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Reaper of Souls Item Sets Illustrated

A fan assembled all six of the class-specific item sets in Reaper of Souls, took pics of them on each gender for each class, and provided views from all angles. It’s quite a useful presentation, and credit to Zeldrin for creating it.

I found it interesting since I’d never actually seen the full sets so clearly. Everyone’s got a few or all of the items from each set, but usually mixed with other gear, some transmogged or vanishing dyed, etc. So here they are, unadulterated and straight from the D3 artist’s tablets to your screen. All the sets (except for Firebird’s, which adds a source) consist of six items: helm, shoulders, chest, gloves, legs, and boots, so visually they are pretty much apples to apples comparisons. So here are Reaper of Souls Item Sets Illustrated:


DiabloWikiLegacy Of Raekor (armory), Barbarian set. Helm, shoulders, chest, gloves, legs, boots.


DiabloWikiArmor Of Akkhan (armory), Crusader set. Helm, shoulders, chest, gloves, legs, boots.

Demon Hunter

DiabloWikiEmbodiment of the Marauder (armory), Demon Hunter set. Helm, shoulders, chest, gloves, legs, boots.


DiabloWikiRaiment of a Thousand Storms (armory), Monk set. Helm, shoulders, chest, gloves, legs, boots.

Witch Doctor

DiabloWikiHelltooth Harness (armory), Witch Doctor set. Helm, shoulders, chest, gloves, legs, boots. (This set apparently lacks the light weight and flexibility of the huge slabs of unrefined steel that the other classes have strapped to their bodies, as both of these weary medical professionals are bent double beneath the weight of their assorted shark teeth, baboon femurs, and coconut shells.)


DiabloWikiFirebird’s Finery (armory), Wizard set. Helm, shoulders, chest, gloves, source, legs, boots. (Firebird’s has a seventh item, a Source, which is the only difference in the slots filled by these sets.)

Diablo 3 “Gear Sets”

This whole presentation reminds me of the hot (pre-game) topic of DiabloWikiGear Sets. We’ve got a big wiki article about them, and “Gear Sets” was a regular news category from 2010-2012, with 29 news items so categorized.

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Diablo 3 Podcast #146: Patch 2.1, Story, and Blizzcon D3X2?

Lots on this show, including PTR Patch 2.1′s big changes, legendary item buffs, Paragon 1000 achieved, the Stash space emergency and micro-transactions, Diablo 3′s story and “demon soul hooks,” and Blizzcon 2014 Diablo 3 expansion announcement expectations. Featuring Flux, N3rdwords and Neinball.

Approximate topic starting times:

  • 2:30 — Paragon 1000 has been achieved. Does everyone have amazement?
  • 5:00 — Seasons and Patch 2.1 should go live simultaneously?
  • 11:00 — Legendary item buffs on the PTR. Looking forward to new items when 2.1 goes live, since Blizzard doesn’t hate the Monk (currently). Hydra build rules, but intentionally bugged on PTR?
  • 18:30 — Story implications of the Black Soulstone and why Diablo is free in Prime Evil form. Adria setting “demon soul hooks” is obviously a metcon, but is it parsimonious with the larger story/lore/plot? Both guests surprisingly say yes.
  • 27:00 — Is Diablo 3 + expansion packs self-contained? Will Diablo 4 be set a week later just continuing the same story? Or a totally new story, set centuries earlier or later?
  • 37:30 — Stash space insufficient = biggest problem in Diablo 3? One guest disagrees.
  • 40:00 — Most fans accept micro-transactions these days. Why isn’t Blizzard selling more stash tabs yet? Votes have shown most fans would accept this.
  • 47:30 — Diablo 3 expansion #2 announced at Blizzcon later this year? Everyone votes yes, though tentatively.
  • 52:00 — There are a lot of Blizzard games out and/or under development. Busiest days ever in Irvine?
  • 54:00 — Bonus secret trick to guarantee Greed’s Domain entrance?!?

  • The Diablo 3 Podcast Episode Guide in provides links to every show, plus quick summaries.

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    Realm of Trials =/= Greater Rift Levels

    Posted 16 Aug 2014 by at 12:20 GMT

    Hardcore death in a Realm of Trials.

    Hardcore death in a Realm of Trials.

    DiabloWikiGreater Rift Keys can be obtained via the DiabloWikiRealm of Trials, where players must defeat waves of attackers within the time limit. The number of waves cleared corresponds to the level of the GRK awarded, but it’s not a one-to-one ratio, which can be confusing. Here’s a Blue to explain why Realm of Trials =/= Greater Rift Levels:

    Is the wave number not corresponding to rift level a bug or intended?

    I finished at wave 30, and got the key of 21. It happened every time too for the 6 time I took this test.

    Grimiku: I just ran a quick trial to see what happened and had a very similar result. So, I went ahead and dug around to see if it was a bug, or something we had changed on purpose, and what the general philosophy behind it was if we had.

    It happens that this is an intentional change we made to prevent players from sometimes starting in a Greater Rift they can’t advance beyond. Each trial wave tends to be easier than the numerically equivalent rift difficulty, so it was possible for folks to place themselves in a Greater Rift they’re likely to fail. We didn’t like the way that felt, so we made some adjustments to help ensure it didn’t continue to work that way. Currently it’s set at a 3:2 ratio, so completing 15 waves in the trial will result in earning a Greater Rift Keystone 10.

    That said, we’re not 100% sure about the current tuning of wave-to-difficulty ratio, so we’ll be keeping an eye on it. Thanks for the feedback and reports, everyone.

    The logic of giving a GRK of the appropriate level is sound, but that 3:2 ratio seems destined to confuse everyone who doesn’t know. This will become the new “why does not the legendary plan I just found show on my Blacksmith?” perpetual question.

    Perhaps the devs could adjust the composition and timing of the waves so they correspond to the equivalent Greater Rift level?

    Tagged As: | Categories: Blue Posts, Grimiku, Realm of Trials | 17 Comments

    Latest Diablo 3 News


    Shenlong’s Spirit Buffed — Blizzard Doesn’t Hate Monks?

    Posted 16 Aug 2014 by at 09:47 GMT

    Shenlong; a famous Chinese dragon.

