Recent Features

A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.

When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.

In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.

change view

Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing :) Remember the great forum crash of 2003? That was not pretty.

So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.

The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.

One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.

Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.



Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.

With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.

There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.


Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads


Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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Ring of Royal Grandeur Farming Exploit?

You want? You take!

You want? You take!

The DiabloWikiRing of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)

Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:

I got 5 RORGS with very minimal effort and so can you!!

How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.

What to do:

  • Do not kill any mobs except those required for objectives.
  • Do not kill goblins.
  • Do not open chests including resplendent chests.
  • Do not destroy breakables (pots, barrels, looting bodies etc).
  • Do not pop fortune shrines.
  • Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
  • Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.

    First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.

    As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.

    Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.

    First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)

    Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what DiabloWikidifficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.

    Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.

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    Diablo 3 v1.0.5 Coming to Public Test Realm and PTR v1.0.5 Patch Notes

    Posted 21 Sep 2012 by

    It’s time to roll out the public test realm and v1.0.5 is launching on the PTR server. The PTR account creation is now active on the US Battle.Net but not on the EU as yet. You can find the PTR patch notes after the break.

    Patch 1.0.5 will soon be available for testing on the PTR. Once the PTR is up and ready, we’ll enable posting in this forum and the PTR Bug Report forum so you can share your feedback and report any issues you may experience while playing.

    In the meantime, be sure to check out the patch 1.0.5 PTR patch notes and the information below to find out how to set up your PTR account.

    How to Participate:

    To participate in the public test, you must have a Diablo III game license attached your account that’s in good standing (i.e. it hasn’t been suspended or banned). While the 1.0.5 PTR will only be in available in English, French, German, and Korean languages, accounts from all regions are eligible to participate.

    You will also need to create a PTR account by logging in to your Account Managementpage. We will be enabling PTR account creation soon (we’ll provide an update once it’s available), and once it’s up you’ll simply need to select your Diablo III game license and then click “Create a PTR account.” After you’ve created your account, you’ll be able to download the client from the Diablo III landing page, or from your Games Download page in Account Management.

    Please note that will not be able to log in to the PTR client until it’s live.

    Character Copy:

    The option to copy your existing Diablo III characters from your live account to the PTR will become available once the PTR is live. Only one region per account can be copied at a time, however, so if you choose to copy characters from your account in a different region please note that any previously copied PTR characters will be lost.

    We’ll be providing more details, including an FAQ, once the 1.0.5 PTR is available, so stay tuned!

    New System: Monster Power
    Similar to the “Players 8″ command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different “power levels” and in return they’ll receive scaling bonuses to experience (for heroes levels 1-59) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.

    New Event: Infernal Machine
    The Infernal Machine is a device that will allow level 60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring


    • Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:
      • When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time
      • Opening a Resplendent Chest will grant one stack of Nephalem Valor
    • Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty
      • If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event’s location
    • Major in-game events in Inferno difficulty that involve a special chest or Unique monster (ex: ) will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion
      • Several events have had Unique monsters added to them for this purpose
    • Experience Shrines can now appear in Inferno difficulty
    • Two new shrines have been added to all difficulty levels:
      • Empowered Shrine – Increased resource regeneration and reduced cooldowns
      • Fleeting Shrine – Increased movement speed and pickup radius
    • Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy
    • The reduction of snare effects against Elite monsters has been reduced (in the player’s favor):
      • Normal: 20% to 0%
      • Nightmare: 30% to 15%
      • Hell: 40% to 25%
      • Inferno: 40% to 25%
    • Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here!


    • Search parameters will now save when switching between the gold and real-money auction house
    • An additional sortable column has been added to the results window
      • This column will have a drop-down box populated with each of the Preferred Stats that players indicated for their search (only one Preferred Stat can be selected at a time)
    • The Preferred Stat list is now sorted alphabetically
    • A button has been added to allow players to quickly reset Preferred Stat filters to “None”
    • Players can now search for +Damage on off-hand items
    • When searching for items to purchase, an option to “autofill” stats based on what the player is currently wearing has been added
    • Similarly, when selling an item, a “Find Similar” button has been added to allow players to quickly search for items currently up for auction that have similar stats
    • Bug Fixes
      • When claiming stackable items from the auction house, the claimed items will always attempt to fill out partial stacks completely before falling back to using an open slot in your inventory
      • The color-coding for the “Quality” drop-down menu for Pages & Recipes has been updated to match the color-coding for all other categories
      • Fixed a bug that was causing the minimum value for the Spirit Regen affix to not filter items correctly


