The Ring 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 difficulty 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.
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|
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Diablo III’s Composer SpeaksPosted 31 Mar 2009 by
Russell Brower is the Director of Audio and Video at Blizzard Entertainment, and is one of their chief composers of game music. His work fills World of Warcraft, and he’s also heading up the production of the soundtracks for Diablo III and Starcraft 2. We’ve not yet heard much music from Diablo III, and intrigued (and ) by what little heard heard so far, forum member FlamangoHellfire sent Russell an email at Blizzard. And got a reply! Which he posted that was discussing the music of D3 and Blizzard games in general. Here’s an excerpt: click through to read Russell’s full email.
The full quotes. From this thread. Here’s FlamangoHellfire’s mail to Russell:
Hello, my name is Peter. I’m a fan of Blizzard, and have been since the beginning. If you have a minute, I’m just curious as to how the music from Diablo III is coming?
This is in regards to the music of Diablo III, inspired from thoughts I’ve written on a forum recently. (My screen name is FlamangoHellfire)
I have to apologize for a lot of criticism in what I’ve said there regarding the music I’ve heard from the new game (which is very little). I said some things I really have no right saying, but if I’m not mistaken, isn’t the new overture rather disparate in regards to the music of Diablo I & II? I’m terribly worried that this might be the case. I hope you can reassure me that in fact, this is just a small glimpse of something broader and more tied into the original music? The reworking and motifs of the Tristram theme are nice, but the instrumentation seems a little hollow, and, well, the original game music was ambient industrial. Is that going to be incorporated into the new game at all? Best regards. I’ve often inspired to such an awesome career. Thank you for consideration,
And here’s Russell’s reply:
Thank you for your thoughtful words. I’m really glad to hear how much you care about the Diablo series and its musical legacy. Maybe it will help in terms of “reassurance” for me to note that my own personal introduction to Blizzard games was in 1997 in the form of playing the first Diablo and being struck by the music… Matt Uelmen had succeeded in creating something original, which is a rare thing these days. The style was daring and completely unexpected, yet it worked so very well.
In regards to Diablo III—- all I can say is “you ain’t heard nothing yet!” The overture was conceived of as a way of making a big impression on both new and existing audiences—saying that this really is the next chapter. What’s not apparent in the overture, though, is that the first indication the world had of what the new game was at our Paris announcement last Summer was a single guitarist on a 12-string, rolling those classic opening chords—not a speech, not a video, not a press release—but the MUSIC. That iconic music! I’m very proud of this moment, as it not only says a lot about how great the D1, D2 & D2X music is, but how important and recognizable game music in general has become.
Finally, if you listen to Matt’s writing in D2X Lord of Destruction, you’ll hear not only most of the thematic material from the overture, but also the “Wagnerian” orchestration—Clearly, Matt was exploring new areas of musical expression in parallel with where the game’s story lead him. I believe that in playing D3 someday, you’ll hear homage to the iconic styles in all the right places, along with new music to go with some very exciting story developments and locales.
I’m not at liberty to say much more, as I don’t wish to provide any spoilers… however, I hope you’ll stay tuned as we roll out more information (and music) in the future.
(By the way—the Eminence recordings you mentioned are awesome, but they are Eminence’s own interpretations/homages (“cover” versions)—those recordings are not part of the official D3 project, save the original overture recording on which they performed.)
All my best,
Thanks to FlamangoHellfire for the info, and Mizantrop for the tip.