really like having visual variation to keep your journey interesting and make it easier to remember locations and cool moments.

     

    First, you’ll need to fight through the twisted canopies of the Forest of Misery. In the darkness swarm Rasplets and Gnarled Pawns, demons who’ve failed Skarn and had their bodies fused with parts of the realm as punishment.

     

    The Old Growth, voiced by James Goode, is the most massive, venerable danger in the woods.

     

    We tried to reflect environmental shapes and colors in the Realm of Damnation's creature design (taking a breather from the classic reddish demon you see elsewhere in the fires of Hell).

    We wanted the pawns to feel at home in this environment, as if they had evolved there, or at the very least been transformed by it.

     


    The Last Vestige

    Years ago, a group of angel sentinels discovered the Realm of Damnation while it was taking shape from hellish chaos. Cut off from the Heavens and trapped, they’ve carved out a foothold in Skarn’s home. As you leave the Forest of Misery behind, you’ll join the survivors in their besieged encampment: The Last Vestige.

    The angels’ warleader, Verathiel, is utterly relentless; her band has been hunting demonic threats outside the Battlefields of Eternity for eons. But being stranded in the Realm of Damnation is a greater challenge than any they’ve faced. As the wielder of the angelic dagger Yl’nira, you have a chance to gather some allies in Hell. . .if you can save them from a truly awful fate.


    Skarn, Lord of Damnation

    At the end of Diablo II: Lord of Destruction™, the archangel Tyrael realized that the Worldstone had been corrupted, and he shattered it before it could doom all of Sanctuary. The resulting disaster discorporated Tyrael, and ruined Arreat and much of the north. Skarn wants nothing more than to pick up the pieces.

     

    Painting by Brom

     

    Yet little has been recorded of him. At the defeat of the Prime Evils in Diablo II, war was raging within the Hells, with no clear victor despite great evils like Azmodan and Belial claiming massive realms of their own. Skarn flourished during this age, but demonologists cannot say whether he led an army, or simply used the conflict as an opportunity to capture parts of the Hells for himself. Most do not even know him by name.

     

    What is clear about Skarn is his abiding interest in humanity. In just a few years, he has gathered a massive cult of followers who tempt and deceive to swell their ranks among the Western Kingdoms. The power of creation is nearly at their disposal.


    Sounds of the Realm

    Our audio team really pushed themselves to make sure Skarn’s cruelty and grand ambitions take root in every ominous corner of the zone. Give a listen to “Realm of Damnation.”

     

    You’ll hear plenty from Skarn, voiced by Steve Blum, and Verathiel, voiced by Kimberly Brooks, once the Realm of Damnation is in your hands.


    Demon Gates

    Nothing about this environment is inviting--it's a graveyard of bones and spiny rocks! Thin membranes underneath it all hold back the hellish, fiery core from below.

     

    Skarn’s domain is bloated with activities, and you can expect the same kinds of wilderness gameplay present in Immortal’s other zones: lairs, bounties, events, quests, and plenty of loot.

     

    Zones in Diablo Immortal are vast spaces packed with enemies, events, hidden lairs, and treasure. As a point of reference: in red, the map outline of Diablo III's Fields of Misery; in blue, the Realm of Damnation.

     

    There are also unique challenges you’d only find in Hell. Demon Gates appear multiple times per day in random locations throughout the Realm of Damnation. To bolster his armies, Skarn has opened his doors to demons from elsewhere in the Burning Hells. Demons arrive through portals throughout the zone on a timer—with a party of three, you can hunt down where they’ll emerge, enter their gateways, and kill them before they lend further power to the legions of Damnation. These fights are kinetic encounters with significant rewards, and you’ll be able to earn bonus loot from three per day.


    New Dungeon – Pit of Anguish

    Similarly vital to Skarn’s plot are the Pits of Anguish—spawning pools for Abyssal Gargantuans buried deep in the Hells. One pit in particular serves as our dungeon for the zone; when you set foot on its shores, you’ll battle blade-wielding demonic cultivators and tackle a screen-filling boss fight with the most blood by volume of any in the game.

     

    Zaka is one of the more memorable enemies you'll run into in the Realm of Damnation. One thing that isn't instantly clear is this illustration in his size; there's also a twist to this boss battle we're excited to see players react to.

     

    In every Diablo game, your journey takes you from landscapes that are bleak and seemingly real to places that are truly otherworldly. We’re excited to show off a new facet of the Burning Hells, one that’s got a couple twists on the lava and horns you might expect.

     

    Don’t let that statement worry you. We still love lava and horns—you'll see. On behalf of the Diablo Immortal team: we hope you are ready for Hell!

    Posted in: Zone Preview: Realm of Damnation
  • published the article Diablo Immortal Class Skill Changes

    Diablo Immortal Class Skill Changes

    We have an early look at what class skills have been changed in Diablo Immortal leading up to launch. Please bear in mind that the game is still in development and things are subject to change before the June 2nd release date.

     


    DiabloFans Quote:


    Skill Changes

    Wizard

      • Arcane Torrent - Channel a barrage of arcane projectiles, each dealing 273 136 damage to all enemies in an area. Using Arcane Torrent slowly consumes its energy, which recovers while Arcane Torrent is not in use.
      • Slow Time - Invoke a bubble of warped time and space for 6.25 seconds at a location, reducing the attack and movement speeds of affected enemies by 50% 80% , and slowing the movement of enemy projectiles by 80%. The attack and movement speed reduction effects are reduced by 50% against players .

    Barbarian

      • Cleave - Unleash a powerful attack that deals 506 770 damage to all enemies in front of you, and causes them to Bleed for 507 258 damage over 3 seconds. Maximum 3 charges.
      • Demoralize - Release a ferocious shout that forces nearby monsters to attack you, deals 368 437 damage to all nearby enemies, and reduces their damage done by 30% for 8 seconds.
      • Ground Stomp - Smash the ground, Stunning nearby enemies for 1.5 seconds and dealing 607 damage. Charging longer increases range, and Stun duration up to 3 seconds.
      • Grab -
        • Old - Seize a nearby monster and wield it as a weapon, replacing your Primary Attack with a swing for 379 to 656 damage against all enemies directly in front of you. Activate again to throw the monster, dealing 574 damage to enemies in a direction.
        • New - Seize a nearby enemy and wield it as a weapon. Activate again to throw the enemy, dealing 723 damage to enemies in a direction. Monsters are grabbed for 4 seconds and players for 2 seconds.

    Monk

      • Fists of Thunder - Teleport to a nearby enemy and unleash a rapid succession of punches that each deal 579 to 924 damage. You can teleport again after every third hit. Each enemy player can be a teleport target only once every 5 seconds.
      • Deadly Reach - Project lines of piercing force that deal 492 to 689 damage to the target and 173 231 to 243 324 damage to enemies behind the target.

    Demonhunter

      • Knife Trap - Place a Knife Trap that explodes when an enemy approaches, shooting knives that deal 799 937 damage to all nearby enemies. Maximum 3 charges. You can have up to 3 traps at one time, but they cannot be placed to overlap each other. Placed traps take 1.4 seconds to arm and turn invisible.
      • Rain of Vengeance - Fire a massive volley of arrows into the air that rain down for several seconds, dealing 1632 1448 damage to all enemies in the area over 4 seconds.
      • Escape - Jab your blade forward at all enemies in front of you, dealing 575 damage and inflicting 80% reduced movement speed for 4 seconds, while tumbling backward to escape.Escape can be activated a second time within 3 seconds after it hits an enemy.
      • Spinning Chakram - Launch a spinning Chakram that deals 677 745 damage to all enemies in its path, and then deals 135 203 damage on its return path. Catching the Chakram on its return path will reset its cooldown, but no more than 3 times every 12 seconds.

    Crusader

      • Draw and Quarter - Mount a celestial war horse for 5 seconds, dispelling all movement impairing effects, increasing your movement speed by 60%, and replacing your Primary Attack. Holy chains will bind up to 8 6 nearby monsters, dragging them as you ride and repeatedly dealing 213 186 damage.
      • Consecration - Consecrate the ground around you, dealing 2064 1836 damage to all nearby enemies over 6 seconds.
      • Shield Charge - Charge forward with your shield, pushing all enemies in your path and inflicting 694 579 damage. Enemies colliding with terrain will be Stunned for 3 seconds.
      • Sacred Chain - Throw holy chains that bounce between enemies, striking up to 6 targets and dealing 489 590 damage to each. The chains Stun enemies for 8 seconds, but are dispelled by damage. Duration reduced to 3 seconds on players.
    Posted in: Diablo Immortal Class Skill Changes
  • published the article Diablo Immortal Is Coming To PC! World Wide Launch June 2nd!

    Diablo Immortal Is Coming To PC! World Wide Launch June 2nd!

    Blizzard has announced that Diablo Immortal will be releasing world wide on June 2nd for mobile & PC! The PC version will be in Beta for the world wide launch; however, all progress will carry over. Diablo Immortal will have full cross-play / cross-progression between PC and mobile.

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo® Immortal™: A New Plane Of Hell Opens For Mobile And PC On June 2

    A battle for the ages draws near. The Burning Hells’ flames flicker and crackle in anticipation, an omen they seek to communicate—Diablo® Immortal is coming! On June 2, brave adventurers in most regions* will take up arms against the demonic forces of Skarn, Lord of Damnation, as they uncover events taking place between Diablo II and Diablo III.

     

    Community feedback has been imperative to the development of Immortal and has influenced the game in many ways, as you’ll come to see. One recurring piece of feedback we especially took to heart was the desire to play Immortal on PC. Well, we are most pleased to announce this has been made a reality—in addition to releasing on Android and iOS devices, Diablo Immortal will also be free-to-play for Windows PC upon launch in Open Beta.

     

    This is an especially proud moment for us to announce, as Immortal represents a handful of firsts for both the Diablo franchise and Blizzard. Upon launch, Immortal will be the largest Diablo game we’ve released, home to more distinct zones, unique encounters, and satisfying ways to cut down demons than ever before. Immortal is also the first Blizzard game to be built from the ground up for mobile, delivering the same AAA demon-slaying experience you love but to be played from anywhere.

     

    Lastly, Immortal is the first MMOARPG Diablo game—providing the opportunity to socialize, play, and explore the world freely with other players in ways never previously experienced across the Diablo franchise.