    • The “Friend of Friend” feature for finding and adding Real ID friends is now available for Diablo III
    • A new item delivery system has been added that will allow Blizzard to send items directly to players (you may see us testing this feature over the course of the PTR)
    • Achievements
      • An Achievement button has been added to the in-game hotbar
      • Players can now link Achievements in chat
    • Banners
      • Players can now customize their banner in-game while in town
      • Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.)
      • New unlocked banner rewards are now highlighted so they can be found more easily
    • Chat
      • Players can now change font color (per channel) and size
      • Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing
      • Several additional improvements have been made to in-game chat to increase usability


    • Azmodan
      • Bug Fixes
        • Azmodan should no longer be able to cast Flame Meteors or continue channeling his Laser attack while stunned


    • General
      • Defensive bonuses provided by certain class skills have been reduced. To learn more about these changes and why they were made, click here!
    • Barbarian
      • Active Skills
        • Battle Rage
          • Duration increased from 30 seconds to 120 seconds
        • Hammer of the Ancients
          • Increased Critical Hit chance is now based on the amount of Fury the player has when Hammer of the Ancients is activated:
          • For every 5 Fury a player has, Hammer of the Ancients has a 1% increased Critical Hit chance
          • Skill Rune – Smash
            • The radius of Smash has been slightly increased to help resolve an issue that caused Hammer of the Ancients to occasionally miss targets immediately in front of the player
          • Skill Rune – The Devil’s Anvil
            • Movement speed reduction increased from 60% to 80%
        • Leap
          • Skill Rune – Iron Impact
            • Now grants 100% bonus armor per enemy hit for 3 seconds
        • Overpower
          • Cooldown reduced from 15 seconds to 12 seconds
        • Rend
          • Rend should now more reliably hit enemies that are running away
          • Skill Rune – Mutilate
            • Mutilate has been redesigned to slow enemies by 60% for the duration of Rend
        • Sprint
            • Skill Rune – Run Like the Wind
              • Proc coefficient reduced from 0.2 to 0.08
        • Threatening Shout
          • Cooldown reduced from 15 seconds to 10 second
          • Skill Rune – Grim Harvest
            • Now also has a chance to drop a health globe
        • War Cry
          • Cooldown reduced from 30 seconds to 20 seconds
          • Fury generated reduced from 30 to 20
          • Skill Rune – Charge!
            • Fury generated reduced from 60 to 40
          • Skill Rune – Impunity
            • Bonus resistance reduced from 50% to 20%
        • Whirlwind
          • Fury cost from 16 to 9
          • Skill Rune – Blood Funnel
            • Healing increased from 1% to 2% of Maximum Life per Critical Hit
      • Passive Skills
        • Animosity
          • Bonus Fury regeneration increased from 10% to 20%
        • Inspiring Presence
          • Healing increased from 1% to 2% Maximum Life per second
        • Unforgiving
          • Fury regeneration has been quadrupled, increased to 2 Fury every 1 second (up from 1 Fury every 2 seconds)
    • Demon Hunter
      • Active Skills
        • Bola Shot
          • Explosion radius increased from 7 yards to 17 yards
          • Skill Rune – Volatile Explosives
            • Explosion radius increased from 14 yards to 20 yards
        • Chakram
          • Chakram will now always fire a projectile, regardless of distance or if an enemy is targeted
        • Companion
          • Added a 30-second cooldown
          • Reduced each Companion’s attack cooldown from 1.5/2 seconds to 1 second
          • Weapon damage increased from 30% to 38%, but they can no longer critically hit
          • Companion’s damage now scales with attack speed
          • Skill Rune – Wolf Companion
            • Wolf Companion has been redesigned to be a more durable pet:
            • Now has comparable durability to one Zombie Dog
            • New attack: 120-degree Cleave with a 10-yard radius that hits for 94% weapon damage
          • Skill Rune – Spider Companion
            • Spider Companion has been redesigned to be a more durable pet:
            • Has slightly more durability than the Wolf Companion
            • New attack: 120-degree Cleave with a 10-yard radius that hits for 38% weapon damage and Slows every enemy it hits by 60% for 2 seconds
          • Skill Rune – Boar Companion
