Legendary 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 Urshi, 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 gems 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 PTR, 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.
|Bane of the Powerful|
|Bane of the Trapped|
|Boon of the Hoarder|
|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.|
|Gem of Efficacious Toxin|
|Gogok of Swiftness|
|Mirinae, Teardrop of Starweaver|
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 Greater Rift Guardian (GRG) which is an upgraded version of the regular Rift Guardians.
Difficulty: 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 shrines or pylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that Conduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift Leaderboard system.
No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (respec) 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 Goldwrap and Harrington 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
- # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
- Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to Orek.
- Kill all the mobs in the Greater Rift before the timer runs out.
- No regular or champion mobs drop loot in Greater Rifts.
- The Rift Guardian will drop loot regardless if the timer has run out or not.
- If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
- 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.
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.
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Diablo 3 Legendary Item Passive Bonuses: RoS DataminingPosted 19 Sep 2013 by
Following up our presentation of all the Diablo 3 character skill changes and additions from the datamined pre-alpha version of Reaper of Souls, here’s an organized list of all the passive legendary item bonuses. The bonuses are sorted by item type and bonus type, for easier comprehension than the unsorted data dump you might have seen previously. These bonuses are mostly on rings, and it’s likely that most of them will appear on the same (new) legendary ring, the way the Stone of Jordan and Mara’s Kaleidoscope can each spawn in about 60 different flavors now.
Bear in mind that like the other datamined info, this is from a pre-alpha version of Reaper of Souls. Many of the modifiers will certainly change between now and release, and many more will be added to the list. (There’s only one Crusader skill bonus now vs. more than a dozen for some of the other characters, for example..)
We do not know which item(s) these modifiers are on, and it’s not always clear if they are class-specific, or only work for one class. (Or if the item the property is tied to is a class-specific item.) Some of the non-ring modifiers are probably inherent properties always found on a given item, while others may be semi-random, or there might be several assigned to the same item of which only one will spawn each time.
Click through for new/upcoming item bonuses for Weapons, Belts, Boots, and nearly 100 ring bonuses, all sorted by type and class and often annotated.
It’s not known if these procs are for just one class or for all. Axes are generally a Barbarian item, but it’s not a Mighty Weapon, and the second is a dagger, not a Ceremonial Knife.
This one sounds like a really powerful proc. Playing in a fast farming game in Inferno, characters seldom go more than 15 seconds between health orbs. (Witch Doctors only get 10 seconds on the Gruesome Feast stack, and fast players can keep that active more than half the time.) Pickup radius will help with this one, of course.
This sounds like it would be awesome for HC, but I play HC and it doesn’t excite me. I’d use the item if it had good stats, but 1) most HC chars have other death cheating passives from skills, and 2) “a chance” isn’t good enough. You need to know if it’s going to work or not to play with the added confidence of a death cheating talent. There are other item procs that are 100% functional, and that’s what you’d prefer when it could be the difference between now and forever.
Awaiting the glorious day Wyatt keeps referencing when Thorns becomes viable. I just hope the item with this property is called “Game of Thorns.”
(This sounds like Fire Walkers, but none of the other current item procs appear in the RoS datamining, so perhaps this is a new bonus on a different pair of boots? But why, when it’s essentially the same as Fire Walkers?)
(This sort of “stand still and gain a bonus” is coming to some new class skills. The most similar is the new Wizard new passive Unwavering Will that provides +20% Armor, +20% Resistances, and +10% damage if you stand still for 2 seconds. Wonder if this item proc would stack with that one?
These are the PlayStation 3 pre-order promo item, the Leoric’s Gauntlets. There’s no reason to expect to see this item for the PC, in RoS or anywhere else.