    *Diablo Immortal will become available for some Asia-Pacific regions in the weeks following launch.

     


    DIABLO IMMORTAL ON PC

    It is important for us to assure you that Immortal will deliver an uncompromised AAA mobile experience when played on Windows PC. To assure this, Diablo Immortal will launch on PC in Open Beta. What this means is that you will be able to take the fight to the Burning Hell’s legions on PC upon launch with full cross-play and cross-progression support. During the PC Open Beta period, we will continue to collect player feedback, make changes, and fine-tune this version of Immortal until we feel it delivers a finalized experience for all courageous adventurers. With that said, we have already made a few adjustments to ensure playing Diablo Immortal on PC feels seamless for Sanctuary’s defenders.

     

    Wherever you may go, the opportunity to vanquish demonic invaders from Sanctuary shall follow—cross-play and cross-progression features between mobile and PC will make allying with other brave adventurers a breeze regardless of platform. When the PC version leaves the Open Beta period, all the progress and purchases you’ve made will be maintained.

     

    Aside from ease-of-access, we understand that comfort is key, especially for those longer gaming bouts. To provide players with more ways to play, Diablo Immortal will host controller support for both PC and mobile. Since the Closed Beta, we’ve modified controller functionality so adventurers will now use a free-cursor reticle controlled with a thumbstick to navigate menus. To type messages in-game, a touch screen or keyboard will be required. Providing you with the most optimal experience when using a controller to protect Sanctuary is a priority of ours, so after Diablo Immortal launches, we will continue to improve controller support.

     

    Additionally, the W/A/S/D/ directional keys may be used to move around the map for PC—a first for a Diablo game. And of course, you can still use mouse and keyboard to explore, loot, and keep Hell’s nightmares at bay.

     

    For more information about Diablo Immortal on PC, visit our Making PC blog.

     


    HELLISH LAUNCH CONTENT

    The time to assume the mantle of Barbarian, Crusader, Demon Hunter, Monk, Necromancer, or Wizard and fight for the fate of Sanctuary is closing in. As you ponder which class to walk the streets of Westmarch and beyond with, you may also be wondering—what dangers, or delightfully exciting challenges, will be available at launch?

     

    As you progress through Immortal’s story, you’ll traverse eight expansive zones, each with their own hellish styles. But don’t worry, the gates of Hell have been left open for the potential addition of more zones and content. While taking in the sights and felling demonic hordes in your wake, you’ll stumble across dangerous live events where all battle-hungry adventurers on the same server can team up to defy the odds and claim victory over the Burning Hells. And once you’re ready to tackle the Helliquary, our eight-player raid experience, you’ll be delighted to know formidable foes and alluring loot await, with more to come across monthly free content updates.

     

    Adventurers, we would like to thank you for your feedback across past Diablo Immortal Alphas and Betas. Much of which the Diablo Immortal team has used to make changes that will help provide the best playing experience possible. We cannot wait for you to heed the call on June 2!

     

    If you want to learn more about Diablo Immortal or pre-register, check out our website, or for real-time updates, follow our official Twitter.


    FAQ

    Q. What are the differences between PC Open Beta and Mobile?

    A: The main differences between playing Diablo Immortal on PC in Open Beta and Mobile will be seen in the UI and controller functionality. As we adjust these aspects during the PC Open Beta, they may create slight differences in the gameplay experience, but you can be assured that our intention is to replicate the same AAA experience on mobile for PC.

     

    Q. What will happen to my progress and purchases in the PC Open Beta?

    A: When the PC version leaves the Open Beta period, all the progress and purchases you’ve made will be maintained.

     

    Q. What do we plan to improve for PC?

    A: During the PC Open Beta period, we will continue to collect player feedback, make changes, and fine-tune Immortal for PC until we feel it delivers a finalized experience for all courageous adventurers.

     

    Q. Which countries will Diablo Immortal become available for in late June?

    A: Diablo Immortal will become available for the following Asia-Pacific regions later in June on PC and mobile: Hong Kong, Indonesia, Macao, Malaysia, The Philippines, Singapore, Taiwan, and Thailand. Diablo Immortal will also be available in Vietnam on PC only during the same time.

     

    Q. How will cross-play and cross-progression function between PC and mobile?

    A: If you start playing Diablo Immortal on PC, you will first need to create an account on Battle.net or sign into your existing account. Alternatively, if you start playing Diablo Immortal on mobile, you may either sign in to your Battle.net account or you will be supplied a guest account. If you have a Battle.net account, then you will be able to seamlessly transfer in-between playing on either platform simply by logging into your Battle.net account.

     


     

    Originally Posted by Blizzard Entertainment (Official Post)

    Making Diablo Immortal For PC

    You asked, and we delivered! The team is proud to announce that Diablo Immortal will launch simultaneously on mobile and in Open Beta on PC—complete with cross-play and cross-progression. We have gone the extra mile to preserve major elements of the iconic Diablo control scheme so that you can slay monsters in the comfort of your own home chair.

    A BRIEF HISTORY

    The decision to develop Diablo Immortal for PC was one that the team went back and forth on for a large part of the development process. On one hand, we felt that we wouldn’t be doing the title justice by releasing a game originally designed for mobile on PC; on the other hand, we wanted to make sure the game reached as many players as possible—especially our most dedicated PC fans. In the end, the deciding factor was that we knew many of you would attempt to play this game through an emulator, thus leading us towards building a better experience. So stay awhile and listen as we delve into more details on the PC version of Diablo Immortal.


    A DIABOLIC CONTROL SCHEME

    FAMILIAR TOOLS

    To stay true to the Diablo experience, we meticulously translated the finger tapping and swiping controls from mobile into the age-old mouse and keyboard. Much like previous Diablo titles, you’ll be left-clicking to move your character and attack monsters while pressing keys to perform abilities and drink potions.

    Keyboard button mapping options for PC.

     

    The quest to determine our default control scheme involved many rounds of feedback from playtest sessions.We tried several alternative setups that didn’t quite hit the mark, and ultimately opted to return to the classic layout with some minor adjustments.

    NEW TO THE ARSENAL

    While not a part of Diablo’s history, we decided to include W/A/S/D directional controls as an additional movement tool. The reason behind this choice was that we felt it was an intuitive way to move your character around, instead of relentlessly left-clicking for both moving and attacking. In addition, moving while attacking simultaneously, such as with certain charged abilities, is native to the game on mobile and we wanted you to be able to do this too. A simple mouse control scheme would not have allowed for these operations

    .

    On PC, W/A/S/D can be used to move your character around.

     

    In the end, we felt that this was the correct scheme to give you the classic Diablo feeling, while also injecting some new options for you to experiment with. The controls should feel familiar and natural to ARPG players. And if you don’t prefer our scheme, we have included the ability to rebind controls to your personal preference. Pummel monsters in whichever way you see fit!

    CONTROLLER SUPPORT

    For all of the console gamers out there, we have included controller support for PC! The behaviors will mimic the mobile version—detection will be a seamless experience and many controls will be remappable to your liking as well.

     

     

     


    IMMORTALIZING THE USER INTERFACE

    SCALING THE HUD

    Diablo Immortal was built for mobile first, meaning UI elements tend to be larger while accommodating phone screen sizes. Scaling down the HUD was one of our first priorities—we want you to be able to see the game while also not accidentally clicking on the UI! And so, we have properly shrunk the portrait, mini map, top-level menu buttons, and ability icons to a comfortable size, maximizing your viewport for action.

     

    HUD elements have been scaled down to an appropriate size for PC.

     

    MENU INTERFACES

    We wanted to simultaneously ship mobile and PC to start building the cross-play MMO community together. This meant that keeping the interfaces intact across both platforms was extremely important, even if slightly large for the desktop experience. While there will not be many behaviors custom tailored for desktop, and some menu interactions may resemble their mobile counterparts, we made sure to include hotkeys for all major functions, eliminating the need to manually click each function.

    Menu interfaces will keep mobile scaling.

    CHAT EXPERIENCE

    All Blizzard desktop games come with the expectation of having a fully-functional chat system, integrated with all of Battle.net’s bells and whistles. We have gone to great lengths to ensure that Immortal is no different.


    PARTING THOUGHTS

    Diablo Immortal on PC is an experiment from Blizzard. We didn’t originally plan to put this game on desktop—but as soon as it became a possibility, we knew we had to take the time to make it happen. If you’re a longtime Diablo player, the result will feel a little different from other PC Diablo games—but we’re extremely excited about clicking Immortal’s demons dead with our mouse, and we hope you will be too. We understand that many of you are seasoned PC veterans, and we want to arm you with familiar tools as you journey back through Sanctuary. This is a thank you letter from Blizzard, and we hope to see you all in hell when PC enters Open Beta in June!

    Posted in: Diablo Immortal Is Coming To PC! World Wide Launch June 2nd!
  • published the article Diablo Immortal Announcement On 4/25 @ 7:30am EDT

    Diablo Immortal Announcement On 4/25 @ 7:30am EDT

    Blizzard has announced some kind of announcement for Diablo Immortal on April 25th at 4:30am PDT / 7:30am EDT! You can tune in to watch the news here.

     

     

    Posted in: Diablo Immortal Announcement On 4/25 @ 7:30am EDT
  • published the article Season 26 Mega-Post!

     Diablo II: Resurrected Patch 2.4

    Season 26: The Fall Of The Nephalem

     

     

    Season 26 introduces the Echoing Nightmare, which is the first new activity added to the game. In the Echoing Nightmare, players will experience an intense, densely packed, increasingly challenging event that stretches their ability to stay in the fight as long as possible. To access the Echoing Nightmare, players must first collect a Petrified Scream from a defeated Greater Rift Guardian which can be transmuted using Kanai's Cube to summon a portal to the Echoing Nightmare.

     

    Echoing Nightmares greatly reward players with EXP, Legendaries, Blood Shards, Gems, and a new Legendary Gem that is used exclusively for augmenting ancient legendary item

     

    Season 26 begins on Friday, April 15th at 5:00pm in each region. Season 26 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 26:

     

    • BarbarianThe Legacy of Raekor
    • CrusaderArmor of Akkhan
    • Demon HunterEmbodiment of the Marauder
    • MonkInna's Reach
    • NecromancerPestilence Master's Shroud
    • Witch DoctorZunimassa's Haunt
    • WizardDelsere's Magnum Opus

     

    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 26, awards originally available from Season 14 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 Rakkis' Remembrance Portrait and the Toothsome Trooper Pet.