    Shenlong; a famous Chinese dragon.

    Blizzard made a major improvement to the two-weapon Monk set, Shenlong’s Spirit, in the last PTR patch. The notes:

    DiabloWikiShenlong’s Spirit
    (2) Set

  • Energy ball weapon damage increased from 300% to 1200%
  • Spirit generation increased from 1 to 4 per second
  • Energy ball size significantly increased
  • The legendary set proc fires a ball of energy which functions very much like the D3v proc on the Hellfire Ring. Prior to the last patch it was a pretty weak effect, but the buff to 1200% quadrupled the power, and the size increase made it better at hitting things. The question then, is whether that proc effect is good enough to offset the reduced damage a Monk will take by changing from two awesome legendary weapons to the two Fist weapons in this set… which are high quality items, but don’t have legendary affixes of their own, or +elemental damage, as the best one handed weapons do.

    The answer to that question, provided by Monk MVP Druin (author of that recent and gloomy Monkifesto), is no. His post, and then the big blue reply can be seen below:

    Latest Diablo 3 News


    Legendary Gems Have Changed Greatly: Blizzard Explains

    Posted 16 Aug 2014 by at 00:04 GMT

    news-legendary-gem-upgradeLegendary Gems have changed greatly: Blizzard explains. First, let’s restate the basic facts about these items, since people who aren’t on the PTR have zero experience with them:

    Legendary gems are dropped only (randomly) by Greater Rift Guardians. There are (currently) 14 types of DiabloWikiLegendary Gems, (all are listed in the article) and all grant a powerful legendary bonus that improves as the gem is upgraded in level with a second legendary power that only unlocks at the max gem rank (currently 25). These gems can *only* be socketed into rings and amulets, and work only for characters (not Followers).

    Those basic functions haven’t changed much during development, but the details have:

  • In the initial design LeGems had 50 upgrade ranks with moderate improvements per rank and a special second legendary property that only unlocked at rank 50.
  • That was reworked to give them 200 ranks, with much smaller improvements per rank but better odds for each upgrade, and the special secondary legendary property at rank 200.
  • The current system has 25 gem ranks, big improvements per rank, lower odds for the upgrade, and the secondary legendary property kicking in at rank 25.
  • The method for upgrading the LeGems with DiabloWikiUrshi has been tweaked as well, and that’s what a fan asked for more details about in our first Blue post.

    To upgrade a gem I need to skip the next rift level and start the trial over again?? Or am I missing something

    You will not see +4 rank upgrades in the new system.

    You will not see +4 upgrades in the new system.

    Tyvalir: Yes, you will need to start over again.

    After you defeat the Rift Guardian in a Greater Rift, you can choose to attempt to upgrade your Legendary Gem(s), or receive a higher level Greater Rift Keystone. However, you’ll only get the second option if you cleared the Rift within the time limit.

    Generally speaking, it’s better to opt for a higher level Greater Rift Keystone over gem upgrade attempts — if you can handle the increase in difficulty. This is because your odds of successfully upgrading your gems will increase with each Greater Rift level you complete (and because attempting to upgrade your Legendary Gems always ends your current run).

    Regardless of when you try upgrading your Legendary Gems, you’ll have three attempts per Greater Rift run. The chance for an upgrade attempt to succeed depends on both the level of the Greater Rift you completed and the rank of the Legendary Gem you’re trying to upgrade. Here’s a quick call-out from our patch notes for an upcoming PTR build:

  • Urshi will grant you three attempts to upgrade your Legendary Gems
  • The chance for an upgrade attempt to succeed is based on a combination of the rank of the Legendary Gem you’re attempting to upgrade and the level of Greater Rift you reached
  • As a Legendary Gem’s rank gets closer to the level of Greater Rift you’ve completed, the chance of success decreases
  • Finally, once the rank of a Legendary Gem exceeds the level of Greater Rift you’re able to complete the chance to upgrade is cut in half for each rank above the Greater Rift level you completed
  • For example: If you attempt to upgrade a rank 1 Legendary Gem in a level 30 Greater Rift the chance for success is 100%; however a rank 31 Legendary Gem will only have a 30% chance for success in a level 30 Greater Rift and a level 32 Legendary Gem will have a 15% chance of success.

    Each Legendary Gem’s secondary power will now also unlock at 25 (down from 200).

    I need to carry around rift keys to put in the slot? It can’t figure out I have 200 in my stash?
    Correct. The goal is for players to be able to pull normal Rift Fragments from their inventory or stash. We will be fixing this issue at some point, which will once again allow you to pull fragments from your stash.

    This system puts a huge premium on advancing to higher GRift levels, and even with 3 tries and just 25 gem levels it’s going to take a long time to upgrade gems, since you’ve got to clear all the GRifts on your way up. But it’s not an infinite amount of time, which is upsetting to some players.

    Legendary Gems no longer infinite means stale game

    The only exciting part of finishing grifts is the reward of drops and being able to upgrade your gem.

    Latest Diablo 3 News


    Patch 2.1 Preview – Diablo 3 Seasons

    Posted 15 Aug 2014 by at 21:32 GMT

    Yet more in depth information on the upcoming Patch 2.1. The other day we got more of a look at the Treasure Vault: Greed’s Domain and today there’s more from Blizzard on DiabloWikiSeasons, leaderboards and the special achievements you can earn taking part.

    Seasons — How Do They Work?

    So, you’ve logged in and you’re ready to create your very first Seasonal hero. Where do you begin?

    Just like any new character, your first Seasonal hero will start their journey in the hero creation menu. Select your hero class, gender, and name as usual, then select the “Seasons” checkbox on the lower left of the screen, and BAM! You’ll have a brand new level one nephalem ready for Seasonal action!

    You’ll be able to create both Hardcore and Normal Seasonal heroes—just check the “Hardcore” box in addition to the Season box if it strikes your fancy.

    Seasonal heroes are completely separate from your existing ones. This means they start from scratch, without access to your existing gold, blood shards, shared stash, Paragon levels, Artisan levels, crafting patterns, or items. Just as your Normal and Hardcore mode heroes have separately tracked progression, Seasons stand entirely on their own.

