Patch notes · changes in Sanctuary
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BUILD 20261101.1Official changes ↗
Amazon · 17
| Entry | Before | After |
|---|---|---|
| Valkyrie · level 1 | Summons a Valkyrie whose spear thrusts deal 22 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 22 damage. The Valkyrie lends you +6% to all resistances. (2.00 s) |
| Valkyrie · level 2 | Summons a Valkyrie whose spear thrusts deal 31 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 31 damage. The Valkyrie lends you +10% to all resistances. (2.00 s) |
| Valkyrie · level 3 | Summons a Valkyrie whose spear thrusts deal 40 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 40 damage. The Valkyrie lends you +16% to all resistances. (2.00 s) |
| Valkyrie · level 4 | Summons a Valkyrie whose spear thrusts deal 49 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 49 damage. The Valkyrie lends you +20% to all resistances. (2.00 s) |
| Valkyrie · level 5 | Summons a Valkyrie whose spear thrusts deal 58 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 58 damage. The Valkyrie lends you +26% to all resistances. (2.00 s) |
| Valkyrie · level 6 | Summons a Valkyrie whose spear thrusts deal 67 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 67 damage. The Valkyrie lends you +30% to all resistances. (2.00 s) |
| Valkyrie · level 7 | Summons a Valkyrie whose spear thrusts deal 76 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 76 damage. The Valkyrie lends you +36% to all resistances. (2.00 s) |
| Valkyrie · level 8 | Summons a Valkyrie whose spear thrusts deal 85 damage. (2.00 s) | Summons a Valkyrie whose spear thrusts deal 85 damage. The Valkyrie lends you +40% to all resistances. (2.00 s) |
| The Valkyrie and the Decoy · rule 1 | The Valkyrie stays the whole run. Monsters never attack her, so she never falls. Casting it again keeps her at the skill’s level. | Monsters go for the Valkyrie as for you and strike her. She has Diablo II’s life: 1232 at level 1 and 4224 at level 8, 704 more for each level of Decoy you learned, and more in a Terror tier, as every summon’s. Gear’s +skills don’t raise it. When she falls, the skill’s next cast brings her back. |
| The Valkyrie and the Decoy · rule 4 | Decoy’s double appears toward the nearest monster. Normal monsters and champions that only walk up and swing, and swooping birds, turn to it while they walk at you. Uniques, act bosses and every monster that shoots, casts, charges, leaps or breathes pay it no heed. | Decoy’s double appears toward the nearest monster. Normal monsters and champions that only walk up and swing, and swooping birds, turn to it while they walk at you. Like your summons, it is struck by the monsters it stands nearest to. It has half your life, 10% more of it a Diablo II level, as Diablo II’s, and is gone when that is spent. |
| Valkyrie · note 1 | Each level you learn also quickens her thrusts. Gear’s +skills raise her damage only. | Each level you learn also quickens her thrusts. Gear’s +skills raise her damage and her resistances, not her speed. |
| Valkyrie · note 2 | Her tree has no early skill, so when a level-up offers the Valkyrie in place of a skill you hold, she can take the place of an early skill of any tree. | She has Diablo II’s Valkyrie’s resistances: +6% at level 1 and +40% at level 8, +8% more for each level of Decoy you learned, at most +85%. Unlike Diablo II, she lends them to you too while you hold her, to fire, cold, lightning and poison. |
| Valkyrie · note 3 | — | Her tree has no early skill, so when a level-up offers the Valkyrie in place of a skill you hold, she can take the place of an early skill of any tree. |
| Decoy · note 2 | Monsters never hurt it, and the ones drawn to it stop beside it without striking it. Only normal monsters and champions that just walk up and swing, and swooping birds, are drawn, never uniques, act bosses or monsters that shoot, cast, charge, leap or breathe. | Only normal monsters and champions that just walk up and swing, and swooping birds, are drawn to it, never uniques, act bosses or monsters that shoot, cast, charge, leap or breathe. |
| Decoy · note 3 | — | Monsters strike it: the ones drawn to it, and most others that stand nearer to it than to you, never an act boss. Their missiles strike it too. It has 70% of your life at level 1 and 150% at level 5, and is gone when that is spent. |
| Inner Sight · note 1 | It works on every monster near her, bosses too, but not on a Possessed champion. It adds to other curses that make a monster take more. | It works on every monster near her, as far as Diablo II’s, the same at every level as Conviction’s, bosses too, but not on a Possessed champion. It adds to other curses that make a monster take more. |
| Terror tiers · rule 1 | She has no damage bonus in the Terror tiers. Every other class’s damage there is raised toward her pace. | — |
Assassin · 65
| Entry | Before | After |
|---|---|---|
| Fire Blast · synergy 1 | Shock Web: +5% Fire Damage per Level | Shock Web: +11% Fire Damage per Level |
| Fire Blast · synergy 2 | Charged Bolt Sentry: +5% Fire Damage per Level | Charged Bolt Sentry: +11% Fire Damage per Level |
| Fire Blast · synergy 3 | Wake of Fire: +5% Fire Damage per Level | Wake of Fire: +90% Fire Damage per Level |
| Fire Blast · synergy 5 | Wake of Inferno: +5% Fire Damage per Level | Wake of Inferno: +90% Fire Damage per Level |
| Shock Web · synergy 1 | Charged Bolt Sentry: +6% Lightning Damage per Level | Charged Bolt Sentry: +14% Lightning Damage per Level |
| Charged Bolt Sentry · synergy 1 | Fire Blast: +3% Lightning Damage per Level | Fire Blast: +8% Lightning Damage per Level |
| Charged Bolt Sentry · synergy 2 | Lightning Sentry: +3% Lightning Damage per Level | Lightning Sentry: +60% Lightning Damage per Level |
| Charged Bolt Sentry · synergy 3 | Death Sentry: +3% Lightning Damage per Level | Death Sentry: +60% Lightning Damage per Level |
| Fists of Fire · level 1 | Claws the toughest in reach for 9 damage. Every fourth blow bursts in fire for 50 around it. (0.70 s) | Claws the toughest in reach for 14 damage. Every fourth blow bursts in fire for 75 around it. (0.70 s) |
| Fists of Fire · level 2 | Claws the toughest in reach for 12.5 damage. Every fourth blow bursts in fire for 66 around it. (0.66 s) | Claws the toughest in reach for 19 damage. Every fourth blow bursts in fire for 99 around it. (0.66 s) |
| Fists of Fire · level 3 | Claws the toughest in reach for 16 damage. Every fourth blow bursts in fire for 84 around it. (0.62 s) | Claws the toughest in reach for 24 damage. Every fourth blow bursts in fire for 126 around it. (0.62 s) |
| Fists of Fire · level 4 | Claws the toughest in reach for 19.5 damage. Every fourth blow bursts in fire for 107 around it. (0.58 s) | Claws the toughest in reach for 29 damage. Every fourth blow bursts in fire for 161 around it. (0.58 s) |
| Fists of Fire · level 5 | Claws the toughest in reach for 23 damage. Every fourth blow bursts in fire for 130 around it. (0.55 s) | Claws the toughest in reach for 35 damage. Every fourth blow bursts in fire for 195 around it. (0.55 s) |
| Fists of Fire · level 6 | Claws the toughest in reach for 26.5 damage. Every fourth blow bursts in fire for 147 around it. (0.51 s) | Claws the toughest in reach for 40 damage. Every fourth blow bursts in fire for 221 around it. (0.51 s) |
| Fists of Fire · level 7 | Claws the toughest in reach for 30 damage. Every fourth blow bursts in fire for 172 around it. (0.48 s) | Claws the toughest in reach for 45 damage. Every fourth blow bursts in fire for 258 around it. (0.48 s) |
| Fists of Fire · level 8 | Claws the toughest in reach for 33.5 damage. Every fourth blow bursts in fire for 195 around it. (0.45 s) | Claws the toughest in reach for 50 damage. Every fourth blow bursts in fire for 293 around it. (0.45 s) |
| Shadow Warrior · level 1 | Summons your shadow, with 140 life and 16 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 16 damage a blow, every third a kick. 18848 life at level 99. (3.00 s) |
| Shadow Warrior · level 2 | Summons your shadow, with 185 life and 23 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 23 damage a blow, every third a kick. 23198 life at level 99. (3.00 s) |
| Shadow Warrior · level 3 | Summons your shadow, with 230 life and 30 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 30 damage a blow, every third a kick. 29722 life at level 99. (3.00 s) |
| Shadow Warrior · level 4 | Summons your shadow, with 275 life and 37 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 37 damage a blow, every third a kick. 34072 life at level 99. (3.00 s) |
| Shadow Warrior · level 5 | Summons your shadow, with 320 life and 44 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 44 damage a blow, every third a kick. 40596 life at level 99. (3.00 s) |
| Shadow Warrior · level 6 | Summons your shadow, with 365 life and 51 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 51 damage a blow, every third a kick. 44946 life at level 99. (3.00 s) |
| Shadow Warrior · level 7 | Summons your shadow, with 410 life and 58 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 58 damage a blow, every third a kick. 51470 life at level 99. (3.00 s) |
| Shadow Warrior · level 8 | Summons your shadow, with 455 life and 65 damage a blow. Every third is a kick. (3.00 s) | Summons your shadow, with 65 damage a blow, every third a kick. 55819 life at level 99. (3.00 s) |
| Wake of Fire · synergy 2 | Wake of Inferno: +4% Fire Damage per Level | Wake of Inferno: +80% Fire Damage per Level |
| Lightning Sentry · synergy 3 | Death Sentry: +6% Lightning Damage per Level | Death Sentry: +120% Lightning Damage per Level |
| Phoenix Strike · synergy 2 | Claws of Thunder: +130% Fire Damage per Level | Claws of Thunder: +130% Lightning Damage per Level |
| Phoenix Strike · synergy 3 | Blades of Ice: +100% Fire Damage per Level | Blades of Ice: +100% Cold Damage per Level |
| Claws of Thunder · level 1 | Claws for 33.5 damage. Every fourth blow deals 361 lightning, a nova of 220 and 16 charged bolts of 343. (0.45 s) | Claws for 50 damage. Every fourth blow deals 542 lightning, a nova of 330 and 16 charged bolts of 514. (0.45 s) |
| Blades of Ice · level 1 | Claws for 36 damage. Every fourth blow deals 563 cold, shatters ice for as much around and leaves freezing cubes. (0.45 s) | Claws for 54 damage. Every fourth blow deals 845 cold, shatters ice for as much around and leaves freezing cubes. (0.45 s) |
| Shadow Master · level 1 | Your shadow master has 700 life and 49 a blow. Every third is a fire, lightning or ice kick. (3.00 s) | Your shadow master has 55819 life at level 99 and 49 a blow. Every third is a fire, lightning or ice kick. (3.00 s) |
| Claw Mastery · level 1 | +12% physical damage and +11% chance of a critical strike | +47% physical damage and +11% chance of a critical strike |
| Claw Mastery · level 2 | +24% physical damage and +15% chance of a critical strike | +63% physical damage and +15% chance of a critical strike |
| Claw Mastery · level 3 | +36% physical damage and +18% chance of a critical strike | +79% physical damage and +18% chance of a critical strike |
| Claw Mastery · level 4 | +48% physical damage and +20% chance of a critical strike | +95% physical damage and +20% chance of a critical strike |
| Claw Mastery · level 5 | +60% physical damage and +21% chance of a critical strike | +111% physical damage and +21% chance of a critical strike |
| Fade · level 1 | +38% to all resistances, 4% Damage Reduced. Poison and chill wear off 20% faster. | +38% to all resistances, 4% Damage Reduced. Curses 62% shorter, poison and chill 17%. |
| Fade · level 2 | +50% to all resistances, 8% Damage Reduced. Poison and chill wear off 40% faster. | +50% to all resistances, 8% Damage Reduced. Curses 71% shorter, poison and chill 29%. |
| Fade · level 3 | +57% to all resistances, 12% Damage Reduced. Poison and chill wear off 60% faster. | +57% to all resistances, 12% Damage Reduced. Curses 76% shorter, poison and chill 38%. |
| Fade · level 4 | +62% to all resistances, 16% Damage Reduced. Poison and chill wear off 80% faster. | +62% to all resistances, 16% Damage Reduced. Curses 80% shorter, poison and chill 44%. |
| Fade · level 5 | +64% to all resistances, 20% Damage Reduced. Poison and chill wear off 100% faster. | +64% to all resistances, 20% Damage Reduced. Curses 82% shorter, poison and chill 50%. |
| Venom · level 1 | Claws and blades deal 8 poison damage a second for 2s. | Claws and blades poison each monster struck for 115 damage over 0.4s. |
| Venom · level 2 | Claws and blades deal 16 poison damage a second for 2s. | Claws and blades poison each monster struck for 175 damage over 0.4s. |
| Venom · level 3 | Claws and blades deal 24 poison damage a second for 2s. | Claws and blades poison each monster struck for 255 damage over 0.4s. |
| Venom · level 4 | Claws and blades deal 32 poison damage a second for 2s. | Claws and blades poison each monster struck for 335 damage over 0.4s. |
| Venom · level 5 | Claws and blades deal 40 poison damage a second for 2s. | Claws and blades poison each monster struck for 435 damage over 0.4s. |
