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  • Updated DiabloFans Going Live Tomorrow, F&F Beta Hotfixes, Devs Prefer Bonus for Surviving Than Penalty For Dying, D3 Necromance

    • By overneathe Dec 4, 2013
    • Category IconNews
    • 16
    Updated DiabloFans Going Live Tomorrow at 10 AM CST
    DiabloFans' updated version will be live tomorrow at 10 AM CST and will be in read-only mode until we're sure everything looks perfect. It was supposed to go up today, but there were some minor complications. You will be able to browse and read the forums, but will have to wait a bit until posting is unlocked ;) We hope you'll like the new platform!





    Friends & Family Beta Hotfixes
    Two very interesting hotfixes are being applied to the ongoing F&F Beta of Reaper of Souls. Looks like we'll be getting another update on Crushing Blow in the coming days.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Below you will find a list of hotfixes recently implemented in our Friends & Family Beta that address various bugs and mechanic tweaks. These have been implemented to encourage experimenting with other items, skills, or mechanics while we revisit them for the next patch.

    These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

    [UPCOMING HOTFIXES]

    December 4, 2013

    General:
    • Crushing Blow is being temporarily disabled.
      • Since Crushing Blow is currently adversely skewing data and feedback from the beta, we're going to remove it for the time being. We'll be continuing to iterate on this stat in the meantime.

    Items:
    • Gloves of Worship
      • The duration increase to shrines is being changed from 60 minutes to 10 minutes.




    Devs Prefer Bonus for Surviving Than Penalty For Dying
    With the changes we see in the Reaper of Souls Beta dying in SC is not annoying, because you're able to release at your corpse and don't have to run back to the fight every time. A lot of people feel that this makes Death too innocent and they'd like to see some more serious penalty which would serve as an incentive to try staying alive.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Either increase gold loss or exp loss.. Just some penalty would be most appreciated
    I know this topic is one that the community have some different opinions on, which for an example can be seen with some of the posts in this thread that suggests you to play Hardcore mode if you want the fear of death to be what drives you in this game. The developers agree that keeping your character alive in the game is important, but from their perspective it is better to reward you for staying alive instead of punishing you for dying. As you can maybe gather from this, they are more fond of the idea of implementing a survival bonus instead of increasing the death penalty.

    There are no specific information on what kind of survival bonus the developers have in mind, so it could be really interesting to hear what you guys think would be a good survival bonus. If you had the power to implement any kind of survival bonus to the game, how would it work and how strong would it be?




    Diablo III Necromancer Fan Art
    DeviantArt member Sammael89 is one of the many players missing the Necromancer so he decided to create a badass version of the class for Diablo III. If you like it, make sure to check his personal blog as well!

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  • Invis' Need for Speed RoS Monk Build, More Teasing: "Awesome" Weeks Ahead, D3 on PS3: Special Offer, Curse Weekly Roundup

    • By overneathe Dec 3, 2013
    • Category IconNews
    • 13
    IMPORTANT: The Diablofans Site relaunch will be going live tomorrow 12/5/2013, and not today

    Invis' Need for Speed RoS Monk Build
    Long time Monk strategist invis has a preview of a build he has been working on in the Reaper of Souls Beta. Currently the build looks pretty overpowered, but we'll let you decide. The highlight of the build are the gloves that let you keep shrine effects for a full hour.

    Small update: The name of the build looks to might have been taken from the streamer zisss, though he uses it for his Wizard build. Invis is sorry for borrowing the name.





    More Teasing: "Awesome" Weeks Ahead
    After Grimiku's mention of the PTR coming"Soon" a lot of people requested a more detailed explanation. Today Vaeflare decided to put the fire out, but instead fed everyone's curiousity even more.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Grimiku has now posted twice in a short period of time mentioning this. I know it's Blizzard but this got my hopes up that it could be sometime this week...maybe even within the next 24 hours. I'll probably be kicking myself for getting so excited =/
    We're glad you're so excited to test out what's coming in Patch 2.0.1.

    I don't have a date to offer you for either the Closed Beta for Reaper of Souls (if you haven't opted-in yet, you can do so here), or the upcoming PTR for Patch 2.0.1, so you';ll have to wait a little longer yet. But hang in there, because the weeks and months ahead are going to be awesome.




    D3 on PlayStation 3: Special Offer

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Want your PlayStation 3 friends to join you in Sanctuary? On Tuesday December 3 and Wednesday 4, invite them to check out the PlayStation Store to grab a Diablo III special offer as part of Sony’s “12 Deals of Christmas” promotion.




    Curse Weekly Roundup
    On this week's Curse Roundup: Lindsay Lohan sues Rockstar Games, Steam reaches new record numbers of users, Ghostcrawler leaves Blizzard, and more.

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  • Reaper of Souls Highlights: New Visual Sets and Monster Affixes, DiabloFans Site Update Going Live Wednesday, PTR Might Be Comin

    • By overneathe Dec 3, 2013
    • Category IconNews
    • 12
    DiabloFans Site Update Going Live Wednesday 12/4/2013

    The time has come and it looks like we will be pushing our beta site live. If you have yet to check out the beta, now is the time! Feel free to post random posts and give it a try and leave any feedback!









    Reaper of Souls Highlights: New Visual Sets and Monster Affixes

    The next part of our improvised RoS Guide consists of a showcase of the new visual sets for all the classes that are accessible thanks to the transmogrification feature the Mystic offers. Keep in mind some of the sets you'll see are placeholders and won't look the same way once the expansion is live. The second part of today's post is a presentation of the 5 new monster affixes.



    Previous Highlights:

    New Class Skills and Visuals

    Full List of Crusader Skills and Runes

    Enchanting, Transmogrification, Crusader Thorns Build

    All Class Changes

    Difficulties, Paragon 2.0

    Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling







    New Visual Sets




    Class
    Ascended Set
    Rakkisgard Set




    Monk




    Demon Hunter




    Witch Doctor




    Wizard




    Barbarian




    Crusader


    Also, here is the majority of the Crusader's sets. Some of them don't have all of the pieces and parts of the sets are 'improvised' by us:









    New Monster Affixes

    There are 5 new monster affixes. Some of them are kinda terrifying, while others are just annoying. We've gathered all of them and made some videos, so that you won't have to take our word for it.
    • Wormhole
    The wormhole affix is among the most creative ones - the mob spawns two portals (wormholes) on the ground. If you step on one of them, you get teleported out of the other. Usually it's not fatal, just annoying, mainly for classes like the Wizard for example.
    • Poison Enchanted
    The poison enchanted monsters do pretty much the same of what the monsters with the "Plagued" affix do: they spread poison on the ground. While the old one spawn poisonous pools though, the new affix lets mobs spread poison in long straight lines on the ground. There are usually a big number of lines crossing each other, so the ground becomes covered with a sort of a poisonous net.
    • Orbiter
    The monsters with an "Orbiter" affix spawn one big lightning orb and many smaller orbs which orbit around the big orb (yes, the word "orb" has a lot to do with it). While you can avoid the orbs hitting you, at some point it's pretty hard to do so due to the enormous number of smaller orbs floating around. It's not very lethal as well.

    Here is a short video, showing all of the three affixes, mentioned above, in action. The wormhole's effect is demonstrated around the 6th second, the orbits are spawned around the 3rd second and the poison enchantment is visible from the 12th second on.





    • Thunderstorm
    The thunderstorm affix is among the very dangerous ones, especially to "glass cannon" classes like the Witch Doctor in this case. It ignores the "tanking" creatures/allies, because it strikes all opponents, which can cost your character's life depending on the difficulty and/or remaining health. You can see several thunderstorm strikes (the blue lightning) in the following video (it's very easy to spot on the 17th second):





    • Frozen Pulse
    Same as the Poison Enchanted affix, the Frozen Pulse already has a "relative" among the old affixes - "Frozen". While the Frozen affix spawns several "ice bombs", frozen pulse spawns several "ice beacons" that pulse for about 10 seconds, but only damaging characters in its range. Here is a video representation of this affix. Its effect is easier to see near the end of the video - after the 40th second:






    PTR Might Be Coming "Soon"
    What Grimiku is talking about here is the pre-expansion patch and not the expansion itself.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    According to Devs and their description, a WD is more of a ranged attacker, and should not be limited to a cloud of bats 8 yrds wide for example to clear the highest content in the game.
    I'd say that Reaper of Souls will help build diversity for Witch Doctors on every difficulty level. For example, getting close to your enemies to hit them with Cloud of Bats is a lot riskier when you subtract Life Steal from the equation, and will likely influence the player's decision to use that spell. Also, when you consider some of the updates made in Reaper of Souls (like the loss of Life Steal, damage buffs to other skills, and new Legendary affixes), then it starts to look like Witch Doctors will have a greater variety of viable skill choices.

    We plan to launch our patch 2.0.1 Public Test Region soon, and it will include class changes and balancing. Keep an eye out for the PTR to test the class changes out for yourself, and you can read a little more about it in this blog if you're interested. We'll be keeping a close eye on things as Reaper of Souls progresses, so be sure to leave us your feedback.

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  • Reaper of Souls Highlights: New Class Skills and Visuals

    • By overneathe Dec 1, 2013
    • Category IconNews
    • 24
    Reaper of Souls Highlights: New Class Skills and Visuals
    Our latest highlight from Reaper of Souls demonstrates the new skills for each of the vanilla classes, how they look like and a quick gameplay demonstration! Note that some of the skills, especially the Barbarian's Avalanche, currently aren't fully implemented yet. Most of them work though.

    Previous Highlights:
    Enchanting, Transmogrification, Crusader Thorns Build
    All Class Changes
    Difficulties, Paragon 2.0
    Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling




    Barbarian - Avalanche
    The Barbarian's Avalanche is still very much a work in progress. Two of the Runes are not yet implemented and don't do anything. The last Rune uses the first's visual and its cooldown mechanic doesn't seem to work properly. With that said the skill is very useful even in its current state, being very high damage with a relatively short cooldown.


    DiabloFans Quote:


    Avalanche - Cooldown 30 seconds. Cause a massive deluge of rocks and debris to sweep across an area dealing 1800% weapon damage to all enemies caught in its path. Cooldown is reduced by 1 second for every 25 Fury you spend
    • Glacier - Giants blocks of ice hit and freeze enemies for 5 seconds
    • Snow-Capped Mountain - Cave-in from both sides push monsters into a valley in front of you <NYI> (Not Yet Implemented. This Rune still does nothing in-game)
    • Volcanic Eruption - Chunks of molten lava rain down from the sky <NYI> (Not Yet Implemented. This Rune still does nothing in-game)
    • Lahar - Cooldown is reduced by 1 second for every 15 Fury spent
    • Tectonic Rift - Store up to 3 charges of Avalanche at a time





    Demon Hunter - Vengeance
    Vengeance is everything Demon Hunters want to be - an unstoppable demon-slaughtering machine. The visual is extremely satisfying and it feels really great on the battlefield.


    DiabloFans Quote:



    Vengeance - Cooldown 90 seconds. Turn into the physical embodiment of Vengeance for 15 seconds. Side Guns: Gain 4 additional piercing shots for 75% weapon damage each on every attack. Homing Rockets: Shoot 4 rockets at nearby enemies for 40% weapon damage each on every attack
    • Dark Heart - Vengeance pours out of you, continuously dealing 350% weapon damage per second to enemies around you
    • Personal Mortar - Launch 2 grenades at random enemies outside melee range every attack for 175% weapon damage each
    • Stimulants - Heal for 6% of maximum Life each second
    • From the Shadows - Summon allies from the shadows that attack and Stun your enemies for 2 seconds
    • Seethe - Gain 15 Hatred per second





    Monk - Epiphany
    The Monk's Epiphany acts as a rapid Spirit generator that lets you demolish enemies with heavy spirit spenders. Besides the effects described below it also seems to do a Seven-Sided Strike when you use Wave of Light. Or I might just be seeing things.


    DiabloFans Quote:


    Epiphany - Cooldown 90 seconds. Have an Epiphany, increasing your Spirit regeneration per second by 35 and enabling your melee attacks to instantly dash to your target for 15 seconds
    • Desert Shroud - Infuse yourself with sand, reducing damage taken by 50%
    • Ascendance - Charge yourself with Lightning, causing your next attack after moving 10 yards to stun for 1.5 seconds
    • Soothing Mist - Imbue yourself with water, causing your abilities to heal yourself and allies within 30 yards for 13661 Life. Heal amount is increased by 25% of your Health Globe Healing Bonus
    • Windwalker - Each enemy killed during your Epiphany increases your Attack Speed by 3% for the remaining duration of Epiphany
    • Inner Fire - Engulf yourself with flames, causing your attacks to assault enemies in front of you for 353% weapon damage as fire.





    Witch Doctor - Piranhas
    Piranhas is one of the most fun skills to have on a Witch Doctor, which says a lot considering all his other super fun abilities. The pool of Piranhas has a very short cooldown and dishes nice damage, with some of its Runes keeping the monsters in one place for nice AoE spam.


    DiabloFans Quote:


    Piranhas - Cost 250 Mana. Cooldown is 8 seconds. Summons a pool of deadly piranhas that deals 400% weapon damage as poison over 8 seconds. Affected enemies will also take 15% increased damage
    • Bogadile - a giant bogadile emerges from the pool of water and bites a monster dealing 840% weapon damage
    • Zombie Piranhas - Turn the piranhas into zombie piranhas. The piranhas will leap out from the pool savagely at nearby enemies
    • Piranhado - The pool of piranhas becomes a tornado of piranhas that lasts 4 seconds. Nearby enemies are periodically sucked into the tornado. Increases the cooldown to 16 seconds
    • Wave of Mutilation - Turn each cast into a wave of alligators that crash forward dealing 50% weapon damage and causing all enemies affected to take 15% increased damage for 8 seconds
    • Fiery Piranhas - Increase the damage dealt to 400% weapon damage as Fire over 8 seconds





    Wizard - Black Hole
    The Black Hole isn't a super damaging ability but it has the irresistible mechanic of piling up monsters in one place for a short amount of time. Not to mention it looks absolutely beautiful. Its Runes also change to all the different elements making each a valuable asset to your Elemental builds.


    DiabloFans Quote:


    Black Hole - Cost 35 Arcane Power. Cooldown 8 seconds. Conjure a Black Hole at the target location that draws enemies to it and deals 376% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.
    • Supermassive - Increases the Black Hole radius to 20 yards and damage to 583% weapon damage as Lightning over 2 seconds
    • Absolute Zero - Each enemy you hit grants 12% increased damage for the next Cold spell you cast. Black Hole's damage turns to Cold
    • Even Horizon - The Black Hole also has a chance to absorb enemy projectiles and objects within 15 yards
    • Blazar - Conjure a Black Hole at the target location that draws enemies to it and deals 376% weapon damage as Fire over 2 seconds to all enemies within 15 yards. After the Black Hole disappears, an explosion occurs that deals 372% weapon damage as Fire to enemies within 15 yards
    • Spellsteal - Enemies hit by Black Hole deal 10% reduced damage for 3 seconds. Each enemy hit by Black Hole grants 1% increased damage for 3 seconds

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  • Reaper of Souls Highlights: Full List of Crusader Skills and Runes, Nephalem Rifts Idea, A Lot of Changes On The Way, Blue Posts

    • By overneathe Nov 30, 2013
    • Category IconNews
    • 5
    Reaper of Souls Highlights: Full List of Crusader Skills and Runes, Nephalem Rifts Idea, A Lot of Changes On The Way, Blue Posts
    The 5th part of our Reaper of Souls Highlights includes full list of Crusader skills and runes, a great idea on Nephalem Rifts and two very interesting blue posts.

    Previous Highlights:
    Enchanting, Transmogrification, Crusader Thorns Build
    All Class Changes
    Difficulties, Paragon 2.0
    Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling




    Full List of Crusader Skills and Runes
    The active skills you'll see are not organized by a specific order. Also, keep in mind that what you'll see are still values from an early Beta and almost a huge part of it will probably change.


    DiabloFans Quote:


    Active Skills
    • Shield Bash- Cost: 30 Wrath; Charge at your enemy, bashing him and all nearby foes with your shield, dealing 450% weapon damage plus 140% of the Shield's Block Amount as damage as Holy.
      • Shattered Shield - The shield shatters into other smaller fragments, hitting more enemies. The extra enemies hit take 450% weapon damage and 140% of your Shield's Block Amount as damage.
      • One on One- The targeted monster is rooted in place for 3 seconds. All other monsters hit are knocked back.
      • Shield Cross - Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields will take 135% weapon damage and 40$ of your Shield's Block Amount as damage.
      • Crumble- Foes who are killed explode, dealing 550% weapon damage to enemies behind them and knocking those enemies back.
      • Pound - Shield Bash will now deal 700% weapon damage plus 150% of your Shield's Block Amount as damage as Holy. The range is reduced to 7 yards..
    • Sweep Attack - Cost: 20 Wrath; Sweep a mystical flail through enemies up to 18 yards before you, dealing 500% weapon damage.
      • Blazing Sweep - Enemies hit by the attack will catch on fire for 260% weapon damage over 2 seconds.
      • Trip Attack - Enemies hit by the sweep attack have a 20% chance to be tripped, stunning them for 5 seconds.
      • Holy Shock - For every enemy hit, you will heal for 755 Life.
      • Gathering Sweep - Increase the range of the arc to 28 yards. All enemies caught in the arc are pulled toward you.
      • Frozen Sweep - The flail becomes frozen, enemies hit by it have s 20% chance to be chilled for 3 seconds. These chilled enemies take 20% more damage.
    • Blessed Hammer - Cost: 10 Wrath; Summon a Blessed Hammer that spins around you, dealing 245% weapon damage as Holy to any enemy it hits.
      • Burning Wrath - The hammer is engulfed in fire and has a 25% chance to scorch the ground over which it passes. Enemies who pass through the scorched ground take 85% weapon damage as fire per second.
      • Thunderstruck - The hammers are charged with lightning, which occasionally arcs between you and the hammer as it spirals through the air, causing 50% weapon damage as Lightning to enemies caught in the arcs.
      • Limitless - When the hammers hit an enemy, there is a 50% chance that a new hammer will be created at the location of the monster that was hit.
      • Icebound Hammer - The hammers are made of ice, chilling enemies they pass through and have a 10% chance to explode on impact, freezing enemies within 6 yards for 2 seconds.
      • Dominion - The hammers will now orbit you as you move.
    • Blessed Shield - Cost: 20 Wrath; Hurl a celestial shield at enemies, dealing 380% weapon damage and 100% of shield Block Amount as damage. The shield will ricochet between 3 nearby enemies.
      • Staggering Shield - The shield becomes charged with Lightning and has 25% chance to stun the first enemy hit for 2 seconds, Each enemy hit reduces the chance to stun by 5%.
      • Combust - The shield erupts in flames and has a 33% chance to explode on impact, dealing 105% weapon damage as Fire to all enemies within 8 yards.
      • Divine Aegis - When your shield hits an enemy your Armor is increased by 5% and Life Regeneration is increased by 5% for 4 seconds.
      • Shattering Throw - When the shield hits an enemy it splits into 3 small fragments which bounce between enemies nearby, dealing 50% weapon damage to all enemies they hit.
      • Piercing Shield - The shield no longer bounces, but pierces through all enemies with a 50% chance of knocking them aside.
    • Fist of the Heavens - Cost: 30 Wrath; Call forth a pillar of lightning from the heavens that explodes, dealing 630% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward, dealing 430% weapon damage to enemies through whom they pass.
      • Divine Well - The holy bolts crackle with holy lightning and will zap enemies within 20 yards as they travel, dealing 12% weapon damage as holy.
      • Heavens Tempest - Summon a lightning storm that covers a 8-yard radius for 3 seconds, dealing 25% weapon damage per second to enemies who pass underneath it.
      • Fissure - Creates a fissure of lightning energy that deals 530% weapon damage to nearby monsters. If there is another fissure nearby, powerful lightning will arc between them.
      • Reverberation - The bolt detonates with a shockwave on impact, causing all enemies hit to be thrown away from the blast and slowed by 60% for 3 seconds.
      • Retribution - Hurl a fist of fire and lightning which pierces through your enemies, dealing 350% weapon damage as Lightning and exploding at your target dealing 150% weapon damage as Lightning to enemies within 8 yards. The explosion creates 6 piercing charged bolts that crawl outward, dealing 350% weapon damage to enemies they pass through.
    • Shield Glare - Cooldown: 12 seconds; Light erupts from your shield, blinding all enemies up to 30 yards in from of you for 4 seconds.
      • Divine Verdict - Blinded enemies take 20% more damage from all sourced for 4 seconds.
      • Uncertainty - Enemies caught in the glare have a 50% chance to be charmed and fight for you for 8 seconds.
      • Zealous Glare - Gain 12 Wrath for every enemy blinded.
      • Emblazoned Shield - Enemies with health lower than 25% have a 50% chance to explode when blinded, dealing 60% weapon damage to enemies within 8 yards.
      • Subdue - Enemies hit by the glare will be slowed by 80% for 10 seconds.
    • Iron Skin - Cooldown: 30 seconds; Your skin turns to iron, absorbing 50% of all incoming damage for 4 seconds.
      • Reflective Skin - Deal 50% of damage absorbed while Iron Skin is active back at attackers.
      • Steel Skin - Increase the duration to 7 seconds.
      • Explosive Skin - When Iron skin expires the metal explodes off, dealing 1300% weapon damage to enemies within 12 yards.
      • Charged Up - Your metal skin is electrified, dealing 300% weapon damage as Lightning per second to enemies within 8 yards.
      • Flash - While active your movement speed is increased by 60% and you can move through enemies unimpeded.
    • Consecration - Cooldown: 30 Seconds;Consecrate the ground 20 yards around you for 10 seconds. You and your allies heal for 1509 life while standing on the consecrated ground.
      • Bathed in Light - Increase the radius of the consecrated ground to 24 yards.
      • Frozen Ground - The consecrated ground becomes frozen. Enemies that walk into the frozen ground have their movement speed reduced by 60% and have a 40% chance to be frozen for 2 seconds.
      • Aegis Purgatory - The edge of the consecrated ground is surrounded by a sacred shield, preventing enemies from moving through it.
      • Shattered Ground - Enemies standing on consecrated ground will take 115% weapon damage as Fire per second.
      • Fearful - Enemies standing on the consecrated ground have a 100% chance to be feared for 3 seconds.
    • Judgement - Cooldown: 20 Seconds; Pass judgement to all enemies within 20 yards of the targeted location, rooting them in place for 7 seconds.
      • Penitence - For every monster upon whom you pass judgement, you heal for 377 Life per second for 3 seconds.
      • Mass Verdict - All monsters that are judged are first drawn into the center of the judged area.
      • Deliberation - Increase the duration of the root to 12 seconds.
      • Resolved - Damage dealt to judged monsters has a 10% chance to be a crushing blow.
      • Conversion - Enemies below 25% health who are judged have a 20% chance to be converted into an Avatar of the Order who fight by your side for 5 seconds. Each avatar will attack for 100% of your weapon damage.
    • Provoke - Cooldown: 20 Seconds; Generate: 30 Wrath; Taunt all nearby enemies and instantly generate an additional 5 Wrath for every enemy taunted. Taunted enemies will focus their attention on you for 4 seconds.
      • Cleanse - For each enemy successfully taunted, you gain 302 additional Life on Hit for 5 seconds.
      • Flee Fool - Provoke no longer taunts, but causes monsters to flee in terror 8 seconds.
      • Too Scared to Run - Taunted enemies have their attack speed reduced by 50% and movement speed slowed by 80% for 4 seconds.
      • Charged Up - For 4 seconds after casting Provoke, any damage you deal will also deal 50% weapon damage as Lightning.
      • Hit Me - For 4 seconds after casting Provoke your Block chance is increased by 50%.
    • Steed Charge - Cooldown: 15 Seconds; Mount a Celestial war horse that allows you to ride through enemies unimpeded for 2 seconds.
      • Ramming Speed - The war horse now deals 350% weapon damage per second and knocks away enemies through which you ride.
      • Nightmare - The war horse is consumed with righteous fire, scorching all who walk in its path for 900% weapon damage as fire over 4 seconds.
      • Rejuvenation - While riding the war horse you will recover 15% of your life.
      • Endurance - Increases the duration to 4 seconds.
      • Draw and Quarter - Bind 5 monsters near you with chains and drag them as you ride, dealing 20% weapon damage per second.
    • Condemn - Cooldown: 15 seconds; Build up a massive explosion, unleashing it after 3 seconds, dealing 1250% weapon damage as Holy to all enemies within 15 yards.
      • Reciprocate - You take 50% damage while the explosion is building, which is then added to the damage of the explosion.
      • Vacuum - As the explosion charges up, it sucks in monsters. The closer it is to exploding, the more monsters it sucks in.
      • Eternal Retaliation - For every monster hit by the explosion, the cooldown is reduced by 1.
      • Shattering Explosion - The damage area is increased to 20 yards.
      • Unleashed - The explosion now goes off instantly.
    • Phalanx - Cost: 30 Wrath; Summon powerful avatars who charge forward to the targeted destination, Enemies caught in the path of the charge take 295% weapon damage.
      • Bowmen - The summoned avatars wield bows and attack enemies as they march, dealing 100% weapon damage.
      • Shield Charge - The summoned avatars charge the target and all perform a shield bash, damaging the enemies at that location dealing 75% weapon damage.
      • Stampede - Summon warhorses that charge and knockback the enemy with a 25% chance to stun enemies for 2 seconds.
      • Shield Bearers - The avatars no longer walk forward but plant at the summoned location, blocking all enemies from moving through.
      • Bodyguard - Instead of sending the avatars out away from you, you summon 2 Avatars of the Order to protect you, who fight by your side for 10 seconds. Each avatar will attack for 100% of your weapon damage as Physical. The avatars can only be summoned once every 30 seconds.
    • Laws of Valor - Cooldown: 30 seconds; Active: Empower the law, granting you and your allies 10% increased attack speed for 5 seconds. Passive: Recite the law, granting you and your allies 5% increased Attack Speed. Only one Law may be active at a time.
      • Invincible - Empowering the Law also increases your Life on Hit by 6038.
      • Frozen in Terror - Active: When you empower the Law you have a 100% chance to stun each enemy within 10 yards for 5 seconds.
      • Critical - Active: Empowering the Law also increases your Critical Hit Damage by 100%.
      • Unstoppable Force - Active: Empowering the Law reduces Wrath cost of all skills by 50% for 5 seconds.
      • Answered Prayer - Active: Empowering the Law also has a 20% chance to turn health globes within 25 yards into Nephalem Glory orbs.
    • Laws of Justice - Cooldown: 30 Seconds; Active: Empower the Law, granting you and your Allies 325 increased resistance to all elements for 5 seconds. Passive: Recite the law increasing your and your allies resistance to all elements by 130. Only one Law may be active at a time.
      • ​Protect the Innocent - Active: Empowering the Law also redirects 20% of the damage taken by allies to you for the next 5 seconds.
      • Immovable Object - Active: Empowering the Law also increases armor for you and your allies by 6500 for 5 seconds.
      • Faith's Armor - Active: Empowering the Law also surrounds you and your allies with shields of faith. The shields absorb 7547 incoming damage, expiring once that amount of damage is reached.
      • Decaying Strength - Active: When the Law is empowered any time an enemy attacks you or your allies the enemies damage dealt is lowered by 15% for 10 seconds, up to a maximum of 60%.
      • Bravery - Active: Empowering the Law grants immunity to control impairing effects to you and your allies for 3 seconds.
    • Laws of Hope - Cooldown: 30 Seconds; Active: Empower the Law, healing you and your allies for 5434 Life per second for 5 seconds. Passive: Recite the law, healing you and your allies for 906 Life per Second.
      • Wings of Angels - Active: Empowering the Law increases Movement Speed for you and your allies by 50%, and it allows everyone affected to run through enemies unimpeded.
      • Eternal Hope - Active: Empowering the law also increases everyone's maximum Life by 10%.
      • Hopeful Cry - Active: Empowering the Law also has a 5% chance to make nearby enemies drop Health Globes.
      • Faith's Reward - Active: Empowering the Law will also heal you and your allies for 302 Wrath for every point of Wrath that you spend.
      • Stop Time - Active: Empowering the Law causes all health loss and regeneration to pause.
    • Falling Sword - Cost: 25 Wrath; Cooldown: 30 Seconds; Launch yourself into the heavens and come crashing down on your enemies, dealing 1450% weapon damage to everything within 14 yards of where you land.
      • Superheated - The ground you fall on becomes superheated for 6 seconds, dealing 245% weapon damage as Fire per second to all enemies who pass over it.
      • Part of the Clouds - You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 200% weapon damage as Lightning and stunning them for 2 seconds.
      • Rise Brothers - You land with such force that 3 avatars of the Order are summoned forth to fight by your side for 5 seconds. Each avatar will attack for 100% of your weapon damage as physical.
      • Rapid Descent - Reduce the cooldown by 1 second for each enemy hit.
      • Flurry - A flurry of swords is summoned at the impact location, dealing 100% weapon damage to monsters caught in the flurry and hurling monsters around and incapacitating them for 5 seconds.
    • Akarat's Champion - Cooldown: 120 seconds; Explode with the power of your order gaining 100% additional Wrath generation and 25% attack speed for 20 seconds. The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
      • Fire Starter - Damage dealt while in this form also inflicts 25% weapon damage as Fire.
      • Embodiment of Power - Enemies within 7 yards of you will occasionally become frozen in fear for 3 seconds.
      • Rally - Any time you deal damage there is a 50% chance you will reduce the cooldown of your skills by 1 second. Does not affect Akarat's Champion.
      • Prophet - Gain 150% additional armor while Akarat's Champion is active.
      • Hasteful - While in the form of Akarat's Champions, your Movement speed is increased by 30%.
    • Heaven's Fury - Cooldown: 20 Seconds; Call down a furious ray of holy power that deals 1500% weapon damage as holy over 6 seconds to all enemies caught within it.
      • Blessed Ground - The ground torched by the ray becomes blessed scorching it and dealing 1250% weapon damage over 5 seconds to any enemy who walks through it.
      • Ascendancy - The Ray of Holy power grows to encompass 12 yards, dealing 2040% weapon damage as Holy over 6 seconds to enemies caught within it.
      • Split Fury - The ray splits into 3 smaller beams, each dealing 1440% weapon damage as Holy over 6 seconds.
      • Thou Shalt Not Pass - Ground touched by the ray pulses with Holy power for 6 seconds, stopping enemies who try to pass over it.
      • Fires of Heaven - The ray is focused on your shield in a pulse that is deflected in a tightly focused beam across the battlefield dealing 1200% as Holy to all enemies it hits. The cooldown is removed. Now costs 40 Wrath.
    • Bombardment - Cooldown: 60 seconds; Call in an assault from afar, raining spheres of burning pitch and stone onto enemies around you, dealing 515% weapon damage to enemies within 12 yards of the impact zone. The bombardment continues on randomly targeted monsters nearby for the next 5 seconds.
      • Barrels of Tar - In place of the burning spheres, barrels of sticky tar are hurled that cover the area, slowing monsters who walk through it by 80%.
      • Annihilate - Each impact has a 100% chance to deal a Crushing Blow.
      • Mine Field - Each impact scatters 2 mines onto the battlefield which explode when enemies walk near them dealing 250% weapon damage to everything within 10 yards.
      • Impactful Bombardment - A single, much larger ball of explosive pitch is hurled at the targeted location dealing 4690% weapon damage to everything within 18 yards.
      • Targeted - The bombardment will no longer randomly find targets nearby, it will instead continue to fall on your initial target.
    • Punish - Generate 8 Wrath per attack; Strike your enemy for 140% weapon damage and gain Hardened Senses, increasing your block amount by 50% for 5 Seconds.
      • Roar - When you block with Hardened Senses active, you explode with fury, dealing 45% weapon damage as fire to enemies within 15 yards.
      • Celerity - When you block with Hardened Senses active, your attack speed is increased by 15% for 3 seconds.
      • Rebirth - When you block with Hardened Senses active, your Life per Second is increased by 1811 for 2 seconds.
      • Retaliate - When you block with Hardened Senses active, your attacker takes 70% weapon damage.
      • Fury - When you block with Hardened Senses active your Critical Hit Chance will be increased by 15%. This chance will be removed after your next attack.
    • Slash - Generate: 8 Wrath per attack; Ignite the air in front of you, dealing 140% weapon damage as fire.
      • Electrify - The slash becomes pure lightning and has a 20% chance to stun enemies for 2 seconds.
      • Zeal - For every enemy hit, your attack speed is increased by 2% for 3 seconds. This effect can stack up to 5 times.
      • Crush - You have a 5% chance to deal a Crushing Blow.
      • Carve - Carve a larger area in front of you, increasing the number of enemies hit.
      • Guard - Your armor is increased by 5% for every enemy hit. This effect can stack up to 5 times.
    • Smite - Generate: 8 Wrath per Attack; Smite enemies 15 yards away with holy chains that deal 125% weapon damage as Holy. The chains break off and strike at 3 enemies within 20 yards, each dealing 85% weapon damage as Holy.
      • Shatter - The holy chains explode, dealing 20% weapon damage as holy to enemies within 3 yards.
      • Shackle - Enemies hit by the chains have a 20% chance to be rooted in place for 1 second.
      • Surge - The range is increased to 30 yards.
      • Reaping - Your Life per second is increased by 453 for every enemy hit by the chains for 2 seconds. This effect can stack up to 4 times.
      • Shared Fate - The chains bind those they hit, causing them to share one another's fate. 100% of the damage done to any bound enemy is also dealt to all other bound enemies.
    • Justice - Generate: 8 Wrath Per Attack; Hurl a hammer of Justice at your enemies, dealing 120% weapon damage.
      • Burst - The hammer is charged with lightning and explodes on impact, dealing 25% weapon damage as Lightning to all enemies within 10 yards.Enemies caught in the explosion have a 20% chance to be stunned for 1 second.
      • Crack - When the hammer hits an enemy, there is an 80% chance it will crack into 2 smaller hammers which fly out and deal 120% weapon damage as Holy.
      • Hammer of Pursuit - The hammer will now seek out nearby targets and deal 155% weapon damage.
      • Sword of Justice - Whenever your sword hits an enemy your movement speed is increased by 2% for 3 seconds. This effect can stack up to 5 times.
      • Holy Bolt - Throw a bolt of holy power, healing you and your allies for 604-906 Life whenever the bolt hits an enemy.
    Passive Skills
    • Fervor - When an enemy dies within 15 yards, you gain 10% attack speed for 3 seconds.
    • Heavenly Strength - You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. Your maximum movement speed is reduced by 10%
    • Vigilant - Increase Life regeneration by 755. Reduce all non-physical damage taken by 5%.
    • Fanaticism - Your primary skills generate an additional 3 wrath.
    • Insurmountable - When surrounded by 4 or more enemies within 12 yards, your block amount is increased by 30%. Block amount is granted by shields.
    • Nephalem Majesty - Increase the duration of Nephalem Glory by 30 seconds.
    • Indestructible - Gain 1% armor for every 3% of Life missing.
    • Holy Cause - The amount of Holy damage dealt by your weapon is increased by 10%. Whenever you deal Holy damage, you heal 1% of your total life.
    • Divine Fortress - Your armor is increased by your shield's block chance.
    • Wrathful - Gain 50% Wrath regeneration for 3 seconds when you successfully block.
    • Lord Commander - The cooldown of Steed Charge is reduced by 5 seconds and Bombardment by 20 seconds. Damage dealt by Phalanx is increased by 20%.
    • Hold Your Ground - You can no longer dodge but your block chance is increased by 15%.
    • Long Arm of the Law - Increase the duration of the active effect of all Laws by 5 seconds.
    • Iron Maiden - Gain 48966 Thorns.
    • Renewal - Whenever you successfully block, you gain 4528 Life.
    • Finery - Gain 65 resistance to all elements for every different color gem socketed into your gear. If you have 5 different color gems socketed into your gear, you gain another 65 resistance to all elements.
    • Blunt - Damage dealt by Justice and Blessed Hammer is increased by 20%.
    • Towering Shield - Gain 2% Block Chance every second. This bonus is reset one second after you successfully block an attack.



    "A Slew of Changes" on the Way
    Something that we were guessing but couldn't be sure is that there are going to be major changes made before the beta has ended. Nevalistis confirmed those suspicious with a rather detailed post.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    There are a slew of changes happening both behind the scenes right now as well as coming down the pipeline. Some of these changes are able to be implemented via hotfixes on the current Beta while others will take a patch to issue.

    will you actually be making any more major additions or changes to endgame like bounties etc.
    Bounties are definitely a little too... bountiful at the moment. We have changes recently hotfixed on the Friends & Family Beta to tone down Bounty rewards and increase Nephalem Rift rewards.

    Right now it just seems like everyone can just beat the game in a couple days and then there's really no incentive to keep playing since loot rains down from the sky and makes the difficulties obsolete since they're just a gearcheck anyway and not actually harder in terms of like, increasing monster speed or AoE range or aggression or adding hard-mode affixes.
    The current legendary acquisition rate is higher than planned for launch. We will continue to tune this to arrive at an ideal reward rate, but in the meantime it allows our beta testers to get their hands on a variety of items for testing purposes.

    Also consider that Bounties are compounding this issue a bit. With the changes I mentioned above regarding reduction in rewards, this should become a bit less of an issue.

    TLDR: It's Beta! Lots is subject to change, and we're not done yet. ;)




    The Present and Future of Crushing Blow

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    We are in a super early beta testing phase right now, and there are still lots of things that need tuning and also bugs that need fixing.

    The developers intentions with Crushing Blow is for it to be competitive with stats like Increased Attack Speed, Critical Hit Chance, or Critical Hit Damage, but obviously it will need some tuning if it clearly trumps all of those other stats.

    We are of course interested in reading more of your thoughts on Crushing Blow, so please keep posting your feedback on it :-)

    Currently, a Crushing Blow hits for 25% health against normal monsters, for 12.5% health against elites, and it will hit for 5% health against bosses after the next beta patch has launched.

    Keeping in mind that Crushing Blow is subject to changes and tuning since it has to compete with other stats (Increased Attack Speed, Critical Hit Chance, and Critical Hit Damage), what are your thoughts on these percentages?