    Seasonal Activities:

    As fun as ladders are to climb, there’s much more to Seasons than reaching max level or pressing onward into the upper echelons of the Paragon system.
    While the first goal you should set is leveling up to 70 and getting some gear in order, there are three distinct ways to compete with other players in Seasons:

    1. completing Conquests, which are Season-exclusive Achievements;
    2. acquiring as many Achievement points as possible; and
    3. reaching the highest tiers in Greater Rifts.

    We’ll be covering Greater Rifts in more detail with a future blog, so keep an eye on the main page for details!


    You can track your progress against other players for the activities above on the DiabloWikiLeaderboards and compete with others for the highest rankings. Want to be the first Hardcore player in the new Season to reach Level 70? Complete that Achievement and you’ll be immortalized on the Conquest leaderboard. Aiming to tackle the most Achievements? Compare your total Achievement points earned to your peers on the Achievement Point leaderboard. Are Greater Rifts more your style? See how you measure up to other adventurers and check your fastest times on the Seasonal Greater Rift leaderboard.

    diablo 3 leaderboardsleaderboards

    Seasons offer a great variety in gameplay challenges, and you’ll be able to compare your successes to your friends, other members of your class, your clan mates, or players in the same region. Leaderboards will be available both in-game and right here on our community site, so whether you’re checking your progress on the web or in Sanctuary, you’ll always be just a few clicks away from seeing your Seasonal ranking!


    Achievements are accomplishments that showcase your skill or dedication to a particular task. In Seasons, we’ve taken the concept of Achievements to the next level by introducing DiabloWikiConquests. Consisting of difficult tasks that can only be completed by a Seasonal hero, all Conquests come in two flavors: Hardcore and Normal. If you want to conquer every Conquest, be prepared to tackle them with both DiabloWikiHardcore and Normal Seasonal heroes!

    So what makes a Conquest different from a regular Achievement? Conquests are generally more challenging to complete than a standard Achievement and, as a result, they come with a special perk. If you’re one of the first 1,000 players to complete a Conquest, your name will be immortalized on the Conquest Leaderboard for the rest of the Season. These slots are first come, first served, so be prepared to hit the ground running if you want that place at the top of the charts! Conquests will also remain rewarding throughout the Season and, even if you don’t place on a Leaderboard, you’ll still earn points toward your Seasonal achievement point total by completing Conquests.

    Want a head start on the competition? Take a look at some of the Conquests that you’ll encounter, and start planning your strategy:

    diablo 3 ladder achievements


    Seasonal Rewards:

    Climbing Leaderboards might not be your thing, so you may find yourself asking “What’s in it for me?” There are incentives for everyone to try their hand in Seasons, including getting first crack at brand new Legendaries and a shiny new DiabloWikiTransmogrification set that is exclusive to Season participants.

    Latest Diablo 3 News


    Rimeheart Changes Revealed

    Posted 15 Aug 2014 by at 12:08 GMT

    news-rimeheart-9000Last week Blizzard asked for “focused feedback” on their changes to the legendary properties on DiabloWikiThe Furnace and DiabloWikiRimeheart, which were reworked as the last of the DiabloWikiCrushing Blow-style effects to be removed from Diablo 3.

    Most fans felt The Furnace changes were okay, but that Rimeheart was underpowered. Blizzard agreed, and revealed the future plan for that sword. Rimeheart changes revealed:

    Hello, everyone!

    We’ve combed through all of this feedback, and created a summary to pass along. I have an update to share about Rimeheart, though, and I figured you’d all want to hear about it sooner rather than later.

    Change Rimeheart’s proc to: “10% chance to instantly deal 7200-9600% weapon damage as Cold to Frozen enemies”

    It turns out this feedback is mostly in line with what we were thinking, too. (Thanks, Druin!) In the next PTR update we’re going to buff the damage proc of Rimeheart to 10,000% weapon damage. There’s no longer a variable range on the damage proc value, so it’ll always be the full 10k. This change will be retroactive, too, so those of you already have a Rimeheart can test it out and let us know what you think.

    Thanks for all of your input in this focused feedback thread. It’s been very helpful, and we’ll be sure to keep reading your posts. We’ll also be sure to mention any updates that we can, and we look forward to seeing how it all goes!

    Calling this a “huge” buff over Blizzard’s initial change to the item is an understatement. From the PTR patch notes:


  • Has been redesigned
  • 10% chance to instantly deal 1800-2400% weapon damage as Cold to Frozen enemies
  • Formerly: 10% chance to shatter and instantly kill lesser enemies that are Frozen.
  • We’ve seen some substantial buffs to item and skill bonuses in the past, but has anything ever before been buffed by 8000% weapon damage? That’s some Goku shit, right there. It also shows just how huge the hit points of monsters in higher DiabloWikiGrifts are, if the initial “instantly shattered” was OP, while 10000% is fine. Fine. Just fine. Fine.

    Tagged As: | Categories: Blue Posts, Legendary Items, Tyvalir | 4 Comments

    Latest Diablo 3 News

    Elemental Damage changes in Diablo 3 Patch 2.1

    Posted 15 Aug 2014 by at 11:43 GMT

    At least Acid Strike was pretty.

    Acid Strike was pretty. “Was.”

    DiabloWikiElemental Damage is the big “hidden” damage component in Diablo 3, as it boosts your damage, but only via skills that deal that type of elemental damage. (The elemental damage type on your weapon itself is irrelevant.) There are a lot of issues with the Elemental Damage affixes and we’ve seen dozens of skill runes change their damage type during the Patch 2.1 PTR evolution, while some types, especially Fire and Lightning, seem to be very over-represented in item bonuses.

    Some other types are very under-represented, especially for some classes, and Blizzard is responding to this reality by removing some damage types from the affix pool for some classes. Details on Elemental Damage changes in Diablo 3 Patch 2.1:

    For the love of God can you answer us Crusaders about why we are plagued with cold items in our smart loot but we only have two cold skills and they’re both spenders?
    Tyvalir: Great question! Starting in Patch 2.1.0, we will be removing +% Cold Damage from the pool of affixes for Smart Loot for the Crusader class. The affix can still roll on non-Smart Loot drops.

