Median XL - Σ 2.0.0
Table of Contents
The Game
Engine
Quality of Life
- New GUI theme: Tartarus
- Shared stash and multi-page stash have been implemented in Single Player mode. The shared stash in multiplayer had stability issues and may be reviewed/reattempted in the future. It is our priority to reduce the need of muling and we will also be looking at other alternatives for convenient gear storage (such as Currency Tabs) in the near future.
- Implemented in-game extended stats (you can view the sum of all your stats)
- Players now have unlimited respecs until level 50 after completing the Den of Evil in normal difficulty
- Skills in the skill tree will now display Base Level/Max Base Level by default
- Passive skills now have a rounded border, so they can easily be told apart from active skills
- Added arrows to the skills interface that indicate the prerequirements for putting points into skills
- Holding Alt when hovering over a skill in the skill tree will display that skill's soft level
- Added tooltips to several skill trees which have a devotion or requirement
- Shift + Click while putting a point into a skill to max it
- A timer will now display when you're in a dungeon that has a quest lock (available as a toggle within the settings)
- Gamble refresh and a gamble filter have been implemented
- Gamble refresh is accessed via a button near where repair would be (also accessible via hotkey, which is R) and is independent from other players' gambling sessions
- Gamble filter allows you to select items to be highlighted within the gamble screen, allowing you to spot them more easily
- Eligible items are now highlighted when using the imbue/socket/personalize rewards
- The Waypoint UI now allows you to access each act via the number keys
- You can now repair all equipment at one of the smith merchants with a hotkey (default R)
New Video Mode support
- Median XL 2.0 supports the third-party CNC-DDraw video mode:
- GDI / OpenGL / Direct3D 9 renderer
- Upscaling via glsl shaders (4k+)
- Windowed Mode / Fullscreen Exclusive Mode / Borderless Mode
- Alt+Enter support to switch quickly between Fullscreen and Windowed mode
- Automatically saves and restores window position/size/state
- Optional mouse sensitivity scaling
- Preliminary libretro shader support - https://github.com/libretro/glsl-shaders
- Multiple D2 compatibility fixes
- Until further launcher updates, users will need to manually install it:
- Download CNC-DDraw, un-zip and paste inside the Diablo II folder
- Run
D2VidTst.exe
and set your video mode to DirectDraw (2D) - Run
cnc-ddraw config.exe
or editddraw.ini
for you preferred settings. Make sure resolution matches Median XL's 4:3 aspect ratio:- 7680 × 5760 or 5760 × 4320 (8k)
- 3840 × 2880 or 2880 × 2160 (4k)
- 1920 × 1440
- 1600 × 1200
- 1024 × 768 (native)
- etc...
- Launch the game through Game.exe and remove
-w
or-3dfx
parameters. (Windowed mode is managed by cnc-ddraw) - Note: there will be support for using it with the launcher shortly.
Bugfixes
- The trade screen crash has been fixed
- Fixed a bug with the belt UI that could cause the game to crash
- Fixed a bug that caused some items to be visually misaligned when equipped
- Fixed a bug that caused gear items to not have any background color if they were broken, had unmet requirements, etc.
- Fixed a bug that sometimes caused the game menu to come up when clearing the screen with Esc key
- Fixed a bug that sometimes caused the automap to be turned off when clearing the screen with Esc key
- Fixed a bug that caused belt's input to be blocked out when inventory is opened
- Fixed a bug that caused some hover text popups to appear out of place in the trade screen
Game
Mercenaries
- Improved the mercenary GUI, it will now list additional stats and the skills used by mercenaries, with a full description and scaling of each
- Previously, mercenaries needed to cast a "self buff" skill to activate their full range of offensive/defensive capabilities. This often caused them to be killed before they activate their buff, or after running out. They now receive these stats innately
- Mercenaries no longer benefit from + X to Skill affixes (e.g. +20 to Hailstorm on rare amulets)
- Mercenary stat bonuses will no longer need to be "activated" upon death or when entering a new game
- Introduced a 1.2 second delay between mercenary actions on Normal difficulty and a 0.8 second delay on Nightmare difficulty
- This change was made to balance mercenaries' offensive power being too high during progression. Mercenary behavior on Hell difficulty is not affected
- Act 1 Rogue:
- Heartseeker and Trinity Arrow now only unlock at level 90 as intended
- Reduced Enhanced Weapon Damage bonus from dexterity by 13%
Story Monster Overhaul
All monsters in the classic zones of Acts 1 to 5 have been reworked. This includes different monsters on Nightmare and Hell compared to Normal, new skills, new assets, new stat scaling and more. Stay awhile and listen. We have set out to achieve the following goals:
-
Making Nightmare more interesting and engaging One of the problems of the original Diablo 2 campaign is Nightmare difficulty. Nothing interesting really happens here. There is no new content compared to Normal and the best items aren't available yet. More specifically for Median, you are rushing to get to Hell and progress the added endgame quests while monsters in the first 4 acts provide barely any resistance to characters with decent gear. Ideally we would simply be rid of Nightmare and scale content so that one playthrough gets you to Hell where the real fun starts. However, this is not possible in the Diablo 2 engine. As such, we have tried to spice up the progression journey by introducing brand new mobs for you to fight and better tuning their stats, so the journey through Nightmare feels more engaging and memorable.
-
Improved stats and skills The classic progression to Hell has always been touted as the "tutorial" that prepares you for the brand new challenges that await on Hell difficulty. With the passage of time the suitability of this tutorial has diminished significantly. To the point where we felt it did not fit with the rest of the game that you all know and love, and did not accurately prepare you for endgame. Two main problems identified were that monsters would be defeated too easily as soon as players knew to craft a key item or two and that some would have incredibly bursty damage and could rapidly kill unsuspecting characters. To address these problems:
- We have tuned monster health levels to anticipate player gear upgrades
- Monster offensive power has been calibrated against expected average player health and defenses for each area level. This means that there will no longer be huge outliers with negligible or overpowered damage. Now we have placed the risk and reward calculation firmly in the player's hands. Taking more risk and pulling multiple monster packs at once is the only time you will be at risk of "one shots" if your character is prepared adequately
- Monster skills have been redone to be more in line with what you will face in our endgame quests. Making gameplay more about player reactions and skill and less about hard gear checks
- We have also implemented the following changes:
- Monster endemics will be better tied to the respective levels, in order to correspond to what we know of the Diablo lore
- Monsters use the highest quality and most lore appropriate assets we have available. Including unused Diablo 2 assets, imported Diablo 1 assets (thanks to Ogodei) and brand new custom ones (thanks to Inertia)
- There are now less monster types per zone. This enables us to make them more memorable and thematic, while also having greater variety between zones for players
- Monster pack size has been increased and monster density has been slightly reduced. This means you will encounter bigger monster groups spread slightly further apart. This enables us to make monster encounters and combat more memorable, instead of everything blending together
- Monster skill effects have been optimized for visual clarity and high performance as much as possible
- We have greatly limited the use of on-death effects and have eliminated the use of reflected damage. Both are mechanics which we consider to make combat less fun and character power progression less rewarding
- Superunique monsters and minor story bosses (e.g. Blood Raven) will now have a higher chance to drop unique, set and rare items. Additionally, most have been completely revamped
- Endgame monsters:
- In line with the changes to monsters present in regular areas we have also changed the stats of monsters in endgame areas
- We have reduced endgame monster damage by 30% at level 105, tapering down to 10% at level 150
- We have increased endgame monster life by 20%
- Nihlathak:
- Now drops 2 tiered uniques on normal
- Countess:
- Improved drops from the boss, great chance to drop El rune in normal difficulty
- Andariel:
- Now drops an extra item on Nightmare and Hell
- Duriel:
- Battle has been completely reworked
- Now drops an extra item on Nightmare and Hell
- Mephisto:
- Battle has been completely reworked
- Monster Damage Nullification:
- Amounts have been reduced from 30/50/75 to 20/40/60, due to the new monster health scaling
- Now that the damage reduction granted by absorb mods isn't as significant we will be removing the text indicator for this from the monster's tooltip
- Added a variant for physical damage, implemented through the mob's physical resistance
- Act Bosses:
- Will now regenerate 5% of their maximum life upon killing a player in Nightmare difficulty and 10% on Hell difficulty
- Will now drop one arcane shard on Nightmare difficulty
- Act 1-4 bosses on Hell difficulty will now drop two arcane shards
Loot Performance Optimization
- Remade the distribution of tiered and sacred items, to better take into account the attribute requirement of the gear and the story progression, compared to before
- Rewrote general equipment, normal, elite and superunique drops to be more efficient and better suited to the story progression
- Now only two tiers of weapons and armor will drop at any one time
- For example on Hell only Tier 4 and Sacred items will now drop. If the game would have instead picked a lower item, like a Tier 2 or Tier 3, instead it will now drop nothing
- This greatly reduces the visual clutter on the screen, without changing the probability of getting good items
- Chests during the story progression will now drop items better fitting their location
- Fixed a math error causing UMOs to not have equivalent drop chances
- Fixed a math error causing Shrines to not have equivalent drop chances
Areas
- Story side areas:
- On Nightmare and Hell difficulty the areas are inhabited by veteran monsters
- Veterans receive the following bonuses: +50% life and +10% attack rating, defense, drop chance, and experience granted
- On Hell difficulty veteran monsters may occasionally drop:
- Oil of Greater Luck in Act 1
- Oil of Augmentation in Act 2
- Oil of Intensity in Act 3
- Oil of Conjuration in Act 5
- Arcane Sanctuary: widened all passages to prevent characters from getting stuck
Endgame Quests
Nephalem Rifts
Island of the Sunless Sea
- Slightly expanded some paths and added few new ones
- Reduced the need for backtracking and repositioned the golden chests
- Improved lighting and enhanced environmental details
- 30% overall gain in enemies spawning areas
Torajan Jungles
- Added numerous optional sections and expanded existing ones
- Implemented various shortcuts and alternative paths to zones of interest
- Improved environmental details and added several shrines and loot sources
- 110% overall gain in enemies spawning areas
Kurast 3000 BA
- Fixed some invisible walls and several corners where enemies were not supposed to spawn and where loot was unreachable
- Added small reward sections with shrines and golden chests
- Added few additional zones and a few paths to shortcut some areas
- 20% overall gain in enemy spawning areas
High Heavens/Library of Fate
- Lightwells will no longer ignore your poison resistance
Teganze
- Now features larger pathways, some new sections and rivershores' connections
- There's now far fewer obstacles and the connections between zones have been increased to 10 from the previous 4
Triune
- Enlarged both Durram's location and the bridge leading to Malic
- Removed several wall segments nearby Malic
- Reworked fight mechanics, no longer relies on aura from the charm which caused numerous issues
- Mind Control: reduced spread of random range
- Durram: reduced health
Duncraig
- Fixed some out of boundary issues, improved lighting and enhanced environmental details
- Teleporting skills are no longer mandatory to reach all the sections
- The level is now interconnected as to minimize backtracking
- Removed/repositioned several objects that involuntarily acted as obstacles
- Enlarged a few passages and lowered the height of several walls to reduce the occurrence of blind spots
- 20% overall gain in enemies spawning areas
Toraja
- No longer a rift, now a Dungeon quest (see: Rune changes)
Viz-Jun
- Reworked the map to improve players' experience
- Portal to "Genesis" is now much closer to the entrance of the level
- Minefields' presence reduced by 95%
- ATMG Sentry traps occurrence reduced by 40%
- Enemies respawn points have been distributed more evenly
- Added several loot sources to further promote exploration
- Added a waypoint
Fauztinville
- Reworked the map to improve the visuals, the clearing flow and to remove the need of backtracking
- Teleporting skills are no longer mandatory to reach all the sections
- Removed the various floor slabs that impaired navigation
- Lowered on average the height of walls as to improve visibility
- Bremmtown's portal is now close to the level's entrance
- 30% overall gain in enemies spawning areas
- Slightly increased necrobot & harpy AI delay
- Reduced rune drops in accordance to enhanced rune overhaul
[NEW] Scosglen
- Baal's forces have invaded the land of the Druids. Help them stop the Uileloscadh Mór.