    Nephalem Rifts Suggestions
    There is a great topic on the Official Forums about how Nephalem Rifts can be made more random and entertaining. We would very much like to know what you, DiabloFans users, think about those ideas and what your ideas on Nephalem Rifts changes are. Go ahead and pour your creativity in the comments!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Currently every single rift is "same" Kill stuff, spawn boss, kill boss. There is no real challenge to it, there is no real fun in repeating same thing over and over, sure they got rid of generic an repetitive areas. But now they made another generic and rather boring thing as mentioned above it's boring and too repetitive, you basically do same thing all the time. Do you really think this will give life to end game? I highly doubt it will, Rifts and Nephalem trials should be pure end game, a place where you can test your crazy builds, a place where you should be challenged (instead of facerolling all rifts on Torment VI with less than 800k dps- which is fairly easy to achive inside of 4 hours of gameplay at lvl 70)

    Aight here are some ideas...

    What you could and should do is give us option to enhance each Rift.

    What I was thinking.

    -Give mystic ability to enchant Rift map

    -obviously you would need reagents plus some kind of currency be it gold or blood shards.

    - It would be RNG based enchant:

    -Could spawn more rare monsters
    -Stronger rift guardians
    -unique bosses with insane random magic property
    -maybe even unique properties such as "increased magic find per instance level"
    -more dungeon levels
    -higher monster density

    -Reduced monster density (Yes, you heard it right, reduced, but hold your horses!), but more champion monster population (this way single target dps builds would actually work within some Rifts!)

    -monsters will deal higher damage
    -monsters are ressistant to specific school of magic or maybe physical ressistance levels
    -monsters with unique curse type.

    Something... anything- that should make this system more fun.

    As in current state I'm sorry but I won't even pay a cent for RoS, because it doesn't have anything to it, it's same old stuff just with random maps.

    Josh you and your team are missing main point with ARPG/Hack and Slash games. First they are not MMO's no one cares if some one is casual or hardcore. People want to be challenged, people want to make unique builds and test it inside of Hard content.

    Points above are reasons why every one plays H'n'S games, not because you can faceroll everything after few hours of gameplay.

    Please post your ideas below, I'm really looking forward to see what community can come up with.

    I do realise this is early beta phase, and I also do know that Blizzard is tied to launch product that is either buged, not optimized, and also whats in beta usually goes live. This is not a direct insult to Blizzard it's facts from the past. So before you act again as a kid who lost his first candy listen to your community, we just want to have game that is actually playable for longer than two weeks. One year we have been giving alot of feedback what we want for RoS and almost nothing went into it, only randomized dungeon levels, but we did mention we want to be able to enchant each map, we want to be challenged.

    Take Adria fight as instance, thats how all fights should work in randomized enviroment.

    Some ideas made by Xel and Kongor:

    Endless rifts with a ladder system: Instead of limiting the length of rifts, let us compete with each other at how far we can progress. Imagine trying to beat a rift record with your party or solo, you would need to outsmart other players (their choices for heroes, items and skills) to be able to defeat these overly powerful monsters and bosses. Watching professional players attempt to break the records would definitely increase the media value of this game, to a point where Diablo 3 could even become a competitive e-sport.

    Ability to modify, trade and challenge people to complete rifts: Inspired by the suggestion by KingKongo, allow us to truly customize the maps we play in a way that enables infinite outcomes and keeps the game interesting. Make it possible to add an unlimited amount of affixes to a rift that combined produce a completely unique map. Let there be penalties like decreased ms/as, buffs like 200% increased stun duration, oddities like having your resource and HP pool swapped, and of course awesome rewards, the options are limitless!

    Moreover, let us trade these maps and challenge our friends to compete in them.

    Few ideas I picked from Dannyboi :P! Ohhh, am so shady.... Yeah I didn't laugh either...

    Anyway here are some he listed.

    -potions do not work
    -cant leech life from monsters
    - % xp from monsters
    -% increase monster life
    - monsters can leech life
    - can spawn multiple rift guardians

    - monsters regen life
    - minus player resistance
    -life rengen dose not work
    - champion affix increase

    -rare affix increase
    Although I do not have any new information to share on the topic of Nephalem Rifts right now, I do find this to be an interesting thread, hence the blue-tag :-)

    Please post your ideas below, I'm really looking forward to see what community can come up with.
    This! And even if you do not have any ideas, you are more than welcome to simply post your feedback on the current iteration of Nephalem Rifts like Balthezore did above :-)
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    5
  • Reaper of Souls Highlights: Enchanting, Transmogrification, Crafting, Crusader Thorns Build

    • By overneathe Nov 28, 2013
    • Category IconNews
    • 7
    Reaper of Souls Highlights: Enchanting, Transmogrification, Crafting, Crusader Thorns Build
    The 4th part of our series of Reaper of Souls Highlights will feature the Mystic's Enchanting and Transmogrification services and also the new additions to Crafting. A very interesting video is at the end - a Crusader Thorns Build, created by MrMonstrosity! Check out his original topic here.

    Previous Highlights:
    All Class Changes
    Difficulties, Paragon 2.0
    Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling




    Enchanting
    Enchanting will be the primary way for your character to maximize his gear. There are a few key mechanics though that most people aren't aware of. In this brief overview of the new features we'll introduce you to the most important parts.

    Overview:
    • There is currently only one type of stat that is restricted from Enchanting - the special stat the Legendary equipment gets (like "Your gear becomes indestructible" or "Shrines now last one hour")
    • You can currently choose one stat and if you reroll it once it becomes the only stat that will be able to be rerolled further. That is, if you have Strength, Vitality and Attack Speed on an item and reroll Strength, for example, then this is the only stat you'll ever be able to reroll again. The other stats disappear as options
    • After you choose the stat you wish to reroll you can reroll it as many times as you want, but the price increases gradually
    • Affixes are currently categorized in a specific way. Most standard offensive and defensive stats can be rerolled into all other such stats. Secondary stats can be rerolled into most other secondary stats. There are specifics though, here are a few examples:
      • Chance to X affixes can be rerolled mostly into other Chance to X skills (examples: Chance to Stun, Chance to Freeze, Chance to Blind)
      • Skill increasing affixes can be rerolled mostly into other Skill increasing affixes (examples: Increase Tempest Rush damage, Increase Exploding Palm damage)
      • Single Resist affixes cannot reroll into All Resist and All Resist cannot reroll into a single Resist affix
      • Negative affixes like Andariel's Visage's increased Fire damage taken cannot be rerolled (as it should be!)
      • Right now it doesn't look like you'll be able to enchant into an affix that is already present on the gear piece. For example having Dexterity and Vitality - if you want to reroll Dexterity Vitality will not be one of the options, but if the piece doesn't already have Vitality it'll become an option
    • To reroll a Legendary item you'll need a Legendary ingredient. It's called Forgotten Soul and it currently works the same way as a Brimstone, but is for gear above level 60. You'll need one for each reroll, making Legendary enchanting quite expensive. Rerolling low level gear also requires a Forgotten Soul, instead of a Brimstone
    • When you decide which affix to reroll and click Enchant you'll get 3 options to reroll that affix, one of which will always be the old one in case you decide to keep it
    • If you want to be sure something can reroll into a specific affix a helpful question mark is at the end of each stat. Clicking on it displays all possible rerolls for that affix
    • Enchanting binds the item to your account






    Transmogrification
    Transmogrification is the other wonderful feature that comes with the Mystic. It's pretty cheap and already has a great variety of things you can do with it. We'll give a bit of an overview and show some screenshots, including some of our own characters dressed up in all shiny gear!

    Overview:
    • As the Mystic levels she gains a few Tiers of visual gear to Tansmogrify. "Tiers" means the visual sets that are currently dropping from Normal to Inferno.
    • At level 12, which is the current the max level for Artisans, the Mystic will be able to Transmogrify into all normal Tiers, plus the two new ones that come for all classes in the expansion.
    • To be able to Transmogrify to a Legendary item you'll first have to had the Legendary drop for you and after you identify it a splash will appear announcing that you can now Transmogrify to it. Screenshot below
    • As it currently stands Transmogrifying normal armor costs exactly 500 gold. Transmogrifying weapons on the other hands scales a bit. The first few weapons cost 10 000, the later cost 25 000 and the highest possible normal ones cost 50 000. These sound like good prices, so armors might move to them as well, 500 gold sounds a bit like a placeholder
    • Transmogrifying into Legendary gear currently costs 500 000
    • When you Transmogrify an item a purple swirly icon appears on it, indicating the change. That way you can quickly spot if you've missed something. A note in the tooltip also states to which item exactly you've Transmogrified






    Crusader Thorns Build
    MrMonstrosity was able to get a nice set of gear on the Reaper of Souls Beta servers that let him test a proper Thorns build! He has made a great video demonstration of it that absolutely everyone should watch. Also check out his thread on our forums to give any feedback or ask him questions!

    Tags News
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  • Reaper of Souls Highlights: All Class Changes

    • By overneathe Nov 27, 2013
    • Category IconNews
    • 15
    Reaper of Souls Highlights: All Class Changes
    We've compared all the class skill changes from the current live version of Diablo III to their current Beta values at level 70! And we've presented them at a familiar Patch Notes version. Enjoy!

    Previous Highlights:
    Difficulties, Paragon 2.0
    Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling

    Important note: Some stats scale with level. The stats you see below are compared from level 70 to level 60. Things like Life Regeneration might look incredibly buffed, but could just be the natural progression of that skill.


    DiabloFans Quote:


    Barbarian

    Active Skills
    • Bash - Now generates 2 Fury per hit (down from 3), chance to Knockback removed.
      • Onslaught - The two reverberations now cause a total of 70% (up from a total of 50%)
      • Punish - Now increases damage of all skills by 4% (down from 8%)
      • Instigation - Now increases Fury generation by 3 (down from 4)
      • Pulverize - Now deals 60% (up from 38%)
    • Hammer of the Ancients - Now deals 535% damage (up from 325%)
      • Rolling Thunder - Now deals 505% damage (up from 275%)
      • Smash - Now deals 680% damage (up from 406%, no longer specifies "in a smaller area")
      • Thunderstrike - Now stuns for 2 seconds (down from 3)
    • Cleave - Now deals 160% damage (up from 140%)
      • Rupture - Explosions now deal 160% damage (up from 85%)
      • Reaping Swing - Now generates 2 Fury per hit (down from 3)
      • Scattering Blast - Now knocks back 10 yards (up from 9)
      • Broad Sweep - Now deals 230% damage (up from 175%)
    • Ground Stomp
      • Deafening Crash - Now stuns slows enemies by 80% for 8 seconds (up from 60% for 3 seconds)
      • Trembling Stomp - Now deals 680% damage (up from 76%)
      • Foot of the Mountain - Now generates 40 Fury (up from 30)
      • Avalanche removed as a rune and is now a separate skill. Replaced by Jarring Slam - Enemies hit have a 10% chance to drop a Health Globe
    • Rend - Now makes enemies bleed for 925% damage (up from 700%), also specifies 12 yards range
      • Blood Lust - Now heals for 0.5% of your maximum Life per second for each affected enemy (previously was: Gain 9% of the damage done by Rend as Life)
      • Lacerate - Now increases damage to 1350% (up from 903%)
      • Mutilate - Now slows enemies by 80% (up from 60%)
      • Bloodbath - Enemies now bleed for 925% damage (up from 100%)
    • Leap - Now deals 180% damage (up from 85%)
      • Launch - Now also deals 180% damage (did not do damage previously)
      • Toppling Impact - Now also deals 450% damage (did not do damage previously)
    • Ancient Spear - Now a Fury spender, instead of generator. Pierces enemies instead of pulling them. Costs 15 Fury. No longer has a cooldown. Deals 300% damage (up from 185%). No longer slows target movement by 60%.
      • Dread Spear - Now reads: Expend all remaining Fury to deal 20% weapon damage for every point of Fury expended (Previously: Gain Life equal to 60% of the damage inflicted)
      • Harpoon - Now is the only rune to pull enemies back. Also slows them
      • Rage Flip - Now also slows enemies. Additional damage has been removed
      • Grappling Hooks replaced by Ranseur - Enemies hit are knocked back
      • Skirmish replaced by Jagged Edge - Increase the damage to 405% weapon damage
    • Frenzy - Now deals 115% damage (up from 110%)
      • Sidearm - Now deals 130% damage (up from 110%)
      • Triumph replaced by Berserk - Increase the duration of the Frenzy effect to 10 seconds
      • Maniac - Now increases damage by 2.5%, stacking 5 times (down from 4%, stacking 5 times)
    • Seismic Slam - Now deals 550% damage (up from 240%). Now specifies 4 yard Knockback range
      • Stagger - Now has 80% chance to stun (up from 70%) for 1 seconds (down from 1.5)
      • Shattered Ground - Now deals 710% damage (up from 288%)
      • Rumble - Now deals 230% damage (up from 60%)
      • Strength from Earth - Now reads: Gain 1.0% of your maximum Life for every enemy hit (Previously: Reduce Fury cost to 15 Fury)
      • Cracking Rift - Now deals 780% damage (up from 340%)
    • Revenge - Now has 2 charges and costs 1 charge to activate. Now heals for 2% maximum Life (down from 5%)
      • Vengeance is Mine replaced by Blood Law: Increase healing to 4% of maximum Life (down from 8%) for each enemy hit. No longer generates 5 Fury
      • Best Served Cold - Now lasts 6 seconds (down from 12)
      • Retribution - Now deals 480% damage (down from 286%)
      • Provocation - Reworked. Increase the maximum number of charges to 3 (Previously: Increases the chance Revenge will become active to 30% each time you're hit by an attack)
    • Weapon Throw - Now a generator instead of a spender. Generates 5 Fury. Now deals 115% damage (down from 130%). No longer slows enemies
      • Mighty Throw - Now increases damage to 175% (up from 169%)
      • Ricochet - Distance now 15 yards (down from 20 yards)
      • Throwing Hammer - Now has 30% chance to stun (down from 50%) for 1 second (down from 1.5)
      • Stupefy - Now has a 10% chance to Confuse (down from 20%) for 3 seconds (down from 6)
      • Dread Bomb replaced by Balanced Weapon - Increase Fury generated to 8 (Previously: Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of Fury expended to all enemies within 12 yards of the target)
    • Sprint - Now increases movement speed by 30% (down from 40%)
      • Marathon - Now increases movement speed by 40% (down from 50%) for 4 seconds (down from 5)
    • Threatening Shout
      • Falter - Duration now 15 seconds (up from 5 seconds)
    • Earthquake - Now has a 60 second cooldown (down from 120 seconds). Now deals 3000% damage (up from 2000%)
      • Giant's Stride - Now deals 200% damage (up from 65%). Added number of secondary tremors - 20
      • Chilling Earth - Now freezes enemies (previously slowed them by 80%)
      • The Mountain's Call - Now reduces cooldown to 45 seconds (down from 105%)
      • Aftershocks replaced by Molten Fury - Increase Earthquake's damage to 5200% weapon damage as Fire. (previously - Secondary tremors knock enemies back and inflict 65% weapon damage as Fire)
      • Path of Fire - Now deals 200% weapon damage (up from 65%). Added number of secondary tremors - 20
    • Whirlwind - Now deals 275% damage (up from 145%). Added - When whirlwinding you move at 66% movement speed
      • Dust Devils - Now deals 80% damage (up from 40%)
      • Hurricane - Reworked. Now pulls enemies from up to 45 yards away towards your Whirlwinding. (previously: Allows you to move at your movement speed while using Whirlwind)
      • Blood Funnel - Now restores 1% of maximum Life (down from 2%)
      • Volcanic Eruption - Now deals 325% damage (up from 189%)
    • Furious Charge - Now does 360% damage (up from 195%)
      • Battering Ram - Now does 760% damage (up from 283%)
      • Stamina - Now generates 12 additional Fury (up from 8)
      • Dreadnought - Reworked. Now reads: All enemies hit are pulled to your destination (previously: Regain 8% of your maximum Life for each target hit by Furious Charge)
    • Ignore Pain
      • Bravado - Reworked. Now reads: Breaks the effects of Root, Stun, Fear, Immobilized and Snare (previously: When activated, Knockback all enemies within 12 yards and deal 50% weapon damage to them)
      • Ignorance is Bliss - Reworked. Now reads: While Ignore Pain is active, gain 2732 Life per Fury spent (previously: When Ignore Pain is active, gain 20% of all damage dealt as Life)
      • Mob Rule - Added 50 yard range.
    • Battle Rage - Now increases damage by 10% (down from 15%)
      • Marauder's Rage - Now increases damage by 15% (down from 30%)
      • Ferocity - Now increases duration to 300 seconds (previously: Critical Hits have a chance to increase duration by 2 seconds)
      • Swords to Plougshares - Now has a 15% chance to drop Health Globes on Critical Hits (up from 5%)
      • Into the Fray - Reworked. Now reads: Gain 1% Critical Hit chance for each enemy within 10 yards while under the effects of Battle Rage (previously: While under the effects of Battle Rage, Critical Hits have a chance to generate 15 additional Fury)
    • Call of the Ancients - Fury cost removed. Ancients now last 30 seconds (up from 15). Each deals 100% damage (up from 60%). Talic gains Leap Attack, Korlic gains Furious Charge, Madawc gains Seismic Slam
      • The Council Rises - Ancients now get 200% damage (up from 66%)
      • Duty to the Clan - Duration now 60 seconds (up from 20)
      • Korlic's Might replaced by Ancients' Blessing - Heal for 65% Life when the Ancients are called (previously: Korlic gains Furious Charge)
      • Madawc's Madness replaced by Ancients' Fury - Gain 3 Fury every time an Ancient deals damage (previously: Madawc gains Seismic Slam)
      • Talic's Anger replaced by Together as One - 50% of all damage done to you is instead divided evenly between the Ancients (previously: Talic gains Leap Attack)
    • Overpower - Now deals 480% damage (up from 165%)
      • Storm of Steel - Axes now deal 480% damage (up from 50%)
      • Killing Spree - Duration of increased Critical Hit Chance is now 5 seconds (down from 6)
      • Crushing Advance - Redirecting damage duration is now 5 seconds (up from 4)
      • Revel - Reworked. Now increases damage to 960% (previously: Heal 8% of your maximum Life for every enemy hit)
    • War Cry
      • Charge! - Now increases Fury generated to 60 (up from 40)
      • Invigorate - Life Regeneration now increased by 5465 (up from 620)
    • Wrath of the Berserker - Fury cost removed. Now lasts 20 seconds (up from 15)
      • Arreat's Wail - Now deals 3200% damage on activation (up from 430%)
      • Insanity - Damage now increased by 60% (down from 100%)
      • Slaughter - Eruptions now deal 280% damage (up from 155%)
      • Striding Giant - Dodge chance now increased by 80% (up from 60%)
      • Thrive on Chaos - Reworked. Now reads: While active gain 2732 Life per Fury spent (previously: Every 25 Fury gained while Wrath of the Berserker is active adds 1 second to the duration of the effect)
    • [New!] Avalanche - Cooldown 30 seconds. Cause a massive deluge of rocks and debris to sweep across an area dealing 1800% weapon damage to all enemies caught in its path. Cooldown is reduced by 1 second for every 25 Fury you spend
      • Glacier - Giants blocks of ice hit and freeze enemies for 5 seconds
      • Snow-Capped Mountain - Cave-in from both sides push monsters into a valley in front of you
      • Volcanic Eruption - Chunks of molten lava rain down from the sky
      • Lahar - Cooldown is reduced by 1 second for every 15 Fury spent
      • Tectonic Rift - Store up to 3 charges of Avalanche at a time
    Passive Skills
    • Pound of Flesh - Now gives 50% additional Life from Health Globes (down from 100%). Increased chance of finding Health Globes removed
    • Ruthless - Reworked. Now deals 40% additional damage to enemies below 30% health (previously Critical Hit Chance increased by 5%. Critical Hit Damage increased by 50%)
    • Nerves of Steel - Now increases Armor by 50% of your Vitality (down from 100%)
    • Weapons Master - Now gives 8% increased damage with Swords/Daggers (down from 15%), 5% Critical Hit Chance with Maces/Axes (down from 10%), 8% Attack Speed with Polearms/Spears (down from 10%).
    • Inspiring Presence - Now regenerates 1% of maximum Life per second (down from 2%)
    • Bloodthirst - Reworked. Now reads: Each point of Fury spent heals you for 546 Life. Heal amount is increased by 1% of your Health Globe Healing Bonus (previously: Gain 3% of all damage done as Life)
    • No Escape - Weapon Throw and Ancient Spear damage now increased by 20% (up from 10%), but only against enemies more than 25 yards away. Critical Hit components for both skills removed
    • Brawler - Damage now increased by 20% (down from 30%)
    • Boon of Bul-Kathos - Earthquake cooldown now reduced by 15 seconds (down from 30)
    • [New!] Earthen Might - Gain 50 Fury when activating Avalanche or Earthquake
    • [New!] Rampage - Increase Strength by 1% for 8 seconds after killing or assisting in killing an enemy. This effect stacks up to 25 times
    • [New!] Sword and Board - Blocking an attack generates 20 Fury
    Demon Hunter

    Active Skills
    • Hungering Arrow - Now deals 125% damage (up from 115%)
      • Cinder Arrow replaced by Serrated Arrow. Now reads: Increase Hatred generated to 6 (previously: Light the arrow on fire, dealing 35% additional weapon damage as fire over 3 seconds)
    • Impale - Now costs 20 Hatred (down from 25). Deals 620% damage (up from 265%)
      • Impact - Stun chance now 50% (down from 65%)
      • Awareness replaced by Ricochet - Now reads: The knife ricochets to 2 nearby enemies within 20 yards of each other (previously: After the initial throw, release multiple blades centered on you, dealing 75% weapon damage to all enemies within 10 yards)
      • Grievous Wounds - Now deals 130% additional damage to Critical Hits (up from 100%)
    • Entangling Shot - Now deals 200% damage (up from 90%)
      • Shock Collar - Chains now deal 100% additional damage (up from 70%)
      • Justice is Served - Hatred generated increased to 8 (up from 6)
      • Bounty Hunter - Reworked. Now increases slow amount to 80% (previously: Gain 6% of the damage dealt as Life)
    • Rapid Fire - Now deals 525% damage (up from 438%)
      • Bombardment - Now deals 465% damage (up from 414%)
    • Smoke Screen - Now has a 2 seconds cooldown
      • Displacement - Now grants 100% increased movement speed (up from 35%)
      • Breath Deep replaced by Healing Vapors - Now reads: Regenerate 15% Life while invisible (previously: While invisible you gain 12 Hatred per second)
      • Special Recipe - Reworked. Now reads: Remove the Discipline cost but add a 12 second cooldown (previously: Reduce the cost to 12 Discipline)
    • Vault
      • Action Shot - Now specifies shooting 4 arrows
      • Acrobatics - Added cooldown is now 8 seconds (down from 10)
    • Bola Shot now renamed to Bolas
      • Thunder Ball - Stun duration now 1 second (down from 1.5)
      • Imminent Doom - Additional damage is now 148% (down from 149%)
    • Chakram
      • Twin Chakrams - Now deals 220% damage (up from 114%)
      • Serpentine - Now deals 500% damage (up from 230%)
      • Razor Disc - Now deals 380% damage (up from 187%). Damage changed from Arcane to Physical
      • Boomerang - Now deals 400% damage (up from 230%)
      • Shuriken Cloud - Now deals 200% damage (up from 34%)
    • Preparation - Now restores 30 Discipline (instead of all of it)
      • Invigoration - Now permanently increases maximum Discipline by 10 (previously increased it by 10 for 5 seconds)
      • Punishment - Now restores 125 Hatred for 25 Discipline (instead of all of it)
      • Battle Scars - Now returns 35% Life (down from 60%)
    • Evasive Fire - Now also deals 65% damage to two additional enemies. No longer costs discipline to backflip. You can now backflip only once every 3 seconds
      • Parting Gift - Now deals 150% damage (up from 55%) in a 10 yard radius (down from 12)
      • Surge - Now removes the cooldown on the backflip, but backfliping costs 2 Discipline (previously reduced cost to backflip to 2 Discipline)
    • Grenades - Renamed to Grenade. Now deals 180% damage (up from 95%)
      • Cluster Grenades - Now deal 200% damage (up from 112%). Distance increased to 9 yards (up from 8)
      • Fire Bomb replaced by Grenade Cache - Now reads: Throw out 3 grenades that explode for 180% weapon damage as Fire each (previously: Throw a single grenade that deals 124% weapon damage as Fire)
      • Stun Grenade - Stun chance now 20% (down from 25%)
      • Gas Grenades - Now deals 180% damage (up from 95%). Additional damage is now 120% (up from 25%)
    • Shadow Power - Reworked. Now gives 5465 Life per hit for 5 seconds (previously 15% of all damage done as Life)
      • Night Bane - Reworked. Now reads: Slow the movement speed of enemies within 30 yards by 80% for 5 seconds (previously: Gain an additional 3 Hatred per second while Shadow Power is active)
      • Blood Moon - Now gives 10929 Life per Hit (previously increases damage done as Life to 25%)
      • Well of Darkness - Reworked. Now reads: Remove the Discipline cost but add a 14 second cooldown (previously decreased Discipline cost to 12)
      • Gloom - Now reduces incoming damage by 15% (down from 35%)
    • Fan of Knives - Hatred cost removed. Cooldown is now 8 seconds (down from 10). Now deals 450% damage (up from 320%). Distance increased to 20 yards (up from 10). Slow duration is now 1 second (down from 2)
      • Crippling Razors replaced by Pinpoint Accuracy - Now reads: Increase cooldown to 12 seconds and increase damage to 1200% weapon damage (previously: Increase the amount enemies are slowed to 80% for 2 seconds)
      • Retaliate replaced by Bladed Armor - Now reads: Gain 65% additional armor for 4 seconds (previously: Surround yourself with whirling blades that deal 464% weapon damage to all enemies if you are struck in the next 10 seconds)
      • Hail of Knives replaced by Knives Expert - Now reads: Remove the cooldown, but add a 30 Hatred cost (previously: increase the radius to damage all enemies within 20 yards)
      • Fan of Daggers - Now always stun enemies. Knockback added
      • Assassin's Knives - Now deals 450% damage (up from 70%)
    • Companion - Now deals 100% damage (previously 36%)
      • Spider Companion - Now also deals 120% damage
      • Bat Companion - Now also deals 38% damage
      • Boar Companion - Now also deals 60% damage. Now regenerates 2732 Life per second (up from 310)
      • Ferret Companion - Ferrets now also deal 50% additional damage each
      • Wolf Companion - Wolf now deals 150% damage (up from 94%)
    • Strafe - Now deals 315% damage (up from 156%)
      • Emberstrafe - Now deals 80% damage (up from 65%)
      • Stinging Steel - Now deals 130% damage (up from 100%)
      • Rocket Storm -Now deals 90% damage (up from 60%)
      • Demolition - Now deals 290% damage (up from 187%)
    • Elemental Arrow - Now deals 300% damage (up from 155%)
      • Ball Lightning - Now deals 300% damage (up from 155%)
      • Frost Arrow - Now deals 330% damage (up from 170%)
      • Screaming Skull - Now also deals 300% damage. Fear duration now 1 second (down from 1.5)
      • Lightning Bolts - Now also deals 300% damage. Stun duration now 1 second (down from 1.5)
      • Nether Tentacles - Now deals 300% damage (up from 155%). Returns 0.4% of your maximum Life for each enemy hit (previously 3% of damage dealt)
    • Marked for Death - Now gives 20% additional damage to marked target (up from 12%)
      • Contagion - Now spreads to 2 enemies (down from 3)
      • Grim Reaper - Now does 15% shared damage between enemies (up from 12%)
      • Mortal Enemy - Now generates 4 Hatred (up from 3)
    • Multishot - Now costs 25 Hatred (down from 30). Now deals 330% damage (up from 165%)
      • Fire at Will - Now reduces cost to 18 Hatred (up from 15)
      • Burst Fire - Now deals 160% damage (up from 65%). Damage type now Physical (was Arcane)
      • Suppression Fire - Now has a maximum of 6 Discipline per Multishot
      • Full Broadside - Now deals 420% damage (up from 215%)
      • Arsenal - Now deals 140% damage (up from 60%)
    • Spike Trap - Now arms after 2 seconds (up from 1.2), but can explode up to 3 times. Re-arming is 2 seconds. Now deals 180% damage (down from 275%)
      • Echoing Blast - Multiple explosions removed. Now deals 250% damage (down from 275%)
      • Sticky Trap - Target no longer needs to die to explode. Now deals 680% damage (up from 404%). Radius now 8 (down from 18)
      • Long Fuse - Now increases arming and re-arming time to 3 seconds (up from 2). Deals 300% damage (down from 371%)
      • Lightning Rod - Now deals 280% damage (up from 275%)
    • Sentry - Cooldown is now 6 seconds (down from 8). Now deals 200% damage (up from 175%)
      • Spitfire Turret - Rockets now deal 70% damage (up from 30%)
      • Vigilant Watcher replaced by Impaling Bolt - Now shoots a piercing bolt that does 100% damage (previously reduced cooldown of Sentry to 6 seconds)
      • Chain of Torment - Chain now deals 240% damage (up from 125%)
      • Aid Station - Now heals for 1% of maximum Life (down from 2%)
    • Cluster Arrow - Now costs 40 Hatred (down from 50). Deals 550% damage (up from 175%). Now specifies 4 additional grenades. Grenades deal 220% damage (up from 100%)
      • Dazzling Arrow - Now has 100% chance to stun (up from 55%). Duration now 1.5 seconds (down from 2). Damage changed to Lightning (from Physical)
      • Shooting Stars - Rockets now deal 400% damage (up from 175%)
      • Maelstrom - Now deals 220% damage (up from 165%). Gives 1% Life per enemy hit (down from 4% of damage done as Life)
      • Cluster Bombs - Now deals 600% damage (up from 230%)
      • Loaded for Bear - Now deals 770% damage (up from 304%)
    • Rain of Vengeance - Now deals 1500% damage (up from 715%)
      • Dark Cloud - Now deals 3200% over 8 seconds (up from 792% over 12 seconds)
      • Beastly Bombs replaced by Shade - Now deals 2800% damage over 5 seconds (previously summoned 20 Shadow Beasts that deal 245% damage each)
      • Stampede - Now deals 4400% damage (up from 120% for each of 10 Shadow Beasts)
      • Anathema - Now deals 5400% over 8 seconds (up from 3300% over 15 seconds)
      • Flying Strike - Now deals 3200% damage (up from 100% for each of 8 Shadow Beasts)
    • [New!] Vengeance - Cooldown 90 seconds. Turn into the physical embodiment of Vengeance for 15 seconds. Side Guns: Gain 4 additional piercing shots for 75% weapon damage each on every attack. Homing Rockets: Shoot 4 rockets at nearby enemies for 40% weapon damage each on every attack
      • Dark Heart - Vengeance pours out of you, continuously dealing 350% weapon damage per second to enemies around you
      • Personal Mortar - Launch 2 grenades at random enemies outside melee range every attack for 175% weapon damage each
      • Stimulants - Heal for 6% of maximum Life each second
      • From the Shadows - Summon allies from the shadows that attack and Stun your enemies for 2 seconds
      • Seethe - Gain 15 Hatred per second
    Passive Skills
    • Thrill of the Hunt - Now every 6 seconds (down from 7). Immobilizes all targets hit (instead of your target)
    • Vengeance renamed to Bloody Vengeance - Now gains 40 Hatred and 4 Discipline (up from 20 Hatred and 2 Discipline) when healed by a Health Globe
    • Cull the Weak - Damage increased to 20% (up from 15%)
    • Brooding - Now gives 1.5% Life regeneration per second (up from 2%), but is only active when stationary. Now stacks to 3 times. Bonus is reset 5 seconds after you move
    • Hot Pursuit - Now increases movement speed for 20% for 2 seconds after hitting an enemy (previously ran 15% faster when at full Hatred)
    • Archery - Bow damage now 8% (down from 15%), Hand Crossbow now 5% Critical Hit Chance (down from 10%). Adds 2nd Hand Crossbow component that gives 1 Hatred regeneration
    • Grenadier - Now increases damage of grenades by 20% (previously reduced Grenades cost by 2 Hatred). Adds increased explosion size of Grenades by 40%. Giant grenade now deals 1000% damage (up from 450%)
    • Sharpshooter - Now gives 4% Critical Hit Chance (up from 3)
    • Ballistics - Additional rockets damage now 100% (up from 50%). In addition you have a 20% chance to fire a homing rocket that deals 150% weapon damage
    • [New!] Ambush - You deal 30% additional damage to enemies above 80% health
    • [New!] Awareness - Gain 4% Dodge Chance every second. This bonus is reset 1 second after you successfully dodge an attack
    • [New!] Single Out - Gain 20% Critical Hit Chance against enemies who are more than 20 yards away from other enemies
    Monk