    Can +% Poison Damage be removed from the Smart Loot for the Demon Hunter, please?
    Tyvalir: Yep! We actually removed +% Poison Damage from the Demon Hunter’s pool of Smart Loot affixes on the PTR in June, but it wasn’t included in the patch notes. This change will also go live in Patch 2.1.0 (and like the Crusader change, still allows +% Poison Damage to roll as a non-Smart Loot affix on gear).

    So, there you are. Can’t complain about smart changes, except to wish they’d come along sooner?

    How do you guys feel about Elemental Damage on the whole? Now that they are removing some elements from some classes, would you like to see more of the same? For instance, instead of the devs trying to make 5 or 6 elements equal across each class, what if each class had 1 or 2 elements that didn’t occur on any of their skills or gear? A bit like these Coldsader and Poison Hunter changes. Bliz could remove one or two other elements from each class just to create a bit more specialization in the build/gear game.

    Tagged As: | Categories: Blue Posts, Items, Skills, Tyvalir | 16 Comments

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    Diablo 3 Story: The Black Soulstone Explained

    Posted 15 Aug 2014 by at 10:17 GMT

    Black Soulstone cinematic storyboard.

    Black Soulstone cinematic storyboard.

    A couple of weeks we got news from Blizzard’s story guys about what happened in Reaper of Souls when the Black Soulstone was shattered. That description didn’t match what most fans thought was happening with the souls of the demons, and touched off a surprisingly lengthy debate in the comments here.

    Today there’s more explanation about it, as the newest of Blizzard’s Diablo 3 CMs Waterfiend Tyvalir (who apparently inherited the responsibility for lore posts when he got the plush octopus) stepped up to offer a more detailed description of just which demons were in the Black Soulstone, and how they got there.

    Diablo 3 Story: The Black Soulstone Explained:

    Who all is in there? I never gave it much thought until now… Andariel and Duriel were just slain, correct? These are creatures that would just regenerate in the bowels of hell again… Same with Rakanoth and others…
    Tyvalir: As CrimsonGhost suggested, all of the Prime Evils were trapped in the Black Soulstone at the end of Diablo III, which is still the case at the beginning of Reaper of Souls.

    The actual step-by-step explanation of how the seven Lords of Hell came to be trapped in the Black Soulstone is a bit technical, but it goes like this:

  • The heroes of Diablo II slay Andariel, Duriel, Mephisto, Diablo and Baal.
  • Adria marks the souls of the five defeated Lords of Hell. This creates “hooks” so that when the Black Soulstone is later completed, their souls will be pulled in the soulstone.
  • When Zoltun Kulle activates the Black Soulstone in Diablo III, the souls of the dead Lords of Hell are drawn into it.
  • The party traps the souls of Belial and Azmodan in the Black Soulstone.
  • All seven demon lords are inside the soulstone when Adria forces them into Leah’s body. Diablo now has the power of all seven demon lords within him.
  • Diablo is defeated, placing him (and the demon lords inside of him) back into the Soulstone.
  • Sorry if that was long-winded. I’m hoping this will catch up anyone who missed the critical parts of Diablo lore, so you’ll all be on the same page for Ultimate Evil Edition.

    We all know the Bliz story guys just make it up as they go along, but I guess this (new?) version mostly makes sense. I do think it’s been given a bit of a DiabloWikiMetcon, though. My understanding from the earlier games and lore of the Sin War was that when Greater or Lesser Evils were slain, it was just their current body that died, while their immortal spirits returned to Hell to regenerate into a new form. Wasn’t that what Diablo suggested, when he allowed Imperius to kill him in the Diablo Wrath anime? The danger for the Prime Evils wasn’t in dying, it was if someone had a soulstone (of whatever color) handy when they were killed, since it could vacuum up their soul.

    That’s why Leah was able to snork up Belial and Azmodan in Diablo 3, since they had the Black Soulstone handy at the time of their defeat. So that’s fine, but I don’t really buy that demons killed 20 years earlier during Diablo 2 were available to be Black Soulstone’d also. I guess we’re to believe Adria was somehow sneaking around, soul-tagging the loser after each Act Boss battle in Diablo 2?

    Tyvalir’s summary takes us up to the start of Reaper of Souls, and at the end of the game when Malthael shatters the Black Soulstone, Diablo is freed. While still somehow containing all the essences of the other Prime Evils, which he could only do in D3 since he had them in the Black Soulstone. Death puts a man through many changes.

    For a memory refresher, here’s the quote from Leonard Boyarsky from a couple of weeks ago, which set off this whole neverending debate/lore lesson.

    When diablo was released was it just Diablo or the seven evils?
    Leonard Boyarsky: I think we can answer that. Yes if Diablo was truly released after the destruction of the black soul stone it would be diablo as the combination of the seven evils.

    Brian Kindregan: Yes.. yes. It would be Diablo as the prime evil.

    Leonard Boyarsky: Yeah that’s not the question I thought they were going to ask to clarify at the end. That’s the easy one haha. Let’s end any more talk about the seven evils all escaping.

    Tagged As: | Categories: Blue Posts, Lore and Story, Tyvalir | 12 Comments

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    Diablo 3 Legendaries from Season One are Affix-less

    Posted 15 Aug 2014 by at 09:26 GMT

    affixless-legendary2Amusing bug a fan found with legendary items found in Season One, but not identified until after the Season ended. When he IDed them after transferring them back to his main account, the items didn’t roll any affixes. Diablo 3 Legendaries from Season One are Affix-less!

    Only their special legendary affix appeared, and if they didn’t have one (like the Manticore seen below) the items are just naked, like placeholders.

    They actually look pretty cool, with only orange or green text and no blue affixes cluttering up the display. Sleek! Elegant! Efficient! Much less useful! (If only they cost twice as much to obtain, it would be a perfect representation of Apple Computers transported into the land of Sanctuary. *cough*)

    And yes, this is amusing now because it’s on the DiabloWikiPTR… it wouldn’t be quite so funny on the live server next week month season when DiabloWikiPatch 2.1 goes live, would it? (Unless it happened to someone else. Then you know you’d laugh.)

    Latest Diablo 3 News

    Updated: Some Monsters Are Too Hard for Greater Rifts?