All the remaining item properties in this article are rings. There are a ton of them, 88 by my count, which is far more than all the other (currently known) procs added together. Likely many/most of these ring properties are found on the same ring, which will spawn with some unknown stats + one randomly-chosen passive skill bonus. We don’t yet know what kind of other affixes the item will boast, but as much as the devs keep saying they want to make Legendary items really desirable, I’d bet on the overall properties being better than you see now on SoJs, which are useful (or not) based entirely on their skill bonuses.
For easier comprehension, the ring bonuses are sorted by the type of property, with class-specific bonuses grouped at the last. Many of these classifications are just our best guess for now; it’s possible that some of the ones that sound like general purpose bonuses are class-specific.
Rings: Offensive Bonuses
(This would be a great way to finally notice/realize just how often you pick up health globes. Whenever I play my DH I’m amazed at the dozens of globes littering the battlefield; I never see them with melee chars since I’m drinking 90% of them down as soon as they appear.)
(This sounds amazingly fun. It would be almost a constant blasting, as quickly as you can kill 10 enemies on most levels.)
(I really enjoy stacking bonus procs. I want this already. As always the “chance” is the key point. 1%? 50%?)
(Sounds like one of the effects granted by Nephalem Globes in the console.)
Rings: Defensive Bonuses
(Possibly Wizard-only? If not it’s a great bonus for any melee class, since it slows all enemies and really slows incoming projectiles.)
(This would have to come with a short duration, would it not?)
(Barbs don’t need it since they get that for free with perma-WotB… oh wait.)
(This sounds like a version of the Nephalem Globes that are so wildly popular with Diablo 3 console players.)
(Holy elemental effects heal? Other players? Your character? Need more context to evaluate this change.)
Rings: Miscellaneous Bonuses
(To what effect? Can you still fight? If you turn into a Gobby do you start dropping gold and items from your inventory? Do other characters see the transformation and feel the urge the beat the candy out of you?)
(That sounds very cool. Which Elite Affix would be best? Extra Health? Can you get Arcane and start dropping your own needles? Could you get Vortex or Teleport? )
(This was named previously as a WD effect, as a sort of perma-Spirit Walk. Sounds like it’s for anyone now, and it just avoids collisions.)
(I’ve long thought that shrine bonuses would be cool affixes. Double duration of all shrines, or a Fleeting Shrine effect ever time you hit any kind of shrine. All bonuses until death sounds gigantic, though. I assume it would reset each new game, but even so you’d want to do nearly full act clears with this item on, since once you got all six (or more in Ros?) in effect, or even just Fleeting and Frenzied, your killing speed would increase dramatically.
(This one has triggered some debate as to what the tooltip means. There are two theories: #1) It means you could choose to put more than one rune effect of the same skill on your hotbar at once. So you could use two or three different types of Whirlwind, for example. #2) It would enable all (or at least more than one) rune effect at the same time. That sounds like amazing chaotic fun, but wildly OP and technically unworkable. What about skills where the resource cost is so high that casting all 5 at once would cost 2 or 3x your entire pool? And imagine how OP it would be with projectiles; you’re sending out 5 of them at once? A Wizard is casting 5 different flavors of Hydras on top of each other in the same spot? I think it’s clearly option #1, but no examples of “skills with 2 great rune effects I want to use both” leap to mind. If you’ve thought of some, please list it in comments since I’m curious.
(Keep in mind that this is Loot 2.0 where “white” items don’t drop that often. Imagine it in the current game? You’d have 5 legendaries per level. Also, this bonus was seen on the new version of the Puzzle Ring, as previewed at the Gamescom 2013 RoS presentation. It’s possible that some of these other ring procs might spawn on that item as well.)
Rings: Shield Bonuses
Likely added since the Crusader is designed to work best with a shield, but Hardcore Monks and Barbarians will appreciate them also. (Assuming they’re not Crusader-only bonuses.) It would be nice if there was some sign of a successful block added to the game. Diablo 2 had the whole shield block animation and that was an actual strategic element with fast block affixes and such. D3 did away with that, but there’s no visual or sound cue when you’re blocking; perhaps a little word could appear on it the way you see *block block block* when firing arrows at Skeletal Shieldmen?