| Charges and finishers · rule 6 | With a claw in each hand, each strikes with its own damage, elements, leech, Crushing Blow, Deadly Strike and the rest. Fists of Fire, Claws of Thunder and Blades of Ice strike with each in turn, and Dragon Claw’s second blow is the left claw’s. Her other blows are the right claw’s. | Gear’s +skills raise what Fists of Fire, Claws of Thunder, Blades of Ice and Phoenix Strike release along Diablo II’s own damage curve for it, as they raise her traps: it is skill damage in Diablo II. Their claw blows grow by the blow’s own curve. |
| Charges and finishers · rule 7 | — | With a claw in each hand, each strikes with its own damage, elements, leech, Crushing Blow, Deadly Strike and the rest. Fists of Fire, Claws of Thunder and Blades of Ice strike with each in turn, and Dragon Claw’s second blow is the left claw’s. Her other blows are the right claw’s. |
| Traps · rule 2 | 5 traps stand at once, and one more for each other kind standing. With every place taken, a trap of a deeper evolution takes the place of the shallowest one, and one no deeper waits. | 5 traps stand at once, and one more for each other kind standing. With every place taken, a trap of a deeper evolution takes the place of the shallowest one, and one no deeper waits. The last trap of a kind keeps its kind’s place, and Lightning Sentry counts as deep as Death Sentry, so each fires all its shots. |
| Her shadows · rule 1 | One shadow stands at a time: the Shadow Warrior, or the Shadow Master in its place. Monsters crowding it hurt it. When it falls, the next cast raises a new one. | One shadow stands at a time: the Shadow Warrior, or the Shadow Master in its place. Most monsters go for it as for you when it stands nearer them, and strike it, and their missiles hit it. Its life grows in a Terror tier, as every summon’s. When it falls, the next cast raises a new one. |
| Her shadows · rule 4 | As in Diablo II, an aura from your side, your mercenary’s or your gear’s, reaches it within its radius as it reaches you: Defiance makes the monsters crowding it hurt it less, Prayer heals it, Thorns strikes back at what hits it and Fanaticism quickens its attacks (see Mercenaries). | As in Diablo II, an aura from your side, your mercenary’s or your gear’s, reaches it within its radius as it reaches you: Defiance makes physical blows on it hurt less, Prayer heals it, Thorns strikes back at what hits it in melee and Fanaticism quickens its attacks (see Mercenaries). |
| Shadow Warrior · note 1 | Its life is the level you learned. Gear’s +skills raise its damage only. | Its life is Diablo II’s and grows with your level, or the area’s monster level when that is higher. A level-99 hero’s has 18848 life at level 1 and 55819 at level 8. Gear’s +skills raise its damage only. |
| Shadow Warrior · note 3 | — | Its blows strike with your weapon’s damage and your physical damage bonuses, and take your Energy as your spells do. |
| Phoenix Strike · note 3 | Unlike Diablo II, its blow and its meteor, lightning and ice deal 50% more than Diablo II’s, against her other skills. | As in Diablo II, each takes its own synergy: the meteor Fists of Fire’s, the chain lightning Claws of Thunder’s, the chaos ice Blades of Ice’s. Its claw blow takes none. |
| Phoenix Strike · note 4 | The chaos ice freezes a normal monster for 14.8 seconds on Normal. The freeze is shorter on Nightmare and in Hell, on champions, uniques and act bosses, and by the monster’s cold resistance. | Unlike Diablo II, its blow and its meteor, lightning and ice deal 50% more than Diablo II’s, and so do Fists of Fire’s, Claws of Thunder’s and Blades of Ice’s blows and releases: the four stand to each other as in Diablo II. |
| Phoenix Strike · note 5 | Its lightning, ice and meteor’s fire never critically strike. | The chaos ice freezes a normal monster for 14.8 seconds on Normal. The freeze is shorter on Nightmare and in Hell, on champions, uniques and act bosses, and by the monster’s cold resistance. |
| Phoenix Strike · note 6 | — | Its lightning, ice and meteor’s fire never critically strike. |
| Shadow Master · note 1 | Its life stays the same with gear’s +skills, which raise its damage only. | Its life is a maxed Shadow Warrior’s at your level, and stays the same with gear’s +skills, which raise its damage only. |
| Claw Mastery · note 2 | Its critical strike chance adds to the one Dexterity and Attack Rating give. | Its damage is Diablo II’s: +47% at level 1 and +111% at level 5. Gear’s +skills keep adding as much a level past 5. |
| Claw Mastery · note 3 | — | Its critical strike chance adds to the one Dexterity and Attack Rating give. |
| Fade · note 2 | — | As Diablo II’s curse resistance, the curses monsters lay on you last 62% shorter at level 1 and 82% at level 5, never more than 90%. |
| Venom · note 2 | Its poison takes your poison bonuses, not your Attack Damage. It doesn’t add up: a new dose renews the last, the stronger staying. | Its poison is Diablo II’s dose for the level, dealt over 0.4 seconds as Diablo II’s is. Neither your poison bonuses nor your Attack Damage raise it. |
| Venom · note 3 | An item that casts it also adds Diablo II’s Venom poison to each of your weapon blows while it lasts, for any class (Skill systems). | It doesn’t add up: a new dose renews the last, the stronger staying. |
| Venom · note 4 | — | An item that casts it also adds Diablo II’s Venom poison to each of your weapon blows while it lasts, for any class (Skill systems). |
| Terror tiers · rule 1 | In a Terror tier everything her side deals is multiplied by 2.7: her hits, her traps’, her shadow’s and her mercenary’s. | — |
Necromancer · 64
| Entry | Before | After |
|---|---|---|
| Teeth · synergy 2 | Bone Spear: +8% Magic Damage per Level | Bone Spear: +150% Magic Damage per Level |
| Teeth · synergy 3 | Bone Prison: +8% Magic Damage per Level | Bone Prison: +19% Magic Damage per Level |
| Teeth · synergy 4 | Bone Spirit: +8% Magic Damage per Level | Bone Spirit: +150% Magic Damage per Level |
| Corpse Explosion · level 1 | A corpse explodes, dealing 8 damage plus 25% of its life within 60. Its kills don't explode. (2.40 s) | A corpse explodes, dealing 70-120% of its life within 80. (2.40 s) |
| Corpse Explosion · level 2 | A corpse explodes, dealing 12 damage plus 28% of its life within 64. Its kills don't explode. (2.28 s) | A corpse explodes, dealing 70-120% of its life within 96. (2.28 s) |
| Corpse Explosion · level 3 | A corpse explodes, dealing 16 damage plus 31% of its life within 68. Its kills don't explode. (2.17 s) | A corpse explodes, dealing 70-120% of its life within 120. (2.17 s) |
| Corpse Explosion · level 4 | A corpse explodes, dealing 20 damage plus 34% of its life within 72. Its kills don't explode. (2.06 s) | A corpse explodes, dealing 70-120% of its life within 136. (2.06 s) |
| Corpse Explosion · level 5 | A corpse explodes, dealing 24 damage plus 37% of its life within 76. Its kills don't explode. (1.95 s) | A corpse explodes, dealing 70-120% of its life within 160. (1.95 s) |
| Corpse Explosion · level 6 | A corpse explodes, dealing 28 damage plus 40% of its life within 80. Its kills don't explode. (1.86 s) | A corpse explodes, dealing 70-120% of its life within 176. (1.86 s) |
| Corpse Explosion · level 7 | A corpse explodes, dealing 32 damage plus 43% of its life within 84. Its kills don't explode. (1.76 s) | A corpse explodes, dealing 70-120% of its life within 200. (1.76 s) |
| Corpse Explosion · level 8 | A corpse explodes, dealing 36 damage plus 46% of its life within 88. Its kills don't explode. (1.68 s) | A corpse explodes, dealing 70-120% of its life within 216. (1.68 s) |
| Corpse Explosion · modifier Chain | Monsters its blast kills can be blown up once more, for half the damage. | When its blast kills, the most crowded of the corpses it leaves blows up at once, for half the damage. |
| Poison Dagger · synergy 1 | Poison Explosion: +10% Poison Damage per Level | Poison Explosion: +200% Poison Damage per Level |
| Poison Dagger · synergy 2 | Poison Nova: +10% Poison Damage per Level | Poison Nova: +200% Poison Damage per Level |
| Iron Maiden · level 1 | For 4s, monsters within 80 of the nearest take back 100% of their blows on you and summons. (5.00 s) | For 4s, monsters within 80 of the nearest take back 250% of their blows on you and summons. (5.00 s) |
| Iron Maiden · level 2 | For 4.5s, monsters within 90 of the nearest take back 125% of their blows on you and summons. (4.65 s) | For 4.5s, monsters within 90 of the nearest take back 300% of their blows on you and summons. (4.65 s) |
| Iron Maiden · level 3 | For 5s, monsters within 100 of the nearest take back 150% of their blows on you and summons. (4.32 s) | For 5s, monsters within 100 of the nearest take back 375% of their blows on you and summons. (4.32 s) |
| Iron Maiden · level 4 | For 5.5s, monsters within 110 of the nearest take back 175% of their blows on you and summons. (4.02 s) | For 5.5s, monsters within 110 of the nearest take back 425% of their blows on you and summons. (4.02 s) |
| Iron Maiden · level 5 | For 6s, monsters within 120 of the nearest take back 200% of their blows on you and summons. (3.74 s) | For 6s, monsters within 120 of the nearest take back 500% of their blows on you and summons. (3.74 s) |
| Iron Maiden · level 6 | For 6.5s, monsters within 130 of the nearest take back 225% of their blows on you and summons. (3.48 s) | For 6.5s, monsters within 130 of the nearest take back 550% of their blows on you and summons. (3.48 s) |
| Iron Maiden · level 7 | For 7s, monsters within 140 of the nearest take back 250% of their blows on you and summons. (3.23 s) | For 7s, monsters within 140 of the nearest take back 625% of their blows on you and summons. (3.23 s) |
| Iron Maiden · level 8 | For 7.5s, monsters within 150 of the nearest take back 275% of their blows on you and summons. (3.01 s) | For 7.5s, monsters within 150 of the nearest take back 675% of their blows on you and summons. (3.01 s) |
| Bone Spear · synergy 4 | Bone Spirit: +4% Magic Damage per Level | Bone Spirit: +70% Magic Damage per Level |
| Poison Explosion · synergy 1 | Poison Dagger: +8% Poison Damage per Level | Poison Dagger: +19% Poison Damage per Level |
| Poison Explosion · synergy 2 | Poison Nova: +8% Poison Damage per Level | Poison Nova: +150% Poison Damage per Level |
| Poison Nova · synergy 1 | Poison Dagger: +5% Poison Damage per Level | Poison Dagger: +13% Poison Damage per Level |
| Iron Golem · level 1 | Creates a golem of iron with 1700 life and 280 damage. Its Thorns aura returns 200% of each blow to its striker. (5.00 s) | Creates a golem of iron with 1700 life and 280 damage. Its Thorns aura returns 435% of each blow to its striker. (5.00 s) |
| Bone Armor · level 1 | Bone takes 50% of each hit, up to 100, regrowing in 30s. 17% less physical damage | Bone takes all physical damage, up to 100, regrowing in 30s. 17% less physical damage |
| Bone Armor · level 2 | Bone takes 50% of each hit, up to 180, regrowing in 30s. 24% less physical damage | Bone takes all physical damage, up to 180, regrowing in 30s. 24% less physical damage |
| Bone Armor · level 3 | Bone takes 50% of each hit, up to 260, regrowing in 30s. 29% less physical damage | Bone takes all physical damage, up to 260, regrowing in 30s. 29% less physical damage |
| Bone Armor · level 4 | Bone takes 50% of each hit, up to 340, regrowing in 30s. 32% less physical damage | Bone takes all physical damage, up to 340, regrowing in 30s. 32% less physical damage |
| Bone Armor · level 5 | Bone takes 50% of each hit, up to 420, regrowing in 30s. 33% less physical damage | Bone takes all physical damage, up to 420, regrowing in 30s. 33% less physical damage |
| Summon Resist · level 1 | Summons take 44% less damage from monsters whose blows carry fire, cold, lightning or poison | Summons take 44% less fire, cold, lightning and poison damage |
| Summon Resist · level 2 | Summons take 54% less damage from monsters whose blows carry fire, cold, lightning or poison | Summons take 54% less fire, cold, lightning and poison damage |
| Summon Resist · level 3 | Summons take 60% less damage from monsters whose blows carry fire, cold, lightning or poison | Summons take 60% less fire, cold, lightning and poison damage |
| Summon Resist · level 4 | Summons take 64% less damage from monsters whose blows carry fire, cold, lightning or poison | Summons take 64% less fire, cold, lightning and poison damage |
| Summon Resist · level 5 | Summons take 66% less damage from monsters whose blows carry fire, cold, lightning or poison | Summons take 66% less fire, cold, lightning and poison damage |
| How he plays · rule 2 | His Curses deal no damage: they weaken monsters, turn them or hold them. Each is offered on the level-up cards 40% as often as his other skills. | Energy raises his spells more than other classes’: each point adds 1.5% to his spells, his summons and Corpse Explosion, where it adds 1% for every other class. |
| How he plays · rule 3 | His Summoning Skills raise skeletons, skeletal mages, a golem and revived monsters. They are spells: Energy raises every summon’s blow, and Strength the physical ones’ too. | His Curses deal no damage: they weaken monsters, turn them or hold them. Each is offered on the level-up cards 40% as often as his other skills. |