     

     


     Seasonal Conquests

     Want to prepare your Conquests plans for Season 26? Here are all the conquests you'll face this season!

     

    • Avarice & Avarita
    • Divinity & Lionhearted
    • Need For Speed & Speed Demon
    • On A Good Day & I Can't Stop
    • Years of War & Dynasty


     Season 26 Starter Guides

    Any players looking to level quickly and get the best start to Season 26 should browse the selection of starter guides from various content creators below!

     

    Weapon Upgrade & Gambling Suggestions:


    If you wait to complete the weekly Challenge Rift for after Season 26 begins, you will be able to begin your season with a stack of materials and gold to jump start your progress! Because of this, it's possible to upgrade a level 70 rare crafted weapon to a legendary and extract that power into your cube to give yourself a damage modifier for leveling. Additionally, with the starting Blood Shards you can gain access to specific items from Kadala at level 1. You will find our item upgrade and blood shard gambling suggestions for the start of this season below!

     

    Class Weapon Upgrade Level 1 Blood Shards

    Barbarian

    Spears
    2H Mighty Weapons

    Bracers or Rings
    Crusader

    1H Flails

    2H Flails

    Shields or Bracers
    Demon Hunter

    Daggers

    Bracers or Quivers at Level 31
    Monk

    Daibos

    Boots or Bracers
    Necromancer 2H Scythes Gloves or Rings
    Witch Doctor

    Spears

    Mojos
    Wizard

    Wands

    Sources at level 1 or 33

     

    Ultimate Seasonal Starter Guide:

    Season 26 Class Guides By 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 26 opening weekend in Diablo III. This marks the team’s 15th 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 $96,326 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 April 15th to 17th 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 251

    Challenge Rift Week 251 is live! Because Season 26 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 the Witch Doctor! If you are curious how Challenge Rift builds are chosen each week, you can view this official blog post!


     

     


    Patch 2.7.3 Changes

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Patch Notes

    Below you will find the patch notes for the upcoming update for Diablo III, Patch 2.7.3

    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 26 introduces the Echoing Nightmare, an optional and rewarding end-game challenge where players fight within the memories of Nephalem who fell in a Greater Rift. Today’s Nephalem must stand their ground until they are inevitably Overwhelmed or defeated. Players must collect a Petrified Scream from defeated Greater Rift Guardians to gain entry to the Echoing Nightmare. Transmuting a Petrified Scream in Kanai's Cube summons a portal that players can enter to face the horrors of the Nephalem's past.

     

    Season Theme Details:

    • Petrified Screams and the Echoing Nightmare can only be accessed with seasonal characters.
    • Only one player is required to transmute a Petrified Scream to open an Echoing Nightmare in a multiplayer game.
    • Similar to a boss encounter, all players in a multiplayer game must accept a prompt to enter.
    • While within an Echoing Nightmare, the difficulty scales as players progress in the encounter. Players can progress faster by defeating monsters quickly.
    • Players receive the following rewards upon completing an Echoing Nightmare: EXP, Legendary Items, Blood Shards, Gems, and a new Legendary Gem, Whisper of Atonement.
    • The Whisper of Atonement is a Legendary Gem used exclusively for Augmenting Ancient Legendary items. It drops pre-ranked based upon the player's performance in the Echoing Nightmare.
    • Rare monsters now spawn within an Echoing Nightmare.
    • Meteors now fall from the sky.
    • Hellish Machinations now appear, which spawn streams of Exploding Lunatics.
    • Rift Guardians now spawn.
    • Increased the frequency of which monsters spawn.
    • Updated the Shadow Clone explosion to better reflect the area of effect.
    • The exit timer has been increased to 60 seconds.
    • Increased the possible rank a Whisper of Atonement can drop to 125 based on the Tier completed.
    • Monsters in Echoing Nightmares can no longer be Frozen, Stunned, Rooted or Knocked Back.
    • Fixed a bug that caused Conduit Shrines to deal less damage than intended.

    New Updates (Post-PTR)

    • Monsters from the Echoing Nightmares no longer drop gold, items or health globes.
    • Adjusted the damage done by Exploding Lunatics and Meteors to be more deadly.
    • Adjust Meteor and Fallen Lunatic Molten damage to be Physical.
    • Adjusted the difficulty of Tiers 100+.
    • Replaced the Shield Pylon with a Speed Pylon.
    • Adjusted the EXP rewarded by Echoing Nightmares to be aligned with Greater Rift turn-in rewards.
    • Reduced the Echoing Nightmare closing timer to 30 seconds.
    • Prevented Echoing Nightmares from being opened in games lower than level 70.
    • Adjusted Exploding Lunatic and Meteor damage to Physical.
    • Adjusted the drop rate of Petrified Screams from Greater Rift Guardians.

    Greater Rift Updates

    We wanted to improve the Greater Rift experience through quality of life updates, balance changes and addressing community feedback. We reviewed all of the maps and monsters that appear in Greater Rifts and reworked the probabilities overall to make sure players spend more time with the content they enjoy. Less spaghetti and more chickens!

     

    Orek's Dream: Greater Rifts have a small chance to roll as Orek's Dream. These dreamlike rifts have a curated list of maps and monster compositions.

    • 3 maps have been added and 2 maps have been removed from the Greater Rift pool.
      • Added: Fields of Misery, Desolate Sands and Briarthorn Cemetery
      • Removed: Sewers of Caldeum, and Hidden Aqueducts
    • The probability of Greater Rift maps has been adjusted.
    • The probability of monster groups has been adjusted.
    • The following monsters have been adjusted to grant more progression and EXP within Greater Rifts.
      • Blazing Guardians
      • Smoldering Guardians
      • Frost Guardian
      • Noxious Guardian
      • Shock Guardian
      • Blood Clan Spearman
      • Dark Moon Clan Impaler
      • Moon Clan Impaler
      • Blood Clan Impaler
      • Ice Clan Impaler
      • Hell Witch
      • Vile Temptress
    • Players can speak to Orek to close an active Greater Rift. This option is only available when in a single player game.
    • Further increased the progression granted by some monsters in Greater Rifts.
    • Additionally, increased the progression granted by Fallen Shaman, Fallen Conjurer, Fallen Prophet and Fallen Firemage.
    • Updated visual effects upon entering an Orek's Dream.
    • Updated the Orek's Dream vignette to be more pronounced.

     


    Items

    Barbarian

    • Legacy of Raekor (4-piece Bonus): Furious Charge gains the effect of every rune and deals 1000% increased damage. For every 1% Life you are missing, the damage of your Ancient Spear is increased by 2%.
    • Legacy of Raekor (6-piece Bonus): Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 5500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks.
    • Arreat's Law: Weapon Throw and Ancient Spear deal 150-200% increased damage.
      • Weapon Throw generates up to 25 50 additional Fury based on the distance of the enemy hit. The generated Fury can go above the maximum cap by 200 Fury.
      • Ancient Spear refunds up to 25 50 Fury based on the distance of the enemy hit and resets your Fury cap to its base maximum.
    • The Three Hundredth Spear: Increase the damage of Weapon Throw and Ancient Spear by 150-200%. The attack speed of Weapon Throw is increased by 200%.
    • Skular's Salvation: Increase the damage of Ancient Spear by 150-200%. If your Ancient Spear - Boulder Toss hits 5 or fewer enemies, the damage is increased by 100%.
    Developer's Note: We've added additional Weapon Throw buffs to give players more build options when playing the reworked Legacy of Raekor set. We've also updated Arreat's Law to allow players to reach new levels of Fury.
    Developer's Note: We reworked Raekor’s Legacy to give the set its own identity. It felt natural to the team to infuse the charging fantasy of Raekor’s Legacy with the Barbarian’s ranged skills.

    Crusader

    • Thorns of the Invoker: The attack speed of Punish and Slash are increased by 100% and deal 67,500% of your Thorns damage.
    • Norvald's Fervor: Gain 200% increased damage while using Steed Charge and for 5 seconds after it ends.
    Developer's Note: Norvald's Fervor is overperforming across multiple sets. We want to bring its power down, but we are Increasing the utility of Thorns of the Invoker to compensate.

    Monk

    • All Mystic Allies spawned by Inna's Mantra 6-piece bonus now have their duration refreshed with each attack.
    • Mystic Ally - Fire Ally: Mini allies now have Passability.
    • Mystic Ally - Earth Ally:
      • Earth Ally boulders speed has been increased. Boulders always leash to the player regardless of how many monsters are on screen.
      • Prevented Earth Ally boulders from being slowed by missile dampening.
    Developer's Note: We've made improvements to Mystic Ally that should make the skill feel more fluid and less clunky at times.
    • Bindings of the Lesser Gods: Enemies hit by your Cyclone Strike take 150%-200% more damage from your Mystic Ally for 5 seconds.
    Developer's Note: We're happy with the gameplay of Inna's Mantra Monks, but the Fire build is overperforming, so we removed the Fire Ally bonus from the Bindings of the Lesser Gods.

    Bug Fixes | 2.7.3

    • Prevented players from changing difficulty while an Echoing Nightmare is active.
    • Fixed a bug where Boon of the Hoarder allowed gold to drop in Echoing Nightmares.
    • Fixed a bug where Orek's Dream vignette sometimes goes away on Shrouded Moors and Festering Woods when entering anything other than level 1.
    • Fixed a bug that caused Orek's Dream opening VFX to display inconsistently.
    Posted in: Season 26 Mega-Post!
  • published the article Diablo II: Resurrected Patch 2.4 | Coming Soon

    Diablo II: Resurrected Patch 2.4 | Coming Soon

     

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo II: Resurrected Patch 2.4 | Coming Soon

    Note: We are preparing servers for the launch of Patch 2.4. Stay tuned for official updates here for when Patch 2.4 goes live.