            • Boar Companion has been redesigned to be a more durable pet:
            • Has more durability than the Spider Companion
            • New attack: Single-target attack that hits for 38% weapon damage
            • Provides (155 @ 60) Life per second and a 15% bonus to all resistances for the Demon Hunter
        • Evasive Fire
          • Skill Rune – Shrapnel has been replaced with a new rune: “Hardened”
            • Hardened increases your Armor by 50% for 3 seconds and replaces the backflip
          • Skill Rune – Parting Gift
            • Weapon damage increased from 45% to 55%
            • Poison bomb delay reduced from 1.2 seconds to 0.6 seconds
        • Sentry
          • Cost changed from 10 Discipline to 30 Hatred
          • Increased from weapon damage from 55% to 88%
          • Players can now have two turrets active at once, but an 8-second cooldown has been added to compensate
          • Sentry can no longer critically hit
          • Skill Rune – Spitfire Turret
            • Weapon damage increased from 8% to 15%
          • Skill Rune – Vigilant Watcher
            • Vigilant Watcher has been redesigned and now reduces the cooldown of Sentry by 2 seconds instead of increasing the duration
          • Skill Rune – Chain of Torment
            • Weapon damage increased from 80% to 100%
        • Shadow Power
          • Base spell changed from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds
          • Skill Rune – Night Bane
            • Changed from 4 Hatred per second for 3 seconds to 3 Hatred per second for 5 seconds
          • Skill Rune – Blood Moon
            • Changed from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds
          • Skill Rune – Gloom
            • Changed from 65% damage reduction for 3 seconds to 35% damage reduction for 5 seconds
          • Skill Rune – Shadow Glide
            • Changed from 40% movement speed increase for 3 seconds to 30% movement speed increase for 5 seconds
        • Spike Trap
          • Skill Rune – Sticky Trap
            • Explosion radius increased from 8 yards to 16 yards
          • Skill Rune – Bandolier has been replaced with a new rune: “Echoing Blast”
            • Echoing Blast gives your Spike Traps three charges with a minimum delay of 1 second between each explosion, and deals damage as Poison
        • Strafe
          • Movement speed increased from 65% to 75%
          • Hatred cost reduced from 16 to 12
          • Skill Rune – Equilibrium has been replaced with a new rune: “Emberstrafe”
            • Emberstrafe leaves behind fire trail that deals 65% weapon damage per second for 2 seconds
          • All rune variants now allow you to walk through enemies while active
        • Vault
          • Can now be used while under the effect of roots, including Jailer (and will break the effect)
          • Skill Rune – Trail of Cinders
            • Reduced damage from 1500% to 300% weapon damage over 3 seconds
            • Trail can now stack
          • Skill Rune – Acrobatics
            • Cooldown reduced from 15 seconds to 10 seconds
      • Passive Skills
        • Custom Engineering
          • Adds the ability to have a third Sentry turret out a time
          • Now also increases the maximum number of Spike Traps you can have out to 6
        • Numbing Traps
          • Damage reduction reduced from 25% to 20%, but now also works with Grenades and Sentry
        • Perfectionist
          • Now also increases Life, Armor, and Resistances by 10%
        • Thrill of the Hunt
          • Thrill of the Hunt has been redesigned:
          • Every 7 seconds, your next Hatred spender roots all targets hit by it for 2 seconds. Enemies can only be rooted once every 7 seconds. This does not affect Sentry.
          • Now displays a buff icon when ready to use
    • Monk
      • Active Skills
        • Breath of Heaven
          • Skill Rune – Infused with Light
            • Bonus Spirit regeneration increased from 6 to 8 additional Spirit per hit for 5 seconds
        • Dashing Strike
          • The strike animation after dashing now scales with attack speed
        • Mantra of Evasion
          • Skill Rune – Wind Through the Reeds
            • Run speed bonus increased from 5% to 8%
      • Passive Skills
        • Beacon of Ytar
          • Cooldown reduction increased from 15% to 20%
        • Near Death Experience
          • Cooldown reduced from 90 seconds to 60 seconds
        • Pacifism
          • Now also works on Freeze and Immobilize effects (note: the tooltip will not say Freeze, because Freezes are classified as a Stun)
        • Resolve
          • Damage reduction reduced from 25% to 20%
        • Seize the Initiative
          • Conversion of Dexterity to Armor reduced from 100% to 50%
