How do I claim season rewards?
How do I claim my season rewards?
Should be in your Mailbox upon completion…
Completion of the season or soon unlocking it?
I made a mistake…when you complete a section…1, 2, 3 etc…go to the “Seasonal Journey Screen”…highlight the section you finished…and down below at the bottom…there should be “Claim Reward”…
The Gift…one that rewards the Armor…will be in your Inventory Bag - Rewards…
Follow the above instructions, but to be more precise, the rewards come in cache bags that show up in the same place as bounty caches.
![:laughing: :laughing:](https://d1hnj6esvk269c.cloudfront.net/en/d3/images/emoji/twitter/laughing.png?v=6)
same as switch. go to season journey select chapters 2 3 and 4, at the bottom click claim reward, then follow the next screen.
I finished m the first three chapters of the season but did not get the horse or any other season reward shown for season 19. In my mailbox was only the mask of scarlet death, but I dont recall that being a reward. I’m confused as to why I didnt recieve the necromancer set/leveled through 70(100) and rift 20.
![:slight_smile: :slight_smile:](https://d1hnj6esvk269c.cloudfront.net/en/d3/images/emoji/twitter/slight_smile.png?v=12)
So i did not claim my season rewards (finished 3 chapters in the limited time I had). I assume I have no way of recooping these rewards now? I wasn’t aware I had to get them while the season was still going and they are not in my mailbox
Mailbox is disabled during season. If season is over, then yes no way to recover them.
I have the same issue: didn’t realize that I had to claim the rewards during the season and now that it ended I don’t have them. Is there really no way to claim them still?
nope, you cannot claim them.
People DO realize the Season rewards you CAN claim are to help you during Season not after? The pet, portrait etc you do not need to claim for but the set gear is for the season not after it.
Personally I didn’t realize that no, I thought they were a reward for finishing the season. But thanks guys, I’ll keep it in mind for my 2nd season
Earned my season 21 rewards but then claimed them with a new character and didn’t receive them, did I mess up
I am playing on ps4 and still se no claim rewards option nomatter what I do or where I go on the season journey menu
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How To Claim Diablo 3 Season Journey Rewards In Season 29
Whether you're a veteran or a casual Diablo 3 player, it's important to know about the various free items and rewards that the game has on offer, which can help you immensely during your demon-slaying journey. One of these offers is the Season Journey Reward, which you can claim for some awesome rewards.
So if you don't know how to claim these rewards or which rewards are available for Season 29, then we have you covered. Below, we'll show you how to claim the Season Journey Rewards for Season 29 of Diablo 3 and which ones are up for grabs.
Update on 12 September 2023: We've updated this guide with the lastest, fresh info on Diablo 3 Season Journey rewards for Season 29.
Diablo 3 Season Journey Rewards: How To Claim in S29
During the Season Journey, players will be able to complete specific missions/quests for seasonal prizes. These can range from cosmetic items such as Pets , Portraits, Wings, Pennants, etc, as well as more gameplay items such as armor sets and extra gear slots.
Once you've completed these quests, you can claim your Journey Rewards by clicking o the small mail icon that appears in the bottom left of your screen. This is for PC players however, when you're on a console, you'll need to go through the Season Journey menu, then click on the “View Rewards” button, then on “Claim Rewards” for each chapter.
Diablo 3 Season 29 - Season Journey Rewards List
Now that you know how to claim the rewards, let's take a look at the list of Journey Rewards available for Season 28 of Diablo 9.
And that's everything you need to know about the Season Journey rewards for Season 29 of Diablo 3. Don't forget, these Journey Rewards can be obtained from the moment you start your journey, so don't delay and get them as soon as you can. Lastly, Be sure to check back here soon for more on each season's Journey Rewards and how to get them.
Get Started
- Introduction
- Choosing Your Class
- Fundamentals
- Combat & Skills
- Game Difficulty
- Playing With Friends
- Player vs. Player
- Items & Equipment
- Crafting & Artisans
- Kanai's Cube
- 1 Seasonal Heroes
- 2.1 Greater Rifts
- 2.2 Season Achievements
- 2.3 Conquests
- 3 Exclusive Season Rewards
- 4 End of a Season
Seasonal Heroes
Creating a Seasonal hero
To participate in the current Season, you'll need a Seasonal Hero. To create one and begin your new adventure, simply select the "CREATE" button on the Hero Selection screen. Make sure to select the "Seasonal Hero" option and then select "CREATE HERO". Seasonal Heroes start off with a blank-slate. They have their own shared stash and, until the current Season is over, they may not access any non-Seasonal items, materials, or gold already present on your account.
Leaderboards
The Leaderboards screen
Diablo III's Leaderboards can be accessed from the main menu. Leaderboards allow players to compete for ranked achievements with others—within the same region, clan, friends list, class, and with other parties of players. The Rankings page (PC) will also let you track player statistics.
Greater Rifts
Player progress in Greater Rifts is ranked by highest difficulty, and fastest time within that difficulty. This Leaderboard tracks statistics for both Seasonal and non-Seasonal Heroes.
Season Achievements
The Season Achievements tab will rank the highest character achievement score according to who earned it first. The total score includes all normal achievements earned during the current Season on top of extra Season Only achievements. To participate, create a Seasonal Hero and earn as many achievements as you can before the current Season ends.
The Conquests tab keeps track of players that have first completed Conquests in the current Season. It can be filtered by the first 1000 players within your region; by friends and by clan mates. Conquests are much harder to complete than regular achievements and the Leaderboard for them resets each Season.
Exclusive Season Rewards
In Seasons, you’ll be able to earn cosmetic items to add to your Collection ; Pets, Portraits, Wings, Pennants, and more.
![season journey reward d3 season journey reward d3](https://eu.diablo3.blizzard.com/static/images/game/guide/seasons/season-items.jpg?v=58-137)
End of a Season
At the end of each Season, all Seasonal Heroes will be moved over to the existing non-Seasonal Hero pool. All items, currency, and materials obtained by your Seasonal Heroes will be made available to your regular Heroes. Items that were in your Seasonal stash will be sent to you through the in-game Messages system. To participate in the next Season, you'll have to create a new Seasonal Hero and start your journey anew!
Stay Connected
Diablo 3: Season 32 Journey Tracker
List of conquests in Season 32:
- MASTERCLASS
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Beginner's Guide to Seasons in Diablo 3
Seasons in Diablo 3 allow players to experience the game with a fresh start, with no gold, materials, items, or characters carried over from the non-seasonal section of the game.
This page goes over the basics of Seasons, how they work, and the season-specific mechanics that do not appear in the normal areas of the game, such as the Seasonal Journey.
- 1. What is a Season and why should you play it?
- 2. Leveling 1-70
- 3. At Level 70
- 4. A Final Note
The purpose of this beginner seasonal guide is to get you acquainted with the basics of Seasons, as well as introducing you to fast leveling, gearing and farming tips that maximize your seasonal experience. While this guide has been written with seasonal play in mind, many of the strategies carry over to all forms of play, and will be applicable if you are just starting out a non-seasonal character as well.
What is a Season and why should you play it?
Seasons are an optional, recurring game mode that allows you the opportunity to start fresh every few months, leveling a Normal or Hardcore character from scratch without previously earned items, paragon levels, materials and gold. A great positive of the Season is reliving the initial progression, and seeing a character grow in great strides. Seasons are separate much like the Normal and Hardcore game modes, and it might seem intimidating that your Seasonal character will have to start his own stash, experience and artisan progression. None of your efforts will be wasted however, as all your endeavors within a Season — characters, items, paragon levels, gold, etc. — will be rolled over as non-seasonal once the Season concludes. A unique incentive of Seasons are the trackable Seasonal Journeys, exclusive Transmogrification awards, and a separate Leaderboard that allows everyone to compete on even grounds.
Leveling 1-70
You make three important choices in the pre-game: forming a party, choosing game mode and setting a difficulty. Starting a Season in a group rather than solo is a bit harder to organize, but comes with the highest recommendation: not only do you receive a party-wide loot and XP buff, but experience bonuses are now shared between members and lucky rolls for one will benefit you all. Another important consideration is that monster health does not scale proportionally to player number, giving you an edge in overall damage (not to mention utility in the form of CC and buffs). Nevertheless, if you prefer (or simply end up) playing solo, check out the 'Massacre leveling' opportunity outlined below in the Playstyle section, as it will be your fastest option to reach level 70.
![season journey reward d3 Leoric's Crown](https://static.icy-veins.com/images/d3/icons/unique_helm_002_p1_demonhunter_male.png)
Another pre-game choice is setting your difficulty, and the widely accepted leveling difficulty is Hard: a good combination of negligible challenge and a decent 75% experience bonus. You can consider bumping the difficulty to Master or higher only if you have received a huge power spike, such as crafting a reduced level requirement weapon (discussed below). As a final note, avoid leveling on Expert difficulty, as the experience gain to monster health increase ratio is heavily unfavorable in comparison with Hard.
You have two major options for activities during leveling in Adventure Mode: bounties and rifts . There will always be an active bounty for a random act Boss; ones that do not require a lot of running to find them are particularly attractive (i.e. Zoltun Kulle, Maghda, Belial), but completing the Boss bounty in general will net you good experience right at the start, as well as a chest that contains nice starting loot. After the Boss bounty, consider finishing the remaining bounties in the Act with active bonuses for a chance at the Cain's Fate and Born's Defiance crafting plans; both are sets craftable at the blacksmith, whose bonuses yield additional experience to speed up leveling.
After you complete the above, it is time to consider your leveling method. There are several viable paths to get to max level, each with its own benefits and drawbacks.
Leveling by Standard "Nephalem" Rifts
For groups and players that do not stress losing an hour or two in a 1-70 race, the general recommendation is to stick to rifts for the 1-70 journey. Rifts grant you increased legendary drop rate, blood shards for gambling, and a hefty 'hand in' bonus at the end. While rifting has a higher degree of randomness than bounties (map layout, monster density and composition are all RNG), the removal of Rift Keystones as a requirement to open them allows you to simply remake if you get a bad (difficult or slow) rift.
A lesson best learned early in Diablo is focusing on larger groups of enemies and ignoring stragglers to the best of your ability — take advantage of the fact that the only individual enemies you must fight are Rift Guardians. In the endgame, this will translate in efficient skipping of bad fights and better farming results; during leveling, it will result in you hitting max level faster. To summarize, adopt AoE spells and teach yourself to concentrate fire on larger packs of enemies, luring stragglers to them.
And finally, minimize your own downtime — this is a common pitfall that is hard to realize, because it is unique and personal for everyone. Whether it is out-of-game distractions like TV or a second monitor, or redundant in-game activities like excessive crafting, that downtime will drag your leveling process unnecessarily. As a rule of thumb, remember that pre-70 gear will be quickly outgrown and pondering between items of similar power — or rerolling any of them — is more than likely a waste of your time. Good leveling times fall somewhere in the 2 to 3 hours range, so anything over that points at downtimes and skipping one or more of the recommendations above.
Leveling by Massacre bonuses
![season journey reward d3 Rend](https://static.icy-veins.com/images/d3/icons/barbarian_rend.png)
Leveling by Halls of Agony Blades
This is one of the faster strategies, clocking in about the 1 hour mark, but is widely acknowledged as one of the more annoying strategies and is available only for softcore players, as it will involve some (or a lot, depending on your experience with it) dying in the process.
The strategy requires that you go to the Halls of Agony Level 1 (Act I) and find the giant cleaver blade traps, lure enemies to them, and enjoy the passive experience as the environment itself kills the unsuspecting monsters. Any form of crowd control over the enemies, be it stuns or slows, to keep them in check and within the trap radius, will be extremely beneficial.
Leveling by Cursed Chests
![season journey reward d3 Grasps of Essence](https://static.icy-veins.com/images/d3/icons/p69_necro_unique_gloves_22_demonhunter_male.png)
The preferred way to level through Cursed Chests is to have individual party members make their own games, and invite the rest of the group when they stumble upon one of the Cursed Chests from the list below. Note that Act IV has no suitable spots.
- Act I - The Cursed Cellar - The Old Ruins (dangerous for Hardcore characters due to lack of space)
- Act I - The Cursed Court - Cathedral Level 2
- Act I - The Cursed Bellows - Halls of Agony Level 3 (dangerous for Hardcore characters due to fire traps)
- Act II - The Cursed Spire - Archives of Zoltun Kulle
- Act II - The Cursed Pit - Archives of Zoltun Kulle
- Act II - The Cursed Moors - Shrouded Moors
- Act II - The Cursed Temple - Temple of the Firstborn
- Act III - The Cursed Garrison - The Battlefields
- Act III - The Cursed Bailey - The Ruins of Sescheron
- Act V - The Cursed Peat - Paths of the Drowned (dangerous for Hardcore characters due to high damage monsters)
Setting the game at a difficulty that will not make you struggle for survivability allows you to concentrate on one thing only: fast and efficient clearing, which is directly tied to your damage. Its biggest contributor will be your weapon, so allocate resources and focus your attention accordingly. If you have not upgraded that slot in about five levels, consider crafting yourself one at the Blacksmith. A small tip right when you start would be to steal appropriate weapons from your followers — you can grab a spear from the Templar , a crossbow from the Scoundrel and a dagger from the Enchantress . At level 1, they are stronger than your default weapon.
Classes are spread across several main stats: Strength for Barbarians and Crusaders; Dexterity for Demon Hunters and Monks; and Intelligence for Necromancers, Witch Doctors and Wizards. Adding to your main stat has major influence on your damage in Diablo 3, and even more so during leveling where high-end modifiers like crit, attack speed and elemental damage are infrequent and at low values. The importance of the basic Toughness stat, Vitality, and leveling amplifiers like Additional XP cannot be disregarded, but they should always be considered second to main stat gain.
To solidify your DPS, check vendors for rings and amulets adding flat damage. These give you a huge damage boost in the early game, where your weapon damage is in the double and triple digits. Fence merchants in towns sell jewelry, available at around level 6 for rings and around level 10 for amulets. Do not zealously check back and forth however, and only make merchant trips during natural pauses in gameplay — like Rift closing times.
While it is easier to write them off as a level 70+ concern, do not forget the existence and importance of gems during the leveling process. Most importantly, save up and upgrade two Rubies to the highest available tier at the time, and slot them in your weapon and helm. Adding a Ruby to a weapon adds flat damage, which is the best DPS increase in pre-70 gameplay, where Crit chance rolls are scarce and low, and the Crit Damage boosting Emerald gem reaps lesser benefits. A Ruby in the helm increases experience gain, shortening the time necessary to reach max level.
As a quick tip, there is a good chance you go over your 500 Blood Shards cap before you reach level 70, where you want to do your initial burst of gambling. To avoid wasting your rewards, do not hesitate to gamble a little bit, dipping just enough to hover at the 400+ range. Look over your gear, pick your worst slot — the one you have not upgraded for a while — and gamble 1-3 pieces. It will not hurt your progression, and you will feel the difference during leveling.
As previously noted, crafting should not be overlooked as a source of weapon upgrades — and is especially important during leveling, because it can be combined with the completion of a Challenge Rift right at the start of a Season (Challenge Rifts are explained a little further in this guide). Saving the weekly Challenge Rift completion and doing it right when the new Season starts on your fresh character is an easy way to gain a bunch of crafting materials and gold. This allows you to boost your Blacksmith and Mystic to Level 12 and to craft and reroll Level 70 weapons to use during leveling — the single biggest boost you can give yourself. Level 70 weapons can roll with a Reduced Level Requirement affix — up to 30 — in their secondary stats, skyrocketing your DPS for nearly half your leveling and allowing you to bump up difficulty for better XP gain.
First, pick a solid, cross-class two handed weapon category like a Two-Handed Axe, Two-Handed Sword, or a Two-Handed Mace, and select the highest tier rare weapon to craft. In order to conserve crafting materials and gold, craft weapons in small batches of 5, or even one by one when strapped for cash, and check their affixes. Be on the lookout for the following affixes:
- High Mainstat (Strength, Dexterity, Intelligence) Roll — this is a tremendous DPS boosts due to the way mainstat scales on a high item level weapon, compared to your stats during low and mid character levels.
- % Chance for Crowd Control (Slow, Stun, Freeze, Knockback...) — This is especially important, because having a single one of these rolls eliminates all other % CC rolls from the Secondary affix pool when rerolling. Simply keep this stat and reroll the other secondary, i.e. "Ignores Durability Loss", and you should have the Reduced Level Requirement roll in just a few attempts.
- Life per Hit in the primary Stats — This prevents Life per Kill from rolling in the Secondary Stats, further reducing the pool of possible Secondary Stats to reroll into and making Reduced Level Requirement rolls even easier to get.