    Posted 15 Aug 2014 by at 00:29 GMT

    news-corrupted-angels-griftsA player complained about DiabloWikiCorrupted Angels in Greater Rifts, and got a blue reply and some conversation.

    Those Corrupted Angels are a joke, they got like 75% dmg reduction and the same health pools as other monster types. If you got a map with alot of elites of this type you got a serious disadvantage.. Anarchs and stuff are annoying but acceptable, corrupted angels should be adjusted for grifts in my opinion.
    Grimiku: I’ve encountered a few Elite packs of Corrupted Angels in a Greater Rifts when I’m running solo, and using a build with a single element. When they’re coupled with Health Link or Extra Health, it can make them particularly tough to bring down, and sometimes that’s enough to keep you from advancing. All considered, though, ill-timed Corrupted Angels rarely seems to be the sole reason I fail to advance in a Greater Rift. With that, luck of the draw is kind of a recurring theme in Diablo games; you win some, you lose some, but the important thing is that you keep on killing!

    I don’t think there is any harm in talking a bit about it, though. What do you guys think about Corrupted Angels in Greater Rifts? Personally, I think it’s fine the way it is, even if it can be a little frustrating now and then.

    I’m bad at remembering proper monster names, so if any of you guys share that trait, Corrupted Angels are the winged, levitating, charge-from-offscreen, stagger-you-on-impact demons you first see in Act Four. They are annoying at all times, since they hit hard and flit around out of reach of melee attacks, since they semi-stun you with their hits, and since they have high defense/resistance so take a lot of hits to kill.

    Corrupted-angels-artworkThat said, the whole point of Diablo 3 is DiabloWikiRNG, and that extends to the the types of monsters you get in Grifts. Sure, it matters more there since everything is a race against the clock, but if Bliz takes out all the hard monsters, or things that take longer to kill, or spawn in lower density… what’s the fun in that? If every round is just an oatmeal of bland and easy monsters, where’s the accomplishment in putting up a faster time?

    The Blue seems to agree with me, as he (politely) says to suck it up and deal with the luck of the draw. So long as a DiabloWikiGrift isn’t bugged and actually has enough enemies to complete, sometimes it’ll be easy and sometimes it’ll be hard(er). That’s what makes it randomized and fun, isn’t it? No one’s posting PTR complaint threads because they got a Grift with Zombie Pukers and Scorpions and were therefore able to get 100% in 8 minutes clearing just half of the first level.

    Agree or disagree? Some Monsters are too hard for Greater Rifts?

    Update: Another blue reply when a fan asked something seen in the comments here as well. Why not just make harder monsters worth more progress bar?

    I’m honestly surprised I haven’t seen more people make this suggestion, but…if Corrupted Angels are really giving people that much trouble, couldn’t we simply increase their ‘progress’ value on the rift completion bar such that they’re worth taking the time to kill?
    Grimiku: I like this suggestion, and plan on bringing it up in our next meeting. I certainly wouldn’t say that Corrupted Angels are a huge issue, but it might not hurt to be rewarded for the extra effort they can take.

    I guess the problem there is everyone has a different opinion of how difficult different monsters are, and it varies between classes? Melee fighters would probably like extra progress for killing something like a Mallet Lord, while those guys are just big target practice dummies for Demon Hunters and other ranged attackers. (Until you get a pack say… DiabloWikiVortex and DiabloWikiTeleporter.)

    Latest Diablo 3 News


    Diablo 3 Developers Patch 2.1 Live Chat Next Week

    Posted 14 Aug 2014 by at 20:24 GMT

    d3-dev-patch21Next Thursday will see a live chat with the Diablo 3 developers hosted via Blizzard’s Diablo channel on They’re going to be talking in depth about new content in Patch 2.1 and they’re asking for fans to submit questions via their @Diablo twitter feed. Mark your calendars: Diablo 3 Developers Patch 2.1 Live Chat Next Week!

    Thursday, August 21st at 11:00 a.m. PDT, we’ll be making ourselves comfortable in the Blizzard Studio to hang out, chat, and answer some of your questions about the patch and its development.

    Who can you expect to see on stream?

  • Wyatt Cheng, Senior Technical Game Designer
  • Don Vu, Associate Game Designer
  • John Yang, Associate Game Designer
  • Brandy “Nevalistis” Camel, Diablo Community Representative
  • Following some casual round-table discussion on new systems and content being introduced in patch 2.1.0, we’ll host a short Q&A with our developer guests. Is there something you’re dying to know about the patch? Then be sure to ping @Diablo using #D3QA right now or leave your questions in the comments below!

    Won’t be able to make it? No need to panic—we’ll be uploading the VOD shortly after the stream to our Twitch and YouTube channels so you can re-watch at your leisure. Can’t wait to see you there!

    This sort of thing is usually more about catching up for people who haven’t been following all the details… than about breaking new infos for those who have. But as long as Patch 2.1 has been in testing and as many major (and minor) game features as it’s changing, that’s definitely needed.

    Any questions you guys are dying to ask? We’ll be submitting some from our @DiabloIncGamers twitter, and if you’re one of the blessed few who has not yet succumbed to the bluebird, you can stick questions in comments below and we’ll tweet them along. The most obvious question is “when” and while the answer is always DiabloWikisoon™, perhaps this live chat is a sign that the patch coming to live actually is… soon?

    Tagged As: | Categories: Blue Posts, Diablo 3 Patches, Interviews, Twitter | 7 Comments

    Latest Diablo 3 News


    Diablo 3 PTR 2.1 patched 13 August

    Posted 14 Aug 2014 by at 14:14 GMT

    diablo 3 ptr

    Another update to the Diablo 3 PTR for 2.1 and we’ve listed only the changes made since the last patch update to make life a little easier.