| How he plays · rule 4 | Unlike Diablo II, he gains 4 life a level and 6 a point of Vitality, the median class’s, where Diablo II gives him less (see Attributes). | His Summoning Skills raise skeletons, skeletal mages, a golem and revived monsters. They are spells: Energy raises every summon’s blow, and Strength the physical ones’ too. |
| How he plays · rule 5 | — | Unlike Diablo II, he gains 4 life a level and 6 a point of Vitality, the median class’s, where Diablo II gives him less (see Attributes). |
| Summons and corpses · rule 1 | Skeletons and skeletal mages rise from a fresh corpse near you when there is one, else from the ground. Golems need no corpse. Revive raises the corpses themselves. | Skeletons and skeletal mages rise from a fresh corpse within your skills’ reach when there is one, as far as Diablo II’s cursor reaches, else from the ground. Golems need no corpse. Revive raises the corpses themselves, anywhere in that reach. |
| Summons and corpses · rule 5 | As in Diablo II, your summons have more life on Nightmare and more again in Hell. A Terror tier counts as Hell. | As in Diablo II, your summons have more life on Nightmare and more again in Hell. A Terror tier counts as Hell, and raises their life again as much as its monsters hit harder than tier 1’s (see Skill systems). Revived monsters have their tier’s life already. |
| Summons and corpses · rule 8 | Monsters pressed against a summon hurt it now and then, for less than they’d deal you. An act boss pushes through them. A summon left far behind appears at your side. | As in Diablo II, monsters go for whichever of you and your summons is nearest and strike it with their own blows, and their missiles hit the first summon they meet (see Skill systems). An act boss pushes through them. A summon left far behind appears at your side. |
| Summons and corpses · rule 9 | As in Diablo II, auras from your side lift your summons standing within their reach: Prayer heals them, Defiance makes the monsters crowding them hurt them less, Thorns strikes back at those monsters, and Fanaticism quickens their attacks. They come from your items or a Desert Mercenary. | As in Diablo II, auras from your side lift your summons standing within their reach: Prayer heals them, Defiance cuts the physical blows they take, Thorns strikes back at the monsters that hit them, and Fanaticism quickens their attacks. They come from your items or a Desert Mercenary. |
| The first card · rule 1 | — | A run’s first card offers one level-1 skill from each tree: Amplify Damage, Teeth, Raise Skeleton. The Necromancer has no exception to it. |
| Corpse Explosion · note 2 | Its share is of the slain monster’s own Diablo II life, without the extra life the game gives the horde as the acts go on. | It deals 70% to 120% of the slain monster’s own Diablo II life at its level, as Diablo II’s does: none of a champion’s or unique’s extra life, nor what the game gives the horde as the acts go on. A corpse higher in level than you blows up for your level over its own, as in Diablo II. |
| Corpse Explosion · note 3 | It has no damage of its own, so gear’s +skills raise its reach and its share as its levels do. Its recharge stays its own level’s. | Its reach is Diablo II’s: 216 at its 8th level, as at Diablo II’s 20 points. Its levels and gear’s +skills raise its reach; its share is Diablo II’s at every level. Its recharge stays its own level’s. |
| Corpse Explosion · note 5 | Monsters its blast kills leave no corpse for it, but Raise Skeleton, Revive and Poison Explosion can still use theirs. | Monsters its blast kills leave corpses the next cast can blow up, as in Diablo II. Its Chain skill modifier blows up the most crowded of them at once, for half the damage. |
| Iron Maiden · note 2 | What comes back is physical damage, and your magic damage bonuses (Energy, Bone Wall) raise it. | What comes back is physical damage, the blow’s share as in Diablo II: your magic damage bonuses (Energy, Bone Wall) don’t raise it. |
| Iron Maiden · note 3 | Blows on your summons come back too. It holds on act bosses and every rank alike. | Melee blows on your summons come back too, but never their missiles or spells, Spite or not. It holds on act bosses and every rank alike. |
| Clay Golem · note 2 | Every golem’s blow also strikes the monsters around its target, for 60% of it. | On Nightmare and Hell, and in the Terror tiers, a golem strikes as Diablo II’s does there, as it stands with its life there: Hell’s blows are 1.43 times Normal’s for a Clay Golem, 1.68 for a Blood Golem, 1.73 for an Iron Golem and 1.76 for a Fire Golem. |
| Clay Golem · note 3 | Strength and Energy raise its blow. | Every golem’s blow also strikes the monsters around its target, for 60% of it. |
| Clay Golem · note 4 | — | Strength and Energy raise its blow. |
| Iron Golem · note 1 | Its Thorns hurts each monster that hurts it, by that monster’s share of the damage, as physical damage. | Its Thorns sends 435% of each melee blow on it back at the monster that struck, as physical damage, as Diablo II’s does at its 20th level. Missiles and spells don’t come back. |
| Poison Nova · note 2 | Energy raises it. A stronger poison already on a monster stays. | Its ring spreads as far as Diablo II’s, 302 around you, in a little over a second. |
| Poison Nova · note 3 | — | Energy raises it. A stronger poison already on a monster stays. |
| Revive · note 2 | A revived monster strikes with its own blow and has 3 times its own life, as in Diablo II, each halved as twice as many rise. Strength and Energy raise its blow. | A revived monster strikes with its own blow, as hard as it hit you at its level and tier, and has 3 times its own life, as in Diablo II. Strength and Energy raise its blow. |
| Bone Armor · note 3 | Its bone also takes 50% of every hit, of any element, before your life, until it has taken 100 at level 1 and 420 at level 5, or 1680 with Bone Wall learned to level 5 (+15% a Diablo II level of it; items’ +skills on Bone Wall don’t count). It grows back whole in 30 seconds. Diablo II’s takes all of a physical hit alone, until you cast it again. | Its bone also takes all of every physical hit before your life, as Diablo II’s, until it has taken 100 at level 1 and 420 at level 5, and 30 more a Diablo II level of Bone Wall and of Bone Prison you learned: 1020 with Bone Wall at level 5, 1620 with Bone Prison at level 8 too (items’ +skills on them don’t count). Fire, cold, lightning, poison and magic pass it by. It grows back whole in 30 seconds, where Diablo II’s comes back as you cast it again. |
| Bone Wall · note 1 | Unlike Diablo II, it is a passive: no wall rises. Its +magic damage counts for all your magic damage, Iron Maiden’s returned blows too, beside its synergies. | Unlike Diablo II, it is a passive: no wall rises. Its +magic damage counts for all your magic damage beside its synergies, but not Iron Maiden’s returned blows. |
| Summon Resist · note 1 | It counts against monsters with an elemental attack or Fire, Cold or Lightning Enchanted, and cuts the whole of their hits on your summons, their physical part too. | It cuts the fire, cold, lightning and poison damage that lands on your summons, from any monster, as Diablo II’s does. |
| Summon Resist · note 2 | Against monsters with plain physical blows it does nothing. | Physical and magic damage it leaves alone. |
| Terror tiers and the first card · rule 1 | In a Terror tier all the damage you and your summons deal is multiplied by 3.2, the Necromancer’s share. | — |
| Terror tiers and the first card · rule 2 | A run’s first card offers one level-1 skill from each tree: Amplify Damage, Teeth, Raise Skeleton. The Necromancer has no exception to it. | — |
Barbarian · 34
| Entry | Before | After |
|---|---|---|
| Shout · level 1 | For 8 seconds you take 15% less physical damage. (10.00 s) | For 8 seconds your Defense is 120% higher, so monsters' blows and arrows miss you more. (10.00 s) |
| Shout · level 2 | For 9 seconds you take 17% less physical damage. (11.00 s) | For 9 seconds your Defense is 140% higher, so monsters' blows and arrows miss you more. (11.00 s) |
| Shout · level 3 | For 10 seconds you take 19% less physical damage. (12.00 s) | For 10 seconds your Defense is 170% higher, so monsters' blows and arrows miss you more. (12.00 s) |
| Shout · level 4 | For 11 seconds you take 21% less physical damage. (13.00 s) | For 11 seconds your Defense is 190% higher, so monsters' blows and arrows miss you more. (13.00 s) |
| Shout · level 5 | For 12 seconds you take 23% less physical damage. (14.00 s) | For 12 seconds your Defense is 220% higher, so monsters' blows and arrows miss you more. (14.00 s) |
| Shout · level 6 | For 13 seconds you take 25% less physical damage. (15.00 s) | For 13 seconds your Defense is 240% higher, so monsters' blows and arrows miss you more. (15.00 s) |
| Shout · level 7 | For 14 seconds you take 27% less physical damage. (16.00 s) | For 14 seconds your Defense is 270% higher, so monsters' blows and arrows miss you more. (16.00 s) |
| Shout · level 8 | For 15 seconds you take 29% less physical damage. (17.00 s) | For 15 seconds your Defense is 290% higher, so monsters' blows and arrows miss you more. (17.00 s) |
| Shout · modifier Last Stand | It cuts twice as much physical damage below 40% life, and half as much above. | It raises your Defense twice as much below 40% life, and half as much above. |
| Shout · modifier Rally | It cuts half as much physical damage alone, rising to 1.5 times with 10 monsters around you. | It raises your Defense half as much alone, rising to 1.5 times with 10 monsters around you. |
| Shout · modifier Spikes | It cuts half as much physical damage, but each melee blow on you strikes back for 56 damage. | It raises your Defense half as much, but each melee blow on you strikes back for 56 damage. |
| Battle Orders · level 1 | You take 30% less physical damage and have 35% more life, renewed every 12 seconds. (12.00 s) | You have 35% more life, renewed every 12 seconds. (12.00 s) |
| Battle Orders · modifier War Banner | It works only near where you cast it, with 50% more damage reduction and added life. Stepping away loses that life. | It works only near where you cast it, with 50% more added life. Stepping away loses that life. |
| Battle Command · modifier War Banner | It works only near where you cast it, with 50% more damage reduction and added life. Stepping away loses that life. | It works only near where you cast it, with 50% more added life. Stepping away loses that life. |
| Iron Skin · level 1 | Improves Defense, so physical hits hurt you less. | Improves Defense, so monsters' blows and arrows miss you more. |
| Iron Skin · level 2 | Improves Defense, so physical hits hurt you less. | Improves Defense, so monsters' blows and arrows miss you more. |
| Iron Skin · level 3 | Improves Defense, so physical hits hurt you less. | Improves Defense, so monsters' blows and arrows miss you more. |
| Iron Skin · level 4 | Improves Defense, so physical hits hurt you less. | Improves Defense, so monsters' blows and arrows miss you more. |
| Iron Skin · level 5 | Improves Defense, so physical hits hurt you less. | Improves Defense, so monsters' blows and arrows miss you more. |
| Increased Stamina · level 1 | +32% maximum life | Regenerates 0% of maximum life per second |
| Increased Stamina · level 2 | +45% maximum life | Regenerates 1% of maximum life per second |
| Increased Stamina · level 3 | +53% maximum life | Regenerates 1% of maximum life per second |
| Increased Stamina · level 4 | +58% maximum life | Regenerates 1% of maximum life per second |
| Increased Stamina · level 5 | +61% maximum life | Regenerates 1% of maximum life per second |
| Warcries · rule 3 | Shout and Battle Orders (or Battle Command) each hold a place of their own, so both stand at once. The stronger guard counts, and Battle Orders’ life comes on top. | Shout and Battle Orders (or Battle Command) each hold a place of their own, so both stand at once: Shout’s Defense and Battle Orders’ life. |
| Warcries · rule 4 | Their guard is Damage Reduced, against physical hits only: with all your others it stops at 50%. | Shout’s Defense makes monsters’ blows and arrows miss more (see Stats). Battle Orders gives no Defense, as in Diablo II. |
| Shout · note 2 | It stands beside Battle Orders: the stronger guard of the two counts. | It stands beside Battle Orders, each with its own: Shout’s Defense, Battle Orders’ life. |
| Battle Orders · note 2 | It deals no damage of its own, so gear’s +skills raise both its guard and its life. Its guard stops at 50% with your other Damage Reduced. | It deals no damage of its own, so gear’s +skills raise its life. It gives no Defense, as in Diablo II. |
| Battle Command · note 2 | Its guard and life are Battle Orders’, and gear’s +skills raise them as they do Battle Orders’. | Its life is Battle Orders’, and gear’s +skills raise it as they do Battle Orders’. |
| Iron Skin · note 1 | It gives 7% Damage Reduced at level 1 and 17% at level 5, against physical hits only, from Diablo II’s +% Defense. | It gives +60% Defense at level 1 and +220% at level 5, Diablo II’s, which makes monsters’ blows and arrows miss more (see Stats). |
| Increased Stamina · note 1 | D2 raises his stamina, which this game doesn’t have: here, his life. Its share is of his own life, not of what Battle Orders or an Oak Sage lends him. | D2 raises his stamina, which this game doesn’t have: here, his life regeneration. Its share is of his maximum life as it is now, Battle Orders’ and an Oak Sage’s included. |