Pay close attention to the gold you spend rerolling, and if possible, keep several items with potential to reroll around. This is done because every additional reroll scales the necessary gold, and you can easily deplete the Challenge Rift cash if you get careless. Note that items that you craft with the intent to get Reduced Level Requirement can be shared among your party members PRIOR to getting rerolled. If you get exceptionally lucky, you can stack several high level weapons in your group and speed up your leveling immensely, but remember to share weapons with potential before they get rerolled. Also, be careful with the Salvaging options in the Blacksmith after a crafting session, especially when you get a good weapon. Salvaging all rares will destroy the fruits of your labor! To prevent this from happening, either stash the weapon immediately to prevent mishaps, or do a quick cheap transmog at the Mystic — transmogrified rare gear will not get destroyed from a Salvage All Rares click.
![season journey reward d3 The Furnace](https://static.icy-veins.com/images/d3/icons/unique_mace_2h_103_x1_demonhunter_male.png)
At Level 70
Your overall strategy will not alter much immediately after hitting 70; rifts continue to be your best source of gear, and bounty runs should be delayed until you need to craft a set or store a unique power — both of which require bounty-specific materials. An exception would be prioritizing the Seasonal Journey up to the relevant Chapter to acquire the full class-specific set from Haedrig's Gifts, and acquiring your Kanai's Cube for the first time from the Ruins of Sescheron area in Act III, which you can do at any time and will only have to deal with once.
The Seasonal Journey and Haedrig's Gifts
The Season Journey consists of series of achievements which grant cosmetic rewards, including profile borders, item transmogs and cosmetic pets. The Season Journey is divided into Chapters with separate achievements that are roughly similar in difficulty and relevance to character progression, giving some additional incentive and structure to seasonal gameplay. The Journey is available only to seasonal characters, and is shared account wide with the exception of the Softcore and Hardcore divide.
Completion of seasonal chapters II, III and IV yields Haedrig's Gifts, a cache-like reward that drops two pieces of a fixed class-specific set. With the completion of these chapters, you will have a full 6 piece set bonus available to you, skyrocketing your character power well into the mid-to-high Torments. This makes the early portion of the Seasonal Journey your first priority upon reaching max level.
With the early Season Journey out of the way, you have three significant types of farming: Bounties, Normal Rifts and Greater Rifts , each with its own distinctive benefits.
Doing Bounties
![season journey reward d3 Ring of Royal Grandeur](https://static.icy-veins.com/images/d3/icons/unique_ring_107_x1_demonhunter_male.png)
Running Normal Rifts
This is you bread and butter at the start, and will remain a staple in your farming well into the endgame. Rifts no longer require keystones to open, and you can start one anytime; their universal structure and clear goal (progress the bar by killing the monsters until the Rift Guardian appears, kill him and loot him, close the rift and repeat) only reinforced by their better drop chance compared to Bounties. While you can continue the Rift past the Guardian, it is advisable that you end once you finish him off — entering a new one is free, and getting as many Guardian kills and Rift close rewards as you can yields more experience, gold and blood shards per hour. You should prioritize normal rift farming for the vast majority of your early playtime, adjusting the difficulty to the highest you can handle while still being efficient — killing elites in less than 10 seconds is a good metric. Normal rifts are best at gearing you up and supply you with Greater Rift keystones, the next important step in your progression.
Fast ("Speed") Greater Rifts
Greater Rift keystones are generally used for three purposes: pushing for Leaderboard placement, upgrading Legendary Gems and farming Paragon levels. When starting out, the latter two will be done at once, with the added benefit of getting a guaranteed Legendary Gem at the end of every Greater Rift until you have a complete collection. In Greater Rifts monsters still grant progression, but the activity is unique in its timed nature, and only grants you loot from the Rift Guardian kill. To compensate its lesser material gain, Greater Rifts produce scaling Blood Shard rewards and multiply experience bonuses on gear, making them ideal for Paragon leveling. When you should do your first GRs and how many of them is up to personal preference, but it is advisable to start weaving them in as soon as you can handle the early Torment levels. As they invariably grant you the vital Legendary Gems and allow you to upgrade them upon completion within the timer, Greater Rifts will gradually take a larger and larger role in your routine.
A note on Challenge Rifts
As of Patch 2.6, you are able to select a unique activity in the pre-game lobby: Challenge Rifts. The Challenge Rift system pulls a random Greater Rift completion (including from ones too low to be on the leaderboard) — snapshotting the build, gear and even the level layout. All players are then able to compete for its fastest completion on completely even grounds. There is a weekly reward attached to beating the timer of the original run: a cache of 300 Blood Shards, 4 million gold, 8 of the unique bounty materials for Cube recipes, and a stack of regular crafting mats. This is one of the strongest early boosts you can get in the first week of a Season, so do your Challenge Rift as soon as possible. Considering the minimal effort required for the cache, it is also a good use of your time every subsequent week.
Befitting the name of the activity, spending Blood Shards at Kadala is not an exact science. You can slightly influence this luck-heavy endeavor by applying any of the following strategies:
- Gambling for your current worst slot: best done in the very early 70 game, this strat will quickly max you out when it comes to stat rolls, but is less effective in attaining specific legendary bonuses. Drop it as soon as you stabilize low Torment farming.
- Gambling for generic set slots: a solid strat that minimizes frustration, this approach suggests to research the competitive specs of your class and gamble for the slots that powerful sets have in common. Most 6 piece sets have helms, chest pieces, pants and gloves, increasing your chances to gather a 2 and 4 piece bonus in a short time span, leading to a significant spike in power.
- Gambling for the hardest gear slots: this approach is only adopted with high endgame perspective in mind, and suggests you know your class and playstyle in and out. The basic idea is that you will invariably stumble upon the more common gear pieces through massive farming sessions, and you can concentrate all of your Blood Shard efforts in the rarest slot — the one that can take you a whole Season to farm, as it requires being Ancient and having very specific stats (usually a weapon). Only attempt this strat if you plan on active and competitive participation in the Season.
Kanai's Cube brings a more refined aspect of gambling, allowing you to roll rare items into legendary items of the same type, as well as rerolling the very legendary items. Transforming a rare item into a legendary is an excellent way to target class-specific items (wands, mighty weapons, ceremonial knives, etc.) and has the potential to roll them as Ancient, making it a great mid-Season recipe to assemble gear. Rerolling a legendary item is an expensive recipe targeted towards mid-to-late Season, where acquiring a specific Ancient can make the difference at a shot for the Leaderboards. Finally, the set conversion recipe is a relatively inexpensive method of assembling a set through redundant pieces, but cannot produce Ancients, and as such can only be considered an early 70 booster.
A Final Note
However you decide your approach to Seasons, make sure you do it for the right reason: having fun and experiencing character growth. The meta has been frequently criticized for its RNG-heavy endgame, but that can hardly explain the same people appearing time and again at the top of the Leaderboards. Rest assured that they are the ones that treat the Season as a marathon and not a race, easily surpassing the ones that go extremely hard at the start and burn themselves out by week two. Consistency, research and minimizing downtime will be the three biggest contributing factors to your Seasonal progress and your endgame achievements. Happy hunting!
- 20 Nov. 2020: Updated for Season 22. Improved quick leveling sections. Added Shadow Clone leveling method.
- 18 Apr. 2019: Minor fixes to the guide.
- 19 Oct. 2016: Guide is up to date for Season 8.
- 29 Jul. 2016: Revised the guide to reflect updates to Season structure and the Massacre leveling option.
In The Same Category
This build is presented to you by Deadset , one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch , where you can see how this and other builds play out in practice.
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How To Get Diablo 3 Season Journey Rewards In Season 28
Whether you’re a seasoned Diablo 3 player or just starting your journey into the world of demon-slaying, understanding the Season Journey rewards can significantly enhance your gaming experience. Season 28 brings a plethora of rewards, and this guide will help you claim them with ease.
The Season Journey Rewards: What’s in Store for Season 28?
The Season Journey offers players a chance to earn exclusive rewards by completing specific missions or quests. These rewards vary from cosmetic items like Pets, Portraits, Wings, Pennants to gameplay items such as armor sets and extra gear slots.
Claiming Your Rewards: A Step-by-Step Guide
Claiming your rewards in Season 28 is straightforward. For PC players, after completing the quests, click on the small mail icon that appears in the bottom left of your screen. Console players, on the other hand, will need to navigate through the Season Journey menu, click on the “View Rewards” button, and then on “Claim Rewards” for each chapter.
Season 28 Rewards: A Comprehensive List
Season 28 offers a range of rewards, starting from Haedrig’s Gift – Class Set Helm & Gloves in Chapter II to a rare portrait frame and pet for completing the Season 28 Guardian Journey. Remember, these rewards can be claimed as soon as you start your journey, so don’t delay!
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Season Journey
Season Journey is a feature of Diablo III and IV .
- 1.1 Background
- 1.2 Chapter Rewards
- 2 Diablo IV
- 3 References
Diablo III [ ]
Season Journey is an enhanced Achievement tracker that is only available to Seasonal players and is shared account-wide. This feature was added in Patch 2.3 during Season four . [1]
Background [ ]
The Season Journey was added as a means of tracking player progress. It acts as a guide on how players should progress throughout the Season. The Journey is divided into chapters, which include major milestones that are achievable by most players, and tiers, which are designed for advanced players.
Completing chapters unlocks new portrait frame rewards, and the final chapter includes challenges which will take effort to achieve for even the most powerful characters. [1] A new chapter is unlocked after the completion of all previous chapters. Chapter quests are designed to be immediately accessible, so completing a task before actually unlocking it does count towards its completion once the chapter is finally available. [2]
Each chapter is progressively more difficult, featuring tasks from no-brainers such as leveling artisans , socketing items, and reaching certain character level , to challenges such as beating a Nephalem Rift on Torment IX difficulty in under 4 minutes, beating solo Greater Rift rank 60, killing Greed on T10, or extracting 100 legendary powers via Kanai's Cube . There are a total of 9 chapters (Season 5), each giving progressively better rewards, including non-combat pet, full class set, and an additional stash tab (for Chapter VIII). Beginning with Season 5, players receive Haedrig's Gift as a reward for completing Chapter IV of the Season Journey.
Chapter Rewards [ ]
There are a total of nine chapters in the Season Journey. Each successive chapter is more difficult than the previous ones. After completing chapter IV, the player will receive the cosmetic rewards for the Season.
![](http://playon.fun/777/templates/cheerup/res/banner1.gif)
Diablo IV [ ]
![season journey reward d3 Season Journey-D4](https://static.wikia.nocookie.net/diablo/images/6/6e/Season_Journey-D4.png/revision/latest/scale-to-width-down/180?cb=20220824080945)
Season Journey interface
The Season Journey returns in Diablo IV .
The Season Journey is divided into a number of chapters, with players earning limited-time rewards of each chapter of the journey that's completed. The last chapter is the hardest.
The Season Journey is free for all players. Completing Season Journey objectives also grants progress toward the Season Pass . [3]
References [ ]
- ↑ 1.0 1.1 2015-06-23, PATCH 2.3.0 PTR PREVIEW . Blizzard Entertainment , accessed on 2015-06-29
- ↑ 2015-08-27, What’s New in Patch 2.3.0? . YouTube , accessed on 2015-08-27
- ↑ 2022-08-18, DIABLO IV QUARTERLY UPDATE—AUGUST 2022 . Blizzard Entertainment , accessed on 2022-08-22
- 1 Insight Rune Word
- 3 Treachery Rune Word
Diablo 4 Season Journey Rewards a Complete Set of Class-Specific Legendary Gear - Season 4
Barbarian - dust devil, druid - pulverize, necromancer - minion army, rogue - barrage, sorceress - incinerate, comment by lightdark99.
Another D3 copy paste mechanic:D
Comment by Idaen
No Blizzard. It's the dumbest decision you've made since speeding up leveling. Remember, just becouse the game is for casual players doeasn't mean it should be trivial and unsatifying. If your goal is to make a game like a D3 that people will play for 2 days on a weekend after season start, then you're on the right track..
Comment by Jazzlin
I like it :D
Comment by GameOn
I like it. Encourages people to play alts.
Comment by apedosmil
No Blizzard. It's the dumbest decision you've made since speeding up leveling. Remember, just becouse the game is for casual players doeasn't mean it should be trivial and unsatifying. If your goal is to make a game like a D3 that people will play for 2 days on a weekend after season start, then you're on the right track.. As opposed to not playing til the next expansion or never again? Show us your achievements or sit back down. Casuals are the backbone of D4. Also, stop acting like D3 was so bad, at worst, it was a mixed bag.
No Blizzard. It's the dumbest decision you've made since speeding up leveling. Remember, just becouse the game is for casual players doeasn't mean it should be trivial and unsatifying. If your goal is to make a game like a D3 that people will play for 2 days on a weekend after season start, then you're on the right track.. As opposed to not playing til the next expansion or never again? Show us your achievements or sit back down. Casuals are the backbone of D4. Also, stop acting like D3 was so bad, at worst, it was a mixed bag. Please feel welcome... Idaen#2722 battletag, check it out on Diablo Armory. Challenge progress at 93% and 80% on HC. 3 meta achievements from all 3 seasons. If someone doesn't have time, they shouldn't get everything for free... I remember when in D3 they increased legendary drop rates for the weekend, and then people like you cried, 'oh, give us back that drop rate,' and what was the result? You could make a character in two days... have no words for you...
Comment by CptBadger
No Blizzard. It's the dumbest decision you've made since speeding up leveling. Remember, just becouse the game is for casual players doeasn't mean it should be trivial and unsatifying. If your goal is to make a game like a D3 that people will play for 2 days on a weekend after season start, then you're on the right track.. As opposed to not playing til the next expansion or never again? Show us your achievements or sit back down. Casuals are the backbone of D4. Also, stop acting like D3 was so bad, at worst, it was a mixed bag. Please feel welcome... Idaen#2722 battletag, check it out on Diablo Armory. Challenge progress at 93% and 80% on HC. 3 meta achievements from all 3 seasons. If someone doesn't have time, they shouldn't get everything for free... I remember when in D3 they increased legendary drop rates for the weekend, and then people like you cried, 'oh, give us back that drop rate,' and what was the result? You could make a character in two days... have no words for you... touch grass
Comment by War91
Another D3 copy paste mechanic:D AND YOUR MAD?
Comment by Aova
Missed opportunity: it should've been a sick cosmetic set that made the season worth playing. That way the reward lasts longer than just the season and you have something to show off for the accomplishment. Instead you get gear from an arbitrary build that you might not be playing with stats that could easily roll garbage numbers on a character that won't matter in a couple months.
Comment by cethlol
Hey Diablo 3 long time no see!
Comment by kovera123
Hey D3 i missed you! Glad i can have you for 100 euros ! I am so happy
Comment by Leandervr
This is a good thing. The seaonal rewards were totally useless before, now it'll feel rewarding to do the seasonal journey. And it does not come with the issue the headrig's gift system in d3 had. Sets in that game were so ridiculously OP that completing the seasonal journey instantly catapulted your character often literally 10000% or more ahead. This is just a base kit that you can work with with, but not as OP as getting a set handed to you in d3 was.
Comment by ISYTamer
I am wondering if you waited until tier IV to get this "set" if it would give you better item powered gear? Or just complete the seasonal quest asap If its only mediocre gear?
Comment by Ravenhide
I find this to be a good change. Much like Diablo 3, this isn't a bunch of endgame 100% maxed gear. This is merely a stepping stone to help players start playing the content that will get them 100% maxed gear.
![season journey reward d3 Black Myth Wukong](https://assets-ng.maxroll.gg/images/minor-branches/bmw/wukong-round-logo.webp)
Season Journey
Last Updated: August 8th 2024
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The Season Journey is a series of challenges, called objectives, that offer rewards for players who choose to complete them. The challenges are broken up by Chapters, with substantial rewards for completing each of them. Earlier Chapters consist of relatively easy challenges, while later they become substantially more difficult. Each Season has a different journey with unique challenges, so completing it is never the same!
Getting Started
![season journey reward d3](https://assets-ng.maxroll.gg/wordpress/Season-5-blog-image00020-900x506.webp)
Your progress can be accessed through the Season Journey Window. Here you can see each chapter, objectives, and the rewards. We can also track the progress of individual objectives and entire chapters from here. To complete a Chapter you must finish a certain number of objectives. The number required to complete a Chapter is less than the number of Objectives offered for each chapter, so you have some flexibility in which ones you choose to target. Chapters can only be completed once per Season per account. Season Journeys can only be completed within the Season they are connected to. They cannot be completed within the Eternal Realm. Example: The Season Journey shown above is for Season 5 and can only be completed by a Seasonal character during Season 5. Once Season 6 starts, Season 5 will have ended and this Season Journey will no longer be accessible.
![season journey reward d3](https://assets-ng.maxroll.gg/wordpress/Season-Selection-693x506.jpg)
There are two types of rewards that can be earned from the Season Journey: Favor/Reputation and Chapter Rewards.