    • Portals to the Treasure Realm can now only spawn in Adventure Mode at level 70
    • Goblin rift portals will now only allow players who were present when the portal was created to enter

    Greater Rifts

    • The rate at which players can skip tiers in Greater Rifts has been adjusted
    • Made several adjustments to the quality and quantity of loot dropped by Greater Rift Guardians
    • Greater Rift Keystones can no longer be dropped on the ground or sold to vendors


    • Further changes have been made to the frequency at which Legendary gems are upgraded
      • Because of this change the power of each upgrade has been reduced increased and the overall rate at which gem power is gained through upgrades has been significantly changed

    Bug Fixes

    • Fixed an issue that prevented the non-infinite DoT from dealing damage when the infinite DoT was already applied to another enemy
    • Fixed an issue that prevented a Hellfire Ring and Amulet from being equipped at the same time
    • Fixed an issue that prevented Staff of Kyro, Fury of the Vanished Peak, Grand Vizier, Incense Torch of the Grand Temple, and Tzo Krin’s Gaze from properly rolling with their respective +% damage to skill affixes

    User Interface

    • Fixed an issue causing the Legendary Gem upgrade button to be unusable after upgrading a Legendary Gem, even if more upgrade attempts were available


    • Cleave
      • Skill Rune – Broad Sweep
        • Weapon damage increased from 215% to 235%
    • Earthquake
      • Skill Rune – Cave-In
        • Damage type changed from Fire to Physical
    • Revenge
      • Weapon damage increased from 220% to 300%
      • Heal amount increased 2% to 4% of maximum Life per enemy hit
      • Skill Rune – Blood Law
        • Heal amount increased 4% to 6% of maximum Life per enemy hit
      • Skill Rune – Retribution
        • Weapon damage increased from 480% to 700%
    • Inspiring Presence
      • Life regeneration increased from 1% to 2% of maximum Life per second
    • Weapons Master
      • Mighty Weapons
        • Fury per hit increased from 1 to 2
        • There is no longer a chance to gain Fury based on a proc coefficient, instead the amount of Fury gained will be affected by a proc coefficient
          • For example: A skill with a proc coefficient of 1 will generate 2 additional Fury, while a skill with a proc coefficient of 0.5 will generate 1 additional Fury
    • Consecration
      • Life regeneration increased from 8253 to 32,185 per second
      • Skill Rune – Bathed in Light
        • Life regeneration increased from 12,379 to 48,278 per second
    • Judgment
      • Skill Rune – Penitence
        • Life regeneration increased from 1032 to 2682 per second
    • Laws of Hope
      • Life regeneration increased from 3714 to 10,728 per second
    • Punish
      • Skill Rune – Rebirth
        • Life regeneration increased from 4952 to 12,874 per second
    • Smite
      • Skill Rune – Reaping
        • Life regeneration increased from 1238 to 6437 per second
    • Steed Charge
      • The duration for which you’re restricted from casting other skills has been reduced from 1 to 0.4 seconds
      • Skill Rune – Rejuvenation
        • Life recovered increased from 10% to 15% of maximum Life
    • Sweep Attack
      • Skill Rune – Holy Shock
        • Life regeneration increased from 2063 to 5364 per enemy hit
    • Wrathful
      • Life per Wrath spent increased from 825 to 3301 1341
    • Evasive Fire
      • Increased the maximum distance from an enemy allowed to trigger the backflip effect
    • Fan of Knives
      • Skill Rune – Bladed Armor
        • Duration increased from 4 to 6 seconds
        • Bonus Armor reduced from 65% to 40%
    • Marked for Death
      • Added a 0.1 second cooldown to help prevent accidental double casting
      • Skill Rune – Death Toll
        • Heal amount increased from 1% to 3% of maximum Life per hit
      • Skill Rune – Grim Reaper
        • Damage dealt to surrounding enemies increased from 15% to 20%
      • Skill Rune – Mortal Enemy
        • There is no longer a chance to gain Hatred based on a proc coefficient, instead the amount of Hatred gained will be affected by a proc coefficient
          • For example: A skill with a proc coefficient of 1 will generate 4 additional Hatred, while a skill with a proc coefficient of 0.5 will generate 2 additional Hatred
      • Skill Rune – Valley of Death
        • Area increased from 12 to 15 yards
        • Damage bonus increased from 12% to 15%
    • Sentry
      • Skill Rune – Chain of Torment
        • Chain damage can now critically hit
    • Vengeance
      • Skill Rune – Side Cannons
        • Heal amount increased from 1.5% to 3% of maximum Life per enemy hit
    • Brooding
      • Healing increased from 1.5% to 3% of maximum Life per second per stack
    • Blinding Flash
      • Skill Rune – Soothing Light
        • Life regeneration bonus increased from 11,966 to 26,821 per second
    • Dashing Strike
      • Weapon damage increased from 305% to 370%
      • Skill Rune – Blinding Speed
        • Dodge bonus increased from 29% to 40%
        • Duration increased from 3 to 4 seconds
    • Skill Rune – Way of the Falling Star
      • Duration increased from 3 to 4 seconds
    • Epiphany
      • Skill Rune – Soothing Mist
        • Heal amount increased from 20,632 to 40,232
    • Inner Sanctuary
      • Skill Rune – Intervene
        • Shield absorb amount increased from 68,332 to 107,284
      • Skill Rune – Safe Haven
        • Heal amount increased from 11,389 to 35,779 per second
    • Skill Rune – Wind through the Reeds
      • Passive: Mantra of Salvation also increases movement speed by 10%
        • This bonus movement speed can now exceed the cap
    • Mantra of Healing
      • Life regeneration increased from 4126 to 10,728 per second
      • Skill Rune – Sustenance
        • Life regeneration increased from 8,253 to 21,457 per second
    • Serenity
      • Skill Rune – Peaceful Repose
        • Heal amount increased from 56,943 – 62,101 to 93,874 – 120,685
    • Sweeping Wind
      • Weapon damage increased from 30% to 60% 105% per stack
    • Skill Rune – Blade Storm
      • Weapon damage increased from 40% to 85% 145% per stack
    • Skill Rune – Cyclone
      • Tornado weapon damage increased from 23% to 35% 95%
    • Shattering Light
      • Wave of Light is followed up by an additional 165% 820% weapon damage as Cold in a line
      • Line damage can no longer hit targets that have already been damaged by the bell
    • Harmony
      • 30% 40% of your single elemental resistances from items instead increases your resistance to all elements
    • The Guardian’s Path
      • Bonus to resource regeneration while wielding a two-handed weapon decreased from 35% to 15%
    • Hex
      • Skill Rune – Hedge Magic
        • The Fetish Shaman should now more reliably heal 3 times per summon
    • Horrify
      • Skill Rune – Frightening Aspect
        • Bonus Armor reduced from 100% to 35%