     

    Heroes of Sanctuary, the Lord of Terror welcomes you to the Diablo II: Resurrected Patch 2.4 and Ladder launch update. Put your battle skills to the test with the first competitive Ladder season as we introduce a world of updates impacting a multitude of gameplay elements. For the first time in over a decade, we’re implementing significant gameplay changes to promote new strategies for your next trip to Sanctuary. Among the changes are various updates for each class, new Rune Words, fresh Horadric Cube Recipes, Mercenary reworks, and much more! Study up, for using this newly penned knowledge to your advantage will have demons cowering in your presence.

     

    Before you begin your quest east, you will need to make a handful of necessary preparations. So, we’ve assembled a guide to make sure you return to Sanctuary with ease, especially as you ready yourself for battle against the forces of the Burning Hells.


    PATCH NOTES

    Below you will find patch notes for Diablo II: Resurrected, Patch 2.4.

    TABLE OF CONTENTS

    1. LADDER DETAILS
    2. THE INFERNAL RACE
    3. CLASS BALANCE CHANGES
    4. ITEM TOOLTIP CHANGES
    5. UBER DIABLO CHANGES
    6. MERCENARIES
    7. RUNE WORDS
    8. NEW HORADRIC CUBE RECIPES
    9. SET ITEM BONUS CHANGES
    10. LEVEL AREA CHANGES
    11. QUALITY OF LIFE UPDATES
    12. BUG FIXES
    13. MODDING UPDATE

    LADDER DETAILS

    We are excited to invite you the Diablo II: Resurrected competitive Ladder system starting on April 28, PT. The Ladder launch represents an optional ranked competitive system of the game through a series of modes available to select from with a fresh Ladder-specific character. Each mode will have their own leaderboard where players compete to strategically gain experience within a limited timeframe while having access to Ladder-specific content. When the Ladder season ends, leaderboard rankings will reset, transitioning characters to non-ladder mode, giving players an opportunity to store their hard-earned treasured loot as a new Ladder season awaits them.

     

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

     

    Version

    Description

    Classic Ladder The normal version of Ladder play that encompasses playing with four acts.
    Hardcore Classic Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts.
    Expansion Ladder The normal 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.

    Feature details:

    • Select Diablo II: Resurrected content will be exclusively for Ladder modes
    • Players can use /ladder and /helpladder chat commands to retrieve season start and end information
    • Ladder information is made available in the leaderboard UI, and for console, players will be updated upon loading into each game
    • At the end of a season, your Ladder character will be converted to a non- Ladder character, along with any Ladder -exclusive items your character has equipped or in their inventory
    • Once a season ends, you will have until the start of the season after next to retrieve items from your seasonal Ladder shared stash tab to bring into your normal online play
      • For example, once Season 1 ends, you have until Season 3 begins to retrieve items from your Season 1 stash. Any items not retrieved will be lost forever

    Ladder Launch Timing:

    North America

    April 28 at 5PM PDT

    Europe

    April 29 at 2AM CEST

    Asia

    April 29 at 9AM KST

     


    THE INFERNAL RACE – LADDER SHOWCASE

    In celebration of the first Ladder season for Diablo II: Resurrected, we will be hosting a special broadcast and competition between fan favorite content creators from North America, Australia, and Korea as they work together and against each other to race to the top of the ladder leaderboards! The Infernal Race will be broadcasted on the official Diablo and the Diablo Korea Twitch channels beginning at the start of the Ladder season at 5PM PDT April 28 / 9AM KST April 29 so make sure to tune and watch the best of the best compete!

     

    English Competitors
    English Casters
    Korean Competitors
    • TBD
    Korean Casters
    • Sanghyeon Park
    • Seungwon Lee
    • Useo Jung

     


    CLASS BALANCE CHANGES

    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, twelve years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’ve reviewed many aspects of the game in order 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. Dive deep below and review our various Class changes for Patch 2.4.

     

    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
    • Animation speed increased by 30%

    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%
    • Charged Strike synergy increased from +10% to +14%
    • Lightning 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%
    • Lightning 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

    • Plague Javelin poison duration and damage has been adjusted. This should net out to a 20% damage-per-second increase at level 1 and up to a 33% damage-per-second increase at max level
    • 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

    Multiple Shot

    • Added synergy from Guided Arrow: +12% physical damage per level

    Guided Arrow

    • Damage bonus per level increased from +5% to +7%
    • Added synergy from Multiple Shot: +12% physical damage per level

    Strafe

    • Removed the 25% weapon damage reduction from this skill
    • Now also gives increased Attack Rating with +30% baseline and +9% per level
    • Added Synergy from Multiple Shot: +5% physical damage per level
    • Added Synergy from Guided Arrow: +10% physical damage 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%
    • Cooldown reduced by 40%
    • Mana Cost per level reduced from +0.5 to +0.25
    • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
    • Tooltip updated to now display Casting Delay

    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. Finally, we believe it felt odd that the physical bow skills don't have any synergies like the cold and fire bow skills do. We hope that giving some synergies to the physical bow skills help them remain viable.

    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%
    • Added yards calculation to the Wake of Inferno tooltip

    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
    • Attack rating increased by 10% 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

    General

    • Tooltip updated to now display Radius

    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
    • War Cry's mana cost now increases by only 0.75 per level instead of 1

    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

    Sword Mastery

    • Renamed to Blade Mastery
    • Now affects daggers in addition to swords
    • Increased base attack rating bonus to 40% (from 28%)

    Axe Mastery

    • Increased base attack rating bonus to 40% (from 28%)

    Mace Mastery

    • Increased base attack rating bonus to 40% (from 28%)

    Polearm Mastery

    • Increased base attack rating bonus to 40% (from 28%)

    Spear Mastery

    • Increased base attack rating bonus to 40% (from 28%)

    Throwing Mastery

    • Increased base attack rating bonus to 44% (from 30%)
    • Added chance to not consume quantity per level up to 55% chance at level 20
    • Critical strikes with throwing weapons now replenish quantity
    • Added chance to pierce

    Developer Comments: Barbarians run out of throwing weapon quantity far too quickly. Adding chances to not consume as well as chance to replenish will allow a throwing barbarian to be viable without having to return to town frequently.


    Combat Skills

    Whirlwind

    • When targeting an enemy with Whirlwind, the Barbarian will move to the initial position of the enemy - it will not track them as they move
    • Whirlwind will be performed even when targeting adjacent enemies (used to perform a basic attack)

    Leap

    • Baseline minimum distance increased
    • Speed of the leap motion increased by 75%
    • Leap now has a minimum jump height and duration
    • Tooltip updated to now display Knockback Radius

    Leap Attack

    • Speed of the leap motion increased by 75%
    • Leap attack now has a minimum jump height and duration
    • Damage baseline increased from 100% to 200%
    • Attack Rating baseline increased from 50% to 100%
    • Attack Rating per level increased from 15% to 20%
    • The Barbarian now deals extra physical damage to surrounding enemies within a range of 4.6 yards when landing from a Leap Attack. Damage scales per level – increased scaling compared to the PTR implementation
    • Leap synergy bonus applies to the AoE damage in addition to the attack
    • Increased mana cost of Leap Attack from 9 to 10
    • Leap Attack will be performed even when targeting adjacent enemies (used to perform a basic attack)

    Developer Comments: Leap Attack has received a lot of changes: increased movement speed, smoother trajectory, improved controls, and increased attack rating and damage. Perhaps the biggest change is that Leap Attack now deals AOE damage to surrounding enemies when landing. This gives the Barbarian a strong multi-target skill as early as level 18. This damage does not scale with your weapon, so it's perfect for leveling up a Barbarian in Normal and Nightmare difficulties. The AOE damage won't make as much of an impact on Hell difficulty, but Leap Attack's primary attack and mobility will remain valuable.

    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: 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. “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 50% (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%
    • Removed the Hurricane skill requirement
    • Increased the missile damage radius by 33% (from 3 to 4)
    • Increased the missile drop rate by about 30% (from ~3 per second to ~4)"

    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

    • Werewolf now only uses the new attack speed calculation that was originally introduced in the PTR
    • Raised Werewolf attack speed cap from +75% to +150%
    • 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
    • Attack Speed increased by 40% (Reduced the rollback frames value between each attack)

    Werebear

    • Werebear now only uses the new attack speed calculation that was originally introduced in the PTR
    • Raised Werebear attack speed cap from +75% to +150%
    • Damage bonus per level increased from 8% to 15%
    • Base defense value increased from 25% to 40%
    • Defense bonus per level increased from 6% to 10%
    • Cannot be interrupted while performing attacks or skills
    • Tooltip updated to now display Casting Delay

    Maul

    • Now grants +3% attack speed per charge
    • 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: We've debated on the best way to bring shapeshifting Druids forward. Both forms use a new attack speed calculation that allows more weapons to be used effectively and properly incentivizes IAS gear. With the improved Fury, the Werewolf can reach even faster attack speeds than it could previously. As for werebear - we want to deliver on the fantasy of a powerful, unstoppable, killing machine. We've introduced uninterruptible attacks and skills, as well as increased damage and defense. While this will change the way players have played the Werebear in the past, we feel like it is more in line with the intended fantasy. For players who loved their fast werebear builds, we’ve added attack speed bonuses to Maul, but we also hope the new Werewolf changes will offer them the same style of play, as it is now the faster form.


    Summoning Skills

    General

    • Druids can now have spirit wolves, dire wolves, and bears all summoned at the same time

    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

    • 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: The restriction of the Druid being allowed only one type of summonable at a time has restricted the viability of this build and has hampered the fantasy of a Druid Summoner from living up to its full potential. We feel that a druid being able to summon all of his allies at once will make for a more interesting and fun playstyle. 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

    • Attack damage increased by about 20%
    • 20% reduction in mana cost applied per level
    • 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

    • 20% reduction in mana cost applied per level
    • Holy Fire damage increased by an average of 50%
    • Fire attack damage increased by an average of 30%
    • Fixed a bug which caused the Fire Golem’s Holy Fire damage max value to display as half of its true value

    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

    • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
    • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
    • Resist Fire Synergy increased from 18 to 21%
    • Damage level scaling increased to 70%
    • Salvation synergy increased from 6% to 10%

    Holy Freeze

    • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
    • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus

    Holy Shock

    • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
    • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus

    Sanctuary

    • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
    • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus

    Thorns

    • Now deals a flat amount of damage when attacked in addition to returning a percentage of damage taken to the enemy when hit

    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 in addition to 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

    • Now damages Demons in addition to Undead
    • Removed synergy Blessed Hammer
    • Damage increased by 50%
    • Now pierces targets (Friendly and Hostile)
    • Prayer synergy increased from 15% to 20%

    Fist of the Heavens

    • Now damages Demons in addition to Undead
    • 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
    • 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. By allowing both Holy Bolt and Fist of the Heavens to damage Demons in addition to Undead, we hope to open it up as a viable build to use in more situations.