Favor is earned through completing objectives and as a Chapter Reward. Objectives award a small amount of Favor, while Chapters award a much larger amount. Favor is used to progress your Battle Pass , which is another system exclusive to Seasons. There is also Reputation , however, which is used to unlock in-game item caches that help power up your character.
![season journey reward d3](https://assets-ng.maxroll.gg/wordpress/reputation-ehtoka-s5-343x506.webp)
Chapter Rewards are earned by completing a Chapter. The rewards vary greatly and can be anything from Favor/Reputation , to Caches filled with loot, to Legendary Aspects.
![season journey reward d3](https://assets-ng.maxroll.gg/wordpress/Greater-Favor.jpg)
For more information on the Battle Pass, check out our Battle Pass Guide .
- The Season Journey is a series of objectives that can be completed for Favor and Reputation .
- Objectives are broken up into Chapters, and you don't have to complete all of them to complete a Chapter.
- Finishing enough objectives in a Chapter completes that Chapter, providing substantial rewards.
- Objectives in later Chapters are significantly more challenging than earlier Chapters.
- They do not provide Renown points.
Written by McFluffin & Facefoot
Reviewed by Dredsycthe , ehtoka
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The 2.0 PTR: What You Need to Know
![season journey reward d3 The 2.0 PTR: What You Need to Know](https://bnetcmsus-a.akamaihd.net/cms/blog_header/d9/D9CAVY11L2J11711500325979.png)
The armies of the Burning Hells grow restless, anxious to inflict more wounds upon Sanctuary. Muster the strength to protect your home, wanderer.
The 2.0 Public Test Realm (PTR) for Diablo IV will be available from September 4–11 , offering you the chance to test upcoming changes and features releasing for the base game with the next Season and the Vessel of Hatred Expansion.
The purpose of the PTR is to test updates and features before the launch of Season 6. Then, using your feedback, we’ll adjust the content within before it goes live for everyone. The feedback we receive helps us to fine-tune balance changes, eliminate bugs, and create the best experience possible. Having a PTR gives us a chance to test new systems, and we’re grateful for your assistance.
The fires of Hell burn bright in their anticipation of your arrival! Here is what the 2.0 PTR will be previewing.
Why Make Systemic Changes?
Leveling adjustments, new difficulties system, paragon updates, item quality rework, new class skills and passives, runewords: a new source of power, wander boldly with party finder, features offered for testing, how to provide feedback, how to install the ptr, 2.0 ptr patch notes.
Please note that this is a preview for PTR content, which is subject to change. The content shown in this PTR will be accessible to all players upon launch and won’t require the Vessel of Hatred Expansion to experience (unless otherwise noted).
Developer’s Note: Our original vision for character progression was that you would have a grand journey, traversing through World Tiers, swapping out gear, gaining incremental strength through the Paragon system. We felt that was fun the first time, but on repeated play throughs, World Tier III and Sacred items felt artificial and added a lot of stat bloat that didn’t make the game more fun. Since launch we’ve added endgame features, like Infernal Hordes and The Pit of the Artificer. Vessel of Hatred will expand the endgame line up even further, adding Dark Citadel and Undercity to the mix. Our hope is that these new systemic changes allow for new characters to reach the endgame faster.
Back to Top
The way Paragon Points function has been adjusted. Going forward, earned Paragon Points will now be tied to Realm versus Character Level. This means that all Paragon Levels earned will be shared across all your characters on the same Realm. To support this shift, we’ve made a variety of alterations to the leveling journey, other stats, and monster levels. Numbers and values are also more easily understandable.
Paragon and Character Level Split
Paragon and character levels are now split out, with Levels 1–60 representing character level. This means you can earn an additional 10 Skill Points, opening additional avenues of character customization. Starting at Level 60, players will begin to earn Paragon Levels which can be used to unlock Paragon Nodes.
Characters above Level 50 will have all their experience-based Paragon Points converted to a Paragon Level. Here’s an example of this change:
- If your character is Level 100 currently, once these changes go into effect, your character level will be reduced to 50, and all 200 Paragon Points your character has earned with be converted to Realm-wide Paragon Levels. If your character is Level 50 and below, nothing will change for them.
Developer’s Note: The changes to leveling and Paragon were made with the intent of getting you to endgame activities and gear at a more rapid pace and making it easier to ramp up your alt characters for the fight ahead.
Stat Adjustments
In addition to splitting out character and Paragon levels, we've revisited stats like Health, Armor, and Core Stats.
Developer’s Note: We’ve received player feedback stating that the numbers used to depict stats and damage have gotten out of control. We’ve adjusted stats in a way that makes the information more consumable. This change has no bearing on the strength of your character.
Standard Difficulties
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/VKF78AAO3QPD1724871462993.png)
Developer’s Note: Much of what drove these changes was noticing that it was more fun to be able to control your difficulty and reward pacing using Profane Mindcages and Tormented versions of bosses.
World Tiers have been changed to Difficulties, a new way to control your challenge and reward. The first 4 Difficulties—known as Standard Difficulties—are Normal, Hard, Expert, and Penitent. The purpose of Standard Difficulties tiers is to temper your character while you strive to hit character Level 60, the new maximum.
- Normal is a slower-paced mode suited for those looking for a lighter challenge.
- Hard and Expert offer an increased challenge for those looking to test their mettle and play at a faster pace.
- Penitent isn’t for the faint of heart. Those looking to pave a path to the new Torment Difficulties will face off against heightened danger. Play at your own peril!
As you accelerate in Difficulty, the amount of Gold and experience you earn will rise too. Here’s how to unlock each Difficulty:
- Normal and Hard are unlocked by default.
- Expert is unlocked after completing Diablo IV’s prologue.
- Penitent is unlocked upon reaching Level 50.
Your Gateway to Hell: Torment Difficulties
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/3SU2LEK3WJPF1724871463013.png)
Making it to the new Torment Difficulties is the mark of a veteran warrior—this is where the endgame truly begins. In Torment Difficulties, your progression is directly linked to the Pit. As you strive to higher Pit Tiers, the Torment Difficulty you have access to will also increase. The higher the Torment Difficulty, the more likely you are to encounter Legendary and Ancestral item drops. Here’s the breakdown of how to unlock each Torment Difficulty:
- Reaching Level 60 unlocks the Pit and Tiers 1–20 of it. Beating Pit Tier 20 unlocks Torment Tier I.
- Beating Pit Tier 35 unlocks Torment II.
- Beating Pit Tier 50 unlocks Torment III.
- Beating Pit 65 unlocks Torment IV.
As if danger wasn’t abundant enough in Sanctuary, Torment Difficulties foster a new hazard: Curses. While playing in Torment Difficulties, your armor and Resistances are reduced as follows:
- Torment 1: -250 Armor and -25% All Resist
- Torment 2: -500 Armor and -50% All Resist
- Torment 3: -750 Armor and -75% All Resist
- Torment 4: -1000 Armor and -100% All Resist
By adding more Difficulties and separating them out in this way, players now have increased choice in how they engage with the risk and reward style of Diablo IV going forward.
Monster Levels
Monsters will no longer have their level displayed and will scale to the Difficulty you’re playing on.
Developer’s Note: We received feedback at launch about level scaling and feeling weak. By removing monster levels entirely and leaning into Difficulty, you now have the freedom to more precisely choose your challenge level.
Developer’s Note: There were a few issues with Paragon Glyphs, the Pit, and Nightmare Dungeons. We received feedback that the Pit rewards were feeling lackluster. We wanted to make the action of upgrading Glyphs more satisfying, while simultaneously offering better rewards for pushing deep into the Pit. Our desire was to give Glyphsmore power, but the Glyph upgrading experience system did not scale well and was needlessly grindy. So, to achieve this goal, we moved Paragon Glyphs upgrading out of Nightmare Dungeons and into the Pit, and also redesigned the system to give more control over how quickly Glyphs can be upgraded.
Glyphs have undergone a metamorphosis to better meld with the other changes we’ve made.
- Upgrading a Glyph is no longer driven by experience. Instead, you’re given attempts to increase your Glyph’s Rank by completing Pit Tiers.
- Three attempts to upgrade your Glyph’s Rank are rewarded for successfully completing the Artificer’s Mastery, and a bonus attempt for not dying.
- Each upgrade attempt can be used to increase any Glyph that isn’t already at max level. The chance to upgrade your Glyph is based on the level of the Glyph and the Tier of the Pit you complete. For example, completing a Pit Tier that is 10 higher than your Glyph’s Rank guarantees an upgrade Rank.
- Completing a Pit Tier that is significantly higher than your Glyph’s current Rank grants bonus upgrade ranks per attempt.
Every 20-level difference between the completed Pit Tier and Glyph Rank grants a bonus upgrade per attempt. Here’s an example of this system in action:
Three deathless Pit Tier 30 runs would take a Glyph all the way up to Rank 19, rapidly unlocking the additional Radius Size increase:
First Pit Run
- Attempt 1: Glyph Rank increases from 1 to 3.
- Attempt 2: Glyph Rank increases from 3 to 5.
- Attempt 3: Glyph Rank increases from 5 to 7.
- Bonus Attempt 4: Glyph Rank increases from 7 to 9.
Second Pit Run
- Attempt 1: Glyph Rank increases from 9 to 11.
- Attempt 2: Glyph Rank increases from 11 to 12.
- Attempt 3: Glyph Rank increases from 12 to 13.
- Bonus Attempt 4: Glyph Rank increases from 13 to 14.
Third Pit Run
- Attempt 1: Glyph Rank increases from 14 to 14 (Radius Size increase).
- Attempt 2: Glyph Rank increases from 15 to 16.
- Attempt 3: Glyph Rank increases from 16 to 17.
- Bonus Attempt 4: Glyph Rank increases from 17 to 18.
The maximum level of a Glyph has been increased from 21 to 100. At Level 45, a Rare Glyph can be upgraded to a Legendary Glyph using Gem Fragments with the following bonuses:
- The Glyph’s Radius Size has increased from 4 to 5.
- The Glyph gains an additional affix.
Paragon Boards
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/2VUZCQJB505Z1724871463849.png)
Each Class has received 1 new Paragon Board. These Paragon Boards each come with a new Legendary Node as well. Additionally, only 5 Paragon Boards can be equipped, including your starting board.
Developer’s Note: With the introduction of so many new sources of power, namely Legendary Glyphs, we wanted the focus to be more on which board and glyphs you want. By limiting the number of boards, we can inject more power into choices made within the system.
The number of Paragon Points that can be earned by leveling has increased from 200 to 300.
Developer’s Note: Limiting the number of Paragon Boards attached allows us to concentrate more of the power into the boards and Glyphs themselves. This puts more of the decision-making focus on boards and Glyphs that fit your build.
Developer’s Note: We felt Sacred and Ancestral Items lost their specialness and flair due to how common they became. These changes transform Ancestral items into mighty endgame items worth the chase.
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/PG1WVAM3ARTD1724871463739.png)
Ancestral Items
- Ancestral items start dropping in Torment 1.
- Ancestral items always drop at Item Power 800, the highest possible.
- Greater Affixes only appear on Ancestral items.
- Ancestral items always contain at least 1 Greater Affix.
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/MCP4JE9TRH511724871463931.png)
- Sacred Items will no longer drop. Any Sacred Items you have on your character will be marked as ‘Legacy.’ They can continue to be used but cannot be upgraded.
- Non-Ancestral items are capped at Item Power 750. Legendary items dropped when you’re Level 60 will always be Item Power 750.
- Item Power 750 items can now be Masterworked up to 4 times.
- Because Character Levels are being re-adjusted in the new Realm-wide Paragon system, items with Item Power over 540 are being adjusted to 540. Affixes on these adjusted items will be rerolled at the highest values in their respective ranges.
1 New Skill for Each Class
Martial experts in Sanctuary have developed new techniques to vanquish darkness. Now you must learn them for yourself. Each of these Skills uncovers a new direction to take your Class build.
- Enhanced Mighty Throw: While a thrown weapon is out, gain 25%[+] increased Attack Speed.
- Fighter’s Mighty Throw: Swapping weapons near any of your thrown weapons creates an additional pulse. Each extra pulse generates 3% of your Maximum Life as a Barrier for 5 seconds.
- Warrior’s Mighty Throw: Mighty Throw's impact deals 200%[x] increased damage and Stuns enemies for 2 seconds.
- Enhanced Stone Burst: Stone Burst's final explosion damage is increased by 25%[x] within the initial radius.
- Primal Stone Burst: While Channeling Stone Burst, and for 2 seconds after it ends, gain 30%[+] Attack Speed.
- Raging Stone Burst: Stone Burst costs 66%[x] more Spirit, and its final explosion deals 50%[x] more damage.
Necromancer
- Supreme Soulrift: Every soul absorbed increases your damage by 1%, up to 30%. This bonus persists for 5 seconds after Soulrift ends.
- Prime Soulrift: Enemies with their souls ripped out become Vulnerable for 2 seconds. Damaging enemies affected by Soulrift has a 5% chance for their souls to be ripped out and absorbed.
- Enhanced Dance of Knives: Moving 30 meters while Channeling Dance of Knives grants 4 Charges.
- Methodical Dance of Knives: When you stop Channeling Dance of Knives, drop up to 12 Stun Grenades, each dealing 20% Weapon damage. The Channeled duration determines how many are dropped.
- Disciplined Dance of Knives: Dance of Knives Slows enemies hit by 25% for 3 seconds. Each Knife has a 20% chance to pierce the enemy.
- Enhanced Familiar: Familiar passively applies an effect to nearby enemies, based on their element. Fire Familiar: Applies 94% Burning damage to enemies. Cold Familiar: Applies 15% Chill to enemies. Lightning Familiar: Stuns enemies for 1 second.
- Summoned Familiar: While you have two or more different element Familiars summoned, gain 3% Damage Reduction. Familiar Element is no longer tied to your previous cast skill. Instead, the Familiar Element progresses in sequence. The sequence is Fire to Cold, Cold to Lightning and Lightning to Fire.
- Invoked Familiar: While a Familiar is active, gain 10%[x] increased damage to skills that deal its damage type.
5 New Passives for Each Class
Refine your character into the ultimate agent of destruction with 5 new Passives for each Class. We’ve also added additional connections for some Passives in each Class’s Skill Tree. This means there are more avenues to unlock these Passives, allowing greater flexibility when leveling.
- Belligerence: Damaging an enemy with a Basic Skill increases your damage by 3/6/9% for 4 seconds.
- Heavy Hitter: Your Ultimate Skills deal 15/30/45% more damage.
- Warpath: After Overpowering, you deal 4% increased damage for 4 seconds.
- Irrepressible: Casting a Weapon Mastery Skill Fortifies you for 10% of your Maximum Life.
- Barbed Carapace [Key Passive]: For every 25 Fury you spend, you gain 10%[+] Thorns for 8 seconds, up to 120%. Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as physical damage to Close enemies every second.
- Humanity: You deal 5/10/15%[x] more damage while in Human form.
- Catastrophe: You deal 5/10/15%[x] more damage for 8 seconds after casting an Ultimate skill.
- Feral Aptitude: You deal 3%[x] increased damage while Healthy and 3%[x] increased damage while above 100% Movement Speed. These bonuses can stack.
- Backlash: You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill.
- One with Nature [Key Passive]: Your Companion Skills each gain 1 additional companion and deal 50%[x] increased damage. Gain the Passive Effect of Ravens, Wolves and Poison Creeper.
- Necrotic Fortitude: Lucky Hit: Your damage has up to a 5/10/15% chance to grant a Barrier for 5% of your Maximum Life for 6 seconds.
- Finality: You deal 5/10/15%[x] increased damage for 8 seconds after casting an Ultimate Skill.
- Titan's Fall: While Fortified you deal 6/12/18%[x] increased damage to Elites.
- Precision Decay: Your Lucky Hit chance is increased by 5/10/15%[+].
- Affliction [Key Passive]: Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are infected with Affliction and take 15%[x] increased damage from you and your Minions. Your Curse Skills deal 80%(Weapon Damage) Shadow damage to enemies that have Affliction. This amount increases by 30%[x] of your damage to Crowd Control, Vulnerable, and Shadow Damage over Time combined.
- Target Practice: Your Critical Strike Chance with Marksman and Cutthroat Skills is increased by 3/6/9%.
- Balestra: Gain 4/8/12% increased Damage for 4 seconds after using Evade.
- Evasive: After Dodging an attack, gain 2/4/6% Damage Reduction for 4 seconds.
- Unto Dawn: Your Ultimate skills deal 15/30/45%[x] increased damage.
- Alchemical Admixture [Key Passive]: Dealing 3 different types of non-physical damage increases the Potency of your Imbuement skills by 40% for 5 seconds. This Potency is further increased by 20% of the total amount of your Bonus Damage to Poison, Shadow, and Cold.
- Evocation: Gain 4% Cooldown Reduction.
- Energy Focus: You generate a 6 second Barrier for 0.5/1.0/1.5% of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health.
