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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.

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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.
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Diablo 3 PTR v1.07 Testing: Crafting and the Economy

Posted 31 Jan 2013 by

Nek the PvP NPC now in Act 3.

Nek the PvP NPC now in Act 3.

I’d been meaning to hop back on the PTR to do some more testing after I tested out the new crafting recipes and Reflects Damage changes two weeks ago right after v1.07 went live on the DiabloWikiPTR. Tonight seemed like a great time, after all the patch updates, so away I went.

I didn’t have time to test out everything, but I did some fairly typical farming runs (plus visits to Acts 1 and 2) with my P43 Monk, and got good insight into the new Demonic Essence drop rates, the improved Plan drop rates, the improvements to the crafting recipes, economic ramifications of the new crafting recipes, the Monk skill changes, and more.

This is part one and it covers the new Crafting recipes and economic issues. I’ll post part two later today covering the changes to Monster modifiers, plus upgrades to the Monk skills, the huge increase to DiabloWikiPlan drop rates, and more general gameplay changes.

Crafting Recipe Changes

As you can see in the patch notes, the new crafting recipes have been much improved in their potential stat values, and much changed in their crafting costs. Gone are the crazy 25 Iridescent Tear costs for almost everything — in are generally lower material costs and much higher potential stats on the items. I was surprised at the +[101-115] inherent values they threw out to start the v1.07 PTR and I’m relieved that they greatly upgraded those values. The initial stats weren’t anywhere near top of the line rares or legendaries (article comparing all the highest +attribute values from current items can be seen here). Now that all the new recipes (Amulets, Bracers, Gloves, Pants, and Chest Armor) have been boosted to +[201-230], that’s a lot more like it.

Realize that these stats can (apparently, from the godly PTR items floating around) double up, with random mods rolling the same stat. (Several of the examples in screens below have 270 or more to the mainstat, and those aren’t even good rolls.) You could theoretically (if the game code allows random affixes to double stack the same mod as seen now on some legendaries) get the 200-230 inherent + up to 200 or 300 (depending on the item type) to the same stat for a gigantic 500+ to one stat from of those item slots. You’d need to get other good modifiers as well, of course, so these are all clearly meant to be long term crafting projects rather than some sort of guaranteed awesome item. But they’ve got a lot more potential now than they did two weeks ago.

The odds to find the Demonic Essences are a lot lower than they were previously, and finding the new plans is harder too. You can still buy the four Archon Armors from Squirt for 1.5m each, but you have to find each of the others, and note that each one has four versions, one for each stat. The best way to find those is from 8 Mini-Bosses (Leoric, Spider Queen, Magda, Zoltan Kulle, Ghom, the other Spider Queen, Rakanoth, and Izual) each of which has a good chance to drop them. How good?

Not as good as it was initially in v1.07 when each of those bosses had a 50% chance to drop one of the recipes at random. Now the odds start much lower and scale up dramatically with Monster Power.

  • MP 0: 20%

  • MP 1: 23.2%
  • MP 2: 26.912%
  • MP 3: 31.218%
  • MP 4: 36.213%
  • MP 5: 42.007%
  • MP 6: 48.728%
  • MP 7: 56.524%
  • MP 8: 65.568%
  • MP 9: 76.059%
  • MP 10: 88.228%
  • This seems like a huge benefit to very high level players, but realize that you only need one of each to teach your Artisan,and that plans drop much more often now than previously. I think most regular players will have all of these plans fairly soon, and the Auction House sales will drop in value quickly.

    Currently the PTR Auction House only showed the Gloves and Amulets (not the belt or bracers, though this might be a bug/oddity), and they had very high prices, though prices on the PTR are weird.

    Click through for specific details on more of the new recipes and what they should mean for the economy on a whole

    Amulet of Vitality

    Amulet of Vitality.

    Amulet of Vitality.

    I couldn’t afford the Amulet Design for Str/Dex/Int, but the Vit was only 5m so I bought one for testing. Note the gem in the recipe:

  • Costs: 100k gold + 1 Fiery Brimstone + 1 Demonic Essence + 1 Perfect Square Amethyst
  • Result: +[201 - 230] Vitality + 5 Random Magic Properties
  • The other amulets are just the same, but the gem changes to reflect the inherent attribute. (Emerald for Dex amulets, Topaz for Int Amulets, Ruby for Str amulets.) Perfect Squares are made from 3 Flawless Squares (for 30,000 gold + 3 Tomes of Secret) and each Fiery Brimstone currently costs about 20k (on the Americas GAH) so factor that into the cost and you’re up over 150k each. (More on other realms or Hardcore.)

    How do they turn out? I only had enough mats to make a few of them, and while I’d never have spend mats on Vitality amulets for real, one of them turned to be one of the best Follower amulets I’d ever seen. It rolled with 233 Vitality, 85 Int, 45% Magic Find and Faster Attack rate? Yes, I snapped that around Eirena’s neck faster than a choke collar on an angry pitbull.