    Active Skills
    • Fists of Thunder - Now generates 14 Spirit per attack (up from 6). Teleports you to your target. Deals 122% damage (up from 110%). Third hit now splits 183% damage between enemies hit
      • Thunderclap - Now deals 95% damage (up from 35%)
      • Lightning Flash - Now increases dodge by 17% (up from 16%)
      • Static Charge - Now deals 172% damage (up from 37%)
      • Quickening - Now returns 4 Spirit (down from 15)
      • Bounding Light - Now specifies 3 additional enemies
    • Lashing Tail Kick - Now deals 624% damage (up from 470%). No longer knocks back
      • Vulture Claw Kick - Now deals 624% damage (up from 517%)
      • Sweeping Armada - Now deals 671% damage. Now longer gives Knockback distance increase
      • Spinning Flame Kick - Now deals 677% damage (up from 588%)
      • Scorpion Sting - Stun chance now 65% (up from 50%). Stun duration is 2 seconds (up from 1.5)
      • Hand of Ytar - Now stuns for 3 seconds (up from 2)
    • Deadly Reach - Now generates 12 Spirit (up from 6). Deals 106% damage (down from 110%). Every third hit now has a chance of knocking enemies up (previously extended third hit by 25 yards)
      • Piercing Trident - Now also increases knock up chance to 20%
      • Keen Eye - Now increases armor by 40% (down from 50%)
      • Scattered Blows - Reworked. Now has a chance to randomly hit enemies within 25 yards for 153% damage (previously replaced third hit with an attack that hits up to 6 enemies within 15 yards for 170% damage)
      • Strike from Beyond - Spirit generated on hit now 3 (down from 10)
      • Foresight - Damage increase now 10% (down from 18%)
    • Blinding Flash - Spirit cost removed. Blinds for 3.5 seconds (up from 3)
      • Self Reflection - Now blinds for 7.5 seconds (up from 4 seconds)
      • Blinded and Confused - Enemies now have 50% chance to miss (up from 25%)
      • Blinding Echo - Additional blind now lasts 3.5 seconds (up from 0.5)
      • Faith in the Light - Blind duration now 3.5 seconds (up from 3). Gives 43% additional damage (up from 30%)
    • Tempest Rush - Now deals 289% damage (up from 155%). No longer knocks back and slows enemies
      • Northern Breeze - Now also increases damage to 343%
      • Flurry - Now slows enemies by 60% (down from 80%)
      • Slipstream - Now reduces damage by 20% (down from 25%)
    • Breath of Heaven - Spirit cost removed. Now heals for 26776-32241 Life (up from 6202-7442)
      • Circle of Scorn - Now also deals 627% damage (up from 80%)
      • Circle of Life - Now heals for 53552-64481 Life (up from 8063-9675). Additionally heal amount is increased by 30% of your Health Globe Healing Bonus.
      • Blazing Wrath - Now increases damage by 10% (down from 15%)
      • Infused with Light - Generates 4 additional spirit (down from 8)
      • Penitent Flame - Fear duration increased to 3.5 seconds (up from 1.5 seconds)
    • Dashing Strike - No longer costs Spirit. Now has charges. You get a maximum of 2 charges, that generated every 6 seconds. Dashes up to 50 yards. Now deals 352% damage (up from 303%). No longer roots target
      • Way of the Falling Star - No longer requires an enemy to be struck to receive movement speed increase
      • Flying Side Kick - Moved to 4th Rune. Now has a 15% chance to Stun (down from 60%). Stun duration now 1 second (down from 1.5)
      • Quicksilver - Reworked. Now increases charges to a maximum of 3 (previously reduced Spirit cost to 10)
      • Soaring Skull replaced by Barrage - Moved to 5th Rune. Now reads: The last enemy you dash through is obliterated by a barrage of strikes, taking an additional 259% damage as Physical over 2 seconds. (previously: Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds)
      • Blinding Speed - Moved to 2nd Rune. Now deals Cold damage
    • Crippling Wave - Now generates 12 Spirit (up from 7). Deals 143% damage (up from 110%). Specifies daze effect to 11 yards
      • Mangle - Now deals 216% damage (up from 143%)
      • Rising Tide - Now generates an additional 4 Spirit (down from 5).
      • Tsunami - No longer gives movement speed reduction
    • Wave of Light - Now deals 604% damage (down from 829%). Second strike now deals 101% damage (up from 96%)
      • Wall of Light - Now deals 928% damage (down from 1202%). Knockback added
      • Explosive Light - Bursts now deal 830% damage (down from 914%)
      • Blinding Light - Now stuns for 4.5 seconds (up from 3)
      • Pillar of the Ancients - Now deals 636% damage with both attack (up from 595%)
    • Exploding Palm - Now bleeds enemies for 1331% damage (up from 745%
      • The Flesh is Weak - Additional damage is now 20% (up from 12%)
      • Strong Spirit - Affected enemies now grant 10 Spirit (up from 5)
      • Creeping Demise - Slow now lasts 9 seconds (up from 3)
      • Impending Doom - Now deals 2537% damage (up from 745%) over 12 seconds (down from 15 seconds)
      • Essence Burn - Now deals 1832% damage (up from 745%). Explosion deals 343% damage (up from 60%)
    • Cyclone Strike - Now deals 261% damage (down from 313%)
      • Eye of the Storm - Now reduces Spirit cost to 26 (down from 30)
      • Sunburst - Reworked. Now explodes for 454% damage (previously had 35% chance to Fear enemies for 1.5 seconds)
      • Soothing Breeze - Now heals for 15808 Life (up from 1240). Additionally now benefits from Health Globe Healing Bonus
    • Way of the Hundred Fists - Now generates 12 Spirit (up from 8). Deals 192% damage (up from 140%)
      • Hands of Lightning - Now also increases damage to 429%
      • Fists of Fury - Now deals 871% damage to enemies struck over 3 seconds (up from 100% additional damage over 5 seconds)
      • Spirited Salvo - Now has a 40% chance (up from 15%) to generate 6 Spirit (down from 15)
      • Windforce Flurry - Now deals 221% damage (down from 250%)
    • Serenity - No longer costs Spirit
      • Peaceful Repose - Now heals for 37705-41120 Life (up from 6202-7752). Additionally healing is increased by 40% of Health Globe Healing Bonus
    • Seven-Sided Strike - Now deals 2777% damage (up from 1777%)
      • Sudden Assault - Now deals 4777% damage (up from 2310%)
      • Several-Sided Strike - Now increases number of strike to 10 (up from 9)
      • Pandemonium - Now has a 77% chance to stun (up from 25%)
      • Sustained Attack - Now reduces cooldown to 17 seconds (down from 23 seconds)
      • Fulminating Onslaught - Now deals 577% damage (up from 254%)
    • Mantra of Evasion - Range increased to 60 yards (from 40). Dodge bonus is 17% (up from 15%). Activation also increases by 17% (up from 15%)
      • Wind through the Reeds - Movement speed increase now 10% (up from 8%)
      • Backlash - Flames now deal 55% damage (up from 35%)
    • Sweeping Wind - Now deals 28% damage (up from 20%). 3-stacks vortex now deals 84% damage (up from 60%)
      • Master of Wind - Vortex duration increased to 15 second (down from 20)
      • Blade Storm - 3-stacks Vortex now deals 126% damage (up from 78%)
      • Inner Storm - Spirit per second now 4 (up from 3)
      • Cyclone - Tornadoes now deal 31% damage (up from 26%)
    • Mantra of Retribution - Range increased to 60 yards (from 40)
    • Inner Sanctuary - Spirit cost removed. Now reduces all damage taken inside circle by 55% (previously the circle could not be passed)
      • Safe Haven - Moved to 2nd Rune. Now heals for 7540 Life (up from 1550). Additionally heal amount is now increased by 30% of your Life per second
      • Sanctified Ground - Moved to 1st Rune. Reworked. Now increase the duration of the circle to 7 seconds and makes the circle impassable (previously when the circle expired it slowed enemy movements speed by 80%)
      • Consecration replaced by Temple of Protection - Now reads: Allies inside Inner Sanctuary are also immune to control impairing effects (previously increased the duration of Inner Sanctuary to 7 seconds)
      • Circle of Protection replaced by Intervene - Now reads: Dash to the target location, granting a shield that absorbs up to 45246 damage for 3 seconds to allies within 11 yards and then creating Inner Sanctuary. Absorb amount is increased by 28% of your Health Globe Healing Bonus (previously: You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage)
      • Forbidden Palace - Reworked. Now reads: Enemies inside Inner Sanctuary take 30% increased damage and have their movement speed reduced by 80% (previously: You and your allies standing in the area of effect of Inner Sanctuary deal 15% additional damage)
    • Mystic Ally - No longer costs Spirit. Now has a 30 second cooldown. Now has Active and Passive states. When allies die they return to life after 5 seconds
      • Water Ally - Now reads: Active: Your mystic ally performs 7 wave attacks in quick succession, each dealing 245% weapon damage as Cold. Passive: A mystic ally fights on your side that infuses your attacks to Chill enemies by 60% for 3 seconds
      • Fire Ally - Now reads: Active: Your mystic ally splits into multiple allies that explode for 277% damage as Fire. Passive: A mystic ally fights by your side that increases your damage by 10%
      • Air Ally - Now reads: Active: You gain 75 Spirit. Passive: A mystic ally fights by your side that increases your Spirit regeneration by 4
      • Eternal Ally replaced by Enduring Ally - Now reads: Active: Your mystic ally sacrifices itself to heal you for 100% of your maximum Life. Passive: A mystic ally fights by your side that increases your Life per second by 2732
      • Earth Ally - Now reads: Active: Your mystic ally turns into a boulder for 8 seconds. The boulder rolls toward nearby enemies, knocking them up. Passive: A mystic ally fights by your side that increases your Life by 20%
    • Mantra of Healing - Range increased to 60 yards (from 40). Now regenerates 2732 Life per second (up from 620). Shield on activation now absorbs 31612 damage (up from 930) and is additionally increased by 15% of your Health Globe Healing Bonus
      • Sustenance - Life regeneration increased to 5465 (up from 1240). Additionally benefits from 30% of your Life per second
      • Boon of Inspiration - Now heals for 1822 per hit (up from 186). Additionally benefits from 20% of your Life per hit
    • Mantra of Conviction - Now affects enemies up to 30 yards (up from 20). Enemies now take 10% additional damage (down from 12%). On activation damage is increased by 20% (down from 24%)
      • Overawe - Now increases bonus damage by 20% (down from 24%) and 40% on activation (down from 48%
      • Intimidation - Enemies now deal 15% less damage (up from 10%)
      • Dishearten - Range now 30 yards (up from 20). Slow now 80% (up from 30%)
      • Reclamation replaced by Annihilation - Enemies now have a 15% chance to receive a Crushing Blow (previously had a 30% chance to heal for 279-341 on hit)
      • Submission - Additional damage now 19% (up from 12%)
    • [New!] Epiphany - Cooldown 90 seconds. Have an Epiphany, increasing your Spirit regeneration per second by 35 and enabling your melee attacks to instantly dash to your target for 15 seconds
      • Desert Shroud - Infuse yourself with sand, reducing damage taken by 50%
      • Ascendance - Charge yourself with Lightning, causing your next attack after moving 10 yards to stun for 1.5 seconds
      • Soothing Mist - Imbue yourself with water, causing your abilities to heal yourself and allies within 30 yards for 13661 Life. Heal amount is increased by 25% of your Health Globe Healing Bonus
      • Windwalker - Each enemy killed during your Epiphany increases your Attack Speed by 3% for the remaining duration of Epiphany
      • Inner Fire - Engulf yourself with flames, causing your attacks to assault enemies in front of you for 353% weapon damage as fire.
    Passive Skills
    • Exalted Soul - Now increases Spirit Regeneration by 2 (up from 1)
    • Transcendence - Every point of Spirit spent now heals you for 546.5 Life (up from 62). Additionally heal amount is increased by 1% of Health Globe Healing Bonus
    • Sixth Sense - Dodge chance increased to 42.5% of Critical Hit Chance (up from 30%)
    • Near Death Experience - Now adds: When Near Death experience is on cooldown, your Health Globe Healing Bonus, Life per second and Life per hit are increased by 35%
    • [New!] Nirvana - Every 0.25 seconds you increase your damage by 5%, stacking up to 15 times. Nirvana stacks reset when you hit an enemy
    • [New!] Momentum - Moving 30 yards increases your damage by 15% for 4 seconds
    • [New!] Mythic Rhythm - Every third hit from a Spirit Generator increases the damage of your next damaging Spirit Spender by 40%
    Witch Doctor

    Active Skills
    • Poison Dart - No longer costs Mana. Now deals 140% damage (up from 100%)
      • Splinters - The 3 darts now deal 140% damage each (up from 60%)
      • Spined Dart - Now gives 25 Mana (down from 29)
      • Flaming Dart - Now deals 240% damage (up from 180%)
      • Snake to the Face - Now has 25% chance to stun (down from 30%)
    • Grasp of the Dead - Now costs 150 Mana (up from 123). Now deals 680% damage (up from 320%)
      • Groping Eels - Now deals 1000% damage (up from 416%)
      • Rain of Corpses - Now deals 525% damage (up from 80%)
    • Corpse Spiders - No longer costs Mana. Now deals 192% damage (up from 120%)
      • Leaping Spiders - Now deal 211% damage (up from 144%)
      • Spider Queen - Now deals 1885% damage (up from 630%)
      • Widowmakers - Now return 3 Mana per hit (down from 4)
      • Medusa Spiders - Now have a 100% chance to Slow (up from 25%)
      • Blazing Spiders - Now deal 230% damage (up from 156%)
    • Summon Zombie Dogs - No longer costs Mana. Dogs now deal 12% damage (up from 9%)
      • Rabid Dogs - Now deals 30% damage (up from 9%)
      • Burning Dogs - Now burn enemies for 20% damage (up from 2%)
      • Leeching Beasts - Now heal for 100% of your Life on hit (previously dogs healed for 50% of damage they deal as Life between themselves and you)
    • Firebats - Now costs 225 Mana initially (up from 221) and 75 while channeling (up from 66). Now deals 445% damage (up from 385%)
      • Dire Bats - Now deals 300% damage (up from 220%)
      • Vampire Bats - Reworked. Now reads: No longer has a channeling cost (previously: Gain 2.5% of damage done by the bats as Life)
      • Plague Bats - Now deals 638% damage (up from 578%)
      • Cloud of Bats - Now deals 552% damage (up from 501%)
    • Horrify - No longer costs Mana
      • Ruthless Terror - Now gains 55 Mana (up from 27)
    • Soul Harvest - No longer costs Mana. Now gain 2% Intelligence per enemy (previously 130 Intelligence
      • Swallow Your Soul - Reworked. Now reads: Gain Mana and increase your maximum Mana by 5% for each enemy harvested (previously: Gain 39 Mana for every harvested enemy)
      • Siphon - Now heals for 16394 Life (up from 2171)
      • Languish - Now also reduces Attack Speed of enemies by 50%. Effect now lasts 5 seconds
      • Vengeful Spirit - Now deals 780% damage (up from 230%)
    • Plague of Toads - No longer costs Mana. Now deals 175% damage (up from 130%)
      • Explosive Toads - Now deals 245% damage (up from 169%)
      • Toad of Hugeness - Now digests for 29% damage per second (up from 20%)
      • Rain of Toads - Now deals 182% damage (up from 130%)
      • Addling Toads - Now deals 175% damage (up from 130%)
      • Toad Affinity - Reworked. Now gives 9 Mana per hit (previously removed cooldown of skill)
    • Haunt - Now costs 200 Mana (up from 98). Deals 1665% damage (up from 575%)
      • Consuming Spirit - Now returns 1336 Life (up from 155)
      • Resentful Spirit - Reworked. Now summon 2 spirits (previously did 383% Arcane damage over 2 seconds)
      • Grasping Spirit - Now slows for 60% (up from 30%)
      • Draining Spirit - Now returns 25 Mana per second (up from 20.4)
    • Sacrifice
      • Pride - Now gains 60 Mana for each Zombie Dog (down from 294)
      • For the Master - Now heals for 54645 Life (up from 6202)
    • Zombie Charger - Now costs 150 Mana (up from 140). Deals 560% damage (up from 205%)
      • Leperous Zombie replaced by Pile On - Rune is taken from Zombie Wall. Now deals 800% damage (up from 240%)
      • Undeath - Now deals 360% damage (up from 205%)
      • Wave of Zombies replaced by Lumbering Cold - Now reads: Zombie winter bears crawl out of the ground and crawl in all directions, dealing 252% weapon damage as Physical to nearby enemies (previously Summon 3 Zombie Chargers that each deal 115% weapon damage as poison)
      • Explosive Beast - Now deals 532% damage (up from 236%)
      • Zombie Bears - Now deals 392% damage (up from 236%)
    • Spirit Walk - No longer costs Mana
      • Honored Guest - Gain 30% of maximum Mana on activation (instead of 15% maximum Mana per second)
      • Umbral Shock - Now deals 920% damage (up from 310%)
      • Healing Journey - Now heals for 14% of maximum Life on activation (instead of 15% maximum Life per second)
    • Spirit Barrage - Now costs 100 Mana (down from 108). Deals 425% damage (up from 230%). Now specifies 4 bolts
      • The Spirit Is Willing - Now gains 12 Mana (down from 44 Mana)
      • Phantasm - Now deals 790% damage (up from 225%). Can now have up to 3 Phantasms at one time
      • Phlebotomize - Reworked. Now reads: Each spirit bolt has a 4% chance to Charm its target for 4 seconds (previously: Regain 3% of damage dealt with Spirit Barrage as Life)
      • Manitou - Spectre now deals 4000% damage up from 1667%)
    • Gargantuan - No longer costs Mana.
      • Wrathful Protector - Now deals 575% damage (up from 110%)
      • Big Stinker - Cloud now deals 45% damage (up from 15%)
    • Locust Swarm - Now costs 300 Mana (up from 195). Deals 1120% damage (up from 360%)
      • Devouring Swarm - Now gains 25 Mana (down from 37)
      • Cloud of Insects - Reworked. Now deals 2240% damage over 16 seconds (previously increased duration to 10 seconds)
      • Searing Locusts - Now deals 1560% damage (up from 468%)
    • Firebomb - No longer costs Mana. Now deals 140% damage (up from 110%)
      • Fire Pit - Now deals 60% damage (up from 36%)
      • Pyrogeist - You can now have up to 3 Pyrogeists active
    • Hex - No longer costs Mana.
      • Hedge Magic - Now heals for 16394 Life (up from 1861)
      • Angry Chicken - Now deals 1650% damage (up from 215%)
      • Painful Transformation - Now bleeds for 125% damage (up from 12%)
    • Acid Cloud - Now costs 175 Mana (up from 172). Deals 300% damage (up from 115%). Additional damage is now 360% (up from 150%)
      • Lob Blob Bomb - Now deals 600% damage (up from 250%)
      • Slow Burn - Now deals 720% damage (up from 300%)
      • Kiss of Death - Now deals 330% damage (up from 127%). Additional damage now 396% (up from 165%)
      • Corpse Bomb - Now deals 525% damage (up from 230%)
    • Mass Confusion - No longer costs Mana.
      • Mass Hallucination - Now deals 195% damage (up from 22%)
    • Big Bad Voodoo - No longer costs Mana.
      • Rain Dance - Now restores 250 Mana (up from 123)
    • Wall of Zombies - No longer costs Mana. Cooldown is now 8 seconds (down from 20). Deals 300% damage over 4 seconds (down from 800% over 5). Specifies Wall width - 48 yards
      • Pile On replaced with Wrecking Crew - Pile On is now a Zombie Charger Rune. Now reads: The line of zombies now taunt enemies to attack them (previously: Summon a tower of zombies that falls over, dealing 550% weapon damage and knocks them back. Reduced cooldown to 10 seconds)
      • Dead Rush replaced by Offensive Line - Now knocks all enemies behind the wall (previously dealt 445% damage)
    • Fetish Army - Fetishes now deal 130% damage (up from 20%)
    • [New!] Piranhas - Cost 250 Mana. Cooldown is 8 seconds. Summons a pool of deadly piranhas that deals 400% weapon damage as poison over 8 seconds. Affected enemies will also take 15% increased damage
      • Bogadile - a giant bogadile emerges from the pool of water and bites a monster dealing 840% weapon damage
      • Zombie Piranhas - Turn the piranhas into zombie piranhas. The piranhas will leap out from the pool savagely at nearby enemies
      • Piranhado - The pool of piranhas becomes a tornado of piranhas that lasts 4 seconds. Nearby enemies are periodically sucked into the tornado. Increases the cooldown to 16 seconds
      • Wave of Mutilation - Turn each cast into a wave of alligators that crash forward dealing 50% weapon damage and causing all enemies affected to take 15% increased damage for 8 seconds
      • Fiery Piranhas - Increase the damage dealt to 400% weapon damage as Fire over 8 seconds
    Passive Skills
    • Blood Ritual - Now regenerates 1% of maximum Life (down from 2%)
    • Rush of Essence - Spirit spells now return 100 Mana (up from 49)
    • [New!] Creeping Death - Your Haunt, Locust Swarm and the damage amplification of Piranhas last almost forever
    • [New!] Physical Attunement - You gain 70 Physical resistance for every enemy within 8 yards. The range of this effect is increased by your gold pickup radius.
    • [New!] Midnight Feast - You can have 1 additional Zombie Dog summoned at one time. The damage of your Zombie Dogs and Gargantuan is increased by 50%
    Wizard

    Active Skills
    • Magic Missile - Now deals 170% damage (up from 125%)
      • Charged Blast - Now deals 240% damage (up from 163%)
      • Split - Moved to 3rd Rune. Now deals 83% damage (up from 56%)
      • Penetrating Blast replaced by Glacial Spike - Moved to 2nd Rune. Now reads: Cast out a shard of ice that explodes on impact, causing enemies within 4.5 yards to take 175% weapon damage as Cold and be frozen for 1 second. Enemies cannot be frozen by Glacial Spike more than once every 5 seconds (previously: Missile have a 100% chance to pierce through their target and hit additional enemies)
      • Attunement replaced by Conflagrate - Moved to 5th Rune. Now reads: Missiles pierce through enemies and cause them to burn for 371% weapon damage as Fire over 3 seconds (previously: Whenever Magic Missile hits a target you gain 4 Arcane Power)
      • Seeker - Moved to 4th Rune. Now deals 211% damage (up from 138%)
    • Ray of Frost - Now hits all enemies within 5 yards of the target. Deals 360% damage (up from 280%). Slow duration now 3 seconds (down from 4)
      • Numb - Moved to 2nd Rune. Slow duration now 3 seconds (down from 4). Added 10% chance to freeze enemies for 1 second
      • Snow Blast - Moved to 5th Rune. Reworked. Now reads: Enemies hit by Ray of Frost take 15% increased damage from Cold for 4 seconds (previously: using continuously on a single target increases damage over 1.5 seconds to inflict a maximum of 364% weapon damage as Cold)
      • Cold Blood - Moved to 1st Rune. Reduces casting cost by 11 (up from 10)
      • Sleet Storm - Now grows to 22 yards. Deals 375% damage (up from 364%)
      • Black Ice - Moved to 3rd Rune. Now deals 1104% damage (up from 504%)
    • Shock Pulse - Now deals 204% damage (up from 150%)
      • Explosive Bolts - Now deals 252% damage (up from 105%)
      • Fire Bolts - Now deals 288% damage (up from 195%)
      • Piercing Orb - Now deals 214% damage (up from 105%)
      • Lightning Affinity - Now restores 5 Arcane Power (up from 3)
      • Living Lightning - Now does 165% damage (up from 53%)
    • Frost Nova - Cooldown is now 13 seconds (up from 12)
      • Shatter - Now has 100% chance to release another Frost Nova (up from 50%)
      • Cold Snap - Now reduces cooldown to 8 seconds (down from 9). Additionally increases Freeze duration to 4 seconds
      • Frozen Mist - Now deals 1019% damage (up from 160%)
      • Deep Freeze - Now gives 10% bonus Critical Hit Chance (down from 15%), for 13 seconds (up from 12)
      • Bone Chill - Enemies now take 60% more damage when frozen (up from 15%)
    • Arcane Orb - Now costs 30 Arcane Power (Down from 35). Deals 381% (up from 200%). Range increased to 15 yards (up from 10)
      • Obliteration - Now deals 509% damage (up from 260%), but now adds a reduction to the area of effect by 8 yards
      • Arcane Orbit - Orbs now deal 221% damage (up from 80%)
      • Arcane Nova replaced by Spark - Now reads: Lob an electrified orb over enemies that zaps them for 349% weapon damage as Lightning and increases damage of the next Lightning spell you cast by 2% for every enemy hit (previously: Modify the orb to deal 200% weapon damage as Arcane to all enemies within 20 yards)
      • Tap the Source replaced by Scorch - Now reads: Launch a burning orb that deals up to 335% weapon damage as Fire. The wall leaves behind a wall of Fire that deals 379% weapon damage as Fire over 5 seconds (previously: Reduce casting cost to 20 Arcane Power)
      • Celestial Orb replaced by Frozen Orb - Now reads: Create an orb of frozen death that shreds an area with ice bolts, dealing up to 393% weapon damage as Cold (previously: The orb will pierce through targets, damaging any enemy it passes through)
    • Diamond Skin - Now absorbs 59017 damage (up from 10853). Duration now 3 seconds (down from 6)
      • Crystal Shell - Now absorbs 118033 (up from 21707)
      • Enduring Skin - Now increases duration to 6 seconds (down from 9)
      • Diamond Shards - Now deals 863% damage (up from 210%). Damage changed to Arcane
    • Wave of Force - No longer has a cooldown. No longer slows enemies. Now deals 351% damage (up from 200%)
      • Impactful Wave - Reworked. Now reads: Wave of Force repels projectiles, knocks back nearby enemies and Slows them by 60% for 5 seconds. Wave of Force gains 5 second cooldown (previously: Increases the distance enemies are knocked back and Stuns all affected enemies for 2 seconds)
      • Force Affinity replaced by Debilitating Force - Now reads: Enemies hit deal 10% reduced damage for 10 seconds (previously: Reduce casting cost to 15 Arcane Power and the cooldown is reduced to 9 seconds)
      • Forceful Wave replaced by Arcane Attunement - Now reads: Each enemy hit increases the damage of your next Arcane spell by 2% (previously: Increases damage to 260% weapon damage as Physical, bu reduces Knockback)
      • Teleporting Wave replaced by Static Pulse - Now reads: Enemies hit by Wave of Force take 15% increased damage from Lightning for 4 seconds (previously: Enemies caught in the wave are teleported to a random location)
      • Exploding Wave replaced by Heat Wave - Now reads: Increase the damage to 427% weapon damage as Fire (previously: Enemies hit have a 40% chance to cause a smaller Wave of Force that deals 100% weapon damage as Physical and knocks back enemies caught in its wake)
    • Spectral Blade - Now deals 168% damage (up from 165%). Specifies attack hits enemies 15 yards in front of caster
      • Deep Cuts is now replaced by Flame Blades - Now reads: Each enemy hit increases the damage of your Fire spells by 1% for 3 seconds (previously: Enemies hit by the blade will bleed for an additional 45% weapon damage over 3 seconds)
      • Impactful Blades replaced by Barrier Blades - Moved to 4th Rune. Now reads: With each cast gain a protective shield for 3 seconds that absorb 5465 damage (previously: Hits slow the movement of enemies by 80% for 1 second)
      • Siphoning Blade - Moved to 2nd Rune. Now gains 5 Arcane Power (up from 3)
      • Healing Blades replaced by Ice Blades - Moved to 5th Rune. Now reads: Chilled enemies have a 5% chance to be Frozen and Frozen enemies have a 5% increased chance to be critically hit by Spectral Blade (previously: Whenever the blades do damage you are healed for 5% of the damage done)
      • Thrown Blade - Moved to 3rd Rune. Now also increases damage by 231% as Arcane
    • Arcane Torrent - Now deals 441% damage (up from 285%)
      • Death Blossom - Now deals 1117% damage (up from 670%)
      • Arcane Mines - Now deals 441% damage (up from 340%). Reduces movement and attack speed by 60% (up from 30%)
      • Cascade - No longer needs to kill enemies. Has 12.5% chance to fire missiles (down from 100%). Deals 441% damage (up from 285%)
    • Energy Twister - Now deals 769% damage (up from 360%)
      • Mistral Breeze - Now reduces cost by 28 (up from 20). Damage is now Cold
      • Gale Force - Reworked. Now reads: Enemies hit by Energy Twister take 15% increased damage from Fire for 4 seconds (previously: Increases the damage of Energy Twister to 468% weapon damage as Arcane)
      • Raging Storm - Now deals 1575% damage (up from 360%)
      • Wicked Wind - Now deals 527% damage (up from 252%)
      • Storm Chaser - Wind charges are now Lightning charges. Damage is 150% (up from 85%)
    • Ice Armor - Now Chills or Freezes for 3 seconds (up from 2). Lasts 4 minutes (up from 2)
      • Chilling Aura - Slow is now 80% (up from 30%)
      • Jagged Ice - Attackers now take 189% damage (up from 130)
      • Ice Reflect - Now has 40% chance (up from 25%)
      • Frozen Storm - Now permanently deals 11% damage (down from 30% over 3 seconds after casting)
    • Electrocute - Now deals 138% damage (up from 90%)
      • Chain Lightning - Affected enemies are now 10 (up from 6)
      • Forked Lightning - Now deals 44% damage (down from 55%)
      • Lightning Blast - Now deals 280% damage (up from 86%)
      • Surge of Power - Now gains 3 Arcane Power (up from 1)
      • Arc Lightning - Now deals 310% damage (up from 115%)
    • Slow Time - Now lasts 12 seconds (up from 8)
      • Miasma replaced by Time and Space - Moved to 2nd Rune. Now reads: Slow Time is now cast at your target's location up to 60 yards away (previously: Slow Time effects cling to enemies for 3 seconds after they have left the bubble)
      • Time Warp - Moved to 3rd Rune. Enemies now take 12.5% damage (down from 20%)
      • Time Shell - Moved to 1st Rune. Now also reduces cooldown to 12 seconds
      • Perpetuity replaced by Point of No Return - Now reads: Enemies that enter or leave the Slow Time area are stunned for 3.5 seconds (previously: Reduces the cooldown of Slow Time to 12 seconds)
      • Stretch Time - Attack Speed increase now 12.5% (up from 10%)
    • Storm Armor - Now does 147% damage (up from 100%). Lasts 4 minutes (up from 2)
      • Reactive Armor - Now deals 198% damage (up from 70%)
      • Thunder Storm - Now deals 194% damage (up from 130%)
      • Shocking Aspect - Now deals 51% damage (up from 35%)
    • Explosive Blast - Now deals 1021% damage (up from 225%). Changed to Arcane damage (from Physical)
      • Unleashed - Now reduces cost to 15 (up from 10)
      • Time Bomb - Now deals 1334% damage (up from 315%). Changed to Arcane damage (from Physical)
      • Short Fuse - Now deals 1021% damage (up from 225%). Changed to Fire damage (from Physical)
      • Chain Reaction - Now deals 335% damage (up from 97%). Changed to Fire damage (from Physical)
    • Magic Weapon
      • Force Weapon - Damage bonus is now 20% (up from 15%)
      • Venom replaced by Ignite - Now reads: Attacks burn enemies, dealing 32% weapon damage as Fire over 3 seconds (previously: Attacks poison enemies dealing 15% weapon damage as Poison over 3 seconds)
      • Blood Magic replaced by Deflection - Now reads: When you perform an attack, gain a protective shield for 3 seconds that absorbs 5465 damage (previously: Attacks recover 1.5% of damage caused as Life)
    • Hydra - Now deals 78% damage (up from 28%)
      • Arcane Hydra - Now deals 133% damage (up from 60%)
      • Lightning Hydra - Now deals 166% damage (up from 64%)
      • Venom Hydra replaced by Blazing Hydra - Now reads: Summon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing 130% weapon damage as Fire over 5 seconds. Burn damage can stack multiple times on the same enemy (previously: Summon a poison breathing Hydra that leaves a pool of acid that causes 18% weapon damage per second as Poison to enemies who remain in the pool)
      • Frost Hydra - Now deals 136% damage (up from 36%)
      • Mammoth Hydra - Now deals 215% damage (up from 67%)
    • Disintegrate - Now deals 393% (up from 220%)
      • Chaos Nexus - Moved to 4th Rune. Now deals 88% damage (up from 44%)
      • Volatility - Moved to 2nd Rune. Now deals 562% damage (up from 395%)
      • Entropy - Moved to 3rd Rune. Now deals 499% damage (up from 253%)
      • Intensify - Reworked. Now reads: Enemies hit by Disintegrate take 15% increased damage from Arcane for 4 seconds (previously: Damage increases slowly over time to inflict a maximum of 286% weapon damage as Arcane)
    • Familiar - Now deals 110% damage (up from 20%)
      • Sparkflint - Now increases damage by 10% (down from 12%)
      • Vigoron replaced by Icicle - Now reads: The Familiar's projectiles have a 35% chance to Freeze the enemy for 1 second (previously: While the Familiar is active you regenerate 620 Life per second)
      • Cannoneer - Now deals 203% damage (up from 20%)
    • Teleport - No longer costs Arcane Power.
      • Safe Passage - Now reduces damage taken by 46% (up from 30%) for 5 seconds (up from 4)
      • Calamity - Now deals 422% damage (up from 265%). Damage changed to Arcane (from Physical)
    • Mirror Image - Images now taunt your enemies for 1 second. Images Life is 50% of your Life (up from 25%). Specified that images' spells deal 10% of your damage
      • Simulacrum - Now increases their Life to 200% (up from 100%)
      • Duplicates - Summon 4 images (down from 5)
      • Mocking Demise - Deals 309% damage (up from 45%). Damage changed to Arcane (from Physical)
      • Extension of Will - Images' Life is now increased by 100% of your Life (down from 29%)
      • Mirror Mimics - Images now deal 20% more damage (up from 10%)
    • Meteor - Costs 40 Arcane Power (down from 50). Deals 506% damage (up from 260%). Periodic damage is now 169% (up from 60%)
      • Molten Impact - Moved to 5th Rune. Now deals 1934% (up from 390%). Periodic damage is now 646% (up from 90%)
      • Star Pact - Reduces cost to 30 (down from 35)
      • Meteor Shower - Moved to 4th Rune. Now deals 230% damage (up from 104%)
      • Comet - Moved to 3rd Rune. Now deals 596% damage (up from 312%). Now has a chance to freeze enemies for 1 second. Additional damage now 199% (up from 72%)
      • Liquefy replaced by Lightning Bind - Moved to 1st Rune. Now also roots enemies for 5 seconds on Critical impact. Damage changed to Lightning
    • Blizzard - Now deals 673% damage (up from 510%). Now specifies 12 yards radius
      • Grasping Chill - Movement speed reduction now 80 (up from 60%) for 2.5 seconds (down from 3)
      • Frozen Solid - Chance to freeze now 30% (up from 20%) for 4 seconds (up from 3)
      • Snowbound - Now reduces casting cost to 10 (down from 20)
      • Stark Winter - Now deals 818% damage (up from 510%)
      • Unrelenting Storm - Now deals 1143% damage (up from 680%)
    • Energy Armor - Now lasts 4 minutes (up from 2)
    • Archon - No longer costs Arcane Power. Now lasts 20 seconds (up from 15). Increases Armor and Resists by 50% (up from 40%). Each enemy killed now increases damage by 6% (previously increased Archon duration by 1 second)
      • Arcane Destruction - Now deals 6309% damage (up from 1600%)
      • Teleport - Cooldown is now 3 seconds (down from 10)
      • Slow Time - Slow Time is now permanent and envelops the Archon
      • Improved Archon - Now increases damage by 60% (up from 25%)
    • [New!] Black Hole - Cost 35 Arcane Power. Cooldown 8 seconds. Conjure a Black Hole at the target location that draws enemies to it and deals 376% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.
      • Supermassive - Increases the Black Hole radius to 20 yards and damage to 583% weapon damage as Lightning over 2 seconds
      • Absolute Zero - Each enemy you hit grants 12% increased damage for the next Cold spell you cast. Black Hole's damage turns to Cold
      • Even Horizon - The Black Hole also has a chance to absorb enemy projectiles and objects within 15 yards
      • Blazar - Conjure a Black Hole at the target location that draws enemies to it and deals 376% weapon damage as Fire over 2 seconds to all enemies within 15 yards. After the Black Hole disappears, an explosion occurs that deals 372% weapon damage as Fire to enemies within 15 yards
      • Spellsteal - Enemies hit by Black Hole deal 10% reduced damage for 3 seconds. Each enemy hit by Black Hole grants 1% increased damage for 3 seconds
    Passive Skills
    • Power Hungry - Reworked. Now reads: Being healed by a Health Globe causes the next Arcane Power Spender you cast to be cast for free. You can have up to 5 charges of Power Hungry (previously: Gain 30 Arcane Power whenever you are healed by a Health Globe)
    • Evocation - Now reduces cooldowns by 20% (up from 15%)
    • Illusionist - Added: When you use Mirror Image, Slow Time or Teleport your movement speed is increased by 30% for 3 seconds
    • Cold Blooded - Damage dealt is now 10% (down from 20%)
    • Conflagration - Burning targets now have a 6% chance to be Critically Hit (previously increased all damage done to them by 10%)
    • Paralysis - Now has 15% chance to Stun (up from 8%)
    • Galvanizing Ward - Reworked. Now grants a protective shield that absorbs 41530 damage if you haven't been hit the last 5 seconds (previously increased duration of armor spells to 120 seconds and gained 620 Life as long as a shield spell is active)
    • Critical Mass replaced by Dominance - Now reads: Killing an enemy grants a shield that absorbs 16394 damage for 5 seconds. This effect can stack up to 10 times. Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 1 second
    • [New!] Unwavering Will - Standing still for 2 seconds increases the following attributes: Armor: 20%; All Resistances: 20%; Damage: 10%
    • [New!] Audacity - You deal 20% additional damage to enemies within 15 yards
    • [New!] Elemental Exposure - Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. Elemental damage from weapons contributes to Elemental Exposure

    Tags News
    15
  • Friends & Family Beta Test Hotfixes

    • By overneathe Nov 26, 2013
    • Category IconNews
    • 27
    Friends & Family Beta Test Hotfixes
    The first small batch of hotfixes have been applied to the Friends & Family Beta!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Below you will find a list of hotfixes recently implemented in our Friends & Family Betathat address various bugs and mechanic tweaks. These have been implemented to encourage experimenting with other items, skills, or mechanics while we revisit them for the next patch.

    These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

    Adventure Mode
    • Completing individual bounties will no longer reward a Horadric Cache.
    • Completing all five Bounties in an Act now also provides Blood Shards.
    • Completing a Nephalem Rift now also rewards a Greater Horadric Cache.
    • The XP and Gold rewards from completing Bounties have been reduced; the new values at level 70 are 85,000 XP and 11,800 gold.
    Items
    • The following immunity Rings will no longer drop and have had their unique power disabled. Please note that immunity powers will be revisited in a later patch.
      • Obsidian Ring of the Zodiac
      • The Tall Man's Finger
      • Wyrdward
      • Rogar's Huge Stone
      • Rechel's Ring of Larceny
    • Solanium will now produce Health Globes on Crushing Blow less frequently.
    • Pride of Cassius has had its unique power disabled. Please note that this item's power will be revisited in a later patch.
    • Removing and re-socketing a Helm or Sword with a Diamond gem no longer continuously increases the CDR and Elite Damage bonus

    Classes
    Crusader
    • Active Skills
      • Heaven's Fury
        • Bug: Now properly deals 1500% weapon damage over 5 seconds.

    Wizard
    • Active Skills
      • Shock Pulse
        • Skill Rune - Living Lightning
          • Proc coefficient has been lowered from 0.2 to 0.042.
    • Passive Skills
      • Dominance
        • Duration increase amount reduced from 1 second to 0.5 seconds per stack.
        • Shield amount reduced from 27,323 to 16,394 (at level 70).
      • Paralysis
        • Stun chance reduced from 20% to 15%.
          • Bug: Fixed an issue where Electrocute was generating too many procs from Paralysis.
    Tags News
    27
  • Reaper of Souls Highlights: Difficulties, Paragon 2.0, Blue Posts

    • By overneathe Nov 25, 2013
    • Category IconNews
    • 15
    Reaper of Souls Highlights: Difficulties, Paragon 2.0
    In today's highlights we're going to give a bit of insight into how the difficulties and Paragon system have changed. Tomorrow you'll see the brand new addition of Clans and Communities as well as all the changed skills and runes and how they've changed.

    Previous Highlights:
    Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling




    Difficulties
    The difficulties in Reaper of Souls have been entirely revamped. There is no more Normal, Nightmare, Hell and Inferno or even Monster Power. They're now incorporated into a new system which you can switch before starting the game. The new difficulties offer some very nice rewards, but are also currently very hard.

    Summary
    • Normal, Nightmare, Hell and Inferno are gone. You don't unlock the difficulties consecutively and instead just choose them from a menu before starting the game, much like in any other game out there
    • You don't need to complete the campaign to unlock a difficulty. They are unlocked by character levels. For example Torment requires level 70
    • If the difficulty is too hard you can decrease it directly from the game, without exiting. To increase it you'll have to leave the game
    • Monster Power has been removed from the game and is incorporated into the new difficulties. Density right now is in a pre-1.0.8. state. It'll likely be balanced later into the Beta
    • There is no direct conversion of Monster Power to the new difficulties
    • New difficulties are Normal, Hard, Expert, Master and Torment, where Torment goes up to level VI (6) with a slider
    • Rewards for running on each difficulty:
      • Normal - No rewards
      • Hard - 75% Extra gold/xp
      • Expert - 100% Extra gold/xp, Bounties award double currency
      • Master - 200% Extra gold/xp, Bounties award double currency, New legendary recipes can drop
      • Torment - 300% Extra gold/xp, Bounties award double currency, New legendary recipes can drop, New legendary items can drop, 250% bonus legendary drop rate
      • Torment I-VI - Additional gold/xp/legendary drop rate per slider tick




    Paragon 2.0
    Paragon 2.0 is one of the changes that will come before Reaper of Souls, in the pre-expansion patch. The old Paragon bonuses have been removed and new, customizable ones, have been added. You are now given a nice amount of choices of how to build your character as you increase in Paragon levels.

    Overview
    • Current Paragon bonuses are removed. That means the stats and the Magic Find/Gold Find bonus
    • The experience of all your characters' current Paragon levels will be unified and recalculated into the new Paragon system. To see what Paragon level you will be in Reaper of Souls we've created this handy chart
    • Each new Paragon level reached gives 1 Paragon point to all your characters of that mode (Normal/Hardcore)
    • There are 4 tabs where you can spend your Paragon points - Core, Offensive, Defensive, Utility. Each with 4 stats to choose and increase
    • Currently as you gain a new Paragon level a stat is given to one of the tabs in a rotating manner. First you get a point for Core, then Offensive, then Defensive, then Utility, rinse repeat
    • As it stands right now Offensive, Defensive and Utility have a cap of 50 points into each stat. That means that at level 800 you will have all 3 tabs maxed out. Core on the other hand has no limit and will receive a new point for every level above 800
    • If you create a new level 1 character you can distribute all the Paragon points on him straight away
    Tabs and Stats
    • Core
      • Strength (5 per point)
      • Dexterity (5 per point)
      • Intelligence (5 per point)
      • Vitality (5 per point)
    • Offensive
      • Attack Speed (0.20% per point)
      • Critical Hit Chance (0.20% per point)
      • Critical Hit Damage (1.00% per point)
      • Cooldown Reduction (0.20% per point)
    • Defensive
      • Life (0.50% per point)
      • Armor (0.50% per point)
      • Dodge (0.20 per point)
      • Resist All (5 per point)
    • Utility
      • Maximums Resource (0.50 per point)
      • Magic Find (2.00% per point)
      • Movement Speed (0.50% per point)
      • Gold Pickup Radius (0.5 per point)











    The Future of Old Crafting Materials
    Players are concerned that their hard work in Diablo 3 so far has been for nothing due to old crafting materials not being used in Reaper of Souls recipes. This caused Veneras to post a huge explanation of how plans for the future of old materials look at the moment.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    I hope for a blue to answer this. From the streams it seems only brimstone is used of those mats we have now. My question is if we can upgrade 10 to 1 our current materials into ROS materials? Otherwise there is absolutely no reason to play anymore. You can farm exp, but it doesnt seem to yield many paragon levels account wide unless you farm several para100s. And if gold, current items AND mats dont matter in ROS, why play (other than to kill time)?
    That is actually a hard question to answer at this moment in time OioxFûl, because crafting in Reaper of Souls is still under development and as such is subject to change.