- Dampen Layer: You gain 2/4/6% Damage Reduction while you have an active Barrier.
- Elemental Synergies: Your Frost, Shock, and Pyromancy damage is increased by 1/2/3%[x] for each skill you have equipped of that type.
- 25%[x] increased damage
- 45%[+] Mana Regeneration
- 20%[+] Attack Speed
Outside of the 2.0 PTR, Runewords are a feature that can only be accessed if you have the Vessel of Hatred Expansion.
Runewords are a way to take your character’s power to a new level by creating your own abilities. There are two types of Runes you’ll find in Sanctuary: Ritual and Invocation. Runes of Ritual specify actions you must take to trigger them, and Runes of Invocation grant a powerful effect when you meet said trigger.
Let’s take the Bac Rune of Ritual as an example. Its condition is for your character to move 5 meters.
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/DDJK7ZNTK5ZH1724871464557.png)
And then there’s the Jah Rune of Invocation. Its effect is: Replace your next Evade with the Sorcerer’s Teleport (2 sec cooldown).
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/O0EF2ZSKIV0G1724871462391.png)
Runes work off a resource system called Offering, which is generated by Runes of Ritual upon meeting their listed condition. Runes of Invocation consume this Offering to activate their effects. The more demanding of a requirement, the more Offering the Rune of Ritual will generate. On the inverse, the Offering requirement to activate a Rune of Invocation scales with the strength of its effect.
You may generate more Offering than is required to activate your Rune of Invocation. This is where another mechanic, Overflow, comes into play. Many Runes of Invocation apply a bonus to their effects when more Offering than requires is generated, cranking them up a notch briefly.
To make a Runeword, you must socket a Rune of Ritual and a Rune of Invocation into an item containing two Sockets, such as Chest, Leg, and Two-Handed weapon slots. The Helm slot has also received an additional Socket and can now house a Runeword. Any Rune of Ritual is compatible with any Rune of Invocation. Runes come in 3 rarities: Magic, Rare, and Legendary. The higher a Rune’s rarity, the more potent its effect will be.
Here’s an example of how two Runes formed into a Runeword would function:
Let’s use the Bac Rune of Ritual as an example again: While equipped, every 5 meters your character moves will generate 50 Offering.
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/K1I84FJ9FJ4K1724871464557.png)
And we’ll pair it again with the Jah Rune of Invocation, which has an effect of: Replace your next Evade with the Sorcerer’s Teleport (2 sec cooldown). Requires 500 Offering.
![season journey reward d3](https://bnetcmsus-a.akamaihd.net/cms/page_media/JNGF1R7SJAKC1724871462412.png)
Having both the Bac and Jah Runes equipped to an item you’re wearing created the BacJah Runeword. It also means that every time your character travels 5 meters, they will generate 50 Offering. Once they have generated at least 500 Offering, their next Evade is replaced with the Sorcerer’s Teleport.
Runewords can give you access to Skills from other Classes. They can also do things like temporarily increase your Movement Speed, Skills, and more. There are 17 Runes of Ritual and 28 Runes of Invocation available. With a multitude of ways to pair them, the sky’s the limit. Here are the tooltips for all 45 Runes:
Ritual Runes:
- Gain: 50 Offering.
- Cast a Skill with a Cooldown.
- Gain: 25 Offering.
- Cast the same non-Channeled Skill 3 times in a row.
- Gain: 10 Offering.
- Lucky Hit: Up to a 100% chance against Injured enemies.
- Gain: 300 Offering.
- Deal damage after not taking any within 5 seconds. (Resets if Invulnerable.)
- Cast a non-Channeled Core Skill.
- Gain: 150 Offering.
- Evoke power from another Class.
- Cast an Ultimate Skill.
- Gain: 1000 Offering.
- Become Injured or Crowd Controlled (Cooldown: 20 seconds).
- Gain: 5 Offering.
- Inflict a Crowd Control that isn't Slow or Chill.
- Cast Evade.
- Travel 5 meters.
- Your Minion or Companion kills an enemy or dies.
- Gain: 100 Offering.
- Drink a Healing Potion.
- Gain: 2 Offering.
- Spend 5% of your Maximum Resource.
- Cast a Skill after moving. (Cooldown: 0.2 seconds)
- Lose 1% of your Maximum Life.
- Stand still for 0.3 seconds.
Invocation Runes:
- Requires: 800 Offering (Overflow: Increased Duration). Cooldown: 1 Second.
- Evoke the Barbarian's Challenging Shout, reducing your damage taken.
- Requires: 500 Offering (Overflow: Increased Duration). Cooldown: 2 Seconds.
- Evoke the Barbarian's Enhanced War Cry, increasing your Movement Speed and damage dealt.
- Requires: 400 Offering (Overflow: Increased Duration). Cooldown: 1 Second.
- Gain +3 to all Skills for 5 seconds.
- Requires: 25 Offering (Overflow: Gain Multiple Stacks). Cooldown: 1 Second.
- Gain 2.5% Critical Strike Chance for 5 seconds, up to 25%.
- Requires: 700 Offering Cooldown: 1 Second.
- Your next Skill cast will be a guaranteed Critical Strike and Overpower.
- Requires: 800 Offering (Overflow: Increased Duration) Cooldown: 1 second.
- Evoke the Druid's Earthen Bulwark, granting yourself a Barrier.
- 500 Offering Cooldown: 5 Seconds.
- Evoke the Druid's Petrify, Stunning enemies and increasing your Critical Strike Damage against them.
- Requires: 100 Offering (Overflow: Further Reduced Cooldowns) Cooldown: 1 Second.
- Reduce your active Cooldowns by 0.25 seconds.
- Requires: 5 Offering (Overflow: Increased Resource Restored) Cooldown: 1 Second.
- Restore 1 Primary Resource.
- 400 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
- Restore an Evade charge and gain 6% Movement Speed for 5 seconds, up to 30%.
- Requires: 200 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
- Gain 20% Maximum Life for 4 seconds.
- Requires: 100 Offering Cooldown: 1 Second.
- Evoke the Necromancer's Horrid Decrepify, Slowing enemies, reducing their damage, and letting you Execute them.
- Evoke the Necromancer's Abhorrent Iron Maiden, counterattacking damage from enemies and Healing you when they die.
- Requires: 400 Offering (Overflow: Further Increased Damage) Cooldown: 1 Second.
- Your next non-Basic Skill cast spends all of your Primary Resource to deal up to 100% increased damage.
- Requires: 200 Offering (Overflow: Further Reduced Cooldown) Cooldown: 2 Seconds.
- Reduce your active Ultimate Cooldown by 4 seconds.
- Requires: 700 Offering (Overflow: Increased Duration) Cooldown: 6 Seconds.
- Evoke the Rogue's Countering Concealment, gaining Dodge Chance, Movement Speed, Unstoppable, and Stealth.
- Requires: 150 Offering (Overflow: Gain Multiple Shadows) Cooldown: 1 Second.
- Gain a shadow from the Rogue's Dark Shroud, reducing damage taken per shadow.
- Requires: 500 Offering Cooldown: 2 Seconds.
- Replace your next Evade with the Sorcerer's Teleport, blinking further, dealing damage, and becoming Unstoppable.
- Requires: 400 Offering (Overflow: Increased Size) Cooldown: 1 Second.
- Evoke the Sorcerer's Mystical Frost Nova, inflicting Freeze and Vulnerable onto enemies.
- Requires: 250 Offering Cooldown: 1 Second.
- Evoke the Spiritborn's Concussive Stomp, dealing damage and Knocking Down enemies.
- Requires: 500 Offering Cooldown: 3 Seconds.
- Evoke the Spiritborn's Vortex, dealing damage and Pulling In enemies.
- Requires: 25 Offering (Overflow: Increased Bolts Spawned) Cooldown: 1 Second.
- Evoke the Druid's Dancing Bolts, seeking and dealing damage to enemies.
- Requires: 100 Offering (Overflow: Increased Size) Cooldown: 1 Second.
- Evoke the Barbarian's Earthquake, dealing damage to enemies within.
- Requires: 100 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
- You leave the Necromancer's Desecrated Ground behind you for 3 seconds, dealing damage to enemies within.
- Requires: 100 Offering (Overflow: Increased Grenades Spawned) Cooldown: 1 Second.
- Evoke the Rogue's Stun Grenades, Stunning and dealing damage to enemies.
- Requires: 25 Offering (Overflow: Increased Meteorites Spawned) Cooldown: 1 Second.
- Evoke the Sorcerer's Meteorites, dealing damage to enemies.
- Requires: 100 Offering (Overflow: Increased Swarms Spawned) Cooldown: 1 Second.
- Evoke the Spiritborn's Pestilent Swarm, dealing damage to enemies.
- Requires: 100 Offering (Overflow: Summon Multiple Wolves) Cooldown: 1 Second.
- Summon a Spirit Wolf to attack enemies for 8 seconds.
Keep these aspects about Runes in mind:
- They are tradeable.
- Runes stack and will be stored in a new socketable inventory tab.
- A maximum of 2 Runewords can be equipped (4 Runes total).
- The same Rune cannot be equipped twice.
Rune Crafting
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Runes can be used to craft other Runes.
- You can use 3 Runes with the same name to craft a new Rune. The Rune created from crafting is guaranteed to be different than the ones used.
- When non-Legendary Runes are used to craft, there is a chance to create a Rune of the next highest rarity.
Runes can also be used to craft Mythics at the Jeweler.
- Each one requires: 1 Resplendent Spark, 10 Legendary Runes of a specific name, 10 Rare Runes of a specific name, and 10 Magic Runes of a specific name to craft.
How to Obtain Runes During the PTR
Runes of any rarity can be acquired throughout Sanctuary as a monster drop. For testing during the PTR, 2 caches containing each Rune can be acquired from the ‘PTR boost’ NPC located in Zarbinzet through a dialogue option. To give you enough time to experience everything the 2.0 PTR has to offer, Runes will not be available in the PTR until September 6 . We cannot wait to see the formidable Runeword combinations you come up with during the PTR.
Party Finder is here to help you locate the right allies! This new feature allows you to find wanderers of a similar mettle within Sanctuary.
Go Far, Go Together
Party Finder gives you the ability to list the type of party you’re looking for, set what game type or activity you’d like to run, where you’d like to play, and add preferences for both casual and completionist players alike.
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You can use Party Finder to list or find a party for multiple activities within Sanctuary: from slaying through Nightmare Dungeons, selecting Wings to complete in the Dark Citadel, and finding other players to share Materials to summon Endgame Bosses, to completing your Codex of Power. Party Finder can be accessed in a variety of ways, with quick access via the Map, in-game Menu, or through a pre-set action on your emote wheel.
We will have servers for PTR in our largest regions: North America, Europe, Korea and Japan, South America, and Australia. Characters on your account have been copied ahead of time to help prepare for the PTR, although some of their items may be out of date compared to how they are currently set up in-game. Once you log-in through Battle.net, your account will carry over the following account-based progress:
- Campaign Completion
- Mounts and Skill Points
- Altar of Lilith Stat bonuses
As many of the changes in this PTR are systematic, the following features will be offered to aid players in testing everything. At the Boost NPC in Kyovashad you can:
- There are options to increase yourself to Level 50 and 60.
- This includes the Campaign, Strongholds, Waypoints, and Fog.
- Complete your Class Mechanic
- Unlock All Torment Tiers
- Fully Upgrade Your Potion
- Max All Aspects
- Max All Paragon Glyphs
- Generate Legendaries
- Grant All Uniques
- Grant All Runes
- Grant All Temper Manuals
- Grant All Materials and Gold and Obols
- Upgraded Potions
- Fully unlocked Paragon Glyphs
These commands can be ran all at once or individually. The Boost NPC will be available starting September 6. For the first bit of the 2.0 PTR, we want to be able to collect information and feedback about a player’s natural experience without any modifiers.
Your feedback on the changes you will see and experience in the PTR is important to us and is vital in ensuring the 2.0 PTR is the best it can be when it goes live in Diablo IV proper. If you participate in the PTR, please let us know what you think!
You can provide feedback through the in-game feedback tool or the Diablo IV PTR forums . Pressing the Esc key while in the in-game menu will bring up the Report a Bug menu. You can select the dropdown filter and select the In-game feedback tool to provide feedback without leaving the game.
Here are the steps to join the PTR:
- Open the Blizzard Battle.net App and select Diablo IV from your Games list.
- Select the Public Test Realm option.
- Click Install to Install the PTR client. This becomes a Play button when ready.
- Click Play to log in to the PTR, and select any of the available Test Servers.
- Note: Create a Seasonal Mechanic for any testing related to the Seasonal themes.
- Enter the game and test the 2.0 PTR!
If you’re a PC Game Pass or Game Pass Ultimate user, you’ll be able to access the PTR through the same flow as other Battle Net users. Access the Battle Net client through the Xbox App, then continue to access the PTR through Battle Net.
Game Updates
Accessibility.
- Players may now enable Hybrid Targeting, a new feature that allows for proximity selection of interactables to be used when mouse movement is disabled. This is meant to assist with item selection in instances where cursor targeting could prove challenging.
Gem Changes
- The drop quantity of Gem Fragments now increases as you ascend Difficulties.
- Requires 100,000 gem fragments to craft.
- Grand provides a 50% increase in power from the previous tier, Royal.
- Ruby armor effect changed from % Max Life to + Strength.
- Amethyst armor effect changed from +Strength to +% Barrier Generation.
- Diamond armor effect changed from +% Barrier Generation to + All Stats.
- Many Gem stat bonuses have been adjusted to better reflect Patch 2.0 numbers.
- Ruby (+ Strength), Emerald (+ Dexterity), Topaz (+ Intelligence), Sapphire (+ Willpower): +25/50/75/100/150.
- Amethyst (+% Barrier Generation): +2/4/6/8/12.
- Diamond (+ All Stats): +8/16/24/32/50.
- Skull (+% Healing Received): +4/6/8/10/15.
All Classes
Mythic Unique Items
Heir of Perdition - Mythic Unique Helm
- Inherent: +200% Damage to Angels and Demons
- +20% Critical Strike Chance
- +20% Lucky Hit Chance
- +20% Movement Speed
- +2 to Core Skills
- Succumb to hatred and earn Mother’s Favor, increasing your damage dealt by 60%[x]. Briefly steal Mother’s Favor from Nearby allies by slaughtering enemies.
Shroud of False Death - Mythic Unique Chest Armor
- Inherent: +1 to All Passives
- +111 All Stats
- +222 Maximum Life
- +333% Damage on Next Attack After Entering Stealth
- 11.1% Resource Generation
- If you haven't attacked in the last 2 seconds, gain Stealth and 40%[+] Movement Speed.
Shattered Vow - Mythic Unique Polearm
- Inherent: +400% Damage to Healthy Enemies
- +444 Maximum Life
- +29.6% Attack Speed while Berserking
- +444.4% Damage Over Time
- Lucky Hit: Up to a +44.4% Chance to Become Berserking
- Execute enemies afflicted by more Damage over Time than remaining Life.
New Recipe Sharpened Finesse
- +X% Basic Skill Damage
- +X% Core Skill Damage
- +X% Ultimate Skill Damage (Moved from Worldly Finesse)
Elemental Surge Tempering Recipe has been split into two recipes
- Lucky Hit: Chance to Deal Cold Damage
- Lucky Hit: Chance to Deal Poison Damage
- Lucky Hit: Chance to Deal Shadow Damage
- Lucky Hit: Chance to Deal Physical Damage
- Lucky Hit: Chance to Deal Fire Damage
- Lucky Hit: Chance to Deal Lightning Damage
All class's Skill Trees have been updated to create new connections between nodes.
Active Skill
Mighty Throw - Weapon Mastery Skill - 12 second Cooldown
- Base Skill: Hurl your weapon, dealing 60% Weapon damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals 15% Weapon damage every second for 4 seconds.
- Enhanced Mighty Throw: While a thrown weapon is out, gain 25% [+] increased Attack Speed.
- Fighter's Mighty Throw: Swapping weapons near any of your thrown weapons creates an additional pulse. Each extra pulse generates 3% of your Maximum Life as a Barrier for 6 seconds.
- Warrior's Mighty Throw: Mighty Throw's impact deals 200%[x] increased damage and Stuns enemies for 2 seconds.
Passive Skills
Barbed Carapace
- Key Passive: For every 25 Fury you spend, you gain 10%[+] Thorns for 8 seconds, up to 120%. Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as physical damage to Close enemies every second.
Belligerence
- Damaging an enemy with a Basic Skill increases your damage by 3/6/9%[x] for 4 seconds.
Heavy Hitter
- Your Ultimate Skills deal 15/30/45%[x] more damage.
- After Overpowering, you deal 4/8/12%[x] increased damage for 4 seconds.
Irrepressible
- Casting a Weapon Mastery Skill Fortifies you for 10/20/30% of your Maximum Life.
