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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.
 DiabloWikiEnforcer
 enforcer
  • 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.
 DiabloWikiMoratorium
 Moratorium
  • 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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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.

    Read More & Comment >>

    Diconstruction #10: The Mini-map

    Posted 22 Jul 2009 by

    In this, the ninth installment DiConstruction, Chris Marks discusses the function (or lack thereof) of the mini-maps in Diablo and Diablo II. Were the maps useful? Too useful? And why couldn’t you use the map in Tristram in D1 anyway?  Here’s the start of the column; click through to continue:

    My Kingdom for a Perly!

    Since time immemorial computer games have had one thing in common: the story sucks and the gameplay is sketchy. But that’s a topic for another article. Since a time more recent than that, games that involve exploring areas of varying shape and size have tended to have maps of some sort, to let you know just how far off track you are from where you’re supposed to be.

    But what is the history of the gaming map? Where did the first incarnation appear in a video game, to help you get from place to place? This is one of many questions this article will also not answer, not because I’m slacking off, but because I don’t feel like doing the research. I know there was a roadmap in Sierra’s Quest For Glory 2 that you could buy in-game, and that’s good enough for me.

    The Diablo games have always had minimaps. Press the TAB key and a small version of wherever you are pops up so you can plot your course through unfortunate creatures who have no idea what they’re in for tonight. But how useful is it really?

    I Said Left, Left!

    The minimap in the original Diablo was nice and simple, as could be expected from a first generation map. It presented the surroundings in yellow and brown lines, and …that’s pretty much it. Doors were yellow squares, pillars were brown squares, and inaccessible areas were filled in with dots. Stairs were denoted by many yellow lines packed closely together, which is actually a surprisingly accurate representation of them except when they’re spiral staircases. For what it was, it did the job just fine.

    For some reason, however, you weren’t allowed to use it in town. The place you spend the most time, which gives you access to everything else, didn’t let you map it out. I’ve thought about why that could possibly be, and I think I’ve figured it out: Tristram was under a Mass Confusion spell.

    It makes sense: why else would Adria be so far away from everyone else? She got lost because the town is incapable of producing cartographers! And why should she sell a perfectly good house just because it’s a little off the beaten path? Besides, since the town was soon enough under a Haste spell that made people walk at double-speed, it’s not like it took a long time to get there.

    Just Ask Him For Directions

    The Diablo 2 minimap is a lot more detailed than its predecessor. So detailed, in fact, that I originally didn’t want to play the game because I first saw it in Act 2, and I thought it would be too distracting having all the detail on the mountains and cliffs there. That’s not a joke, there are people I went to University with who can vouch for that story; I said I wasn’t going to play because I didn’t like the new minimap, because I thought it was too intrusive on the game’s action. Then I played it anyway. And that’s the most useful thing I learned at University.

    Most importantly, you’re allowed to use the minimap in town now. Hooray! This is especially useful in Act 4, where town is so large it’s easy to get lost. And I’m still a little curious how none of the monsters ever figured out they could just walk in to town and start killing people and stealing their stuff, but I guess they were scared of all the people, which makes one wonder how they were able to take over the massive amount of land they ended up controlling before you came along and cut off their heads. On the minimap.

    The minimap also shows more things than it did in the first Diablo. Shrines are highlighted. Different types of terrain show up differently. Important objects like the Moldy Tome are shown, and waypoints are shown as …well, small versions of waypoints. It makes sense though, that a land with many towns would have better cartographers than a mere Tristram does, which probably contributed to Tristram being utterly destroyed by the time Diablo 2 rolls around because nobody knew where to go in case of emergency, because nobody had a map!

    Sorry, I just had to get that off my chest. The minimap in Diablo 2 also has an option to move it off to the corner so it’s out of the way and so you can see all the pretty scenery, but I find I don’t like it over there. I use the minimap to tell me where to go without insulting me more than necessary, and if I have to keep moving my eyes to the top left corner and then figure out what direction to go based on where the cross indicating my current position is I end up going crosseyed and drooling for half an hour. Maybe that’s just me though.

    The point is you get more options, and options are always a good thing, though undoubtedly most will inevitably ignore them and stick with what worked the first time around because change is scary. And that’s why I’m not even going to discuss being able to fade out the parts of the map that aren’t in your immediate vicinity.

    They Aren’t Bad Directions, They’re Just Wrong

    The utility of the minimap is questionable based on what you’re doing at the time. If you’re exploring uncharted space then it’s good to be able to see where you’ve been, but if you’re doing Tristram runs or killing Shenk over and over you don’t really need it. Still though, I find I have to consciously remind myself to turn the map off when doing those things because I’m just so used to playing with lines crossing over my screen.

    One of the interesting results of the minimap is that players develop the unique ability to change what they’re looking at, blocking out things like people and enemies in favour of lines. The first time someone pointed to my computer screen while I was playing Diablo and said “go here” I didn’t even see the minimap that was up, and just moved the mouse to where their finger was and clicked. Now I can easily shift back and forth as if it’s something I’m getting paid for (that’s a hint, Flux).

    Is it helpful? Of course it is. I’d even argue it’s necessary based on the scope of the games. I think Diablo 3’s minimap will either be integrated in to the main view, so what’s not immediately present fades out like it’s in a fisheye lens, or if the developers are actually sane they could show where all the monsters and corpses are at all times. And items dropped on the ground. Ideally the minimap will have so much detail you won’t even need the graphics any more, you can just play based entirely on where the pale yellow lines go. And then we will have come full circle back to Rogue, which is probably the first game that had a map.



    Diconstruction (Diablo Deconstruction) is written by Chris Marks.  It examines differences between the two (soon to be three)
    Diablo games, as well as comparing them to other games, in a hopefully amusing style.  Diconstruction is published on the first and third Tuesday of every month. Leave your comments below, or contact the author directly.


    Tagged As: | Categories: Diablo 1, Diablo 2, Diconstruction, Other Games, Other RPGs