    One of the big goals with Loot 2.0 is to make items more exiting and feel more rewarding, and we would also very much like to reduce the "meh" factor as much as we can. So what we are aiming for is to make item upgrades, whether they come from monsters or crafting, feel like they are earned though rewarding gameplay.

    In that regards, we have some concerns about what might happen if people could hoard vanilla materials now for later conversion into RoS materials—If people could do such a conversion from old to new materials, then we think there would be a very real risk that people would near instantly craft their way to potential BiS gear shortly after the expansion is out, and thus if you could craft your way to the top right from the get go, then that would bypass or severely diminish the sense of progression and reward you would otherwise get from hunting for gear upgrades and crafting mats.

    When Reaper of Soul goes live, the current plan is to convert your existing original crafting materials into what is currently the Inferno crafting tier, which will let people continue to craft all the items that they have access to now. Then once people start seeing new item tiers past level 61, those items will then be salvageable into new crafting materials that can be used to craft level 61 to 70 items.

    Again, things may change, so this plan should not be considered as set in stone.
    Tags News
    15
  • Reaper of Souls Expansion Highlights: Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling, Blue Posts

    • By overneathe Nov 24, 2013
    • Category IconNews
    • 12
    Reaper of Souls Expansion Highlights: Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling
    Starting today we will be highlighting different parts of the Reaper of Souls expansion. We're starting out with Adventure Mode and it's main features - Bounties and Nephalem Rifts. Read on and expect a lot more in the coming day!




    Adventure Mode
    Adventure Mode is an alternative to the Campaign Mode that we've had in live Diablo 3. Instead of completing the story of the game the purpose of this mode is to let you play Diablo 3 immediately the way you want it. You can enter the game, complete a few objectives, get some nice rewards and log out in a matter of minutes. It's incredibly fun and will what people will be spending most of their time in come Reaper of Souls.



    You choose Adventure Mode before you enter the game as the rules are very different from Campaign. There are no checkpoints, no progression into the Acts, no quests. Instead you get to do one of 2 new things added to the game: Bounties and Nephalem Rifts. They are short and sweet and give a nice amount of rewards upon completion.

    In Adventure Mode the entire world of Sanctuary is unlocked. You can teleport to anywhere that has a waypoint. And from anywhere! That's right, you can open your map at any item, just select a waypoint in another Act and off you go.

    An additional thing that Blizzard thought some gamers might like is Gambling! Added with its own currency, Gambling works exactly like it does in Diablo II. Read below for all the details.




    Bounties
    Bounties are half of Adventure Mode right now. They are essentially very short quests, that fall into several types: Kill Boss, Kill Unique, Clear Dungeon, Complete Mini Quest. They show up on the new World Map and can be teleported to instantly. Bounties are meant to be completed pretty quickly - in a matter of minutes.

    Overview
    • Short quests that take very little time
    • Traveling across the whole world of Sanctuary keeps things fresh
    • Wide variety of Bounties

    Rewards
    • For completing a single bounty you receive a Horadric Cache.
      • Horadric Caches contain crafting reagents, Magic and Rare gear, gems, Blood Shards (See Mechanics) and a chance for a Legendary item
    • For completing all Bounties in an Act you receive a Greater Horadric Cache.
      • Greater Horadric Caches contain everything that normal Horadric Caches include, plus a greater chance of a Legendary item. They also drop roughly twice as much stuff as the lesser Caches






    Nephalem Rifts
    Nephalem Rifts are the other half of Adventure Mode. They are completely random instance that go several levels deep and offer some interesting combinations of monsters and bosses. To open e Nephalem portal you first need to obtain a Nephalem Key. These are dropped randomly across the world, by all monsters and also from Horadric Caches. Currently the reward for completing a Rift is only the loot that drops from last boss, but there are some veeery interesting events that might happen in these random instances, like we showed you yesterday.

    Overview
    • Completely random instances, that feature themes from all across Sanctuary
    • All enemies in the game, apart from bosses, can be considered as a type of monster for that level of a Rift. For example on a level you could have a combination of Goatmen, Dune Trashers, Succubi, Armaddons and, you know, Treasure Goblins.
    • As it currently works the theme of the entire Nephalem Rift is generated upon opening its portal. As you go deeper levels don't change theme. It's the same all the way down
    • Nephalem Shrines are special shrines that only appear in Nephalem Rifts. They are way overpowered! Here are some of them:
      • Shielding shrine, that makes you invulnarable to damage for 30 seconds
      • Shrine that increases all your damage by 400%
      • Speed shrine that gives you the maximum run speed
      • Lightning shrine that makes your character shoot lightning to all enemies and breakables he passes by and one-shots almost everything




    Blood Shards and Gambling
    Blood Shards are new currency that sits next to your gold in your inventory. You get a few of them by completing Bounties and also randomly through the Horadric Caches given as rewards from Bounties. There are currently two things you can buy with them: Greater Horadric Caches (for 100 Shards) or random items, a.k.a. Gambling.

    One of the new vendors offers Mysterious gear. It has random quality and random stats. Each piece of gear costs exactly 5 Blood Shards. The items currently offered are: 1H Weapon, 2H Weapon, Source, Mojo, Helm, Gloves, Boots, Chest Armor, Belt, Shoulders, Pants, Bracers, Shield, Amulet, Ring. Legendaries and Set items have been recorded to drop from multiple streamers, but Magic and Rare gear will be the majority of what you can get. Just like it worked in Diablo II!






    Blue Posts

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Crushing Blow
    One of the things the developers have expressed that they'd like to see is that Crushing Blow is competitive with stats like Increased Attack Speed, Critical Hit Chance, or Critical Hit Damage. However, if it clearly trumps all of those stats in every situation then it might need to re-evaluated. Keeping in mind that higher difficulties will have greater monster health pools, do you think the current version of Crushing Blow will compete with IAS, CHC, and CHD? (Blue Tracker / Official Forums)

    Nephalem Rifts
    Nephalem Rifts are completely randomized as far as featuring different content from Acts I-V—random interior and exterior areas, random layouts, random lighting and weather, random monsters, and a random boss encounter at the end. Each Nephalem Rift dungeon has a random number of levels, up to ten.

    Kill guardian minions then kill Guardian?
    Currently, all Nephalem Rifts require the player to kill a number of monsters to get the Rift Guardian to spawn, who is a random boss. Sometimes this happens before you've reached the final level, but not always.

    am i the only one that really really likes rifts? i would prefer them over bounties, if the bounties didnt give so much stuff
    We're currently working on tuning the rewards for Nephalem Rifts. We know there isn't a balance in the rewards at the moment, but our goal is to bring them in line so players feel like there are reasons to do whatever they find fun. (Blue Tracker / Official Forums)

    Bounties in Coop
    There are some great questions in this thread about joining Adventure Mode games that are already in progress, and how much participation is required for Bounty rewards. I didn't know the answer to all of these questions at first, so I did some testing in the Reaper of Souls Friends and Family Beta, and got some input from the developers.

    Here's what I found out. Bounties (and their set progress) are synchronized for everyone in the party. So you're group will have the same objectives, and the same progress made towards those objectives. Completing a Bounty set by dropping into a game that's mid-session is currently possible, and the rewards for doing so will need a tuning pass at some point. It's definitely a work in progress, but that's how it's currently operating. (Blue Tracker / Official Forums)
    Tags News
    12 latest comment by krypplingur Jump to Comment
  • [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary Screenshots

    • By overneathe Nov 23, 2013
    • Category IconNews
    • 28
    [Spoiler] Reaper of Souls Secret Level
    Be warned, this is a major spoiler. Do not read further if you don't want to be spoiled.

    Well it turns out, as you progress into the Nephalem Rifts, there's a slim chance you might end up in a level that is inhabited by certain humanoid bovine creatures. Yep. Check out the video below for their full glory.

    Also relevant, if you happen to not know, the person in the video is none other than KingKongor. He's a pretty famous Diablo III streamer and has released quite a lot of quality material since the start of the game. He also happens to be preparing for a 24 hour marathon! Check out his stream here.





    New Demon Hunter Visual Tier
    Blizzard have released a visual Tier set for the Demon Hunter in Reaper of Souls! It features, what seem like, Diablo inspired horns. It also reminds slightly of a World of Warcraft set as well.





    Over 140 Legendary Screenshots
    We took our time and we managed to get over 140 screenshots of Legendary items from Reaper of Souls. They are as high level as possible, preferably with the minimum and maximum rolls displayed on the tooltip and surprisingly, most are new! And no, these are not all of the Legendary items, not even close. But that's what we managed to find so far.

    Tags News
    28
  • Diablo III - Reaper of Souls: Complete List of Set Bonuses!, Reaper of Souls Blue Post Roundup: Lots of information!

    • By Molster Nov 22, 2013
    • Category IconNews
    • 22
    Diablo III - Reaper of Souls: Complete List of Set Bonuses!
    Hello everyone once again! Today we bring you some more awesome datamined info! One of the best things about Diablo is the loot/items. Sadly items are a little more tricky to datamine - But fear not! Now that the beta is live we finaly have real items to compare our output with, and I am happy to say we now can output items!

    So for today - here is a list of all the set bonuses as they are right now on the beta. Keep in mind these can change at any time!

    IMPORTANT NOTE: There are up to THREE version of each set
    This means you will see some of the sets up to three times. However the X1 Versions are what we will see in-game if it is not legacy. Also some Sets in the "BASE" section are unique to it



    DiabloFans Quote:


    Expansion [x1 Tag]

    Bul-Kathos's Glory
    • 2 pieces: [+130 Strength] [+5 maximum Fury] [You occasionally Whirlwind furiously.]
    Danetta's Creed
    • 2 pieces: [Vault now costs 8 Hatred instead of Discipline.]
    Chantodo's Return
    • 2 pieces: [+130 Intelligence] [Reduces damage from Elites by 7%]
    Shenlong's Noble Path
    • 2 pieces: [+130 Dexterity] [Increases Spirit regeneration by 0.3333333 per second] [Chance to hurl a ball of pure energy when attacking.]
    Manajuma's Ornaments
    • 2 pieces: [+130 Intelligence] [Grants 5 Mana per Kill] [You are surrounded by a deadly Poison Cloud.]
    Natalya's Solace
    • 2 pieces: [Critical Hit chance increased by 7%]
    • 3 pieces: [+130 Dexterity]
    • 4 pieces: [+20 maximum Discipline]
    Immortal King's Legend
    • 2 pieces: [+60 Resistance to all elements]
    • 3 pieces: [Reduces damage from melee attacks by 4%]
    • 5 pieces: [Call of the Ancients last until they die.]
    Tal Rasha's Sacrifice
    • 2 pieces: [Fire skills deal 3% more damage.]
    • 3 pieces: [Lightning skills deal 3% more damage.]
    • 4 pieces: [Cold skills deal 3% more damage.] [Increases Arcane Power regeneration by 2 per second]
    Inna's Grandeur
    • 2 pieces: [+130 Dexterity]
    • 3 pieces: [Increases Spirit regeneration by 0.3333333 per second]
    • 4 pieces: [Gain the base effect of all four Mantras at all times.]
    Zunimassa's Whispers
    • 2 pieces: [+130 Intelligence]
    • 3 pieces: [+55 Resistance to all elements]
    • 4 pieces: [Your Fetish Army lasts until they die.]
    Endless Path
    • 2 pieces: [+100 Vitality] [Critical Hit damage increased by 50% ]
    Legacy of Wicked Dreams
    • 2 pieces: [+15% Extra Gold From Monsters] [15% Better Chance of Finding Magical Items] [This ring sometimes summons a Skeleton when you attack.]
    Blackthorne's Armor
    • 2 pieces: [+100 Vitality]
    • 3 pieces: [Increases damage versus Elites by 6%]
    • 4 pieces: [15% Better Chance of Finding Magical Items] [+15% Extra Gold From Monsters] [Reduces damage from Elites by 7%]
    Born's Command
    • 2 pieces: [Monster kills grant +200 Experience.] [+20% Life]
    Cain's Destiny
    • 2 pieces: [Attack Speed increased by 8%]
    • 3 pieces: [100% Better Chance of Finding Magical Items] [Increases experience rewarded per kill by 50%]
    Captain Crimson's Trimmings
    • 2 pieces: [Regenerates 1945 Life per Second]
    • 3 pieces: [+100 Resistance to all elements]
    Aughild's Dominion
    • 2 pieces: [Reduces damage from melee attacks by 7%]
    • 3 pieces: [Reduces damage from ranged attacks by 7%]
    Asheara's Vestments
    • 2 pieces: [+100 Resistance to all elements]
    • 3 pieces: [+20% Life] [Melee attackers take 3498 Holy Damage per hit]
    Guardian's Jeopardy
    • 2 pieces: [+975 Vitality] [Regenerates 1945 Life per Second]
    Demon's Hide
    • 2 pieces: [Melee attackers take 3498 Fire Damage per hit]
    • 3 pieces: [5.1% Chance to Fear on Hit]
    • 4 pieces: [+15% Damage to Demons] [Chance to reflect projectiles when you are hit by enemies.]
    Sage's Journey
    • 2 pieces: [+975 Intelligence] [+975 Strength] [+975 Dexterity] [+975 Vitality]
    Hallowed Protectors
    • 2 pieces: [Attack Speed increased by 8%] [+100 Resistance to all elements]
    Ninja Set
    • 2 pieces: [Your Spike Traps lure enemies to them.]
    • 4 pieces: [Automatically cast Smoke Screen when you fall below 25% Life. This effect may occur once every 30 seconds.]
    Earthquake Set
    • 2 pieces: [Reduce the cooldown of Earthquake every time it kills an enemy.]
    • 4 pieces: [Cause an Earthquake when you land after using Leap.]
    Thorns Set
    • 2 pieces: [Melee attackers take 4000 Damage per hit]
    • 4 pieces: [Your Thorns damage now hits all enemies in a 15 yard radius.]
    Golden Oxen Set
    • 2 pieces: [+500 Vitality]
    • 4 pieces: [+500 Strength]
    • 5 pieces: [Enables all Furious Charge runes.]



    DiabloFans Quote:



    Base [No Tags]

    Bul-Kathos's Children
    • 2 pieces: [+100 Strength] [+5 maximum Fury]
    Danetta's Oath
    • 2 pieces: [+130 Dexterity] [Increases damage versus Elites by 3%]
    Chantodo's Legacy
    • 2 pieces: [+60 Resistance to all elements] [Regenerates 245 Life per Second]
    Shenlong's Defense
    • 2 pieces: [+130 Dexterity] [Increases Spirit regeneration by 0.3333333 per second]
    Manajuma's Ritual
    • 2 pieces: [+130 Intelligence] [Grants 5 Mana per Kill]
    Natalya's Wrath
    • 2 pieces: [Critical Hit chance increased by 7%]
    • 3 pieces: [+130 Dexterity]
    • 4 pieces: [Increases Discipline regeneration by 2 per second]
    Immortal King
    • 2 pieces: [+60 Resistance to all elements]
    • 3 pieces: [Reduces damage from melee attacks by 2%]
    • 5 pieces: [Gain 5 Life per Fury spent] [+5 maximum Fury]
    Tal Rasha's Wrappings
    • 2 pieces: [Adds 3% fire damage]
    • 3 pieces: [Adds 3% lightning damage]
    • 4 pieces: [Adds 3% cold damage]
    Inna's Majesty
    • 2 pieces: [+130 Dexterity]
    • 3 pieces: [Increases Spirit regeneration by 0.3333333 per second]
    • 4 pieces: [Gain 10 Life per Spirit spent]
    Zunimassa's Spirit
    • 2 pieces: [+130 Intelligence]
    • 3 pieces: [+55 Resistance to all elements]
    • 4 pieces: [Grants 10 Mana per Kill]
    Endless Journey
    • 2 pieces: [+100 Vitality] [Critical Hit damage increased by 50% ]
    Legacy of Nighttime Whispers
    • 2 pieces: [+15% Extra Gold From Monsters] [15% Better Chance of Finding Magical Items]
    Blackthorne's Regalia
    • 2 pieces: [+100 Vitality]
    • 3 pieces: [Increases damage versus Elites by 2%]
    • 4 pieces: [5% Better Chance of Finding Magical Items] [+5% Extra Gold From Monsters]
    Born's Aegis
    • 2 pieces: [Monster kills grant +20 Experience.] [+2% Life]
    Cain's Honor
    • 2 pieces: [Attack Speed increased by 2%]
    • 3 pieces: [10% Better Chance of Finding Magical Items]
    Captain Crimson's Attire
    • 2 pieces: [Regenerates 20 Life per Second]
    • 3 pieces: [+20 Resistance to all elements]
    Aughild's Treasured
    • 2 pieces: [Reduces damage from melee attacks by 2%]
    • 3 pieces: [Reduces damage from ranged attacks by 2%]
    Asheara's Bindings
    • 2 pieces: [+30 Resistance to all elements]
    • 3 pieces: [2.5% Damage Dealt is Converted to Life] [Melee attackers take 300 Holy Damage per hit]
    Guardian's Regalia
    • 2 pieces: [+110 Vitality] [Regenerates 130 Life per Second]
    Demon's Carapace
    • 2 pieces: [Melee attackers take 999 Fire Damage per hit]
    • 3 pieces: [1.1% Chance to Fear on Hit]
    • 4 pieces: [+3% Damage to Demons]
    Sage's Wisdom
    • 2 pieces: [+35 Intelligence] [+35 Strength] [+35 Dexterity] [+35 Vitality]
    Hallowed Armaments
    • 2 pieces: [Attack Speed increased by 5%] [+40 Resistance to all elements]
    Bul-Kathos's Glory
    • 2 pieces: [+130 Strength] [+5 maximum Fury] [You occasionally Whirlwind furiously.]
    Danetta's Creed
    • 2 pieces: [+130 Dexterity] [Increases damage versus Elites by 3%]
    Chantodo's Return
    • 2 pieces: [+130 Intelligence] [Reduces damage from Elites by 7%]
    Shenlong's Noble Path
    • 2 pieces: [+130 Dexterity] [Increases Spirit regeneration by 0.3333333 per second] [Chance to hurl a ball of pure energy when attacking.]
    Manajuma's Ornaments
    • 2 pieces: [+130 Intelligence] [Grants 5 Mana per Kill] [You are surrounded by a deadly Poison Cloud.]
    Natalya's Solace
    • 2 pieces: [Critical Hit chance increased by 7%]
    • 3 pieces: [+130 Dexterity]
    • 4 pieces: [+20 maximum Discipline]
    Immortal King's Legend
    • 2 pieces: [+60 Resistance to all elements]
    • 3 pieces: [Reduces damage from melee attacks by 4%]
    • 5 pieces: [Gain 5 Life per Fury spent] [+5 maximum Fury] [Increases Fury Generation by 2]
    Tal Rasha's Sacrifice
    • 2 pieces: [Fire skills deal 3% more damage.]
    • 3 pieces: [Lightning skills deal 3% more damage.]
    • 4 pieces: [Cold skills deal 3% more damage.] [Increases Arcane Power regeneration by 2 per second]
    Inna's Grandeur
    • 2 pieces: [+130 Dexterity]
    • 3 pieces: [Increases Spirit regeneration by 0.3333333 per second]
    • 4 pieces: [Gain 10 Life per Spirit spent] [ Reduces resource cost of Sweeping Wind by 70 Spirit.]
    Zunimassa's Whispers
    • 2 pieces: [+130 Intelligence]
    • 3 pieces: [+55 Resistance to all elements]
    • 4 pieces: [Grants 10 Mana per Kill] [Increases Mana regeneration by 20 per second]
    Endless Path
    • 2 pieces: [+100 Vitality] [Critical Hit damage increased by 50% ]
    Legacy of Wicked Dreams
    • 2 pieces: [+15% Extra Gold From Monsters] [15% Better Chance of Finding Magical Items] [This ring sometimes summons a Skeleton when you attack.]
    Blackthorne's Armor
    • 2 pieces: [+100 Vitality]
    • 3 pieces: [Increases damage versus Elites by 6%]
    • 4 pieces: [15% Better Chance of Finding Magical Items] [+15% Extra Gold From Monsters] [Reduces damage from Elites by 7%]
    Born's Defiance
    • 2 pieces: [Monster kills grant +20 Experience.] [+2% Life]
    Cain's Fate
    • 2 pieces: [Attack Speed increased by 2%]
    • 3 pieces: [10% Better Chance of Finding Magical Items] [Increases experience rewarded per kill by 30%]
    Captain Crimson's Finery
    • 2 pieces: [Regenerates 20 Life per Second]
    • 3 pieces: [+20 Resistance to all elements]
    Aughild's Victory
    • 2 pieces: [Reduces damage from melee attacks by 2%]
    • 3 pieces: [Reduces damage from ranged attacks by 2%]
    Asheara's Uniform
    • 2 pieces: [+30 Resistance to all elements]
    • 3 pieces: [2.5% Damage Dealt is Converted to Life] [Melee attackers take 300 Holy Damage per hit]
    Guardian's Contingency
    • 2 pieces: [+110 Vitality] [Regenerates 130 Life per Second]
    Demon's Skin
    • 2 pieces: [Melee attackers take 999 Fire Damage per hit]
    • 3 pieces: [1.1% Chance to Fear on Hit]
    • 4 pieces: [+3% Damage to Demons] [Chance to reflect projectiles when you are hit by enemies.]
    Sage's Plight
    • 2 pieces: [+35 Intelligence] [+35 Strength] [+35 Dexterity] [+35 Vitality]
    Hallowed Defenders
    • 2 pieces: [Attack Speed increased by 5%] [+40 Resistance to all elements]



    DiabloFans Quote:



    1xx Tag [Possibly Legacy, not sure]

    Bul-Kathos's Glory
    • 2 pieces: [+130 Strength] [+5 maximum Fury] [You occasionally Whirlwind furiously.]
    Danetta's Creed
    • 2 pieces: [+130 Dexterity] [Increases damage versus Elites by 3%]
    Chantodo's Return
    • 2 pieces: [+130 Intelligence] [Reduces damage from Elites by 7%]
    Shenlong's Noble Path
    • 2 pieces: [+130 Dexterity] [Increases Spirit regeneration by 0.3333333 per second] [Chance to hurl a ball of pure energy when attacking.]
    Manajuma's Ornaments
    • 2 pieces: [+130 Intelligence] [Grants 5 Mana per Kill] [You are surrounded by a deadly Poison Cloud.]
    Natalya's Solace
    • 2 pieces: [Critical Hit chance increased by 7%]
    • 3 pieces: [+130 Dexterity]
    • 4 pieces: [+20 maximum Discipline]
    Immortal King's Legend
    • 2 pieces: [+60 Resistance to all elements]
    • 3 pieces: [Reduces damage from melee attacks by 4%]
    • 5 pieces: [Gain 5 Life per Fury spent] [+5 maximum Fury] [Increases Fury Generation by 2]
    Tal Rasha's Sacrifice
    • 2 pieces: [Fire skills deal 3% more damage.]
    • 3 pieces: [Lightning skills deal 3% more damage.]
    • 4 pieces: [Cold skills deal 3% more damage.] [Increases Arcane Power regeneration by 2 per second]
    Inna's Grandeur
    • 2 pieces: [+130 Dexterity]
    • 3 pieces: [Increases Spirit regeneration by 0.3333333 per second]
    • 4 pieces: [Gain 10 Life per Spirit spent] [ Reduces resource cost of Sweeping Wind by 70 Spirit.]
    Zunimassa's Whispers
    • 2 pieces: [+130 Intelligence]
    • 3 pieces: [+55 Resistance to all elements]
    • 4 pieces: [Grants 10 Mana per Kill] [Increases Mana regeneration by 20 per second]
    Endless Path
    • 2 pieces: [+100 Vitality] [Critical Hit damage increased by 50% ]
    Legacy of Wicked Dreams
    • 2 pieces: [+15% Extra Gold From Monsters] [15% Better Chance of Finding Magical Items] [This ring sometimes summons a Skeleton when you attack.]
    Blackthorne's Armor
    • 2 pieces: [+100 Vitality]
    • 3 pieces: [Increases damage versus Elites by 6%]
    • 4 pieces: [15% Better Chance of Finding Magical Items] [+15% Extra Gold From Monsters] [Reduces damage from Elites by 7%]
    Born's Defiance
    • 2 pieces: [Monster kills grant +20 Experience.] [+2% Life]
    Cain's Fate
    • 2 pieces: [Attack Speed increased by 2%]
    • 3 pieces: [10% Better Chance of Finding Magical Items] [Increases experience rewarded per kill by 30%]
    Captain Crimson's Finery
    • 2 pieces: [Regenerates 20 Life per Second]
    • 3 pieces: [+20 Resistance to all elements]
    Aughild's Victory
    • 2 pieces: [Reduces damage from melee attacks by 2%]
    • 3 pieces: [Reduces damage from ranged attacks by 2%]
    Asheara's Uniform
    • 2 pieces: [+30 Resistance to all elements]
    • 3 pieces: [2.5% Damage Dealt is Converted to Life] [Melee attackers take 300 Holy Damage per hit]
    Guardian's Contingency
    • 2 pieces: [+110 Vitality] [Regenerates 130 Life per Second]
    Demon's Skin
    • 2 pieces: [Melee attackers take 999 Fire Damage per hit]
    • 3 pieces: [1.1% Chance to Fear on Hit]
    • 4 pieces: [+3% Damage to Demons] [Chance to reflect projectiles when you are hit by enemies.]
    Sage's Plight
    • 2 pieces: [+35 Intelligence] [+35 Strength] [+35 Dexterity] [+35 Vitality]
    Hallowed Defenders
    • 2 pieces: [Attack Speed increased by 5%] [+40 Resistance to all elements]





    Reaper of Souls Blue Post Roundup
    A lot has been said about Reaper of Souls in the last 2 days, especially since the Friends and Family Beta is out. Here is a pretty big portion of the Blue Posts that have been written and hopefully you'll be able to find answers to some of your questions. If now, you can always ask us here, on the forums, or join us on Twitch when we're back live and we'll do our best to provide you with an answer.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Bounties System Explained
    I read that bounties are non-repeatable quests, so it sounds like once you've exhausted the bounties, there won't be anything left for you to do in the game.
    They're non-repeatable in that particular instance of the game. If you leave the game and create a new one, however, the bounties for each Act repopulate. Which bounties are present are randomly generated each time you create a new game, so there should be a wealth of options to explore (including the fully randomized Nephalem Rifts).(Blue Tracker / Official Forums)

    Level Randomizations
    One of the things Reaper of Souls has a big focus on is offering a lot of variety to players. For example, Act V offers a huge amount of map randomization, Bounties send players to several different locations in any given Act, and Nephalem Rifts offer endless replayability with fully randomized dungeons, monsters, weather, and lighting. The result of that effort is that players explore Sanctuary in new and exciting ways while gaining experience and finding treasure.

    Edit: To answer your question, though, Acts I-IV will not be fully randomized like Act V is, but there will be a wide variety of places to explore for new and old characters. (Blue Tracker / Official Forums)

    The Fate of Pre-RoS Legendaries
    After Blizzcon we now know that all future legendaries are going to become BoA with a brief window of trading available for those in the game where it dropped, but what of the pre-existing legendaries?
    Are they going to remain unbound until enchanted or modified?
    Will they automatically become bound when Loot 2.0 drops?
    This is a good question, and I'm sure you're not the only one wondering about it. We have no plans to make legacy Legendary items bind on account as of current design, and we'll be sure to quickly let you know if that changes. Also, it's probably a good idea for me to clarify that "legacy Legendary" in this case means any Legendary that drops before our pre-expansion patch. (Blue Tracker / Official Forums)

    Difficulty Dependant Achievements
    A quick question here! Though I like the new implementation of the difficulty levels, I'm wondering what will happen to all the achievements like: "Beat Diablo in HC / Armageddon"
    Will they stay in the game (archived) or just be converted to a new achievement like "Beat Diablo in HC / Torment" ?
    Achievements that currently have a difficulty component related to them will be changed into a Feat of Strength for Reaper of Souls. This way you'll still have the recognition of having already completed the task, but we'll have room to implement the new versions too. (Blue Tracker / Official Forums)

    Plans Will Not Scale to Level
    legacy crafts legendary items will it scale to my level??
    lets say i craft cain's set at lvl 70.. will it be lvl 70 item? :o
    Plans will not scale to level. So, a level 70 character crafting an item level 60 pattern will still result in a level 60 item. There will be new higher level patterns available for level 70 crafting.

    The stats on that item, however, is otherwise subject to the smart drop system and will roll stats appropriate to the character crafting it (so, Strength for a Barbarian, Intelligence for a Wizard, and so forth).

    Wait... can I change the stats of my crafts using the mystic? like re-roll
    Crafted gear can be enchanted by the Mystic just like a dropped item can - meaning you can change one of the rolled stats on the item to something else, and that one stat can be rerolled as many times as you wish.

    When you say, "There will be new higher level patterns available for level 70 crafting", do you mean that post-RoS we will be able to find Level 70 versions of existing plans, or that there will be entirely brand new plans of items we haven't seen before?
    Leveling up the Blacksmith in Reaper of Souls will unlock new recipes for 4-6 property items at all new item tiers. In addition, we're bringing forward many of the existing legendary and set crafting plans and upgrading them to level 70. The Cain's Fate set is one such example. When you acquire this new pattern, you can use it to craft the items at level 70 with appropriate level 70 bonuses. As we've talked about before, these items will also smart roll to the character who is currently crafting them (so a Wizard who’s crafting will generate items with Intelligence on them).

    We're also tinkering with some legendary plans to theme them up a bit. Crafting certain items, especially legendaries, should feel like they take a real journey to acquire, and targeted slaying with a variety of goals is an important part of the Diablo experience. To this end, some legendary patterns will require specific materials in order to craft them, and these materials will drop off of certain monsters. If we go back to the Cain's Fate set as an example, one of the crafting materials required is an item that only drops from Maghda. There’s a variety of these kinds of patterns, and I hope you’re as excited as I am about collecting and crafting them all. =)

    *Edited for typo and clarity*

    However, i was kinda let down by the whole Hellfire ring. I mean, you need to find plans for the ring, find plans for the machines, collect 9 keys, make 3 machines, open 3 portals, kill 6 ubers, get 3 organs,...in order to make 1 ring.
    We learned a lot from the Infernal Machines and Hellfire Ring content, and the crafting changes mentioned above are the result of that learning process. In addition, it allows us the opportunity to iterate on this content for Reaper of Souls.

    With that in mind, what do you think works best about the Infernal Machines and Hellfire Ring? If we were to create a level 70 version of this event, are there any changes you’d like to see? (Blue Tracker / Official Forums)

    Crusader-Specific Gear
    Flails are indeed the class-specific item for Crusaders. They're part of the iconic imagery for our newest class, just as the hand crossbow is for the Demon Hunter or Mighty Weapons are for the Barbarian.

    Like many class specific items, Crusader Shields will likely provide unique stats on Legendary versions directly related to the Crusader's skills and passives.
    Indeed. Crusaders also have class-specific shields available to them. (Blue Tracker/ Official Forums)

    The Future of Multiplayer
    Currently, we have MP0-10... It is already super spread out and hard to find a group for things,ESPECIALLY on hardcore mode.
    Now with RoS, we have different game modes and pretty much the same amount of difficulty modes.
    I really worry RoS will suffer the same multiplayer issues the current version has. We need to be able to queue up for multiple difficulties.
    It's true that Reaper of Souls will have a Campaign and Adventure Mode (you can read a bit more about Adventure Mode here), but you should still see a healthy pool of multiplayer games. We anticipate a lot of players will spend most of their farming time in Adventure Mode, which is typically when/where players will want to group up, and you'll be able to join a clan or community for even more social options.

    To answer your question specifically, though, there are nine different difficulty levels (Normal, Hard, Expert, Master [unlocks at level 60], and Tormet I-V [unlocks at level 70]) and currently you’ll only be able to select one difficulty whenever queuing for Public Games. This is because, right now, there’s a pretty significant difficulty jump between each setting. We’ll definitely keep an eye on things, and if finding games becomes a problem then we’ll be sure to communicate that to the developers. (Blue Tracker / Official Forums)

    Enchanting of Current and New Rares
    All of the enchanting pictures are about the legendaries but not rare items. Also, even tho future lvl70 rare items can be enchanted, I'm still not sure whether that will apply to current good rare items such as gloves or ammies.Rares, both current and new, will be able to enchanted. =) Enchanting restrictions currently include:
    • Each item may only have one property slot changed.
    • Special qualities inherent to an item (like Movement Speed on Lacuni Prowlers, for example) cannot be changed.
    • Enchanting an item makes that item Bind on Account.
    Will I be able to add new statistics ?
    Enchanting does not allow you to add another statistic to an item - it only allows you to reroll/exchange a single stat currently on an item for a different stat. Hope that provides a little more clarification about the feature.

    Is that how it will work or I can only have one affix enchanted on each item?
    You may only ever change one property on an item with Enchanting. The property you choose to change, however, can be rerolled as much as you like.

    Say you are a Barbarian and you have an item with 80 strength but would rather have 150 which say is the max roll on that item. Can you do that?
    You can, but bear in mind that would prevent you from rerolling any other stat on that item in the future.

    My account was hacked rolled-back months ago and my gears are now BoA. Can the gears still be enchanted? I know this question may not be a concern for many people.
    Still a legitimate concern! Yes, you should be able to enchant items you currently have, regardless of whether or not they are already Bind on Account. This does not affect their eligibility. (Blue Tracker / Official Forums)

    The Level of Difficulty on Different Difficulties
    My main concern - it is TOO easy on Master difficulty lvl. I was given 199 paragon lvl and equiped a hellfire ring and now any elite pack is killed in less than a second. That is a way too much. Please, give some challenge for high paragon guys like me by allowing to choose higher difficulty levels beyond Master from the start without having to reach lvl 60-70.
    Another issue - it is not clear to me which items a salvageable and which are not. Please make it more clear.
    Crusader's clash sounds from his skills are a bit too harsh and sharp for my ears. Please, make them softer.
    Thanks for the feedback about Crusader sounds, and salvageable items. I'll be sure to pass that feedback a long for you.

    Currently, unlocking difficulties is a little confusing, but there is a way to start your Crusader on higher setting. Normal, Hard, and Expert difficulties are available right at the beginning, but Master and Torment unlock when one of your characters reaches 60 and 70 respectively. However, those difficulties are available for all of your characters once you've unlocked them. I know that playing a character up to 70 might be a little inconvenient for you, but you might find that playing your Crusader on a higher difficulty was worth it.

    We're definitely interested in your feedback on the difficulty settings, though, and I'll be sure to keep an eye on this thread. (Blue Tracker / Official Forums)

    Crusader Weapons
    So what type of 2 handed items will he be able to wield.
    So far we know 2hand flails will be able but what else?
    Swords been seen in 1hand options gameplay viid's.
    Any ideas?
    Also what more types will be able for 1 hand?
    flail / sword been seen. But does an axe, dagge or, mace count aswell?
    We wanted to make the Crusader a walking arsenal of war, so they're able to wield almost any melee weapon that's not class specific. Here's a list of weapons they can use.

    *Note: Crusaders are unable to dual wield, but are able to carry a 2-handed weapon in one hand (and a shield in the other!) when using the Heavenly Strength passive.

    *Edited to add Mace weapons to the list.
    • One or Two-Handed Flail
    • One or Two-Handed Axe
    • One or Two-Handed Sword
    • One or Two-Handed Mace
    • Dagger
    • Polearm
    • Spear
    No mace+shield combo? Seems a bit odd.
    I forgot to add them in my original list. Sorry everyone, bad goatman! (Blue Tracker / Official Forums)
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    22
  • Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of Souls

    • By Molster Nov 20, 2013
    • Category IconNews
    • 47

    Paragon EXP Chart: Levels 1 - 2000
    Hello everyone! It's been a long time since we last talked about Paragon EXP. All the way back in August of 2012 when we first leaked the full EXP chart up to level 100.

    There has been some changes to the first 100 levels, but this time the chart goes up to 2000 (keep in mind, there is no limit). Currently in this chart, once you reach level 1500 - every level there after needs 2,147,483,647 per level.

    This time around, to get level 1000, you will need a total of 726,480,000,000 Exp. Let the grinding begin! (click the picture to see the full sheet!)
     




    Posted Image





    Paragon Points Tabs
    Also remember now with RoS - Paragon levels give your Paragon Points that you can spend!
     

    Posted Image Posted Image Posted Image


    Posted Image




    DiabloFans Reaper of Souls Livestream
    We're streaming the RoS beta Live on Twitch! Tune in to see awesomeness in action! Several legendaries dropped already!

     

    Tags News
    47 latest comment by Machado Jump to Comment
  • DiabloFans Reaper of Souls Livestream

    • By overneathe Nov 19, 2013
    • Category IconNews
    • 13

    DiabloFans Reaper of Souls Livestream
    We're streaming the RoS beta Live on Twitch! Tune in to see awesomeness in action! Several legendaries dropped already!


    Check out latest news post for stream!




    Reaper of Souls Beta Screenshots and Videos
    Don't forget to constantly refresh our other topic with screenshots and videos. Click on the banner to go to it.
     

    Posted Image

     

    Tags News
    13
  • Reaper of Souls Beta Screenshots and Videos

    • By overneathe Nov 19, 2013
    • Category IconNews
    • 24
    Important: Expect tons of new content from in-game and check this post constantly for updates!

    Reaper of Souls Beta Screenshots and Videos
    Click on thumbnails to view full size images.

