    • Witch Doctor
      • Active Skills
        • Spirit Barrage
          • Skill Rune – Well of Souls
            • Will now seek out targets up to 40 yards (up from 25 yards)
        • Wall of Zombies
          • Cooldown reduced from 25 seconds to 20 seconds
          • Skill Rune – Pile On
            • Changed from 745% weapon damage with a 25-second cooldown to 500% weapon damage with a 10-second cooldown and the radius has been slightly increased
      • Passive Skills
        • Gruesome Feast
          • Now shows a buff icon when you have active stacks
        • Fetish Sycophants
          • Proc chance increased from 3% to 5%
        • Jungle Fortitude
          • Damage reduction reduced from 20% to 15%
    • Wizard
      • Active Skills
        • Archon: Slow Time
          • Slow increased from 30% to 60%
        • Blizzard
          • Arcane Power cost reduced from 45 to 40 (Snowbound cost will remain the same at 20 Arcane Power)
        • Energy Armor
          • Armor bonus reduced from 65% to 35%
          • Skill Rune – Prismatic Armor
            • Resistance bonus reduced from 40% to 25%
        • Familiar
          • Skill Rune – Ancient Guardian
            • Health threshold increased from 35% to 50%
          • Skill Rune – Dartling has been replaced with a new rune: “Vigoron”
            • Vigoron regenerates Life every second for the wizard
        • Hydra
          • All runes now properly benefit from Arcane Dynamo’s five-stack damage buff
          • Fixed an issue that could sometimes cause the heads of the Hydra to become separated from the base when cast near a wall
        • Ice Armor
          • Now reduces damage from melee attacks by 8%
        • Magic Missile
          • Base weapon damage increased from 110% to 125%
          • Skill Rune – Charged Blast
            • Weapon damage increased from 143% to 162%
          • Skill Rune – Split
            • Weapon damage increased from 50% to 56%
            • Angle of damage reduced from 30 degrees to 20 degrees
          • Skill Rune – Seeker
            • Weapon damage increased from 121% to 138%
          • Skill Rune – Penetrating Blast
            • Pierce chance increased from 70% to 100%
        • Meteor
          • Delay between cast and impact reduced from 2 seconds to 1.25 seconds
          • Arcane Power cost reduced from 60 to 50
        • Ray of Frost
          • Movement speed reduction increased from 30% to 60%
          • Duration of slow increased from 3 seconds to 4 seconds
          • Arcane Power cost reduced from 20 to 16 per period
          • Skill Rune – Numb
            • Movement speed reduction increased from 60% to 80%
          • Skill Rune – Cold Blood
            • Arcane Power cost reduced from 12 to 10 per period
          • Skill Rune – Sleet Storm
            • Weapon damage increased from 215% to 333%
            • Proc scalar reduced from 0.25 to 0.1875
          • Skill Rune – Black Ice
            • Weapon damage increased from 193% to 387% over 3 seconds
        • Slow Time
          • Cooldown reduced from 20 seconds to 15 seconds
          • Movement speed reduction increased from 30% to 60%
          • Skill Rune – Time Shell
            • No longer reduces the size of Slow Time
          • Skill Rune – Perpetuity
            • Now reduces cooldown to 12 seconds (from 16 seconds)
        • Spectral Blade
          • Weapon damage increased from 135% to 165%
          • Angle of damage increased from 60 degrees to 90 degrees
          • Range increased from 10 yards to 15 yards (range of Thrown Blades will remain at 20 yards)
          • Skill Rune – Deep Cuts
            • Weapon damage from Bleed increased from 35% to 45% over 3 seconds
          • Skill Rune – Healing Blades
            • Removed Critical Hit requirement
        • Storm Armor
          • Ability has been redesigned to periodically deal 100% weapon damage as Lightning to nearby enemies
          • Skill Rune – Reactive Armor
            • Redesigned to deal 70% weapon damage as Lightning to ranged and melee attackers
          • Skill Rune – Strike Back has been renamed “Thunder Storm”
            • All other runes remain unchanged
        • Teleport
          • Now breaks roots
          • Skill Rune – Reversal
            • Now ignores line of sight when returning to the casting location
        • Wave of Force
          • Cooldown reduced from 15 seconds to 12 seconds
          • Skill Rune – Force Affinity
            • Cooldown from 12 seconds to 9 seconds
      • Passive Skills
        • Unstable Anomaly
          • Increased health threshold from 20% to 30%
          • Now heals the player to 45% of Maximum Life and slow targets that are knocked back by 60% for 3 seconds


