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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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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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Everyone Hates the Same Diablo 3 Bounties: How to Fix Them?

Posted 21 Apr 2014 by

Most players value Bounties entirely based on how quickly they can be completed. So while not literally Everyone hates the Same Diablo 3 Bounties, there’s pretty wide agreement on the problems. The question though, is how to fix them? More flavor? More variety? Reallocated rewards?

I’ve been asking players lately about their most/least favorite bounties, and found the answers very utilitarian. There’s some variety in favorites, though all tend towards “quickest to complete.” There’s less variety in least-favorites, with all of them ones that take a long time to complete atop the un-list.

Some least favorite quotes from a forum post I floated on this topic:

Kill the Spider Queen. It’s a huge map with lots of dead ends. And the trash mobs slow you down. Plus the boss runs away! Thanks for everything! This bounty could award a bag all for itself and I still wouldn’t do it.

How nature says, "Do not touch."

How nature says, “Do not touch.”

I only have one that’s stuck out, and that’s Blood Ties in Act 3. It’s probably one of the least efficient bounties (huge Barracks Level 1 map with lots of dead ends, plus a medium-sized Barracks Level 2 map where you have to find one specific room), but on top of that the maps are full of Fallen Lunatics and narrow hallways that make waller+groundspam become extra annoying.
–Ivan E

The two in Act III that require you to clear Level 2, one is Barracks iirc and the other is Fortified Bunker? Mainly just because it takes a while just to find the Level 2 door.

Anything involving the Act One Spider Caves is usually atop the list since it’s the slowest bounty in Act One, and that act is the most farmed, since it’s the easiest and since people want a Ring of Royal Grandeur, which only drops from Bounty bags. (Full list of Horadric Cache-only items in the wiki.) Other unpopular bounties include anything in the Dhalgur Oasis or Desolate Sands, most of the Act Five bounties because they are lost in huge levels or else require exploration of the spread-out and sparsely-populated Panda Fort.

The Act Three Barracks is hands-down the least favorite, from the people I’ve asked, simply because it’s huge and takes forever. The Barracks is the dungeon entrance to the left, just before you leave Bastion’s Keep and go out onto the frozen tundra. There are 2 bounties there, one requiring a Level Two clear (which is insane; there must be 200 monsters in that level and I always miss a couple in some side room and have to run back through the whole level to finish it) and the other Blood Ties, which requires to you help a guard rescue another guard on level two, but requires you to explore almost the entire level.

The part that people really dread is finding level two, since level one is basically the same map as Keep Level 2, which is about the largest dungeon in the entire game. (Except we used to love farming Keep 2 for exp, and Barracks level one is just as large but with about 1/3 the monster density.)

Typical Barracks Level 2 map.

Typical Barracks Level 2 map.

All the other unpopular bounties are more of the same; huge levels that require a lot of time chewing through trash mobs or just looking for the target (Blood Marsh in Act Five wins that unpopular battle, since it’s enormous and tangled in design. Desolate Sands in Act Two is also huge, but it doesn’t twist and turn so you can search through the whole thing pretty quickly.)

Personally, I like the bounties with a 150 counter, since those only appear in large areas with a lot of monster density. I’ve never had a 150 counter where I had to search for things to kill to finish it out. My worst times have come on 100 count areas when I find the Purple at 60ish, and then have to wander around to find enough more. The worst one I ever got was a 100 kill counter in Stonefort, and I had to clear the entire level with what felt like 81/100 the entire time, literally to the last 3 catapults where that annoying NPC curses at you (in Story Mode), where I finally hit a big nest of Fallen that took me way over the 100 required.

(Beta bounties had some funny ones. Aside from bugs where the bounty event didn’t even spawn, the monster counter was sometimes out of synch with the enemies available. Playing with Elly we got a Unique with a 50 kill requirement in one of the Act 3 spiral stairway levels, and after clearing the whole thing and the Purple, we were at… 41/50. We had to run back up the entire level, hugging the outside edge to trigger enough ghouls to clamber over the side to get us to 50.

Better was a 50 kill bounty in the Cemetery of the Forsaken when there were only about 30 enemies there. I got that in a multiplayer game and the three of us had to spend several minutes running out into the Weeping Hollow and leading zombies and scavengers through the Cemetery Gates so we could kill them inside and add them on the 50 counter.)

Adjust Bounty Rewards

Remember the plaid?

Remember the plaid?

The main issue I had with bounties during the Beta was the very uneven rewards. You’d get a bounty that took 1 minute and was worth 8m exp (on Torment 1) and others that took 5 minutes and were only worth 2.7m exp. The most valuable bounties then were worth 15.2m exp, were all the “clear level 2″ type, but those varied hugely as well, in how long it took to find the level and how large it was. And it wasn’t a random-variance; it was (almost) always much faster to find Den of Evil 2, or level 2 of some goat cave, than to find Vile Cavern 2, or *shudder* Barracks level 2.

