Recent Features

A Total Guide to Greater Rifts

Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the DiabloWikiGreater Rift Guardian (GRG) which is an upgraded version of the regular DiabloWikiRift Guardians.

Greater Rift CompletionDifficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.

Shrines: There are virtually no DiabloWikishrines or DiabloWikipylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that DiabloWikiConduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift DiabloWikiLeaderboard system.

Dying in Greater Rifts

Revive at Corpse. No.

No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (DiabloWikirespec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.

Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as DiabloWikiGoldwrap and DiabloWikiHarrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)

Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.

Accessing and Process

  1. # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
  2. Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to DiabloWikiOrek.
  3. Kill all the mobs in the Greater Rift before the timer runs out.
  4. No regular or champion mobs drop loot in Greater Rifts.
  5. The Rift Guardian will drop loot regardless if the timer has run out or not.
  6. If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
  7. The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.

Progress Bar and Rift Speed

The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.

greater rift progress bar

Ahead of the progress time

When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.

Read More & Comment >>
Guide: Legendary Gems

legendary gems guideLegendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year.   They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.

The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via DiabloWikiUrshi, the NPC who appears after Greater Rifts are cleared.

While the developers are calling them “legendary gems” these socketables have nothing in common with regular DiabloWikigems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.

Legendary Gems Listing

While the Legendary Gems are still undergoing development on the DiabloWikiPTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.


DiabloWikiBane of the Powerful
bane of the powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.
DiabloWikiBane of the Trapped
bane of the trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
DiabloWikiBoon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.
DiabloWikiGem of Efficacious Toxin
gem of efficacious toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
DiabloWikiGogok of Swiftness
 gogok of swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
 DiabloWikiInvigorating Gemstone
 invigorating gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
 DiabloWikiMirinae, Teardrop of Starweaver
 Mirinae, Teardrop of Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
 DiabloWikiPain Enhancer
 Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
Read More & Comment >>

Billion Gold Items: What Are People Paying For?

Posted 7 Dec 2012 by

You hear a lot of player comments and gossip about crazy Auction House prices, and I’ve heard players believably claim to have sold items for 50m, up to 100m. How about the higher prices, though? You can find items selling for 500 million and even one billion in the Gold Auction House. Are they for real? Lots of players think not, and believe those items never sell for those amounts and that their prices were set by gold farmers to try to create inflation and more demand for their gold. There’s probably some truth to that, and there’s certainly truth to inflation from gold botting, but that’s all open to debate.

Still, there are items in every slot priced at one-billion (or more) and while some of those prices are obviously fantasies, lots of them are in fact the BiS items… but only by a few percentage points. What differentiates 20m from 50m from 100m from 500m, and on up, when you’re talking about the same item? What makes an item worth 5 million vs. 50 million? There are a lot of factors, including item type, relative popularity (Barb gear currently sells for far more than Monk gear), item scarcity, and more. When you get into the really top end gear though, there’s a weird progression where the smaller additional improvements equal the largest price increases.

Before I list the specific examples, a couple of disclaimers.

  • There’s no way to know how regularly these items actually sell, and quite often items have absurdly high prices that no one is going to pay.
  • I’ve you’ve been doing high end GAH pricing for a while, you probably know all of this already. I didn’t do any AH until August and have only recently started eyeing the top end stuff, so it’s still new and interesting to me.

  • Prices Vary with Stats

    As I mentioned in the Rethink Your Build article earlier this week, top items in Diablo III are a bit like those joke charts where you can have two of the three points of the pyramid, but never all three. There are generally more than three (desirable) item mods for any item, and you *can* have them all, but the odds of rolling them on your own item find are horribly tiny, and the prices for items that did roll them are horribly large.

    Click through for specific examples, including a case study starring my new rare gloves that might be worth 2m, 20m, or 200m, depending on who you believe.

    <h3The Manticore

    One easy example is the Manticore . It’s currently the most popular Demon Hunter weapon since it rolls big damage and huge critical hit damage. Top quality Manticores sell (or are priced at) one billion gold, while a Manticore with poor seeds isn’t even worth selling at all. (Hover on the link for the item’s stats; the top DPS is about 1400 if you roll a random mod that adds to it.)

    The ideal Manticore’s triangle has four points: 1300+ DPS, 170+ Dexterity, 95%+ Critical Hit Damage, and 2 sockets. If your Manticore rolls big on all of those you’re going to be rich or have a kick ass Demon Hunter. If you get terrible rolls on more than one of those, you’ve got a Fiery Brimstone. If you get 2 or 3 of the 4 with middling seeds… you’ve got a pricing challenge and you can only compare to comparable bows and try to guess what or if someone will ever pay for yours. (I’m currently trying to get 1.5m for my Manticore: 1010 DPS, 2 socket, 75% crit, 150 Dex. Priced to sell!)