| Increased Stamina · note 2 | The life it adds comes filled. Gear’s +skills level it off by +73%. | Gear’s +skills level it off at 2% of his maximum life a second. Gear’s Heal Stamina Plus raises it, as it raises all his life regeneration. |
| Terror tiers · rule 1 | In a Terror tier everything his side deals is multiplied by 2.1: his blows and his mercenary’s. | — |
| Iron Skin · note 2 | With your other Damage Reduced it stops at 50%. | — |
Paladin · 95
| Entry | Before | After |
|---|---|---|
| Holy Bolt · synergy 1 | Blessed Hammer: +25% Magic Damage per Level | Blessed Hammer: +63% Magic Damage per Level |
| Holy Bolt · synergy 2 | — | Fist of the Heavens: +500% Magic Damage per Level |
| Zeal · level 1 | 2 swift blows hit the monsters in reach for 8 damage each. (0.90 s) | 4 swift blows hit the monsters in reach for 23 damage each. (0.90 s) |
| Zeal · level 2 | 3 swift blows hit the monsters in reach for 11 damage each. (0.85 s) | 5 swift blows hit the monsters in reach for 24 damage each. (0.85 s) |
| Zeal · level 3 | 3 swift blows hit the monsters in reach for 14 damage each. (0.80 s) | 5 swift blows hit the monsters in reach for 28 damage each. (0.80 s) |
| Zeal · level 4 | 4 swift blows hit the monsters in reach for 17 damage each. (0.75 s) | 5 swift blows hit the monsters in reach for 31 damage each. (0.75 s) |
| Zeal · level 5 | 4 swift blows hit the monsters in reach for 20 damage each. (0.70 s) | 5 swift blows hit the monsters in reach for 35 damage each. (0.70 s) |
| Zeal · level 6 | 5 swift blows hit the monsters in reach for 23 damage each. (0.66 s) | 5 swift blows hit the monsters in reach for 37 damage each. (0.66 s) |
| Zeal · level 7 | 5 swift blows hit the monsters in reach for 26 damage each. (0.62 s) | 5 swift blows hit the monsters in reach for 41 damage each. (0.62 s) |
| Zeal · level 8 | 6 swift blows hit the monsters in reach for 29 damage each. (0.58 s) | 5 swift blows hit the monsters in reach for 44 damage each. (0.58 s) |
| Zeal · synergy 1 | Sacrifice: +6% Damage per Level | Sacrifice: +15% Damage per Level |
| Charge · level 1 | Charges through the monsters in your path for 20 damage each, then attacks. (4.50 s) | Charges through the monsters in your path for 56 damage each, then attacks. (4.50 s) |
| Charge · level 2 | Charges through the monsters in your path for 29 damage each, then attacks. (4.14 s) | Charges through the monsters in your path for 68 damage each, then attacks. (4.14 s) |
| Charge · level 3 | Charges through the monsters in your path for 38 damage each, then attacks. (3.81 s) | Charges through the monsters in your path for 84 damage each, then attacks. (3.81 s) |
| Charge · level 4 | Charges through the monsters in your path for 47 damage each, then attacks. (3.50 s) | Charges through the monsters in your path for 96 damage each, then attacks. (3.50 s) |
| Charge · level 5 | Charges through the monsters in your path for 56 damage each, then attacks. (3.22 s) | Charges through the monsters in your path for 113 damage each, then attacks. (3.22 s) |
| Charge · level 6 | Charges through the monsters in your path for 65 damage each, then attacks. (2.97 s) | Charges through the monsters in your path for 124 damage each, then attacks. (2.97 s) |
| Charge · level 7 | Charges through the monsters in your path for 74 damage each, then attacks. (2.73 s) | Charges through the monsters in your path for 141 damage each, then attacks. (2.73 s) |
| Charge · level 8 | Charges through the monsters in your path for 83 damage each, then attacks. (2.51 s) | Charges through the monsters in your path for 152 damage each, then attacks. (2.51 s) |
| Sacrifice · level 1 | Strikes the toughest monster in reach for 70 damage, costing 1% of your life (none below 40%). (1.60 s) | Strikes the toughest monster in reach for 70 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Sacrifice · level 2 | Strikes the toughest monster in reach for 77 damage, costing 1% of your life (none below 40%). (1.49 s) | Strikes the toughest monster in reach for 77 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Sacrifice · level 3 | Strikes the toughest monster in reach for 87 damage, costing 1% of your life (none below 40%). (1.38 s) | Strikes the toughest monster in reach for 87 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Sacrifice · level 4 | Strikes the toughest monster in reach for 93 damage, costing 1% of your life (none below 40%). (1.29 s) | Strikes the toughest monster in reach for 93 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Sacrifice · level 5 | Strikes the toughest monster in reach for 103 damage, costing 1% of your life (none below 40%). (1.20 s) | Strikes the toughest monster in reach for 103 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Sacrifice · level 6 | Strikes the toughest monster in reach for 110 damage, costing 1% of your life (none below 40%). (1.11 s) | Strikes the toughest monster in reach for 110 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Sacrifice · level 7 | Strikes the toughest monster in reach for 120 damage, costing 1% of your life (none below 40%). (1.04 s) | Strikes the toughest monster in reach for 120 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Sacrifice · level 8 | Strikes the toughest monster in reach for 127 damage, costing 1% of your life (none below 40%). (0.96 s) | Strikes the toughest monster in reach for 127 damage, costing 1% of your life (none below 40%). (0.60 s) |
| Vengeance · level 1 | Hits the toughest monster in reach for 8 fire, cold and lightning damage each, half to those beside. (1.60 s) | Strikes the thickest pack in reach with 18 fire, cold and lightning damage added, half to those beside. (1.60 s) |
| Vengeance · level 2 | Hits the toughest monster in reach for 11 fire, cold and lightning damage each, half to those beside. (1.49 s) | Strikes the thickest pack in reach with 21 fire, cold and lightning damage added, half to those beside. (1.49 s) |
| Vengeance · level 3 | Hits the toughest monster in reach for 14 fire, cold and lightning damage each, half to those beside. (1.38 s) | Strikes the thickest pack in reach with 25 fire, cold and lightning damage added, half to those beside. (1.38 s) |
| Vengeance · level 4 | Hits the toughest monster in reach for 17 fire, cold and lightning damage each, half to those beside. (1.29 s) | Strikes the thickest pack in reach with 28 fire, cold and lightning damage added, half to those beside. (1.29 s) |
| Vengeance · level 5 | Hits the toughest monster in reach for 20 fire, cold and lightning damage each, half to those beside. (1.20 s) | Strikes the thickest pack in reach with 32 fire, cold and lightning damage added, half to those beside. (1.20 s) |
| Vengeance · level 6 | Hits the toughest monster in reach for 23 fire, cold and lightning damage each, half to those beside. (1.11 s) | Strikes the thickest pack in reach with 35 fire, cold and lightning damage added, half to those beside. (1.11 s) |
| Vengeance · level 7 | Hits the toughest monster in reach for 26 fire, cold and lightning damage each, half to those beside. (1.04 s) | Strikes the thickest pack in reach with 39 fire, cold and lightning damage added, half to those beside. (1.04 s) |
| Vengeance · level 8 | Hits the toughest monster in reach for 29 fire, cold and lightning damage each, half to those beside. (0.96 s) | Strikes the thickest pack in reach with 41 fire, cold and lightning damage added, half to those beside. (0.96 s) |
| Herald of Zakarum · level 1 | Charges 3 times along your path, dealing 60 damage, with a holy burst at each stop. (2.40 s) | Charges 3 times along your path, dealing 110 damage, with a holy burst at each stop. (2.40 s) |
| Rusthandle · level 1 | Strikes up to 4 monsters in reach for 75 fire, cold and lightning each, and half to those beside. (1.00 s) | Strikes up to 4 monsters in reach, the thickest packs first, with 75 fire, cold and lightning added, and half to those beside. (1.00 s) |
| Bloodrise · level 1 | Strikes the toughest monster in reach with a heavy blow for 127 damage, sweeping 30% through the monsters beside it. Each blow costs 1% of your life, none below 40%. (0.96 s) | Strikes the toughest monster in reach with a heavy blow for 127 damage, sweeping 30% through the monsters beside it. Each blow costs 1% of your life, none below 40%. (0.60 s) |
| Might · level 1 | Adds +35% physical damage (Zeal, Smite, Charge). | Adds +70% physical damage (Zeal, Smite, Charge). |
| Might · level 2 | Adds +55% physical damage (Zeal, Smite, Charge). | Adds +110% physical damage (Zeal, Smite, Charge). |
| Might · level 3 | Adds +75% physical damage (Zeal, Smite, Charge). | Adds +150% physical damage (Zeal, Smite, Charge). |
| Might · level 4 | Adds +95% physical damage (Zeal, Smite, Charge). | Adds +190% physical damage (Zeal, Smite, Charge). |
| Might · level 5 | Adds +115% physical damage (Zeal, Smite, Charge). | Adds +230% physical damage (Zeal, Smite, Charge). |
| Concentration · level 1 | Adds +53% damage to your attacks and Blessed Hammer. | Adds +105% damage to your attacks and Blessed Hammer. |
| Concentration · level 2 | Adds +83% damage to your attacks and Blessed Hammer. | Adds +165% damage to your attacks and Blessed Hammer. |
| Concentration · level 3 | Adds +113% damage to your attacks and Blessed Hammer. | Adds +225% damage to your attacks and Blessed Hammer. |
| Concentration · level 4 | Adds +143% damage to your attacks and Blessed Hammer. | Adds +285% damage to your attacks and Blessed Hammer. |
| Concentration · level 5 | Adds +173% damage to your attacks and Blessed Hammer. | Adds +345% damage to your attacks and Blessed Hammer. |
| Fanaticism · level 1 | Skills recharge 19% faster and gain +51% physical damage. | Skills recharge 19% faster and gain +101% physical damage. |
| Fanaticism · level 2 | Skills recharge 22% faster and gain +85% physical damage. | Skills recharge 22% faster and gain +169% physical damage. |
| Fanaticism · level 3 | Skills recharge 24% faster and gain +119% physical damage. | Skills recharge 24% faster and gain +237% physical damage. |
| Fanaticism · level 4 | Skills recharge 25% faster and gain +153% physical damage. | Skills recharge 25% faster and gain +305% physical damage. |
| Fanaticism · level 5 | Skills recharge 26% faster and gain +187% physical damage. | Skills recharge 26% faster and gain +373% physical damage. |
| Defiance · level 1 | Adds Defense, so physical hits deal less damage. | Adds Defense, so monsters' blows and arrows miss you more. |
| Defiance · level 2 | Adds Defense, so physical hits deal less damage. | Adds Defense, so monsters' blows and arrows miss you more. |
| Defiance · level 3 | Adds Defense, so physical hits deal less damage. | Adds Defense, so monsters' blows and arrows miss you more. |
| Defiance · level 4 | Adds Defense, so physical hits deal less damage. | Adds Defense, so monsters' blows and arrows miss you more. |
| Defiance · level 5 | Adds Defense, so physical hits deal less damage. | Adds Defense, so monsters' blows and arrows miss you more. |
| How he plays · rule 2 | Smite, Sacrifice, Vengeance and Zeal wait for a monster within his reach, then strike the toughest one there: an act boss first, then a unique, then a champion. | Smite, Sacrifice and Zeal wait for a monster within his reach, then strike the toughest one there: an act boss first, then a unique, then a champion. |
| How he plays · rule 3 | His weapon blows can critically strike, but for Vengeance’s and Rusthandle’s. His hammers, bolts, auras and Holy Shield’s smite never do. | Vengeance and Rusthandle strike an act boss or a unique in reach first, else the monster with the most others around it, where their bursts reach the most. |
| How he plays · rule 4 | A critical strike doubles a blow’s physical damage alone: the fire, cold and lightning your items and holy auras add to it stay as they are. | His weapon blows can critically strike, Vengeance’s and Rusthandle’s too, but not the fire, cold and lightning they add. His hammers, bolts, auras and Holy Shield’s smite never do. |
| How he plays · rule 5 | Items’ +skills raise a skill’s damage only: its hammers, bolts and blows, its reach and its recharge stay its card level’s (see Damage). Conversion deals no damage of its own, so it is cast at its raised level. | A critical strike doubles a blow’s physical damage alone: the fire, cold and lightning your items and holy auras add to it stay as they are. |
| How he plays · rule 6 | He raises no summons. The monsters Conversion turns fight for him for a while, then turn on him again. | Items’ +skills raise a skill’s damage only: its hammers, bolts and blows, its reach and its recharge stay its card level’s (see Damage). Conversion deals no damage of its own, so it is cast at its raised level. |
| How he plays · rule 7 | — | He raises no summons. The monsters Conversion turns fight for him for a while, then turn on him again. |