    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
    • Nova mana cost reduced. The initial mana cost is now 13 from 15

    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

    • You can now spawn multiple hydras on controller when holding the button down
    • Casting delay removed
    • Limited max number of Hydra groups to 6

    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.

     


    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.

     


    UBER DIABLO CHANGES

    The way that players summon Uber Diablo in Diablo II: Resurrected today will remain the same as it was first introduced in v1.10, by selling Stone of Jordan rings. However, we have updated how and where that progress is calculated to improve the experience for the entire community.

     

    Uber Diablo progress for each game type will now be kept by the regional database. When the threshold is met by selling enough Stone of Jordan rings, Uber Diablo will spawn for everyone in the same region, not only those on the same server instance.

     

    Progress towards Uber Diablo is now tracked per game type. Gathering a total of 8 progressions being tracked. Those being Classic, Classic Hardcore (HC), Classic Ladder, Classic HC Ladder, Expansion, Expansion HC, Expansion Ladder, Expansion HC Ladder. Given this change, we have added new messaging for players to help them anticipate when Uber Diablo may spawn. This messaging will be sent out to all players in the region at certain tiers of progress and can be manually checked by using a /uberdiablo chat command. We hope these changes allow more players to get to experience the true terror that is Uber Diablo.

     


    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
    • Can now use Amazon Bows
    • Can now gain + Amazon skill bonuses from gear

    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
    • Swapped Frozen Armor for Chilling Armor

    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

    • Can now gain + Barbarian skill bonuses from gear
    • 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)

    Dual Wielding

    • A new ferocious Barbarian is available for hire from Qual-Kehk. These warriors cannot use two-handed swords, but are well trained in the art of dual wielding. Utilizing the Frenzy, Taunt, and Iron Skin abilities, they lure enemies in and unleash a fierce barrage of attacks

    Two-handed

    • 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. By adding a new dual wielding Barbarian Mercenary, we hope to provide a powerful, fast-hitting merc that challenges the status-quo of common mercenary choice among players.


    RUNE WORDS

    For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! These will be exclusive to Ladder 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.

    Insight

    • Now can also be used with Bows and Crossbows

    Infinity

    • Can now be used by Spears and Amazon Spears

    Obedience

    • Can now be used by Spears and Amazon Spears

    Pride

    • Can now be used by Spears and Amazon Spears

    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, Claws, Daggers

    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
    • 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.


    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


    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 +50 Defense (Full Set)

    Cow King's Leathers

    • Added +100 Defense (Full Set)
    • 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.


    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.


    QUALITY OF LIFE UPDATES

    General

    • Added language support for non-ASCII written language
    • Added player messaging for when a player tries to launch the game on an out of date patch version
    • Added 'Message of the Day' capabilities to the main menu to allow us to share important game updates with all players

    New Feature - Legacy Graphics Emulation

    • There is now an option in the Graphics Settings Menu under 'Legacy' that allows you to choose between 3 different emulation options for the Legacy game graphics. The options are 'GDI', 'Glide', and 'Resurrected'.
      • 'GDI' emulates the software rasterization of the original legacy game and does not apply any filtering
      • 'Glide' emulates the hardware accelerated backend of the original legacy game with bilinear filtering
      • 'Resurrected' uses the Glide emulation with additional fixes in place to address an artifact that would occur with the original Glide rendering

    Developer Comments: We feel 'Resurrected' is the definitive emulation mode players should use, but we noticed feedback during PTR that some players preferred the style of legacy graphics released at launch, which did not have any filtering and most closely resembled the software rasterization of the original legacy game. We hope these emulation modes provide players the means to choose the legacy graphics they prefer.

    AI

    • Improved the reliability of pets, summons, and mercenaries teleporting to the player instead of being despawned

    Barbarian

    • Updated Barbarian Leap and Leap attack animation behavior to give it a smoother trajectory that should keep the Barbarian on-screen at all times, and reduce jerkiness when he lands

    Character Selection

    • Newly created characters will now sort to the top of the character selection list

    Gameplay

    • When holding down a mouse button to target an enemy with a skill, the skill will continue to execute after that target dies
    • Minimap will now automatically re-open after death if you had it open prior to dying
    • Arrow and Bolt max quantity increased to 500
    • Throwing weapon quantity has been increased by 50%
    • Blocking will no longer interrupt a player while performing a skill or attack. If a player character triggers a block during this time, the damage will still be negated, but the animation will not play
    • Changed how attack speed is determined while dual-wielding weapons. Swapping weapons between hands should no longer result in dramatically different attack speeds
    • Character hit recovery will now have diminishing returns when being hit by another player
    • Quick cast skills behavior has been unified such that left click quick cast skills behave in the way the right click behavior operated

    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.

    Mercenaries

    • Mercenary UIs will now display if the mercenary cannot use a skill because they are too low level

    Online

    • Added messaging if a player attempts to create a private channel with a name longer than the character limit
    • Added a /offline chat command which sets your user presence to 'Offline'
    • Added an option for players to control join access to their private games on consoles
    • Added a toggle button to show/hide your game password

    Vendors

    • Players can now buy pre-filled tomes and keys when using a controller

    Performance

    • Optimized particle effects on some console platforms
    • Added a VFX quality option for PC players
    • Optimized inventory quick-move actions to reduce delay

    Settings

    • The Offline Game Difficulty Scale setting will now persist between game sessions.
    • Added an option to choose whether or not to confine your mouse cursor to the game screen
    • Added a VRAM usage bar in the settings menu

    BUG FIXES

    Accessibility

    • Fixed some issues in the UI that could occur when using Large Font Mode

    Assassin

    • Fixed an issue where Cloak of Shadows defense calculation was incorrect

    Druid

    • Fixed an issue where Hunger was not costing mana if it was cast without a target selected
    • Druid Solar Creeper will now properly consume corpses and restore mana whenever the Druid is missing mana
    • Rabies now properly consumes mana when your attack misses

    Paladin

    • Fixed an issue where you wouldn't be able to weapon swap if you were wielding a bow with no ammo as a Paladin on controller
    • Fixed an issue where you could not disable auras as a Paladin if you were using a bow without ammunition on controller
    • Fixed an issue where the Conviction Aura Tooltip would display incorrect information
    • Fixed an issue where Sanctuary aura was not granting its bonus damage to Undead

    Gameplay

    • Fixed an issue where Unique monster packs with mana drain were draining way more mana than was intended
    • Fixed an issue where fire enchanted monsters were doing too much damage in Nightmare difficulty
    • Fixed an issue with attacking as a Werebear with two weapons equipped. The primary weapon will be used exclusively when attacking while transformed
    • Fixed an issue where using a skill could be interrupted if a player dodges, avoids, or blocks while executing a skill
    • Fixed an issue where uninterruptible skills could be interrupted within a 1 frame window if you were using the skill repeatedly
    • Fixed an issue where the skills granted by items sometimes couldn't be used on a controller
    • Fixed an issue where you could be blocked from talking to an NPC if a player initiates a trade request with you while you are talking to an NPC
    • Fixed an issue where weapon swap was not updating Faster Run/Walk on the game client
    • Fixed an issue where skill bindings for OSkills wouldn't persist after dying and joining a new game
    • Fixed an issue where one of the Chaos Sanctuary seals was difficult to select
    • Fixed an issue where the Glacial Trail entrance wouldn't highlight
    • Fixed an issue where continuing to move after running out of stamina could cause the stamina bar to not refill
    • Fixed an issue where a room in Act 1 Caves had misplaced walls
    • Fixed an issue where a few melee skills would often miss when attacking moving targets (Amazon Fend, Druid Fury, Paladin Sacrifice, Paladin Zeal)
    • Fixed an issue where Quick Cast melee skills would sometimes fail to execute properly under certain circumstances
    • Fixed an issue where Force Move and Quick Cast skills could still operate when in a full screen UI menu in Legacy Mode
    • Fixed an issue that could cause players to miss their attack when using melee skills against enemies that are just barely within striking range and moving away
    • Fixed a rare issue where casting spells rapidly could result in incorrect mana cost in certain networking situations
    • Fixed an issue where Replenishing and Propagation item modifiers were not triggering when Quantity was removed from melee skills
    • Fixed an issue where mercenary damage bonuses were being applied inconsistently. This will mostly affect damage when no weapon is equipped
    • Fixed an issue where the mercenary damage UI would display inconsistent damage values
    • Fixed an issue where scrolls weren't auto-populating to a belt slot when purchased
    • Fixed an issue where the lower resist tooltip didn't list the percentage by which the target's resistance is lowered

    Character Creation

    • Fixed an issue where some players could bypass character name validation and create invalid offline character names. Those characters can now be repaired - affected players will be prompted to rename the invalid characters

    Controls

    • Fixed on issue where using a PlayStation controller on PC, some button prompts could appear with an Xbox controller button icon
    • Fixed an issue where binding a skill to Key 2 without binding anything to Key 1 would show the keybind UI to not show

    Graphics

    • Fixed artifacting that could occur on certain VFX when using DLSS
    • Fixed an issue where the player would become invisible if using Fade behind a transparent wall
    • Fixed an issue where ethereal items were appearing invisible when standing behind transparent walls
    • Fixed an issue where grass in Tamoe Highland could pop in and out while traversing
    • Fixed an issue where VFX could become missing after playing for an extended period of time on consoles
    • Fixed an issue where VFX could appear as black boxes on PS4 in high memory usage scenarios
    • Fixed a DLSS-related ghosting artifact that could occur on moving objects while the game camera is stationary

    Localization

    • Fixed some localization issues with skill tooltips
    • Fixed some localization issues related to user presence in the Xbox social menus
    • Fixed some localization issues in the Settings menu
    • Fixed miscellaneous issues related to localization of chat commands