    Arcane Orb Runes
    Tags News
    24
  • Friends and Family Beta Test Underway

    • By overneathe Nov 19, 2013
    • Category IconNews
    • 14
    Reminder: Check out our latest RoS Datamine: New and Changed Passive Effects, Difficulty Rewards, Gem Tiers, New Achievements, Game Options, Class Changes

    Friends and Family Beta Test Underway
    Important: We're starting to gather content right in this moment, so stay tuned!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    The Diablo® III: Reaper of Souls™ Friends and Family Beta is now underway!
    In the past, participants in this particular phase of public testing usually only include friends and relatives of Blizzard employees. With Reaper of Souls, however, we've decided to buck that trend and extend invites to valued media contacts and key members of the Blizzard community. We're also inviting 3,000 of our most active Diablo III players from around the world who've opted in for beta testing—something we've never done for any Friends and Family Beta test before!
    Participants in the Reaper of Souls Friends and Family Beta are not required to abide by a non-disclosure agreement (NDA). As a result, you may see coverage in the form of articles, videos, streams, and forum posts appear over the next few weeks regarding various features and changes in the expansion. When reviewing this coverage, please keep in mind that the Friends and Family Beta is still an early glimpse at Reaper of Souls, which means that all content is subject to change before release. We also encourage you to be mindful of story spoilers, as the Friends and Family Beta includes the entire expansion, excluding the final boss fight.

    Reaper of Souls Closed Beta Coming Soon
    Our Friends and Family Beta is just the first step of public testing, and by the end of the year we will be moving into Closed Beta. Since our Reaper of Souls Closed Beta test will also feature all content in the expansion (again, excluding the final boss fight), invitations will be extremely limited. However, we’ll continue handpicking community members to invite to the Closed Beta and bringing in additional players through opt-ins to ensure that all of our features like the Crusader, Mystic, and Adventure Mode get the testing they deserve.


    If you’re interested in participating in the Reaper of Souls Closed Beta, please make sure you’ve opted-in for beta testing. You can do this by adjusting your Beta Profile Settings under the Account Management section of your Battle.net Account. Please note that opting in to the Reaper of Souls Closed Beta will not guarantee you access, but it will at least give you a chance at joining our beta test.

    Public Test Region Access Also Coming Soon
    Around the same time we begin our Reaper of Souls Closed Beta, we will also be launching our Public Test Region (PTR) for Patch 2.0.1! This patch will feature updates including Paragon 2.0, Loot 2.0, our new difficulty system, the addition of Clans and Communities, as well as balancing and tuning for all five Diablo III classes.

    Anyone with the Battle.net Desktop App and Diablo III license will be able to participate in PTR testing. If don't already have the Battle.net App, you can download and install it by clicking the button below.

    DOWNLOAD THE BATTLE.NET APP

    We'll have more information on how to access the Public Test Region when it launches. In the meantime, if you'd like more information on the Battle.net App, check out our FAQ and be sure to send us your feedback using the Battle.net App Open Beta Forum.

    We're incredibly excited about kicking off our public tests for Reaper of Souls, and look forward to collecting your feedback. The End of Days is coming!
    Tags News
    14
  • New Internal Patch: New and Changed Passive Effects, Difficulty Rewards, Gem Tiers, New Achievements, Game Options, Class Change

    • By overneathe Nov 19, 2013
    • Category IconNews
    • 27
    New Internal Patch: New and Changed Passive Effects, Difficulty Rewards, Gem Tiers, New Achievements, Game Options, Class Changes

    SPOILERS AHEAD - We have strings, items, class changes, you name it.
    THINGS WILL CHANGE BEFORE LIVE - This is clearly a super early not ready for release build - A lot of class strings are even missing.
    DATAMINING CAN HAVE ERRORS - We are dealing with unknown and new formats, stuff can be crazy.




    Update: Some great pictures have been found!

    New Gem Tiers: Imperial, Flawless Imperial, Royal, Flawless Royal. The 5th gem is a Diamond by the way. Also note that the first row is a redrawn Marquise Gem.

    "Normal" Item Graphics

    Adventure Mode Splash


    Caldeum at night!

    "What's New"

    Act V Map!




    New and Changed Passive Effects, Difficulty Rewards, Gem Tiers
    A whole lot of new and changed Item Passives added. Communities have been added. Difficulty rewards have been implemented. What looks like Collector Edition items are now also in the client! Also much, much more! These are all subject to change and they will change. Do not take them for final implementation.


    DiabloFans Quote:


    ItemPassivePowerDescriptions.txt (NEW)
    • ItemPassive_Unique_Ring_686_x1 - Every time you are hit by a projectile, automatically shoot a homing rocket for 500% weapon damage at the attacker.
    • ItemPassive_Unique_Ring_687_x1 - Blessed Shield bounces to 3 additional enemies.
    • ItemPassive_Unique_Ring_688_x1 - Shield Glare now hits all enemies around you.
    • ItemPassive_Unique_Ring_689_x1 - Reduce the cost of Shield Bash to 15 Wrath.
    • ItemPassive_Unique_Ring_690_x1 - Enemies affected by Provoke take double damage from Thorns.
    • ItemPassive_Unique_Ring_691_x1 - Iron Skin also increases your Block Value by 50%.
    • ItemPassive_Unique_Ring_692_x1 - Every successful block has a 50% chance to reduce all cooldowns by 1 second.
    • ItemPassive_Unique_Ring_693_x1 - Shield Bash no longer causes you to charge to the enemy.
    • ItemPassive_Unique_Ring_694_x1 - When you block, you have up to a 15% chance to Stun the attacker for 1.5 seconds based on your current Wrath.
    • ItemPassive_Unique_Ring_695_x1 - Heavenly Strength no longer reduces your movement speed.
    • ItemPassive_Unique_Ring_696_x1 - Smite will now also be cast at a second nearby enemy.
    • ItemPassive_Unique_Ring_697_x1 - Fist of the Heavens has a 50% chance to also be cast at your location.
    • ItemPassive_Unique_Ring_698_x1 - Casting Consecration causes a smaller Consecration to also be cast beneath all of your allies.
    • ItemPassive_Unique_Ring_699_x1 - Killing an enemy while Judgment is active reduces the cooldown of Judgment by 2 seconds.
    • ItemPassive_Unique_Ring_700_x1 - Doubles the duration of Steed Charge.
    • ItemPassive_Unique_Ring_701_x1 - Casting Justice increases your movement speed by 20% for 2 seconds.
    • ItemPassive_Unique_Ring_702_x1 - Removes the resource cost of Blessed Shield.
    • ItemPassive_Unique_Ring_703_x1 - All Condemned enemies also trigger Condemn's explosion.
    • ItemPassive_Unique_Ring_704_x1 - Enemies killed while Akarat's Champion is active turn into Phalanx Avatars for 10 seconds.
    • ItemPassive_Unique_Ring_705_x1 - Sweep Attack grants 4 additional Wrath per enemy hit.
    • ItemPassive_Unique_Ring_706_x1 - Every 60 seconds, gain a random Law for 60 seconds.
    • ItemPassive_Unique_Ring_707_x1 - Gain two additional rays of Heaven’s Fury.
    • ItemPassive_Unique_Ring_708_x1 - Double the number of Bombardment impacts.
    • ItemPassive_Unique_Ring_709_x1 - The cooldown of Rain of Vengance is reduced by 1 second for every enemy you kill.
    • ItemPassive_Unique_Ring_710_x1 - Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is a 15 second cooldown for each damage type.
    • ItemPassive_Unique_Ring_712_x1 - Picking up gold gold grants experience.
    • ItemPassive_Unique_Ring_714_x1 - Chance to proc a demonic spell.
    • ItemPassive_Unique_Ring_716_x1 - Companion calls all companion types to your side.
    • ItemPassive_Unique_Ring_717_x1 - Sentries cast your equipped Hatred spenders.
    • ItemPassive_Unique_Ring_721_x1 - Enables Furious Charge - Bull Rush.
    • ItemPassive_Unique_Ring_722_x1 - Enables Furious Charge - Dreadnought.
    • ItemPassive_Unique_Ring_726_x1 - Soul Harvest consumes your damage over time effects on enemies, instantly dealing their remaining damage.
    • ItemPassive_Unique_Ring_711_x1 - You are immune to Desecrator, Molten, and Plagued monster types.
    • ItemPassive_Unique_Ring_713_x1 - Your followers occasionally come to your aid.
    • ItemPassive_Unique_Ring_715_x1 - Doubles the chance to find Demonic Essence.
    • ItemPassive_Unique_Ring_718_x1 - Enables all Furious Charge runes.
    • ItemPassive_Unique_Ring_719_x1 - Enables Furious Charge - Merciless Assault.
    • ItemPassive_Unique_Ring_720_x1 - Enables Furious Charge - Stamina.
    • ItemPassive_Unique_Ring_723_x1 - While a Combat Staff is equipped, all damage is increased by 20%.
    • ItemPassive_Unique_Ring_724_x1 - Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for [{VALUE1} * 100]% weapon damage as Holy.
    • ItemPassive_Unique_Ring_725_x1 - Whenever you teleport to an enemy, release lightning at all nearby enemies for 100% weapon damage.
    • ItemPassive_Unique_Ring_727_x1 - Enables all Archon runes.
    • ItemPassive_Unique_Ring_728_x1 - Enables Archon - Slow Time.
    • ItemPassive_Unique_Ring_729_x1 - Enables Archon - Teleport.
    • ItemPassive_Unique_Ring_730_x1 - Enables Archon - Pure Power.
    • ItemPassive_Unique_Ring_731_x1 - Enables Archon - Arcane Destruction.
    • ItemPassive_Unique_Ring_732_x1 - When you die, a meteor falls from the sky and revives you. This effect has a 300 second cooldown.
    • ItemPassive_Unique_Ring_733_x1 - Enemies killed by Fire damage explode and set nearby enemies on Fire, dealing 300% weapon damage over 5 seconds.
    • ItemPassive_Unique_Ring_734_x1 - Every time you spend primary resource, you gain 10% increased attack speed for 5 seconds. This effect stacks up to 5 times.
    • ItemPassive_Unique_Ring_735_x1 - Your resource spenders deal 50% more damage while you are at full resource.
    • ItemPassive_Unique_Ring_736_x1 - Reduce the cost of all abilities by 50% while Akarat's Champion is active.
    • ItemPassive_Unique_Ring_737_x1 - Reduce the cooldown of Akarat's Champion by 50%.
    • ItemPassive_Unique_Bow_015_x1 - [{VALUE1} * 100]% chance to cluck when attacking.
    • ItemPassive_Unique_Mojo_010_x1 - You are surrounded by a deadly Poison Cloud.
    • ItemPassive_Unique_Fist_010_x1 - Chance to hurl a ball of pure energy when attacking.
    ItemPassivePowerDescriptions.txt (CHANGED)
    • ItemPassive_Unique_Ring_514_x1 - Reduce the cooldown of Slow Time to 5 seconds. (Previously emanated a Slow Time bubble around you)
    • ItemPassive_Unique_Ring_519_x1 - Prevent all Arcane damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
    • ItemPassive_Unique_Ring_525_x1 - Enemies you kill have a 5% additional chance to drop a health globe. (Down from 20%)
    • ItemPassive_Unique_Ring_544_x1 - Prevent all Cold damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
    • ItemPassive_Unique_Ring_545_x1 - Prevent all Fire damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
    • ItemPassive_Unique_Ring_546_x1 - Prevent all Holy damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
    • ItemPassive_Unique_Ring_547_x1 - Prevent all Lightning damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
    • ItemPassive_Unique_Ring_548_x1 - Prevent all Poison damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
    • ItemPassive_Unique_Axe_2H_012_x1 - Killing enemies and destroying objects has a chance to grant 20% of your maximum primary resource. (Previously after 20 kills you explode for 400% weapon damage as Fire)
    • ItemPassive_Unique_Boots_020_x1 - Gain 500 Life regeneration per Second for each second you stand still. This effect stacks up to 8 times. (Previously increased damage by 20% for 3 seconds when stationary)
    • ItemPassive_Unique_Helm_017_x1 - Your resource costs are reduced by 30% after not taking damage for 5 seconds. (Previously increased primary attribute by 10%, but reduced the others by 5%)
    • ItemPassive_Unique_Dagger_103_x1 - Gain 100% Critical Hit Chance against enemies at full health. (Previously poisoned enemies with higher % Life than you and made them take 20% additional damage increased damage for 5 seconds)
    • ItemPassive_Unique_Ring_575_x1 - Heal for 5% of your missing Life when you kill an Undead enemy. (Down from 10%)
    • ItemPassive_Unique_Ring_590_x1 - Enemies hit by knockbacks suffer 25% more damage for 3 seconds when they land. (Previously 100% knockback skills got an increase in knockback distance and a 50% damage boost)
    • ItemPassive_Unique_Ring_609_x1 - Lesser enemies are now lured to your Meteor impact areas. (Previously Meteor homed in on enemies)
    • ItemPassive_Unique_Ring_611_x1 - 25% chance for enemies killed by Frost damage to release a Frost Nova. (Previously Frost Nova could be cast at your enemy)
    • ItemPassive_Unique_Ring_613_x1 - Enemies damaged by Black Hole are also slowed by 80% for 3 seconds. (Up from 50%, duration added)
    • ItemPassive_Unique_Ring_618_x1 - Locust Swarm also Slows enemies by 60%. (Previously Locust Swarm lasted forever)
    • ItemPassive_Unique_Ring_628_x1 - Leap can be cast again within 2 seconds before the cooldown begins. (Previously Leap had 3 charges)
    • ItemPassive_Unique_Ring_657_x1 - Smite now jumps to 3 additional enemies. (Previously "flail" surges to an additional enemy)
    • ItemPassive_Unique_Ring_662_x1 - 20% chance on being hit by an Undead enemy to charm it for 2 seconds. (Hit chance added, duration added)
    • ItemPassive_Unique_Ring_664_x1 - When there are 5 enemies within 8 yards of you, gain an absorb shield for 30% of your maximum Life for 5 seconds. This effect has a 30 second cooldown. (Cooldown added, duration of shield added)
    • ItemPassive_Unique_Ring_667_x1 - When you kill a Fallen, you have a 10% chance to charm all other nearby Fallen. (Chance component added)
    • ItemPassive_Unique_Ring_670_x1 - Lightning damage has a 15% chance to stun for 1.5 seconds. (Chance component and stun duration added)
    • ItemPassive_Unique_Ring_671_x1 - Increase duration of stun effects by 50%. (Previously increased duration by 1 second)
    • ItemPassive_Unique_Ring_672_x1 - 2% chance on killing a demon to gain a random Shrine effect. (Exact chance added)
    • ItemPassive_Unique_Ring_674_x1 - Gain 50% increased run speed for 4 seconds after Fearing an enemy. (Run speed % and duration added)
    • ItemPassive_Unique_Ring_675_x1 - 50% chance to spawn a Nephalem Glory globe when you Blind an enemy. (Exact chance added)
    • ItemPassive_Unique_Ring_683_x1 - Knockback nearby enemies every 3.5 seconds. (Exact timer added)
    • ItemPassive_Unique_Ring_685_x1 - Opening a chest grants 100% increased damage for 10 seconds. (Down from 30 seconds)
    Bnet_GameSettings.txt
    • DifficultySelector_Description_1 - *75% Extra gold/xp
    • DifficultySelector_Description_2 - *100% extra gold/xp
    • *Bounties award double currency
    • DifficultySelector_Description_3 - *200% extra gold/xp
    • *Bounties award double currency
    • *New legendary recipes can drop in this difficulty
    • DifficultySelector_Description_4 - *300% extra gold/XP
    • *Bounties award double currency
    • *New legendary recipes can drop in this difficulty
    • *New legendary items can drop in this difficulty
    • *250% bonus legendary drop rate
    • *Additional gold/XP/legendary drop rate per slider tick
    • DifficultySelector_Description_5 - Legendary drop rates are doubled.
    • DifficultySelector_Help_0 - Start here if you're new to Diablo or haven't played in several months.
    • DifficultySelector_Help_1 -This level is recommended for players who've acquired several pieces of rare equipment in Reaper of Souls.
    • DifficultySelector_Description_0 - *This is the baseline Diablo III experience.
    • DifficultySelector_Help_2 - This level is recommended for players who have optimized their equipment further with the right gems and enchantments.
    • DifficultySelector_Help_3 - This level is recommended for players who have mastered their hero's skills and have several pieces of legendary equipment.
    • DifficultySelector_Help_4 - Only adventurers with the highest level of skill and gear should consider this difficulty.
    • Difficulty_3_Locked -This difficulty is locked until you get at least one hero to level 60
    Items.txt
    • Unique_Helm_Promo_01_x1 - CE Tyrael Helm
    • Unique_Helm_Promo_02_x1 - CE Malthael Helm
    • Unique_CeremonialDagger_Promo_01_x1 - CE Ceremonial Dagger
    • Unique_Fist_Promo_01_x1 - CE Fist
    • Unique_Flail_1H_Promo_01_x1 - CE Flail 1H
    • Unique_HandXBow_Promo_01_x1 - CE HandXBow
    • Unique_Mighty_2H_Promo_01_x1 - CE Mighty 2H
    • Unique_Orb_Promo_01_x1 - CE Wizard Orb
    • Unique_Sword_1H_Promo_01_x1 - CE Sword 1H
    Bnet_Profile.txt
    • LadderLevel - Level
    • LootRunsCompleted - Loot Runs Completed:
    • BountiesCompleted - Bounties Completed:
    • HighestHardcoreParagon - Highest Hardcore Paragon:
    Bnet_Tooltips.txt
    • HeroCreateSeasonCheckbox - This hero can compete in the Seasonal Ladder.
    • GameModePlayGameContentLevelMismatchMyself - You are not eligible to play the current game's content.
    • GameAccessLoweredDifficulty - You have recently changed the difficulty of this game. In order to open it to public, exit the game and create a new game with the preferred difficulty.
    • GameAccessLowestDifficulty - The game is currently set to the lowest difficulty. You must create a new game in order to increase the difficulty.
    Bnet_WhatsNew.txt
    • Title - New Features
    • New - New
    • InX1 - In Reaper of Souls
    • NewClass - New Class!
    • NewClassDesc - Impenetrable armor, gleaming weapons, and heavy damage. Wield the power of the Crusader, the unbreakable new hero of the mortal realms.
    • NewCampaign - New Campaign!
    • NewCampaignDesc - Battle against Malthael and a host of deadly new enemies throughout the all-new Act V.
    • NewMode - New Mode!
    • NewModeDesc - Explore the world of Sanctuary in an endlessly repeatable mode. Complete Bounties and open Nephalem Rifts to earn new rewards.
    • NewArtisan - New Artisan!
    • NewArtisanDesc - Customize your equipment by allowing it to take on different looks or reroll an item’s existing attributes.
    • InPatch - In Patch 2.0
    • WelcomeTo - Welcome To
    • X1Title - Reaper of Souls
    • PlayCampaign - Play Campaign Mode
    • PlayAdventure - Play Adventure Mode
    • Introducing - Introducing
    • Updated - Updated
    • NewLoot - Loot
    • 2.0
    • NewDifficulty - Difficulty
    • Settings
    • NewParagonLevelsDesc - Paragon levels no longer have a cap and Paragon XP is now shared among all of your characters.
    • Additionally, each level awards points that can be spent on improving your heroes’ attributes.
    • NewLootDesc - Sending the minions back to hell has never been more rewarding!
    • In addition to loot drops being of an overall better quality, a new smart-loot system means that these items are more likely to be useable by your hero’s class.
    • NewDifficultyDesc - The difficulty and monster power systems have been streamlined. Normal, Nightmare, and Hell no longer exist. Instead, monsters’ levels will now scale with your hero’s level.
    • NewParagonLevels - Paragon
    • Levels
    • NewSocialDesc -Create Clans with your friends to get access to a shared chat channel as well as receive notifications when they complete achievements or obtain legendary items
    • Communities allow you to be a part of larger groups such as fan sites and forums. Though you can only be a member of one clan at a time, you can join multiple communities.
    HeroDetails.txt
    • Faith_Cost_Reduction - Wrath Cost Reduction
    • SplashDamage - Splash Damage On Hit
    • TipFuryCostReduction - Fury Cost Reduction: {s1}
    • *Can be increased by items.
    • TipHatredCostReduction - Hatred Cost Reduction: {s1}
    • *Can be increased by items.
    • TipFaithCostReduction - Wrath Cost Reduction: {s1}
    • *Can be increased by items.
    • TipSpiritCostReduction - Spirit Cost Reduction: {s1}
    • *Can be increased by items.
    • TipArcanumCostReduction - Arcane Power Cost Reduction: {s1}
    • *Can be increased by items.
    • TipManaCostReduction - Mana Cost Reduction: {s1}
    • *Can be increased by items.
    • TipDisciplineCostReduction - Discipline Cost Reduction: {s1}
    • *Can be increased by items.
    • TipSplashDamage - Splash Damage On Hit: {s1}
    • *Can be increased by items.
    • *Attacks have a {s2} chance to deal {s3} damage to enemies within {s4} yards.
    • CrushingBlow - Crushing Blow Chance
    ItemDescriptions.txt
    • X1_PromoTransmogPlan_01
    • X1_PromoTransmogPlan_02
    • HoradricRelic - Some believe they are shards of the Worldstone, still others think them fragments of trapped demon souls, while a few are sure they are the crystallized blood of the ancients themselves.
    • HoradricCacheBonusAct - [PH] Contains more loot than a normal Horadric Cache
    • HoradricCacheA1 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
    • HoradricCacheA2 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
    • HoradricCacheA3 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
    • HoradricCacheA4 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
    • GreaterHoradricCache - The Horadrim gathered relics from the far reaches of the world. So many, in fact, that most were never identified.
    • CraftingPlan_Jeweler_GemCombine_Amethyst_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Amethyst into one Royal Amethyst.
    • CraftingPlan_Jeweler_GemCombine_Amethyst_18_19 - Teaches the Jeweler how to combine three Royal Amethyst into one Flawless Royal Amethyst.
    • CraftingPlan_Jeweler_GemCombine_Emerald_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Emerald into one Royal Emerald.
    • CraftingPlan_Jeweler_GemCombine_Emerald_18_19 - Teaches the Jeweler how to combine three Royal Emerald into one Flawless Royal Emerald.
    • CraftingPlan_Jeweler_GemCombine_Ruby_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Ruby into one Royal Ruby.
    • CraftingPlan_Jeweler_GemCombine_Ruby_18_19 - Teaches the Jeweler how to combine three Royal Ruby into one Flawless Royal Ruby.
    • CraftingPlan_Jeweler_GemCombine_Topaz_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Topaz into one Royal Topaz.
    • CraftingPlan_Jeweler_GemCombine_Topaz_18_19 - Teaches the Jeweler how to combine three Royal Topaz into one Flawless Royal Topaz.
    • CraftingPlan_Jeweler_GemCombine_Diamond_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Diamond into one Royal Diamond.
    • CraftingPlan_Jeweler_GemCombine_Diamond_18_19 - Teaches the Jeweler how to combine three Royal Diamonds into one Flawless Royal Diamond.
    ItemSets.txt
    • Earthquake_Set_x1 - Earthquake Set
    ItemTypeNames.txt
    • GreaterShard - Greater Shard
    UIToolTips.txt
    • Gold - {icon:gold} This is your gold. Don't spend it all in one place.
    • {icon:x1_shard} Blood Shards can be returned to Lorath or Kadala for powerful items.
    • BoundToGame - Tradable to the following accounts
    • OptionsShowItemTooltipsOnDrop_con - Briefly display the item icon when an item drops on the ground.
    • ItemTradableTime - for {HOURS} Hrs, {MINUTES} Mins, {SECONDS} Secs.
    Vendor.txt
    • TransmogrifyTooltipOriginalLook - {c:FF696969}Original
    • BountyGamble - Roll for fabulous prizes!
    • BountyGambleDescription - Trade Blood Shards for items!
    • SlotMachinePage - Blood Shard
    • Crafter_rank_11 - Exquisite





    Class Changes
    As per usual, a massive list of Class changes is here. Remember that all Class changes will change again as they have in all previous patches.


    DiabloFans Quote:


    Barbarian
    • DiabloWiki.com - Nerves Of Steel Nerves Of Steel Increase your Armor by [s]100[/s]50% of your Vitality.
    • DiabloWiki.com - Weapons Master Weapons Master Gain a bonus based on the weapon type of your main hand weapon: / Swords/Daggers: 8% increased damage / Maces/Axes: 5% Critical Hit Chance / Polearms/Spears: [s]10[/s]8% attack speed / Mighty Weapons: 3 Fury per hit
    • DiabloWiki.com - Brawler Brawler As long as there are 3 enemies within 8 yards, all of your damage is increased by [s]30[/s]20%.
    • DiabloWiki.com - Bash Bash
      • DiabloWiki.com - Clobber Clobber : Each hit has a [s]20[/s]25% chance to Stun the enemy for 1.5 seconds.
    • DiabloWiki.com - Ground Stomp Ground Stomp
      • DiabloWiki.com - Trembling Stomp Trembling Stomp : Enemies in the area also take [s]900[/s]680% weapon damage.
      • DiabloWiki.com - Jarring Slam Jarring Slam : Enemies hit have a [s]25[/s]10% chance to drop a health globe.
      • DiabloWiki.com - Foot of the Mountain Foot of the Mountain : Increase Fury generated [s]by 35[/s]to 40.
    • DiabloWiki.com - Hammer of the Ancients Hammer of the Ancients
      • DiabloWiki.com - Thunderstrike Thunderstrike : When you kill an enemy with Hammer of the Ancients, other enemies within 10 yards are stunned for [s]1.5[/s]2 seconds.
    • DiabloWiki.com - Sprint Sprint Cost: 20 Fury / Increase movement speed by [s]40[/s]30% for 3 seconds.
      • stat : Improves movement speed to [s]140[/s]130% for 3 seconds.
      • DiabloWiki.com - Marathon Marathon : Increase the movement speed bonus to [s]50[/s]40% for [s]5[/s]4 seconds.
    • DiabloWiki.com - Furious Charge Furious Charge Generate: 15 Fury / Cooldown: 10 seconds / Rush forward knocking back and dealing [s]480[/s]360% weapon damage to enemies along your path.
      • DiabloWiki.com - Battering Ram Battering Ram : Increase the damage [s]while charging [/s]to [s]1000[/s]760% weapon damage.
    • DiabloWiki.com - Wrath of the Berserker Wrath of the Berserker Cooldown: 120 seconds / Enter a berserker rage which raises several attributes for 20 seconds. / *Critical Hit Chance: 10% / *Attack Speed: 25% / *Dodge Chance: 20% / *Movement Speed: 20%
      • DiabloWiki.com - Insanity Insanity : While active gain [s]80[/s]60% increased damage.
      • DiabloWiki.com - Arreat's Wail Arreat's Wail : Activating Wrath of the Berserker deals [s]5000[/s]3200% weapon damage to all enemies within 12 yards.
      • DiabloWiki.com - Slaughter Slaughter : While active Critical Hits have a chance to cause an eruption of blood dealing [s]420[/s]280% weapon damage to enemies within 15 yards.
    • DiabloWiki.com - Earthquake Earthquake Cost: 50 Fury / Cooldown: 60 seconds / Shake the ground violently, dealing [s]3600[/s]3000% weapon damage as Fire over 8 seconds to all enemies within 18 yards.
      • DiabloWiki.com - Molten Fury Molten Fury : Increase Earthquake's damage to [s]6600[/s]5200% weapon damage as Fire.
      • DiabloWiki.com - Giant's Stride Giant's Stride : 20 secondary tremors follow your movement and deal [s]250[/s]200% weapon damage as Fire each.
      • DiabloWiki.com - Chilling Earth Chilling Earth : Create an icy patch, causing Earthquake to Freeze all enemies hit and deal Cold damage.
      • DiabloWiki.com - Path of Fire Path of Fire : Project 20 secondary tremors up to 12 yards ahead of you that deal [s]250[/s]200% weapon damage as Fire each.
    • DiabloWiki.com - Leap Leap Generate: 15 Fury / Cooldown: 10 seconds / Leap into the air, dealing [s]325[/s]180% weapon damage to all enemies within 8 yards of your destination and slowing their movement speed by 60% for 3 seconds.
      • DiabloWiki.com - Toppling Impact Toppling Impact : Increase the damage of Leap to [s]735[/s]450% and send enemies hurtling away from where you land.
      • DiabloWiki.com - Launch Launch : You leap with such great force that enemies within 8 yards of the takeoff point take [s]325[/s]180% weapon damage and are also slowed by 60% for 3 seconds.
    • DiabloWiki.com - Weapon Throw Weapon Throw
      • DiabloWiki.com - Throwing Hammer Throwing Hammer : Hurl a hammer with a [s]20[/s]30% chance to Stun the enemy for 1 seconds.
    • DiabloWiki.com - Rend Rend
      • DiabloWiki.com - Mutilate Mutilate : Affected enemies also have their movement speed reduced by [s]60[/s]80%.
    • DiabloWiki.com - Frenzy Frenzy
      • DiabloWiki.com - Smite Smite : Each hit has a [s]20[/s]25% chance to call down a bolt of lightning from above, stunning the enemy for 1.5 seconds.
      • http://diablowiki.com/[s]Triumph[/s]Berserk" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Triumph[/s]Berserk"/> [s]Triumph[/s]Berserk : [s]Killing an enemy with[/s]Increase the duration of the Frenzy [s]heals you for 8% of your maximum Life over 6[/s]effect to 10 seconds.
    • DiabloWiki.com - Call of the Ancients Call of the Ancients
      • DiabloWiki.com - The Council Rises The Council Rises : The Ancients deal [s]120[/s]200% weapon damage with each attack and gain 100% additional Armor.
      • DiabloWiki.com - Ancients' Fury Ancients' Fury : Gain [s]2[/s]3 Fury every time an Ancient deals damage.
    • DiabloWiki.com - Seismic Slam Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals [s]540[/s]550% weapon damage and 4 yard Knockback to enemies in a 45 yard arc.
      • DiabloWiki.com - Shattered Ground Shattered Ground : Increase damage to [s]670[/s]710% weapon damage and increase Knockback distance by 100%.
      • DiabloWiki.com - Stagger Stagger : Each hit has has a [s]60[/s]80% chance of stunning enemies for 1 second.
      • DiabloWiki.com - Cracking Rift Cracking Rift : Focus the seismic shockwaves along a narrow path to deal [s]880[/s]780% weapon damage to enemies along a 42 yard path.
    • DiabloWiki.com - Revenge Revenge
      • DiabloWiki.com - Retribution Retribution : Increase damage to [s]660[/s]480% weapon damage.
    • DiabloWiki.com - Overpower Overpower Cooldown: 12 seconds / Deal [s]600[/s]480% weapon damage to all targets within 9 yards. / Critical Hits have a chance to reduce the cooldown of Overpower by 1 second.
      • DiabloWiki.com - Killing Spree Killing Spree : Your Critical Hit Chance is increased by 10% for [s]6[/s]5 seconds.
      • DiabloWiki.com - Storm of Steel Storm of Steel : Throw up to 3 axes at nearby enemies that each deal [s]600[/s]480% weapon damage.
      • DiabloWiki.com - Revel Revel : Increase damage to [s]1200[/s]960% weapon damage.
    • DiabloWiki.com - Avalanche Avalanche
      • DiabloWiki.com - Glacier Glacier : [s](Advanced) [/s]Giant [s]spears[/s]blocks of ice hit and freeze enemies for 5 seconds.
      • DiabloWiki.com - Snow-Capped Mountain Snow-Capped Mountain : [s](Advanced) [/s]Cave[s] [/s]-in from both sides push monsters into a valley in front of you.
      • DiabloWiki.com - Obsidian Obsidian : Volcanic Eruption /[s] (Advanced)[/s] Chunks of molten lava rain down from the sky.
      • DiabloWiki.com - Golden Golden : Lahar /[s] (Advanced)[/s] Cooldown is reduced by 1 second for every 15 Fury spent.
      • DiabloWiki.com - Alabaster Alabaster : Tectonic Rift /[s] (Advanced)[/s] Store up to 3 charges of Avalanche at a time.
    • DiabloWiki.com - Killing Spree Killing Spree [s]Killing Spree[/s]
      • stat : [s]Killing 3 or more enemies in the same 0.5 seconds grants 30 Fury. / This effect has a 5 second cooldown.[/s]
      • desc : [s]"The faster your enemies fall, the shorter the battle, the greater the glory." ???Ancient barbarian wisdom[/s]
    • DiabloWiki.com - Earthen Might Earthen Might Earthen Might
      • stat : Gain 50 Fury when activating Avalanche or Earthquake.
      • desc : TEMP
    Demon Hunter
    • DiabloWiki.com - Vengeance Vengeance Blood Vengeance
      • stat : Your maximum Hatred is increased by 25. In addition, gain [s]20[/s]40 Hatred and [s]2[/s]4 Discipline when you are healed by a health globe.
    • DiabloWiki.com - Hot Pursuit Hot Pursuit Increase movement speed by [s]15%[/s]20% for 2 seconds when you [s]are at full Hatred[/s]hit an enemy.
    • DiabloWiki.com - Multishot Multishot
      • DiabloWiki.com - Burst Fire Burst Fire : Each time you fire, generate a shock pulse that damages nearby enemies within 12 yards for 160% weapon damage as [s]Arcane[/s]Physical.
    • DiabloWiki.com - Fan of Knives Fan of Knives Cooldown: 8 seconds / Throw knives out in a spiral around you, dealing [s]500[/s]450% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 seconds.
      • DiabloWiki.com - Assassin's Knives Assassin's Knives : Also throw long-range knives that deal [s]500[/s]450% weapon damage to 5 additional enemies.
      • DiabloWiki.com - Fan of Daggers Fan of Daggers : Enemies hit are knocked back and Stunned [s]1.5[/s]for 2 seconds.
      • DiabloWiki.com - Pinpoint Accuracy Pinpoint Accuracy : Increase cooldown to 12 seconds and increase damage to [s]1650[/s]1200% weapon damage.
    • DiabloWiki.com - Bolas Bolas
      • DiabloWiki.com - Thunder Ball Thunder Ball : When the bola explodes, it deals 160% weapon damage as Lightning and has a 35% chance to Stun the primary enemy for 1[s].5[/s] seconds.
    • DiabloWiki.com - Spike Trap Spike Trap Cost: 30 Hatred / Lay a trap that arms after 2 seconds and triggers when an enemy approaches. The trap has a 2 second re-arming time and can explode up to 3 times, each time dealing [s]200[/s]180% weapon damage to all enemies within 8 yards. / You can have a maximum of 3 Spike Traps active at one time.
      • DiabloWiki.com - Long Fuse Long Fuse : Increase the arming and re-arming time to 3 seconds but increases damage to [s]270[/s]300% weapon damage.
      • DiabloWiki.com - Echoing Blast Echoing Blast : Increase the damage of each explosion to [s]240[/s]250% weapon damage and turns the damage into Poison.
      • DiabloWiki.com - Sticky Trap Sticky Trap : Plant a bomb on an enemy rather than on the ground. After 2 seconds, the bomb explodes dealing [s]280[/s]680% weapon damage to all enemies within 8 yards.
      • DiabloWiki.com - Lightning Rod Lightning Rod : When the trap is triggered, it releases a pulse of lightning that will bounce to up to 3 enemies for [s]200[/s]280% weapon damage as Lightning.
    • DiabloWiki.com - Grenade Grenade Generate: 3 Hatred / Throw a grenade that bounces and explodes for [s]160[/s]180% weapon damage as Fire.
      • DiabloWiki.com - Gas Grenades Gas Grenades : Throw a gas grenade that explodes for [s]160[/s]180% weapon damage as Poison and leaves a cloud that deals an additional [s]95[/s]120% weapon damage as Poison over 3 seconds to enemies who stand in the area.
      • DiabloWiki.com - Cluster Grenades Cluster Grenades : Throw cluster grenades that deal [s]185[/s]200% weapon damage as Fire over a 36 yard radius.
      • DiabloWiki.com - Grenade Cache Grenade Cache : Throw out 3 grenades that explode for [s]160[/s]180% weapon damage as Fire each.
      • DiabloWiki.com - Stun Grenade Stun Grenade : Hurl a grenade that has a [s]25[/s]20% chance to Stun enemies for 1.5 seconds.
    • DiabloWiki.com - Chakram Chakram
      • DiabloWiki.com - Twin Chakrams Twin Chakrams : A second Chakram mirrors the first. Each Chakram deals [s]340[/s]220% weapon damage as [s]Physical[/s]Fire.
      • DiabloWiki.com - Razor Disk Razor Disk : The Chakram spirals out from the targeted location dealing [s]340[/s]380% weapon damage as [s]Arcane[/s]Physical to enemies along the path.
    • DiabloWiki.com - Cluster Arrow Cluster Arrow
      • DiabloWiki.com - Cluster Bombs Cluster Bombs : Launch a cluster through the air, dropping grenades in a straight line that each explode for [s]800[/s]600% weapon damage as Fire.
      • DiabloWiki.com - Dazzling Arrow Dazzling Arrow : Enemies hit by the grenades have a [s]75[/s]100% chance to be stunned for [s]2[/s]1.5 seconds. / Cluster Arrow's damage turns into Lightning.
    • DiabloWiki.com - Marked for Death Marked for Death Cost: 3 Discipline / Mark an enemy. The marked enemy takes [s]12[/s]20% additional damage for the next 30 seconds.
      • DiabloWiki.com - Grim Reaper Grim Reaper : [s]12[/s]15% of damage dealt to the marked enemy is also divided evenly among all enemies within 20 yards.
      • DiabloWiki.com - Mortal Enemy Mortal Enemy : Attacks [s]that [/s]you[s] and your allies[/s] make against the marked enemy generate [s]resources: / *Demon Hunter: 3[/s]4 Hatred[s] / *Barbarian: 2 Fury / *Crusader: 2 Wrath / *Monk: 3 Spirit / *Witch Doctor: 33 Mana / *Wizard: 4 Arcane Power[/s].
      • DiabloWiki.com - Death Toll Death Toll : Attackers heal for up to 1% of [s]the damage done to[/s]their maximum Life when damaging the marked enemy.
    • DiabloWiki.com - Sentry Sentry Cost: 30 Hatred / Cooldown: 6 seconds / Summon a turret that fires at nearby enemies for [s]240[/s]200% weapon damage. Lasts 30 seconds. / You may have 2 turrets active at a time.
      • DiabloWiki.com - Chain of Torment Chain of Torment : Create a chain between you and the Sentry and between each Sentry that deals [s]280[/s]240% weapon damage every second to each enemy it touches.
      • DiabloWiki.com - Spitfire Turret Spitfire Turret : The turret will also fire homing rockets at random nearby enemies for [s]100[/s]70% weapon damage as Fire.
    • DiabloWiki.com - Rain of Vengeance Rain of Vengeance Cooldown: 30 seconds / Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing [s]1800[/s]1500% weapon damage over 5 seconds to all enemies in the area.
      • DiabloWiki.com - Shade Shade : Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing [s]3600[/s]2800% weapon damage over 5 seconds to all enemies in the area.
      • DiabloWiki.com - Dark Cloud Dark Cloud : Launch a volley of guided arrows that rain down on enemies for [s]4000[/s]3200% weapon damage over 8 seconds.
      • DiabloWiki.com - Anathema Anathema : Summon a Shadow Beast that drops grenades from the sky dealing [s]6000[/s]5400% weapon damage over 8 seconds.
      • DiabloWiki.com - Flying Strike Flying Strike : Call a group of 8 Shadow Beasts to plummet from the sky at a targeted location dealing [s]480%[/s]3200% total weapon damage each and stunning enemies hit for 2 seconds.
      • DiabloWiki.com - Stampede Stampede : Summon a wave of 10 Shadow Beasts to tear across the ground, knocking back enemies and dealing [s]520%[/s]4400% total weapon damage[s] each[/s].
    • DiabloWiki.com - Impale Impale
      • DiabloWiki.com - Impact Impact : The impact causes Knockback and has a [s]40[/s]50% chance to Stun for 1.5 seconds.
    • DiabloWiki.com - Vengeance Vengeance Cooldown: 90 seconds / Turn into the physical embodiment of Vengeance for 15 seconds. / *Side Guns: Gain 4 additional piercing shots for [s]100[/s]75% weapon damage each on every attack. / *Homing Rockets: Shoot 4 rockets at nearby enemies for [s]50[/s]40% weapon damage each on every attack.
      • http://diablowiki.com/[s]Training Drone[/s]Dark Heart" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Training Drone[/s]Dark Heart"/> [s]Training Drone[/s]Dark Heart : [s]A mechanical contraption orbits[/s]Vengeance pours out of you, continuously dealing [s]460[/s]350% weapon damage per second to enemies around you.
      • DiabloWiki.com - Personal Mortar Personal Mortar : Launch 2 grenades at random enemies outside melee range every [s]second[/s]attack for [s]200[/s]175% weapon damage each.
      • DiabloWiki.com - Seethe Seethe : Gain [s]25[/s]15 Hatred per second.
    • DiabloWiki.com - Entangling Shot Entangling Shot Generate: 3 Hatred / Imbue an arrow with shadow energy that deals [s]140[/s]200% weapon damage to the primary enemy and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds. / When Entangling Shot hits an enemy, the Slow effect on all entangled enemies is refreshed.
      • DiabloWiki.com - Chain Gang Chain Gang : [s]Hit[/s]Entangle and Slow up to 4 enemies with each shot.
      • DiabloWiki.com - Shock Collar Shock Collar : [s]Strike[/s]Entangled enemies [s]with electrified chains that deal an additional 80[/s]take 100% weapon damage as Lightning over 2 seconds.
    Monk
    • DiabloWiki.com - Exalted Soul Exalted Soul Increase maximum Spirit by 100 and increase Spirit Regeneration by [s]1[/s]2 per second. / Spirit fuels your defensive and offensive abilities.
    • DiabloWiki.com - Sixth Sense Sixth Sense Your dodge chance is increased by an amount equal to [s]30[/s]42.5% of your Critical Hit Chance.
    • DiabloWiki.com - Mythic Rhythm Mythic Rhythm [s]Using[/s]Every third hit from a Spirit Generator [s]grants increased Spirit generation from Spirit Generators by 2, stacking up to 3 times. / Using a[/s]increases the damage of your next damaging Spirit Spender [s]consumes all stacks and has its damage increased [/s]by [s]7% for each stack consumed[/s]40%.
    • DiabloWiki.com - Momentum Momentum Moving 30 yards increases your damage by [s]20[/s]15% for 4 seconds.
    • DiabloWiki.com - Nirvana Nirvana Every 0.25 seconds you increase[s] your Spirit Regeneration by 2 and[/s] your damage by 5%, stacking up to 15 times. / Nirvana stacks reset when you hit an enemy.
      • desc : "Only in the ceaseless pursuit of purification can [s]enlightment[/s]enlightenment be achieved." ??? Patriarch Anisim
    • DiabloWiki.com - Fists of Thunder Fists of Thunder Generate: [s]8[/s]14 Spirit per attack / Teleport to your target and unleash a series of extremely fast punches that deal [s]121[/s]122% weapon damage as Lightning. / Every third hit deals [s]182[/s]183% weapon damage as Lightning split between all enemies in front of you.
      • stat : Damage increased to [s]121[/s]122% weapon damage as Lightning.
      • DiabloWiki.com - Quickening Quickening : Critical Hits generate an additional [s]12[/s]4 Spirit for each enemy hit.
      • DiabloWiki.com - Lightning Flash Lightning Flash : Increase your chance to Dodge by [s]20[/s]17]% for 3 seconds after each hit.
    • DiabloWiki.com - Deadly Reach Deadly Reach Generate: [s]7[/s]12 Spirit per attack / Project lines of pure force over a short distance for [s]103[/s]106% weapon damage as Physical. / Every third hit has a 10% chance to knock up enemies.
      • stat : Damage increased to [s]103[/s]106% weapon damage.
      • DiabloWiki.com - Piercing Trident Piercing Trident : Increases knock up chance to [s]30[/s]20% and the second and third hits gain increased area of effect.
      • DiabloWiki.com - Scattered Blows Scattered Blows : Every third hit randomly damages enemies within 25 yards for [s]150[/s]153% weapon damage as Lightning.
      • DiabloWiki.com - Strike from Beyond Strike from Beyond : Critical Hits generate an additional [s]6[/s]3 Spirit for each enemy hit.
    • DiabloWiki.com - Breath of Heaven Breath of Heaven Cooldown: 15 seconds / A blast of divine energy heals you and all allies within 12 yards for [s]16515[/s]8092 - [s]19818[/s]9744 Life. / Heal amount is increased by [s]100[/s]30% of your Health Globe Healing Bonus.
      • DiabloWiki.com - Circle of Scorn Circle of Scorn : Breath of Heaven also sears enemies for [s]80[/s]627% weapon damage as Holy.
      • DiabloWiki.com - Circle of Life Circle of Life : Increase the healing power of Breath of Heaven to [s]21469[/s]16185 - [s]25763[/s]19488 Life. / Heal amount is increased by [s]100[/s]30% of your Health Globe Healing Bonus.
      • DiabloWiki.com - Blazing Wrath Blazing Wrath : Breath of Heaven increases the damage of your attacks by [s]15[/s]10% for 45 seconds.
      • DiabloWiki.com - Infused with Light Infused with Light : Gain [s]8[/s]4 additional Spirit from Spirit generating attacks for 5 seconds after using Breath of Heaven.
      • DiabloWiki.com - Penitent Flame Penitent Flame : Enemies exposed to Breath of Heaven run away in Fear for [s]1[/s]3.5 seconds.
    • DiabloWiki.com - Cyclone Strike Cyclone Strike Cost: 50 Spirit / Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals [s]386[/s]261% weapon damage as Holy.
      • DiabloWiki.com - Sunburst Sunburst : Blast enemies with an explosion [s]of fire [/s]that [s]has a 50% chance to Fear enemies for 1.5 seconds[/s]deals 454% weapon damage as Fire.
      • DiabloWiki.com - Soothing Breeze Soothing Breeze : Cyclone Strike heals you and all allies within 24 yards for [s]3303[/s]4777 Life. / Heal amount is increased by [s]20[/s]17% of your Health Globe Healing Bonus.
      • DiabloWiki.com - Eye of the Storm Eye of the Storm : Reduce the Spirit cost of Cyclone Strike to [s]33[/s]26 Spirit.
    • DiabloWiki.com - Serenity Serenity
      • DiabloWiki.com - Peaceful Repose Peaceful Repose : When activated, Serenity heals you for [s]16515[/s]11395 - [s]20644[/s]12427 Life. / Heal amount is increased by [s]100[/s]40% of your Health Globe Healing Bonus.
    • DiabloWiki.com - Crippling Wave Crippling Wave Generate: [s]7[/s]12 Spirit per attack / Unleash a series of large sweeping attacks that deal [s]140[/s]143% weapon damage as Physical to all enemies in front of you. / Every third hit also dazes enemies around you within 11 yards, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.
      • DiabloWiki.com - Mangle Mangle : Increase damage to [s]213[/s]216% weapon damage as Physical.
    • DiabloWiki.com - Mantra of Healing Mantra of Healing Cost: 50 Spirit / Recite a Mantra that causes you and your allies within 60 yards to gain increased Life regeneration by [s]1651[/s]826 Life per Second. The heal amount is increased by [s]100[/s]30% of your Life per Second. Lasts 3 minutes. / For 3 seconds after activation Mantra of Healing shrouds you and your allies with a mystical shield that absorbs up to [s]2477[/s]9554 damage. Absorb amount is increased by 15% of your Health Globe Healing Bonus. / Only one Mantra may be active at a time.
      • DiabloWiki.com - Sustenance Sustenance : Increase the Life regeneration granted by Mantra of Healing to [s]3303[/s]1651 Life per Second. / Heal amount is increased by [s]100[/s]30% of your Life per Second.
      • DiabloWiki.com - Boon of Inspiration Boon of Inspiration : Mantra of Healing also heals [s]495[/s]551 Life when hitting an enemy. Heal amount is increased by [s]100[/s]20% of your Life per Hit.
    • DiabloWiki.com - Way of the Hundred Fists Way of the Hundred Fists Generate: [s]6[/s]12 Spirit per attack / Unleash a rapid series of punches that strike enemies for [s]205[/s]192% weapon damage as Physical.
      • stat : Damage increases to [s]205[/s]192% weapon damage.
      • DiabloWiki.com - Fists of Fury Fists of Fury : Perform a short dash to the first enemy and deal an additional [s]309[/s]871% weapon damage as Holy over [s]5[/s]3 seconds to enemies you hit.
      • DiabloWiki.com - Hands of Lightning Hands of Lightning : Increase the number of hits in the second strike from 7 to 10[s],[/s] and increasing damage to [s]293[/s]429% weapon damage as Physical.
      • DiabloWiki.com - Spirited Salvo Spirited Salvo : Every activation of the skill has a 40% chance to generate [s]12[/s]6 additional Spirit.
    • DiabloWiki.com - Mantra of Conviction Mantra of Conviction Cost: 50 Spirit / Recite a Mantra that causes all enemies within 30 yards of you to take [s]12[/s]10% additional damage. The Mantra lasts 3 minutes. / For 3 seconds after activation, the effect is increased to [s]24[/s]20% additional damage. / Only one Mantra may be active at a time.
      • DiabloWiki.com - Overawe Overawe : Increase the strength of Mantra of Conviction so that enemies take [s]24[/s]20% additional damage and [s]48[/s]30% for the first 3 seconds.
      • DiabloWiki.com - Dishearten Dishearten : Slow the movement of enemies within 30 yards by [s]60[/s]80%.
      • http://diablowiki.com/[s]Reclamation[/s]Annihilation" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Reclamation[/s]Annihilation"/> [s]Reclamation[/s]Annihilation : [s]When an enemy[/s]Enemies affected by Mantra of Conviction [s]is killed, your allies nearby gain 1% of maximum Life and 1[/s]have a 15% [s]of maximum resources[/s]increased chance to receive a Crushing Blow.
    • DiabloWiki.com - Dashing Strike Dashing Strike Cost: [s]25 Spirit[/s]1 Charge / Quickly dash up to 50 yards, striking enemies along the way for [s]327[/s]352% weapon damage as Physical. / You gain a charge every 6 seconds and can have up to 2 charges stored at a time.
      • DiabloWiki.com - Barrage Barrage : The last enemy you dash through is obliterated with a barrage of strikes, taking an additional [s]200[/s]259% weapon damage as Physical over 2 seconds.
      • DiabloWiki.com - Blinding Speed Blinding Speed : Gain 20% increased chance to Dodge for 3 seconds when using Dashing Strike. / Dashing Strike's damage changes to Cold.
      • DiabloWiki.com - Quicksilver Quicksilver : [s]Reduce the cost of Dashing Strike[/s]Increases maximum charges to [s]16 Spirit[/s]3.
      • DiabloWiki.com - Flying Side Kick Flying Side Kick : Perform a flying kick that has a [s]40[/s]15% chance to Stun enemies hit for 1 second.
    • DiabloWiki.com - Inner Sanctuary Inner Sanctuary Cooldown: 20 seconds / Create a runic circle of protection on the ground for 5 seconds that reduces all damage taken by [s]35[/s]55% for all allies inside.
      • DiabloWiki.com - Intervene Intervene : Dash to the target location, granting a shield that absorbs up to [s]2477[/s]13674 damage for 3 seconds to allies within 11 yards and then creating Inner Sanctuary. / Absorb amount is increased by [s]100[/s]28% of your Health Globe Healing Bonus.
      • DiabloWiki.com - Safe Haven Safe Haven : Allies inside Inner Sanctuary are healed for [s]4129[/s]2279 every second. / Heal amount is increased by [s]100[/s]30% of your Life per Second.
      • DiabloWiki.com - Forbidden Palace Forbidden Palace : Enemies inside Inner Sanctuary take 30% increased damage and have their movement speed reduced by [s]60[/s]80%.
    • DiabloWiki.com - Sweeping Wind Sweeping Wind Cost: 75 Spirit / Surround yourself in a vortex that continuously deals [s]43[/s]28% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 3 stacks for a total of [s]129[/s]84% weapon damage.
      • DiabloWiki.com - Blade Storm Blade Storm : Intensify the vortex, increasing the damage per stack to [s]58[/s]42% weapon damage. This increases the damage with 3 stacks to [s]174[/s]126% weapon damage.
      • DiabloWiki.com - Inner Storm Inner Storm : As long as your vortex is at the maximum stack count, you gain [s]5[/s]4 Spirit per second.
    • DiabloWiki.com - Exploding Palm Exploding Palm Cost: 40 Spirit / Cause a enemy to Bleed for [s]1832[/s]1331% weapon damage as Physical over 9 seconds. If the enemy dies while bleeding, it explodes and deals 50% of its maximum Life as Physical damage to all nearby enemies.
      • DiabloWiki.com - Impending Doom Impending Doom : Increase the duration of the Bleed effect to deal [s]3486[/s]2537% weapon damage as Physical over 12 seconds.
      • DiabloWiki.com - The Flesh is Weak The Flesh is Weak : Enemies hit take [s]10[/s]20% additional damage for 9 seconds.
    • DiabloWiki.com - Seven-Sided Strike Seven-Sided Strike Cost: 50 Spirit / Cooldown: 30 seconds / Dash rapidly between nearby enemies, dealing [s]3777[/s]2777% weapon damage over 7 strikes.
      • DiabloWiki.com - Sudden Assault Sudden Assault : Teleport to the enemy and increase damage dealt to [s]4777[/s]4177% weapon damage over 7 strikes.
      • DiabloWiki.com - Sustained Attack Sustained Attack : Reduce the cooldown [s]by 7[/s]to 17 seconds[s] and Spirit cost to 7 Spirit[/s].
      • DiabloWiki.com - Fulminating Onslaught Fulminating Onslaught : Each strike explodes, dealing [s]777[/s]577% weapon damage as Holy in a 7 yard radius around the enemy.
    • DiabloWiki.com - Wave of Light Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for [s]897[/s]604% weapon damage as Holy, followed by an additional [s]149[/s]101% weapon damage as Holy to all enemies in a line.
      • DiabloWiki.com - Wall of Light Wall of Light : Increase damage of the initial strike to [s]1185[/s]928% weapon damage as Holy and adds a knockback.
      • DiabloWiki.com - Explosive Light Explosive Light : Release bursts of energy that deal [s]1085[/s]830% weapon damage as Holy to nearby enemies.
      • DiabloWiki.com - Pillar of the Ancients Pillar of the Ancients : Summon an ancient pillar that deals [s]831[/s]636% weapon damage followed by an additional [s]831[/s]636% weapon damage after 2 seconds.
      • DiabloWiki.com - Empowered Wave Empowered Wave : Reduce the cost of Wave of Light to [s]50[/s]40 Spirit.
    • DiabloWiki.com - Mantra of Evasion Mantra of Evasion Cost: 50 Spirit / Recite a Mantra that grants you and your allies within 60 yards a [s]20[/s]17% bonus Dodge Chance. Lasts 3 minutes. / For 3 seconds after activation, a second effect grants an additional [s]20[/s]17% Dodge Chance. / Only one Mantra may be active at a time.
    • DiabloWiki.com - Lashing Tail Kick Lashing Tail Kick Cost: 30 Spirit / Unleash a deadly roundhouse kick that deals [s]732[/s]624% weapon damage as Physical.
      • DiabloWiki.com - Vulture Claw Kick Vulture Claw Kick : Release a torrent of fire that burns nearby enemies for [s]732[/s]624% weapon damage as Fire.
      • DiabloWiki.com - Spinning Flame Kick Spinning Flame Kick : Hurl a column of fire that burns through enemies, causing [s]851[/s]677% weapon damage as Fire to each enemy it strikes.
      • DiabloWiki.com - Hand of Ytar Hand of Ytar : Attack enemies at long range. / Enemies hit are Slowed by 80% for [s]2[/s]3 seconds.
      • DiabloWiki.com - Sweeping Armada Sweeping Armada : Damage done is increased to [s]869[/s]671% weapon damage as Physical. / Enemies hit are knocked back and Slowed by 60% for 2 seconds.
      • DiabloWiki.com - Scorpion Sting Scorpion Sting : Enemies hit have a [s]50[/s]65% chance to be stunned for 2 seconds.
    • DiabloWiki.com - Tempest Rush Tempest Rush Cost: 15 Spirit plus an additional 10 Spirit while channeling / Charge directly through your enemies, dealing [s]349[/s]289% weapon damage while running.
      • DiabloWiki.com - Slipstream Slipstream : Reduce damage taken by [s]25[/s]20% while running.
      • DiabloWiki.com - Northern Breeze Northern Breeze : Reduce the channeling cost of Tempest Rush to 8 Spirit and increase its damage to [s]396[/s]343% weapon damage.
    • DiabloWiki.com - Blinding Flash Blinding Flash
      • DiabloWiki.com - Self Reflection Self Reflection : Increase the duration enemies are blinded to 7.5 seconds.
    • DiabloWiki.com - Epiphany Epiphany Cooldown: [s]120[/s]90 seconds / [s]You have[/s]Have an Epiphany, [s]restoring all of[/s]increasing your Spirit[s], reducing the Spirit cost of your skills[/s] Regeneration per Second by [s]50%[/s]35 and enabling your melee attacks to instantly dash to your target for [s]20[/s]15 seconds.
      • DiabloWiki.com - Desert Shroud Desert Shroud : Infuse yourself with sand, reducing damage taken by 50%[s] and increasing your damage by 3% for each enemy within 15 yards[/s].
      • DiabloWiki.com - Soothing Mist Soothing Mist : Imbue yourself with water, [s]instantly resetting[/s]causing your [s]Defensive cooldowns and reducing their cooldown durations by 50%. Using a Defensive ability also cleanses negative effects off of[/s]abilities to heal yourself and allies within 30 yards[s].[/s] for 4129 Life. / Heal amount is increased by 25% of your Health Globe Healing Bonus.
      • DiabloWiki.com - Inner Fire Inner Fire : Engulf yourself in flames,[s] burning enemies within 10 yards for 250% weapon damage as Fire and[/s] causing your attacks to assault enemies in front of you for [s]330[/s]353% weapon damage as Fire.
      • http://diablowiki.com/[s]Ascension[/s]Ascendance" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Ascension[/s]Ascendance"/> [s]Ascension[/s]Ascendance : Charge yourself with Lightning,[s] increasing your movement speed by 10% and[/s] causing your next attack after moving 10 yards to Stun enemies for 1.5 seconds.
    • DiabloWiki.com - Mystic Ally Mystic Ally [s]Cost[/s]Cooldown: [s]25 Spirit[/s]30 seconds / [s]Summon a[/s]Active: Your mystic ally [s]to fight alongside you until it is destroyed[/s]has its damage increased by 50% for 10 seconds. / Passive: A mystic ally fights by your side. The ally deals 40% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.
      • stat : [s]Summon a mystic ally capable of engaging enemies in combat. / Cost: 25 Spirit[/s]
      • DiabloWiki.com - Fire Ally Fire Ally : [s]Imbue the[/s]Active: Your mystic ally [s]with the essence of fire. The ally gains the ability to unleash a flaming kick[/s]splits into multiple allies that explode for [s]80[/s]277% weapon damage as Fire[s] plus an additional 40% of[/s]. / Passive: A mystic ally fights by your [s]weapon[/s]side that increases your damage [s]per second as Fire for 2 seconds to all enemies in a straight line[/s]by 10%.
      • DiabloWiki.com - Water Ally Water Ally : [s]Imbue the[/s]Active: Your mystic ally[s] with the essence of water. The ally gains the ability to perform a[/s] performs 7 wave [s]attack that deals 120% of your[/s]attacks in quick succession, each dealing 245% weapon damage as [s]Physical and Slows the movement of affected[/s]Cold. / Passive: A mystic ally fights by your side that infuses your attacks to Chill enemies by 60% for [s]2[/s]3 seconds.
      • DiabloWiki.com - Earth Ally Earth Ally : [s]Imbue the[/s]Active: Your mystic ally [s]with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to[/s]turns into a [s]single enemy and forcing that enemy to attack the ally[/s]boulder for [s]3[/s]8 seconds. The boulder rolls toward nearby enemies, knocking them up. / Passive: A mystic ally fights by your side that increases your Life by 20%.
      • DiabloWiki.com - Air Ally Air Ally : [s]Imbue the[/s]Active: You gain 75 Spirit. / Passive: A mystic ally [s]with the essence of air. Every attack made[/s]fights by [s]the ally has a 2% chance to generate 100[/s]your side that increases your Spirit [s]for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies[/s]Regeneration by 4.
      • http://diablowiki.com/[s]Eternal[/s]Enduring Ally" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Eternal[/s]Enduring Ally"/> [s]Eternal[/s]Enduring Ally : [s]The[/s]Active: Your mystic ally [s]is imbued with the essence of life. When the ally dies, it has a 100% chance[/s]sacrifices itself to [s]be reborn after 3 seconds. In addition, the physical damage of the ally's basic attack is increased to 60[/s]heal you for 100% of your [s]weapon damage[/s]maximum Life. / Passive: A mystic ally fights by your side that increases your Life per [s]swing[/s]Second by 826.
    Witch Doctor
    • DiabloWiki.com - Spirit Vessel Spirit Vessel Reduce the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. / In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds and heal to 15% of your maximum Life. / This effect [s]has a[/s]may occur once every 90 [s]second cooldown[/s]seconds.
    • DiabloWiki.com - Corpse Spiders Corpse Spiders
      • DiabloWiki.com - Spider Queen Spider Queen : Throw a jar with a spider queen that births spiderlings, dealing [s]2175[/s]1875% weapon damage as Poison over 15 seconds. / You may have one spider queen summoned at a time.
    • DiabloWiki.com - Haunt Haunt Cost: 200 Mana / Haunt an enemy with a spirit, dealing [s]1900[/s]1665% weapon damage as Arcane over 6 seconds. If the enemy dies, the spirit will haunt another nearby enemy. / An enemy can only be affected by one Haunt at a time.
    • DiabloWiki.com - Grasp of the Dead Grasp of the Dead Cost: 150 Mana / Cooldown: 8 seconds / Ghoulish hands reach out from the ground, slowing enemy movement by 60% and dealing [s]800[/s]680% weapon damage as Physical over 8 seconds.
      • DiabloWiki.com - Groping Eels Groping Eels : Increase the damage done to [s]1240[/s]1000% weapon damage as Physical.
      • DiabloWiki.com - Rain of Corpses Rain of Corpses : Corpses also fall from the sky, dealing [s]675[/s]525% weapon damage as Physical over 8 seconds to nearby enemies.
    • DiabloWiki.com - Hex Hex
      • DiabloWiki.com - Angry Chicken Angry Chicken : Transform into an angry chicken for up to 2 seconds that can explode for [s]1850[/s]1650% weapon damage as Physical to all enemies within 12 yards.
    • DiabloWiki.com - Soul Harvest Soul Harvest
      • DiabloWiki.com - Vengeful Spirit Vengeful Spirit : Harvested enemies also take [s]950[/s]780% weapon damage as Physical.
    • DiabloWiki.com - Sacrifice Sacrifice
      • DiabloWiki.com - Pride Pride : Gain [s]600[/s]60 Mana for each Zombie Dog you sacrifice.
    • DiabloWiki.com - Locust Swarm Locust Swarm Cost: 300 Mana / Unleash a plague of locusts that swarms an enemy, dealing [s]1240[/s]1120% weapon damage as Poison over 8 seconds. / The locusts will jump to additional nearby enemies.
      • DiabloWiki.com - Searing Locusts Searing Locusts : Engulf the enemy with burning locusts that deal [s]1760[/s]1560% weapon damage as Fire over 8 seconds.
      • DiabloWiki.com - Cloud of Insects Cloud of Insects : Increase the duration of the swarm to deal [s]2480[/s]2240% weapon damage over 16 seconds.
    • DiabloWiki.com - Spirit Barrage Spirit Barrage Cost: 100 Mana / Bombard an enemy with [s]a[/s]4 spirit [s]blast that deals[/s]bolts deal a total of 425% weapon damage as Physical.
      • DiabloWiki.com - Phlebotomize Phlebotomize : [s]Enemies hit have[/s]Each spirit bolt has a [s]15[/s]4% chance to [s]be Charmed[/s]Charm its target for 4 seconds.
      • DiabloWiki.com - The Spirit Is Willing The Spirit Is Willing : Gain [s]90[/s]12 Mana each time Spirit Barrage hits.
    • DiabloWiki.com - Mass Confusion Mass Confusion
      • DiabloWiki.com - Mass Hallucination Mass Hallucination : Amid the confusion, a giant spirit rampages through enemies, dealing [s]250[/s]195% weapon damage per second as Physical to enemies it passes through.
    • DiabloWiki.com - Spirit Walk Spirit Walk
      • DiabloWiki.com - Umbral Shock Umbral Shock : When Spirit Walk ends, your physical body erupts for [s]1275[/s]920% weapon damage as Fire to all enemies within 10 yards.
      • DiabloWiki.com - Honored Guest Honored Guest : Gain [s]15[/s]30% of your maximum Mana [s]every second while[/s]when you activate Spirit Walk[s] is active[/s].
      • DiabloWiki.com - Healing Journey Healing Journey : Gain [s]7[/s]14% of your maximum Life [s]every second while[/s]when you activate Spirit Walk[s] is active[/s].
    • DiabloWiki.com - Zombie Charger Zombie Charger Cost: [s]140[/s]150 Mana / Call forth a reckless, suicidal zombie that deals 560% weapon damage as Poison to all enemies in its path before decomposing.
      • http://diablowiki.com/[s]Dead Rush[/s]Lumbering Cold" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Dead Rush[/s]Lumbering Cold"/> [s]Dead Rush[/s]Lumbering Cold : [s]Zombies[/s]Zombie winter bears crawl out of the ground and run in all directions, dealing [s]280[/s]252% weapon damage as Physical to nearby enemies.
    • DiabloWiki.com - Piranhas Piranhas
      • DiabloWiki.com - Piranhado Piranhado : The pool of piranhas becomes a tornado of piranhas that lasts 4 seconds. Nearby enemies are periodically sucked into the tornado. / Increases the cooldown to 16 seconds.
    Wizard
    • DiabloWiki.com - Cold Blooded Cold Blooded All damage dealt to chilled and frozen targets is increased by [s]20[/s]10%.
    • DiabloWiki.com - Galvanizing Ward Galvanizing Ward As long as you have not taken damage in the last 5 seconds you gain a protective shield that absorbs the next [s]12386[/s]12551 damage.
    • DiabloWiki.com - Evocation Evocation Reduce all cooldowns by [s]15[/s]20%.
    • DiabloWiki.com - Unstable Anomaly Unstable Anomaly When you receive fatal damage, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds. / This effect [s]has a[/s]may occur once every 60 [s]second cooldown[/s]seconds.
    • DiabloWiki.com - Paralysis Paralysis Lightning spells have a [s]10[/s]20% chance to Stun all targets hit for 1.5 seconds.
    • DiabloWiki.com - Conflagration Conflagration Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by [s]5[/s]6% for 3 seconds.
    • DiabloWiki.com - Arcane Aegis Arcane Aegis [s]Arcane Aegis[/s]Dominance
      • stat : [s]Dealing Arcane damage[/s]Killing an enemy grants[s] you[/s] a shield that absorbs [s]826[/s]8257 damage for 5 seconds. This effect can stack up to 10 times. / Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 1 second.
    • DiabloWiki.com - Spectral Blade Spectral Blade
      • DiabloWiki.com - Barrier Blades Barrier Blades : With each cast, gain a protective shield for [s]1 second[/s]3 seconds that absorbs [s]826[/s]1651 damage.
    • DiabloWiki.com - Ice Armor Ice Armor Cost: 25 Arcane Power / Surround yourself in a barrier of ice that reduces damage from melee attacks by 12%. Melee attackers are either Chilled or Frozen for [s]2[/s]3 seconds. Lasts 4 minutes. / Only one Armor may be active at a time.
      • DiabloWiki.com - Ice Reflect Ice Reflect : Melee attacks have a [s]25[/s]40% chance to create a Frost Nova centered on the attacker, dealing 75% weapon damage as Cold.
    • DiabloWiki.com - Wave of Force Wave of Force
      • DiabloWiki.com - Impactful Wave Impactful Wave : Wave of Force repels projectiles, knocks back nearby enemies and Slows them by 60% for [s]4[/s]5 seconds. / Wave of Force gains 5 second cooldown.
    • DiabloWiki.com - Mirror Image Mirror Image Cooldown: 15 seconds / Summon 2 illusionary duplicates of yourself that taunt nearby enemies for 1 second, last for 7 seconds and have 50% of your Life. / Spells cast by your Mirror Images will deal [s]18[/s]20% of the damage of your own spells.
      • DiabloWiki.com - Mirror Mimics Mirror Mimics : Spells cast by your Mirror Images will deal [s]18[/s]20% of the damage of your own spells.
      • DiabloWiki.com - Mocking Demise Mocking Demise : When a Mirror Image is destroyed, it explodes, dealing [s]419[/s]309% weapon damage as Arcane with a 50% chance to Stun for 2 seconds.
    • DiabloWiki.com - Frost Nova Frost Nova Cooldown: [s]15[/s]13 seconds / Blast nearby enemies with an explosion of ice and freeze them for 3 seconds.
      • stat : Increases freeze duration to 3 seconds and damage to 0 - [s]0[/s]4 Cold damage. / Cooldown: [s]15[/s]13 seconds
      • DiabloWiki.com - Bone Chill Bone Chill : Enemies take [s]15[/s]60% more damage while frozen or chilled by Frost Nova.
      • DiabloWiki.com - Shatter Shatter : A frozen enemy that is killed has a [s]50[/s]100% chance of releasing another Frost Nova.
      • DiabloWiki.com - Frozen Mist Frozen Mist : Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals [s]1592[/s]1019% weapon damage as Cold over 8 seconds.
      • DiabloWiki.com - Cold Snap Cold Snap : Reduce the cooldown [s]of Frost Nova[/s]to 8 seconds and increase the Freeze duration to [s]7.5[/s]4 seconds.
      • DiabloWiki.com - Deep Freeze Deep Freeze : Gain a [s]15[/s]10% bonus to Critical Hit Chance for [s]15[/s]13 seconds if Frost Nova hits 5 or more enemies.
    • DiabloWiki.com - Arcane Orb Arcane Orb
      • DiabloWiki.com - Spark Spark : Lob an electrified orb over enemies that zaps them for 349% weapon damage as Lightning and increases the damage of the next Lightning spell you cast by [s]1[/s]2% for every enemy hit.
    • DiabloWiki.com - Energy Twister Energy Twister
      • DiabloWiki.com - Mistral Breeze Mistral Breeze : Reduce the casting cost of Energy Twister to [s]25[/s]28 Arcane Power. / Energy Twister's damage turns into Cold.
    • DiabloWiki.com - Explosive Blast Explosive Blast
      • DiabloWiki.com - Time Bomb Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for [s]1489[/s]1334% weapon damage as Arcane.
      • DiabloWiki.com - Unleashed Unleashed : Reduce the casting cost of Explosive Blast to [s]10[/s]15 Arcane Power.
      • DiabloWiki.com - Chain Reaction Chain Reaction : Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing [s]396[/s]355% weapon damage as Fire.
    • DiabloWiki.com - Diamond Skin Diamond Skin Cooldown: 15 seconds / Transform your skin to diamond for [s]6[/s]3 seconds, absorbing up to [s]0[/s]17836 damage from incoming attacks.