Unique Item
Ugly Bastard Helm - Unique Helm
- +X% Resistance to All Elements
- X% Wrath of the Berserker Cooldown Reduction
- Lucky Hit: Up to a 40% Chance to deal +X Fire Damage
- +X to Prolific Fury
- Explode when activating Wrath of the Berserker, dealing [100-300% Weapon Damage] Fire damage to enemies. While Berserking, damage you would deal is converted to Fire damage and deal 10-30%[x] increased Fire damage.
Legendary Aspects
Aspect of Shattering Steel - Offensive Aspect
- Steel Grasp and Iron Maelstrom launch up to 10 metal shards that deal (80-280% of Weapon Damage) Physical damage.
Aspect of the Flaming Rampage - Offensive Aspect
- Charge gains an additional Charge. Each target hit by it explodes for [69-129% of Weapon Damage] Fire damage to surrounding enemies.
Tempering Recipes
Bleed Innovation – New Utility Recipe
- +X% Rend Effect Size (Moved from Bleed Augments)
- +X% Rupture Size (Moved from Bleed Augments)
- +X Skill Ranks to Hamstring Passive
Barbarian Breach – New Utility Recipe
- +X Skill Ranks to Expose Vulnerability Passive (Moved from Bleed Augments)
- +X Skill Ranks to Pressure Point Passive (Moved from Bleed Augments)
- +X% Kick Vulnerable Duration (Moved from Barbarian Innovation)
Brute Innovation – New Utility Recipe
- +X% Hammer of the Ancients Effect Size (Moved from Furious Augments)
- +X% Upheaval Size (Moved from Furious Augments)
- +X% Mighty Throw Size
Core Augments – Barbarian New Weapon Recipe
- +X% Chance for Hammer of the Ancients to Deal Double Damage
- +X% Chance for Whirlwind to Deal Double Damage
- +X% Chance for Upheaval to Deal Double Damage
- +X% Chance for Double Swing to Hit Twice
Brawling Augments – New Weapon Recipe
- +X% Chance for Charge to Deal Double Damage
- +X% Chance for Kick to Deal Double Damage
- +X% Chance for Leap to Deal Double Damage
- +X% Chance for Ground Stomp to Hit Twice
Weapon Augments – New Weapon Recipe
- +X% Chance for Mighty Throw to Hit Twice
- +X% Chance for Steel Grasp to Deal Double Damage
- +X% Chance for Death Blow to Deal Double Damage
- +X% Chance for Iron Maelstrom to Hit Twice
Paragon Board
Legendary Node
- Force of Nature: Your Earthquakes have a 75% chance to spawn a Dust Devil every second that deals 180% Weapon damage. Earthquake damage is increased by 30% of your Damage vs Close bonus, up to a maximum of 150%.
Rare Nodes:
- Squall: +10.0% Dust Devil Damage, +10 Strength
- Catalyst: +45.0% Earthquake Damage, +10.0% Physical Damage
- Alloyed: +45.0% Earthquake Duration, + 20 Armor
- Raw Power: +10.0% Physical Damage, +10 Strength
- Denial: +3.0% Resistance to All Elements, +20 Armor
- Tenacity: 4.0% Maximum Life, +20 Armor
Stone Burst - Earth Core Skill - 30 Spirit Cost
- Base Skill: Gather stones beneath your enemies then detonate them dealing 80% Weapon damage. Channeling deals 20% Weapon damage and increases the size of the affected area, up to a 400% increase after 1.0 seconds.
- Primal Stone Burst: While Channeling Stone Burst and for 2 seconds afterwards, you gain 30%[+] Attack Speed.
One With Nature
- Key Passive: Your Companion Skills each gain 1 additional companion and deal 50%[x] increased damage. Gain the Passive Effect of Ravens, Wolves and Poison Creeper.
- You deal 5/10/15%[x] more damage while in Human form.
- You deal 5/10/15%[x] more damage for 8 seconds after casting an Ultimate skill.
Feral Aptitude
- You deal 3%[x] increased damage while Healthy and 3%[x] increased damage while above 100% Movement Speed. These bonuses can stack.
- You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill.
Stone of Vehemen - Unique Totem
- Inherent: +X% Damage to Crowd Controlled Enemies
- +X Willpower
- +X% Critical Strike Damage
- +X% Chance for Stone Burst Projectiles to Cast Twice
- +X to Stone Burst
- While Channeling Stone Burst, and for 2 seconds afterwards, gain 15% Damage Reduction.
- Stone Burst's final explosion deals 10-15%[x] increased damage, further increased by 10-15%[x] for each size increase.
Aspect of the Agile Wolf - Utility Aspect
- Shred gains a 4th attack that hits all surrounding enemies, deals 20-60%[x] increased damage and Knocks Down enemies for 2 seconds.
Aspect of the Rabid Bear - Offensive Aspect
- While Grizzly Rage is active, Skills that Critically Strike apply Rabies and your Poison damage is increased by 30-90%[x].
Stormcrow's Aspect - Offensive Aspect
- Ravens now deal Lightning damage which is increased by 30-50%[x]. Ravens Active deals its full damage in half the time, and enemies inside it are Stunned.
Aspect of Shattered Defenses - Offensive Aspect
- Stone Burst causes enemies to take 30-50%[x] increased damage from your other Skills for 5 seconds. Stone Burst's Spirit cost is reduced by 10.
Aspect of Anticline Burst - Offensive Aspect
- Stone Burst deals 15-35%[x] increased damage and when Cast at or above 75 Spirit, it is immediately at its maximum size.
Lightning Augments
- +X% Chance for Stormstrike to Hit Twice
- +X% Chance for Lightning Storm to Deal Double Damage
- +X% Chance for Cataclysm to Deal Double Damage
- Untamed: Casting a Companion Skill grants +4 Ranks to all Companion Skills for 5 seconds.
- Apex: +25.0% Companion Damage, +6.5% Damage Reduction from Elites
- Ferocity: +2.5% Companion Cooldown Reduction, +20 Armor
- Fortune: +5.0% Lucky Hit Chance, +10 Willpower
- Resolve: +3.0% Resistance to All Elements, +10 Willpower
- Tempest: +10.0% Vulnerable Damage, +15.0% Critical Strike Damage
- Superiority: +15.0% Damage to Crowd Controlled Enemies, +4.0% Maximum Life
Soulrift - Darkness Ultimate Skill - 50 second Cooldown
- Base Skill: For 8 seconds, you corrupt surrounding enemies, dealing 65% Weapon damage per second.
- Prime Soulrift: Enemies with their souls absorbed become Vulnerable for 2 seconds. When damaging enemies affected by Soulrift, you have a 5% chance to absorb their soul.
- Key Passive: Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are infected with Affliction and take 15%[x] increased damage from you and your Minions. Your Curse Skills deal 30% (Weapon Damage) Shadow damage to enemies that have Affliction. This amount increases by 30%[x] of your damage to Crowd Control, Vulnerable, and Shadow Damage over Time combined.
Titan's Fall
- While Fortified you deal 6/12/18% increased damage to Elites.
Precision Decay
- Your Lucky Hit chance is increased by 5/10/15%.
- You deal 5/10/15%[x] increased damage for 8 seconds after casting an Ultimate Skill.
Necrotic Fortitude
- Lucky Hit: Lucky Hit: Up to a 5/10/15% chance to grant yourself a Barrier for 5% of your Maximum Life for 6 seconds.
The Unmaker - Unique Helm
- X% Damage Reduction while you Have a Barrier
- X% Resource Generation
- +X to Soulrift
- +X to Imperfectly Balanced
- Soulrift's duration is increased by 0.5 seconds for every 30 Essence you spend while it is active, up to 8 seconds. Soulrift deals 100-200% of its Shadow damage per second to surrounding enemies for every 30 Essence you gain while it is active.
Reaping Lotus' Aspect - Offensive Aspect
- Sever no longer returns and instead splits into 3 specters that expand out and back from its apex. Sever deals 80-120% of normal damage.
Phasing Poltergeist's Aspect - Offensive Aspect
- When Bone Spirit explodes, it spawns 3 spirits that seek nearby enemies and deal 20-40% of its damage. This effect can only occur once per cast.
Aspect of Fel Gluttony - Offensive Aspect
- Your Golem Active also causes your Golem to erupt, dealing (200-400% of Weapon Damage) Physical damage to surrounding enemies. Your Golem consumes Corpses to reduce its remaining Cooldown by 1 second.
Bone Innovation - New Utility Recipe
- +X% Bone Storm Duration
- +X% Bone Spirit Explosion Size
- +X% Bone Prison Duration
Blood Innovation - New Utility Recipe
- +X% Blood Surge Nova Size
- +X% Hemorrhage explosion size
- +X% Blood Lance Duration
Decay Innovation - New Utility Recipe
- +X% Blight Size
- +X% Decompose Explosion Size
- +X% Soulrift Duration
Execution Innovation - New Utility Recipe
- +X% Sever Effect Size
- +X% Reap Effect Duration
- +X% Skeleton Priest Effect Duration
- Frailty: Cursed enemies take 10%[x] increased damage from you and your Minions, increased by 10%[x] each second they are Cursed, up to 40%[x].
- Lingering Shadow: +10% Shadow Damage Over Time, +10% Shadow Damage
- Shadow Resilience: +10% Shadow Resistance, 4% Maximum Life
- Calculated: +15% Damage to Crowd Controlled Enemies, +20 Armor
- Preservation: +10 Intelligence, +20 Armor
- Eradicate: +10% Vulnerable Damage, +10 Intelligence
- Relentless: +2.5% Attack Speed, +4% Maximum Life
Dance of Knives - Cutthroat Agility Skill - 6 Charges, 1 second Charge Cooldown
- Base Skill: Channel to launch knives at surrounding enemies, consuming one Charge per second and each knife dealing 42% damage. You gain 20%[+] Movement Speed and 10% Dodge Chance while Channeling Dance of Knives.
- Enhanced Dance: Moving 30 meters while Channeling Dance of Knives grants 4 Charges.
- Methodical Dance: When you stop Channeling Dance of Knives, drop up to 12 Stun Grenades, each dealing 20% Weapon damage. The Channeled duration determines how many are dropped.
- Disciplined Dance: Each Dance of Knives knife Slows enemies by 25% for 3 seconds and has a 20% chance to pierce.
Alchemical Admixture
- Key Passive: Dealing 3 different types of Non-Physical damage increases the Potency of your Imbuement skills by 40% for 5 seconds. This Potency is further increased by 20% of the total amount of your Bonus Damage to Poison, Shadow, and Cold.
Target Practice
- 3/6/9% [+] Critical Strike Chance with Marksman and Cutthroat Skills
- 4/8/12%[x] Damage for 4 seconds after using Evade.
- After Dodging an attack, gain 2/4/6% Damage Reduction for 4 seconds.
- Your Ultimate skills deal 15/30/45%[x] increased damage.
Pitfighter’s Gull - Unique Ring
- Inherent: +X% Shadow Resistance
- Inherent: +X% Resistance to All Elements
- +X% Critical Strike Chance
- +X% Damage on Next Attack After Entering Stealth
- X% Smoke Grenade Cooldown Reduction
- +X to Mending Obscurity
- Casting Smoke Grenade increases your Critical Strike Damage by 33[x] for 3-6 seconds and leaves behind a cloud of shadows. While within the cloud, you gain Stealth once per second.
Aspect of Poisonous Clouds: Offensive Aspect
- When entering Stealth, create a cloud that deals (600-780% of Weapon Damage) Poison damage over 6 seconds.
Aspect of Splintering Shards: Offensive Aspect
- Lucky Hit: Up to a 100% chance when hitting or killing a Frozen enemy to create an ice splinter that fires away from them dealing (25%-50% of Weapon Damage) Cold damage and Chilling for 20-30%.
Aspect of Star Shards: Offensive Aspect
- Knives from Dance of Knives have a 50% chance to shatter into 6 shards of metal on hit, dealing 100-120% Physical damage. Dance of Knives now spends Combo Points, granting up to 3 additional Charges that can exceed the Maximum.
Agile Augments - New Weapon Recipe
- +X% Chance for Flurry to Hit Twice
- +X% Chance for Dance of Knives Projectiles to Cast Twice
- +X% Chance for Dash to Deal Double Damage
Assassin Augments - New Weapon Recipe
- Shadow Step Cleaves for +X% Damage
- +X% Chance for Blade Shift to Deal Double Damage
- +X% Chance for Smoke Grenade to Deal Double Damage
Warped Augments - New Weapon Recipe
- +X% Chance for Twisting Blades to Hit Twice
- +X% Chance for Rain of Arrows to Waves to Cast Twice
- Invigorating Strike Cleaves for +X% Damage
Basic Augments — Rogue
- Renamed to Marksman Augments — Basic to better reflect its existing contents
Core Augments — Rogue
- Renamed to Marksman Augments — Core to better reflect its existing contents
- Danse Macabre: Casting a Mobility or Subterfuge Skill increases the damage of your next Skill by 50%[x].
- Assassin: +25% Damage to Healthy Enemies, +4% Maximum Life
- Acrobat: +2.5% Mobility Cooldown Reduction, +10 Dexterity
- Skulker: +2.5% Subterfuge Cooldown Reduction, +10 Dexterity
- Giant Killer: +16% Damage to Elites, +3% Resistance to All Elements
- Brawler: 4.5% Damage reduction from Close Enemies, +12% Damage to Close Enemies
- Ranger: 6% Damage Reduction from Distant Enemies, +15% Damage to Distant Enemies
Familiar - Conjuration Skill - 3 Charges, 12 second Charge Cooldown
- Summon a familiar matching the element of your last cast Skill for 8 seconds. It seeks enemies and periodically explodes, dealing 40% of its element's damage.
- You may have up to 6 Familiars active at a time.
- Fire: Applies 94% Burning damage over 4 seconds to enemies.
- Cold: Applies 15% Chill to enemies.
- Lightning: Stuns enemies for 1 second.
- Your Familiars' elements no longer depends on your previous cast Skill, and instead follows a set sequence of Fire to Cold, Cold to Lightning, and Lightning to Fire.
- While you have at least two different element Familiars active, you gain 3% Damage Reduction.
- Invoked Familiar: While you have an active Familiar, you deal 10% increased damage of its type.
Enlightenment
- 25% increased damage
- 45% Mana Regeneration
- 20% Attack Speed
- Reduce all cooldowns by 4/8/12%.
Energy Focus
- You generate a 6 second Barrier for 0.5/1.0/1.5% of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health.
Dampen Layer
- You gain 2/4/6% Damage Reduction while you have an active Barrier.
Elemental Synergies
- Your Frost, Shock, and Pyromancy Skills deal 1/2/3% increased damage for each Skill you have equipped of their type.
Sidhe's Bindings - Unique Gloves
- +X% Non-Physical Damage
- +X% Familiar Explosion Size
- +X% Chance for Familiar to Hit Twice
- +X to Familiar
- Casting Familiar now summons all three elemental variants at once. Familiar's duration is increased by 25-50%[x] and its Cooldown is reduced by 2 seconds, but its maximum Charges are reduced by 1.
Aspect of Charged Flash - Offensive Aspect
- After Charged Bolts hits enemies 50 times, your next 3 casts of Charged Bolts becomes waves that pierce and deal (200-240% Weapon Damage) Critical Shock Damage.
Aspect of Elemental Constellation - Offensive Aspect
- Casting Pyromancy, Shock, and Frost Skills conjures a matching Elemental Dagger around you that pierces through enemies dealing (50-70% Weapon Damage) damage after 3 seconds. The damage increases by 100% per matching elemental skill you cast.
Aspect of Overheating - Offensive Aspect
- After channeling Incinerate for 2 seconds it deals (30-70% Weapon Damage) Critical Fire damage per second for 5 seconds. Casting Incinerate refreshes and maintains this bonus.
Pyromancy Augments - Fiery - Weapon Recipe
- +% Chance for Incinerate to do Double Damage.
- +% Chance for Firewall to do Double Damage.
- +% Chance for Meteorites to do Double Damage.
Frozen Augments - Frozen - Weapon Recipe
- +% Chance for Blizzard to do Double Damage.
- +% Chance for Ice Spike to do Double Damage.
- +% Chance for Deep Freeze to do Double Damage.
Sorcerer Innovation - Utility Recipe
- +% Frost Nova Size
- +% Blizzard Size
- +% Teleport Nova Size
- Fundamental Release: Each Fire, Lightning, and Cold attack you make against an enemy increases the damage it takes from your attacks by 10%[x] per element, up to 30%[x].