- New massive endgame rift located in Act 5, area level 135
- New Town: Tur Dulra
- Can be accessed by killing Bul-Kathos and after obtaining Tur Dulra waypoint
- Bestiary:
- Scytheclaw:
- These fast Mantis have a strong poison attack and will quickly swarm you
- Undying - 30% chance to self-resurrect after they die
- Resistant to poison
- Dryad Spawn:
- Fearful archers that will always prefer to stay away from close combat
- Crushing attack (100% crushing blow chance)
- Able to quickly drain your life away if left unattended
- Resistant to physical damage
- Spriggan:
- These powerful fire commanders will try to set the entire location on fire
- Meteor Strike attack leaves patches of fire on the ground that can quickly stack unless player repositions
- Meteor Pulse aura deals fire damage to all enemies every 2 seconds (doesn't stack with other Spriggans)
- Resistant to fire damage
- Sapling Guard:
- Corrupted guardians of the forest, Sapling Guards are all about stalling enemies
- Will harvest players from a distance, this attack also deals physical and magic damage
- When in danger, spawns a multitude of "harmless" egg traps to absorb incoming missiles
- If the egg traps are killed, they will spawn more decoy guards
- Resistant to magic damage
- Etherborn:
- Before the corruption of Scosglen, the Druid Collegues managed to control weather by building the Dulra Catalyst
- With said catalyst, Baal was able to create many of these powerful weather demons to protect his invasion
- Casts long-range Arctic Blast and Snowstorm
- Uses Chain Lightning to destroy summons and players alike
- Buffs himself with Weather Storm upon close contact, casting thunders from the sky and destroying enemies who stand still
- Resistant to Lightning and Cold
- Scytheclaw:
- Drop Rates:
- Drop Bias: Enhanced Runes, Sacred bases & special oils (see: new Oils)
- Etherborns always drop at least Rare quality items and have a chance to drop entire Arcane Crystals
- Sapling Guards have the highest chances to drop one or several runes
Dimensional Labyrinth
- Removed the easiest 5 floors
- Floors now scale from 1 to 10, with the overall area levels up by 5 compared to previously
- I.e. 1-5 yellow floors (area level 131-135), 6-10 red floors (area level 136-140)
- Riftstone 1 is no longer a world drop, now drops from the Ascendant Riftwalker
- Charging red Riftstones now only takes 1 Arcane Crystal
- The Riftstone's upgrade recipe has been disabled
- Increased loot drops from regular enemies and corrupted heroes
- Reduced the health of corrupted heroes, the Navigator and Gharbad
- Slowed down the Corrupted Amazon
- Observer and Colossal Tunneller's ranged spells will now check defense
- Reduced Erinys' fire damage by 10%
- Tier 10:
- Reworked the level and addressed the map's known issues
- 30% overall gain in enemies spawning areas
Endgame Dungeons
Invasion
- Now drops a new charm, the Riftwalker's Eye, instead of upgrading your class charm
- The charm lists optional bonus quests for parts II and III of this quest
- +1 to (class) skills has been replaced with +1 to all skills
Infernal Machine
- Removed torches, now features damaging fire spots
Death Projector
- Fixed some minor tile issues
- Enhanced environmental details and lighting
- Added gold drops and a golden chest in the northern section
- Zone partially restructured
- Two additional Zakarumites inhabit the dungeon
Horazon's Sanctum
- Now features an optional zone (reachable only via teleport skills) containing few golden chests
Akarat
- Reduced healing
Assault on Mount Arreat
- Added some destructible obstacles in line with the context of the level
- Your character will no longer un-morph when close to the edges of the zone
[NEW] Inquisitor of the Triune
- New dungeon quest, entrance located in the Causeway leading to Travincal
- Required level is 110
- Reward is +2 Skill Points (once per character)
Bull Prince Rodeo
- Improved environmental details, now cows have plenty of grass to eat
Rathma Square
- The map has been reworked
Black Road
- Changed the configurations of some rooms to improve Buyard Cholik targeting behaviour and players' experience
- Added chests and enriched location's environmental details
Legacy of Blood
- Blood golem description is now more accurate
Heart of Sin
- Fixed some tile issues
- Enhanced environmental details
[NEW] Invasion (part II)
- New dungeon quest, entrance located in the Realm of Sin
- Required level is 115
- Reward: upgrade the Riftwalker's Eye with the dropped essence to receive +1 to All Skills
- Bonus reward: transmute the Riftwalker's Eye after fulfilling the condition to receive +2% maximum life and mana
Judgement Day
- Halls of Valor: replaced braziers along the arena borders with light sources that do not impact the players' mobility
Quov Tsin
- Removed braziers from the walkable zones and reorganized the lighting
Lord of Lies
- The map has been reworked
[NEW] Invasion (part III)
- New dungeon quest, entrance located in the Realm of Lies
- Required level is 130
- Reward: upgrade the Riftwalker's Eye with the dropped essence to receive +1% to maximum elemental resists
- Bonus reward: transmute the Riftwalker's Eye after fulfilling the condition to receive +1% to maximum elemental resists
Ghosts of Old Bremmtown
- Fixed several tiles issues and revised lighting
- Restructured the majority of the level segments and added a few new ones
- Added some shrines and golden chests
- 20% overall gain in enemies spawning areas
Yshari Sanctum
- Enhanced the uniqueness of Valthek's arena
- Specter of Hatred: improved map
- Figment of Pain: improved player's pathing and the landscape visuals
- Snare of Destruction: fixed some minor tiles issues, improved lighting and a few paths
- Details improvements on the rest of the stages
Nymyr's Light
- Embellished the stages to emphasize the locations' distinctiveness and ambience
Spirit World
- Expanded some land bridges and tweaked the geometry of the zone to be more orderly
- Reorganized the lights' positions to better player's orientation while navigating the area
- Removed clickable rat nests and fog's overabundance
- Improved consistency in the availability of wall-covers
- Added golden chests in the furthest corners
Nephalem's Sacrifice
- Edyrems: removed poison absorb
- Zones:
- Improved environmental details in every stage and added loot sources in some
- Sewer: slighty increased the size of the arena and reduced the number of obstacles
- Arcane: slightly increased the size of the arena and improved pathing in the central area
- Realm of Sin: slightly enlarged the area and distanced the Lesser Evils for a better experience
- Tristram: Prime Evils no longer get stuck in the burning town's ruins
- Uldyssian's Chamber: Removed the small braziers on the rim surrounding the crater to enhance mobility and implemented a glow effect to the lava below
Archbishop Lazarus
- Fixed a few tiles errors and enlarged all corridors by 1 tile
- Slightly modified some walls positions and removed the southern pool of water
- Removed ground torches that obstructed the paths and reduced the number of columns
- Added a shrine in the northern corner
Herald of the End
- Reduced area size and made corners unwalkable
- Removed deathstrike, reduced fire jump area
- Now rarely casts Pillars of Flame
Deimoss
- Improved lighting and environmental details on all Deimoss' arenas
- Enhanced arenas visual uniqueness
- Arena entrance now has a 10 minute lockdown
Characters
General
Skills Revamp
Patch 2.0 brings the largest set of skill changes any Median XL version has ever seen. The primary mechanical changes are in how and when you are able to put points into your skills. The current system allows you to add an additional point to any skill every 6 character levels, and would further be enhanced by the "max skill level" stat. This led to an overall predictable, cyclic and uninteresting progression while leveling, with excess skill points in the early game and very little maxing variety in the endgame due to skills taking over 30 Base Levels each. The new system aims to be more versatile, organic and intuitive, qualities we felt the current system was lacking.
- Class skills have been split into 8 skill tabs per class (up from 3), with each build having it's own unique tree
- Max skill level increases every character level, rather than every 6 character levels
- This means you can put 20 skill points into a level 1 skill at level 20
- Doing so isn't always prefered, due to increasing Mana costs on active skills or other options becoming available
- We encourage players to explore different combinations, especially with free respec until level 50, before setting on a build
- Skill caps are still influenced by unlock level, meaning you would need to be level 100 to put 10 points into a level 90 skill
- Most existing skills are now capped at 25 Base Levels, with reward skills capping at 15
- Maximum Skill Levels stat has been removed and replaced with a new mastery: Specialization (see: Masteries)
- Added over 100 new class skills, most in the form of upgrades to existing skills
- Many upgrades have max levels such as 4, 10, or even 1, being able to reach their full potential with less points
- Several upgrades add new mechanics to existing skills, in some cases existing features were converted to upgrades to simplify the more intense skills
- In some cases, upgrades can dramatically change how a skill is used, such as converting a long duration buff into a short duration one or make your build scale in a different way
Masteries
A new skill tree, full of passive skills and shared between all classes. Use it to customise your build to your preference or fine tune your character for future challenges
- A choice between 8 passive skills, with more to be added in future content updates
- You may only invest in up to three mastery skills
- Some are available straight away, while others must be unlocked by completing endgame quests
- Meditation:
- New level 1 passive skill
- Increases your maximum mana and mana regeneration
- Maximum mana bonus scales with character level, at low character levels the bonus is greatly amplified
- Adds 5% mana regeneration + 1% per Skill Level
- Mana bonus increases by 100% per Base Level
- Maximum Base Level is 3
- Purity:
- New level 1 passive skill
- Protects you against poison damage and curses
- Increases curse length reduction by 10% per Base Level
- Increases poison length reduction by 10% per Base Level
- Maximum Base Level is 4
- Melee Devotion:
- New level 1 passive skill
- A melee exclusive layer of damage protection
- Reduces all incoming damage by 20% (multiplicative with other defences)
- Only allows the use of melee, buff/debuff and quest skills. NB: no summons
- Maximum Base Level is 1
- Tenacity:
- New passive skill, unlock by defeating the Infernal Machine in the Pit
- Increases your physical resistance
- Bonus is 1% per Base Level
- Maximum Base Level is 5
- Endurance:
- New passive skill, unlock by defeating Bartuc in the Chamber of Blood
- Increases your maximum life
- Bonus is 1% per Base Level (2% per Base Level for Necromancers)
- Maximum Base Level is 10
- Continuity:
- New passive skill, unlock by defeating Inarius in the Chapel of Vanity
- Increases skill duration
- Bonus is 5% + 4% per Base Level
- Skill duration increases the length of ALL buff/debuff effects you use
- Maximum Base Level is 6
- Specialization:
- New passive skill, unlock by defeating Baal in the Worldstone Chamber on Hell difficulty
- Increases the skill cap of your active (non-ultimate) abilities
- Bonus is +1 to maximum skill levels per 2 Base Levels
- Maximum Base Level is 10
- Chemistry:
- New passive skill, unlock by defeating the Dark Star Dragon in Bremmtown in under 1 minute 30 seconds
- Increases healing and mana regeneration from potions, reduces life leech
- Health regeneration increases by 4% per Base Level, mana regeneration by 8% per Base Level
- Life leeech is reduced by 3% per Base Level
- Maximum Base Level is 5
Misc
- Ranged skills which require special conditions to unlock (for example Trap Rat skills and Bow Druid skills) will now be correctly blocked by equipment with melee only restrictions
- All skills which caused a short cooldown when triggered as procs will no longer do so
- All skills which required the Black Road charm to unlock now require level 115 (as opposed to 90)
- Natural block chance cap has been reduced from 75% to 50%
- This maximum block chance can be increased with a new stat available from some skills and items
- The absolute maximum cap has been changed to 80%
- This change aims to reduce the power gap in builds that have to pick between 1h dex weapon or 2h str weapon
- Life Overhaul:
- Reduced percentage bonuses to maximum life on items and skills in order to curtail life scaling in the endgame
- Damage of most monsters has been reduced in accordance with this change
- All classes may pick up a maximum life enhancing passive in their Mastery tab, numbers vary depending on factors such as vitality scaling and other skills
- Percentage life bonuses on most items have been reduced by two thirds
- Percentage life bonuses on most skills and class exclusive charms have been reduced by 50%
Amazon
General
- Sped up two handed spear animations, can now reach 8 fpa
- Sped up block rate animations while using Javelin or Scepter
Neutral
- Balance:
- Defense per level above 28 increased by 50%
- Fortitude:
- New level 40 skill, upgrades Ecstatic Frenzy
- Adds 25 stamina per Base level
- Athena's Gift:
- New level 50 skill
- Increase Maximum Block by 5% per Base Level
- Maximum Base Level is 5
Bow
- Trinity Arrow:
- Now adds Physical Damage per level, increases by 10% per Base Level
- Barrage:
- Now a level 5 skill
- Phalanx:
- Now a level 10 skill
- Now only wall width increase with skill level
- Cooldown 6 seconds
- Fire at Will:
- New level 15 skill, upgrades Phalanx
- Reduces cooldown of Phalanx by 0.6 seconds per Base Level
- Maximum Base Level is 10
- Dragonlore:
- Now a level 20 skill
- Adds 1% Physical Resistance per Base Level
- Adds -2% enemy Elemental Resistance per Base Level
- Elemental Command:
- New level 25 skill
- Adds 7% + 2% Innate Elemental Damage per Base Level
- Maximum Base Level is 5
- Wyrmshot:
- Now a level 30 skill
- Attacks 3 targets + 1 target per 2 Base Levels
- Keen Sight:
- New level 40 skill
- Increases the seek range of Wyrmshot by 0.65 yards per Base Level
Javelin
- Moonbeam:
- Increased Magic Damage at low level
- Ricochet:
- Removed
- Split Spear:
- New level 5 skill
- Throws an arc of spears that pierce their target
- 135% Weapon Damage
- Converts 50% Physical Damage to fire
- Adds flat Fire Damage per level, increases by 15% per Base Level
- 3 base spears, +1 per 3 levels
- New level 5 skill
- Enfilade:
- Now a level 15 skill
- 1 second cooldown
- Swift Aim:
- New level 20 skill, upgrades Enfilade