| Auras · rule 3 | Holy Fire, Holy Freeze and Holy Shock strike every monster in their reach once a second, and Sanctuary the undead twice a second. A monster in two auras of the same kind takes the stronger one alone. | Holy Fire, Holy Freeze and Holy Shock strike every monster in their reach once a second, and Sanctuary the undead twice a second. Their reach and Conviction’s are Diablo II’s. A monster in two auras of the same kind takes the stronger one alone. |
| Auras · rule 5 | Auras from items and from a Desert Mercenary work the same way, on any class. An aura never stacks with itself: of yours, your items’ and your mercenary’s, the highest level counts. | Auras from items and from a Desert Mercenary work the same way, on any class. An item’s aura that strikes reaches as far as Diablo II’s does at the item’s own level. An aura never stacks with itself: of yours, your items’ and your mercenary’s, the highest level counts. |
| Auras · rule 7 | As in Diablo II, Prayer, Defiance, Thorns and Fanaticism, yours, your items’ or your mercenary’s, also lift your summons within their reach: Prayer heals them, Defiance makes the monsters crowding them hurt them less, Thorns strikes back at those monsters, and Fanaticism quickens their attacks. | As in Diablo II, Prayer, Defiance, Thorns and Fanaticism, yours, your items’ or your mercenary’s, also lift your summons within their reach: Prayer heals them, Defiance cuts the physical blows they take, Thorns strikes back at the monsters that hit them, and Fanaticism quickens their attacks. |
| Exceptions · rule 3 | In a Terror tier everything his side deals, his skills’, his auras’, his converted monsters’ and his mercenary’s, is multiplied by 1.7. | Unlike a Sorceress’s, a Necromancer’s, a Druid’s or an Assassin’s, his Faster Cast Rate, Fanaticism and Meditation stop at the cast rate cap: past it, more adds nothing (see Stats). |
| Exceptions · rule 4 | Unlike a Sorceress’s, a Necromancer’s, a Druid’s or an Assassin’s, his Faster Cast Rate, Fanaticism and Meditation stop at the cast rate cap: past it, more adds nothing (see Stats). | Conviction lowers an immune monster’s resistance by a fifth, as in Diablo II, which can break the immunity. Unlike Diablo II, so does your items’ -% to Enemy Resistance (see Damage). |
| Blessed Hammer · note 4 | Its damage is magic. Energy and items’ +% Damage raise it, and Concentration adds its whole bonus, where Diablo II’s adds half. Strength doesn’t. | Its damage is magic. Energy and items’ +% Damage raise it, and Concentration adds half its bonus, as in Diablo II. Strength doesn’t. |
| Zeal · note 3 | Its blows knock no monster back. | As in Diablo II, it swings 4 blows at level 1 and 5 from level 2. Each is Diablo II’s Zeal with the Short Sword every Paladin starts with, a little harder each level from level 2. |
| Zeal · note 4 | Each blow is a weapon blow: it takes your weapon’s damage and the elements your items and holy auras add, and can critically strike, which doubles its physical damage alone. Faster Cast Rate plays the blows faster. | Its blows knock no monster back. |
| Zeal · note 5 | — | Each blow is a weapon blow: it takes your weapon’s damage and the elements your items and holy auras add, and can critically strike, which doubles its physical damage alone. Faster Cast Rate plays the blows faster. |
| Charge · note 4 | Its reach is your run speed’s: Faster Run/Walk and Vigor carry it further. | Its blow is Diablo II’s Charge with the Short Sword every Paladin starts with, growing each level. Your weapon’s Attack Damage multiplies it, and it can critically strike. |
| Charge · note 5 | — | Its reach is your run speed’s: Faster Run/Walk and Vigor carry it further. |
| Holy Shield · note 4 | Its Defense takes a share off physical hits as Damage Reduced, and each level of Defiance raises it. Smite bashes 1.3 times as hard while it’s up. | Its Defense makes monsters’ blows and arrows miss more, and each level of Defiance raises it. Smite bashes 1.3 times as hard while it’s up. |
| Sacrifice · note 3 | — | As in Diablo II, it swings as often as your Attack: every level recharges the same, 0.6 seconds, the Short Sword’s swing. |
| Vengeance · note 1 | Its fire, cold and lightning are each dealt and resisted on their own: a fire immune still takes the cold and the lightning. The cold chills. | As in Diablo II, it strikes with your weapon’s blow, the Short Sword’s every Paladin starts with, and adds its fire, cold and lightning to it, each 70% of that blow and +6% a point, 184% at its eighth level. Only the monster struck takes the weapon’s blow. |
| Vengeance · note 2 | Your fire, cold and lightning bonuses (Energy, items’ +% Damage) and your weapon’s damage raise it. Strength, Might, Concentration and Fanaticism don’t: theirs is physical. | Its fire, cold and lightning are each dealt and resisted on their own: a fire immune still takes the cold and the lightning. The cold chills. |
| Vengeance · note 3 | It counts as a fire skill, where Diablo II’s counts as cold: items’ +Fire Skills raise it, not +Cold or +Lightning Skills. It never critically strikes. | Your fire, cold and lightning bonuses (Energy, items’ +% Damage) and your weapon’s damage raise its elements. Strength, Might, Concentration and Fanaticism raise its weapon’s blow alone: theirs is physical. |
| Vengeance · note 4 | — | It counts as a fire skill, where Diablo II’s counts as cold: items’ +Fire Skills raise it, not +Cold or +Lightning Skills. Only its weapon’s blow can critically strike. |
| Zakarum's Hand · note 1 | Its hammers spiral round you as Blessed Hammer’s do, with the same +50% against the undead and against demons, and the whole of Concentration’s bonus. | Its hammers spiral round you as Blessed Hammer’s do, with the same +50% against the undead and against demons, and half of Concentration’s bonus. |
| Rusthandle · note 2 | As with Vengeance, each element is resisted on its own, Strength and Might don’t raise it, and of the elemental +skills only +Fire Skills do. | As with Vengeance, each monster struck takes your weapon’s blow, each element is resisted on its own, Strength and Might raise the weapon’s blow alone, and of the elemental +skills only +Fire Skills raise it. |
| Might · note 2 | It gives half of Diablo II’s bonus, as Concentration and Fanaticism do. | It gives Diablo II’s whole bonus, as Concentration and Fanaticism do. |
| Holy Freeze · note 1 | Monsters in its reach are slowed by half while they stay in it. As with a chill, a monster immune to cold isn’t slowed, and a monster’s cold resistance shortens how long the slow lingers once it steps out. Unlike a chill, it isn’t shortened on Nightmare and Hell. Each level raises its damage and its reach. | Monsters in its reach are slowed by half while they stay in it. As with a chill, a monster immune to cold isn’t slowed, and the few monsters Diablo II’s cold leaves alone (Hell’s wraiths and wisps among them) take neither its slow nor its damage. A monster’s cold resistance shortens how long the slow lingers once it steps out. Unlike a chill, it isn’t shortened on Nightmare and Hell. Each level raises its damage and its reach. |
| Concentration · note 1 | It adds to your physical damage bonus as Might does, and its whole bonus to Blessed Hammer’s and Zakarum’s Hand’s magic damage, where Diablo II’s gives the hammers half. | It adds to your physical damage bonus as Might does, and half its bonus to Blessed Hammer’s and Zakarum’s Hand’s magic damage, as in Diablo II. |
| Concentration · note 2 | It doesn’t raise Holy Bolt, Fist of the Heavens or the holy auras’ pulses, as in Diablo II. It gives half of Diablo II’s bonus. | It doesn’t raise Holy Bolt, Fist of the Heavens or the holy auras’ pulses, as in Diablo II. It gives Diablo II’s whole bonus. |
| Fanaticism · note 2 | Its damage joins your physical damage bonus, at half of Diablo II’s. | Its damage joins your physical damage bonus, at Diablo II’s. |
| Conviction · note 1 | It lowers the resistances of every monster in its reach, which grows each level, and holds a moment after a monster steps out. | It lowers the resistances of every monster in its reach, the same at every level as in Diablo II, and holds a moment after a monster steps out. |
| Conviction · note 3 | Diablo II’s Conviction also lowers Defense. Here every blow lands, so there is none to lower. | Diablo II’s Conviction also lowers Defense. Here your blows always land, so there is none to lower. |
| Blessed Aim · note 1 | Unlike Diablo II, where it raises Attack Rating, every blow lands here, so it gives critical strike chance instead. | Unlike Diablo II, where it raises Attack Rating, your blows always land here, so it gives critical strike chance instead. |
| Defiance · note 1 | It takes 10% off physical hits at level 1 and 19% at level 5, as Damage Reduced, from Diablo II’s +% Defense. | It gives +100% Defense at level 1 and +260% at level 5, Diablo II’s, which makes monsters’ blows and arrows miss more (see Stats). |
| Defiance · note 2 | Damage Reduced from every source stops at 50%. | Each level also raises Holy Shield’s Defense. |
| Exceptions · rule 5 | Conviction lowers an immune monster’s resistance by a fifth, as in Diablo II, which can break the immunity. Unlike Diablo II, so does your items’ -% to Enemy Resistance (see Damage). | — |
| Defiance · note 3 | Each level also raises Holy Shield’s Defense. | — |
Sorceress · 34
| Entry | Before | After |
|---|---|---|
| Fire Bolt · synergy 1 | Fire Ball: +8% Fire Damage per Level | Fire Ball: +160% Fire Damage per Level |
| Fire Bolt · synergy 2 | Meteor: +8% Fire Damage per Level | Meteor: +160% Fire Damage per Level |
| Ice Bolt · synergy 1 | Frost Nova: +8% Cold Damage per Level | Frost Nova: +19% Cold Damage per Level |
| Ice Bolt · synergy 2 | Ice Blast: +8% Cold Damage per Level | Ice Blast: +19% Cold Damage per Level |
| Ice Bolt · synergy 5 | Frozen Orb: +8% Cold Damage per Level | Frozen Orb: +150% Cold Damage per Level |
| Charged Bolt · synergy 1 | Lightning: +3% Lightning Damage per Level | Lightning: +8% Lightning Damage per Level |
| Blaze · synergy 2 | Fire Wall: +1% Fire Damage per Level | Fire Wall: +10% Fire Damage per Level |
| Hydra · level 1 | Summons a hydra by the nearest pack for 6s that spits 10 damage fire bolts. (6.00 s) | Summons a hydra by the nearest pack for 10s that spits 10 damage fire bolts. (1.60 s) |
| Hydra · level 2 | Summons a hydra by the nearest pack for 6.5s that spits 14 damage fire bolts. (5.70 s) | Summons a hydra by the nearest pack for 10s that spits 14 damage fire bolts. (1.60 s) |
| Hydra · level 3 | Summons a hydra by the nearest pack for 7s that spits 18 damage fire bolts. (5.42 s) | Summons a hydra by the nearest pack for 10s that spits 18 damage fire bolts. (1.60 s) |
| Hydra · level 4 | Summons a hydra by the nearest pack for 7.5s that spits 22 damage fire bolts. (5.14 s) | Summons a hydra by the nearest pack for 10s that spits 22 damage fire bolts. (1.60 s) |
| Hydra · level 5 | Summons a hydra by the nearest pack for 8s that spits 26 damage fire bolts. (4.89 s) | Summons a hydra by the nearest pack for 10s that spits 26 damage fire bolts. (1.60 s) |
| Hydra · level 6 | Summons a hydra by the nearest pack for 8.5s that spits 30 damage fire bolts. (4.64 s) | Summons a hydra by the nearest pack for 10s that spits 30 damage fire bolts. (1.60 s) |
| Hydra · level 7 | Summons a hydra by the nearest pack for 9s that spits 34 damage fire bolts. (4.41 s) | Summons a hydra by the nearest pack for 10s that spits 34 damage fire bolts. (1.60 s) |
| Hydra · level 8 | Summons a hydra by the nearest pack for 9.5s that spits 38 damage fire bolts. (4.19 s) | Summons a hydra by the nearest pack for 10s that spits 38 damage fire bolts. (1.60 s) |
| Hydra · synergy 1 | Fire Bolt: +2% Fire Damage per Level | Fire Bolt: +4% Fire Damage per Level |
| Ice Blast · synergy 1 | Ice Bolt: +4% Cold Damage per Level | Ice Bolt: +10% Cold Damage per Level |
| Ice Blast · synergy 2 | Blizzard: +4% Cold Damage per Level | Blizzard: +80% Cold Damage per Level |
| Fire Ball · synergy 1 | Fire Bolt: +7% Fire Damage per Level | Fire Bolt: +18% Fire Damage per Level |
| Fire Ball · synergy 2 | Meteor: +7% Fire Damage per Level | Meteor: +140% Fire Damage per Level |
| Glacial Spike · synergy 1 | Ice Bolt: +3% Cold Damage per Level | Ice Bolt: +6% Cold Damage per Level |
| Glacial Spike · synergy 2 | Ice Blast: +3% Cold Damage per Level | Ice Blast: +6% Cold Damage per Level |
| Shiver Armor · synergy 1 | Frozen Armor: +5% Cold Damage per Level | Frozen Armor: +11% Cold Damage per Level |
| Shiver Armor · synergy 2 | Chilling Armor: +5% Cold Damage per Level | Chilling Armor: +90% Cold Damage per Level |
| Chilling Armor · synergy 1 | Frozen Armor: +4% Cold Damage per Level | Frozen Armor: +9% Cold Damage per Level |
| Hydra · note 3 | Up to 6 stand at once, as many as Diablo II’s timers let stand. A hydra sinks early once you go far from it. | Its timers are Diablo II’s at every level: each hydra stands 10 seconds and it recharges in 1.6. Up to 6 stand at once, as many as those timers let stand. A hydra sinks early once you go far from it. |
| Frozen Orb · note 2 | Each shard stops at the first monster it hits, as in Diablo II, and chills it. | Each shard flies as far as Diablo II’s, stops at the first monster it hits, as in Diablo II, and chills it. |