- +10% Vulnerable Damage / +10 Intelligence
- +10% Non-Physical Damage / +10 Intelligence
- 5% Damage Reduction from Burning Enemies / +20 Armor
- 5% Damage Reduction from Vulnerable Enemies / +4% Maximum Life
- +10% Damage to Burning Enemies / 16% Damage to Eiltes
- 6.5% Damage Taken Over Time Reduction / 3% Resistance to All Elements
Balance Updates
- Ultimate skills can now have additional ranks. Players can invest up to 5 skill points into their Ultimate Skill, and bonus ranks of Ultimate Skills now exist. The limitation of having one Ultimate Skill remains. Additionally, bonus to all skill ranks (i.e. from Harlequin's Crest) will only grant ranks to the Ultimate the player has learned.
- Life Generation affixes now trigger when at Full Life, to contribute to Overhealing effects.
- All Weapon Tempering affixes now grant multiplicative damage. See each class's section for more info.
- Shield's inherent Blocked Damage Reduction reduced by 15%.
Deflecting Barrier
- Previous: While you have a Barrier active, there is a 5-15% chance to ignore incoming direct damage from Distant enemies.
- Now: You have a 5-12% chance after taking direct damage to gain a Barrier equal to 20% of your Maximum Life. This chance is doubled against Distant enemies.
Aspect of Slaughter
- Previous: You Gain 20% Movement speed. This bonus is lost for 2.5-5.0 seconds after taking damage.
- Now: You gain 20% Movement speed. Lose this bonus for 2.0-5.0 seconds after taking damage from a Close Enemy.
Starlight Aspect
- Previous: Gain 25-40 Primary Resource for every 20% Life that you Heal.
- Now: Gain 25-40 Primary Resource for every 20% Life that you Heal or every 200% that you Overheal when at Maximum Life.
- Fury generation increased from 4 to 7.
- Damage increased from 13% to 15%.
Enhanced Frenzy
- Before – While Frenzy is granting 60% bonus Attack Speed, it also generates 3 additional Fury.
- Now – While Frenzy is granting 60% bonus Attack Speed, the Fury costs of your Core Skills are reduced by 25%.
Combat Frenzy
- Before – You gain 8% Damage Reduction for each stack of Frenzy you currently have.
- Now – You gain 5% Damage Reduction and 5% Movement Speed per stack of Frenzy you currently have.
Battle Frenzy
- Attack Speed per stack of Frenzy increased from 5% to 6%.
Ground Stomp
- Damage increased from 9.5% to 20% Weapon Damage.
Enhanced Ground Stomp
- Before – Increase Ground Stomp's duration by 1 second.
- Now – Ground Stomp generates 60 Fury and has a 1 second increased Stun duration.
Tactical Ground Stomp
- Before – Ground Stomp generates 60 Fury.
- Now – Ground Stomp is now a Brawling Skill and deals 800% increased damage to Bosses. It also applies Vulnerable for 4 seconds.
Strategic Ground Stomp
- Before – Reduce the Cooldown of your Ultimate Skill by 2 seconds for each enemy damaged by Ground Stomp.
- Now – Reduce the Cooldown of your Ultimate Skill by 4 seconds per enemy damaged by Ground Stomp, up to 12 seconds.
- Before – Your Bleeding effects Slow Healthy enemies by 20%.
- Now – Your Bleeding effects have a 15% chance to Slow Healthy and Injured enemies by 70% each time they deal damage.
Slaying Strike
- Damage to Injured reduced from 8% to 5%.
Unconstrained
- Before – Increase Berserking's maximum duration by 5 seconds and increase its damage bonus to 60%.
- Now – Berserking's damage bonus is increased to 60%. While below 65% Life, you are always Berserk and gain a 25% Physical Damage Reduction bonus.
The following lists all the affixes now available for each Tempering recipe.
Bleed Augments – Weapon Recipe
- +X Skill Ranks to Cut to the Bone
- +X% Chance for Rend to Hit Twice
- +X% Chance for Rupture to Deal Double Damage
Furious Augments – Weapon Recipe
- Bash Cleaves for +Y% Damage
- +X% Chance for Frenzy to Hit Twice
- +X% Chance for Lunging Strike to Deal Double Damage
- +X% Flay Duration (Moved from Bleed Augments)
Berserking Augments
- Changed to a Utility recipe.
- Renamed to Berserking Innovation.
Berserking Finesse – Offensive Recipe
- +X% Dust Devil Damage added to this recipe. (Moved from Sandstorm Augments)
Barbarian Innovation – Utility Recipe
- +X% Earthquake Size (Moved from Wasteland Augments)
- +X% Frenzy Duration
- +X% Stun Duration (Moved from Barbarian Control)
Wasteland Augments – Changed to a Utility recipe
- +X% Ground Stomp Size
- +X% Leap Size
- +X% Dust Devil Size (Moved from Sandstorm Augments)
Sandstorm Augments – Weapon Recipe
- Renamed to Natural Augments.
- +X% Dust Devil Damage (additive) removed.
- +X% Chance for Dust Devils to Cast Twice
- +X% Chance for Earthquakes to Cast Twice
- +X% Earthquake Duration (Moved from Barbarian Innovation)
Demolition Finesse – Offensive Recipe
- +X% Brawling Skill Damage
- +X% Weapon Mastery Damage
- +X% Damage While Iron Maelstrom is Active
- The additive damage recipes for Death Blow, Charge, and Kick have been removed. Replacements have been added in new Weapon Tempering recipes.
Legendary Aspect
Of Giant Strides
- Cooldown per enemy hit reduced from 2.5-5.0 to 1.3-2.5 seconds.
- Maximum reduction reduced from 9 to 7 seconds.
Of Bul-Kathos
- Earthquake damage increased by 30%. (From 105-165% to 137-217% Weapon Damage)
Of Earthquakes
- Earthquake damage increased by 30%. (From 85-145% to 111-191% Weapon Damage)
Hemorrhage Board
- Previous: 4% Damage Reduction from Bleeding Enemies / +10 Strength
- Now: (Flayer) +10% Vulnerable Damage / +10 Strength
- Previous: +10% Physical Damage Over Time / +10% Damage to Bleeding Enemies
- Now: (Bloodbathed) 4% Damage Reduction from Bleeding Enemies / +10% Fire Resistance
Blood Rage Board
- Previous: +10% Damage while Berserking / +15% Berserking Duration
- Now: (Grit) 4% Damage Reduction from Bleeding / +4% Healing Received
- Now: (Wrath) +10% Damage while Berserking / +10 Strength
Carnage Board
- Previous: +5% Damage While Berserking / +16% Damage to Elites
- Now: (Brash) 4% Damage Reduction from Close Enemies / +10% Fire Resistance
- Previous: 4% Damage Reduction from Close Enemies / +10 Strength
- Now: (Berserker) +16% Damage to Elites / +10 Strength
Decimator Board
- Previous: 4% Damage Reduction from Vulnerable Enemies and +10 Strength
- Now: (Destroyer) +10% Physical Damage and +10 Strength
- Previous: +10% Damage with Two-Handed Slashing Weapons / +10% Vulnerable Damage
- Now: (Arrogance) 4% Damage Reduction from Vulnerable Enemies / 4% Healing Received
Bone Breaker Board
- Previous: +10% Damage with Two-Handed Bludgeoning Weapons / +45% Overpower Damage
- Now: (Vigor) 5% Damage Reduction while Healthy / 4% Healing Received
- Previous: 5% Damage Reduction while Healthy / +10 Strength
- Now: (Bludgeoner) +10% Damage with Two-Handed Bludgeoning Weapons / +10 Strength
Flawless Technique Board
- Now: (Wild Force) +10% Damage with One-Handed Weapons / +10 Strength
Warbringer Board
- Previous: +3% Resistance to All Elements / +10 Strength
- Now: (Brute Force) +10% Damage while Fortified / +10 Strength
- Previous: +10% Damage while Fortified / +6.5% Fortify Generation
- Now: (Conditioned) +3% Resistance to All Elements / +4% Healing Received
Weapons Master Board
- Previous: +20 Armor / +10 Strength
- Now: +16% Damage to Elites / +10 Strength
Innate Debilitating Roar reworked
- Previous - Debilitating Roar also slows enemies for 65% for its duration.
- Now - Debilitating Roar increases your damage by 15%[x] for its duration.
Preserving Debilitating Roar
- Healing increased from 4% to 6% of your Maximum Life per second while active.
Earthen Bulwark
- Innate Earthen Bulwark's damage increased from 30% to 60% Weapon Damage.
- Updated to more consistently Trample to your target destination, rather than stopping immediately upon hitting terrain.
- Lightning Strike damage increased from 95% to 115% Weapon Damage.
- Lightning Strikes now cannot hit the same target more than once every 0.5 seconds.
Developer’s Note: Cataclysm was previously updated to be guaranteed to hit an enemy with its lightning strikes, if one is in range. We really like how much better the skill feels to use with this change! However, It turned out to be a bit overpowered. Now we’re limiting how frequently Cataclysm's lightning strikes can repeatedly hit the same target to ensure that other Ultimate Skills can still be a competitive option in single target situations. The damage of the lightning strikes is being increased to compensate.
Ursine Strength
- Damage bonus while Healthy reduced from 30%[x] to 15%[x].
- Maximum Health bonus increased from 20%[x] to 30%[x].
- Overpower damage bonus increased from 30%[x] to 45%[x].
Developer’s Note: Ursine Strength is one of the most popular Key Passives for Druids. It was designed with Werebear and or Overpower focused builds in mind. However, it is often being used in builds that have little interest in Werebear Skills or Overpower effects, simply because the 30%[x] Damage bonus while Healthy was generically powerful. We are reducing the power of this effect, while increasing the Maximum Health and Overpower damage bonuses to better support its Werebear and Overpower niche, and not be as generically appealing to other builds that it was not intended for.
Grizzly Rage
- Overpowering Bosses now extends duration by 5 seconds.
- Previous: When Shapeshifting into a new animal form, you deal 1/2/3%[x] increased damage for 8 seconds, up to 8/16/24%[x].
- Now: Shapeshifting into a new animal form grants 1/2/3%[x] increased damage, up to 6/12/18%[x]. This bonus is lost after 3 seconds in Human form.
Heightened Senses
- Previous: When Shapeshifting into an animal form, Werebear grants 3/6/9% Damage Reduction and Werewolf grants 2/4/6%[+] Movement Speed for 6 seconds. Bonuses are doubled while both are active.
- Now: When Shapeshifting, Werebear grants 3/6/9% Damage Reduction and Werewolf grants 2/4/6%[+] Movement Speed. Both bonuses persist as long as you are in either animal form and are doubled while both are active. They are lost after 3 seconds in Human form.
Bestial Rampage
- Previous: After being a Werewolf for 2 seconds, gain 30%[+] Attack Speed for 15 seconds. After being a Werebear for 2 seconds, deal 50%[x] increased damage for 15 seconds.
- Now: When Shapeshifting, Werebear grants 30%[x] increases damage and Werewolf grants 20%[+] Attack Speed. Both bonuses persist as long as you are in either animal form, but are lost after 3 seconds in Human form.
Unique Items
Fleshrender
- Damage increased from 100-300% to 200-400% of Weapon Damage.
- Damage increase per 100 Willpower increased from 30%[x] to 50%[x].
Dolmen Stone
- Boulders that are rotating in your Hurricane now Knockback enemies less to allow you to more consistently hit enemies with multiple Boulders. Boulders now more consistently hit enemies that are within your melee range.
Wildheart Hunger
- Previous: When you Shapeshift into a Werewolf or Werebear, gain Wildheart for 5 seconds. Wildheart grants you 1-3%[x] stacking damage every 2 seconds, up to 20-60%[x].
- Now: Shapeshifting into a new animal form increases the value of your Bestial Rampage bonuses by 2.0-5.0%, up to 20-50%[+]. This bonus decays by 2% per second.
Hunter’s Zenith
- Previous: Gain a bonus when you kill with a Shapeshifting Skill: Werewolf: Your next Non-Ultimate Werebear Skill costs no Spirit and has no Cooldown. Werebear: Your next Werewolf Skill will Heal you for 104-522 when damage is first dealt.
- Now: Every 30 seconds you spend in an animal form, your next Core Skill is guaranteed to Overpower and Critically Strike and deals 30-60%[x] increased damage. Casting Shapeshifting Skills reduces this timer by 1 second, or 2 seconds if you change to a new animal form.
All Weapon Tempering recipes have been updated with the following stats.
Storm Augments
- +X% Chance for Wind Shear Projectiles to Cast Twice
- +X% Chance for Tornado Projectiles to Cast Twice
- +X% Chance for Hurricane to Deal Double Damage
Earth Augments
- +X% Chance for Landslide Projectiles to Cast Twice
- +X% Chance for Earth Spike Projectiles to Cast Twice
- +X% Chance for Boulder Projectiles to Cast Twice
Werewolf Augments
- +X% Chance for Shred to Hit Twice
- +X% Rabies Duration
- +X% Lacerate Duration
- +X% Chance for Claw to Deal Double Damage
Werebear Augments
- +X% Chance for Maul to Hit Twice
- +X% Chance for Pulverize to Hit Twice
- +X% Chance for Trample to Deal Double Damage
Companion Augments
- +X% Chance for Wolves to Deal Double Damage
- +X% Chance for Poison Creeper to Deal Double Damage
- +X% Chance for Raven to Deal Double Damage
Moved or Removed Recipes
- Companion Finesse Offensive Recipe converted to Companion Augments Weapon Recipe
- Hurricane Damage and Cataclysm Damage removed from Storm Finesse
- Boulder Damage and Earth Overpower Damage removed from Earth Finesse
- Trample Damage, Rabies Damage, and Lacerate Damage removed from Shapeshifting Finesse
- Grizzly Rage Duration moved from Werebear Augments to Shapeshifting Finesse
- Hurricane Duration moved from Storm Augments to Nature Magic Innovation
- Lightning Storm Duration Removed from Nature Magic Innovation
Starter Board
- Previous: +3% Resistance to All Elements / +10 Willpower
- Now: (Reclaim) +16% Damage to Elites / +10 Willpower
Thunderstruck Board
- Previous: 4% Damage Reduction from Vulnerable Enemies / +10 Willpower
- Now: (Concentrated) +16% Damage to Elites / +10 Willpower
- Previous: +4% Potion Healing / 4% Maximum Life
- Now: (Hubris) 4% Damage Reduction from Vulnerable Enemies / +4% Healing Received
Earthen Devastation Board
- Now: (Crushing Earth) +15% Damage to Crowd Controlled Enemies / +10 Willpower
- Previous: +10% Earth Damage / +15% Critical Strike Damage to Crowd Controlled Enemies
- Now: (Resolve) +3% Resistance to All Elements / 4% Maximum Life
Survival Instincts Board
- Previous: +2% Total Armor while in Werebear Form / +10 Willpower
- Now: +16% Damage to Elites / +10 Willpower
- Previous: +10% Damage while in Werebear Form / +45% Overpower Damage
- Now: +2% Total Armor while in Werebear Form / 4% Maximum Life
Lust for Carnage Board
- Previous: +4% Healing Received / +10 Willpower
- Now: (Ripper) +15% Critical Strike Damage / +10 Willpower
- Previous: +10% Werewolf Damage / +15% Critical Strike Damage
- Now: +3% Resistance to All Elements / 4% Maximum Life
Heightened Malice Board
- Previous: 4% Damage Reduction from Poisoned Enemies / +10 Willpower
- Now: (Toxic Bane) +16% Damage to Elites / +10 Willpower
- Previous: +10% Damage to Poisoned Enemies / +10% Poison Damage
- Now: (Nature-born) 4% Damage Reduction from Poisoned Enemies / +4% Healing Received
Inner Beast Board
- Previous: +100 Armor / +10 Willpower
- Now: +15% Critical Strike Damage / +10 Willpower
- Previous: +15% Critical Strike Damage / +10% Physical Damage
- Now: (Wilds) +3% Resistance to All Elements / +4% Healing Received
Constricting Tendrils Board
- Previous: 4% Maximum Life / +10 Willpower
- Now: (Devastation) +10% Nature Magic Damage / +10 Willpower
- Previous: +10% Nature Magic Damage / +16% Damage to Elites
- Now: (Courage) 4% Maximum Life / +20 Armor
Ancestral Guidance Board
- Previous: +4% Potion Healing / +10 Life per Second
- Now: (Guidance) +10% Damage / +10 Willpower
- Previous - Blight Slows enemies by 25%.
- Now - Blight's radius is increased by 15%.
- Previous - Blight has a 30% chance to Immobilize enemies for 2.5 seconds on impact.
- Now - Blight Chills enemies for 15% every second.
Blood Lance
- Blood Lance now always pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies beyond the first.
- Previous - Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies beyond the first.
- Now - After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
- Previous - After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
- Now - Blood Lance deals 15%[x] increased Critical Strike Damage and 15%[x] increased Overpower Damage.
- Previous - Blood Wave Slows enemies by 50% for 4 seconds.
- Now - Casting Blood Wave grants 20% Damage Reduction for 10 seconds.
- Blood Orbs spawned increased from 3 to 6.