    • Urshi will grant you three attempts to upgrade your Legendary Gems
    • The chance for an upgrade attempt to succeed is based on a combination of the rank of the Legendary Gem you’re attempting to upgrade and the level of Greater Rift you reached
    • As a Legendary Gem’s rank gets closer to the level of Greater Rift you’ve completed, the chance of success decreases
    • Finally, once the rank of a Legendary Gem exceeds the level of Greater Rift you’re able to complete the chance to upgrade is cut in half for each rank above the Greater Rift level you completed
      • For example: If you attempt to upgrade a rank 1 Legendary Gem in a level 30 Greater Rift the chance for success is 100%; however a rank 31 Legendary Gem will only have a 30% chance for success in a level 30 Greater Rift and a level 32 Legendary Gem will have a 15% chance of success
    • Each Legendary Gem has a secondary power that will be unlocked when it reaches rank200 25
    • Bovine Bardiche
      • The chance to summon cows has been increased to 100%
        • Note: The cooldown on the Legendary Power still applies
      • The summoned cows should now be significantly more murderous
      • The summoned cows should now be significantly more durable
    • Bul-Kathos’s Wedding Band
      • The Life drain effect on this is now capped at 2000% weapon damage per second
    • Rimeheart
      • 10% chance to instantly deal 1800-2400% 10,000% weapon damage as Cold to Frozen enemies
      • The Legendary Power now has a fixed damage number
    • Stalgard’s Decimator
      • Weapon damage increased from 275-350% to 550-650%
        • This change will apply retroactively
      • Legendary Power can now proc from Rend, Whirlwind, Cyclone Strike, Tempest Rush, and Shield Bash
    • Scourge
      • Explosion weapon damage increased from 130-160% to 1800-2000%
    • The Crudest Boots
      • Minimum level increased to 22

    Class Specific Items

    • Immortal King’s Eternal Reign
      • (3) Set
        • Life per Fury spent increased from 289 to 500
    • Madawc’s Sorrow
      • Stun duration increased from 1 to 2 seconds
    • Crusader
      • The +% Cold Damage affix will no longer smart drop for Crusaders
    • New Crusader Armor Set (Name still TBD) Roland’s Legacy
    • Amazonian Parma Unrelenting Phalanx
      • New Legendary Crusader Shield
    • Demon Hunter
      • The +% Poison Damage affix will no longer smart drop for Demon Hunters
    • Monkey King’s Garb
      • (4) Set
        • Weapon damage increased from 1600% to 3500%
        • The decoy will now attempt to spawn next to the closest enemy within 15 yards
    • Shenlong’s Spirit
      • (2) Set
        • Energy ball weapon damage increased from 300% to 1200%
        • Spirit generation increased from 1 to 4 per second
        • Energy ball size significantly increased
    • Monk
      • p1_fistWeapon_norm_unique_02 Vengeful Wind
        • Increases the maximum stack count of Sweeping Winds by 5-7 3

    Bug Fixes

    • Fixed an issue that prevented some crafted level 70 Legendary items from being able to roll Thorns damage
    • Fixed an issue that could sometimes prevent the thrown axe created by Stalgard’s Decimator from piercing


    Tagged As: , | Categories: Diablo 3 PTR | 5 Comments

    Latest Diablo 3 News


    Diablo Fan Art Watch #255: Crochet Malthael

    Posted 14 Aug 2014 by at 09:53 GMT

    On this weeks Diablo Fan Art Watch we bring a collection of images of a very incredibly well made Crochet Fan Art of Malthael made by diogenesclubmember on reddit.

    He’s almost 4 feet tall, entirely handmade–just yarn, a little wire, and polyester fiberfill (suspended with thread in most of the pictures). He took easily over a hundred hours to make. Making him was a lot of fun for me, though it changed my perception fighting him in the game.

    I spent weeks studying the art surrounding him and piecing him together, and he hung out on my couch for a long time once completed. So running into the boss room was less exciting and more, “Oh, hey, buddy, what are you doing here?” Still a fun experience. I hope you like him!

    Click the thumbnail to see a larger version of the image.

    If you enjoy Fan art and want to contribute to this growing community, please stop by the Fan Creations Forum. Many artists visit frequently, posting works in progress looking for feedback and conversation. You don’t have to be “arty” to join in. If you have any questions, comments or have some fan art related news on the web please send me a PM and I’ll get back to you. Also check out the wiki page for more art from the archives.

    Tagged As: , | Categories: Fan Art, Fan Stuff | 2 Comments

    Latest Diablo 3 News


    Blizzard: Creating the Treasure Vault: Greed’s Domain

    Posted 14 Aug 2014 by at 00:11 GMT

    Victor Lee concept art

    Victor Lee concept art

    Blizzard has posted an article detailing the creation of the special Treasure Vault dungeon, which can now be found on the PTR and will go live with Patch 2.1. You’ve probably seen screens and vids before, as we newsed it up day one and the DiabloWikiTreasure Vault article is pretty info-tastic as well, with tons of screenshots.

    Blizzard’s blog today covers the design and creation of the level and the big boss Greed, along with the lore and lots of concept arts showing the long evolution of this zone. (The first concept art is from Victor Lee, created all the way back in 2004 when it was still DiabloWikiBlizzard North’s Diablo 3!)

    Here’s the interview portion of today’s feature. Blizzard: Creating the Treasure Vault: Greed’s Domain

    Designing Greed

    DiabloWikiTreasure Goblins are among the most beloved of all of Sanctuary’s creatures, and their ability to escape (often with precious trinkets in tow) has drawn the focus of many adventurers. As a result, the idea that a player could actually catch one of said goblins off-guard and suspend the doorway into their world offered a tantalizing possibility for the Diablo III development team.

    We had a chance to sit down with lead writer Brian Kindregan, senior level designer Matthew Berger, and a cadre of talented artists (senior character artist Chris Amaral, senior environment artist Richie Marella, and technical artist Neal Wojahn) to discuss the creation of, and inspiration behind, the Vault and its sumptuous leader. They kindly put down the weapons of their trade to help us pull back the design portal and see inside the development process.