      • stat : Increases damage absorbed to [s]0[/s]17836 damage. / Cooldown: 15 seconds
      • DiabloWiki.com - Enduring Skin Enduring Skin : Increase the duration of Diamond Skin to [s]9[/s]6 seconds.
      • DiabloWiki.com - Crystal Shell Crystal Shell : Increase the maximum amount of damage absorbed to [s]0[/s]35672 damage.
      • DiabloWiki.com - Diamond Shards Diamond Shards : When Diamond Skin fades, diamond shards explode in all directions dealing [s]210[/s]863% weapon damage as Arcane to nearby enemies.
    • DiabloWiki.com - Slow Time Slow Time Cooldown: 15 seconds / Invoke a bubble of warped time and space for [s]8[/s]12 seconds, reducing enemy attack speed by 20% and movement speed by 60%. This bubble also slows the speed of enemy projectiles by 90%.
      • DiabloWiki.com - Time Warp Time Warp : Enemies caught in the bubble of warped time take [s]20[/s]12.5% more damage.
      • DiabloWiki.com - Time Shell Time Shell : Increase the potency of the movement speed reduction to 80% and reduces the cooldown to 12 seconds.
      • DiabloWiki.com - Stretch Time Stretch Time : Time is sped up for any allies standing in the area, increasing their attack speed by [s]10[/s]12.5%.
    • DiabloWiki.com - Hydra Hydra Cost: 15 Arcane Power / Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing [s]101[/s]78% weapon damage as Fire. / Only one Hydra may be active at a time.
      • DiabloWiki.com - Frost Hydra Frost Hydra : Summon a Frost Hydra that breathes a short range cone of frost, causing [s]222[/s]136% weapon damage as Cold to all enemies in the cone.
      • DiabloWiki.com - Lightning Hydra Lightning Hydra : Summon a Lightning Hydra that electrocutes enemies for [s]222[/s]166% weapon damage as Lightning.
      • DiabloWiki.com - Blazing Hydra Blazing Hydra : Summon a Blazing Hydra that [s]leaves a pool[/s]spits bolts of [s]fire[/s]Fire that burn enemies near the point of impact, dealing [s]96[/s]130% weapon damage [s]per second [/s]as Fire [s]to enemies who remain in[/s]over 5 seconds. Burn damage can stack multiple times on the [s]pool[/s]same enemy.
      • DiabloWiki.com - Mammoth Hydra Mammoth Hydra : Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing [s]287[/s]215% weapon damage per second as Fire to enemies caught on the burning ground.
      • DiabloWiki.com - Arcane Hydra Arcane Hydra : Summon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing [s]178[/s]133% weapon damage as Arcane to enemies near the explosion.
    • DiabloWiki.com - Blizzard Blizzard Cost: 40 Arcane Power / Call down shards of ice that deal [s]776[/s]673% weapon damage as Cold over 6 seconds to enemies in a 12 yard radius. Multiple casts in the same area do not stack.
      • DiabloWiki.com - Unrelenting Storm Unrelenting Storm : Increase the duration and damage of Blizzard to deal [s]1389[/s]1143% weapon damage as Cold over 8 seconds.
      • DiabloWiki.com - Stark Winter Stark Winter : Increase the area of effect and damage of Blizzard to deal [s]972[/s]818% weapon damage as Cold over 6 seconds to enemies in a 22 yard radius.
      • DiabloWiki.com - Grasping Chill Grasping Chill : After the Blizzard ends, the ground is covered in a low-lying mist for [s]4[/s]2.5 seconds that Slows the movement speed of enemies by [s]60[/s]80%.
      • DiabloWiki.com - Frozen Solid Frozen Solid : Enemies caught in the Blizzard have a [s]25[/s]30% chance to be Frozen for [s]3[/s]4 seconds.
    • DiabloWiki.com - Magic Missile Magic Missile
      • DiabloWiki.com - Glacial Spike Glacial Spike : Cast out a shard of ice that explodes on impact, causing enemies within 4.5 yards to take [s]157[/s]175% weapon damage as Cold and be frozen for 1 second. / Enemies cannot be frozen by Glacial Spike more than once every 5 seconds.
    • DiabloWiki.com - Magic Weapon Magic Weapon
      • DiabloWiki.com - Deflection Deflection : When you perform an attack, gain a protective shield for [s]1 second[/s]3 seconds that absorbs [s]826[/s]1651 damage.
    • DiabloWiki.com - Meteor Meteor
      • DiabloWiki.com - Molten Impact Molten Impact : Increases the damage of the Meteor impact to [s]2504[/s]1934% weapon damage as Fire and the molten fire to [s]836[/s]646% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown.
      • DiabloWiki.com - Comet Comet : Summon a Comet that deals [s]583[/s]596% weapon damage as Cold and has a 20% chance to freeze enemies for 1 second upon impact. / The impact site is covered in a freezing mist that deals [s]195[/s]199% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
      • DiabloWiki.com - Lightning Bind Lightning Bind : If the initial impact causes a Critical Hit, the electrified Meteor duration is increased to 8 seconds and enemies are rooted for [s]4[/s]5 seconds. / Meteor's damage turns into Lightning.
    • DiabloWiki.com - Ray of Frost Ray of Frost Cost: 16 Arcane Power / Project a beam of frozen ice that blasts enemies within 5 yards of the first enemy hit for [s]410[/s]360% weapon damage as Cold and Slows their movement by 60% for 3 seconds.
      • DiabloWiki.com - Sleet Storm Sleet Storm : Create a swirling storm around you that grows up to a 22 yard radius, dealing [s]425[/s]375]% weapon damage as Cold to all enemies caught within it.
      • DiabloWiki.com - Numb Numb : Ray of Frost has a [s]15[/s]10% chance to Freeze enemies for 1 second and increases the Slow amount to 140% for 3 seconds.
      • DiabloWiki.com - Black Ice Black Ice : Enemies killed by Ray of Frost leave behind a patch of ice that deals [s]1134[/s]1104% weapon damage as Cold to enemies moving through it over 3 seconds.
    • DiabloWiki.com - Archon Archon [s]Cost: 25 Arcane Power / [/s]Cooldown: 120 seconds / Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities and your Armor and resistances are increased by 50%. / Each enemy killed while in Archon form increases your damage by [s]12[/s]6% for the remaining duration of Archon.
      • DiabloWiki.com - Slow Time Slow Time : Archon form can cast a Slow Time that follows you.
      • DiabloWiki.com - Arcane Destruction Arcane Destruction : An explosion erupts around you when you transform, dealing [s]6601[/s]6309% weapon damage as Arcane to all enemies within 15 yards.
    • DiabloWiki.com - Teleport Teleport
      • DiabloWiki.com - Calamity Calamity : Cast a short range Wave of Force upon arrival, dealing [s]265[/s]422% weapon damage as Arcane to all nearby enemies and stunning them for 1.5 seconds.
      • DiabloWiki.com - Safe Passage Safe Passage : For [s]4[/s]5 seconds after you Teleport, you will take [s]30[/s]46% less damage.
    • DiabloWiki.com - Black Hole Black Hole Cost: [s]20[/s]35 Arcane Power / Cooldown: 8 seconds / Conjure a Black Hole at the target location that draws enemies to it and deals [s]170[/s]376% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.
      • DiabloWiki.com - Supermassive Supermassive : Increases the Black Hole radius to 20 yards and damage to [s]455[/s]583% weapon damage as Lightning over 2 seconds.
      • DiabloWiki.com - Event Horizon Event Horizon : The Black Hole also [s]absorbs[/s]has a chance to absorb enemy projectiles and objects within 15 yards.
      • DiabloWiki.com - Blazar Blazar : Conjure a Black Hole at the target location that draws enemies to it and deals [s]170[/s]376% weapon damage as Fire over 2 seconds to all enemies within 15 yards. / After the Black Hole disappears, an explosion occurs that deals [s]454[/s]372% weapon damage as Fire to enemies within 15 yards.
    • DiabloWiki.com - Critical Mass Critical Mass [s]Critical Mass[/s]
      • stat : [s]Critical Hits have a chance to reduce the cooldown of your spells by 1 second.[/s]
      • desc : [s]"As the blast obliterated the walls, she spun the energy of the shockwave into a new spell and hurled it at her stupefied foes." ???The Harrowing of Korlean's Stronghold[/s]
    • DiabloWiki.com - Temporal Flux Temporal Flux Temporal Flux
      • stat : Enemies that take Arcane damage are slowed by 60% for 3 seconds.
      • desc : "The energies of time and arcane power are jealous consorts. If you caress the one, you neglect the other at great risk." ???Ennead Sage Resko
    X1_Crusader
    • DiabloWiki.com - Heavenly Strength Heavenly Strength You can wield a [s]2-Handed Weapon[/s]two-handed weapon in your main hand while [s]holding[/s]bearing a [s]Shield[/s]shield in your [s]offhand. [/s]off hand. / Your maximum movement speed is reduced by 10%.
      • desc : "You must quiet [s]the[/s]both mind and body in order to feel the Light. Only then shall it unleash your hidden strength."???[s]High [/s]Cleric Akkhan
    • DiabloWiki.com - Hold Your Ground Hold Your Ground You can no longer [s]dodge[/s]Dodge, but your [s]block chance[/s]Block Chance is increased by 15%.
      • desc : "I shall not be moved[s], your[/s]. Your blows cannot touch me."???Harrel the Unbreakable
    • DiabloWiki.com - Indestructible Indestructible Gain 1% Armor for every [s]5%[/s]3% of Life missing.
    • DiabloWiki.com - Vigilant Vigilant Increase Life regeneration by 413. / Reduce all non-Physical damage taken by [s]2[/s]5%.
      • desc : "May [s]Akkarat[/s]Akarat protect me and grant me the faith to allow the Light to heal my soul."???The Crusader's Oath
    • DiabloWiki.com - Insurmountable Insurmountable When surrounded by 4 or more enemies within [s]15[/s]12 yards, your Block Amount is increased by [s]10% for 5 seconds[/s]30%. / Block Amount is granted by [s]Shields[/s]shields.
    • DiabloWiki.com - Long Arm of the Law Long Arm of the Law "The Light sustains the law, for without it, the law is naught but empty words"???[s]High [/s]Cleric Akkhan
    • DiabloWiki.com - Wrathful Wrathful Gain [s]5[/s]50% Wrath regeneration for 3 seconds when you successfully block.
      • desc : "One [s]garbed[/s]clad in the Light absorbs the anger of [s]their[/s]her foes and then turns it against them."???Crusader saying, origin unknown
    • DiabloWiki.com - Iron Maiden Iron Maiden Woe to those who would approach a true crusader while carrying anger in [s]his heart[/s]their hearts, for soon[s] he[/s], they shall be no more.
    • DiabloWiki.com - Finery Finery [s]Meditate[/s]As you meditate upon [s]the stone[/s]those stones that [s]contains[/s]contain the Light, you will find the Light within yourself.
    • DiabloWiki.com - Holy Cause Holy Cause The amount of Holy damage [s]on[/s]dealt by your weapon is increased by 10%. / [s]The heal effect of[/s]Whenever you deal Holy damage[s] is increased by 10%[/s], you heal 1% of your total Life.
      • desc : "Unleash your might upon the wicked that they may be cleansed."???Melmoth, the [s]wanderer[/s]Wanderer of the Wastes
    • DiabloWiki.com - Lord Commander Lord Commander The cooldown of Steed Charge is reduced by 5 seconds and [s]Bombardement[/s]Bombardment by 20 seconds. / Damage dealt by Phalanx is increased [s]120[/s]20%.
    • DiabloWiki.com - Blunt Blunt Let [s]the[/s]your hammer [s]show[/s]educate the [s]heathen[/s]heathens in the error of [s]his[/s]their ways.
    • DiabloWiki.com - Towering Shield Towering Shield A crusader's shield is one with his or her body.
    • DiabloWiki.com - Fanaticism Fanaticism Your primary skills generate an additional [s]2[/s]3 Wrath.
    • DiabloWiki.com - Renewal Renewal Whenever you [s]block[/s]successfully Block, you gain 2477 Life.
      • desc : "I say unto you, let not the foul darkness engulf the Light within you[s], for[/s]. For whosoever hears these words and knows them to be true shall be reborn."???[s]Akkarat[/s]Akarat
    • DiabloWiki.com - Divine Fortress Divine Fortress Your [s]armor[/s]Armor is increased by your [s]Shields[/s]shield's Block Chance.
    • DiabloWiki.com - Fervor Fervor "As the wicked fall at your feet, you shall know the [s]truth[/s]power of the crusade."???Unknown
    • DiabloWiki.com - Nephalem Majesty Nephalem Majesty "My words are not new. The ancients [s]knew[/s]embraced the Light completely, and [s]all was well[/s]it made them mightier than we can even imagine."???[s]Akkarat[/s]Akarat
    • DiabloWiki.com - Blessed Shield Blessed Shield Cost: 20 Wrath / Hurl a celestial shield at enemies, dealing [s]220[/s]380% weapon damage and [s]10[/s]100% of shield [s]block amount[/s]Block Amount as damage. The shield will ricochet [s]to[/s]between 3 nearby enemies.
      • DiabloWiki.com - Staggering Shield Staggering Shield : The shield becomes charged with lightning and has a [s]80[/s]25% chance to stun the first enemy hit for 2 seconds. [s]Every[/s]Each enemy hit reduces the chance to stun by [s]20[/s]5%.
      • DiabloWiki.com - Combust Combust : The shield erupts in flames and has a [s]60[/s]33% chance to explode on impact, dealing [s]210[/s]105% weapon damage as Fire to all enemies within [s]10[/s]8 yards.
      • DiabloWiki.com - Shattering Throw Shattering Throw : When the shield hits an enemy it splits into 3 small fragments which bounce between enemies nearby, dealing [s]25[/s]50% weapon damage to all enemies they hit.
      • DiabloWiki.com - Piercing Shield Piercing Shield : The shield no longer bounces, but pierces through all enemies[s],[/s] with a 50% chance of knocking them aside.
    • DiabloWiki.com - Sweep Attack Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing [s]180[/s]500% weapon damage.
      • DiabloWiki.com - Blazing Sweep Blazing Sweep : Enemies hit by the attack will catch on fire for [s]25[/s]260% weapon damage over 2 seconds.
      • DiabloWiki.com - Holy Shock Holy Shock : For every enemy hit, you will heal for [s]2477[/s]413 Life.
      • DiabloWiki.com - Frozen Sweep Frozen Sweep : The flail becomes frozen, enemies hit by it have a 20% chance to be chilled for [s]5[/s]3 seconds. These chilled enemies take 20% more damage.
    • DiabloWiki.com - Heaven's Fury Heaven's Fury Cooldown: [s]40[/s]20 seconds / Call down a furious ray of Holy power that deals [s]9000[/s]1500% weapon damage as Holy over 6 seconds to all enemies caught [s]under[/s]within it.
      • http://diablowiki.com/[s]Double Double[/s]Ascendancy" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Double Double[/s]Ascendancy"/> [s]Double Double[/s]Ascendancy : The [s]"Double-Double". Double the size[/s]ray of Holy power grows to encompass 12 yards, [s]double the[/s]dealing 2040% weapon damage[s]. Also double the wrath cost[/s] as Holy over 6 seconds to enemies caught within it.
      • DiabloWiki.com - Blessed Ground Blessed Ground : [s]God Ray also blesses the ground[/s]The ground touched by the ray becomes blessed, scorching it and dealing [s]1500[/s]1250% weapon damage over 5 seconds to any enemy who walks through it.
      • DiabloWiki.com - Split Fury Split Fury : The [s]beam[/s]ray splits into [s]5[/s]3 smaller beams[s] which appear at random locations around the crusader[/s], each dealing 1440% weapon damage as Holy over 6 seconds.
      • DiabloWiki.com - Thou Shalt Not Pass Thou Shalt Not Pass : [s]God Ray beams down with so much energy that all terrain[/s]Ground touched by [s]it cannot be traversed by[/s]the ray pulses with Holy power for 6 seconds, stopping enemies [s]for X seconds[/s]who try to pass over it.
      • http://diablowiki.com/[s]Fire[/s]Fires of Heaven" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Fire[/s]Fires of Heaven"/> [s]Fire[/s]Fires of Heaven : The [s]Ray[/s]ray is focused on [s]the Crusader[/s]your shield in a pulse[s], who deflects its power with his shield[/s] that is deflected in a tightly focused beam [s]of holy energy [/s]across the battlefield, dealing 1200% as Holy to all enemies it hits. / [s]Also removes the[/s]The cooldown [s]but adds a resource cost[/s]is removed. Now costs 40 Wrath.
    • DiabloWiki.com - Phalanx Phalanx Cost: [s]35[/s]0 Wrath / Summon powerful avatars who charge forward to the targeted destination. [s]/ 100% / [/s]Enemies caught in the path of the charge [s]are knocked back, [/s]take [s]300[/s]295% weapon damage[s], and have a 0% chance to be stunned for 1 seconds[/s].
      • http://diablowiki.com/[s]Archers[/s]Bowmen" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Archers[/s]Bowmen"/> [s]Archers[/s]Bowmen : The summoned avatars wield bows and attack enemies [s]at range as[/s]as they [s]walk[/s]march, dealing [s]11 - 101[/s]100% weapon damage.
      • DiabloWiki.com - Shield Charge Shield Charge : The [s]Avatars[/s]summoned avatars charge [s]very quickly to [/s]the [s]targeted destination, pushing enemies in their way backwards. At the end of the destination, they[/s]target and all perform a shield bash, damaging the enemies at that location dealing [s]100[/s]75% weapon damage.
      • DiabloWiki.com - Stampede Stampede : Summon warhorses that charge and [s]stampede over[/s]knockback the enemy[s], dealing 1400% damage and stunning[/s] with a 25% chance to stun enemies for 2 seconds.
      • DiabloWiki.com - Shield Bearers Shield Bearers : The avatars no longer walk forward, but plant at the summoned location, blocking all enemies from moving through.[s] The crusader and his allies can pass through the avatars unharmed.[/s]
      • DiabloWiki.com - Bodyguard Bodyguard : Instead of sending the avatars out away from you, you summon [s]the avatars[/s]2 Avatars of the Order to protect you, who fight by your side for [s]X[/s]10 seconds. Each Avatar will attack for 100% of your weapon damage as Physical. / The Avatars can only be summoned once every 30 seconds.
    • DiabloWiki.com - Bombardment Bombardment Cooldown: 60 seconds / Call in an assault from afar, raining [s]balls[/s]spheres of burning pitch and stone onto enemies around you, dealing [s]310[/s]4690% weapon damage to enemies within 18 yards of the impact zone. / The bombardment continues on randomly targeted monsters nearby for the next [s]6[/s]5 seconds.
      • http://diablowiki.com/[s]Tar Pit" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Tar Pit"/> [s]Tar Pit : [/s]Barrels of [s]tar are thrown and crash down, creating black[/s]Tar / In place of the burning spheres, barrels of sticky [s]pools[/s]tar are hurled that [s]slow[/s]cover the area, slowing monsters [s]caught in[/s]who walk throught it by [s]60[/s]80%.
      • http://diablowiki.com/[s]Moo-Splat[/s]Annihilate" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Moo-Splat[/s]Annihilate"/> [s]Moo-Splat[/s]Annihilate : [s]Instead of hurling burning balls of pitch, the carcasses of dead and diseased animals (cows) are thrown. When they land, their poisoned parts are scattered across the battlefield, leaving the area poisoned for a 3 seconds doing 250% weapon damage per second[/s]Each impact has a 100% chance to deal a Crushing Blow.
      • DiabloWiki.com - Mine Field Mine Field : [s]Mines are scattered[/s]Each impact scatters 2 mines onto the battlefield[s],[/s] which[s] will[/s] explode when [s]an enemy walks over[/s]enemies walk near them dealing 250% weapon damage to everything within 10 yards.
      • DiabloWiki.com - Impactful Bombardment Impactful Bombardment : [s]Reduces[/s]A single, much larger ball of explosive pitch is hurled at the [s]number of impacts to 1. On impact it instantly deals 310[/s]targeted location dealing 4690% weapon damage to everything within [s]a 22 radius[/s]18 yards.
      • DiabloWiki.com - Targeted Targeted : [s]If you have a target highlighted when you cast bombardment, that enemy will be the focal point of all the bombardments[/s]The bombardment will no longer randomly find targets nearby, it will instead continue to fall on your initial target.
    • DiabloWiki.com - Fist of the Heavens Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens [s]which[/s]that explodes, dealing 630% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that [s]crawl[/s]arc outward, dealing 430% weapon damage to enemies [s]they[/s]through whom they pass[s] through[/s].
      • DiabloWiki.com - Heavens Tempest Heavens Tempest : Summon a lightning storm that covers [s]an area of[/s]a 8[s] [/s]-yard radius for 3 seconds, dealing 25% weapon damage per second to enemies who [s]move[/s]pass underneath it.
      • DiabloWiki.com - Reverberation Reverberation : The bolt detonates with a shockwave on impact, causing all enemies hit to be thrown away from the blast and slowed by [s]50[/s]60% for [s]6[/s]3 seconds.
      • http://diablowiki.com/[s]Ball Lightning[/s]Fissure" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Ball Lightning[/s]Fissure"/> [s]Ball Lightning[/s]Fissure : [s]Leaves[/s]Creates a [s]ball[/s]fissure of lightning energy that deals 530% weapon damage to nearby monsters. If there is another [s]ball of lightning energy[/s]fissure nearby, powerful lightning will arc between [s]the balls[/s]them.
      • DiabloWiki.com - Divine Well Divine Well : [s]Create a well of[/s]The holy bolts crackle with holy lightning [s]at the target location that deals 138[/s]and will zap enemies within 20 yards as they travel, dealing 12% weapon damage as Holy[s] over 4 seconds to up to 4 targets within 25 yards[/s].
      • DiabloWiki.com - Retribution Retribution : Hurl a fist of fire and lightning which pierces through your enemies, dealing [s]100[/s]350% weapon damage as Lightning, and exploding at your target dealing [s]20[/s]150% weapon damage as Lightning to enemies within 8 yards. / The explosion creates 6 piercing charged bolts that crawl outward, dealing [s]50[/s]350% weapon damage to enemies they pass through.
    • DiabloWiki.com - Condemn Condemn Cooldown: 15 seconds / [s]Taunt all enemies near you as you build[/s]Build up a massive explosion, unleashing it after 3 seconds, dealing [s]1130[/s]1250% weapon damage as Holy to all enemies within 15 yards.
      • DiabloWiki.com - Reciprocate Reciprocate : [s]100% of[/s]You take 50% damage [s]taken when[/s]while the explosion is building[s] up[/s], which is [s]converted into[/s]then added to the damage of the explosion.
    • DiabloWiki.com - Blessed Hammer Blessed Hammer Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing [s]85[/s]245% weapon damage as Holy to any enemy [s]hit[/s]it hits.
      • DiabloWiki.com - Burning Wrath Burning Wrath : The [s]hammers are made of[/s]hammer is engulfed in fire[s].The hammers have[/s] and has a 25% chance to [s]drop pools of fire on[/s]scorch the ground [s]they travel [/s]over[s].[/s] which it passes. Enemies who pass through the scorched ground take 85% weapon damage as Fire per second.
      • DiabloWiki.com - Thunderstruck Thunderstruck : The hammers are charged with lightning, which occasionally arcs between [s]the hammer[/s]you and the [s]crusader[/s]hammer as it spirals through the air[s]. Enemies hit by the lightning will take [/s], causing 50% weapon damage as Lightning to enemies caught in the arcs.
      • DiabloWiki.com - Limitless Limitless : [s]The first time they impact with[/s]When the hammers hit an enemy there is a [s]25[/s]50% chance that a new hammer will be created at the location of the monster that was hit.
      • DiabloWiki.com - Golden Golden : Icebound Hammer [s]Time [/s]/ [s]Throw 2 large[/s]The hammers [s]that travel in opposite directions around you, damaging[/s]are made of ice, chilling enemies[s] that[/s] they pass through[s]. The 2 hammers will collide after spinning around you once, exploding and dealing 75% weapon damage at the collision point[/s] and have a 10% chance to explode on impact, freezing enemies within 6 yards for 2 seconds.
    • DiabloWiki.com - Shield Bash Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing [s]them[/s]him and all neaby [s]enemies[/s]foes with your shield, dealing [s]270[/s]700% weapon damage plus [s]270%[/s]150% of the shield[s] block amount[/s]'s Block Amount as damage as Holy.
      • DiabloWiki.com - Crumble Crumble : [s]Monsters that[/s]Foes who are killed explode, dealing [s]270[/s]550% weapon damage to [s]monsters[/s]enemies behind them and knocking [s]them[/s]those enemies back.
      • DiabloWiki.com - Shattered Shield Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies. The extra enemies hit take 450% weapon damage and 140% of your shield's [s]block amount[/s]Block Amount as damage.
      • DiabloWiki.com - Shield Cross Shield Cross : Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields will take [s]40[/s]135% weapon damage and [s]10[/s]40% of your shield's [s]armor value[/s]Block Amount as damage.
      • DiabloWiki.com - Pound Pound : Shield Bash will now deal [s]500[/s]700% weapon damage plus [s]50[/s]150% shield [s]block amount[/s]Block Amount as damage as Holy. The range is reduced to 8 yards.
      • DiabloWiki.com - One on One One on One : The targeted monster is rooted in place for 3 seconds. All other monsters hit are knocked back.
    • DiabloWiki.com - Steed Charge Steed Charge Cooldown: 15 seconds / [s]You are picked up by[/s]Mount a [s]magical steed, allowing[/s]celestial war horse that allows you to ride through enemies unimpeded for [s]3[/s]2 seconds.
      • http://diablowiki.com/[s]Charge[/s]Ramming Speed" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Charge[/s]Ramming Speed"/> [s]Charge[/s]Ramming Speed : [s]Now does 200[/s]The war horse now deals 350% weapon damage per second and [s]knockback to monsters you run[/s]knocks away enemies through [s]and destroys wreckables[/s]which you ride.
      • http://diablowiki.com/[s]Marathon Steed[/s]Endurance" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Marathon Steed[/s]Endurance"/> [s]Marathon Steed[/s]Endurance : Increases the duration to [s]6[/s]4 seconds.
      • http://diablowiki.com/[s]Healing Steed[/s]Rejuvenation" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Healing Steed[/s]Rejuvenation"/> [s]Healing Steed[/s]Rejuvenation : [s]Regen 3% of your life while[/s]While riding the [s]horse[/s]War Horse you will recover 15% of your Life.
      • http://diablowiki.com/[s]Blazing Steed[/s]Nightmare" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Blazing Steed[/s]Nightmare"/> [s]Blazing Steed[/s]Nightmare : The [s]steed[/s]War Horse is consumed with righteous fire, scorching all who walk in its path for 900% weapon damage as Fire over 4 seconds.
      • http://diablowiki.com/[s]Drag" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Drag"/> [s]Drag : Pick a random [/s]Draw and Quarter / Bind 5 monsters near [s]the location [/s]you [s]start riding the steed. Those monsters are dragged behind you[/s]with chains and drag them as your ride, dealing 20% weapon damage per second[s] to them[/s].
    • DiabloWiki.com - Judgment Judgment Cooldown: 20 seconds / Pass judgment on all enemies [s]in an area[/s]within 20 yards of the targeted location, rooting them in place for [s]4[/s]7 seconds.
      • DiabloWiki.com - Penitence Penitence : For every monster [s]rooted, the Crusader will[/s]upon whom you pass judgment, you heal for [s]2 over 5 [/s]206 Life per second for 3 seconds.
      • http://diablowiki.com/[s]Huddle Up[/s]Mass Verdict" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Huddle Up[/s]Mass Verdict"/> [s]Huddle Up[/s]Mass Verdict : All monsters that are [s]rooted[/s]judged are first [s]sucked[/s]drawn into the center of the [s]judgment zone[/s]judged area.
      • http://diablowiki.com/[s]Freeze[/s]Deliberation" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Freeze[/s]Deliberation"/> [s]Freeze[/s]Deliberation : Increases the duration of the root to [s]7[/s]12 seconds.
      • DiabloWiki.com - Resolved Resolved : [s]All damage[/s]Damage dealt to [s]rooted[/s]judged monsters [s]will[/s]has a 10% chance to be [s]crushing damage.[/s]a Crushing [s]damage is calculated as 0.1% of their current hitpoints[/s]Blow.
      • DiabloWiki.com - Conversion Conversion : Enemies below 25% health who are judged have a 20% chance to be converted into an Avatar of the Order[s].[/s], who fight by your side for 5 seconds. Each Avatar will attack for 100% of your weapon damage.
    • DiabloWiki.com - Iron Skin Iron Skin Cooldown: 30 seconds / Your skin turns to iron, absorbing [s]65[/s]50% of all incoming damage for [s]5[/s]4 seconds.
      • http://diablowiki.com/[s]Lightning[/s]Charged Up" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Lightning[/s]Charged Up"/> [s]Lightning[/s]Charged Up : [s]You become[/s]Your metal skin is electrified, dealing [s]20[/s]300% weapon damage as [s]lightning [/s]Lightning per second to[s] nearby[/s] enemies [s]every second[/s]within 8 yards.
      • DiabloWiki.com - Steel Skin Steel Skin : Increase the duration to [s]8[/s]7 seconds.
      • DiabloWiki.com - Explosive Skin Explosive Skin : When Iron Skin expires the metal explodes off, [s]deal 210%[/s]dealing 1300% weapon damage[s] as physical[/s] to enemies within 12 yards.
      • http://diablowiki.com/[s]Ethereal[/s]Flash" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Ethereal[/s]Flash"/> [s]Ethereal[/s]Flash : While active, your movement speed is increased by 60% and you can move through enemies unimpeded.
    • DiabloWiki.com - Akarat's Champion Akarat's Champion Cooldown: 120 seconds / [s]Channel[/s]Explode with the power of your order [s]exploding into the burning fury of Akkarat's Champion. / When you convert, you will errupt with fire, dealing 200[/s]gaining 100% [s]weapon damage as fire to all enemies nearby,[/s]additional Wrath generation and [s]continue to explode with fire dealing [/s]25% [s]weapon damage every 3 seconds. / While you are converted, several of your stats will be increased[/s]Attack Speed for 20 seconds. / [s]Armor: 40% / Attack Speed: 25% / Wrath Regeneration Rate: 100% / Movement Speed: 20%[/s]The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
      • DiabloWiki.com - Fire Starter Fire Starter : [s]All damage[/s]Damage dealt while in this form also [s]deals[/s]inflicts 25% weapon damage as [s]fire[/s]Fire.
      • DiabloWiki.com - Embodiment of Power Embodiment of Power : Enemies within 7 yards of you will [s]sometimes be[/s]occasionally become frozen in fear for 3 seconds.
      • DiabloWiki.com - Rally Rally : Any time you deal damage there is a 50% chance you will reduce the cooldown of your skills by [s]120[/s]1 second. / Does not affect Akarats Champion.
      • DiabloWiki.com - Prophet Prophet : [s]Enemies nearby you will occasionally join you and fight for you until they die. Enemies who are fighting for you when Akarats[/s]Gain 150% additional armor while Akart's Champion [s]expires will turn on you[/s]is active.
      • http://diablowiki.com/[s]Cannot Fall[/s]Hasteful" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Cannot Fall[/s]Hasteful"/> [s]Cannot Fall[/s]Hasteful : [s]If the Crusader goes below zero health while[/s]While in the form of Akarats Champion, [s]he will instead be restored to full health. This can only happen once per cast of Akarats Champion[/s]your movement speed is increased by 30%.
    • DiabloWiki.com - Shield Glare Shield Glare Cooldown: 12 seconds / Light erupts from your shield, blinding all enemies up to 30 yards in front of you for 4 seconds.
      • DiabloWiki.com - Divine Verdict Divine Verdict : Blinded enemies take [s]15[/s]20% more damage from all sources for 4 seconds.
      • DiabloWiki.com - Uncertainty Uncertainty : Enemies caught in the glare have a [s]30[/s]50% chance be charmed and fight for you for [s]6[/s]8 seconds.
      • DiabloWiki.com - Emblazoned Shield Emblazoned Shield : Enemies with health lower than 25% have a 50% chance to explode when blinded, dealing [s]20[/s]60% weapon damage to enemies within 8 yards.
      • DiabloWiki.com - Zealous Glare Zealous Glare : Gain [s]10[/s]12 Wrath for every enemy blinded.
      • http://diablowiki.com/[s]Confusion[/s]Subdue" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Confusion[/s]Subdue"/> [s]Confusion[/s]Subdue : Enemies hit by the glare [s]have their movement speed reduced[/s]will be slowed by [s]X[/s]80% for [s]Y[/s]10 seconds.
    • DiabloWiki.com - Falling Sword Falling Sword Cost: 25 Wrath / Cooldown: [s]25[/s]30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 1450% weapon damage to everything within [s]15[/s]14 yards of where you land.
      • DiabloWiki.com - Superheated Superheated : The ground you fall on becomes [s]holy[/s]superheated for 6 seconds, dealing [s]100[/s]245% weapon [s]damage[/s]damage as Fire per second to all enemies who pass over it.
      • DiabloWiki.com - Part the Clouds Part the Clouds : You build a storm of lightning as you fall[s],[/s] which covers the area you land on for 5 seconds[s], causing lightning[/s]. Lightning strikes [s]to attack[/s]random enemies under the [s]storm[/s]cloud, dealing [s]110[/s]200% weapon damage as Lightning and stunning them for 2 seconds.
      • DiabloWiki.com - Rise Brothers Rise Brothers : You land with such force that [s]avatars[/s]3 Avatars of [s]your order[/s]the Order are summoned forth to fight by your side for [s]20[/s]5 seconds. Each Avatar will attack for 100% of your weapon damage as Physical.
      • DiabloWiki.com - Rapid Descent Rapid Descent : Reduce the cooldown by 1 second for each enemy hit.[s] Reduces the damage to 1250% weapon damage.[/s]
      • http://diablowiki.com/[s]Swordnado[/s]Flurry" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Swordnado[/s]Flurry"/> [s]Swordnado[/s]Flurry : A flurry of swords is [s]created[/s]summoned at [s]your[/s]the impact location, [s]which persists[/s]dealing 100% weapon damage to monsters caught in the flurry, and hurling monsters around and incapacitating them for [s]X[/s]5 seconds.
    • DiabloWiki.com - Punish Punish Generate: 5 Wrath per attack / [s]Smash[/s]Strike your enemy for 140% weapon damage[s] as Holy[/s] and gain Hardened Senses, increasing your [s]block amount[/s]Block Amount by 50% for 5 seconds.
      • DiabloWiki.com - Rebirth Rebirth : When you block with Hardened Senses active, your Life per Second is increased by [s]413[/s]991 for 2 seconds.
      • DiabloWiki.com - Roar Roar : When you block with Hardened Senses active, you explode with fury dealing [s]10[/s]45% weapon damage as Fire to enemies within 15 yards.
      • DiabloWiki.com - Fury Fury : When you block with Hardened Senses active, your Critical Hit Chance will be increased by [s]50[/s]15%. This chance will be removed after your next attack.
    • DiabloWiki.com - Slash Slash
      • DiabloWiki.com - Zeal Zeal : For every enemy hit, your attack speed is increased by 3% for [s]5[/s]3 seconds.[s] [/s]This effect can stack up to [s]10[/s]5 times.
      • DiabloWiki.com - Electrify Electrify : The slash becomes pure lightning, and has a [s]15[/s]20% chance to stun enemies for 2 seconds.
      • DiabloWiki.com - Crush Crush : [s]The damage dealt has[/s]You have a 5% chance to [s]be crushing damage, dealing damage equal to 5% of the enemies current health[/s]deal a Crushing Blow.
      • DiabloWiki.com - Guard Guard : Your armor is increased by 5% for every enemy hit. This effect can stack up to [s]10[/s]5 times.
    • DiabloWiki.com - Justice Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 120% weapon damage[s] as Holy[/s].
      • DiabloWiki.com - Sword of Justice Sword of Justice : Whenever [s]you hit[/s]your sword hits an enemy, your movement speed is increased by 2% for 3 seconds. This effect can stack up to 5 times.
      • DiabloWiki.com - Hammer of Pursuit Hammer of Pursuit : The hammer will now seek out nearby targets and deal 155% weapon damage.
      • DiabloWiki.com - Burst Burst : The hammer is charged with lightning and explodes on impact 25% weapon damage as Lightning to all enemies within 10 yards. Enemies caught in the explosion have a [s]30[/s]20% chance to be stunned for [s]2 seconds[/s]1 second.
      • DiabloWiki.com - Holy Bolt Holy Bolt : Throw a bolt of holy power, healing you and your allies for [s]826[/s]330 - [s]1239[/s]495 Life whenever the bolt hits an enemy.
    • DiabloWiki.com - Provoke Provoke [s]Generate: 50 Wrath / [/s]Cooldown: 20 seconds / Generate: 30 Wrath / Taunt all nearby enemies and instantly [s]regenerate 50[/s]generate an additional 5 Wrath for every enemy taunted. Taunted enemies will focus their attention on you for [s]5[/s]4 seconds.
      • http://diablowiki.com/[s]Life Regen[/s]Cleanse" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Life Regen[/s]Cleanse"/> [s]Life Regen[/s]Cleanse : For [s]every monster[/s]each enemy successfully taunted, you gain [s]1% increase to life regen[/s]165 additional Life on Hit for 5 seconds.[s] This can stack up to 10 times.[/s]
      • DiabloWiki.com - Flee Fool Flee Fool : [s]Instead of Taunting[/s]Provoke no longer taunts, [s]you cause the[/s]but causes monsters to flee in [s]fear for 3[/s]terror 8 seconds.
      • DiabloWiki.com - Too Scared to Run Too Scared to Run : Taunted enemies have their attack speed reduced by 50% and movement speed slowed by [s]50%[/s]80% for 4 seconds.
      • DiabloWiki.com - Charged Up Charged Up : For [s]10[/s]4 seconds after casting [s]provoke[/s]Provoke, any damage you deal will also deal [s]20[/s]50% weapon damage as lightning.
      • DiabloWiki.com - Hit Me Hit Me : For [s]5[/s]4 seconds after casting [s]provoke[/s]Provoke your block chance is increased by 50%.
    • DiabloWiki.com - Laws of Valor Laws of Valor Cooldown: 30 seconds / Active: Empower the Law, granting you and your allies 10% increased Attack Speed for 5 seconds. / Passive: Recite [s]a[/s]the Law, granting you and your allies 5% increased Attack Speed. / Only one Law may be active at a time.
      • DiabloWiki.com - Invincible Invincible : Active: Empowering the Law also increases your Life on Hit by [s]495[/s]3303.
      • DiabloWiki.com - Frozen in Terror Frozen in Terror : Active: [s]Empowering[/s]When you empower the Law [s]also stuns all nearby enemies[/s]you have a 100% chance to stun each enemy within 10 yards for 0 seconds.
      • DiabloWiki.com - Critical Critical : Active: Empowering the Law also increases your Critical [s]Damage Percent[/s]Hit damage by 0%.
      • http://diablowiki.com/Unstoppable Force" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Unstoppable Force"/> Unstoppable Force : Active: Empowering the law reduces Wrath cost of all skills by 0% for 5 seconds.
      • http://diablowiki.com/Answered Prayer" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Answered Prayer"/> Answered Prayer : Active: Empowering the Law also has a 0% chance to turn Health Globes within 5 yards into Nephalem Glory Orbs.
    • DiabloWiki.com - Laws of Hope Laws of Hope Cooldown: 30 seconds / Active: Empower the Law, healing you and your allies for [s]3303 life[/s]2973 Life per second for 5 seconds. / Passive: Recite [s]a[/s]the Law, healing you and your allies for [s]826 life[/s]495 Life per second. / Only one Law may be active at a time.
      • DiabloWiki.com - Wings of Angels Wings of Angels : Active: Empowering [s]allows[/s]the Law increases movement speed for you and your allies by 50%, and it allows everyone affected to run through enemies unimpeded[s] and increases your Movement Speed by 50%[/s].
      • http://diablowiki.com/Eternal Hope" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Eternal Hope"/> Eternal Hope : Active: Empowering the Law also increases everyones maximum Life by 10%.
      • http://diablowiki.com/Hopeful Cry" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Hopeful Cry"/> Hopeful Cry : Active: Empowering the Law also has a 5% chance to make nearby enemies drop Health Globes.
      • http://diablowiki.com/Faith's Reward" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Faith's Reward"/> Faith's Reward : Active: Empowering the Law will also heal you and your allies for 165 Life for every point of Wrath that you spend.
      • http://diablowiki.com/Stop Time" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Stop Time"/> Stop Time : Active: Empowering the Law causes all health loss and regeneration to pause.
    • DiabloWiki.com - Laws of Justice Laws of Justice Cooldown: 30 seconds / Active: Empower the Law, granting you and your allies [s]600[/s]300 increased resistance to all elements for 5 seconds. / Passive: Recite [s]a[/s]the Law, increasing you and your allies resistance to all elements by [s]300[/s]120. / Only one Law may be active at a time.
      • http://diablowiki.com/[s]Protecting[/s]Protect the Innocent" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Protecting[/s]Protect the Innocent"/> [s]Protecting[/s]Protect the Innocent : Active: Empowering the Law also redirects 20% of the damage taken by allies to you for the next 5 seconds.
      • http://diablowiki.com/[s]Indomitable[/s]Immovable Object" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - [s]Indomitable[/s]Immovable Object"/> [s]Indomitable[/s]Immovable Object : Active: Empowering the Law also increases armor for you and your allies by 6000 for 5 seconds.
      • http://diablowiki.com/Faith's Armor" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Faith's Armor"/> Faith's Armor : Active: Empowering the Law also surrounds you and your allies with shields of faith. The shields absorb 4129 incoming damage, expiring once that amount of damage is reached.
      • http://diablowiki.com/Decaying Strength" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Decaying Strength"/> Decaying Strength : Active: While the Law is empowered any time an enemy attacks you or your allies the enemies damage dealt is lowered by 15% for 10 seconds, up to a maximum of 60%.
      • http://diablowiki.com/Bravery" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Bravery"/> Bravery : Active: Empowering the Law grants immunity to control imparing effects to you and your allies for 0 seconds.
    • DiabloWiki.com - Consecration Consecration Cooldown: 30 seconds / Consecrate the ground 20 yards around you for 10 seconds. You and your allies heal [s]2890 - 3716[/s]for 826 Life per second while standing on the consecrated ground.
      • DiabloWiki.com - Aegis Purgatory Aegis Purgatory : The edge of the consecrated ground [s]becomes[/s]is surrounded by a sacred shield, [s]and[/s]preventing enemies [s]cannot enter or leave sacred ground[/s]from moving through it.
      • DiabloWiki.com - Frozen Ground Frozen Ground : The consecrated ground becomes frozen. Enemies that walk into the frozen ground [s]will be slowed,[/s]have their movement speed reduced by 60% and have a [s]5[/s]40% chance to be [s]chilled[/s]frozen for 2 seconds.
      • DiabloWiki.com - Bathed in Light Bathed in Light : Increase the radius of the consecrated ground to 24 yards.[s] 10% of damage taken by allies in the consecrated ground is redirected to you.[/s]
      • DiabloWiki.com - Shattered Ground Shattered Ground : Enemies standing on consecrated ground will take [s]10[/s]115% weapon damage as Fire per second.
      • DiabloWiki.com - Fearful Fearful : Enemies [s]who are inside, or who enter,[/s]standing on the [s]consecration[/s]consecrated ground have a [s]20[/s]100% chance to be feared for [s]2[/s]3 seconds.
    • DiabloWiki.com - Smite Smite Generate: 5 Wrath per attack / Smite [s]your [/s]enemies 15 yards away with holy chains [s]dealing 100[/s]that deal 125% weapon damage as Holy.[s] [/s]The chains break off and [s]surge to[/s]strike at 3[s] nearby[/s] enemies[s],[/s] within 20 yards, each dealing [s]15[/s]85% weapon damage as Holy.
      • DiabloWiki.com - Shared Fate Shared Fate : The chains bind [s]monsters[/s]those they hit, causing them to share [s]their[/s]one another's fate. [s]25[/s]100% of the damage done to any bound enemy is also dealt to all other bound enemies.
      • DiabloWiki.com - Shackle Shackle : Enemies hit by the chains [s]will[/s]have a 20% chance to be rooted in place for [s]3[/s]1 seconds.
      • DiabloWiki.com - Shatter Shatter : The holy chains explode dealing [s]15[/s]20% weapon damage as Holy to enemies within [s]4[/s]3 yards.
      • DiabloWiki.com - Reaping Reaping : Your life per second is increased by [s]5%[/s]248 for every enemy hit by the chains for 2 seconds. This effect can stack up to [s]6[/s]4 times.
      • DiabloWiki.com - Surge Surge : The [s]chains surge to more targets, increasing the number of potential jumps[/s]range is increased to [s]4[/s]30 yards.