    Online

    • Fixed an issue where users in Europe or Korea were unable to block or report users
    • Fixed an issue where the right click context menu options in the Friends List would not consistently function
    • Fixed an issue where you could not highlight game names and join if using a controller in the Lobby menu
    • Fixed an issue where you could get stuck in an 'attempting to join' state if you tried to join a game through the friends list while you were rate limited
    • Fixed an issue where swapping between Keyboard and Controller on the front end could rarely force you into the Offline character tab and prevent access to the online tab for a small amount of time
    • Fixed an issue on consoles where online friends who have their presence set to appear 'Offline' in their platform settings would appear in the friends list sorted into other online friends rather than with their other offline friends
    • Fixed an issue on Switch where if you remove someone from your friends list, they may not correctly get removed
    • Fixed a visual issue that could occur when opening the Horadric Cube while in the middle of a trade with another player
    • Auto-generated game name and password from game sessions generated using the main menu 'Play' button will now be hidden
    • Fixed an issue where your character selection wouldn't persist if you exited the lobby
    • Fixed a rare issue that could cause your character to display the wrong name if you join a game from the friend’s list

    Performance

    • Fixed an issue where users with 3050 series GPUs would have incorrect default graphics settings
    • Fixed a crash that could occur when exiting the game
    • Fixed a crash that could occur during the Pandemonium event
    • Miscellaneous crash/stability fixes

    Settings

    • Fixed an issue where your game difficulty settings on Lobby would not update properly after changing characters

    MODDING UPDATE

    We have added new columns to various .txt files. While this will cause compatibility issues for current offline single player mods, the columns added will allow for further customization options. Developers of existing offline single player mods can remake their changes with the new data or they can add the following columns before merging.

    belts.txt:

    • "defaultItemTypeCol1", "defaultItemCodeCol1", "defaultItemTypeCol2",
      "defaultItemCodeCol2", "defaultItemTypeCol3", "defaultItemCodeCol3",
      "defaultItemTypeCol4", "defaultItemCodeCol4"

    difficultylevels.txt:

    • "PlayerHitReactBufferVSPlayer", "PlayerHitReactBufferVSMonster"
    • "MonsterFireEnchantExplosionDamagePercent"

    hirelings.txt:

    • "equivalentcharclass"

    monstats.txt:

    • "rightArmItemType", "leftArmItemType", "canNotUseTwoHandedItems"

    skills.txt:

    • "passivestat6", "passivecalc6"
    • "calc5", "*calc5 desc", "calc6", "*calc6 desc"
    • "Param9", "*Param9 Description", "Param10", "*Param10 Description", "Param11", "*Param11 Description", "Param12", "*Param12 Description"

    THANK YOU TO THE COMMUNITY

    Our team is immensely grateful for your support. As we launch with all of the 2.4 content, we hope to continue to hear from all of you! 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 | Coming Soon
  • published the article Season 26 | The Fall of the Nephalem | Patch 2.7.3 Preview Blog

    Season 26 | The Fall of the Nephalem | Patch 2.7.3 Preview Blog

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Season 26 | The Fall of the Nephalem | Patch 2.7.3 Preview Blog

     

    Season 26 will begin on April 15, at 5PM (PDT/CEST/KST) shortly after our next Diablo III update. Read on to learn more about the season theme and balance changes coming in Patch 2.7.3. We are expecting this update to be released on April 12.

     


    Table of Contents


    New Season Theme

    The souls of heroes defeated in the eternal struggle against evil call for aid! Astute Nephalem will listen to the petrified screams of the dead, and find themselves attuned to the last agonizing moments of the departed. Will these Nephalem heed the whispers of atonement of fallen heroes and survive their echoing nightmare? Or will they be forever trapped, becoming just another fallen Nephalem? Only time will tell...

     

    In Season 26, we introduce the Echoing Nightmare. This is our first Seasonal Theme that introduces a new activity to the game. In the Echoing Nightmare, players will experience an intense, densely packed, increasingly challenging event that stretches their ability to stay in the fight as long as possible. We found inspiration in Orek's warning, "Many Nephalem have stood where you are now, but few succeeded in overcoming the trials." The Echoing Nightmare explores what happened to those Nephalem who did not succeed.

     


    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 26, this means awards originally available from Season 14 are returning. In addition to the Boots and Pants slots of the exclusive Conqueror Set, a series of portrait frames themed around the enigmatic Tal Rasha will be available. For the nephalem hero who wants to embody the spirit of Justice, a pennant dedicated to everyone’s favorite archangel will also be available. Just remember—you cannot judge Justice itself!

     

    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. Endure The Fall of the Nephalem and complete the Season 26 Guardian Journey to earn the Rakkis’ Remembrance portrait and the Toothsome Trooper pet.

     

     


    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 level 70 Torment XIII Rift in under 5 minutes
    • Complete Greater Rift 60 solo
    • Kill Greed on Torment XIII
    • Kill the Butcher at level 70 in Torment XIII in under 30 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! Returning for the Season of Greed is Avarice and Avarita, where every gold piece you find will count! Speed Demon and Need for Speed will ask you to kick it into full gear in your Nephalem Rift runs. On a Good Day and I Can’t Stop will congratulate high ranking Legendary Gems. Finally, for the solo crowd, Divinity and Lionhearted will ask you to climb Greater Rift heights by your lonesome, while Years of War and Dynasty challenge your game mastery of at least six classes.

     

     


    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 26:

    • Barbarian – The Legacy of Raekor
    • Crusader – Armor of Akkhan
    • Demon Hunter – Embodiment of the Marauder
    • Monk – Inna’s Reach
    • Necromancer – Pestilence Master’s Shroud
    • Witch Doctor – Zunimassa’s Haunt
    • Wizard – Delsere’s Magnum Opus

     


    Patch Notes

    Below you will find the patch notes for the upcoming update for Diablo III, Patch 2.7.3

    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 26 introduces the Echoing Nightmare, an optional and rewarding end-game challenge where players fight within the memories of Nephalem who fell in a Greater Rift. Today’s Nephalem must stand their ground until they are inevitably Overwhelmed or defeated. Players must collect a Petrified Scream from defeated Greater Rift Guardians to gain entry to the Echoing Nightmare. Transmuting a Petrified Scream in Kanai's Cube summons a portal that players can enter to face the horrors of the Nephalem's past.

     

    Season Theme Details:

    • Petrified Screams and the Echoing Nightmare can only be accessed with seasonal characters.
    • Only one player is required to transmute a Petrified Scream to open an Echoing Nightmare in a multiplayer game.
    • Similar to a boss encounter, all players in a multiplayer game must accept a prompt to enter.
    • While within an Echoing Nightmare, the difficulty scales as players progress in the encounter. Players can progress faster by defeating monsters quickly.
    • Players receive the following rewards upon completing an Echoing Nightmare: EXP, Legendary Items, Blood Shards, Gems, and a new Legendary Gem, Whisper of Atonement.
    • The Whisper of Atonement is a Legendary Gem used exclusively for Augmenting Ancient Legendary items. It drops pre-ranked based upon the player's performance in the Echoing Nightmare.
    • Rare monsters now spawn within an Echoing Nightmare.
    • Meteors now fall from the sky.
    • Hellish Machinations now appear, which spawn streams of Exploding Lunatics.
    • Rift Guardians now spawn.
    • Increased the frequency of which monsters spawn.
    • Updated the Shadow Clone explosion to better reflect the area of effect.
    • The exit timer has been increased to 60 seconds.
    • Increased the possible rank a Whisper of Atonement can drop to 125 based on the Tier completed.
    • Monsters in Echoing Nightmares can no longer be Frozen, Stunned, Rooted or Knocked Back.
    • Fixed a bug that caused Conduit Shrines to deal less damage than intended.

    New Updates (Post-PTR)

    • Monsters from the Echoing Nightmares no longer drop gold, items or health globes.
    • Adjusted the damage done by Exploding Lunatics and Meteors to be more deadly.
    • Adjust Meteor and Fallen Lunatic Molten damage to be Physical.
    • Adjusted the difficulty of Tiers 100+.
    • Replaced the Shield Pylon with a Speed Pylon.
    • Adjusted the EXP rewarded by Echoing Nightmares to be aligned with Greater Rift turn-in rewards.
    • Reduced the Echoing Nightmare closing timer to 30 seconds.
    • Prevented Echoing Nightmares from being opened in games lower than level 70.
    • Adjusted Exploding Lunatic and Meteor damage to Physical.
    • Adjusted the drop rate of Petrified Screams from Greater Rift Guardians.

    Greater Rift Updates

    We wanted to improve the Greater Rift experience through quality of life updates, balance changes and addressing community feedback. We reviewed all of the maps and monsters that appear in Greater Rifts and reworked the probabilities overall to make sure players spend more time with the content they enjoy. Less spaghetti and more chickens!

     

    Orek's Dream: Greater Rifts have a small chance to roll as Orek's Dream. These dreamlike rifts have a curated list of maps and monster compositions.

    • 3 maps have been added and 2 maps have been removed from the Greater Rift pool.
      • Added: Fields of Misery, Desolate Sands and Briarthorn Cemetery
      • Removed: Sewers of Caldeum, and Hidden Aqueducts
    • The probability of Greater Rift maps has been adjusted.
    • The probability of monster groups has been adjusted.
    • The following monsters have been adjusted to grant more progression and EXP within Greater Rifts.
      • Blazing Guardians
      • Smoldering Guardians
      • Frost Guardian
      • Noxious Guardian
      • Shock Guardian
      • Blood Clan Spearman
      • Dark Moon Clan Impaler
      • Moon Clan Impaler
      • Blood Clan Impaler
      • Ice Clan Impaler
      • Hell Witch
      • Vile Temptress
    • Players can speak to Orek to close an active Greater Rift. This option is only available when in a single player game.
    • Further increased the progression granted by some monsters in Greater Rifts.
    • Additionally, increased the progression granted by Fallen Shaman, Fallen Conjurer, Fallen Prophet and Fallen Firemage.
    • Updated visual effects upon entering an Orek's Dream.
    • Updated the Orek's Dream vignette to be more pronounced.