- Reduces the cooldown of enfilade by 0.2 seconds per Base Level
- Maximum Base Level is 5
- Moon Queen:
- Fixed a bug where the +Physical Damage% and +Critical Strike% was not applied to Javelin throwing skills
- Fairy Ring:
- Now a level 30 skill
- Celestial Rage:
- New level 40 skill, requires Moonbeam
- Throws a javelin and improves your combat efficiency
- Drains 50% life over the duration of the skill
- Base duration 5.4 seconds, +0.2 seconds per level
- Adds 10% Physical Damage per Base Level
- Adds 1% Life leech per Base Level
- When cast with at least 10 Base Levels: +1 enfilade projectiles
- Maximum Base Level is 10
- Offering of the Askari:
- New level 50 skill, requires Fairy ring
- Sacrifices Askari Warriors to aid you in battle
- Spawns four corpses
- Base cooldown is 6 seconds, reduced by 0.08 seconds per level
Spear
Removed old fury mechanic
- Great Hunt:
- Now a level 1 skill
- Starts with 1 spirit, +1 per 10 Base Levels
- Maximum Base Level is 15
- Gain +1 spirit per Fury Charge
- Hyena Strike:
- Now a level 5 skill
- Fury increases the effect of the poison duration stat by 20% per charge
- Takedown:
- Now a level 10 skill
- Grants a Fury Charge per attack, maximum of 5
- Duration is 12 seconds, refreshes each attack
- Regenerates 1% life per second per Fury Charge
- Maximum Base Level is 1
- All other active spear skills are improved by Fury
- Now a level 10 skill
- Hunter's Prowess:
- New level 15 skill, upgrades takedown
- Takedown improves combat abilities per attack
- Adds 1% movement speed, 4% attack speed and 7% bonus defense per Base Level per Fury Charge
- Maximum Base Level is 10
- New level 15 skill, upgrades takedown
- Lioness:
- Now a level 20 skill
- Now adds +10% Physical Damage per Base Level, up from 9%
- Pounce:
- Weapon Damage reduced by 6.25%
- Magic Damage reduced significantly
- Now gains +1% Magic Damage per 1 Dexterity
- Magic Damage increase by 100% per Fury Charge
- Fend:
- New level 50 skill
- Bulks up and fends off enemies at all sides
- 125% Weapon Damage
- 30 second base duration, 20 second cooldown
- Adds 4% Physical Resistance
- Physical Resistance is increased by 100% per Fury Charge
- Maximum Base Level is 1
Storm
- Thundercrack:
- Increased Mana costs
- Now releases 8 bolts
- Lightning Conversion is now 50%
- Reworked the bonus Lightning Damage scaling:
- Now has a significant increase in damage every 5 Base Levels
- Rift Field:
- New level 5 skill, upgrades Thundercrack
- Increases the seek range by 10% per Base Level
- Maximum Base Level is 5
- Stormcall:
- Level 10 skill
- Now gets damage bonus from Dexterity, instead of Energy
- Early game damage scaling increased
- Minimum Lightning Damage increased, maximum lightning damage decreased total of ~10% average damage increase
- Increased minimum Lightning Damage gain on skill levels above 28 by 25%
- Hammer of Zerae:
- Level 15 skill
- Now gains +15% Lightning Damage per Base Level in Stormcall
- Asterism:
- Level 20 skill
- Now adds Spell Focus instead of Energy
- Askari Lightning:
- Level 30 skill, requires Asterism
- Discharge:
- New level 40 skill, a nova that reduces enemy Lightning Resistance. Base levels reduce the cooldown
- Magnetic Field:
- Now a level 50 skill
Blood
- Magic Missiles:
- Increased damage scaling at early levels, but above level 28 damage is the same
- Reduced Mana cost
- Bloodstorm:
- Now a level 5 skill
- Increased damage scaling at early levels
- Increased total damage by ~9%
- Reduced Mana cost
- Balefire:
- Now a level 15 skill
- Increased damage scaling at early levels
- Bacchanalia:
- Now a level 20 skill
- Damage to bloodwitch spells now 4% per Base Level, up from 3%
- Lava Pit:
- Increased damage scaling at early levels
- Increased damage gain above level 28 by ~10%
- Fire Elementals:
- Now a level 25 skill in the Blood tree
- Now have a self-synergy of 15% Life per Base Level
- Blood Magic:
- New level 50 skill, upgrades Fire Elementals
- When near your Fire Elementals, become enchanted with blood magic
- Area of effect increases per Base Level
- Improves Bloodwitch spells
- Adds +2 missiles to Magic Missiles
- Increases the bonus defense from Balefire by 33%
- Adds +1 Bloodstar per cast to Bloodstorm
- Increases the area of effect of Lava Pit by 0.7 yards
- Maximum Base Level is 9
Reward
- Spellbind:
- No longer increases the life of Fire Elementals with Base levels
- War Spirit:
- Now adds a bonus per Base Level dependent on your devotion
- Bow - 3 Life After Each Kill
- Javelin - 5% Attack Speed
- Spear - 0.5% Deadly Strike
- Storm - 50 to Maximum Life
- Blood - 5% bonus Defense
- Maximum Base Level is 5
- Now adds a bonus per Base Level dependent on your devotion
- Curare:
- Damage increased by 5%
- Paragon:
- Vitality per gem reduced by ~20%
- Spirit of Vengeance:
- Now adds Lightning Spell Damage
Assassin
Innate
- BloodBath:
- Can now be used with throwing knives
- No longer increases Prismatic Cloak's Magic Damage Reduction
Ninja
- Blink: slightly reduced base range
- Domain:
- New level 5 passive, upgrades Blink
- Enhances Blink range, max possible range increased
- Maximum Base Level is 3
- Shadow Refuge:
- Now a level 10 ninja skill, requires Blink
- Removed self-damage boost as it had no use and could cause confusion
- Movement bonus moved
- Shadowrush:
- New level 15 passive, upgrades Shadow Refuge
- Adds 10% movement speed per base point to Shadow Refuge
- Maximum Base Level is 6
- Perfect Being:
- Now a level 20 skill, requires Shadow Refuge
- Modified formula to be 40% + 1% per Base Level
- Queen of Blades:
- Now a level 25 skill
- Fixed missing Increased Attack Speed bonus on skill description
- Shred:
- New level 50 passive, upgrades Queen of Blades
- Queen of Blades becomes a 10 second buff with 30 second cooldown
- All attacks have 30% crushing blow during the short buff
- Adds 2 extra targets per Base Level
- Maximum Base Level is 10
Throwing
- Storm Crows:
- Now a level 1 skill
- Removed the "bonus knives when not struck" mechanic
- Increased Mana cost
- Modified knife count scaling, increased base knives
- Gains one base knife per 2 Base Levels, in addition to knives from soft points
- Way of the Spider:
- Now a level 5 throwing skill (still accessible to other builds)
- Base Point bonus now scales with character level to prevent early abuse, but provides extra damage after 110 compared to before
- Pierce bonus changed to 5%, +1% per Base Level
- Scorpion Blade:
- Now a level 10 skill, requires Way of the Spider
- Knife count synergy moved to Queen of Blades instead of Maelstrom
- Now 100% Weapon Damage
- Fixed a bug that caused it to not receive Spell Damage bonuses since forever ago, modified damage scaling
- Maelstrom:
- Now a level 15 skill, requires Storm Crows
- Slightly increased damage
- Wychwind:
- Now a level 25 skill, requires Maelstrom
- Weapon Damage increased by 33%
- Vulnerability duration is now always 4 seconds
- Physical Damage penalty cannot be reduced below 5%
- Doubled Mana cost per level
- Broadside:
- Now a level 35 skill, no longer has pre-requisites
- Base cooldown reduced by 0.4 seconds (becomes 7s at 25)
- Lethal Incision:
- New level 40 skill
- Togglable buff that combines your Scorpion Blades into a single deadly knife
- Adds 30% + 15% total Scorpion Blade damage per Base Level
- Maximum Base Level is 10
- Void Gazer:
- New level 100 passive, upgrades Wychwind
- Adds high Magic Damage, Hit Recovery and Movement Speeds after you cast Wychwind
- Also increases your maximum Chance to Block during vulnerability
- Maximum Base Level increases every 5 character levels (above 100)
Claw
- Noctule:
- Now a level 1 skill
- Reduced magic damage at early levels for more damage at later ones
- Way of the Gryphon:
- Now a level 5 claw skill (still accessible to other builds), no longer ultimate
- Base Level bonus now scales with character level to prevent early abuse, but provides extra damage after 110 compared to before
- Pierce bonus changed to 5%, +1% per Base Level
- No longer adds Lightning Absorb
- Modified damage scaling to fit new level requirement
- Now adds Lightning Spell Damage like other Ways
- Shadow Dancer:
- Now a level 15 skill
- Base critical chance increased by 6%
- No longer adds +2% Block Chance to Bloodbath
- Batstrike:
- Familiars no longer slow, doubled health
- Base level no longer increases Familiar quantity (see: Ambush)
- Elemental Fangs:
- New level 30 skill
- Allows your Bat Familiars to learn Ways in an upscaled way
- 40% learn efficiency per Base Level (Max: 200%)
- Each soft point into any of your Ways will be learned as a Base Level by the minion, multiplied by efficiency, i.e.
- You have 25 Base Levels into Way of the Spider and +25 to Assassin skills
- Elemental Fangs is maxed (200% efficiency)
- Familiars will learn base level 100 Way of the Spider
- Base levels in Ways count towards total damage, pierce and Spell Damage, i.e. 105% Poison pierce for Base level 100
- Also makes your familiars inherit your Perfect Being and Prismatic Cloak passives
- Maximum Base Level is 5
- Ambush:
- New level 40 skill, upgrades Batstrike
- Increases your max Familiar count and familiars per cast to a max of 5
- Displays extra information about your bats, such as health and damage
- Maximum Base Level is 4
- Anathema:
- Now a level 50 skill
- Base Innate Elemental Damage increased by 5%
- Winged Calamity:
- New level 80 skill, upgrades Batstrike
- Adds a Bat Attack skill to your Familiars that deals Weapon Damage in area
- Your familiars also get Attack Rating, velocity and global damage reduction per base points
- Stronger familiars become fatigued easily and will expire after 30 seconds
- Maximum Base Level is 10
Naginata
- Crucify:
- Now in the Naginata tree
- Increased Mana cost per level
- Way of the Phoenix:
- Now a level 5 Naginata skill (still accessible to other builds)
- Base Level bonus now scales with character level to prevent early abuse, but provides extra damage after 110 compared to before
- Pierce bonus changed to 5%, +1% per Base Level
- Laserblade:
- Now a level 10 skill
- Increased Magic Damage bonus by 40%
- Barrier Strike:
- Now a level 15 skill, requires Crucify
- Weapon Damage is now 100%
- Removed magic crit effect which wasn't working
- The barrier is now closer to your character
- Increased Magic Damage to attack, and can be scaled further by 20% per Base Level
- Backstab:
- Now a level 25 skill, requires Laserblade and Barrier Strike
- No longer gains % Attack Rating to attack (which was unlisted)
- Broadside Magic Damage synergy moved to Execution
- Reduced uptime from 1/4 to 1/5
- Hades Gate:
- Now a level 33 skill, requires Barrier Strike
- Base cooldown is 10 seconds, no longer decreases with base points
- Now adds Fire damage to the attack, which improves by 16% per Base Level
- Way of the Phoenix increases fire damage by 8% per Base Level
- Bloodbath reduces the cooldown by 5 seconds
- Benefits from Domain
- Execution:
- New level 40 passive skill, upgrades Backstab & Broadside
- Adds Magic Damage to Broadside while cloaked
- Magic Damage increased by 50% per Base Level
- Maximum Base Level is 10
- Momentum:
- New level 66 passive skill, upgrades Hades Gate
- Reduces Hades Gate cooldown by 1 second per Base Level
- Maximum Base Level is 5
Traps
- Subterfuge:
- Bonus resistances moved to new skill (see: Forger's Hegemony)
- Shockwave Trap:
- Now a level 1 skill, requires Subterfuge
- Increased damage, especially on early levels
- Lightning pierce is now 4% per Base Level, but is no longer capped
- Pierce can be further increased by new skill (see: Negative Charge)
- Catalyst Trap:
- Now a level 10 skill, requires Subterfuge
- Incineration Trap:
- Now a level 20 skill, requires Subterfuge
- Fire Pierce is no longer capped to 135%
- Range is no longer capped at 16 yards
- Negative Charge:
- New level 40 skill, upgrades Shockwave Trap
- Adds 7% Lightning Pierce to your Traps per Base Level
- Maximum Base Level is 8
- Enhanced Contraption:
- New level 60 skill, upgrades Catalyst Trap
- Reduces chance to hit of enemies inside the trap by 6% per Base Level
- Maximum Base Level is 5
- Artifice Mastery:
- Now a level 70 skill, requires Incineration Trap, Negative Charge & Enhanced Contraption
- Healing and flat stats moved to a new skill
- Forger's Hegemony:
- New level 80 skill, requires Artifice Mastery
- Adds up to 25% healing over 5 seconds after being struck
- Adds +10% Vitality, +50% Block Speed and +3% Maximum Fire/Cold Resists
- Maximum Base Level is 5
Psionic
- Shuriken Flurry:
- Slightly increased damage
- Increased base Mana cost
- Psionic Scream:
- Now a level 5 skill, requires Shuriken Flurry
- Cooldown is now 14 seconds base, -0.4 seconds per Base Level
- No longer has a minimum cooldown
- Psionic Storm:
- Now a level 10 skill, requires Psionic Scream
- Fixed a bug with the healing amounts per cast
- Healing moved to a new skill
- Slightly increased Mana cost per level
- Energize:
- New level 15 skill, upgrades Psionic Storm
- Heals up to 10% of your maximum health with every cast
- Maximum Base Level is 9
- Singularity:
- Removed, is now an oskill
- Mind Ripple:
- New level 20 skill, requires Energize
- Deals magic damage in an area, with a small chance to convert enemies
- Radius increases every 3 Base Levels
- Maximum Base Level is 25
- Pinnacle:
- Now a level 30 skill, requires Mind Ripple
- No longer adds stamina per Base Level
- Cognition:
- New level 50 passive skill
- Your cognition is based on the amount of points invested into any "Mind" skill
- This includes any Psionic skill as well as Prismatic Cloak and Doom
- You unlock new upgrades to your skills as you reach a certain amount of Cognition:
- Over 50: Pinnacle adds 100% of Cognition as Stamina
- Over 75: Shuriken Flurry receives 0.4% Total Damage per Cognition
- Over 100: You have Bloodbath
- Over 125: Mind Ripple now deals 25% Extra Damage as Physical
- Over 150: Perfect Being gains +30% Chance to Avoid Damage
- Maximum Base Level is 1
Reward
- Prismatic Cloak:
- Modified early level damage reduction scaling
- Doom:
- Now a level 90 ultimate skill
- Reduces enemy Magic Resistance by 5% + 1% per Base Level (base bonus works in procs)
- Doubled flat damage taken by enemies
- Doubled base point damage synergy
- Improved description
- Phase Bomb:
- Base Elemental Resistance reduction is now 15%
- Gains 1% Elemental pierce every 3 Base Levels into Ways
- Doubled Magic Damage
Barbarian
General
- Sped up one hand attack animations, slowed down dual wielding animations. Both can now reach 6 frames
- Sped up two handed spear animations and block animations
- Sped up one handed casting animations to match dual wield casting
- Titan's Fortitude:
- Duration doubled
Nomad
This tree consists of stances, passives and wolf companion related skills
- Wolf Companion:
- Maximum Base Level is now 10, extra wolf gained at Base Levels 4, 7 and 10