    Archon Armors of Dex/Vit/Int/Str

    The chest armors are the accessible ones; they can be bought from Squirt (rather than found) and they have very low materials costs. Though their 150k crafting cost is higher, that’s actually lower when you factor in what the materials cost for the other recipes.

  • Costs: 150,000 gold + 2 Tomes of Secret + 1 Demonic Essence
  • Results: +[201-230] Vit/Dex/Str/Int + 5 Random Magical Properties
  • I made a few of the Dexterity armors but nothing rolled worth the cheese despite the new and much higher inherent attribute bonus. One would at least have been salable, with big Dex, Vit, MF, and a socket, but of course they are all DiabloWikiBoA.

    Bracers of Strength

    The first plan I found was for Bracers of Strength. The plan drop was a surprise, since it came form a regular monster (not even an elite) in the Fields of Slaughter. Not from one of the Bosses, but just a regular trash mob. Side benefit of the big 400% increase in Plan drop rate (and there are tons of them now: I found 2 or 3 in each run with around 320% MF.)

  • Cost: 50,000 gold + 30 Exquisite Essences + 5 Tomes of Secret + 1 Demonic Essence
  • Results: +[201-230] Str + 5 Random Magical Modifiers.
  • There are identical plans for bracers of Int, Vit, and Dex.

    I only made two of them, and both were meh. I can see this recipe having some potential long term; 150 is a big roll to the mainstat now on bracers, so popping one of these with 300 to mainstat, plus Vit, Res All, and CC would be an upgrade over almost any rare in the game today. How it would compare to the DiabloWikiAS and FM on Lacuni Prowlers is open to debate, but given the 50m+ cost of any Lacuni with CC, and the Lacuni’s much lower rolls on all the other values, this recipe could be worth a shot.

    Bracers of Str #1

    Bracers of Str #1

    Bracers of Str #2

    Bracers of Str #2

    Archon Gauntlets of Intelligence

    v107-2-plan-archon-gauntlets-intThe Spider Queen dropped this recipe for me on MP2, when she had a 26.91% chance to do so, according to the updated patch notes. (I’d already done Ghom, and the Skeleton King on MP2 without getting a plan.)

  • Cost: 50,000 gold + 20 Iridescent Tears + 5 Tomes of Secret + 1 Demonic Essence
  • Results: +[201-230] Int + 5 Random Magical Modifiers.
  • There are identical plans for gloves of Str, Vit, and Dex. I made a few just to test, but I’d recommend against repeating this on the real realms. Gloves are amazingly cheap in the Auction House, and this recipe needs to hit the lottery to improve on what you can buy for less than one million gold.

    Gloves need to roll a big DiabloWikitrifecta plus 150+ DiabloWikimainstat to be desirable now, and while this recipe guarantees a huge mainstat, you can buy spectacular gloves, with 200 mainstat and a trifecta, for a few million. So basically you need to hit 3 of the 5 random mods with great rolls just to equal what you can buy in the GAH for not very much, and you’d need to hit all 5 random affixes to equal gloves that cost less than 5 million.

    I would not waste my time crafting this one (unless you’ve got amazingly great gear in all the other new crafted item slots) — hell, I felt silly burning Demonic Essences on it just on the PTR. Honestly, these need 6 or 7 random affixes, or else another inherent, like 6-10% DiabloWikiCC + the attribute. That would at least give them a decent chance of value.

    Demonic Essence Drop Rates

    v107-2-demonic-essence-drop1These new materials (which are still yellow in color rather than the expected light blue) drop less often than they did previously. I think they’re still quite common though; I wanted more on the PTR for testing, but even on MP0 or MP1 you’ll find several with each (equivalent of) an DiabloWikiAlkaizer Run, and they’ll add up quickly when you’re not trying to craft constantly for testing purposes. Especially since they don’t have any purpose or use other than these new crafting recipes.

    DiabloWikiNephalem Valor does *not* factor into the drop rates. DiabloWikiMonster Power is all that changes it, though since Demonic Essences can only drop from Elites and Bosses (as well as Treasure Goblins and some in-game events) the biggest factor is how fast you can move between boss packs and how quickly you can mow them down once you arrive.

    Each level of Monster Power will increase the drop chance of Demonic Essence from Elites and bosses according to the following values:

  • MP 0: 20.0000% 15.0000%
  • MP 1: 23.0000% 16.5000%
  • MP 2: 26.4500% 18.1500%
  • MP 3: 30.4175% 19.9650%
  • MP 4: 34.9801% 21.9615%
  • MP 5: 40.2271% 24.1577%
  • MP 6: 46.2612% 26.5734%
  • MP 7: 53.2004% 29.2308%
  • MP 8: 61.1805% 32.1538%
  • MP 9: 70.3575% 35.3692%
  • MP 10: 80.9112% 38.9061%
  • Back to town already?

    Back to town already?