When the beta ended, I figured Blizzard would redistribute the exp rewards on bounties. Why should you only get 2.7m exp for The Butcher or Diablo, when you have to explore a full large dungeon level to find them, while many of the “kill the Unique” or “clear the Red Chest” bounties were worth double or triple the exp and were much faster to complete? (And sometimes even spawned in the same dungeon you had to explore to get to the Butcher or Diablo.)

That didn’t happen. All the bounties we see in the live game are worth approximately the same exp they were worth during the Reaper of Souls beta, and as everyone knows, they vary greatly in time required to clear. The explanation for that (other than “lazy devs?”) could be that the devs like the RNG of it. If every bounty was priced appropriately for the time it took, that would be boring. Nothing would feel like it fell above or below the value curve, and while Queen Araneae is annoying and slow, it balances out those times when you get a sixty-second “Kill the Purple” or “Cleanse the Cursed Chest” bounties, which feel fun since they’re very quick and valuable.

That said, maybe not? Would you guys enjoy Queen Araneae or Barracks two or other longer bounties more if they were worth the same exp as “clear level 2″ bounties?

Or, if the whole goal is to get the Horadric Cache, what if the bounties were weighted in value? Instead of 5 all worth the same, what if bounties scaled in value a bit, and you only had 4 bounties in acts when you got Blood Ties or Queen Araneae type slogs?

Time = Value?

She looks almost scary in closeup.

She looks almost scary in closeup.

The point of all these complaints is that money = time, in Diablo 3 as elsewhere in life. And (almost?) everyone likes best the bounties that are quickest to do, and dislikes the ones that take longest to do. I’m surprised how uniform that opinion is; I figured there’s be more nuance with the time divided by the reward. The “clear level 2″ bounties are worth like 5x the exp of most “kill target X” bounties… but it seems like people are mostly farming Bounties to get Horadric Caches, thus the exp from individual bounties is an afterthought, compared to their main goal.

If that’s the case, perhaps we should be concentrating our fixes on the speed of clearing, rather than worrying about rewards matching the time spent?

Map Hack Return?

Something I’ve been wondering lately, in regards to this issue. (And which I always remember about 30 seconds into a bounty in the Dhalgur Oasis or the Desolate Sands.) What if we had maphack in Diablo 3? Some tool that pointed you right to the bounty target, no matter how far away it was? You get that after a few minutes in a bounty if you have terrible luck finding the dungeon or monster, as an arrow pops up to point your dumbass in the right direction, but what if you had it all the time? Would that make the bigger/slower/least popular bounties more palatable?

I’ve been asking people in-game lately, “Would you trade a passive skill slot for a maphack tool that immediately pointed you to the bounty in every zone?” I think I would, assuming I could turn it on and off.

Obviously it’s a hypothetical question… or is it? What if there was a maphack legendary item that granted that property? It could ever have RNG; it would always gave you the direction arrow, but sometimes it would roll higher quality and show the entire mini-map filled in, with the location of all shrines and/or Elites and Uniques?

That’s an item I’d hunt for. They could even put it as an Act Five Cache-only drop, just to force us to farm that act too!

Make Bounties More Fun

The last issue is the biggest one, and one I haven’t thought much about. So just to touch on it quickly… what would make Bounties more fun? We all know the few types of bounties now, and they’re just a race to finish as quickly as possible for the reward. How could that be changed up? Should we even try?

Moar Goblin bounties!

Moar Goblin bounties!

As the biggest issue for everyone seems to be time/reward, there should be ways to do Bounties more quickly, other than just movement speed. What if you had to kill a Purple without killing more than 50 other enemies? (If you went over 50 you had to kill over 150, or find another purple, so it’s a time penalty.) That would reward players for being precise and not just an AoE spamming machine? (Sorry, Wizards, but there has to be something in the entire game you’re not the best at now?)

What if there were levels with 2 Purples, but no counter, so it was all about how quickly you could find them?

What if sometimes a treasure goblin (other than Snitchley) was the bounty? Or there were several goblins in the area and the bounty was to kill 3 of them?

What if some bounties were just “map the whole area” without any killing required? Just for variety and movement speed rewards?

I’m sure you guys can think of lots of other interesting and varied types of bounties, going beyond what we see in the game today. Do you want more variety? Do you want bounty rewards normalized, so the slower ones are worth more and the easy ones are worth less? How about bonus Caches? One long time popular suggestion is a 6th or 7th bonus cache awarded for clearing all 5 acts of bounties in the same game, and I can’t see any real objection to that.