| Energy Shield · note 2 | Your skills spend no mana, so the shield has all of it, items’ +Mana included. It refills whole in 120 seconds, faster with Warmth. A Refilling Shrine or a Full Rejuvenation Potion fills it at once. | Your skills spend no mana, so the shield has all of it, items’ +Mana included. It refills whole in 120 seconds, faster with Warmth and items’ Regenerate Mana. A Refilling Shrine or a Full Rejuvenation Potion fills it at once. |
| Energy Shield · note 3 | Each point of life it saves costs 1 mana, and 0.38 with Telekinesis learned to level 3. Items’ +skills on Telekinesis don’t count. | Items’ Mana Stolen Per Hit and Mana after each Kill refill it too, as in Diablo II. |
| Energy Shield · note 4 | No hit costs it more than 400 mana, 150 with Telekinesis at level 3, however hard it lands, so it takes its share of the biggest hits for as long as your mana lasts, more mana lasting longer. Diablo II’s has no such cap. | Diablo II’s mana potions are hers alone. Monsters, barrels and urns leave them beside the healing potions, as Diablo II’s potions drop, and Akara sells them: 43 to every 100 healing potions in Nightmare, Hell and the Terror tiers, where each is a Super Mana Potion. One fills the shield by its mana, 2 times it for her as in Diablo II: 500 for a Super Mana Potion. Walked onto with the shield full, it goes into the belt; drink it with 1-4. |
| Energy Shield · note 5 | Items’ +skills raise it past level 5, but +Lightning Skills for any class don’t: only the Sorceress’s own. However high its level, it takes no more than 95% of a hit. | Each point of life it saves costs 1 mana, and 0.38 with Telekinesis learned to level 3. Items’ +skills on Telekinesis don’t count. |
| Energy Shield · note 6 | — | No hit costs it more than 400 mana, 150 with Telekinesis at level 3, however hard it lands, so it takes its share of the biggest hits for as long as your mana lasts, more mana lasting longer. Diablo II’s has no such cap. |
| Energy Shield · note 7 | — | Items’ +skills raise it past level 5, but +Lightning Skills for any class don’t: only the Sorceress’s own. However high its level, it takes no more than 95% of a hit. |
| Exceptions · rule 2 | In a Terror tier everything her side deals, her skills’, her hydras’ and her mercenary’s, is multiplied by 1.9. Static Field takes a share of a monster’s life, which the multiplier doesn’t raise. | — |
Druid · 50
| Entry | Before | After |
|---|---|---|
| Firestorm · synergy 1 | Molten Boulder: +12% Fire Damage per Level | Molten Boulder: +230% Fire Damage per Level |
| Firestorm · synergy 2 | Fissure: +12% Fire Damage per Level | Fissure: +29% Fire Damage per Level |
| Fissure · synergy 1 | Firestorm: +6% Fire Damage per Level | Firestorm: +15% Fire Damage per Level |
| Fissure · synergy 2 | Volcano: +6% Fire Damage per Level | Volcano: +120% Fire Damage per Level |
| Twister · synergy 1 | Tornado: +5% Damage per Level | Tornado: +100% Damage per Level |
| Twister · synergy 2 | Hurricane: +5% Damage per Level | Hurricane: +100% Damage per Level |
| Werebear · level 1 | A werebear with +75% life, you take 25% less physical damage, splashing 48. (0.76 s) | A werebear with +75% life and +37% Defense, splashing 48. (0.76 s) |
| Werebear · level 2 | A werebear with +75% life, you take 25% less physical damage, splashing 75. (0.76 s) | A werebear with +75% life and +49% Defense, splashing 75. (0.76 s) |
| Werebear · level 3 | A werebear with +75% life, you take 25% less physical damage, splashing 110. (0.76 s) | A werebear with +75% life and +67% Defense, splashing 110. (0.76 s) |
| Werebear · level 4 | A werebear with +75% life, you take 25% less physical damage, splashing 145. (0.76 s) | A werebear with +75% life and +79% Defense, splashing 145. (0.76 s) |
| Werebear · level 5 | A werebear with +75% life, you take 25% less physical damage, splashing 191. (0.76 s) | A werebear with +75% life and +97% Defense, splashing 191. (0.76 s) |
| Werebear · level 6 | A werebear with +75% life, you take 25% less physical damage, splashing 235. (0.76 s) | A werebear with +75% life and +109% Defense, splashing 235. (0.76 s) |
| Werebear · level 7 | A werebear with +75% life, you take 25% less physical damage, splashing 291. (0.76 s) | A werebear with +75% life and +127% Defense, splashing 291. (0.76 s) |
| Werebear · level 8 | A werebear with +75% life, you take 25% less physical damage, splashing 344. (0.76 s) | A werebear with +75% life and +139% Defense, splashing 344. (0.76 s) |
| Molten Boulder · synergy 1 | Firestorm: +4% Fire Damage per Level | Firestorm: +10% Fire Damage per Level |
| Volcano · synergy 1 | Fissure: +6% Fire Damage per Level | Fissure: +15% Fire Damage per Level |
| Volcano · synergy 3 | Armageddon: +6% Fire Damage per Level | Armageddon: +120% Fire Damage per Level |
| Tornado · synergy 2 | Twister: +5% Damage per Level | Twister: +11% Damage per Level |
| Tornado · synergy 3 | Hurricane: +5% Damage per Level | Hurricane: +90% Damage per Level |
| Fire Claws · level 1 | +10% fire damage, and wereform claws burn with it. | +10% fire damage, and claw and paw blows add 42 fire, more with fire skills. |
| Fire Claws · level 2 | +20% fire damage, and wereform claws burn with it. | +20% fire damage, and claw and paw blows add 74 fire, more with fire skills. |
| Fire Claws · level 3 | +30% fire damage, and wereform claws burn with it. | +30% fire damage, and claw and paw blows add 122 fire, more with fire skills. |
| Fire Claws · level 4 | +40% fire damage, and wereform claws burn with it. | +40% fire damage, and claw and paw blows add 170 fire, more with fire skills. |
| Fire Claws · level 5 | +50% fire damage, and wereform claws burn with it. | +50% fire damage, and claw and paw blows add 254 fire, more with fire skills. |
| Cyclone Armor · level 1 | +10% cold damage and +22% to fire, cold and lightning resistance | +10% cold damage. Winds take 100% of fire, cold and lightning hits, up to 152, regrowing in 10s |
| Cyclone Armor · level 2 | +20% cold damage and +31% to fire, cold and lightning resistance | +20% cold damage. Winds take 100% of fire, cold and lightning hits, up to 248, regrowing in 10s |
| Cyclone Armor · level 3 | +30% cold damage and +36% to fire, cold and lightning resistance | +30% cold damage. Winds take 100% of fire, cold and lightning hits, up to 344, regrowing in 10s |
| Cyclone Armor · level 4 | +40% cold damage and +40% to fire, cold and lightning resistance | +40% cold damage. Winds take 100% of fire, cold and lightning hits, up to 440, regrowing in 10s |
| Cyclone Armor · level 5 | +50% cold damage and +42% to fire, cold and lightning resistance | +50% cold damage. Winds take 100% of fire, cold and lightning hits, up to 536, regrowing in 10s |
| Wereforms · rule 1 | Unlike Diablo II, you hold every form’s bonuses at once. A Werewolf skill (Werewolf, Fury) and a Werebear skill (Werebear, Maul, Shock Wave) together give both forms’ life, Damage Reduced and critical strike chance. | Unlike Diablo II, you hold every form’s bonuses at once. A Werewolf skill (Werewolf, Fury) and a Werebear skill (Werebear, Maul, Shock Wave) together give both forms’ life and critical strike chance, and the Werebear’s Defense. |
| Wereforms · rule 5 | A Werewolf or Werebear your items cast (Wolfhowl’s) counts as one you hold, for any class: it keeps you in its form, with its life, Damage Reduced and critical strike chance. | A Werewolf or Werebear your items cast (Wolfhowl’s) counts as one you hold, for any class: it keeps you in its form, with its life, the Werebear’s Defense and critical strike chance. |
| Wereforms · rule 7 | Each form’s cut to physical damage is Damage Reduced: it adds to your items’, up to the cap of 50%. | The Werebear raises your Defense, as Diablo II’s does, which makes monsters’ blows and arrows miss more (see Stats). The Werewolf gives none, as in Diablo II. |
| Summons · rule 5 | His beasts pass by monsters immune to physical damage, the poison creepers too. | Unlike Diablo II’s, his beasts’ blows take his Strength and his Energy, as his spells and the Necromancer’s summons take Energy. |
| Summons · rule 6 | Monsters pressed against a summon hurt it now and then, for less than they’d deal you. An act boss pushes through them. A summon left far behind appears at your side. | His beasts pass by monsters immune to physical damage, the poison creepers too. |
| Summons · rule 7 | As in Diablo II, an aura from your side, your mercenary’s or your gear’s, reaches your summons within its radius as it reaches you: Defiance makes the monsters crowding them hurt them less, Prayer heals them, Thorns strikes back at what hits them and Fanaticism quickens their attacks (see Mercenaries). | Most monsters go for a beast nearer them than you as they go for you, and strike it, and their missiles hit it. An act boss never does, and pushes through them. A beast’s life grows in a Terror tier, as every summon’s. |
| Summons · rule 8 | Changing a summon’s skill modifier sends back those raised under the old one; the next casts raise them anew. | A summon left far behind appears at your side. |
| Summons · rule 9 | What your summons kill doesn’t set off your items’ effects on a kill. | As in Diablo II, an aura from your side, your mercenary’s or your gear’s, reaches your summons within its radius as it reaches you: Defiance makes physical blows on them hurt less, Prayer heals them, Thorns strikes back at what hits them in melee and Fanaticism quickens their attacks (see Mercenaries). |
| Summons · rule 10 | — | Changing a summon’s skill modifier sends back those raised under the old one; the next casts raise them anew. |
| Summons · rule 11 | — | What your summons kill doesn’t set off your items’ effects on a kill. |
| The first card · rule 1 | — | A run’s first card offers one level-1 skill from each tree: Raven or Poison Creeper, Werewolf, Firestorm. The Druid has no exception to it. |
| The first card · rule 2 | — | On Hell, a first pick of Firestorm brings a second first pick from your other trees, as Hell’s Act I opening is immune to fire. |
| Spirit of Barbs · note 3 | Each level gear’s +skills add makes its thorns and Heart of Wolverine’s damage and Attack Rating bonuses 15% of their own bigger. | Spirit of Barbs from an item’s charges, such as Wisp Projector’s, works as in Diablo II: only a melee blow sends its share back, onto the monster that struck, 50% and 10% more a charge level (110% at level 7). Gear’s +skills don’t raise it. |
| Spirit of Barbs · note 4 | — | Each level gear’s +skills add makes your own Spirit of Barbs’ thorns and Heart of Wolverine’s damage and Attack Rating bonuses 15% of their own bigger. |
| Fire Claws · note 2 | On a claw or a paw it adds fire beside the physical blow: resisted as fire, and never doubled by a critical strike. | As in Diablo II, each claw and paw blow takes its own fire, as gear’s added fire is: 254 at its fifth level. Each of Diablo II’s points you hold in Firestorm, Molten Boulder, Volcano and Fissure adds 11% to it: a skill at its top level is 20 points, and so are an evolution and each skill it evolved from. It is resisted as fire, and a critical strike never doubles it. |
| Fire Claws · note 3 | Gear’s +Fire Skills raise it, beside +skills. | Unlike Diablo II’s, it is a passive, and its +fire damage is this game’s. |
| Fire Claws · note 4 | — | Gear’s +Fire Skills raise it, beside +skills. |
| Cyclone Armor · note 1 | Here it raises your fire, cold and lightning resistance, within their caps. | As in Diablo II, it absorbs fire, cold and lightning damage up to its amount, +7% for each of Diablo II’s points you hold in Twister, Tornado and Hurricane: a skill at its top level is 20 points, and so are an evolution and each skill it evolved from. Gear’s +skills don’t count for these points. Here it takes 100% of each such hit until it is used up, and grows back whole in 10 seconds. |
| Terror tiers and the first card · rule 1 | In a Terror tier all the damage you and your summons deal is multiplied by 2, the Druid’s share. | — |
| Terror tiers and the first card · rule 2 | A run’s first card offers one level-1 skill from each tree: Raven or Poison Creeper, Werewolf, Firestorm. The Druid has no exception to it. | — |
| Terror tiers and the first card · rule 3 | On Hell, a first pick of Firestorm brings a second first pick from your other trees, as Hell’s Act I opening is immune to fire. | — |
Terror tiers · 5
| Entry | Before | After |
|---|---|---|
| Monsters and drops · rule 3 | Past /players 8 each tier adds life and damage, but no more experience: the affixes pay instead. | Past /players 8 each tier adds life and damage, but no more experience: the tier’s pay adds experience instead (below). |
| Monsters and drops · rule 4 | Items drop at the tier’s monster level, up to 99. From tier 14 every drop rolls at item level 99. | Monsters’ aim stops where Diablo II’s tables end: they roll to hit against your Defense as at most a level-99 monster at /players 8. Deeper tiers raise their life and damage, not how often they hit you (Stats). |
| Monsters and drops · rule 5 | — | Your mercenary’s and your summons’ life grows with the tier as its monsters’ blows do, so they take about as many blows to fall as on tier 1: about 3 times at tier 30 and 12 times at tier 100. A monster you revived or converted keeps the tier’s own life. |
| Monsters and drops · rule 6 | — | Items drop at the tier’s monster level, up to 99. From tier 14 every drop rolls at item level 99. |