- Wolf base damage is now increased by 1% for each player level
- Hunter's Mark:
- New level 10 passive skill, upgrades Wolf Companion
- Enables wolves to curse their targets, who take bonus damage
- Curse area is now fixed at 4 yards, bonus damage increased by 150%
- Curse may now boost your Physical or Elemental/Magic Damage depending on upgrades (see below)
- Spirit Guide:
- Now requires level 25
- Now shows stats on the tooltip before putting a skill point
- Primordial Hunt:
- New level 30 passive skill, upgrades Wolf Companion
- Wolf curse bonus damage halved but now applies to Fire, Cold, Lightning and Magic Damage types instead of physical
- You must have a source of each element in order to benefit from the increase
- For example, if you have at least 1 damage in all 4 of the above sources then your damage will increase by 4x the tooltip value
- Maximum Base Level is 1
- Ancient Blood:
- Now requires level 5
- No longer gives a bonus to Attack Speed
- Now gives flat Attack Rating: 100 + 50 per Base Level
- Mountain King:
- Now requires level 20
- Attribute synergy increased to 2% per Base Level, up from 1.5%
- Lion Stance:
- Bonus Magic Damage increased by 28%
- Physical Resist penalty now caps at 10%, down from 15%
- Snake Stance:
- Damage before skill level 28 halved, after skill level 28 - reduced by 75%
- Damage synergy per Base Levels increased by 108%
- Change was made to reduce the impact of prebuffs in the end game, no damage difference during progression
- Wolf Stance:
- Weapon Physical Damage skill level scaling reduced from 12 + 9/lvl to 10 + 1/lvl
- Now adds 14% Weapon Physical Damage per Base Level
- Change was made to reduce the impact of prebuffs in the end game
- Crushing Blow bonus now 1% per Base Level, down from 1.5%
Earthshaker
Physical melee skill tree
- Earthquake:
- Reworked, now unleashes a tremor in the earth that produces an aftershock
- Tremor is 70% Weapon Damage, aftershock is 140% Weapon Damage
- Delay between both stages is 1.4 seconds
- The skill also adds bonus flat Physical Damage to your attacks
- The bonus damage increases with Base Levels and your Weapon Physical Damage bonuses
- Thunder Slam:
- Now requires level 10
- Weapon damage doubled to 100%
- Cooldown is 12 seconds, Stun duration is 2 seconds
- No longer scales with skill levels, maximum Base Level is 1
- Upheaval:
- New level 15 passive skill, upgrades Thunder Slam
- Adds bonus Physical Damage to Thunder Slam
- The bonus damage increases with Base Levels and your Weapon Physical Damage bonuses
- Maximum Base Level is 5
- Leap:
- New level 15 warp skill
- Allows you to jump over enemies, cooldown is 2 seconds
- Does not scale with skill levels, maximum Base Level is 1
- Heart of Stone:
- New level 20 passive skill
- Only allows the use of melee, summoning and buff/debuff skills
- You cannot learn Whirlwind if you have this skill and vice versa
- You deal no Fire, Cold or Lightning Damage
- 5% of your Weapon Physical Damage bonuses are added as Crushing Blow
- 50% of your Weapon Physical Damage bonuses are added as a percentage bonus to Attack Rating
- Shower of Rocks:
- Now requires level 25
- Greatly increased the number of hits per use, Weapon Damage increased to 160%
- Duration increased by 50%, cooldown increased to 2 seconds (up from 1)
- Does not scale with skill levels, maximum Base Level is 1
- Aftermath:
- New level 50 passive skill, upgrades Shower of Rocks
- A percentage of your total Strength (max 15%) is added as Magic Damage to Shower of Rocks
- This bonus damage increases with Base Levels and your Weapon Physical Damage bonuses
- Maximum Base Level is 5
Windcarver
Whirlwind focused skill tree
- Whirlwind:
- Renamed from Windform, now requires level 1
- Weapon Damage increased to 150%, up from 100%. Removed Poison Damage
- Now enabled on attack procs to trigger from your offhand weapon in addition to your main
- Adds up to 40% (depends on character level) Weapon Physical Damage bonus to your Whirlwind attacks per Base Level
- Precision:
- New level 10 passive skill, upgrades Whirlwind
- Adds a 60% bonus to Attack Rating to Whirlwind per Base Level
- Maximum Base Level is 5
- Savagery:
- New level 20 passive skill, upgrades Whirlwind
- Adds 4% deadly strike to attacks during Whirlwind per Base Level
- Maximum Base Level is 5
- Stoneskin:
- New level 30 passive skill, upgrades Whirlwind
- Adds 40% bonus Defense during Whirlwind per Base Level
- Maximum Base Level is 5
- Lifestealer:
- New level 40 passive skill, upgrades Whirlwind
- Your Whirlwind attacks restore a percentage of your Maximum Life
- Base amount is 1%, increased by 16% per Base Level
- Maximum Base Level is 5
- Gale Force:
- New level 50 passive skill, upgrades Whirlwind
- Adds an area of effect splash to your Whirlwind attacks
- Deals 80% Weapon Damage in a 2.6 yard area, increasing by 0.66 yards per 2 Base Levels
- You must create your Sunstone of the Twin Seas (level challenge) to unlock this skill
- Maximum Base Level is 10
- Executioner:
- New level 60 passive skill, upgrades Gale Force
- Only applies if you are wielding a two handed weapon
- Increases Gale Force area by 2.6 yards
- Adds 30-40 bonus physical damage to Gale Force, which increases with your Weapon Physical Damage bonuses
- Maximum Base Level is 1
Elementalist
Elemental melee skill tree, requires a melee elemental base. You cannot dual wield.
- Conflux:
- Renamed from Blood Hatred, duration increased to 10 minutes
- Only allows the use of melee, summoning and buff/debuff skills
- No longer has negative Life Regeneration
- Now reduces your weapon physical damage by 10% per character level
- Iron Spiral:
- Now requires level 3
- Weapon damage increased to 90%
- Cooldown reduced by 20% per Base Level
- Maximum Base Level is 5
- Elemental Overload:
- New level 15 passive skill
- Increases your Maximum Fire, Cold and Lightning Resists by 3% after using a signature skill (see below)
- You become Overloaded (duration) for 20 seconds after using a signature skill
- Signature skills cannot be used while under the effect of Elemental Overload
- Maximum Base Level is 1
- Thunderstorm:
- New level 15 signature skill
- Electrocutes a large area around you, dealing 150% Weapon Damage
- While Overloaded you gain 5% movement speed per Base Level
- Maximum Base Level is 5
- Deep Freeze:
- New level 25 signature skill
- Attack which freezes a small, concentrated area, dealing heavy single target damage
- While Overloaded you gain 3% Innate Elemental Damage per Base Level
- Maximum Base Level is 5
- Purifying Flame:
- New level 30 signature skill
- Buff which regenerates a percentage of your Maximum Life and increases Poison Length Reduction
- While Overloaded you regenerate 3% of your Maximum Life per second and gain +6% Poison Length Reduction per Base Level
- Maximum Base Level is 5
- Primordial Strike:
- New level 40 skill, may only be used while Overloaded
- Deals 140% Weapon Damage and multihits your primary target
- Additionally, deals damage in a large wave to your right
- A percentage of your total Strength and Dexterity are added as magic damage to this attack
- Magic damage is 5% of total Strength and Dexterity per Base Level
- Maximum Base Level is 5
Warmonger
Ranged damage tree
- Snake Bite:
- Base Level damage scaling increased by 30% to compensate for lack of skill cap growth compared to before
- Damage halved but now scales with character level, up to +110% at level 110
- Change was made to avoid overwhelming damage in the early game
- Stampede:
- Now requires level 5
- Violence:
- New level 6 passive skill, upgrades Stampede
- Reduces the cooldown of Stampede by 20% per Base Level
- Adds bonus Physical Damage to Stampede: up to 4-6 per Base Level, depends on character level
- Maximum Base Level is 5
- Rebound:
- Now requires level 20
- Now starts at 15 targets (up from 6) and gains 1 per Base Level (down from 2)
- Target seek range no longer capped
- Fortress:
- Now requires level 25
- Fixed a bug where the client would shoot missiles more rapidly than the server
- Now summons 4 towers instead of 8 which spawn closer to you, no longer locks out ranged skills while active
- Projectiles are now throwing axes instead of arrows, projectile speed increased by 17%
- Range now scales with Base Levels instead of points in Wolf Companion
- Range growth reduced to better concentrate on targets near the Barbarian
- Bonus damage from Gladiator's Dominance increased by 50%
- Weapon Damage increased from 50% to 120%
- Base Duration increased by 100%, duration gain per skill level is now 0.12 seconds
- Cooldown is equal to 50% of duration
- This skill is usable under melee only restrictions
- Citadel:
- New level 30 passive skill, upgrades Fortress
- Increases your Maximum Block Chance by 2% per Base Level
- Increases your Maximum Block Chance by an additional 2% per Base Level while Fortress is active
- Maximum Base Level is 5
- Screaming Eagle:
- Now requires level 30
- Base duration is now 5 seconds, up from 2, duration scaling has been halved
- Fixed a tooltip error in the duration synergy
- Increased Mana cost growth slightly
- This skill is usable under melee only restrictions
- Overkill:
- Now requires level 35
- Weapon Damage is now 130%, up from 120%
Shaman
- Spirit Reave:
- New level 20 active skill
- A melee attack which unleashes a long duration damage over time effect
- Deals 333% of combined spirits total Physical Damage per second as Magic
- Duration and cooldown: 8 seconds
- Has a 15% chance to be usable after an Ancient Spirit death
- Does not scale with skill levels, maximum Base Level is 1
Reward
- Runemaster:
- Base Defense bonus multiplier now 5%
- +1% Defense bonus multiplier per Base Level
- Nephalem Spirit:
- Now (2-4)% of base Strength or Dexterity per Base Level, up from (2-3)%
- Immortal:
- Now 2% + 2% avoid while attacking or standing still per Base Level
- Clarified on the tooltip that it applies to Whirlwinding too
Druid
General
- Devotions:
- Removed, trees are no longer locked behind a devotion
- However, shapeshifting skills and passives will only work in their respective form
Nature
- Harvest:
- Healing growth per Base Level halved
- Description now shows healing component without points invested
- Improved early level damage scaling
- Infected Roots:
- Now a level 5 skill, requires Harvest
- Adjusted damage for new level requirement
- Increased lategame damage
- Barkskin:
- Now a level 10 skill, requires Harvest
- Stats are no longer capped, and no longer increase with soft points
- Increased Life/Defense bonuses per Base Levels (same max stats as previously with the cap)
- Max level increases indefinitely every 4 Character Levels
- Elvensong:
- Now a level 15 skill, requires Barkskin
- Health per Base Level increased from 6% to 15%
- Harvesters:
- Now a level 20 skill, requires Barkskin
- Now gain an additional minion every 3 Base Levels
- Venomous Aura now obtained from upgrade
- Reduced AI delay
- Bloom:
- New level 25 skill, upgrades Harvesters
- Your harvesters gain an aura that increases the efficiency of the party
- Adds 20% + 12% of "Minion Resistances as Poison Spell Damage" per Base Level
- Adds 10% + 5% Movement Speed per Base Level
- Increasing your Minion Resistances above 75% will continue to scale Poison Spell Damage
- Maximum Base Level is 11
- Growth:
- New level 35 passive, requires Harvesters
- Adds 10% + 5% minion resistances per Base Level
- Receives 3% Minion Resistances per point in Vine Companion
- Maximum Base Level is 7
Werebear
- Werebear Form:
- Slow and health bonuses are now obtained from an upgrade
- Physical Damage bonus per Base Level increased from 6% to 8%
- Shapeshift cooldown reduced to 2 seconds
- Rend:
- Now a level 4 skill, requires Werebear Form
- No longer has a cooldown
- Increased early level damage
- Bestial Potency:
- New level 5 skill, upgrades Werebear Morph
- Adds 10% Slow Target per Base Level during bear form
- Increases your life based on character level in bear form
- Maximum Base Level is 5
- Wildfire:
- Now a level 10 skill, requires Rend
- Increased early damage scaling
- Modified description to show total damage rather than per-frame
- Primal Dominance:
- New level 15 skill, upgrades Werebear Morph
- Adds 50% of your vitality as Attack Rating per Base Level
- Adds 25% + 10% Hit Recovery Speed per Base Level
- Maximum Base Level is 6
- Idol of Scosglen:
- Now a level 20 skill, requires Rend
- Now lasts 40 seconds, but no longer emits shockwaves (until upgraded)
- Reduced base Mana cost
- Base cooldown reduced to 8 seconds
- Maximum Base Level is now 15
- Ancestral Protection:
- New level 25 skill, upgrades Idol of Scosglen
- Adds up to 30% character defense per point into Idol of Scosglen
- Maximum Base Level is 5
- Hunger:
- Now a level 30 skill, upgrades Werebear Morph
- Increased base Life Steal to 7%
- Attack Rating / Hit Recovery Speed bonus moved to upgrade
- Maximum Base Level is now 20
- Ancestral Force:
- New level 40 skill, upgrades Idol of Scosglen
- Allows using Idol of Scosglen the traditional way
- Adds periodic shockwaves during Stone Form
- Reduces the duration of the buff by 90%
- Maximum Base Level is 1
Werewolf
- Werewolf Form:
- Base Mana drain in Wolf form is halved
- Deadly Strike bonus moved to upgrade
- Increased morph Casting Speed
- Shapeshift cooldown reduced to 2 seconds
- Chance to avoid damage is now 10% + 1% per Base Level
- Mana Pulse:
- Simplified Mana formula
- Max level is now 1
- Harbinger:
- Now a level 5 skill, requires Werewolf Form
- Increased flat Cold Damage in early and lategame
- Now gains 10% bonus Cold Damage per base level
- Ceaseless Fury:
- New level 6 skill, upgrades Harbinger
- Reduces Harbinger cooldown by 0.33 seconds per Base Level
- Maximum Base Level is 6
- Feed the Pack:
- Now a level 10 skill, requires Harbinger
- Reduced Life after each kill
- Reanimate chance is no longer capped
- Twisted Claw:
- Now a level 15 skill
- Feral Escalation:
- New level 25 skill, requires Mana Pulse
- At the cost of doubling your Mana drain (i.e. previous drain), you become greatly empowered
- Adds 5% + 5% Deadly Strike per Base Level
- Maximum Base Level is 7
- Howl of the Spirits:
- New level 50 skill, requires Feed the Pack
- Feral shout that empowers yourself and nearby wolves
- Nearby wolf reanimates receive:
- 100% Chance of Crushing Blow
- Your Cold Damage & pierce
- Increased Movement, Velocity and Resistance
- You receive:
- 25% Cold Pierce
- Bonus Cold Damage from wolf skills is doubled
- Your Mana drains 50% faster
- Has a cooldown of 30 seconds
- Duration increases by 1 second per Base Level
- Maximum Base Level is 10
Wereowl
- Wereowl Form:
- New 16-direction Shapeshift replaces Trap Rat
- Increased Crushing Blow chance by 6%
- Improved Hit Recovery and block frames
- Base Block Chance now obtainable from upgrade
- Shapeshift cooldown reduced to 2 seconds
- Thorn Wall:
- Renamed to Earth Talons
- Now a level 3 skill, requires Wereowl Form
- Increased individual thorns duration by 20%
- Removed annoying cast sound
- Reduced Mana cost
- Charged Talons:
- New level 5 skill, upgrades Earth Talons
- Adds Lightning Damage to Earth Talons
- Maximum Base Level is 6
- Ferocity:
- Now a level 10 skill, requires Wereowl Form
- Base Weapon Damage bonus increased to 15%
- Birdstorm:
- Renamed from Quillstorm
- Now a level 15 skill, requires Earth Talons
- Egg Trap:
- Now a level 30 skill, requires Birdstorm
- Now has a 2 second cooldown
- Trap duration before explosion reduced to 3 seconds, down from 5
- Greatly increased area of effect
- Increased Weapon Damage by 25%
- Now deals Lightning Damage
- Greatly increased Lightning Damage added to attack
- Now gains 12% increased Lightning Damage per Base Level
- Steel Wings:
- New level 30 skill, upgrades Wereowl Form
- Adds 1% Base chance to block
- Adds 4% Maximum Block Chance per Base Level
- Maximum Base Level is 5
- Progeny's Blessing:
- New level 40 skill, upgrades Egg Trap
- Egg Traps empower you upon hatching
- While empowered, you receive:
- Charged Talons Lightning Damage is doubled
- +1 Extra Birdstorm Targets
- Egg Trap has no cooldown
- Last for 3 seconds + 0.5 seconds per Base Level
- Maximum Base Level is 7
Hunter
- Steady Shot:
- Maximum Base Level now 20
- Cascade:
- Bonus Fire Damage per Base Level is now 9% and not capped
- Maximum Base Level now 20
- Heartseeker:
- Now a level 10 skill, requires Steady Shot
- Bonus Fire Damage per Base Level is now 9% and not capped
- Maximum Base Level now 20
- Erupting Strike:
- New level 15 skill, upgrades Steady Shot, Cascade and Heartseeker
- Increases the Fire Damage of all Hunter skills by 20% per Base Level
- Maximum Base Level is 5
- Bear Companion:
- Now a level 20 skill, requires Erupting Strike
- Heart of the Pack is now obtained from upgrade
- Maximum Base Level is now 20
- Heart of the Pack:
- New level 25 skill, upgrades Bear Companion
- Allows your bear to cast Heart of the Pack on attacks
- Heart of the Pack effect prevents Steady Aim from being consumed and heals the party
- Each point in Bear Companion increases duration by 5%, up from 4%
- Chance to cast is 5% + 1% per Base Level
- Maximum Base Level is 4
- Pathfinder:
- Now a level 35 skill, requires Heart of the Pack
- Only works while using a Bow or Crossbow
- Tracking:
- New level 70 skill, requires Pathfinder
- Requires 60 Base Levels invested into the Hunter tree to put points
- Your - %Enemy Fire Resistances also reduces enemy Lightning/Cold Resistances
- Maximum Base level is 1
Seer
- Ember Spirit:
- Now gains an additional spirit every 7 Base Levels, down from 8
- Hunting Banshee:
- Now a level 8 skill, has no requirements
- Now gains an additional spirit every 10 Base Levels, down from 13
- Increased early damage scaling
- Pagan Rites:
- Now a level 12 skill, has no requirements
- No longer a passive due to glitches with D2 auras. Is now a castable skill
- Added cooldown
- Spiritual Alignment:
- New level 15 skill, requires Ember Spirit and Hunting Banshee
- Adds 10% fire/cold damage every 2 Base Levels
- Max level increases indefinitely every 4 Character Levels
- Rain of Fire:
- Now a level 20 skill, requires Ember Spirit and Pagan Rites
- Increased early damage scaling
- Duration reduced by 14%
- Projectile explosion radius reduced by 33%
- Hurricane:
- Now a level 30 skill, has no requirements
- Increased early damage scaling
- Life steal is now obtained from upgrade
- Solidified Wind:
- New level 40 skill, upgrades Hurricane
- Adds 4% Life Steal per Base Level to Hurricane
- Maximum Base Level is 4
Reward
- Mythal:
- Doubled cooldown reduction per level, no longer has a minimum
- Max level changed to 10
- Symbiosis:
- Works at full efficiency from the first level
- Now scales like other Black Road skills, with a max level of 15, extendable up to 20
- Now gains 1% avoid per Base Level instead of 0.75% per point into Elvensong
- Modified duration scaling
- Survival Instinct:
- Reduced spell focus bonus
- Faerie Fire:
- Weapon damage increased by 35%
- Vine Companion:
- Aura now grants 5% + 1% Life per Base Level, no longer has a devotion bonus
- No longer reduces enemy poison resistance
- Increased Petrify's Physical pierce from 10% to 15%
- Increased Petrify's Movement penalty from 25% to 30%
- Petrify no longer reduces enemy defense
Necromancer
Deathspeaker
- Embalming:
- Base mana regeneration is now 5%
- Now adds 50% + 6% minion health per Base Level
- Mold the Flesh:
- New level 5 skill, upgrades Embalming
- Embalming's Minion Life bonus affects yourself as well
- Efficiency increases by 10% per Base Level
- Maximum Base Level is 4
- Sacrifices:
- Now a level 10 skill
- Slightly increased cooldown reduction per base level
- Optimized skill mechanics to reduce performance impact
- Number of corpses unchanged, arrangement is now circular
- Death Ward:
- No longer receives synergies from Resurgence/Soulbond
- Now receives 10% defense per Base Level, and 6% per level
- Base avoid chance increased to 5%
- Famine:
- Now a level 20 skill, requires Sacrifices
- Life steal per Base Level increased from 1% to 2%
- Increased Weapon Physical Damage bonus from strength by 25%
- Max level is now 15
- Bane:
- Now a level 30 skill, no longer has prerequisites
- Death Pact:
- Now a level 37 skill, requires Death Ward
- Modified defense scaling
- Maximum Base Level is 15
Summon
- Increased damage after skill level 16 of all minions by 20%
- Blood Skeleton:
- Now need to be raised from the dead
- Aura is now obtained from upgrade
- Night Hawks:
- Now a level 6 skill
- Base pack size increased from 2 to 3
- No longer increases hawks per cast every 10 base levels, but can be upgraded
- Increased Mana cost per level
- Abyss Knight:
- Now a level 12 skill
- Damage reduction effect now received from upgrade
- Reduced visual clutter
- Increased area of effect
- Reduced Mana cost per level
- Iron Golem:
- Now a level 20 skill
- Regeneration effect now received from upgrade
- Resurgence:
- Now a level 25 skill
- Now adds minion attack rating per skill level
- Grim Vision:
- New level 30 skill, upgrades Blood Skeleton
- Provides your skeletons an offensive aura
- Base points increase physical Weapon Damage, Crushing Blow and radius
- Maximum Base Level is 10
- Violent Immolation:
- New level 40 skill, upgrades Night Hawks
- Increases your hawks per cast by 1 every 6 Base Levels
- Adds 24% + 12% damage to hawks per Base Level
- Maximum Base Level is 12
- Abyssal Guard:
- New level 50 skill, upgrades Abyss Knights
- Gives your Knights' Physical and Elemental Damage reduction
- Additionally provides them with 22% + 3% Slows Target per Base Level
- Maximum Base Level is 8
- Metal Solace:
- New level 60 skill, upgrades Iron Golem
- Your golem recovers 100% of it's health over 30 seconds
- Each base point reduces length by 1 second, improving regeneration
- Maximum Base Level is 15
Melee
- Parasite:
- Now a level 1 skill
- Reduced base target seek range (can be upgraded)
- Increased Magic Damage in early levels
- Increased Weapon Damage by 10%
- Carnage:
- Now a level 5 skill, requires Parasite
- Base cooldown is now 2 seconds
- Radius reduced by 18%
- Increased base %AR bonus to improve it in the early game
- Onslaught:
- New level 10 skill, upgrades Carnage
- Reduces cooldown by 0.25 seconds per Base Level
- Maximum Base Level is 8
- Angel of Death:
- Now a level 15 skill, requires Carnage
- Doubled Weapon Damage and halved Poison Damage (same poison damage as before)
- Removed useless physical damage bonus to attack
- Doubled attack rating bonus per level
- Deathlord:
- Now a level 20 skill, requires Angel of Death
- Block/stat bonuses moved to new passive skill
- You can no longer use summons while buffed, except special summons
- Demonic Commune:
- New level 30 skill, upgrades Deathlord
- Adds 10% movement speed per Base Level during Deathlord
- Provides Half Freeze Duration
- Maximum Base Level is 6
- Ominous Vigor:
- New level 40 passive, requires Deathlord
- Gain up to 1% block chance, 100 strength and dexterity if you have invested 30 points into the skill
- No longer requires to be in deathlord form, in order to prevent gear glitching
- Maximum Base Level is 5
- Voracity:
- New level 50 skill, upgrades Parasite
- Increases magic damage by 25% per Base Level
- Increases Target Seek Range by 1 yard per Base Level
- Maximum Base Level is 8
Crossbow
- Improved attacking animation, can now reach 7fpa attack
- Flametail Shot:
- Now receives an extra bolt per 6 Base Levels and can be upgraded
- Gains physical damage per skill level
- Death Shards:
- Now a level 3 skill, requires Flametail Shot
- Sacrifices leech bonus synergy removed
- Alchemical Provision:
- New level 5 skill, upgrades Flametail Shot
- Increases rocket count by 2 per Base Level
- Maximum level of 1, increases every 25 Character Levels
- Carrion Drain:
- New level 10 skill, upgrades Death Shards
- Adds Life Steal based on Base Levels and Character Level
- Maximum Base Level is 6
- Dragonfire Oil:
- Now a level 15 skill, requires Flametail Shot
- Increased base damage and early level damage scaling
- Now gains 15% bonus damage per Base Level in any crossbow skill
- Synergy now scales with character level too (even more damage at 110+)
- Widowmaker:
- Now a level 20 skill, requires Death Shards
- Conversion to Magic reduced to 60% from 50%
- Reduced base Mana cost, slightly increased Mana cost per level
- Increased Magic Damage scaling on early levels
- Weapon Damage increased from 55% to 60%
- Fragmentation Shot:
- Now a level 30 skill, requires Dragonfire Oil
- Increased added Fire Damage added to attack
- Weapon damage increased to 40%
- Ignite:
- New level 40 skill, upgrades Fragmentation Shot
- Increases the Fire Damage added to attack by 50% per Base Level
- Maximum level increases per 5 Base Levels in Fragmentation Shot or Dragonfire Oil
- Maximum Base Level is 1
Malice
- Death Ripple:
- Renamed from Boneyard
- Modified graphics and mechanics
- Increased early level damage and area of effect
- Nightwalker:
- Now a level 5 skill, requires Death Ripple
- Malice Skill Damage now 10% + 4% per Base Level
- Poison Length Reduction now 4% per Base Level
- Dream Eater:
- Now a level 10 skill, requires Nightwalker
- Modified cooldown scaling
- Terror debuff now obtained from upgrade
- Life steal now scales with character level, added to tooltip
- Slightly increased base damage and damage after skill level 28
- Terror:
- New a level 20 skill, upgrades Dream Eater
- Debuffs your main target and terrifies it
- While terrified, enemy Movement Speed is reduced by 60% and Poison Resist by 30%
- Lasts 0.6 seconds + 0.32 seconds per Base Level
- Occult Path:
- New level 30 skill, requires Nightwalker and 20 points in the Malice Tree
- Adds 40%
- Maximum Base Level is 1
- Rotting Flesh: removed
- Exile:
- New level 30 skill, requires Occult Path
- Cursed enemies are exiled from their group, and will attack each other
- Increased duration per Level and range per 2 Base Levels
- 8 second cooldown, reduced by 1 second per 10 base levels
- Maximum Base Level is 25
- Pestilence:
- Now a level 40 skill, requires Occult Path
- Now scales from Energy, rather than Strength and Dexterity
- Increased damage, especially in the early levels
- Now lasts 10 seconds + 0.8 seconds per Base Level
- Vanish:
- New level 60 passive skill, requires Nightwalker and 60 points in the Malice Tree
- Passive effect: if a non-boss enemy is terrified, exiled and poisoned, kill it
- Maximum Base Level is 1
Totem
- Apprenticeship:
- Now a level 1 passive, renamed from Totemic Mastery
- Allows you to learn Totem skills
- Increases Totem Life and Avoid chance per Base Level
- Maximum Base Level is 25
- Fireheart Totem:
- Now a level 1 skill, requires Apprenticeship
- Increased Fire Damage by 10%
- Stormeye Totem:
- Now a level 10 skill, requires Apprenticeship
- Discharge skill mechanics have been improved
- No longer has ND, making it both good against groups and single targets
- Increased damage
- Increased the size of the nova
- Frostclaw Totem:
- Now a level 15 skill, requires Apprenticeship
- Damage Reduced by 16%
- Dark Gathering:
- New level 15 skill, requires Apprenticeship
- Increases Totem count of every Totem by 1 every 5 Base Levels
- Adds 10% cast rate
- Maximum Base Level is 10
- Dirge:
- New level 30 skill, requires Dark Gathering
- Your totems receive a chance to cast their spell with double damage when they die
- Also adds a chance for totems to cast empowered skills on death blow
- On-death chance increases by 5% per Base Level
- On-kill chance increases by 2% per Base Level
- Maximum Base Level is 10
- Soulbond:
- Now a level 40 skill, requires Dirge
- You cannot put points into this skill if you have Soulchain
- No longer increases max level of Totems
- Totem base Spell Damage bonus reduced to 10%
- Reduced Healing After Each Kill
- While this skill is maxed, Dirge effect chance becomes doubled
- Soulchain:
- New level 40 skill, requires Dirge
- You cannot put points into this skill if you have Soulbond, or selected more than 1 Totem Skill
- Increases the max level of your selected Totem skill by 1 per Base Level
- Increases Dark Gathering max level by 1 per Base Level
- While this skill is maxed, you summon two Totems per cast
- Adds an extra bonus depending on your chosen element:
- Burning Chain: adds Life Regeneration based on Fireheart Totem Base Level
- Frozen Chain: adds flat Defense based on FrostclawTotem Base Level
- Magnetic Chain: adds Attack, Movement and Hit Recovery Speeds based on Stormeye Totem Base Level
- Maximum Base Level is 10
Reward
- Talon's Hold:
- No longer receives synergy from Sacrifices
- Modified reanimate scaling to +1% per Base Level
- Now reanimates skeleton warriors
- Graveyard:
- Now gains additional missile every 6 base levels, down from 8
- Veil King:
- Simplified description
- Learns all new Summon Tree skill upgrades
- Now reduces your necromancer minion count by only 2, instead of 50%
- Jinn:
- Reduced excess visual effects
Paladin
General
- Mana per energy increased by 33%
- Paladin Influence Trees:
- Streamlined and combined into one tree called Aspects
- Contains Euphoria, Demiurge, Rapture, Sacred Armor and Scourges
- All paladin builds can now access all these skills simultaneously if they wish
- The power level of the buff skills has been reduced slightly, to compensate for the fact that they may now all be active at once
- Neutral Paladin:
- Now has its own tab named Nephalem
- Placing points in Nephalem skills will disable all holy & unholy skills and vice versa
Aspects
- Euphoria:
- Has been renamed to Elemental Wisdom, now requires level 1
- Improved and consolidated description
- Now reduces enemy Elemental Resistances by 1% per Base Level, down from 1.25%
- Demiurge:
- Has been renamed to Veneration of Justice, now requires level 10
- Improved description to show attribute gain before putting points in the skill
- Reduced stat gain to 30 per Base Level, down from 35 per Base Level
- Duration reduced slightly
- Rapture:
- Has been renamed to Spark of Hope, now requires level 20
- Speed gain per Base Level reduced from 3% to 2%, slightly reduced speed gain from Skill Levels
- Fixed a bug which caused the movement speed bonus to not benefit from the Base Level bonus
- Sacred Armor:
- Has been renamed to Ward of Fate, now requires level 30
- Regeneration bonus per Skill Level reduced by 10%
- Flat defense gain per Base Level reduced from 750 to 650
- Duration reduced slightly
- No longer gets 6% movement speed bonus (up to 100%) per Base Level in Rapture (see below)
- Valiance:
- New level 40 passive skill, upgrades Sacred Armor
- Adds 10% Movement Speed per Base Level to the character while using Ward of Fate
- Maximum Base Level is 10
- Scourge:
- Has been renamed to Servants of Valor, now requires level 50
- Minion cap reduced to 5, base Servants are now 2
- Increased Life by 33%
- Reduced performance impact of minions and cleaned up the skill tooltip
- Removed stat gains based on holy/unholy skill points
- You can now summon +1 Servant per 2 Base Levels
- Conclave:
- New level 60 passive skill, upgrades Servants of Valor
- Adds 5% minion life + 4% per Skill Level and 15% per Base Level
- Increases the maximum number of Servants you can summon by 1 per 2 Base Levels
- Maximum Base Level is 10
- Fervor:
- New level 70 passive skill, upgrades Servants of Valor
- Adds 10% minion damage + 3% per Skill Level
- Adds 6% of Total Servant Physical Damage as extra Magic Damage to their attacks per Base Level
- Maximum Base Level is 20
Templar
- Retaliate:
- No longer converts 10% of Physical Damage to Magic, Weapon Damage increased to 100% (up from 80%)
- Knockback chance halved to 50%
- Bonus damage now Fire instead of Magic. Level 1 value is now 5%, up from 1%
- No longer need to be hit recently to use
- Counterattack:
- New level 1 passive skill, upgrades Retaliate
- Retaliate bonus Fire Damage is increased for 5 seconds after taking Weapon Damage
- Fire Damage is increased by 30% per Base Level
- Maximum Base Level is 4
- Divine Judgment:
- Now requires level 10
- Reduced duration by 20%, the skill is now much better against moving targets
- Increased damage by 16%
- Radius reduced by 11%
- Consecration:
- New level 11 passive skill, upgrades Divine Judgment
- Reduces Divine Judgment's cooldown by 20% per Base Level
- Maximum Base Level is 5
- Dragonheart:
- Renamed to Lionheart, now requires level 20
- Now only allows the use of Melee, Buff/Debuff and Summoning skills
- Vitality bonus now depends on Strength or Dexterity (whichever is higher), instead of on Strength alone
- Simplified skill by removing self-increasing skill cap for points in other Honor skills
- Increased stats granted per Skill Level and Base Level to compensate:
- Weapon Physical Damage bonus 12% per Base Level (up from 9%)
- Defense Bonus 18% per level (up from 15%)
- 10% base Innate Elemental Damage (up from 0%), +1.2% per Base Level (up from 1%), no longer has a cap
- Half of the Weapon physical damage bonus has been moved to Dragon's Blessing
- Plague:
- removed
- Holy Fire:
- New level 30 passive skill
- Adds Fire Damage to your weapon and Poison Length Reduction
- Poison Length Reduction bonus is 5% + 1% per Skill Level
- Fire damage scaling has increasing returns with Base Level and character level
- If you take this passive you cannot deal Poison Damage
- Holy Fire is not necessary to learn Dragonheart or Colosseum
- Colosseum:
- Increased bonus fire damage gain from 1% per Skill Level to 2%
- Weapon Damage doubled to 100%
- Base cooldown changed to 7 seconds, cooldown reduces by 0.2 seconds per Base Level (uncapped)
- Maximum Base Level is now 20
Incarnation
The holy caster archetype has been greatly overhauled and improved
- Drakemaw, Frozen Breath, Incarnation:
- Have been removed
- Dragon Jaws:
- New spell replacing Drakemaw, requires level 1
- Monstrous fangs devour enemies in a medium area around your cursor
- Deals Physical damage
- Damage scales (much more rapidly) with current mana, instead of Energy and Spell Focus
- Physical/Magic Spell Damage will still affect the damage of this ability
- Apex Predator:
- New level 25 passive skill, upgrades Dragon Jaws
- Grants Life leech to your weapon attacks and Dragon Jaws damage
- Gives 25% Life leech to weapon at max level
- Gives 0.8% Life leech to Dragon Jaws at max level (not affected by difficulty penalty)
- Dragon Jaws Life leech additionally scales with your Fire Spell Damage
- Requires 4 points to max
- Solar Flare:
- Now requires level 10
- No longer damages enemies under your feet and no longer needed to use other active skills
- Now damages enemies in a large area around you and debuffs their damage and Attack Rating
- Deals Fire and Physical Damage which scales (much more rapidly) with current mana, instead of Energy and Spell Focus
- Fire & Physical/Magic Spell Damage will still affect the damage of this ability
- Adds +1 to All Skills while active
- Base buff/debuff duration is now 8 seconds and increases with 1 second per Base Level
- Scion:
- New level 20 passive skill, upgrades Solar Flare
- Works only while Solar Flare is active
- Adds 100% of your current mana as Attack Rating at max level
- Adds 4% Fire Spell Damage per Annihilation Base Level at max level
- Adds 4% Physical/Magic Spell Damage per Dragon Jaws Base Level at max level
- Requires 4 points to max
- Dragonbone Armor:
- New level 15 buff skill
- Grants physical damage absorption
- Lasts until absorption amount is exceeded and has a cooldown of 20 seconds
- Absorption amount scales with your maximum Mana, character level, Skill Level, Base Level and Physical Spell Damage
- While active this skill reduces your mana leech (2% + 0.25% per Skill Level) and mana regeneration (5% + 2% per Skill Level)
- Annihilation:
- Renamed from Dragon Wyrms, requires level 20
- Now has a cooldown of 5 seconds, Wyrm lifetime is 8 seconds
- Maximum Wyrm count is now 3 and no longer increases with Base Levels
- Added an extra fireball per Wyrm attack, increased fireball area of effect by 56%
- Damage now scales (much more rapidly) with current mana, instead of Energy and Spell Focus
- Fire Spell Damage will still affect the damage of this ability
- Damage at skill level 1 increased by 30%
- Wyrms no longer inherit your Fire pierce, instead they start with 40% and gain 6% per Base Level (max 160%)
- Dragon's Breath:
- New level 40 curse skill
- Reduces enemy Fire Resistance by 40% and Fire Damage by 20% at max level
- Base duration is 10 seconds, base area is 4.6 yards
- Curse duration and area increases with Fire Spell Damage
- Maximum Base Level is 15
- Combustion:
- New level 75 passive skill, upgrades Annihilation
- When maxed adds 1 extra projectile per 100% Physical/Magic Spell Damage
- When maxed adds 20% explosion radius per 50% Physical Magic Spell Damage
- Maximum Base Level is 5
Nephalem
- Vessel of Retribution:
- Improved early game damage progression
- Base targets are now 2, up from 1
- Reduced hit rate by 25%, increased damage by 50%
- Vessel of Judgement:
- Renamed from Vessel of Justice
- Improved early game damage progression
- Base targets are now 2, up from 1
- Reduced hit rate by 25%, increased damage by 50%
- Life and Death:
- Now requires level 10
- Damage bonus now more front-loaded to skill level 1
- Solstice and Equinox:
- Now requires level 10
- Damage bonus now more front-loaded to skill level 1
- Fixed a bug where the damage bonus of this skill didn't increase Absolution damage
- Absolution:
- Now requires level 15
- Now 60% of Vessel of Judgment damage and 120% of Vessel of Retribution damage per hit
- Damage modifiers were reduced due to the damage buffs of the Vessels themselves
- Reverence:
- New level 25 passive skill, upgrades Ward of Fate and Veneration of Justice
- Sets the duration of these skills to 20 seconds (old Neutrality bonus)
- Maximum Base Level is 1
Ritualist
- Grim Presence:
- No longer gives Fire Damage to Vessel of Justice
- The Cold Damage to Divine apparition and 10% multiplier per Base Level have been moved to Frostbite (see below)
- Lemures:
- Now requires level 3
- Ghost collisions now deal damage in a small area of effect, instead of being single target
- Damage increased by 10%
- Possession:
- Now gives 20% bonus to Attack Rating per Base Level instead of Ignore Target's Defense
- Transcendence:
- New level 50 passive skill, upgrades Servants of Valor
- Adds fire damage to Servants of Valor equal to a portion of their base damage
- This bonus damage is increased by your Fire Spell Damage stat and with each Base Level
- Maximum Base Level is 5
- Frostbite:
- New level 90 passive skill, upgrades Divine Apparition
- Adds cold damage to Divine Apparition (Divine Apparition Level 28 required to max this)
- Additionally, increases the above cold damage by a multiplier equal to 15% per Base Level
- Maximum Base level is 20
Warlock
- Mind Flay:
- Added a Physical Damage component equal to 50% of the Lightning one
- Damage increased by 40% (total damage buff: 110% per beam)
- Shock now reduces enemy Elemental Damage by 10%, instead of enemy Magic Resistance
- Adds an extra beam per 20 Base Levels
- Cleaned up visuals for better performance, reduced explosion visual graphics to match actual damage area
- Confluence:
- New level 10 passive skill, upgrades Mind Flay
- Adds +1 beam to Mind Flay while you are above 70% of your Maximum Life
- Maximum Base Level is 1
- Slayer:
- Now requires level 15, has been reworked
- Maximum Slayer limit is now 1 (down from 5) and shoots 25 times (up from 15)
- Now has a 1 second cooldown
- Instead of bolts now electrocutes all enemies in a medium area around itself
- Inflicts Lightning Damage, inheriting all your caster attributes, every 0.8 seconds
- Damage increased by 204%
- Added a synergy of 1% damage multiplier per Base Level
- Symphony of Destruction:
- Now requires level 50, has been redesigned as a Slayer upgrade
- Is now a passive skill which grants +1 beam to Mind Flay if you are within Slayer's area of effect
- Stormlord:
- Now requires level 10
- Attribute bonus has been halved (only affects Ritualist, see below)
- Tainted Blood:
- Now requires level 40
- Maximum Base Level is now 15, stat gains have been increased to compensate
- Acumen:
- New level 100 passive skill, upgrades Warlock skills
- Increases Mind Flay explosion area of effect by 100%
- Increases Stormlord attribute bonus by 100%
- Regenerates 2% of player Maximum Life when within Slayer's area of effect
- Maximum Base Level is 1
Reward
- Blessed life:
- No longer increases Apple healing duration
- Superbeast:
- Overhauled the spell damage bonus
- Now grants Fire and Cold Spell Damage only if you are a Ritualist
- Now grants Lightning and Physical/Magic Spell Damage only if you are a Warlock
- Spell damage bonus is equal to 10% + 1.25% per point in active skills of your respective tree
- Dragon's Blessing:
- Now gives 10% Weapon Physical Damage per Base Level (moved from Lionheart)
- Resurrection:
- Base life bonus now +300%, up from +100%
Sorceress
Arcane
- Arcane Torrent:
- Damage at level 1 increased by 25%, now requires level 5
- Raven Familiar:
- Movement speed increased by 14%, now requires level 20
- Spell Focus bonus has been moved to Symbol of Esu as Arcane spells don't benefit from the stat
- Mana Sweep:
- Cooldown doubled, cooldown reduction per Base Level doubled
- You may not learn this skill if you have points in any elemental proficiency skills and vice versa
- Now requires level 30
- Arcane Fury:
- New level 100 arcane proficiency buff skill, requires 50 points in other Arcane tree skills
- Duration is 10 seconds, cooldown is 30 seconds
- When activated, it increases your Energy and Maximum Mana by 20%
- If mana shield is also up, it will absorb 95% of all incoming damage and drain 80% less Mana
- Maximum Base Level is 1
Fire
- Flamefront:
- Now starts with 3 firebolts, up from 2
- Now gains an extra firebolt every 10 skill levels, up to a maximum of 6
- Incineration:
- New level 15 passive skill, upgrades Flamefront
- Decreases maximum firebolts by 1
- Increases maximum firebolts by 3 while you are above 80% of your maximum Mana
- Maximum Base Level is 1
- Pyroblast:
- Now requires level 15
- Early game damage reduced slightly to match earlier unlock
- Damage after level 27 increased by 45%
- Added a synergy of 1% damage multiplier per Base Level
- Mana cost reduced
- Pyre:
- New level 60 passive skill, upgrades Pyroblast
- You gain a bonus to Physical Resistance for 1 second after casting Pyroblast
- Bonus is 1% Physical Resistance per 200 total Energy
- Maximum Base Level is 1
- Flamestrike:
- Now requires level 30
- Havoc:
- Renamed from Twilight Havoc, is now the fire proficiency skill
- Requires level 60 and 50 points in other Fire tree skills
- Damage type changed to Fire and damage increased by 50%
- Base cooldown now 16 seconds, down from 20
- Cooldown decreases by 1 second per 900 total Energy
- Maximum Base Level is 25
Lightning
- Forked Lightning:
- Added a synergy of 1% damage multiplier per Base Level
- Thunderstone:
- Now requires level 15
- Damage reduced by 10%
- Increased Mana cost to match other single target spells
- Eye of the Storm:
- New level 20 passive skill, upgrades Thunderstone
- Thunderstone total damage reduced by 10%
- A percentage of your Maximum Life is restored for each Thunderstone cast (max 0.5%)
- Grants a defensive bonus for 0.2 seconds after casting Thunderstone
- Defense bonus consist of: Poison Length Reduction (max +60%) and Maximum Lightning Resist (max +4%)
- Maximum Base Level is 4
- Tempest:
- Now requires level 25
- Damage reduced by 10%
- Mind Spark:
- New level 100 passive skill, upgrades Tempest
- Maximum Tempest projectiles increased by 2, from 8 to 10
- However, additional Tempest projectiles now scale based on your total energy instead of skill level
- When maxed, Mind Spark adds 1 projectile to Tempest per 800 total energy
- I.e. 2400 Energy required for 10 projectiles
- Maximum Base Level is 4
- Superposition:
- New level 100 lightning proficiency active skill, requires 50 points in other lightning tree skills
- A short range teleport ability without a cooldown with a high Mana cost
- Disables the use of non-quest summoning skills
- After teleporting you become entangled for 5 seconds
- Entangled increases your cast speed by 200%, reduces potion effectiveness and prevents dealing Fire, Cold and Poison damage
- Potion effectiveness increases by 5% per Base Level
- Maximum Base Level is 5
Cold
The tree has been reworked to play as a short ranged caster. Thus all skills are compatible with Melee Devotion.