    Note that the big change comes at the high end, with the odds much worse at higher levels. As these tables break now, the best farming would probably be on MP0 or MP1, since those can be done so quickly by well-geared characters. Going all the way up to MP10 only doubles your odds from MP2.

    I did several runs covering 5 or 6 levels, in Acts 1, 2, and 3, mostly on MP2, and found 3-5 Demonic Essences each time. The last couple of games I started picking up most of the Magical and Rare items, purely to salvage them for materials I needed to test the crafting, and I accumulated those mats much more quickly than the Demonic Essences I needed for the crafting.

    Working for the Bracers recipe that required 30 Exquisite Essence (blue), I was finding (salvaging) 40 or 50 of those for each Demonic Essence, though this obviously required fairly regular trips back to town. I can easily see players going on blue hunts and only picking up Magical items (plus some selected Rares, such as jewelry), which drop in amazing profusion.

    Of course, on the PTR.

    Of course, on the PTR.

    I’m not saying that the Magical item drop rate has been buffed, just that I haven’t really noticed that color of items in months. Once I had a reason to pay attention to Blue items, they were everywhere. Dropped constantly during battles, in heaps of 2 or 3 or 4 by bosses, etc. The Act 2 keywarden dropped 8 of them at once, and the Act 3 keywarden kicked out 4.

    And yes, of course that’s a Vile Ward he dropped for me. This is probably the biggest drawback of PTR testing… when you actually find something good and know it’s not *real*. (I also found a Shen Long’s Relentless and a Tal Rasha’s Belt in the same short Act 3 run, but happily both of their rolls sucked. Unlike the Vile Ward, which popped with 197 Str and Pickup Radius, making them more valuable than any Vile Ward I’ve ever found on the *real* realms.)

    As for the Magical items, they drop constantly and they’re quick to pick up and salvage, since it only takes one click. Rares are slower since while you can salvage them without identifying them first, (which is easy on the PTR, but scary with lost potential on the real realms) you still have to click OK (or just hit Enter) to salvage each one. Of course Rares give you an Iridescent Tear and an Exquisite Essence, and you need both materials for these recipes.

    The value of those materials should increase once v1.07 goes live and they become more in demand. Note that Demonic Essence are Account Bound and can not be traded, at least for now.

    Economic Ramifications of the New Crafting

    This section is mostly an FYI, since there’s no real point i projecting too much while the PTR values can still change before the patch goes live.

    Realize that when you mirror your account over to the PTR it copies everything. All your gold, all your gear, all your characters, etc. Since everything is just copied and only lasts as long as the testing goes on, gold and items don’t have any real value. Everyone’s spending furiously to do more testing, hardly anyone is bothering to put items on the Auction House, etc. It’s not like the real realms.

    That said, I did some GAH surveying just to see how things were selling and what was being sold. Current costs for Inferno crafting materials on the PTR AH:

  • Exquisite Essences: 1300
  • Iridescent Tears: 482
  • Fiery Brimstone: 9300
  • Same items on the Americas GAH, right now:

  • Exquisite Essences: 918
  • Iridescent Tears:545
  • Fiery Brimstone: 28,100
  • Note that the average Inferno Rare item sells for about 2500, so it’s odd that anyone even bothers to salvage Rares for Iridescent Tears. (You also get 2 Tears + 1 Fiery Brimstone every time you salvage an Inferno Legendary, but there seem to be way more Iridescent Tears in circulation than could come only from Legendary trash?) As I’ve mentioned though, the prices on the PTR are weird since everyone’s basically spending a duped version of their own gold, and most people are just doing what I’ve been doing and making lots of crafts for the sake of testing.

    At any rate, it does seem that all the crafting materials will be increasing in value, now that there are recipes worth using them in. It’ll be interesting to see if gems will boost any in price with their place in the Amulet recipe. Gems shot up right after v1.07 was revealed and the Marquise gems info hit, but those values have been receding over the past week.

    Part two of this report will be up later today, with coverage of the Monk’s skill changes (improvements), changes to the Monster Modifiers (RD is better than 2 weeks ago), plus a bunch of general game change observations.

    What do you guys think of the new crafting recipes? Certainly better than they were 2 weeks ago, and I think they’ve got pretty good potential to outdo affordable rares in the game today. The fact that they’re all BoA is quite a monkey wrench in estimating their value though, since that means every one you make is either great for you, or worthless, with no in between.

    I got that feeling about other items while playing on the PTR, since they were either upgrads for me or trash, since I wasn’t going to bother putting them into the GAH on the PTR. Normally when I’m playing I ID some types of Rares with hope of a sale. Hardly ever for me; maybe .0001% of Rares are actually upgrades for me, but at least 1% are useful Auction House sales. Thus on the PTR I was very quickly crafting every rare I found, without even IDing them, since I just wanted the crafting mats.

    Bobby-eyes-sIt was like a peek into the empty nihilism that D3 would be without an Auction House. Oh god, Bobby knew best after all! :(

    Part Two of this article will be posted later today, covering the Monk’s skill upgrades, the changes to monster affixes, and more.