    • Crafting materials can now stack to 500
    • Jeweler Designs that drop in the world will now show up as Rare quality (yellow) to make them more visible on the ground
    • Salvage now uses the required equip-level of the item instead of the base item level to determine what components the item will be salvaged into
      • Example: If an item is an iLevel 60 and has a reduced level requirement of 52, the item will salvage into Hell crafting materials instead of Inferno crafting materials
      • This is being done to accommodate the change of item affixes rolling at the monster’s level rather than the item’s level (detailed further in the Items section below)
    • Crafting reagents can now be converted up to the next highest level at the Blacksmith at a ratio of 10:1
    • Tomes of Training can be converted up to the next highest level at the Blacksmith and Jeweler at a ratio of 10:1


    • Templar
      • Skills
        • Heal
          • Now heals both the Templar and the player when cast
          • Can now be cast when the player is below 75% health (up from 50%)
        • Inspire
          • Mana regeneration bonus increased from 2 to 4 Mana per second
        • Intervene
          • Cooldown reduced from 60 seconds to 30 seconds
          • Affected radius increased from 6 yards to 10 yards
          • Removed the health threshold for when Intervene can be cast
            • Spell will now cast whenever the player is hit and off cooldown, regardless of the player’s currently health %
        • Intimidate
          • Now also reduces the movement speed of enemies that the Templar hits by 60% for 3 seconds
    • Scoundrel
      • Basic ranged attack weapon damage increased from 25% to 40%
      • Skills
        • Hysteria
          • Cooldown reduced from 6 seconds to 5 seconds
        • Poison Bolts
          • Weapon damage of initial hit increased from 40% to 100%
          • Poison now deals 40% weapon damage over 2 seconds (instead of over 3 seconds)
    • Enchantress
      • Skills
        • Disorient
          • Affected radius increased from 4 yards to 6 yards
          • Cooldown reduced from 45 seconds to 25 seconds
        • Mass Control
          • Cooldown reduced from 60 seconds to 30 seconds
        • Powered Armor
          • Armor bonus reduced from 15% to 5%
        • Reflect Missiles
          • Reflect Missiles has been replaced with Missile Ward
            • Missile Ward reduces incoming damage from ranged attacks by 6%
    • Bug Fixes
      • Magic Find and Gold Find values inherited from Followers should now respect the 300% cap
      • Followers will no longer run in place or run slowly when players perform abilities that augment their movement (ex: Leap, Teleport, Vault, etc.)


    • The cast time for identifying Rare items has been reduced to 1 second
    • The cast time for identifying Legendary items has been increased to 4 seconds
    • The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been added
    • Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)
    • Class-specific items will now drop more often
    • Items below iLevel 58 no longer drop in Inferno difficulty
    • Square-quality gems no longer drop in Inferno difficulty
    • Monk class Skill bonuses can now roll on shields


    • Additional health per monster in multiplayer games has been reduced from 75% to 70%
    • Damage and health of monsters levels 50-63 have been reduced to coincide with the addition of Monster Power
    • Sand Shark AI has been improved:
      • Sand Sharks can now use an “Under Sand Attack” while burrowed. The “Under Sand Attack” causes the Sand Shark to charge to the player and do a 10-yard radius earthquake-like attack for low damage.
      • Sand Sharks can now walk toward you while above ground, which gives players more time to DPS them.
    • Skeleton Fire Mage fire pools, Wood Wraith spore clouds, and Opressor fire breath attacks should now do reduced damages to pets and followers
    • Two-handed skeleton executioners have had their escape radius reduced
    • The “coolup” has been increased on the Fallen Lunatic’s suicide power from 1-3 seconds to 2-5 seconds, giving players a more predictable time to kill them (or run away) before they explode
    • Bug Fixes
      • Damage caused by the Reflects Damage affix can no longer be dodged
      • Fire Chains monsters should no longer link with burrowed monsters (if a monster burrows while linked with Fire Chains, the link will be removed)
      • The explosion effect of a dying Molten monster and the damage done by the effect should now always occur at the same time
      • Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic
      • Heralds of Pestilence will now abort their ranged attack if the player uses a power to make themselves un-targetable while the attack is casting (or “winding up”)


    • Shrines will now buff all players that are within the shrine’s radius or in the same level area
    • Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from
    • The damage stat in the Hero page should now display the appropriate values when switching main and off-hand weapons with a shield
    • Fixed a bug where buffs on other players weren’t displaying correctly in the party UI
    • Fixed a bug that was causing players to not be able to rejoin a multiplayer game if they switched to a character that was saved to a difficulty level not yet unlocked by the other party members
    • Fixed a crash that could sometimes occur when mousing over the tooltip for crafting materials
    • Removed the initial tick of damage from fire trenches in Keep Depths and slightly reduced the radius

    Thanks Muriel for the tip.