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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 >>
    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.
    Read More & Comment >>

    Good Morning Sanctuary… What’s so good about it?

    Posted 3 Dec 2012 by

    Okay, so there’s that DiabloWikiCrumbling Vault event you very rarely get in Act 2. It’s kind of misnamed now, since it no longer collapses; when we first saw this area in the 2009 Blizzcon demo, it was a large desert tomb with monsters and tons of chests. Like dozens and dozens of chests, including multiple golden ones, though they only dropped like 2 or 3x usual chests, back then. (Rather than 6 or 8x, as they do now.)

    Crumbling Vault surface entrance.

    The whole thing was a weird sort of race, back then. (Wiki page about DiabloWikiThe Collapsing Tomb from Blizzcon 2009.) It was a race, but not just with the clock, but with your own greed. So in that early version of the event you’d scramble along, hitting chests like mad and only grabbing the rares, while trying to ignore/avoid the monsters and also find the exit. It was a lot of fun, though it was kind of a meaningless challenge for softcore characters, since if you died you just restarted back in the surface desert with all the loot you’d picked up still in your stash. There was no Hardcore in the Blizzcon 2009 demo, but we spent some time back then debating how that sort of event would be received in Hardcore. Would players really would risk permanent death just for a speed run through an optional event dungeon?

    Alas, we’ll never know since the event changed during development. Now it’s just a normal desert tomb, and the race is to get to the end of the level, where there’s a portal through to the Treasure Room… but only if you get there before the timer runs out. If you don’t get there in time nothing happens. No dungeon collapse, no death, etc. But no treasure room either.

    It’s still fun for a different play style and you have to run past numerous monsters to get to the exit in time, and if you do make it the treasure room is cool, plus you can just go back down into the main dungeon after you leave the treasure room to finish off those monsters you had to run past last time.

    One thing that’s amusing — the dialogue at the start of the dungeon still says it’s a timed event and that you’ll die if you don’t beat the timer. Perhaps they de-deadlied the event late in development and didn’t have time to rerecord the spoken dialogue from the NPC quest-giver? Or they just didn’t care. You can hear the whole speech in the video on the DiabloWikiCrumbling Vault wiki page, if you so desire.


    Either this event is very rare or I’m just unlucky, since I’ve only seen it 3 or 4 times since launch, and before tonight I hadn’t seen it in months. The last time I got it was the first time I ever completed it post-release, and that was ironic since I got it on the PTR while testing out a new Demon Hunter on MP10. She had little trouble Vaulting her way through to the exit, but 1) it was only Normal difficulty, and 2) it was on the PTR, so my rewards were irrelevant.

    Not that the rewards are so great; I mean we’ve all opened hundreds of golden chests and usually scored nothing more valuable than some junk rares and Tomes of Secret.

    But… personal satisfaction!

    Snatching Defeat from the Jaws of Victory

    As seldom as I’ve seen that event, I was surprised and delighted when I got the dungeon tonight. I was playing my Witch Doctor who only recently got to Inferno, and thus I wasn’t farming or derping around; I was actually working through Act 2 on MP1, when I got the Collapsing Dungeon in the desert area just before Alcarnus. Though she’s new to Inferno, my WD has plenty of twinks and is actually more powerful at Paragon 5 than my Demon Hunter is at Paragon 30, since the DH is glass cannon’ed out in max MF gear. Therefore, despite a lack of any real good movement skills, I had hopes for reaching the treasure room in an Inferno game when I actually got to keep the loot.

    OMG Shiny!

    I started off poorly; a swarm of Champion mosquitoes right by the entrance with Fast, Molten, and some other mods I didn’t stick around to count. I had to burn my Spirit Walk right there to get away from them, and I bumped into a boss pack of Sand Imps right around the corner from there, and then I hit a dead end, so I had to run back past the damn Imps. Luckily the Fast bugs had gotten hung up somewhere, probably stinging one of my Mongrels to death, so they weren’t on my heels the whole time. I had to kill some other monsters who blocked the pathway entirely, and took another wrong turn, but to my surprise and delight, I got to the exit portal with about 3 seconds to spare and a huge group of monsters on my heels.

    Pausing one instant to flip them off or insult their ancestors in the Spirit Realm or whatever it is that taunting Witch Doctor’s do, I ducked through the portal and took a breath to relax and enjoy the moment in the Treasure Vault. Up a short flight of stairs stood five chests, the center one golden, and I had 5 stacks and a hope for something worthwhile. I clicked them all, like a little kid running through a candy factory, and laughed as the loot fountained out. I didn’t count it all, but there were multiple rares; more than you see in the shot below since there are too many tags to display them all.

    I enjoyed the sight for a second, then moved to pick up loot… and loot remained on the ground. I tried again, realized that I wasn’t even picking up the gold… and bad words began to issue from my mouth. I ran up a bit further, already knowing what was going to happen, and after a few more seconds sure enough, there came everyone’s least favorite message.

    Jay took your disconnect, and he doubled it!

    So here’s my question; have I actually beaten the Treasure Vault yet?

    I did completely beat it once, but that was on the PTR and Normal difficulty so it hardly counts. I beat the Crumbling Vault and got to the Vault Treasure Room tonight, but then stabbed me right in the childhood and I was denied even a taste of the loot. But not until they let me see it, just to torment me! Imagine my reaction if a legendary had popped out, and I’d been disconnected before I could pick it up?

    Also, am I just unlucky on this dungeon and everyone else has gotten it eleventeen times? Or is it quite rare for others as well?