| Affixes · rule 2 | Each affix pays +25% Magic Find, +10% experience, +25% gold, and more gold drops. | A tier pays by its number, with no end: +3% Magic Find and +3% gold a tier up to tier 40, +2% a tier after it, and +1% experience and +2% items a tier. Tier 12 pays +36% Magic Find, tier 72 +184%. Its affixes add more gold drops. |
Skills · 1
| Entry | Before | After |
|---|---|---|
| How skills work · rule 7 | Synergies work as in Diablo II: each level of the skills and passives a skill lists raises its damage. A skill learned again beside its own evolutions counts them too, a level each, except the Amazon’s, the Barbarian’s and the Paladin’s. | Synergies work as in Diablo II: each level of the skills and passives a skill lists raises its damage. A skill learned again beside its own evolutions counts them too, except the Amazon’s and the Barbarian’s. |
A run · 15
| Entry | Before | After |
|---|---|---|
| Shrines, barrels and containers · rule 6 | 10 barrels and urns are kept scattered just off the screen. Walk into one to kick it open: it leaves gold (5-15 on Normal), often a healing potion, now and then a Full Rejuvenation Potion or a scroll that pulls every experience gem on the floor to you, and rarely a magic item. | 10 barrels and urns are kept scattered just off the screen. Walk into one to kick it open: it leaves gold (5-15 on Normal), often a healing potion, now and then a Full Rejuvenation Potion or a scroll that pulls every experience gem on the floor to you, and rarely a magic item. A Sorceress finds mana potions in them too (see the Sorceress). |
| Shrines, barrels and containers · table 1 · Armor Shrine | 13% | +40 Damage Reduced for 32 seconds. | 13% | +100% Defense for 32 seconds. |
| Potions and the belt · rule 1 | A potion you walk onto below full life is drunk at once. Unlike Diablo II’s, a healing potion heals at once rather than over a few seconds. A Full Rejuvenation Potion restores all your life and mana. | Monsters drop potions as in Diablo II, of Diablo II’s grades where you are, but far fewer: a quarter of Diablo II’s single-player share. A Sorceress finds one about every 75 kills, some of them mana potions; every other class finds only the healing ones, so fewer. Act bosses drop their own. |
| Potions and the belt · rule 2 | A healing potion heals 2× Diablo II’s points for it (the table above gives them), as every life number in the game is 2× Diablo II’s: a Minor Healing Potion heals 60 life. | A potion you walk onto below full life is drunk at once. Unlike Diablo II’s, a healing potion heals at once rather than over a few seconds. A Full Rejuvenation Potion restores all your life and mana. |
| Potions and the belt · rule 3 | As in Diablo II, a healing potion heals half again as much for the Amazon, Paladin and Assassin, and twice as much for the Barbarian. | A healing potion heals 2× Diablo II’s points for it (the table above gives them), as every life number in the game is 2× Diablo II’s: a Minor Healing Potion heals 60 life. |
| Potions and the belt · rule 4 | Each rank of Charsi’s Potion Healing makes healing potions heal 10% more. | As in Diablo II, a healing potion heals half again as much for the Amazon, Paladin and Assassin, and twice as much for the Barbarian. |
| Potions and the belt · rule 5 | Your mercenary heals from every healing potion you drink, 2× its points as Diablo II’s hirelings do, and all his life from a Full Rejuvenation Potion. | Each rank of Charsi’s Potion Healing makes healing potions heal 10% more. |
| Potions and the belt · rule 6 | At full life, a potion you walk onto goes into your belt instead, as Diablo II’s auto-belt does. With no room for it in the belt, it is drunk. The belt has 4 columns on the control panel, one kind of potion each. Drink from one with 1-4, or click or tap it. | Your mercenary heals from every healing potion you drink, 2× its points as Diablo II’s hirelings do, and all his life from a Full Rejuvenation Potion. |
| Potions and the belt · rule 7 | A column is 1 potion deep without a belt, 2 with a Sash or Light Belt, 3 with a Belt or Heavy Belt, and 4 with any other. | At full life, a potion you walk onto goes into your belt instead, as Diablo II’s auto-belt does. With no room for it in the belt, it is drunk. The belt has 4 columns on the control panel, one kind of potion each. Drink from one with 1-4, or click or tap it. |
| Potions and the belt · rule 8 | A new hero’s first run starts with an empty belt. A run that takes your banked hero starts with the belt your hero had when banked, and CONTINUE with the belt the act began with. A new run also takes the potions you bought from Akara in the camp, as many as fit. | A column is 1 potion deep without a belt, 2 with a Sash or Light Belt, 3 with a Belt or Heavy Belt, and 4 with any other. |
| Potions and the belt · rule 9 | Akara’s Healing Potion heals as the grade she sells on the run’s difficulty, whatever the act: Healing Potion (100) on Normal, Greater Healing Potion (180) on Nightmare, Super Healing Potion (320) in Hell. | A new hero’s first run starts with an empty belt. A run that takes your banked hero starts with the belt your hero had when banked, and CONTINUE with the belt the act began with. A new run also takes the potions you bought from Akara in the camp, as many as fit. |
| Potions and the belt · rule 10 | Her Antidote Potion cures poison, and her Thawing Potion freezing and chill. Each then gives +50% to its resistance and +10% to its maximum for 30 seconds. Another drunk meanwhile starts the 30 seconds again and adds nothing. | Akara’s Healing Potion heals as the grade she sells on the run’s difficulty, whatever the act: Healing Potion (100) on Normal, Greater Healing Potion (180) on Nightmare, Super Healing Potion (320) in Hell. |
| Potions and the belt · rule 11 | — | Her Antidote Potion cures poison, and her Thawing Potion freezing and chill. Each then gives +50% to its resistance and +10% to its maximum for 30 seconds. Another drunk meanwhile starts the 30 seconds again and adds nothing. |
| Potions and the belt · rule 12 | — | To a Sorceress Akara also sells a mana potion, which fills the Energy Shield. A mana potion walked onto with the shield full goes into the belt (see the Sorceress). |
| Death · rule 2 | Each rank of Charsi’s Resurrect brings you back once a run, at half your life, with the monsters near you pushed away (not an act boss). She sells up to 2 ranks. The HUD shows the Resurrects left. | Each rank of Charsi’s Resurrect brings you back once a run, at half your life, free of any poison, curse, chill or freeze, with the monsters near you pushed away (not an act boss) and their missiles in flight gone. She sells up to 2 ranks. The HUD shows the Resurrects left. |
Attributes · 8
| Entry | Before | After |
|---|---|---|
| What each attribute does · rule 6 | Vitality: each point adds maximum life, by class (the table below). | A quarter of your Dexterity adds to your Defense, as in Diablo II, so monsters’ blows and arrows miss you more often (see Stats). |
| What each attribute does · rule 7 | Energy: each point adds +1% fire, cold, lightning, poison and magic damage. Your physical spells take it too, and the Necromancer’s summons strike harder with it. | Vitality: each point adds maximum life, by class (the table below). |
| What each attribute does · rule 8 | Unlike Diablo II, Energy doesn’t power your skills with mana: no skill uses mana here. It still raises your maximum mana, as Diablo II’s does (see Stats). | Energy: each point adds +1% fire, cold, lightning, poison and magic damage, the Necromancer’s +1.5%: as Diablo II gives each class its own life and mana a point, here its own spell damage. Your physical spells take it too, and the Necromancer’s and the Druid’s summons strike harder with it. |
| What each attribute does · rule 9 | Unlike Diablo II, no item asks you for Strength or Dexterity: you can wear anything your class can use. | Unlike Diablo II, Energy doesn’t power your skills with mana: no skill uses mana here. It still raises your maximum mana, as Diablo II’s does (see Stats). |
| What each attribute does · rule 10 | Your mercenary’s gear still asks for his Strength and Dexterity, as in Diablo II. | Unlike Diablo II, no item asks you for Strength or Dexterity: you can wear anything your class can use. |
| What each attribute does · rule 11 | There is no stamina: you run without tiring, and +Maximum Stamina on an item does nothing. | Your mercenary’s gear still asks for his Strength and Dexterity, as in Diablo II. |
| What each attribute does · rule 12 | — | There is no stamina: you run without tiring. Stamina on an item is life regeneration instead: each point of Maximum Stamina regenerates a ninth of a life a second, and Heal Stamina Plus raises all your life regeneration by its percent. |
| Spending points · rule 6 | Otherwise it picks Strength or Energy, by which one more of your damage grows with: Energy for spells, Strength for summons whose blows are physical, but Energy for the Necromancer’s summons. | Otherwise it picks Strength or Energy, by which one more of your damage grows with: Energy for spells, and for the Necromancer’s and the Druid’s summons, which take both. |
Stats · 14
| Entry | Before | After |
|---|---|---|
| Life and mana · rule 7 | The exception: the Sorceress’s Energy Shield takes its share of each hit from your mana, at most 400 mana a hit, and the globe drains as it does. More mana holds it up for more hits. | The exception: the Sorceress’s Energy Shield takes its share of each hit from your mana, at most 400 mana a hit, and the globe drains as it does. More mana holds it up for more hits. Items’ Regenerate Mana, Mana Stolen Per Hit and Mana after each Kill refill it. |
| Damage · rule 9 | Attack Rating: unlike Diablo II, every blow lands. Attack Rating gives critical strike chance instead: each +1% Attack Rating is +0.08%, and each point of +Attack Rating counts as 0.25% Attack Rating. | Attack Rating: unlike Diablo II, your blows always land. Attack Rating gives critical strike chance instead: each +1% Attack Rating is +0.08%, and each point of +Attack Rating counts as 0.25% Attack Rating. |
| Damage · rule 13 | Mana Stolen Per Hit is Faster Cast Rate: +1% a point. With a weapon in each hand, each weapon’s counts at half. | Mana Stolen Per Hit is Faster Cast Rate: +1% a point. It also refills Energy Shield’s mana. With a weapon in each hand, each weapon’s counts at half. |
| Damage · rule 15 | It takes that share of the monster’s own life: the extra life Diablo II’s /players gives monsters doesn’t raise it, nor does a Terror tier’s damage for your class. | It takes that share of the monster’s own life: the extra life Diablo II’s /players gives monsters doesn’t raise it. |
| Defense and resistances · rule 1 | Damage Reduced is how much less physical damage you take, at most 50%, as in Diablo II. It cuts physical hits alone: fire, cold, lightning and poison go by resistances, and magic only by Magic Damage Reduced. | Defense makes monsters’ blows and arrows miss you, as in Diablo II. Each melee blow or missile with physical damage hits by the monster’s Attack Rating against your Defense, times twice its level over its level and yours: at least 5% of them and at most 95%. A miss does nothing to you, its fire, cold, poison and curse with it. |
| Defense and resistances · rule 2 | Unlike Diablo II, Defense doesn’t make monsters miss: it goes into Damage Reduced. An armour’s Defense is its Base Damage Reduction, on its box. | Your Defense is your armour’s and charms’ (an armour’s base Defense raised by its Enhanced Defense, and +Defense), and a quarter of your Dexterity, raised by skills’ +% Defense: Iron Skin, Shout, Defiance, Holy Shield, the Werebear and the Armor Shrine. An armour’s box shows its Defense. |
| Defense and resistances · rule 3 | Its sources: items’ Damage Reduced by %, armour, an armour’s Enhanced Defense (+100% adds 10.4%), +Defense (each 60 is 1%), Damage Reduced by a number (each 3 is 1%), Charsi’s ranks, and skills that raise Defense, such as Iron Skin, Defiance and Shout. | A monster rolls to hit as Diablo II’s does at most at level 99 and 8 players, where Diablo II’s tables end: its Attack Rating and its level’s share alike. Deeper Terror tiers raise monsters’ life and damage, not their aim. |
| Defense and resistances · rule 4 | Damage Taken shows only while something cuts every hit you take, whatever its type, such as the Werebear’s Thick Hide option: the share of each hit that still reaches you. | Damage Reduced is how much less physical damage you take, at most 50%, as in Diablo II. It cuts physical hits alone: fire, cold, lightning and poison go by resistances, and magic only by Magic Damage Reduced. |
| Defense and resistances · rule 5 | Resistances (fire, cold, lightning, poison) show after the difficulty’s penalty, as Diablo II’s screen does (the table below; a Terror tier’s is Hell’s), and red below 0. Each is at most 75%, raised by +% to Maximum Resist up to 95%, and at least -100%. Its hover says how far your resistance goes past the cap, and your Absorb of that element. | Its sources: items’ Damage Reduced by %, Damage Reduced by a number (each 3 is 1%), Charsi’s ranks, the Assassin’s Fade and the Necromancer’s Bone Armor. Defense doesn’t add to it, nor do Battle Orders and the Werewolf, which give no Defense in Diablo II. On the character screen it is in Defense’s hover. |