    Q. Brian, there’s a lot of activity happening in the Vault — what’s going on in there?

    She's dead seecksy!

    She’s dead seecksy!

    Brian: The Baroness Greed is never satisfied, so there’s a lot of work to be done to keep the Vault up to snuff. Her goblin minions are continuously sent out to collect more gold. The incoming gold in turn has to be tallied. And the existing gold must be inventoried to make sure none of it has gone missing. Plus, Greed takes a bath in all her gold every three hours. She’s definitely high-maintenance, as is her domain.

    Q. It’s been speculated that gold has no value for the goblins and that all they’re really after are the white items. Care to comment?

    Brian: Greed is obsessed with all things valuable. It’s a compulsion and the only cure is, apparently, more cowbell increasing amounts of physical wealth.

    Q. When designing the Vault, where did you begin? And how did you begin?
    Richie: We started on the Vault environment first and worked closely with the character team. We actually borrowed coin designs from them and they used a goblin statue for a mace inspiration.

    Neal: Victor Lee did some really sick concepts a while ago, too; I’m not sure if they were for anything in particular but we always loved them so much that they inspired a lot of the architecture in the Vault itself.

    And as Richie noted, those coin effects inspired us a lot. As we iterated, the Vault developed its own identity, and it drifted a bit away from that initial style. Instead of the Vault being a gold realm, we thought of it like a treasure realm. That’s when we added a lot of things in the background for interest like gems, weapons, vases, and other valuables.

    Q. What was the design inspiration for the Vault and its inhabitants?
    Richie: The inspiration for the Vault was a mixture of a couple of things: a bee hive, the Lord of the Rings, and Scrooge McDuck’s infamous Money Pit.

    One thing early on we really wanted to go for was “mountains of treasure” that covered a lot of the Vault grounds. We also wanted to create this atmosphere of “worker” goblins, busy working away much like worker bees in a bee hive. I also played around with the hive motif with multiple storage holes built into the walls—these eventually evolved into mini-vaults.

    Initially, most people assumed that Greed would be a male. When working with the character team on DiabloWikiGreed, though, they proposed for it to be a female. This turned out to be a great idea because it fell in line with what we were going for with the bee hive motif and having the so-called queen (aka the Baroness) at the end fit perfectly.

    Latest Diablo 3 News

    The Diablo 3 Stash is Way Too Small…?

    Posted 13 Aug 2014 by at 12:35 GMT

    A fan on Reddit wrote up a short but useful article about his experience changing from Season One to Season Two on the PTR. The first PTR ladder season only ran for a few weeks, but for a dedicated player that was plenty of time to completely fill up all five stash tabs, which made for some interesting storage and character slot decisions when the season came to an end.

    Preview this to the first real season on Live, which will run for much longer than the PTR season and give players much, much more stuff to cram into their stashes. In the view of this guy and many players, The Diablo 3 stash is way too small.

    After PTR Season 1, I got that huge mailbox with items and started managing my Stash:

  • All mailed rares were instantly salvaged (I played barb/crusader on season and my non-season main classes were these as well, so no way they could be useful)
  • Sold half of crating mats, saved something like 4K of each type
  • Sold all the 1K stacks of marquise gems (already had Flawless Royals on non-season – at least for my main class)
  • Saved some new legs with the new affixes and good rolls (some 2H swords for testing)
  • Completed a few sets that were missing a few parts
  • With the actions above I could save everything I wanted, with a few observations:

  • On my first stash tab, I have one piece of each set (missing a few). As I play HC, if I die, the set I’m using is gone. It’s not really a problem once I can find it again while playing with other sets. Still, the tab is full and no chance to salvage anything.
  • On my second tab, I have general leg items. The only doubled item there is Maximus and Fulminator (with epic roll). If I salvage them and the rest of less useful items (Stalgard, Tyrael, Parthans), I would get 12 spaces or so. Not a lot to support an alt char, right? Then I thought, should I salvage Azure, Frostburn, cold Andy? Will I never play a cold build? Meh.
  • On my third tab, I have some alt gear. I played some WD and got those items. The tab is almost full. Again, not much space for another alt…
  • On my 4th tab, I got all the misc stuff (crafting mats, gems, Rift and GRift keys). I didn’t use those keys on season because I didn’t have gear for it. Now that they’re non-season, I can get rid of them. All the leg potions could be distributed to the alts.
  • On my 5th tab, I have some extra leg items and alt gear (specially those which were taken from season mail) and leg gems. All those legs aren’t repeated (the leg itself or the roll)
  • If I salvage/sell the repeated ones, and don’t separate them by char/type, maybe I can have 1 extra tab. Is that enough for an alt? What If I wanted to level 2 alts? If I really enjoy this alt, what happens when I reach my barb level of items (1 set tab + 1.5 leg tab)?

    If you missed it, last week Lylirra provided useful answers to all the FAQs about ladder season stash space and other related issues, so check those out.

    From what she said Blizzard is doing everything properly in terms of mailing/transferring ladder gear to the main account when a season ends. And in theory a player who was going to dive full time into the next season wouldn’t really care about sorting and stashing and saving that much gear on their main account.

    That said… most players were facing some pretty grim stash space issues even before ladder seasons came along. Patch 2.1 adds the fifth stash tab, but the patch also adds tons of new legendary items and improvements to existing legendary items and lots of potential new builds with skill improvements, and alts mean you need more stash space.

    Latest Diablo 3 News

    Update: Diablo 3 Paragon 1000 Achieved!

    Posted 12 Aug 2014 by at 20:43 GMT

    The race (?) to Paragon 1000 is nearly over, as a streamer named Gabynator has reached Paragon 999 and is on track to ding to Paragon 1000 in another day or two. He’s at about 999.27 right now, skimming bounties in a solo game on T6 with a Crusader and has a substantial audience watching as he very gradually closes in on the milestone. He’s got well-geared 70s of every class, so perhaps variety.

    His stream can be seen after the break, if you want to watch and wonder at the time investment. Watch it live with sound, as he’s playing non-D3 music and you know how Twitch feels about that

    Tagged As: | Categories: Live Stream, Paragon | 14 Comments