Transfusion
- Cooldown for spawning a Blood Orb reduced from 4 to 2 seconds.
Death's Approach
- Movement Speed increased from 4/8/12% [+] to 5/10/15% [+].
Aspect of Cursed Aura
- Tooltip updated to clarify that Curses are not cast, and so the curses would not benefit from Tempering.
Tidal Aspect
- Additional Blood Waves now deal 100-120% of normal damage instead of dealing 50-30% reduced damage.
The Mortacrux
- Inherent: +50% Damage
- +126-180 Intelligence
- +98-125% Critical Strike Damage
- +70-85% Vulnerable Damage
- +3-5 Ranks of Hewed Flesh Passive
- Inherent: +100% Macabre and Corpse Damage
- +36.5-50% Chance For Corpse Explosion to Deal Double Damage
- Hewed Flesh also grants a Barrier for 8-10% Maximum Life for 4 seconds
Black River
- +126-180 Intelligence Affix replaced with +36.5-50% Chance for Corpse Explosion to Deal Double Damage.
Bone Augments
- +X% Chance for Bone Spirit to Deal Double Damage
- +X% Chance for Bone Splinter Projectiles to Cast Twice
- +X% Chance for Bone Spear Projectiles to Cast Twice
- +X% Chance for Bone Storm to Deal Double Damage
Blood Augments
- +X% Chance for Blood Surge to Deal Double Damage
- +X% Chance for Blood Lance to Hit Twice
- +X% Chance for Hemorrhage to Hit Twice
- +X% Chance for Blood Wave to Deal Double Damage
Shadow Augments - Decay
- +X% Chance for Blight Projectiles to Cast Twice
- +X% Chance for Decompose to Deal Double Damage
- +X% Chance for Soulrift to Deal Double Damage
- +X% Chance for Affliction to Deal Double Damage
Shadow Augments - Execution
- +X% Chance for Sever Projectiles to Cast Twice
- +X% Chance for Reap to Hit Twice
- +X% Chance for Corpse Explosion to Deal Double Damage
Summoning Augments
- +X% Chance for Army of the Dead to Deal Double Damage
- +X% Chance for Skeleton Mages Attacks to Cast Twice
- +X% Chance for Skeleton Warriors to Hit Twice
- +X% Chance for Golem to Hit Twice
Other Tempering Updates:
- +X% Corpse Explosion Damage removed from Shadow Finesse
- +X% Bone Spirit Damage removed from Bone Finesse
- +X% Blight Slow Potency Tempering affix changed to +X% Blight Chill Potency on the Profane Cage
- Previous: +200 Armor / +10 Intelligence
- Now: (Grasp) +16% Damage to Elites / +10 Intelligence
Cult Leader Board
- Previous: 10% Damage Reduction for Your Minions / +10 Intelligence
- Now: +15% Summon Crit Damage / +10 Intelligence
Hulking Monstrosity
- Previous: +14% Golems Armor / +10 Intelligence
- Now: +10% Summon Damage / +10 Intelligence
Flesh-Eater Board
- Previous: +3% Resistance to All Elements / +10 Intelligence
- Now: (Rend) +10% Damage / +10 Intelligence
- Previous: +35% Ultimate Damage / +2.5% Attack Speed
- Now: (Erudite) +3% Resistance to All Elements / 4% Maximum Life
Scent of Death
- Previous: +100 Armor / +10 Intelligence
- Now: (Seethe) +10% Damage / +10 Intelligence
- Previous: +35% Ultimate Damage / +15% Crtitical Strike Damage
- Now: 4% Damage Reduction from Vulnerable Enemies / +20 Armor
Bone Graft Board
- Previous: 4% Maximum / +100 Armor
- Previous: +15% Bone Critical Strike Damage / +10% Bone Damage
- Now: +20 Armor / 4% Damage Reduction from Vulnerable Enemies
- Now: (Splinter) +15% Bone Critical Strike Damage / +10 Intelligence
Blood Begets Blood Board
- Previous: +5% Blood Orb Healing / +10 Intelligence
- Now: (Aggression) +12.5% Damage while Healthy / +10 Intelligence
- Previous: +45% Overpower Damage / +10% Damage
- Now: (Blooddrinker) +5% Blood Orb Healing / 4% Maximum Life
Bloodbath Board
- Now: 4% Damage Reduction while Fortified / +6.5% Fortify Generation
- Previous: +4% Healing Received / +10 Intelligence
- Now: +45% Overpower Damage / +10 Intelligence
Wither Board
- Previous: +10% Shadow Resistance / +10 Intelligence
- Now: (Gnawing Darkness) +10% Damage to Shadow Damage Over Time-Affected Enemies / +10 Intelligence
- Previous: +10% Damage to Shadow Damage Over Time-Affected Enemies / +16% Damage to Elites
- Now: (Gloom) +10% Shadow Resistance / +20 Armor
Enhanced Blade Shift
- Previous: While Blade Shift is active you gain 20% Movement speed.
- Now: While Blade Shift is active you gain 20% Movement speed. Moving through enemies refreshes its duration.
Fundamental Blade Shift
- Previous: Moving through enemies while blade shift is active refreshes its duration. After moving through 3 enemies your next blade shift will daze enemies for 2 seconds.
- Now: Casting a skill that isn't Blade Shift empowers your next Blade Shift to deal 100%[x] more damage.
Disciplined Shadow Step
- Previous: Damaging an enemy with Shadow Step stuns them for 2 seconds and reduces its cooldown by 3 seconds.
- Now: Shadow Step deals 200%[x] more damage. Casting Shadow Step reduces its cooldown by 3 seconds.
Concealment
- Now also grants Unhindered.
Subverting Concealment
- Previous: The Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds.
- Now: The Skill that breaks Concealment is always a Critical Strike and makes enemies Vulnerable for 6 seconds.
Countering Concealment
- Previous: The Skill that breaks Concealment will always be a guaranteed Critical Strike.
- Now: Casting Concealment grants 10% Dodge Chance and increases the Movement Speed bonus to 60%[+] for 5 seconds.
Prime Shadow Clone
- Previous: You are Unstoppable for 5 seconds after Casting Shadow Clone.
- Now: You gain Stealth and Unstoppable for 5 seconds after casting Shadow Clone.
- Baseline: If Death Trap kills an enemy, its cooldown is reduced by 10 seconds.
Supreme Death Trap
- Previous: If Death Trap kills an enemy, its cooldown is reduced by 12 seconds.
- Now: Enemies that resist Death Trap's pull in are hit again for 120% of Death Trap's damage.
Rain of Arrows
- Baseline first wave knocks down enemies for 3 seconds.
Supreme Rain of Arrows
- Previous: Rain of Arrows' first wave knocks down enemies for 3 seconds.
- Now: Rain of Arrows deals 40%[x] increased damage to Crowd Controlled enemies.
Weapon Mastery
- Tooltip now states: Gain a bonus based on the weapons used in your attack.
Close Quarters Combat
- Now scales from 15% of Damage to Close rather than 10% of Damage vs Crowd Controlled.
Adrenaline Rush
- Energy regen while moving increased from 5/10/15% to 7/14/21%.
- Now gains damage to Basic skills along with Agility/Subterfuge while the buff is active.
- Previous: Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing 62% of the damage to them and surrounding enemies. Victimize's damage is increased by 120%[x] of your Vulnerable Damage Bonus.
- Now: Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing [80% weapon damage] damage to them and surrounding enemies. Victimize's damage is increased by 120%[x] of your Vulnerable Damage Bonus.
- Now counts for Channeled Cutthroat Skills.
- Now only removes stacks when casting Marksman skills.
Aspect of True Sight
- Previous: You deal 70-100% Critical Strike Damage to enemies marked by Inner Sight.
- Now: You deal 70-100% Critical Strike Damage to enemies marked by Inner Sight. While Inner Sight is full, you gain 21-30%[x] increased damage.
Resistant Assailant's
- Now gives resistance on casting Concealment cast rather than when breaking stealth.
Uncanny Treachery
- Previous: Dealing damage to a Dazed enemy with an Agility skill grants Stealth for 4 seconds. When Stealth breaks you gain 5-15% dodge chance for 2 seconds.
- Now: Dealing direct damage with a non-Agility Skill after casting an Agility skill grants Stealth for 2 seconds. When Stealth breaks you gain 10-18% dodge chance for 2 seconds.
Opportunists
- Grenades now drop on your target if exiting Stealth with Shadow Step.
Trap Augments
- +X% Chance for Caltrops to Consume No Charges
- +X% Chance for Death Trap to Deal Double Damage
- +X% Poison Trap Duration
Basic Augments - Rogue
- +X% Chance for Puncture Projectiles to Cast Twice
- +X% Chance for Heartseeker Projectiles to Cast Twice
- +X% Chance for Forceful Arrow Projectiles to Cast Twice
Core Augments - Rogue
- +X% Chance for Barrage Projectiles to Cast Twice
- +X% Chance for Rapid Fire Projectiles to Cast Twice
- +X% Chance for Penetrating Shot Projectiles to Cast Twice
Agile Augments
Assassin Augments
- +X% Chance for Rain of Arrows Waves to Cast Twice
Other Tempering Changes:
- Smoke Grenade Damage removed from Subterfuge Expertise Recipe.
Devious Glyph
- Now applies its damage bonus against Bosses.
- Previous: +200 Armor / +10 Dexterity
- Now: (Outlaw) +16% Damage to Elites / +10 Dexterity
Eldritch Bounty Board
- Previous: +15% Imbued Damage / +10% Non-physical Damage
- Now: +3% Resistance to All Elements / +20 Armor
- Previous: +4% Potion Healing / +10 Dexterity
- Now: (Concoction) +10% Non-physical Damage / +10 Dexterity
Tricks of the Trade Board
- Previous: +100 Armor / +10 Dexterity
- Now: (Surgical) +10% Damage / +10 Dexterity
- Now: (Haven) +20 Armor / 4% Maximum Life
Cheap Shot Board
- Previous: 6% Damage Reduction from Slowed Enemies / +10 Dexterity
- Now: (Artificer) +10% Vulnerable Damage / +10 Dexterity
- Previous: +15% Damage to Crowd Controlled Enemies / +15% Critical Strike Damage to Crowd Controlled Enemies
- Now: (Deviant) +3% Resistance to All Elements / 4% Maximum Life
Deadly Ambush Board
- Previous: 4% Damage Reduction from Enemies Affected by Trap Skills / +10 Dexterity
- Now: (Ensnarement) +15% Critical Strike Damage / +10 Dexterity
- Previous: +100 Armor / +4% Potion Healing
- Now: (Cunning) 4% Damage Reduction from Enemies Affected by Trap Skills / +3% Resistance to All Elements
Leyrana’s Instinct Board
- Previous: +12.5% Damage for 4 Seconds After Dodging an Attack / +10 Dexterity
- Now: (Essential) +14% Core Damage / +10 Dexterity
- Previous: +3% Resistance to All Elements / +10 Dexterity
- Now: (Punishment) +10% Physical Damage / +10 Dexterity
- Previous: +12.5% Damage for 4 Seconds After Dodging an Attack / +16% Damage to Elites
- Now: (Targeted) +14% Core Damage / +16% Damage to Elites
No Witnesses Board
- Previous: 4% Maximum Life / +10 Dexterity
- Now: (Deliverance) +35% Ultimate Damage / +10 Dexterity
- Previous: +35% Ultimate Damage / +15% Critical Strike Damage
- Now: (Training) 4% Maximum Life / +10% Poison Resistance
Exploit Weakness Board
- Now: (Misery) +16% Damage to Elites / +10 Dexterity
- Previous: +16% Damage to Elites / +14% Movement Speed for 4 Seconds After Killing an Elite
- Now: (Revitalize) +4% Healing Received / +20 Armor
Cunning Stratagem Board
- Now: (Fundamentals) +10% Damage / +10 Dexterity
- Previous: +35% Basic Damage / +10% Damage
- Now: (Lawless) +20 Armor / 4% Maximum Life
Enhanced Charged Bolts
- Lightning surge now also hits the original target as well as surrounding enemies.
Enhanced Fireball
- Old: Casting Fireball increases its radius by 50%.
- New: Casting Fireball increases its radius by 50% and Burns enemies for 10% damage over 6 seconds.
Chain Lightning Enchantment's
- Cooldown reduced from 4 seconds to 1 second.
Hydra Enchantment
- Duration increased from 5 to 10 seconds.
Arc Lash Enchantment
- Stun duration increased from 0.5 to 1 second.
Incinerate Enchantment
- Cooldown reduced from 14 to 8 seconds.
Endless Pyre
- Previous: You deal increased Burning damage to enemies for each second they remain Burning, up to 5%[x] after 5 seconds.
- Now: You deal 6/12/18%[x] increased Burning damage. This bonus is increased to 25/50/75%[x] to enemies while they are affected by more Damage Over Time than their total Life.
Conjuration Mastery
- Now caps its bonuses at 30 active Conjurations. Tooltip updated for clarity.
Storm Swell Aspect
- Previous: You deal 15-30% more damage to Vulnerable enemies while you have a barrier.
- Now: You deal 15-35% increased damage while Ice Armor is active. This amount is increased by another 15% against Frozen enemies.
Aspect of Engulfing Flames
- Previous: You deal 30-45%[x] increased Burning damage to enemies below 50% Life. Additionally, you deal 70-100%[x] increased Burning damage to enemies while they are affected by more Damage Over Time than their total Life.
- Now: You deal 6%[x] increased Burning damage to enemies for each second they remain Burning, up to 30%[x] after 5 seconds. Additionally, you deal 10-30%[x] increased Burning damage to enemies below 50% Life.
Aspect of Armageddon
- Now drops more Meteorites.
Meteorites from Aspect of Armageddon and Aspect of Shattered Stars now more consistently land around or on the enemies near the cast target.
Tal Rasha's Iridescent Loop
- Previous: For each type of Elemental damage you deal, gain 10-15% increased damage for 4 seconds, up to 40-60%. Dealing Elemental damage refreshes all bonuses.
- Now: Casting a Pyromancy, Shock, or Frost Skill increases your damage by 10-25% for 5 seconds, stacking once per element. Casting again refreshes all bonuses if the previous skill was a different Element.
Axial Conduit
- +X% Chance for Chain Lightning Projectiles to Cast Twice affix changed to +X% Chance for Chain Lightning to Hit Twice.
- Gloves of the Illuminator
- Effect reworded, but functionality unchanged.
- Previous: Fireball now bounces as it travels, exploding each time it hits the ground, but its explosion deals 30-0% less damage.
- Now: Fireball now bounces as it travels, exploding each time it hits the ground, but its explosion deals 70-100% of normal damage.