(This is a deceptively huge bonus, akin to doubling your blocking percentage, in a game where even a 5 or 10% bonus to blocking chance makes a huge difference in shield quality and price.)
Rings: Follower Bonuses
(So your follower could use all 8 of their skills, rather than just 4 of them? That’s a nice bonus, but not exactly game-changing. After all, 2 or 3 of their tiers are just lame attack skills that don’t matter much one way or the other, and they’ve all only got one big buff that you really want. It’s not like Lyndon has CC and/or CD on the same tier, where getting both at once would be an awesome bonus.)
Rings: Barbarian Bonuses
(Or until Tyrael blows up Mt. Arreat. Whichever comes first.)
Earthquake is a very damaging and powerful skill with a lengthy cooldown, so getting free uses of it all the time would be quite a powerful bonus.)
(Ignore Pain lasts 5 seconds normally with a 30s cooldown, so this would apparently turn the skill into an Aura, allowing for 100% uptime.)
Rings: Demon Hunter Bonuses
(Presumably monsters would attack the clone? Does it have hit points? Whichever, it’s a flashback to the Amazon’s Decoy skill, and that makes me happy.)
(This skill now costs 10 Hatred, but turning it into a generator would do more than just add 13 Hatred per use. It would let a DH pair Elemental Arrow with another Hatred spender like Rapid Fire and let her keep up Hatred without any use of the less-damaging Hatred generator skills. As such this would actually be more powerful than a property that granted a big bonus to Hatred generation rate.)
(Duplicating the proc bonus of Calamity with any weapon?)
(An approximation of the death cheating passive I keep pushing for this class to possess. Yet I am not entertained.)
(Would this just drop the default, no-rune form of the skill? What if you had Caltrops on your hotbar; would it use the rune effect you had selected?)
(Strafe is massively buffed in RoS and the main limit on using it now is the high Hatred cost. DHs must use one or two passives for more Hatred and usually Bat Companion as well, so this item would make a big difference on the entire build.)
Rings: Crusader Bonuses
Obviously Crusader bonuses are still a work in progress, with only one implemented thus far.
Rings: Monk Bonuses
(There’s a cooldown on the skill, so Monk’s couldn’t just spam this for infinite Spirit.)
(Building a Monk with enough Spirit/sec to maintain TR most/all of the time requires multiple spirit regen items and at least two passives, so this would make a huge difference.)
(This would be amazing, effectively giving the Monk 9 active skills and providing permanent large offensive and defensive bonuses at the same time.)
(The new and improved version of Dashing Strike costs 50 spirit, so this is quite a resource boost.)
(This skill used to do 30% and was raised to 50% in a patch. This new 100% sounds tempting, but with all of the Monk’s AoE everything in range of the explosion is usually down 50% hps by the time the marked target blows up anyway. An effect that doubled the radius of the explosion would actually be a lot more powerful.)
(Mystic Ally is currently a drunk, so this would help. But the main limit on the power of that magical minion is the low damage, not the AI, so this wouldn’t be too big a bonus.)
Rings: Witch Doctor Bonuses
(This is the same bonus provided by the Life Link rune effect, so presumably a WD could get that bonus while using another rune effect.)
(Since most WDs cast Spirit Walk to escape from dangerous situations when swarmed by enemies, this is of dubious benefit. Perhaps as a boost to traveling between groups, since the WD moves faster in spirit form…)
(Fetish Army lasts 20 seconds with 120 second cooldown and they hit quite quickly, so it seems like you’d be able to keep it up almost 100% of the time with this item property in effect.)
Rings: Wizard Bonuses
(Wormhole allows multiple teleports within 1 second.)
(The “build-changing” debate property itself.)
Lots of cool bonuses, and there must be many dozens more to come, to even out the classes a bit. Excite!