     


    Items

    Barbarian

    • Legacy of Raekor (4-piece Bonus): Furious Charge gains the effect of every rune and deals 1000% increased damage. For every 1% Life you are missing, the damage of your Ancient Spear is increased by 2%.
    • Legacy of Raekor (6-piece Bonus): Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 5500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks.
    • Arreat's Law: Weapon Throw and Ancient Spear deal 150-200% increased damage.
      • Weapon Throw generates up to 25 50 additional Fury based on the distance of the enemy hit. The generated Fury can go above the maximum cap by 200 Fury.
      • Ancient Spear refunds up to 25 50 Fury based on the distance of the enemy hit and resets your Fury cap to its base maximum.
    • The Three Hundredth Spear: Increase the damage of Weapon Throw and Ancient Spear by 150-200%. The attack speed of Weapon Throw is increased by 200%.
    • Skular's Salvation: Increase the damage of Ancient Spear by 150-200%. If your Ancient Spear - Boulder Toss hits 5 or fewer enemies, the damage is increased by 100%.
    Developer's Note: We've added additional Weapon Throw buffs to give players more build options when playing the reworked Legacy of Raekor set. We've also updated Arreat's Law to allow players to reach new levels of Fury.
    Developer's Note: We reworked Raekor’s Legacy to give the set its own identity. It felt natural to the team to infuse the charging fantasy of Raekor’s Legacy with the Barbarian’s ranged skills.

    Crusader

    • Thorns of the Invoker: The attack speed of Punish and Slash are increased by 100% and deal 67,500% of your Thorns damage.
    • Norvald's Fervor: Gain 200% increased damage while using Steed Charge and for 5 seconds after it ends.
    Developer's Note: Norvald's Fervor is overperforming across multiple sets. We want to bring its power down, but we are Increasing the utility of Thorns of the Invoker to compensate.

    Monk

    • All Mystic Allies spawned by Inna's Mantra 6-piece bonus now have their duration refreshed with each attack.
    • Mystic Ally - Fire Ally: Mini allies now have Passability.
    • Mystic Ally - Earth Ally:
      • Earth Ally boulders speed has been increased. Boulders always leash to the player regardless of how many monsters are on screen.
      • Prevented Earth Ally boulders from being slowed by missile dampening.
    Developer's Note: We've made improvements to Mystic Ally that should make the skill feel more fluid and less clunky at times.
    • Bindings of the Lesser Gods: Enemies hit by your Cyclone Strike take 150%-200% more damage from your Mystic Ally for 5 seconds.
    Developer's Note: We're happy with the gameplay of Inna's Mantra Monks, but the Fire build is overperforming, so we removed the Fire Ally bonus from the Bindings of the Lesser Gods.

    Bug Fixes | 2.7.3

    • Prevented players from changing difficulty while an Echoing Nightmare is active.
    • Fixed a bug where Boon of the Hoarder allowed gold to drop in Echoing Nightmares.
    • Fixed a bug where Orek's Dream vignette sometimes goes away on Shrouded Moors and Festering Woods when entering anything other than level 1.
    • Fixed a bug that caused Orek's Dream opening VFX to display inconsistently.
    Posted in: Season 26 | The Fall of the Nephalem | Patch 2.7.3 Preview Blog
  • published the article Diablo IV Quarterly Update | March 2022

    Diablo IV Quarterly Update | March 2022

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo IV Quarterly Update—March 2022

     

    Hello and welcome to the first Diablo IV Quarterly Update of 2022. We hope you enjoyed last quarter's update on systems, itemization, and visual effects. That blog and our previous updates are available if you missed out.

     

    I'm struck by how much the game has evolved since our first blogs. It's difficult for these updates to showcase all the work our engineers, designers, artists, QA team, and producers have done--how do you show a bug that doesn't happen anymore, or explain how the planning in a burn-down chart resulted in a feature making it into the game instead of getting cut? While you can't see those things, you can see how systems like itemization and skill trees have evolved, incorporating your feedback and internal testing along the way. You can also see how much closer we're getting to our artistic and thematic targets of dark, low-fantasy gothic horror. And keep in mind the images you'll see today still represent a work in progress!

     

    Many artists need to work together to deliver Diablo IV with the top-tier visual quality we can be proud of and the promise of an immersive world you can wander through and enjoy getting lost in. The seamless game you play is a composition of many layers of art and visualization, from lighting, to environments, to props and interactives. Today we have artists from many of these layers here to talk about their craft and everything that goes into building the world of Sanctuary.

     

    We hope you enjoy this update and look forward to your thoughts and reactions. We have exciting things to share this year, and we're grateful to have you with us on this journey.

     

    Thank you for playing the games we make, and without further ado, artists!

     

    -Joe Shely,
    Game Director, Diablo IV


     

    Chris Ryder,
    Art Director, Environments Diablo IV

    The team has been hard at work, and we're excited to take you behind the scenes on how we've developed the environments of Diablo IV. You will hear from our Associate Art Director, Environments, Brian Fletcher; Associate Lighting Director, Ben Hutchings; Lead Exterior Environment Artist, Matt McDaid; and Lead Props and Interactives Artist, Chaz Head. They will be sharing how they approach each of their distinct areas that ultimately come together to form the environment art of Diablo IV. While many of the locations we will be sharing are in various states of progress, this is an excellent opportunity to showcase the amazing work our teams are creating for the next installment of Diablo.

     

    The environments of Diablo IV cover a lot of territory and visual real estate of the game: five distinct regions and hundreds of dungeons that you will experience. It is where all the monster-slaying, loot gathering, and exploration happens. Of course, none of this would be possible without the collective efforts of our talented designers, worldbuilders, engineers, environment artists, lighting artists, and technical artists.

     

     

    We approach creating the environments of Diablo IV through a darker and more grounded interpretation than earlier installments. The aim is for believability, not realism. Believability comes through our use of materials and deliberate construction of architecture and artifacts you will come across as you play through dungeons and the open world. In addition, regional weather conditions, varied local biomes, and a sense of history set the foundation of how an object or place should look visually in a medieval world like Sanctuary. After all, Sanctuary is full of history, struggle, and conflict, giving us many opportunities to depict a diverse world full of compelling locations in a dark gothic-medieval setting. Even the wealthiest areas in Sanctuary are challenging to exist in. Leaning into these characteristics adds to the richness of the world. It gives us a springboard to elaborate on the space visually, giving it a sense of identity we can lock onto and build around. The atmosphere is almost tangible in places, with weather and lighting play a more prominent visual role in Diablo IV. When it rains, surfaces get wet, puddles form in ruts and hoof prints, the ground feels muddy, the atmosphere is heavy and damp. Contrast that by making your way into a hazy fire-lit tavern that instantly contrasts with the atmosphere outside, a rare place of refuge and warmth. We want to take you on a journey, hinting at a location's past or recent events. The satisfying part of our work is developing and jamming on a location's unique visual story, pushing and pulling the art until it becomes an iconic backdrop for combat, exploration finally screams Diablo.

     

     

    The hazy warmth of a tavern welcomes you.

     

     

    A town set in an arid location feels visibly parched, dust blowing, the color pallet plays into warm, oxidized hues to create an iconic region in the world of Sanctuary.

     

    Diablo IV's art is built with modern techniques and utilizes physically-based lighting. As we handcraft locations across the Eastern Continent, we are mindful of our approach to support combat, navigation, narrative intent, and stylistic direction. To accomplish this, we filter concepts, locations, and final implementation through the dual pillars of "old masters" and "a return to darkness." Using these pillars has been instrumental in keeping us consistent and aligned with the visual tone of Diablo IV. The "old masters" pillar gives us a lens to filter our art through, considering the techniques classical painters like Rembrandt used, with their controlled use of detail, tonal range, and expert use of color palettes. The "return to darkness" pillar is a through-line in everything from dungeons to lighting and embodies the idea that Sanctuary is a dangerous and dark medieval gothic world. Additionally, we play to the iconic Diablo game camera, choosing where to add or remove detail to help the readability of the gameplay space or accentuate visual interest as needed. It is a balancing act that results in a handcrafted look with a distinct visual style that expands on the lineage of Diablo.

     

    It is exciting and inspiring to see the daily progress and hard work the environment art teams are creating. Let's jump into more specifics and hear from Brian, Ben, Matt, and Chaz on six locations we feel illustrate our approach and the concepts we keep top of mind when building the environments of Diablo IV.


    The World of Sanctuary

    Matt McDaid: “I’m excited to talk about the Open World of Diablo IV! We have 5 captivating zones to explore. Each region is fraught with dangers of their own kind. Many routes, and hidden corners to uncover. How you chose to make your way through this vast world is up to you. The Art and Design teams have constructed a contiguous world where you can roam from coast to coast, or high up into the glacial ridges. For the Environment Art team, we want to ensure each handcrafted location is distinct and immersive. Looking through the Diablo IV lens that Chris alluded to earlier, the Environment Art, Interactives, and Lighting teams strive to hit the tone that supports the ’return to darkness’ pillar.

    Scosglen Coast

     

    Matt McDaid: For the Scosglen coast the Environment Art team set out to tell the story of untamed, wild shorelines and headlands.As you transition toward the shores from inland, the coastal biome is first evidenced by the longer, more directional grasses that react to the driving offshore winds. The beaches are bleak and littered with seaweed, kelp and rotting carcasses. Rugged clifftops ascend high whilst promontories are carved by the continual pounding of waves below. Through the process of creating our biomes, the Environment Art team has set out to communicate that this coastline is rife with peril.

     

    For the main settlements along the coast, it is important to us that they feel woven deep into the fabric of the coastline. Dwellings with deep-rooted foundations skirt the clifftops. In a futile attempt to withstand the harsh elements, these structures are comprised of whatever materials the locals could lay their hands on and are in various forms of disrepair. Stone walls, salvaged wood, and thatch for the roofs. A place of consolation for the brave fishermen that trawl these treacherous seas.

     

    Fishing plays a significant part in the day-to-day life of these weary locals, so we’ve latched on to that idea and placed emphasis on these villages being centered around fishing. By adding supporting elements like rudimentary docks and slipways, it really helps set the stage for the Interactives team to come in and layer on their culture kit throughout the area.

     

    Chaz Head: Many of the props here are dynamic. The ships swaying in the ocean waves, the fish mongers’ nets hanging to dry in the marketplace. Our main purpose here is to breathe life into the awesome architecture and terrain work. Our props and culture kits help provide that tangible real-world scale that the Diablo world represents.