    New Achievements, Game Options, Flavor Text
    A lot of achievements have been translated to Reaper of Souls. We've included the more interesting ones, but common ones like "Read all new books" and "Talk to all NPCs" are there as well. New Game Options have been added including an "automatically skip all achievements" and an option to enable Reflections. Needless to say these are datamined from a very early client of Reaper of Souls. Everything will change.


    DiabloFans Quote:


    Achievements.txt
    • Kill500MonstersLootRuns_Description_Tag - Kill 500 Monsters while in Nephalem Rifts.
    • Kill5000MonstersLootRuns_Description_Tag - Kill 10,000 monsters while in Nephalem Rifts.
    • Kill25000MonstersLootRuns_Description_Tag - Kill 50,000 monsters while in Nephalem Rifts.
    • Kill50000MonstersLootRuns_Description_Tag - Kill 100,000 monsters while in Nephalem Rifts.
    • Kill125000MonstersLootRuns_Description_Tag - Kill 500,000 monsters while in Nephalem Rifts.
    • Kill250000MonstersLootRuns_Description_Tag - Kill 1,000,000 monsters while in Nephalem Rifts.
    • Kill500000MonstersLootRuns_Description_Tag - Kill 2,500,000 monsters while in Nephalem Rifts.
    • Kill2500000MonstersLootRuns_Description_Tag - Kill 5,000,000 monsters while in Nephalem Rifts.
    • FinishLootRunWithin15Minutes_Description_Tag - Finish a Nephalem Rift within 15 Minutes.
    • FinishLootRunWithin10Minutes_Description_Tag - Finish a Nephalem Rift within 10 Minutes.
    • FinishLootRunWithin5Minutes_Description_Tag - Finish a Nephalem Rift within 5 Minutes.
    • FinishLootRunWithin2Minutes_Description_Tag - Finish a Nephalem Rift within 2 Minutes.
    • FinishLootRunWithin1Minute_Description_Tag - Finish a Nephalem Rift within 1 Minute.
    • FinishLootRunWithin30Seconds_Description_Tag - Finish a Nephalem Rift within 30 Seconds.
    • Complete4Bounties_Description_Tag - Complete 5 Bounties.
    • Complete40Bounties_Description_Tag - Complete 100 Bounties.
    • Complete120Bounties_Description_Tag - Complete 500 Bounties.
    • Complete240Bounties_Description_Tag - Complete 1.000 Bounties.
    • Complete500Bounties_Description_Tag - Complete 10,000 Bounties.
    • Complete1000Bounties_Description_Tag - Complete 50,000 Bounties.
    • Complete2500Bounties_Description_Tag - Complete 100,000 Bounties.
    • Complete5000Bounties_Description_Tag - Complete 150,000 Bounties.
    • KillEnemiesWithThorns_Description_Tag - Kill 10,000 enemies with Thorns damage.
    • BlockDamageWithin10Seconds_Description_Tag - Block 100,000 damage within 10 seconds.
    • Defeat_ActV_with_Crusader_Description_Tag - Complete Act V with a Crusader.
    • Acquire_Mystic_Description_Tag - Acquire the Mystic.
    • Level_Up_Mystic_Description_Tag - Level up the Mystic.
    • Level_5_Mystic_Description_Tag - Raise the Mystic to level 5.
    • Level_10_Mystic_Description_Tag - Raise the Mystic to level 10.
    • EnchantAllItems_Description_Tag - Enchant all your equipment slots.
    • ReplaceAPropertyEnchanting_Description_Tag - Replace a property with Enchanting.
    • Replace10PropertiesEnchanting_Description_Tag - Replace a property 10 times with Enchanting.
    • Replace50PropertiesEnchanting_Description_Tag - Replace a property 50 times with Enchanting.
    • Replace100PropertiesEnchanting_Description_Tag - Replace a property 100 times with Enchanting.
    • Replace250PropertiesEnchanting_Description_Tag - Replace a property 250 times with Enchanting.
    • Replace500PropertiesEnchanting_Description_Tag - Replace a property 500 times with Enchanting.
    • Replace1000PropertiesEnchanting_Description_Tag - Replace a property 1,000 times with Enchanting.
    • Level_12_Blacksmith_Description_Tag - Raise the Blacksmith to level 12.
    • Level_12_Jeweler_Description_Tag - Raise the Jeweler to level 12.
    • Level_12_Mystic_Description_Tag - Raise the Mystic to level 12.
    • X1_Max_Level_Artisans_Description_Tag - Complete the artisan level achievements listed below.
    • ExploreRandomDungeonsAct5_Description_Tag - Explore the following dungeons in Act V.
    • Travel_Westmarch_Description_Tag - Explore the following areas in Westmarch.
    • Travel_The_Bog_Description_Tag - Explore the following areas in the Blood Marsh.
    • Travel_Pandemonium_Description_Tag - Explore the following areas in Pandemonium.
    • Travel_Act_V_Description_Tag - Complete the Act V exploration achievements listed below.
    • Kill_Urzael_NoCC_Description_Tag - Kill Urzael at maximum level without crowd controlling enemies on Master difficulty or higher.
    • Kill_Adria_NoCC_Description_Tag - Kill Adria at maximum level without crowd controlling enemies on Master difficulty or higher.
    • Kill_Malthael_NoCC_Description_Tag - Kill Malthael at maximum level without crowd controlling enemies on Master difficulty or higher.
    • X1_Urzael_No_Hits_Description_Tag - Kill Urzael without being smashed by his Leap attack, banged by his Cannonball attack or hit by Ceiling Debris.
    • X1_Adria_No_Hits_Description_Tag - Kill Adria without being hit by her Blood Pool, Blood Ball or Wing Slash attacks.
    • X1_Malthael_No_Hits_Description_Tag - Kill Malthael without being hit by his Soul Hurricane, Drain Soul, Lightning Spiral, Soul Nova or Soul Sweep attacks.
    Errors.txt
    • ItemCannotBeUsedForTransmogUnidentified - The mystic cannot transmogrify unidentified items.
    • CorruptedGlobalChestError - This chest is sealed by corruption, it can't be opened until the corruption is cleansed.
    • Skills_CantChangeWhileInCombat - You cannot change your Skills while in combat.
    • NephalemRiftWarning_PlayerNeedsKey - A Rift Keystone is needed to conjure a Nephalem Rift.
    • NephalemRiftWarning_PartyInside - All party members must leave the Nephalem Rift before a new portal can be summoned.
    GameOptions.txt
    • ItemLabelsTooltip_con - Briefly display the item icon when an item drops on the ground.
    • ReflectionsToggle - Reflections
    • ReflectionsTooltip - Reflection:
    • Toggles the display of reflections.
    • HotKeyChatNextView - Next Chat View
    • HotKeyChatPrevView - Previous Chat View
    • HotKeyChatHeader - Chat
    • NotificationGuildMemberOnlineToggle - Guild Members Come Online
    • NotificationGuildMemberOnlineTooltip - Displays a notification when a guild member comes online.
    • FontColorGroup - Group
    • FontColorGroupOfficer - Group Officer
    • NoCutSceneToggle - Automatically Skip All Cut Scenes
    General.txt
    • Difficulty0 - Normal
    • Difficulty1 - Hard
    • Difficulty2 - Expert
    • Difficulty3 - Master
    • Difficulty4 - Torment I
    • Difficulty5 - Torment II
    • Difficulty6 - Torment III
    • Difficulty7 - Torment IV
    • Difficulty8 - Torment V
    • Difficulty9 - Torment VI
    • QuestObjectiveMonstersRemaining - Enemies Remaining: {s1}
    • Difficulty4Base - Torment
    • Difficulty0_con - Easy
    • Difficulty1_con - Normal
    • Difficulty2_con - Hard
    • Difficulty3_con - Expert
    • Difficulty4_con - Master I
    • Difficulty5_con - Master II
    • Difficulty6_con - Master III
    • Difficulty7_con - Master IV
    • Difficulty8_con - Master V
    ItemFlavor.txt
    • Unique_Axe_2H_102_x1 - This axe was the signature weapon of a brutal nomadic warlord known only as Sungjae. When commanding his forces to attack, Sungjae would hold the enormous weapon aloft and utter an inhuman scream. Sunlight would gleam across the axe blade's many notches, and the warlord’s enemies and allies alike would know fear.
    • Unique_Sword_1H_104_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Made during Peerse’s Early Period, Fulminator expresses, through blinding speed and arcing lightning strikes, its maker’s youthful exuberance and the joy he found in his craft.
    • Unique_Sword_1H_108_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Fashioned during the smith’s High Period, Incinerator, with its powerful strikes and burning blade, mirrors the flamboyant egotism and passion of a creator at the height of his prowess.
    • Unique_Sword_1H_109_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Made during Peerse’s Low Period, which followed the loss of his family, Rimeheart, with the blistering chill it radiates and its cold-forged iron blade, reflects both the hardening of its creator in the wake of tragedy and his consummate skill.
    • Unique_Sword_1H_110_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Fashioned during Peerse’s Late Period, the curved, fanglike Rancor represents its maker’s growing disenchantment with his work and with life in general. Though its craftsmanship is beyond dispute, the blade itself is infused with its maker’s vitriol and desire to inflict harm on others.
    • Unique_Sword_1H_112_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. The aptly-named Deathwish was the last weapon he forged. Despairing over his unhappy life, Peerse decided to craft his masterwork. Pulling the red-hot blade from the forge, the smith fell upon it, quenching the sword in his own blood and imbuing it with an arcane shard of his very soul.
    • Unique_Flail_1H_102_x1 - Passed down among the executioners of the Justinian dynasty, this flail was lost during the chaos of the Cartolus Insurrection. Peasants stormed the palace, grabbing anything they could find, and killing the more oppressive members of the royal retinue. It didn’t take them long to find the executioners.
    • Unique_WizardHat_103_x1 - The most powerful of wizards will find themselves richly rewarded by their studies. This hat is for those who like to display their power in a more elegant fashion.
    • Unique_Mace_2H_103_x1 - "This pestilence threatens to destroy our city, General Arenton. See that the plague dead are kept only in the Repository, and use this weapon to set their bodies aflame. Would that the memory of this tragedy could burn with them." –Justinian II, year 1200
    • Unique_Spear_101_x1 - Akanesh was the favored weapon of the Grand Maester of the templar order. Immaculate and gleaming, it is said to possess the sharpest blade ever forged. That may well be true-Akanesh has cut down innumerable evils… and perhaps a few innocents as well.
    • Unique_Staff_101_x1 - "For love of the nephalem Philios, I will leave this weapon behind, and exchange the powers of Heaven for the peace of Sanctuary." –The angel Lycander
    • Unique_Staff_102_x1 - This staff was the property of the high councilor of the Vizjerei and master of the mage clans of the Yshari Sanctum. It disappeared shortly after an incident with a rebellious student.
    • Unique_Staff_103_x1 - "After Azmodan’s death, I sent a squad of men to block the path to the crater. Only one of them returned, bearing this strange weapon. He was badly burned—his armor had melted into his skin in places. He perished a few hours later. We threw the staff over the walls, hoping never to see it again." —Captain Haile of Bastion’s Keep
    ItemInstructions.txt
    • PortalDevice - {icon:rmb} the Machine to activate a portal.
    • CraftingPlan_MysticTransmog - Take this transmog recipe to the Mystic, and {icon:rmb} to teach it to her.
    LevelAreaNames.txt
    • X1_Pand_Ext_Cellar_E - Hideout of the Lost Legion
    • x1_Catacombs_Jeweler_2 - Shenventure Level 2
    • X1_WestM_Int_Gen_C_01_ZombieFireplace - Cozy Bookstore
    • x1_BogCave_Random_Connector - Winding Cave
    • X1_WESTM_alltiles_Connected - WESTM ALLTILES CONNECTED
    • x1_Bog_BogPeople_Cellar_B - Wretched Hole
    • x1_fortress_level_02_Intro - Pandemonium Fortress Level 2
    • A4_dun_Hell_Portal_01_OpenWorld - Hell Rift Level 1
    LoreSignatures.txt
    • Justinian IV - Justinian IV
    • Malthael - Malthael
    • Archangel Tyrael - Archangel Tyrael
    • Angel Mycael - Angel Mycael
    • Lord Kertis - Lord Kertis
    • Tristram Soldier - Tristram Soldier

    Tags News
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  • Story Time With Wyatt Cheng, Removal of Nephalem Valor, Pickup Radius Reduced for RoS, Curse Weekly Roundup

    • By overneathe Nov 17, 2013
    • Category IconNews
    • 15
    Story Time With Wyatt Cheng
    Reddit user menagese posted a very nice summary of the fansite meeting with Wyatt Cheng on BlizzCon. Wyatt himself later showed up in the thread and decided to give a lot of insight into the workings of Reaper of Souls. We've decided to also include the pretty large original post from menagese, as it has quite a lot of interesting tid bits.

    Many topics were mentioned, including, but not limited to: Health Globes, 30-second runs, Potions, Monks and a ton of Damage Philosophy!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    While at Blizzcon, Saturday evening myself along with others from r/diablo and the general community had the opportunity to sit down and just talk with Wyatt Cheng, Senior Technical Designer for Diablo 3. We talked about a large variety of topics and I will attempt to cover all of them here. Thunderclaww will be able to fill in any gaps I might have; there was a lot of information discussed.

    The biggest topic that Wyatt talked about with us was the idea of combat pacing and combat mechanics. Right now in the current gearing scheme there is not much reason for us to gear for defensive stats and to just maximize the amount of damage that we do. Wyatt described the new way he wants damage to work in Reaper is essentially for there to be four quadrants of damage. Low-damage/predictable, high-damage/predictable, low-damage/unpredictable, high-damage/unpredictable. Right now there is only low and high amounds of predictable (avoidable) damage. Wyatt wants to introduce different degrees of unpredictable (unavoidable) damage. One of those changes is to make bad stuff that gets dropped on the ground to start doing damage instantly, instead of waiting a second before starting to do damage. Another thing that they are looking to change is to make Vortex do damage (which Wyatt said wasn't exactly a popular opinion in the office.) He said that there needs to be more "paper-cut" style damage to make you think more about your defensive strategy and whether or not you want to engage a certain enemy.

    The 2nd topic that Wyatt talked about was potions and gems. We talked about whether or not new tiers of each should be introducted and allowed to drop in the higher difficulties. For potions, the two ideas going around right now is to either add a few new potion tiers, or to change potions to work as they do on the console and be a flat % of life restoration. They do not know which way they are going to go. With gems, they are thinking about the idea of allowing higher tier gems to drop at the higher difficulites but nothing solid on that yet either.

    The 3rd topic: Nephalem Valor. The current thinking that they are having is that Nephalem Valor is going to go away. They don't see the benefits that it brought to the game to be relevant anymore. The largest reason they put it in, according to Wyatt, was to prevent people from doing 30 second runs as being the most efficient way to play the game. Now, with the addition of Bounties tied into Adventure Mode, 30 second runs won't exist and simply won't be efficient. He also said that they don't like the idea of people having to do a 15-20 minute "warm up session" before they can really start playing the game. Skill changing has been changed a little bit as well. Changing skills no longer incurs a cooldown on that skill, but you still cannot change skills while they are on cooldown. You cannot change skills while considered to be "in combat" and for about 15 seconds after combat ends.

    Other topics included Monks in regard to changing the way spirit generation works with the generating skills and changing the ratio of Spirt Gained per skill vs Spirit Spent per skill. Xiphrix asked about Demon Hunters and why would anyone dual-wield vs two-handed bow + quiver. Wyatt said that the main contributer to that was Dead Man's Legacy going beyond the max of 15% IAS that any other quiver gave. They are hoping that Loot 2.0 will fix this.
    Hi I just wanted to come in and provide additional detail on some of the damage philosophy stuff we talked about at the Blizzcon Community Booth. I think everybody at the booth was able to internalize the core of the philosophy and I want to make sure people reading this write-up afterwards understand what is happening too.

    When I say we want mechanics in the game that cause unavoidable damage this absolutely does NOT mean you’re supposed to just die. The idea is not “random damage, now you’re dead LOL” the idea is to give people a sense for where they stand. I think right now when some people hear “unavoidable damage” they think “unfair deaths”. This is not the intention. Paradoxically by adding unavoidable damage in controlled and moderated amounts we are working to make death feel MORE fair. Confused? Let me explain.

    Right now deaths in the live environment don’t always feel fair for a variety of reasons. One of the many reasons deaths don’t always feel fair is the game doesn’t clue you in on how much survivability you should gear for. Indeed you can be cruising along slaying some monsters and suddenly get Vortex’ed into a Frost Orb and die instantly. Up until that Vortex/Frost Orb combo, you weren’t taking any damage at all.

    Why did you die instantly to the combo? Maybe it’s low survivability on gear. But you had no idea!

    Let’s say that most players with “average” gear have 300,000 effective health. How much damage should a monster melee attack be doing? Maybe 25K damage? That lets you take 12 sizable melee hits. Sounds about right. Now imagine a particularly skilled demon hunter has sacrificed all defense on their gear to maximize damage and has only 50,000 effective health. This Demon Hunter is incredibly squishy but the game feels “right” because she’s still taking 0 damage through skilled play. Now you get hit by a Vortex/Frost Orb combo which chunks off half your health, followed by a single melee hit from a monster which kills you. This death feels incredibly unfair. From the Demon Hunter’s point of view, she was taking no damage at all, and then suddenly she was dead. There was no warning, just a vortex and a death.

    So now let’s highlight a specific change coming in Reaper of Souls for Desecrator. Currently on live Desecrator appears under your feet and deals no damage for the first 1.5 seconds or so. After the first 1.5 seconds you start taking continual damage over time until you leave. In Reaper of Souls this is changing so that you start taking damage immediately. The damage per second is less than it currently is on live to offset the fact that it starts immediately. Why is this a good change?

    For starters, it means that the faster a player exits Desecrator, the less damage they take. Previously there was no difference between leaving the Desecrator in 0.7 seconds vs 1.4 seconds. With the new Desecrator, a player who gets out in 0.7 seconds will take half as much damage as the slower player. There is a continuous spectrum that basically says “You’re going to take damage, but how much damage you take depends on how quickly you get out.”

    Additionally, this change gives the Demon Hunter from our previous example a much better sense of where she stands with respect to her survivability. On MP0 you might take 10K damage per second in Desecrator. With 50K effective health she notices she’s missing some health but she says to herself “I could stand in that for 5 seconds if I had to”. However, she turns up the MP and suddenly now she’s taking 25K damage per second. Now she’s thinking “That Desecrator is starting to hurt, and it’s stressful. I can only stand in it for 2 seconds before I die, and even getting out in 0.5 seconds I am losing 25% of my health”. By doing moderated amounts of unavoidable damage, the player can get an intuitive sense for how risky they can be. You can still perform much better as a highly skilled player but there are less surprises. Suppose 0.5 seconds of Desecrator, a monster melee attack and a Frozen explosion all do roughly the same damage. At the point that you notice a Desecrator is “pretty scary” you now have the information to extrapolate that a Vortex/Frozen/Melee attack combo is going to kill you.

    Ideally Diablo is a game where both your play skill matters and your gear matters. This applies to damage and survivability. We have survivability stats on gear for a reason and we want to make sure you get a tangible benefit from it. Your skill allows you to minimize how much damage you take, your gear determines how much of a buffer you are comfortable with. (Source)




    Wyatt Cheng on the Removal of Nephalem Valor
    Wyatt Cheng came to Reddit and gave his reason on why he was against removing Nephalem Valor.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Hi!
    Thanks for the shout-out. I must emphasize Diablo III is a team effort. It's a great privilege to be able to talk about the game but there is an incredible team working hard and passionately on RoS. I answered a question at Blizzcon about Nephalem Valor being removed, but that was a group decision. In fact, I was against it :) There are strong arguments on both sides but ultimately we removed NV with me kicking and screaming :). Fortunately for us we're in development mode right now so we can do iteration on game systems like this. The team is hard at work figuring out how to improve this game we all love.

    Might I ask why you wanted to keep it? I can't think of a reason for it to exist in RoS with Loot 2.0 and other changes. At that point it is more of a hindrance than an enhancement.
    Hrm, without going into too many details:
    1. I don't like the idea that swapping skills mid-fight could become a thing. Right now we disallow skill swapping in combat, we'll have to see how this plays out.
    2. I remember early DIII days when repeatedly farming a chest, treasure goblin, vase, predictable elite spawn etc. by constantly creating games was very efficient. I think it's bad for both the game experience and our server engineers if this style becomes more profitable than Bounties, Rifts, etc. This is hopefully addressed by making the reward of these other systems higher. On the flip side if you over-reward you start to bump against a different problem that the game feels more "grindy" when I'm more focused on objective-completion rewards rather than the chance of getting a sweet drop just around the corner. (Source)




    Pickup Radius Reduced for RoS
    Turns out the Pickup Radius stat has been significantly lowered for Reaper of Souls. Wyatt Cheng explained why on Reddit.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Pickup radius was reduced because we've ultimately decided that the current values do more harm than good.

    With the incoming changes coming to combat pacing, health globes are more valuable than in the current live environment. You don't just want them to proc passives, hopefully you'll actually want them to (gasp) heal!

    After many (many) hours of playtesting we concluded that large health globe pickup causes you to heal without even realizing why. One word we use a lot about on the team is INTENTIONALITY. We want to bring back some of the intentionality of picking up a health globe.

    Remember back in Nightmare difficulty when you'd save a health globe and come back to pick it up later? Or maybe you saw a health globe drop and you'd brave your way past some baddies to pick it up because you wanted the heal? We love that dramatic moment, and we want it to happen more often. Considering it barely happens at all in the live game, even happening once in a blue moon would be great for the dramatic moment it creates.

    All that said, this change is still being evaluated. So far results seem good. Of course, we wouldn't want to inadvertantly nerf some other builds such as Witch Doctor passives that look at your pickup radius. If we like the change overall we'll adjust the passive to make sure it doesn't become useless. (Source)




    Curse Weekly Roundup
    The Curse Roundup is up! This week Jess talks about the PlayStation 4 launch, the new expansion for World of Warcraft - Warlords of Draenor and a League of Legends related giveaway!

    Tags News
    15
  • Design a Legendary, Part 2 Results, Post-BlizzCon Online Store Sale, Ladder Clarifications, Pandemonium Fortress Lore

    • By overneathe Nov 15, 2013
    • Category IconNews
    • 5
    Design a Legendary, Part 2 Results
    Design a Legendary, Part 2's results are in. The poll was named 'Choose Your Theme' and the results are... not that surprising, but they are surely exciting!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Last week, over 20,000 Diablo III players world-wide participated in our "Choose Your Theme" poll. This was the second poll we held for the "Design a Legendary" project, and it was one that would ultimately determine the visual look and theme of the Legendary one-handed sword we're designing.
    Here are the results:
    • Caldeum: 1.7%
    • Westmarch: 9.2%
    • Serpent: 2.8%
    • Ancient Culture: 21.3%
    • Mephisto: 32.5%
    • Duriel: 7.6%
    • Diablo: 24.9%
    As you can see, taking nearly 33% of the global vote, our winning theme is: Mephisto!


    Mephisto
    "This blade would be styled to connect thematically to the wispy, skeletal Lord of Hatred. In addition to being a favorite character of the art team, Mephisto has a unique appearance among the Great Evils, and a blade associated with him would need to find a way to echo his character."

    Now that we've locked down the two critical components of this particular Legendary item's visual design (type and theme), we can start bringing it to life. Our next step is to have 3D character artist, Aaron Gaines, begin concepting, modeling, and implementing our one-handed sword into the game. Stay tuned to diablo3.com for in-progress shots as well as a quick Q&A with the artist himself!
    Also, as with our last vote, thanks to each and every nephalem who've participated in some shape, way, or form in this project so far. We hope you're enjoying it as much as we are. <3




    Post-BlizzCon Online Store Sale

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Another BlizzCon’s come and gone, but there’s still a chance to snag some cool commemorative Warcraft, StarCraft, and Diablo merchandise from the show. From now through November 17, anyone can purchase select items from the BlizzCon 2013 Store directly through the Online Blizzard Store—no need to have a BlizzCon ticket or Virtual Ticket in order to participate. Here’s a sampling of the legendary loot you’ll find:





    You’ll find lots of other stuff too, including select items from past BlizzCon events, though keep in mind supplies are limited. Head to the online Blizzard Store’s BlizzCon storefront to begin browsing, or click More Products > BlizzCon from the Blizzard Store home page.

    Check out the Post-BlizzCon Sale now!
    Shipping Note: Orders will be shipped from the United States, so international shipping rates may apply.




    Clarifications on the Possibility of Ladder in RoS
    The worries from the possibility of no ladder in Reaper of Souls made Lylirra make some clarifications on the topic. While the news are not bad, they aren't good either. It's all simply uncertain.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Great googlely-mooglely.

    Hokay. So, here's what I posted on Reddit Diablo earlier this week:

    For clarity (before anyone gets too crazy), we don't have any additional details or information right now about ladders in Diablo III. At this point, [ladders] are still something we're looking into and experimenting with -- i.e. in terms of how a ladder system might integrate into the game and mesh with features like Paragon, for example -- but not something that's confirmed 100%. We'd love to hear your thoughts/feedback/desires in the meantime.

    In other words:

    "Currently no plans for ladder" just means they are not ready to announce it yet. It's in no way an indication that they won't ever happen.
    Nothing's been cancelled or scrapped. Also, keep in mind that nothing's been announced, either. Datamined information != confirmation. (Please keep that in mind.)

    That said, we still would love to implement some sort of ladder system in Diablo III. As a noted over on Reddit, it isn't something that's confirmed yet (which is why we didn't talk about it at BlizzCon), but we still encourage players to share (or continue sharing) their thoughts and ideas about what they would like from that kind of system. We're listening.




    Pandemonium Fortress Lore

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    So, which is it? Is the Pandemonium Fortress in Pandemonium, the battleground where Angels fought Demons before Sanctuary became the site for their current (D1-3) guerilla warfare? Or is the Pandemonium Fortress the foothold Heaven has on Hell? Are they one in the same? Will this be explained, or just a retcon of what came before?
    Great question! I reached out to Brian Kindregan, our lead writer for Reaper of Souls, about this. Here's his answer:
    The realm of Pandemonium is the ancient battleground where much of the Eternal Conflict took place. The reason for this is twofold. One, it is connected to both Heaven and Hell, but belongs to neither place. Two, it was the site of the Worldstone, the most powerful artifact in existence. So the angels built the Pandemonium Fortress in that realm. When the Worldstone was stolen by Inarius and Lilith, the main reason for the fighting disappeared. Since then there have still been some limited fights in Pandemonium. (And there are still angels and demons lost in the vast landscape, fighting battles that ended millennia ago – they just don’t know it yet.) But the Fortress has mostly sat abandoned – until Malthael moved in.

    The quote is: The Pandemonium Fortress is the last bastion of Heaven's power before the Gates of the Burning Hells.This is still absolutely true – when the angels control the fortress, it is the furthest extension of their power – closer to hell than any other angelic possession.

    At the time of Reaper of Souls, the Fortress is under Malthael’s control and as it always has, the Fortress’s appearance shifts and changes to reflect whoever possesses it. So it may look quite different from the rooms you saw in Diablo II.

    Hopefully this helps. :)
    Tags News
    5
  • More Mystic Details, Transmog Clarifications, Nephalem Trials 'Still Alive in Some Form', D2 Ladder Reset

    • By overneathe Nov 14, 2013
    • Category IconNews
    • 7
    Beta.DiabloFans Update
    We gave another push to DiabloFans' Beta Site and there were some pretty essential fixes that came with it. After the update you're now able to post there and use bbcode. So make sure to have a glimpse at DiabloFans' future and even use the beta site if you like it that much more!





    More Mystic Details
    In the last few days a lot of information about the Mystic was given out on the Official Forums, so here is one more portion of it:

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    just to prevent as much backlash as possible....i would recommend a click ok to confirm aspect of the slot selection.
    There currently is an "Ok to confirm" warning when enchanting an item for the first time stating that it will make it Bind on Account. I'll check to see if a similar warning pops up for the first enchantment on items that are already Bind on Account, but this is good feedback and I'll pass it on either way!

    Is it possible to see the Enchantment possibilities, back out of the process without having paid anything, re-enchant the item etc. until you see the stats you want before actually paying anything?
    I think you may be overthinking this a bit. ;)

    So, if you reference the Enchanting preview in our lovely Mystic blog, you can more clearly see what I'm about to reference, specifically in the 4th screenshot down.

    When you're enchanting an item, you can click on the property you'd like to enchant to bring up a list of Possible Properties. Until you hit the "Select Property" button below, your item is not yet locked in. You can use this preview window for all properties before committing to the enchant.

    Once you hit that button, a list of three properties will show up. These are the ones that proc'd during your enchanting process, and at this point, that property slot is locked in (regardless of which of those three you decide to finalize).

    We've gone through a lot of iterations to make sure you know what your options are both before and after locking in your enchant, because we know how important it is for a feature like this to be intuitive. It'll make a lot of sense when going through the motions. =) Naturally, if you feel there are things we can improve on, we want to hear about it!

    If Split stats don't exist in the expansion, what will be there to take it's place?
    I don't have a specific list available, but items with split stats enchant normally. Say you have a split stat of +97 Str/+64 Vit (again considering I am pulling all these numbers out of nowhere - they aren't final in any regard). When you choose to reroll that stat, both the Strength and Vitality will be replaced by one of the newly available stats (like 197 Strength, for example). Split stats themselves will not show up as a possible new property when enchanting.

    For legendary items, does this mean ONLY those completely "random magic properties" are rerollable?
    We're still evaluating a lot of things with the legacy legendaries. But remember that many legendaries as they are in game right now are being redesigned with the pre-expansion patch and Loot 2.0. That redesign has taken Enchanting mechanics into account, so I believe this will be less of an issue. The current design is for all randomly generated stats to be able to be rerolled. Anything special to that item (like the ability to walk through enemies we previewed at BlizzCon) or stats that show up on an item type that don't normally appear (such as movement speed on Lacuni Prowlers) cannot be rerolled.

    In my opinion players respond better to transparency (including well communicated reasoning behind negative aspects of an overall positive feature) than to opening up a present that was promised to be flawless, only to find out all the limitations that often don´t make sense from a player´s perspective.
    In my experience, I agree wholeheartedly and believe transparency is very important. We're doing our best to provide as much information as possible. At the same time, we also want to be careful about information that is in heavy fluctuation. Plenty is still being iterated on, and there's a tendency to overlook that things can (and often will) change.

    So, if certain affix slots are now going to be "Core" stats, and then the other slots "non-core", will we know what slot is core or not?
    Yes, they are clearly marked as either Primary or Secondary stats on the item in question. Droth's answers to your other questions are also accurate. =)

    1. Undesirable stats are still undesirable but now they´re forced onto items instead of being more attractive.
    2. The Mystic won´t let me reroll that undesirable stat into any (desirable) stat I want.
    The attractiveness of certain stats is being addressed from multiple angles (including but not limited to new abilities, revisions to how those properties function, or legendary abilities that use these stats in different and meaningful ways). The delineation between Primary/Secondary on items is intended to allow some of these different stats to show up on gear without feeling like you missed out on something potentially better. If there are six possible primary properties for an inventory slot, there's not really a choice if you are capable of rolling all six. However, if there are six primary stats but you can only roll four of them, there are more situations where you have two options to choose from and you're not sure which you're going to take.

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

    What do the different colored "bullet points" just before each stat affix represent?
    Great observation! In Reaper of Souls you might notice that some affixes on items have an orange diamond next to it, and they're meant to indicate the affix will not be calculated in the item comparison tool. In other words, any affix with an orange diamond next to it won't change the red or green numbers in the item window.(Blue Tracker / Official Forums)




    Transmogrification Clarifications
    Lylirra made some pretty interesting clarifications on transmogrification in RoS. There are some new pieces of information among them as well.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    the account-binding has been recently removed from transmogrified items, so what is going to happen to a transmogrified item that is traded, considering every account have to unlock their own item appearances when it comes to legendary items? Or maybe all legendary will be account-bound/soulbound, so we won't be able to trade them anyway?
    Hm. Your question is kind of moot for a few reasons (i.e. I don't think it's really something to worry about much):

    1) Under current design, all new Legendary and Set items that drop in Reaper of Souls and once our pre-expansion patch goes live will be Bind on Account. (Right now, you can still trade these items with other players who were in your party when the item dropped for up to two hours, however.)

    2) To unlock a transmogrification appearance for a Legendary or Set item, you have to ID the item first.

    3) You can't currently transmogrify an unidentified item.

    So, let's say a Legendary item drops, you identify it, unlock the item appearance for your account, then decide to transmogrify the appearance of that Legendary item to something else. Even if you then traded that item to another eligible person in your party, it wouldn't really matter because the item is already identified. Simply having the Legendary in your possession isn't enough to unlock its appearance; you have to actually ID it.

    Hope that helps!

    *Adding in my caveat of: All of this subject to change. This is just where design is right now.

    Got a new question. Will party size still be 4? Cuz I have more than 4 people on my friendlist; they can't all be in the party with me.
    We've no changes planned for increasing party size (which means right now it's staying at 4).

    Oh! And I just wanted to clarify that, as of current design, you'll be able to freely trade items that are transmogrified, provided that they're not already bound to your account. You'll just want to keep an eye out for the little purple, swirly symbol on the tooltip whenever trading with another player, as this will indicate that the item has been transmogrified.

    [Note that, at present, an item will retain its applied appearance even after traded. You can then choose to keep the applied appearance (even if you haven't personally unlocked it yourself), or visit the Mystic and pay the gold cost to have it removed. Once the appearance is removed or replaced, however, if you haven't unlocked it for your account, you will no longer have access to it.)

    Lylirra can you please pass on the feedback regarding BoA items that, while I like the idea, I think there needs to be a caveat to keep us able to still share items with our friends/guildmates. I can't count the number of times I've given my wife a good item and it's great to be able to do that for her since I play more than her.
    That's certainly feedback we're already collecting and passing on. :)

    thanks! That last bit of information was all I was wondering about. :) Anyway, do you guys think it's okay to have an item transmogrified to an appearance that you do not own yourself?
    Still on the fence, actually. It's not a huge concern of ours at the moment either way, but with additional feedback and testing we'll most certainly come to a concensus. What are your personal thoughts?

    If there are 2 people in my game when a legendary drops, can I trade it to a 3rd person who has joined the party after the drop occured, but before the 2 hour time window closes?
    Currently, the item will only be tradeable to players in the party at the time that the item dropped.




    Nephalem Trials 'Still Alive in Some Form'

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Nephalem Trials are indeed still alive in some form, but they will not be added with the launch of Reaper of Souls. We absolutely love the idea behind the Trials (challenge-based systems can be so much fun), but before we implement them we want to make sure they have a strong underlying reward structure and tracking system. That kind of hook is important for a system like this and we didn’t want to add in Nephalem Trials to the game without it.

    The gameplay felt great and was in a good place at gamescom 2013 where we announced them – which is actually why a lot of the individual Trials have been added on their own as standalone events into Reaper of Souls – but the mechanism that made the overall system feel meaningful over a long period of time wasn’t and would take some pretty significant tech and time to implement (in this case, at the expense of other features as well).

    Rather than delay the release of the expansion to make sure Nephalem Trials could make it in with all the necessary components, we made the decision to cut them for now and re-focus our efforts on making sure other key systems like Adventure Mode, Bounties, Nephalem Rifts, and Clans & Communities (just to name a few) are solid. It’s not an ideal scenario, but these are the kinds of hard calls we sometimes have to make in a world where we can’t stack +Maximum Resource. >.>




    Diablo II Ladder Reset

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    It’s that time again! On the morning of Tuesday, November 26, we’ll be conducting maintenance in order to reset the Diablo II ladder. We anticipate the realms could be down for up to six hours, and during that time all existing ladder characters will be converted to non-ladder. All characters and items being converted to non-ladder will remain intact, but once converted these characters will no longer have access to ladder content such as creating ladder-only rune words.

    This ladder reset, like all those before it, creates a clean slate where all ladder characters begin at level 1 with no previous items to help them. To participate, simply wait until the Diablo II realms return to service on May, log in to Battle.net, and tick the “Ladder Character” checkbox when creating a new character. You can track ladder character leveling progress by clicking on the Ladder button from the main Diablo II in-game Battle.net interface.

    For more information on ladder characters please visit the Arreat Summit at http://classic.battl...ctertypes.shtml




    Gamepedia With Its Own Titanfall Wiki
    Gamepedia's Titanfall Wiki has secured official wiki status.If you're into Titanfall or games like it, you should definitely check the wiki out. And even if you still aren't, it's not too late to get hooked up on it, maybe something there will be able to tempt you!
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