- Frigid Nova:
- Renamed from Frigid Sphere, now requires a Scepter or an Orb
- Explosion now originates from your character instead of at a target point
- Explosion expansion rate greatly increased, maximum area of effect unchanged
- Added a synergy of 1% damage multiplier per Base Level
- Crystalline Barrier:
- New level 10 buff skill, requires a Scepter or an Orb
- A long duration protective shield which damages and freezes melee attackers, regardless if they hit or not
- Increases defense against projectiles, which increases exponentially with your Cold Spell Damage bonuses
- Freeze length starts at 0.2 seconds but increases with your Cold Spell Damage bonuses
- Fire, Lightning and Poison Spell Damage is reduced by 1% per character level
- Damage to melee attackers increases by 10% per Base Level
- Maximum Base Level is 10
- Shatter the Flesh:
- Removed, still available as an oSkill
- Abyss:
- Removed, still available as an oSkill
- Glacial Torrent:
- New level 20 active skill, requires a scepter or an orb
- Unleashes a freezing cascade in melee range, dealing heavy single target damage
- Total damage multiplier increases by 1% per Base Level
- Wintertide:
- New level 30 warp skill, requires a scepter or an orb
- Teleports you to a target, freezing nearby enemies and healing you
- Cooldown is 8 seconds and independent of all other warp skills
- Freeze length is 0.6 seconds and increases with your cold spell damage bonuses
- Healing is 4% of your Maximum Life over 4 seconds and increases with your Cold Spell Damage bonuses
- Maximum Base Level is 10
- Rime:
- New level 50 passive skill, upgrades Wintertide
- Your total Energy increases freeze length
- Freeze length scaling from Energy increases per Base Level
- Maximum Base Level is 4
- Hoar Frost:
- New level 40 passive skill, upgrades Wintertide
- Adds cold damage to Wintertide
- Cold damage is equal to 60% of your total Energy when maxed
- Maximum Base Level is 4
- Frostborn:
- New level 100 cold proficiency skill, requires 50 points in other Cold tree skills
- Increases your physical resist by 10%
- Enables Witch Blood damage bonus for Cold spells regardless of your Life level
- Maximum Base Level is 1
Poison
- Lorenado:
- Range increased by 20%
- Increased early game damage by 25% (levels 1-27)
- Added a synergy of 1% damage multiplier per Base Level
- Elucidation:
- New level 50 passive skill, upgrades Lorenado
- Allows your poison skill duration stat to modify Lorenado projectiles
- More projectiles increase area coverage and provide better burst damage
- Adds +1 projectile per (210 - 10*Base Level)%
- Maximum Base Level is 10
- Decay:
- New level 20 passive skill, upgrades Miasma
- Increases Miasma debuff duration by 10 seconds
- However, Miasma will deal no damage
- Maximum Base Level is 1
- Arachnomancy:
- Now requires level 15
- Damage at level 1 increased by 15%
- Now receives +105% to Poison Duration at character level 1, decreasing to 0 at level 105
- Added a synergy of 1% damage multiplier per Base Level
- Blight:
- New level 100 poison proficiency passive skill, requires 50 points in other Poison tree skills
- You deal no Fire, Cold or Lightning damage
- 2% of your total Energy is added as a bonus to Movement Speed
- 2.5% of your total Energy is added as a bonus to Poison Spell Damage
Melee
- Moonstrike:
- No longer converts damage to Magic
- Removed confusing bonus to self Physical Damage
- Maximum Life bonus is now 1% per Skill Level (max 20%)
- Weapon Physical Damage bonus is now 20% base + 1% per Skill Level + 9% per Base Level
- Now only allows the use of melee, summoning and buff/debuff skills
- Paradigm Shift:
- New level 10 passive skill, upgrades Moonstrike
- Moonstrike loses its Physical Damage bonus but now increases Innate Elemental Damage instead
- Innate Elemental Damage bonus is 15% of Moonstrike physical damage bonus
- Maximum Base Level is 1
- Cold Blooded:
- New level 30 passive skill, upgrades Moonstrike
- Weapon Physical Damage reduced by 100%
- 1% of total Dexterity reduces enemy Cold Resistance
- Maximum Base Level is 1
- Bladestorm:
- Now requires level 5
- Halved number of projectiles for better performance, doubled Weapon Damage modifier
- Fusillade:
- Now requires level 30
- Now has a fixed seek range of 9 yards and moves very slowly instead of being stationary
- The above change was made so the skill fits better within the melee archetype
- Duration is now always 1 second lower than cooldown, meaning maximum uptime has been greatly increased
- Now adds 3% of total Dexterity as Magic Damage per Base Level
- Weapon Damage modifier now 100%, down from 115%
- Maximum Base Level is 10
- Arcane Sustenance:
- New level 40 passive skill, upgrades Fusillade
- Mana Shield drains 50% less Mana per hit while Fusillade is active
- You restore 2% of your Maximum Mana on melee attack while Fusillade is active
- Maximum Base Level is 1
- Premonition:
- New level 90 passive skill, upgrades Fusillade
- Your Maximum Block Chance is increased while Fusillade is active
- Block cap increases by 6% per Base Level
- Maximum Base Level is 5
Coven
New skill tree which contains the following abilities:
- Living Flame and Firedance
- Warp Armor and Nova Charge
- Snow Queen and Ice Elementals
- Vengeful Power and Hive
You may pick any two passives from this tree and the associated elemental skills.
- Ice Elementals:
- Now gain +10% to life and damage per Base Level, instead of from Base Levels in other skills
Reward
- Symbol of Esu:
- Can no longer bake instantly healing cookies
- Now adds 25 Spell Focus and +5 Spell Focus per Base Level
Item Only Skills
- Sky Siege: now requires a Bow/Crossbow to use
- Unholy Armor: doubled cooldown
- Whirlpool:
- Reduced duration by 20%, Weapon Damage is now 40%, down from 50%
- Mana cost now 200, up from 110
- Will now spawn on Body and Head Armor instead of Boots
- The power of this skill warrants a bigger trade-off than the boot slot
- Titan's Fortitude: will now behave just like the Barbarian innate version
- Mana Tide Totem: fixed unintended HP bonus per level
- Elemental Totem: fixed unintended HP bonus per level
- Exploding Totem: removed
- Fear Bomb Totem: removed
- Devil's Fang Totem: removed
- Dead Wall Totem: removed
- Orb of Annihilation: Mana cost reduced to 4000
- War Cry:
- Critical Damage now scales with Ancient Blood's Base Levels instead of Conflux
- Critical Strike chance now scales with 4% per Wolf Companion Base Level, up from 2%
- Damage now increases by 3% for every 100 total Energy
- Venomcloud Totem: fixed a bug that caused it to gain no damage from levels
- Trinity Nova: cooldown now 0.8 seconds
- Electrobolt: damage increased by ~11%
- Hail of Stones: damage increased by ~20%
- Phoenix Wave:
- Range increased by 20%
- Speed increased by 30%
- Damage increased by ~7%
- Static Lance:
- Damage increased by 100%
- Now releases 3 bolts
- Ice Bolt Nova:
- Now spawns on Sorceress Armors
- Range increased by 5%
- Damage increased by ~5%
- Vortex:
- Damage increased by 200%
- Mana cost halved
- Winter Avatar:
- Removed next delay
- Dmg reduced to compensate (this is a buff)
- Bloodlust: doubled oskill base duration
- Mark of the Wild: doubled oSkill base duration
- Gift of the Wild: doubled oSkill base duration
Items
General Changes
- Total Character Defense +X% renamed to: +X% Bonus to Defense for consistency with skill descriptions
- Items which block direct summoning of certain minions will now only affect the minion in question
- Lottery Recipe: amulet bonus now 5% Magic resistance (%max res moved to new Charms)
- Relic stat rebalance
- Most reanimates replaced with various Undead monsters
- Items which granted Crane Stance grant Avoid and Weapon Physical Damage now instead
Base Items
- Improved WSM (Weapon Speed Modifier) of Necromancer Crossbows by 15
- Improved WSM of Regular Crossbows by 10
- Tiered elemental bases will now gain damage from attributes (at a lower rate than sacreds)
- Ono and Mammen Axe are now elemental bases
- Increased Ono attack range by 1
- Increased Throwing Axe quantity (repairs less often)
- War Staff Dexterity requirement increased by 33%
- Assassin Claws: base Attack Speed bonus reduced by 5
- Paladin One-Hand Class Weapons: increased Weapon Physical Damage gain from Strength from 11% to 15%
Runes and Gems
The runeword rework aims to make the process of creating runewords more straight forward and about finding the runes themselves, as opposed to the current heavy-rerolling-based system. Read more in the Runeword Overhaul announcement.