    The DiabloWikiRNG is an unforgiving and cruel mistress when it comes to once in a lifetime legendary item finds. I’ve found about a dozen of the most wanted legendary items, (and dozens more crappy legendaries that wouldn’t have been good even if they had rolled well) and thus far only one (Ice Climbers) rolled with mods that put them near the top of the potential heap. Of the other 11, 2 or 3 were good enough to use but not to sell for more maybe a million gold, and all the rest went right into the salvage heap.

    It’s an *interesting* system we see in Diablo III, where getting lucky with the proper type of item drop is only the first step in a very treacherous journey to obtaining a great item. I don’t hate it, and I like some variability, but I don’t entirely disagree with the fans who and think that the quality range on Legendaries should be a lot narrower. IMHO, super-rare legendary items should at least be as good as a 90% percentile Rare… rather than junk, as they so often are.

    Mage Gloves and Millions

    The Manticore is like most Legendaries; a pretty simple value equation given the limited variables. With so many more affixes, it’s much harder to figure value on Rares. (Well, there is one thing that we can all agree on — that everyone else prices *their* Rares much too high.)

    The specific case that spurred me to write this tutorial is a pair of gloves I found last night. They’re spectacular; far and away the best Rare I’ve ever found in Diablo 3, since they hit every point of the “great gloves” triangle. Unsurprisingly, their value is still very difficulty to determine. For now, I’m keeping them and they’re currently warming the hands of my Witch Doctor. (They took his unbuffed DPS from 85k up to 99k, and would do much more if his gear was really optimized with higher INT stuff.)

    The big four affixes for gloves are CHC, CHD, IAS, and +mainstat. The Pickup Radius is a great mod as well for a WD, since a high radius is essentially to properly use Gruesome Feast and Grave Injustice. The seeds on all of those rolls aren’t perfect, which is why this isn’t a billion gold item. It’s apparently about a 25m item, since there were two pairs of gloves with virtually identical values for the CHD,CHC, IAS, and Int (though neither had Vitality) for 20m. What’s needed to make them *worth* 100m, or 1b, though?

    Nothing, IMHO. Just because there are some mage gloves with 1b prices doesn’t mean anyone’s ever going to buy them. When I searched this morning there were only 10 pairs of gloves in the entire Americas GAH with IAS, double crit, and 150+ INT, as well as +plus pickup radius. (My gloves were clearly better than 3 or 4, and about equal to 2 or 3 with wildly-varying prices.) There were two gloves with by far the highest prices, and it’s worth taking a look at them.

    720m buyout for these.

    One billion buyout for these.

    Yes, they have almost exactly the same affixes as each other and as my gloves — the only thing that varies is the seed. Is that worth it? Would you pay 980,000,000 more gold (that’s about $350, at the current 10m/$3.60 RMAH conversion price) to gain 2% Critical Hit Damage, 3.5% Critical Hit Chance, and 1% IAS? God, I hope not. If so, I’ve got a bridge you might want to purchase.

    Seriously; if you took a Wizard or WD with uber gear, BiS candidates across the board, and put one of these three gloves on their hands, do you think the player would even notice the difference in performance? I doubt it. And that goes for almost all of the top end stuff; for most items in the GAH, the difference between 20m and 200m and 1000m is just a couple of percentage points to this or that.

    So why are top end items priced like this? When no one in their right mind would pay 10 or 100x the price for such a tiny increase in stats? Well, no one said we Diablo players were in our right minds. That aside… I don’t know. I’m not at all convinced anyone actually does pay those prices. Assuming someone does, I can think of two reasons:

    1) The Donald Trump type (except actually rich, not just an over-leveraged celebrity douche) who wants brand names and will gladly pay 1000% higher for 1% better. Near-perfect seeds are Diablo III’s Brand Names, even if the only real value he ever gets from them is looking at the tooltip and gloating.

    2) The truly uber-geared. For most characters, the difference in quality between 25m and 500m items isn’t going to really matter. It’s meaningless to put that much importance and expense on a few points more Dex from a ring, or 3% more CHD from a weapon, when all the rest of your gear could be upgraded for 10m or 20m per slot. If your character is truly mega-geared though, to the point that your only remaining challenge is trying to get another 2 or 3% CHC, then sure, it’s worth it. What else do you have to do, until the next big patch or expansion when all new tiers of items come in and everything you’re wearing is suddenly B-grade?


    A related issue that I’m not going to delve into here; the fact that D3′s “simplified” item system makes the same gear useful for every class. The lack of modifiers like +spell damage, +casting speed, +elemental damage, and many others seen in Diablo II and other item-based ARPGs makes for a much more basic system in D3, where a great Barb ring is a great WD/Wiz ring is a great Monk/DH ring, with only the main stat varying. It’ll be interesting to see what happens in D3X if the developers give the item system some more depth and complexity and create real differentiation in gear choices between the character classes.

    So, where are you guys on the item gear scale? Do you obsess over tiny differences in a min/maxing frenzy? Or do you think good enough is good enough and don’t understand why anyone cares so much about negligible improvements to X and Y?