     

    The Drowned culture kit here is all interactable or breakable. When we set up these props, we push ourselves in terms of destruction. We use a constraint system to hinge specific pieces together. This allows us to orchestrate distinct, realistic and variable types of destruction.

     

    We do our best to tell the story of what has happened here. The drowned dredging with them hoards from beneath the sea, littering their conquest with relics of long-lost cultures as they raid across the beaches of Sanctuary.

     

    Ben Hutchings: As you explore Diablo 4’s open world you’ll experience a lot of variation in the lighting and weather – here in the Scosglen coast you can see the foggy, frigid atmosphere taking cues from highlands and moors. Across the game we’re striving for a grounded and natural palette,allowing us to create visual space for gameplay that also achieves a gritty tone suiting the world of Sanctuary.

    Orbei Monastery

     

    Matt McDaid: The Orbei Monastery is an isolated and secretive feature in the rural Dry Steppes. While the Zakarum’s presence has diminished, the Orbei Monastery carries evidence that places of worship for the Zakarum can still quietly function. Since the location here is in the desiccated plains of the Dry Steppes, we aim to push the notion of dusty grasslands with sparse vegetation. We’ve made the conscious decision to add dark rocks that complement the pale blonde and rusty grasses. Poplar and Saxaul trees cling to the ground which really helps provide parallax movement on screen. This contributes to greater depth as elements in the foreground move quicker than those further back in the scene.

     

    To help provide extra visual interest in the region, the Environment Art team created a Salt flats biome. Being able to have blue alkaline lakes skirted with salt-encrusted tufas, and vivid geothermal pools really helps add pockets of vibrancy to the Dry Steppes and create compelling natural landmarks.

     

    Against the efforts of the Zakarum worshipers, and like many of the buildings in Sanctuary, the Orbei Monastery is in a state of dilapidation. It is a goal of ours to visually communicate that whilst this place is in the early stages of ruin, it was once a prominent base of learning for the Zakarum monks. Compared to the native architecture in the Dry Steppes, the Zakarum architecture is more distinct and refined. These structures are adorned with ornate details, and often accompanied by elaborate statuary. Chaz will elaborate more on the interesting relics that can be found on the Zakarum estates.

     

    Chaz Head: Many followers of Zakarum come to pilgrimage in Orbei Monastery. Caravans along the road reinforce this idea; making these wagons explode is always a fun time!

     

    As you can see it has fallen on hard times. Much of the storage and keep-sakes of the Zakarum have been laid to waste. You can pick through the ruins of the abandoned monastery, perhaps there are still treasures to find?

     

    As you venture outside the monastery into the geothermal region, many of its natural inhabitants to contend with. If you look closely, you will find their dwellings among the cliffs.

    Kyovashad

     

    Matt McDaid: Our goal with Kyovashad is to really drive home the idea that this medieval settlement feels oppressive, frigid, and harsh. However, we still need to convey that this is a place of refuge afforded to those who reside within its boundaries. This is a militaristic settlement, so it is important that we give it a heavily defended presence straight off the bat. We believe it appropriate to provide a gradual buildup of smaller defense structures upon approach to the settlement. Doing this hints to you that something greater lies ahead. Upon reaching the gates you are confronted with steep stone, perimeter walls and a deep cavernous moat that wards off any unwelcoming visitors.

     

    Upon entering the town, you see the architecture typical throughout Fractured Peaks. Making use of the wood from the many forests in the region, structures here are clad with natural pine boards and birch shingles. As with most dwellings in Sanctuary these buildings are very much function over form.

     

    In the video we can see a large portion of the southern end of Kyovashad, which contains the simplest of shelters. Some clinging to the town walls overlooking the glacial flow beneath. When you happen upon this area, we want you to draw similarities with slum-type encampments where densely packed living quarters are in abundance. The interactives team has done a fantastic job of really driving home that narrative with their culture pass.

     

    Chaz Head: Kyovashad has many districts, with each one set dressed in unique culture kits. Here we have the slums where the downtrodden seek shelter from the extreme elements: we support this idea by layering details of frayed cloth, broken shelters, and general unhappiness. Can you believe this is an example of high-end living in Sanctuary?

     

    Ben Hutchings: For this nighttime look at Kyovashad we can see the use of fog, soft shadows and bounce lighting to create a softness to the lighting. This softness is a core part of Diablo 4’s lighting aesthetic – providing a natural and grounded frame.

     

    We aim to give Kyovashad a thick and lived-in atmosphere with warm and earthy tones, giving it a sense of reprieve from Fractured Peaks cooler, frigid palette.

    Dungeons of Sanctuary

    Brian Fletcher: Dungeons are still that randomized content that you know and love from previous Diablo titles. However, we added new and exciting features that allow us to make even more dungeons across the world of Sanctuary than ever before. In order to support over 150+ dungeons, we’ve had to shift the way we make environment art so that it's flexible enough to be used in multiple locations and not just in a single dungeon. We break it all down into what we call tile-sets. We would like to share with you a handful of our tile-sets, and a few ways we can mix and match them with props, interactives, and lighting to create dungeons that are varied, handcrafted and yet procedurally created. It takes a lot of hard work from many teams to make a Dungeon, and we are proud to show you what we have been working on.

    Forgotten Places in the world

     

    Brian Fletcher: This tile-set is an example of how we have ‘returned to darkness.’ We want to take you deep underground to the darkest recesses of Sanctuary, where a mysterious (and gross) corruption has taken root. This ancient temple is a great place to push some primal horror vibes. The fixed camera is one of our best tools since it allows us to place assets in the foreground without blocking the playable space. Because we always know where you are looking, we can dial in and customize the layouts, vistas, and foreground elements to make sure there's a good composition. The spider legs are placed in specific locations for their unnerving silhouettes twitching in the background. Our dungeon design counterparts give us some great layouts to play with, which allow us to push the depth of each scene. We want you to have the impression that the dungeon goes on forever, and you’re only seeing a small part of a large underground labyrinth.

     

    Chaz Head: The props and interactives team seek to maintain the mystique and horror settings Brian described. Our hope for this culture kit is to make you feel uneasy whilst being rewarded for venturing forward. Nothing here should feel like it was crafted in Sanctuary by the people living on the surface. We were able to focus on different styles of shape language: monolithic and twisted. This is not a place you would want to explore alone!

     

    Ben Hutchings: Here we can really see our embrace of Diablo 4’s core pillar of a return to darkness’. Our aim is to subtly lead you through the dungeon whilst revealing fantastically grotesque forms. In dungeons like this we focus a lot on silhouetting the player space and giving the scene a sense of scale and depth; this helps navigation and visibility but also shows the vastness of the environment.

    Wretched Caves

     

    Brian Fletcher: The world of Diablo IV is incredibly large, utilizing numerous unique tile-sets to cover all the various zones, biomes, and cultures. In order to create so much high-quality content, we found clever ways to reuse our tile-sets and add enough variety to cover 150+ dungeons. All while providing fresh experiences each time. One way we can do that is by dressing up tile-sets with various themes. This next dungeon is a hidden druid resting site overrun with demons. As you travel through the dungeon, you'll see that it is covered with many druidic cultural items, such as talismans and charms. We place a lot of these items on a layer that can be turned on or off, depending on what the theme of the dungeon is. In one dungeon it's a druid burial site, in another, it's an uninhabited dark cave. Adding these sorts of details is a great way to add a lot of visual interest as well as visual storytelling. These assets were made by several teams, so this is a great example of many groups coming together to contribute to a final environment

     

    Chaz Head: We were able to expand on the Druid culture kit in this dungeon. In many ways the druid is an exciting return to the Diablo franchise, no less for Props and Interactives, expanding on this unique class by providing a full kit for its reclusive people. It would be easy to make the druid props fantastic, but we’ve stretched ourselves to come up with fun ways to keep the culture kit grounded while not turning the druids into something they are not. I hope when you play Diablo IV, you get a sense of their magic while not betraying the dark and gritty world the druids reside in.

    Flooded Depths

     

    Brian Fletcher: New dungeon features such as seamless floor transitions or traversals are exciting, but my favorite new feature is what we call tile-set transition scenes. These are scenes that allow us to connect two different tile-sets together in the same dungeon. Imagine running through a crypt, only to find a hole in the wall that seamlessly leads you deeper into a vast underground cave network. All while keeping the randomized layouts that change with each dungeon run. In this final video we show two tile-sets joined together by a tile-set transition scene. The first floor of this ruined keep remains dry and fairly intact, but as you journey deeper into the dungeon, you'll discover that the lower levels have decayed from the endless floodwaters pouring in. This swampy ruin is perfect for the drowned to move in and fortify themselves deep below. You'll have to fight your way through their defenses and climb across the rope to transition deeper into the flooded ruined tile-set.

     

    Chaz Head: I love this dungeon; it was one our first where we dialed in the style for props and interactives in Diablo IV. On the surface we have that definitive gothic medieval style fans love. Pikes, suits of armor and iron chandeliers. I hope this set reminds you of what Diablo means to so many of us. Part of that vision is the sense of danger of exploration; as you dig deeper things get gritty. As you descend you will encounter obstacles seemingly out of place. The drowned have invaded this ancient manor and dragged their obscene valuables across the floors. This gives us the opportunity to mix kits, and I hope you agree the mold encrusted assets are gross. Things should feel familiar but tainted by the sodden hands of the drowned hordes.

     

    Ben Hutchings: It's exciting to be able to merge two distinct visual styles. Here we see the dark, foreboding hallways of the keep lead down into the putrid aqua tones of its depths.

    In both we can see the same approach to lighting these dungeons, with different executions. The keep has an oppressively dark, very selective lighting scheme - hinting at paths through the corridors subtly with soft lighting. ”By contrast, the flooded depths use putrid green and yellow tones to really give the dungeon a feeling of a damp, heavy atmosphere.

     

     

    That was a quick overview of how we approach the environment art of Diablo IV. We love creating the stage for all the action while still delivering subtle visual cues that make Diablo games so iconic. Lastly, it's not too often that we get to share and appreciate the incredible work of our teammates and the progress of Diablo IV. We're glad you stopped by for a look and hope you are excited by what you see.

     

    Thank you for joining us and keep an eye out for our upcoming blog update next quarter!

     

    -The Diablo IV Team

    Posted in: Diablo IV Quarterly Update | March 2022