- Removed the following runes: Sha, Lah, Kur, Ix, Thur, Nas, Ath, Kra, Vith, No, Yul, Thai, Rha, Xar, Nih, Lai, On, Krys, Auhe, Sha'ad
- Modified the level requirement of all main 33 runes to 11-90
- Enhanced Runes:
- Xis rune removed
- All enhanced runes have a new name that resembles the base rune
- Enhanced runes are now world drops (each higher rune being rarer)
- Enhanced runes become an extension of the "basic" runes
- 2 Zod runes can be upgraded into Ol Rune (previously El-Xis Rune)
- Two equal enhanced runes can be upgraded into the next higher rune
- Toraja runes are removed
- Rebalanced rune drop rates accross the board
- Disabled rune downgrading
- Added rune clusters in which runes of the same type can be stored
- Modified Forge/Countess rewards to fit the new scaling
- Adjusted "Rescue on Mount Arreat" rewards:
- Modified runes reward in Normal difficulty to Ral, Ort & Thul
- Modified runes reward in Nightmare difficulty to Lem, Pul & Um
- Modified runes reward in Hell difficulty to Jah, Cham & Zod
Runewords
- There has been a significant runeword overhaul, check them out (soon) on the Runewords page
- Rune stats have been reworked, their new stats can (soon) be found on the Socketables page
- Disabled runeword unsocket recipe (can still unsocket other qualities)
- Natasha's Legacy runeword has been removed and is now a craftable Unique Item
Qualities & Oils
The following changes aim to reduce the time needed cubing/rerolling for Runewords and Honorifics
- Removed extra % Durability affix from Superior items
- Superior items can no longer be rerolled or luckied
- Superior Weapons:
- Now spawns with 35-60% Enhanced Damage or,
- Spawns with 35-50% Enhanced Damage and 50-100% Attack Rating
- Superior Armors:
- Now spawns with 35-60% enhanced defense or,
- Spawns with 35-50% Enhanced Defense and 1% Damage Reduced
- Honorifics Weapons: now receive 25-40% enhanced damage
- Honorific Armors: now receive 0-1% Physical Resist
- Oil of Renewal:
- Now works for all qualities except Superior
- Now always provides max sockets
- Oil of Luck: disabled for White/Honorific items
- Oil of Enhancement: can now only be used to create Tiered Uniques
- Oil of Greater Luck: new cube reagent
- An upgraded version of the Oil of Luck
- Cannot be purchased from vendors but drops in all Act 1 story side areas
- Can grant the same bonuses as the Oil of Luck but success chance is now 40%, up from 20%
- Oil of Augmentation: new cube reagent, which upgrades Magic Weapons, Armors and jewelery to Rare
- Oil of Intensity: shrine craft/bless stats roll in the top half of the range, full shrine required and consumed
Tiered Uniques
- Fangspear: now always 200% to Miasma Haunt Duration
- Webspinner: Miasma duration bonus now always +4 seconds
- Wedding Dress of the Zann: Moonstrike ED now always 200
- Demonstone Blood: flat Fire Damage doubled
- Invictus: physical damage bonus from Strength reduced by 40%
- Shroud Royal: Physical Damage bonus from Strength reduced by 33%
- Bonechewer: halved Attack Rating bonus, Physical Damage bonus reduced by 30%
- Sawfish: removed Doom skill levels
- Empyrean Band: increased Singularity proc level
- Hellfeast: replaced with new psi-sin TU, Zenith
- Acidblood: removed Vanish skill
Sacred Uniques
- Bone Scalpel: now adds 100 flat Dexterity, no longer based on Blessed Life base level
- Adjudicator:
- Neutrality total damage bonus reduced from 50% to 25%. The previous value was too high now that Absolution was introduced into the game
- Now gives +1 to Paladin Skill levels
- Bonus damage to Holy Fire is now 5% of total strength (max 250%)
- Guardian of Scosglen: conversion effect now correctly caps at the 1000 Spell Focus cap
- Kingsport's Signals: Fire pierce increased by 33%
- Panthera's Bite: Superbeast proc duration doubled to 20 seconds
- Astral Blade: on Kill Mythal Proc changed to on Attack. Chance increased from 5% to 8%
- The Defender: now gives +100% bonus Fire Damage to Retaliate (stacks additively with Counterattack)
- Fire Hydra:
- Removed previous orange modifier
- Now reduces Annihilation cooldown by 3 seconds
- Replaced 33% Fire pierce with 50% Fire and Physical/Magic Spell Damage
- Binding Treads:
- Bonus duration to Solar Flare reduced to 100%, down from 150%
- Black Ice: no longer gives +30% to Vitality, life on striking reduced to 5
- Void Touched:
- Corrupted Vines proc chance now 15%, down from 20%
- Proc chance after upgrade is now 25%, down from 33%
- Habacalva's Legacy:
- Living Flame Skill Level bonus now (8-15), down from (15-30)
- Now increases maximum firebolts instead of adding firebolts directly
- Vaetia's Wall: Skill Level bonuses are now (4-8), down from (6-13)
- Zann Prodigy: now increases maximum bolts instead of adding bolts directly
- Khanduran Royal Pendant: removed
- Hwanin's Hwacha:
- Orange effect modified to "Nullifies Alchemical Provision"
- Flametail proc level now 3
- Reduced added flat damage
- Smokeless Fire: extra Fireheart Totems is now +1
- The Worshipper: no longer adds Soulbond bonus, increased pierce
- Malevolence: no longer adds Soulbond bonus
- Cleaver of Mirrors: now on the Hammerhead Axe base, Max Damage roll now 175 up from 125
- Silver Scorpion: now adds +8 Storm Crows projectiles if not hit recently
- Buriza-Do Kyanon: Attack Speed bonus now 20%
- Meshif's Iron Parrot: now adds +8 Storm Crows projectiles if not hit recently
- The Vanquisher: Mindflay upside bonus now +20%
- Forest Defender: new orange modifier
- Spiritual Alignment Adds 5% Lightning Spell Damage per Base Level
- Spiritual Alignment No Longer Adds Fire/Cold Spell Damage
- Cold Blood: -20% Attack Speed
- Empyrean Glory: increased Singularity proc level
- Mistress of Pain: reworked to count non-lighting coven passives instead of non-lighting tree skills
- Storm Focus: now (4-6) necro skill levels
- Hand of Rathma: no longer has hp penalty
- Mad King's Spine: now adds 50% of Superbeast's bonus as Deadly Strike instead of Spell Damage, due to skill changes
- Talic the Unwilling: Removed outdated orange text, now gives +33% leap speed. Reworked for the Earthshaker tree
- Rogue Foresight: Removed war spirit oskill
- Natasha's Legacy: Now an Unique obtained by completing an item design which drops from Spirit of Giyua
Sets
- Vizjerei Dominion set: the darkness ring no longer drops, the Arcane set will be reworked in a future patch
- Elemental Children Set: removed a total of 120 Spell Focus
- Towerlord:
- Three piece bonus: reduced Spell Damage
- Full set bonus:
- Increased +necro skills levels by 2
- Reduced Maximum Resistance by 1%
- Zann Esu's Secrets: removed bonus oSkills, now grants 15% less Physical Resist and 30% more pierce
- Hadriel's Lore:
- Removed Cold Spell Damage stats, affected pieces & full Set bonus got Fire/physical Spell Damage increase
- Removed oskill, replaced with bonus to Defense
- Imperius' Edict:
- Full set bonus now adds 30% Movement Speed, instead of reanimate
- Imperius Body Armor and Shield now have 200% bonus defense
- Cinadide's Craft:
- Removed procs & Magic Damage on set pieces, added flat Fire Damage to all Set pieces
- Replaced Poison pierce on full set bonus with Fire Damage
- Replaced oSkill with Fire Damage
- Yaerius' Grey Omen:
- Replaced chest pierce with Vessel damage
- Helm Weapon Damage attributes removed, added vessel damage, Life Regeneration and Movement Speed
- Removed WDM attributes from Gloves, added a bonus to resistances
- Replaced broken Vessel targets mod with bonus defense
- Removed oskills, procs & pierce from the full Set bonus, now increases Vindicate duration by 200% and adds Vessel damage
- Gathering of the Tribes:
- Now the Barbarian Elementalist set
- The Coming Storm: removed procs and Physical Damage attributes, increased Lightning Damage, added Movement Speed, procs Rend
- Bear's Warding: strength bonus now 20%
- Wolf's Fang: removed Life Steal and Minion Life penalty. Dex bonus now 20%, increased Enhanced Defense, now adds Innate Elemental Damage
- Three piece bonus: replaced Bloodlust damage with Lightning Damage
- Full set bonus: removed Strength Enhanced Weapon Damage bonus, reanimate. now adds IED and Physical Resist
- Tundra Walker:
- Now Barbarian Whirlwind set
- Vale Hunter: increased Enhanced Damage bonus, removed Glacial Nova proc, Life increased by 200
- Grey Ranger: removed proc and Cold Damage, increased Physical Damage, added Attack Speed, added Magic Find
- Steppe Sleeper: removed skill bonus and pierce, reduced Strength bonus to 30%, added Enhanced Defense
- Ancient Bronze: removed Cold pierce, increased Enhanced Defense and Maximum Damage
- Two piece bonus: replaced Strength with 5% Physical Resist
- Full set bonus: replaced Cold pierce with +1.33 yards to gale force aoe
- Mount Arreat:
- Now Barbarian Earthshaker set
- Eruption: is now a Kriegsmesser base, removed Fire Damage and proc. now adds 100% ewd, now adds 1% Max Fire Resist
- Snowstorm: removed Cold pierce, Cold Damage and proc, now adds 1% Max Cold Resist
- Ravine: now adds 1% max lightning resist
- Avalanche: removed elemental mods, now adds 20% movement speed, now always 200% Enhanced Defense
- Two piece bonus: reduced Enhanced Weapon Damage to 50%
- Three piece bonus: replaced poison resist with 50% Enhanced Weapon Damage
- Full set bonus: removed elemental stats and procs, now has Thunder Slam on kill and Life Steal, Defense bonus up to 250%
- Rainbow Warrior:
- Now Druid Wereowl set
- Emerald Cloud: 5% chance to reanimate as Night Hawk
- Emerald Earth:
- Increased block chance from 1% to 2%
- 5% chance to reanimate as Night Hawk
- Emerald Flower: 5% chance to reanimate as Night Hawk
- Emerald Sky: 5% chance to reanimate as Night Hawk
- Two piece bonus:
- Replaced minion health with 10% Crushing Blow
- Increased Druid skill levels from +1 to +2
- Three piece bonus:
- Replaced 50% defense with +50 to all stats
- Replaced 10% Life Steal with +1 Life on Striking
- Full set bonus:
- Increased all stats bonus from 50 to 100
- Increased all resists from 25% to 30%
- Now adds -40% to All Enemy Resistances
- Spirits of the Nephalem:
- Sacred Charge: removed damage attributes, adds +2 to Barbarian Skill Levels, cast rate and hit recovery
- Two piece bonus: proc chance increased to 10%
- Four piece bonus: removed oSkills and reanimates, now adds +1 to Max Barbarian Minions, +100% Mana Regeneration and 200 Life Regeneration per second and Vitality instead of Strength
Misc
Mystic Orbs
- Implemented via engine, this frees 50 very valuable item stats (not orange ones) that we can use for new features. This also allows us to virtually add any amount of new MOs in the future as well.
- Mystic Orbs no longer require the cube to be used, instead they can be right clicked into any item
- You can no longer accidentally over-MO an item, as orbing will fail if you do not meet the new required level
- Unique Mystic Orbs are now limited to 5 each per item, a needed balance limitation that was not possible before
- Stat display is now dynamic
- Standardized Mystic Orb and Skill Description text referencing "on Attack" as "on Melee Attack"
- Explorer's Globe: now always rolls 2% attributes and -5 to all attributes
- Solitude:
- now gives 3% strength
- Now gives 1% Chance to Cast Level 1 Life Spark on Striking instead of Banish when hit
- Apple of Discord: now gives +40 to life and mana, instead of 60 Life and 30 Mana
- Farnham's Lost Marble: now gives 60 Life on Melee Attack, instead of 75
- Zayl's Soul Orb: now gives 2% Energy instead of reanimate, mana up to 150
- Crystal of Tears: damage now 5-8, Life penalty 1%
Potion Changes
- All potion costs increased by 20%
- Healing and Mana potions may now be used simultaneously (consequently move speed penalty stacks)
- Healing potions no longer dispel poison
- Healing potions now always last 7 seconds, with the healing rate increasing for each tier
- Healing rates:
- Minor: 10% per second
- Light: 11% per second
- Regular: 12% per second
- Greater: 12.5% per second
- Superior: 13% per second
- Mana potions now always last 7 seconds
- Mana regeneration bonus provided by potions has been increased for all potion types
- New mana regeneration potion tiers:
- Minor: +100% mana regen
- Light: +125% mana regen
- Regular: +150% mana regen
- Greater: +175% mana regen
- Superior: +200% mana regen
- Rejuvenation Potions:
- Regular: 12% health regen and 125% mana regen
- Large: 13% health regen and 200% mana regen
- Rejuvenation potion velocity penalty while drinking now -10, down from -15 of common potions
Item Affixes
- Removed increased Apple healing
- Flat Elemental Damage rolls on rare affixes have been increased by 20%
- Maximum Physical Damage affix has been reduced by ~10%
- Removed skillcap stat on items
- Assassin shields: no longer spawn Veil King affix
- Dexerity % bonus can now spawn on all melee weapons (excluding wands & orbs)
Shrines
- Shrine Vessels now describe their shrine stats
- Stat shrine bonuses for 1H weapons and non-Body Armors now (4-5)%, down from (4-8)%
- Spell Focus now (20-30) down from (6-60) and (40-60) instead of (9-90) on 2H & Body Armors
Jewelcrafting
- Jewelcrafting recipes have been updated:
- El: (1 to 3)% Magic Find
- Tir: Elemental Resists +(3 to 5)%
- Eth: Requirements -(2 to 4)%
- Tal: +(21 to 50) Defense
- Ort: (-1 to 1)% to Experience Gained
- Amn: +(3 to 5) to All Attributes
- Shael: +(4 to 6)% to Summoned Minion Life
- Hel: +(2 to 4) to Maximum Damage
- Lum: (1 to 2)% Life Stolen per Hit and (1 to 2)% Mana Stolen per Hit
- Fal: +(1 to 2)% to Spell Damage
- Pul: +(3 to 6)% to Summoned Minion Damage
- Mal: Slows Attacker by 1%
- Gul: +(2 to 4)% to Summoned Minion Resistances
- Ohm: +(2 to 4) to Minimum Damage
- Sur: +(2 to 8) Life on Attack and +(2 to 8)* Mana on Attack
- Jah: +(2 to 4) Life after each Kill and +(2 to 4) Mana after each Kill
- [NEW] Zod: Indestructible
Cycles
- Speed: now +(1-2)%, +(3-4),% +(5-6)%, down from +(1-3)%, +(2-6)%, +(4-8)% respectively
- Life: medium cycle no longer gives Max HP%, flat life minimum roll increased by 10; Large Cycle Max HP% now (0-1)%, flat Life minimum roll increased by 20
- Attributes: Medium Cycle percentage bonuses now 1% instead of (0-2)%, Large Cycle bonuses now 2% instead of (2-3)%
Trophies
- Samael Trophy: now gives 5% to Maximum Mana instead of 5% to Maximum Mana and Life
- Archbishop Lazarus Sleep: now gives 5% to Maximum Life, down from 20%; now gives 50% to Combat Speeds, instead of Cast Speed and Attack Speed only