Pyromancy Augments
- +X% Chance for Fire Bolt Projectiles to Cast Twice
- +X% Chance for Fireball Projectiles to Cast Twice
- +X% Chance for Meteor to do Double Damage
Pyromancy Augments - Fiery
- +X% Chance for Incinerate to do Double Damage
- +X% Chance for Firewall to do Double Damage
- +X% Chance for Meteorites to do Double Damage
Frozen Augments - Frozen
- +X% Chance for Blizzard to do Double Damage
- +X% Chance for Ice Spike to do Double Damage
- +X% Chance for Deep Freeze to do Double Damage
Frost Augments
- +X% Chance for Frost Bolt Projectiles to Cast Twice
- +X% Chance for Frozen Orb Projectiles to Cast Twice
- +X% Chance for Ice Shards Projectiles to Cast Twice
Conjuration Augments
- Casted Hydras have +X Heads
- +X% Chance for a Second Ice Blades when Cast
Shock Augments - Discharge
- +X% Chance for Teleport to Hit Twice
- +X% Chance for Arc Lash to Swipe Twice
- +X% Chance for Charged Bolts Projectiles to Cast Twice
Shock Augments - Surge
- +X% Chance for Spark Projectiles to Cast Twice
- +X% Chance for Chain Lightning to Hit Twice
- +X% Chance for Ball Lightning Projectiles to Cast Twice
- Incinerate Size, Meteor Size, and Firewall Size removed from the Pyromancer Augments Recipe
- Blizzard Damage and Ice Spike Damage removed from the Frost Finesse Recipe
- Teleport Damage removed from the Shock Finesse Recipe
- Chance for Chain Lightning Projectiles to Cast Twice affix changed to Chance for Chain Lightning to Hit Twice
- Teleport Nova Size moved from Shock Augments - Discharge recipe to the new Sorcerer Innovation Utility recipe
- Frost Nova Size moved from Sorcerer Control recipe to the new Sorcerer Innovation Utility recipe
- Blizzard Size moved from Frost Augments recipe to the new Sorcerer Innovation Utility recipe
- Conjuration Damage replaced with Familiar Damage on the Conjuration Finesse Offensive recipe
- Fire Damage Over Time removed from the Pyromancy Finesse recipe
- Familiar Lucky Hit Chance added to the Conjuration Fortune Utility recipe
Starting Board
- Now: (Studied) +16% Damage to Elites / +10 Intelligence
Searing Heat Board
- Previous: +10% Fire Resistance / +10 Intelligence
- Now: (Explosive) 15% Critical Strike Damage / +10 Intelligence
- Now: +4% Potion Healing / +25 Life per 5 Seconds
- Previous: +10% Fire Damage / +10% Fire Damage Over Time
- Now: (Ashes) +10% Fire Resistance / +25 Life per 5 Seconds
Burning Instinct Board
- Previous: +6.5% Damage Reduction from Elites / +100 Armor
- Now: +6.5% Damage Reduction from Elites / +20 Armor
- Now: (Smoldering Embers) 5% Damage Reduction from Burning Enemies / +4% Healing Received
- Previous: 5% Damage Reduction from Enemies / +10 Intelligence
- Now: (Explosive) +15% Critical Strike Damage / +10 Intelligence
Frigid Fate Board
- Previous: +10% Cold Resistance / +10 Intelligence
- Now: (Elemental Favor) +10% Non-physical Damage / +10 Intelligence
Icefall Board
- Previous: +10% Cold Damage / 4% Chill Application
- Now: (Frigid) 6% Damage Reduction from Chilled / 4% Maximum Life
- Previous: 6% Damage Reduction from Chilled / +10 Intelligence
- Now: (Cryomancy) +10% Cold Damage / +10 Intelligence
Static Surge Board
- Previous: +15% Damage to Stunned Enemies / +16% Damage to Elites
- Now: +10% Lightning Resistance / +20 Armor
- Previous: +10% Lightning Resistance / +10 Intelligence
- Now: +10% Vulnerable Damage / +10 Intelligence
Ceaseless Conduit Board
- Now: (Shock Resistant) +10% Lightning Resistance / 4% Maximum Life
- Now: (Shelter) 4% Maximum Life / +20 Armor
- Now: (Devastate) +17% Critical Strike Damage / +10 Intelligence
Elemental Summoner Board
- Now: (Keeper of Elements) +10% Non-physical Damage / +10 Intelligence
- Previous: +10% Non-physical Damage / +3% Resistance to All Elements
- Now: (Resistant) +3% Resistance to All Elements / +20 Armor
Enchantment Master Board
- Now: (Tactical) +16% Damage to Elites / +10 Intelligence
- Previous: +10% Non-physical Damage / 4% Maximum Life
- Now: (Toughened) +20 Armor / 4% Maximum Life
- Now: (Blessing) +3% Resistance to All Elements / +4% Healing Received
Shrine Updates
The following Shrines now scale off of Weapon Damage, similar to Skills.
- Artillery Shrine
- Blast Wave Shrine
- Conduit Shrine
Loot Updates
All Unique items now have a single boss for target farming.
- Ramaladni's Magnum Opus
- Ancients' Oath
- Mjölnic Ring
- Blood Artisan's Cuirass
- Rage of Harrogath
- Gohr's Devastating Grips
- Mad Wolf's Glee
- Vasily's Prayer
- Greatstaff of the Crone
- Deathless Visage
- Greaves of the Empty Tomb
- Eyes in the Dark
- Grasp of Shadow
- Iceheart Brais
- Staff of Endless Rage
- Raiment of the Infinite
- Penitent Greaves
- The Butcher's Cleaver
- 100,000 Steps
- Battle Trance
- Fields of Crimson
- Insatiable Fury
- Hunter's Zenith
- Waxing Gibbous
- Howl from Below
- Deathspeaker's Pendant
- Bloodless Scream
- Condemnation
- Word of Hakan
- Esu's Heirloom
- Staff of Lam Esen
- Mother's Embrace
- The Butcher's Cleaver now drops for Necromancers from Grigoire.
- Mjölnic Ring moved from Grigoire to Lord Zir.
User Interface and User Experience
- The icon denoting that there are additional Skill/Paragon points to spend now also displays how many points are available to spend.
- The tooltips for Dungeons viewed in the Map have been improved to have more information at a glance.
- New settings have been added in the gameplay options menu to hide certain warning messages and announcements, such as "You need more mana".
- The sound that plays when arriving at a pinned destination has been made more prominent.
Miscellaneous
- The number of available character slots has been increased from 12 to 13.
- Dodge chance can no longer reach 100% through any means. The Dodge Chance bonuses from the handful of related aspects have been swapped from additive to inverse multiplicative, matching typical Dodge Chance modifiers.
- The Gauntlet will be disabled for Season 6 while the meta settles with the introduction of the Spiritborn and all other system updates.
- Fixed an issue where excessive skill ranks of Martial Vigor and Guttural Yell could result in 100% Damage reduction.
Developer’s Note: This was only possible on the eternal realm since the tempering recipe for additional ranks of these skills was removed in the Season of Infernal Hordes. The Damage Reduction from these passives is now capped at 80%, which requires 20 ranks of the skill.
- Fixed an issue where Leap had to fully complete its animation before being able to cast Leap again.
- Fixed an issue where the Dust Devil's Aspect could activate more frequently if Whirlwind was cancelled.
- Fixed an issue where the tooltip for Call of the Ancients showed a higher damage value than it was actually dealing.
Developer’s Note: Call of the Ancients has been slightly rebalanced to compensate for this issue, dealing slightly less damage for low level Barbarians, and dealing slightly more damage for Barbarians with stronger late game gear.
- Fixed an issue where assigning a skill point to Tactical Rallying Cry did not upgrade the tooltip for Rallying Cry.
- Fixed an issue where the buffs from Clarity and Vigilance could be unexpectedly lost.
- Fixed an issue where the cooldown reduction from the Virulent aspect was inconsistent between Bosses and Elites.
- Fixed an issue where the Iron Fur buff would persist after swapping between Insatiable Fury and Mad Wolf's Glee.
- Fixed an issue where bonuses to Poison Creeper Duration did not properly update all related tooltips for duration.
- Fixed an issue where bonuses to Lightning Bolt Damage didn't properly update all related tooltips for damage.
- Fixed an issue where the Aspect of Vocalized Empowerment didn't grant resource generation when using Blood Howl.
- Fixed an issue where the Aspect of the Blurred Beast did not gain damage against targets poisoned by Poison Creeper.
- Fixed an issue where Blood Orbs would remain after dying during an Encounter.
- Fixed an issue where killing a vulnerable enemy with a Bone Skill could not generate essence when using the Aspect of Exposed Flesh.
- Fixed an issue where the bonus from the Deadly Ambush legendary node could affect non-critical strike damage.
- Fixed an issue where Rapid Fire used with Scoundrel's Kiss couldn't fire through Chilling Winds.
- Fixed an issue where the damage modifier for Destructive Fireball was additive instead of multiplicative.
- Fixed an issue where the Ball Lightning Enchantment did not properly benefit from the Gravitational Aspect.
- Fixed an issue where Crackling Energy motes would remain after dying during an Encounter.
- Fixed an issue where Blizzards from the Blizzard Enchantment did not benefit from the duration increase granted by Mage's Blizzard.
- Fixed an issue where Flickerstep triggered inconsistently with Teleport Enchant evades.
- Fixed an issue where Crackling Energy triggers chained to additional enemies in the opposite way as intended. I.e. 70% chance was a better chance for it to happen than 90%. 100% chance was actually 0% chance. (Joke? 100% of the time, it works none of the time)
- Fixed an issue where active Chain Lightnings would not dissipate after the player died when Axial Conduit was equipped.
- Fixed an issue where Mythic Unique Items could not drop for lower-level players.
- Fixed an issue where the damage over time from Andariel's Visage didn't trigger if an affected monster was far away from the player.
- Fixed an issue where the Aspect of Voracious Rage did not refund resource in all expected contexts.
- Fixed an issue where Yen's Blessing could be triggered by collecting volatile blood dropped by the Blood Boiling aspect.
- Fixed an issue where players would not gain the elemental resistance of Tassets of the Dawning Sky when taking damage from damage over time effects.
- Fixed an issue where the objective to slay the infernal tormentor in Túr Dúlra wouldn't complete properly if Baelgemoth was killed too quickly.
- Fixed an issue where quest progression for the Depths of Despair could be blocked if Demotath was killed too quickly.
- Fixed an issue where Incense could be dispelled by talking to a side quest NPC.
- Fixed an issue where enemies with post-death effects, such as Bloated Corpsefiends exploding, could delay wave completion for the Sole Survivor Event.
- Fixed an issue where the Vampire Boss affix in the Pit did not appear in Pit Tiers 31 and above.
- Prudent Heart
- Assimilation
- Concussive Strikes
- Fixed an issue where an error could occur that would prevent progression in the Onyx Watchtower Stronghold.
- Fixed an issue where Item names in the Transmutation tab were inconsistent.
- Fixed an issue where the tooltip for Ground Stomp didn't display the modifiers for the Enhanced and Tactical upgrades.
- Fixed an issue where the Blast-Trapper's and Infiltrator's Aspects weren't associated with the Trap keyword when searching the Codex of Power.
- Fixed an issue where the Aspect of Bursting Venoms and the Toxic Alchemist Aspect weren't associated with the Poison keyword when searching the Codex of Power.
- Fixed an issue where the tooltips for Boss summoning items were inconsistent between the inventory and the summoning menu.
- Fixed an issue where the highlighting of Necromancer Minions was inconsistent throughout various tooltips.
- Fixed an issue where the Aspect of Vocalized Empowerment was still labeled as Aspect of Echoing Fury in the Delver Challenge aspect list.
- Fixed an issue where Frostburn's Lucky Hit to Freeze was not displayed in Character Stats.
- Fixed an issue where several aspects would not properly show up when using the keyword search filter in the Codex of Power.
- Fixed an issue where there wasn't a quest marker over the Medical notes dropped by the witch in Alcarnus.
- Fixed an issue where Life total could display as slightly above or slight below max health when affixes with bonus maximum life were present.
- Fixed an issue where the quest pin would disappear after running away from the Frightened Pilgrims during the To Walk a Dark Path quest.
- Fixed an issue where items could become un-droppable after interacting with the stash while sitting on a chair.
- Various performance, stability, and visual improvements.
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Sail into september’s trading post, featured news, hotfixes: september 5, 2024, the war within season 1 begins september 10, take the fight to nerub-ar palace beginning september 10, temper yourself in the crucible of justice, wowcast: look ahead at wow’s 20th anniversary celebration event and more, celebrate world of warcraft® during the 20th anniversary, the dracthyr spread their wings to new classes, ragnaros is heating up the tavern, extend your vacation with the traveling travel agency, awc and mdi plans revealed for the war within, diablo iv patch notes, the war within™ now live, wow variety show, september's trading post, and more, catch up on the 2.0 ptr campfire chat, tour the trading post and shop for fabulous items, 30.2.2 patch notes, black ops 6 multiplayer beta — getting started, call of duty: next: call of duty: warzone future intel, call of duty: next: black ops 6 zombies intel.
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same as switch. go to season journey select chapters 2 3 and 4, at the bottom click claim reward, then follow the next screen. MrsVana22-1663 March 3, 2020, 8:16am 9. I finished m the first three chapters of the season but did not get the horse or any other season reward shown for season 19. In my mailbox was only the mask of scarlet death, but ...
Portrait Frame and +1 Stash Space. VII: Guardian Journey. Complete the Season 28 Guardian Journey to earn the final portrait frame and pet. Completing the final journey will reward you with a pet and a rare portrait frame. (Picture: Blizzard) And that's everything you need to know about the Season Journey rewards for ...
The Season Journey allows players to complete a set number of tasks to obtain rewards for that season, including cosmetic rewards (such as pets, portraits, and wings) and practical rewards (additional storage space and full sets for the season). It can be one of the fastest ways for a player to gear up at the start of the season and grants ...
Pin this Page. Season 31 is upon us and we all know that means one thing, another Season Journey to accomplish! In this guide we explain what the Season Journey is and how you can complete it to obtain its amazing rewards. To find the Season Journey click the progress tab on the Main Menu screen or click the Map Icon in the upper right of your ...
Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig's Gifts. Each Gift contains a few pieces from one of your Class Sets. ... Diablo 3's Season 31 is bringing back the Forbidden Archives theme, first seen in Season 20. It kicks off on April 12 at 5 p.m. across PDT, CET, and KST zones. For more ...
Diablo 3 Season 32 brought back the Ethereal Memories theme, empowering players with powerful weapons crafted initially to honor the launch of Diablo 2 Resurrected. ... We also know the Season's Journey rewards draw from past seasons in order. Chapters 1 through 4 rewards should draw from Season 9, granting the Pandemonium-themed portrait ...
Diablo 3 Season 27 Objectives Chapter III. Below you can see the list of objectives you'll need to complete in Diablo 3 Season 27 Chapter III of the seasonal journey. Master. Complete a Nephalem Rift on Master difficulty or higher. The Rock. Craft a Gem of Imperial or greater quality at the Jeweler.
Diablo III Season 32 begins on July 12. Exterminate Hell's emissaries using powerful boons granted by the season theme, and more. Diablo III. Season 32: Ethereal Memory - Now Live ... Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig's Gifts. Each Gift contains a few pieces from one of your Class ...
To participate in the current Season, you'll need a Seasonal Hero. To create one and begin your new adventure, simply select the "CREATE" button on the Hero Selection screen. Make sure to select the "Seasonal Hero" option and then select "CREATE HERO". Seasonal Heroes start off with a blank-slate. They have their own shared stash and, until the ...
Diablo 3: Season 32 Journey Tracker. Conquests Rifts Solo GRs Bosses Cube Artisans Leg. gems Ubers Kadala Bounties Set dungeons Misc. List of conquests in Season 32: Softcore: ... (No reward) 1 st Haedrig (head+hands) transmog (lvl 70) 2 nd Haedrig (feet+shoulders; barb: feet+belt DH: feet+ring) 3 rd Haedrig, Wings of Lempo, portrait frame ...
Glutton for Punishment. Kill Ghom. Forged in Fire. Reach level 50. As a reward for completing chapter one, you get nothing. Diablo 3 Season 28 Objectives Chapter II. Below you can see the list of objectives you'll need to complete in Diablo 3 Season 28 Chapter II of the seasonal journey. Expert.
The Season Journey consists of series of achievements which grant cosmetic rewards, including profile borders, item transmogs and cosmetic pets. The Season Journey is divided into Chapters with separate achievements that are roughly similar in difficulty and relevance to character progression, giving some additional incentive and structure to ...
Claiming Your Rewards: A Step-by-Step Guide. Claiming your rewards in Season 28 is straightforward. For PC players, after completing the quests, click on the small mail icon that appears in the bottom left of your screen. Console players, on the other hand, will need to navigate through the Season Journey menu, click on the "View Rewards ...
Season 30 of Diablo III, titled The Lords of Hell, is on the horizon, and brings with it permanent Rites of Sanctuary/Visions of Enmity themes, Class Balance ... Season Journey Rewards. By ...
The Season Journey returns in Diablo IV. The Season Journey is divided into a number of chapters, with players earning limited-time rewards of each chapter of the journey that's completed. The last chapter is the hardest. The Season Journey is free for all players. Completing Season Journey objectives also grants progress toward the Season Pass ...
The Season 4: Loot Reborn, Developer Update Livestream this week highlighted several upcoming changes to Diablo 4's Seasonal Journey, and possibly one of the most exciting is the addition of a new reward system reminiscent of Diablo 3's Seasonal Reward Caches.
Diablo 3 Season 30 Objectives Chapter III. Below you can see the list of objectives you'll need to complete in Diablo 3 Season 30 Chapter III of the seasonal journey. Master. Complete a Nephalem Rift on Master difficulty or higher. The Rock. Craft a Gem of Imperial or greater quality at the Jeweler.
The Season Journey is a series of objectives that can be completed for Favor and Reputation. Objectives are broken up into Chapters, and you don't have to complete all of them to complete a Chapter. Finishing enough objectives in a Chapter completes that Chapter, providing substantial rewards. Objectives in later Chapters are significantly more ...
Below you can see the list of objectives you'll need to complete in Diablo 3 Season 24 Chapter IV of seasonal journey. Finish a level 70 Nephalem Rift on Torment I difficulty or higher. Reforge a weapon property to a socket at the Mystic. Slay Odeg the Keywarden at level 70 on Tournament IV difficulty or higher.
Below you can see the list of objectives you'll need to complete in Diablo 3 Season 26 to achieve Destroyer in the seasonal journey. 6 minutes to save the world. Finish a level 70 Nephalem Rift on Torment XII difficulty within 6 minutes. Insane in the Gembrane. Level three Legendary Gems to level 45.
The 2.0 Public Test Realm (PTR) for Diablo IV will be available from September 4-11, offering you the chance to test upcoming changes and features releasing for the base game with the next Season and the Vessel of Hatred Expansion. The purpose of the PTR is to test updates and features before the launch of Season 6.