| Defense and resistances · rule 6 | A resistance takes its share off each hit of its element: at 75%, 25% of the hit gets through. Cain’s Scroll of Resistance gives +10 to all four. There is no magic resistance. | Damage Taken shows only while something cuts every hit you take, whatever its type, such as the Werebear’s Thick Hide option: the share of each hit that still reaches you. |
| Defense and resistances · rule 7 | A monster’s Conviction you stand in lowers your fire, cold and lightning resistance more. More on monsters’ hits: Damage. | Resistances (fire, cold, lightning, poison) show after the difficulty’s penalty, as Diablo II’s screen does (the table below; a Terror tier’s is Hell’s), and red below 0. Each is at most 75%, raised by +% to Maximum Resist up to 95%, and at least -100%. Its hover says how far your resistance goes past the cap, and your Absorb of that element. |
| Defense and resistances · rule 8 | — | A resistance takes its share off each hit of its element: at 75%, 25% of the hit gets through. Cain’s Scroll of Resistance gives +10 to all four. There is no magic resistance. |
| Defense and resistances · rule 9 | — | A monster’s Conviction you stand in lowers your fire, cold and lightning resistance more. More on monsters’ hits: Damage. |
| Magic Find, gold and experience · rule 1 | Magic Find raises the chance an item dropped is magic, rare, set or unique, or a runeword. It counts less for rares, sets, runewords and uniques, as in Diablo II. A Terror tier adds +25% for each of its affixes. | Magic Find raises the chance an item dropped is magic, rare, set or unique, or a runeword. It counts less for rares, sets, runewords and uniques, as in Diablo II. A Terror tier adds +3% a tier up to tier 40 and +2% a tier after it. |
Damage · 18
| Entry | Before | After |
|---|---|---|
| How your damage is worked out · rule 11 | Unlike Diablo II, every blow lands. Ignore Target’s Defense adds damage instead: +27% to a weapon blow, what Diablo II’s blows would have landed besides. -% Target Defense adds part of that by its percent: +14% at 50%. | Unlike Diablo II, your blows always land. Ignore Target’s Defense adds damage instead: +27% to a weapon blow, what Diablo II’s blows would have landed besides. -% Target Defense adds part of that by its percent: +14% at 50%. |
| Damage types · rule 5 | Cold chills a monster, slowing it. A chill lasts half as long on Nightmare and a quarter in Hell and the Terror tiers, shorter still by the monster’s cold resistance, and never takes on a monster immune to cold. | Cold chills a monster, slowing it by its own kind’s share, as in Diablo II: half on Normal, a third or a quarter for most in Hell. A chill lasts half as long on Nightmare and a quarter in Hell and the Terror tiers, shorter still by the monster’s cold resistance, and never takes on a monster immune to cold, nor on one Diablo II spares (Hell’s wraiths, wisps and bone fetishes, Andariel there). |
| What your hits leave on monsters · rule 3 | Items’ Freezes Target freezes normal monsters and minions, and only chills champions, uniques and act bosses. A monster immune to cold takes neither. | Items’ Freezes Target freezes normal monsters and minions, and only chills champions, uniques and act bosses. A monster immune to cold takes neither, nor one Diablo II spares from cold. |
| Monsters’ hits on you · rule 1 | Some skills avoid a hit whole: the Amazon’s Dodge, Avoid and Evade, the Assassin’s Weapon Block, the Sorceress’s Frozen Armor, Shiver Armor and Chilling Armor. | A melee blow or a missile with physical damage first rolls to hit against your Defense, as in Diablo II (see Stats). One that misses does nothing to you. Your mercenary and your summons don’t roll: every blow that reaches them lands. |
| Monsters’ hits on you · rule 2 | A shield blocks on Diablo II’s chance: its Chance to Block, with your class’s bonus and Increased Chance of Blocking, times (Dexterity − 15), over twice your level. At most 75%, and a third of it while you move. | Some skills avoid a hit whole: the Amazon’s Dodge, Avoid and Evade, the Assassin’s Weapon Block, the Sorceress’s Frozen Armor, Shiver Armor and Chilling Armor. |
| Monsters’ hits on you · rule 3 | It counts the Dexterity your class starts with, your points’, Charsi’s ranks’ and your items’. | A shield blocks on Diablo II’s chance: its Chance to Block, with your class’s bonus and Increased Chance of Blocking, times (Dexterity − 15), over twice your level. At most 75%, and a third of it while you move. |
| Monsters’ hits on you · rule 4 | Without a shield, or with 15 Dexterity or less, you never block. Holy Shield adds its Chance to Block to the shield’s, and lets a Paladin with no shield worn block too. | It counts the Dexterity your class starts with, your points’, Charsi’s ranks’ and your items’. |
| Monsters’ hits on you · rule 5 | A block turns aside a melee blow or a missile with physical damage. A missile of pure fire, cold, lightning or magic is never blocked. While the block plays you can’t block again: Faster Block Rate shortens it. | Without a shield, or with 15 Dexterity or less, you never block. Holy Shield adds its Chance to Block to the shield’s, and lets a Paladin with no shield worn block too. |
| Monsters’ hits on you · rule 6 | Items’ Melee Damage Reduced and Missile Damage Reduced (Diablo II’s Defense vs. Melee and vs. Missile) cut the physical damage of melee blows and of missiles, each by at most 50%. | A block turns aside a melee blow or a missile with physical damage. A missile of pure fire, cold, lightning or magic is never blocked. While the block plays you can’t block again: Faster Block Rate shortens it. |
| Monsters’ hits on you · rule 7 | A physical hit is cut by your Damage Reduced, at most 50% (see Stats). | Items’ Melee Damage Reduced and Missile Damage Reduced (Diablo II’s Defense vs. Melee and vs. Missile) cut the physical damage of melee blows and of missiles, each by at most 50%. |
| Monsters’ hits on you · rule 8 | A fire, cold, lightning or magic hit first loses your Magic Damage Reduced, 2 life a point. Then your resistance takes its share (magic has none). | A physical hit that lands is cut by your Damage Reduced, at most 50%: items, Charsi’s ranks, the Assassin’s Fade and the Necromancer’s Bone Armor (see Stats). |
| Monsters’ hits on you · rule 9 | Then Absorb turns part of a fire, cold or lightning hit into life: its percent of the hit (at most 40%), then its points of what’s left. Magic Absorb turns its points of a magic hit into life. | A fire, cold, lightning or magic hit first loses your Magic Damage Reduced, 2 life a point. Then your resistance takes its share (magic has none). |
| Monsters’ hits on you · rule 10 | Last, the Necromancer’s Bone Armor and the Sorceress’s Energy Shield take their share of what’s left, of every type. | Then Absorb turns part of a fire, cold or lightning hit into life: its percent of the hit (at most 40%), then its points of what’s left. Magic Absorb turns its points of a magic hit into life. |
| Monsters’ hits on you · rule 11 | Bone Armor’s bone takes 50% of each hit until it is used up, and grows back whole in 30 seconds. Energy Shield takes its share from your mana, at most 400 mana a hit. | Last, the Sorceress’s Energy Shield takes its share of what’s left, of every type, the Necromancer’s Bone Armor all of a physical hit, and the Druid’s Cyclone Armor its share of fire, cold and lightning. |
| Monsters’ hits on you · rule 12 | Your resistances drop by 40 on Nightmare and 100 in Hell and the Terror tiers, none on Normal (see Stats). | Bone Armor’s bone takes all of each physical hit until it is used up, as Diablo II’s, and grows back whole in 30 seconds. Energy Shield takes its share from your mana, at most 400 mana a hit. |
| Monsters’ hits on you · rule 13 | — | Your resistances drop by 40 on Nightmare and 100 in Hell and the Terror tiers, none on Normal (see Stats). |
| What monsters leave on you · rule 8 | You hold one curse at a time: a new one replaces the other. Monsters’ curses on you last their full length on every difficulty. | You hold one curse at a time: a new one replaces the other. Monsters’ curses on you last their full length on every difficulty, shorter only under the Assassin’s Fade. |
| How your damage is worked out · rule 18 | In a Terror tier your damage is multiplied by your class’s share (see Terror tiers). | — |
Skill systems · 12
| Entry | Before | After |
|---|---|---|
| Synergies · rule 1 | A synergy gives 50% of Diablo II’s percent for each level of its source, rounded to a whole percent, at least 1%. Fire Ball gains +7% a level of Fire Bolt, where Diablo II gives 14% a point. | A synergy gives 50% of Diablo II’s percent for each level of its source, rounded to a whole percent, at least 1%. Fire Ball gains +18% a level of Fire Bolt, where Diablo II gives 14% a point. |
| Synergies · rule 5 | The Amazon’s, the Barbarian’s and the Paladin’s skills count an evolution among their sources as one level; the other classes’ skills count it as Diablo II’s 20 points, its base maxed. Wake of Fire, Wake of Inferno, Lightning Sentry, Death Sentry, Phoenix Strike, Bone Spear, Bone Spirit, Fist of the Heavens, Lightning, Frost Nova, Meteor, Frozen Orb, Chain Lightning, Blizzard, Armageddon and Hurricane count their own sources in Diablo II’s points instead: Meteor gains +6% a level of Fire Bolt (each worth 2.5 points) and +50% for Fire Ball (worth 20). The sources they keep from their base count as for any other skill. | Most classes’ skills count a skill among their sources in Diablo II’s points: each level of it as 2.5 of them, an evolution as 20, its base maxed. Meteor gains +6% a level of Fire Bolt and +50% for Fire Ball. The Amazon’s and the Barbarian’s skills count each level as one point, all but , which count their own sources in Diablo II’s points too. The sources a skill keeps from its base count a level each. |
| Synergies · rule 7 | A skill learned again beside its own evolutions counts them as synergies, as in Diablo II, each at its one level, never Diablo II’s points: Fire Bolt gains +8% from each of Fire Ball and Meteor. The Amazon’s, the Barbarian’s and the Paladin’s skills never count their own evolutions. | A skill learned again beside its own evolutions counts them as synergies, as in Diablo II, each as its 20 points: Fire Bolt gains +160% from each of Fire Ball and Meteor. The Amazon’s and the Barbarian’s skills never count their own evolutions. |
| Skills on items · rule 5 | “On striking” and “on attack” are the same here, as every blow lands. They roll on each blow of yours: Attack’s, and a weapon skill’s blow, arrow or thrown weapon, of an element too (Fire Arrow), as in Diablo II. What bursts or forks from it, your spells and your summons roll none. | “On striking” and “on attack” are the same here, as your blows always land. They roll on each blow of yours: Attack’s, and a weapon skill’s blow, arrow or thrown weapon, of an element too (Fire Arrow), as in Diablo II. What bursts or forks from it, your spells and your summons roll none. |
| Summons · intro | Each class’s summons are on its page in Skills. These rules hold for all of them, with one exception (the last rule). | Each class’s summons are on its page in Skills. These rules hold for all of them. |
| Summons · rule 2 | Monsters crowding a summon hurt it for a share of what they would deal you, a few at a time. | As in Diablo II, monsters go for the nearest of you, your mercenary and your summons, and strike it with their blows; their missiles strike whichever they meet. The plain fighters do, those that walk up and swing or keep off and shoot, and the casters whose skills are missiles (Zakarum priests, Fallen Shamans). Other monsters with skills of their own and act bosses keep to you. |
| Summons · rule 3 | They pass by monsters immune to what they deal. | A summon’s resistances are its own: your difficulty’s penalty doesn’t lower them. In a Terror tier its life grows with how much harder the tier’s monsters hit than tier 1’s, as your mercenary’s does: 3.0× at tier 30, 12.1× at tier 100. Revived and converted monsters have their tier’s life already. |
| Summons · rule 4 | As in Diablo II, the auras of your items, your mercenary’s and his items’ reach your summons standing in their reach. Defiance cuts what the crowd does to them, Prayer heals them, Thorns hurts back each monster that hits them, and Fanaticism speeds their attacks. Meditation and Redemption don’t reach them. | They pass by monsters immune to what they deal. |
| Summons · rule 5 | A level gained in their skill or mastery raises the life and damage of those already standing, by the skill’s next cast at the latest. They keep the share of their life they had lost: none is healed. | As in Diablo II, the auras of your items, your mercenary’s and his items’ reach your summons standing in their reach. Defiance cuts the physical blows they take, Prayer heals them, Thorns hurts back each monster that hits them, and Fanaticism speeds their attacks. Meditation and Redemption don’t reach them. |
| Summons · rule 6 | Some last a set time or a set number of attacks. The rest stay until they are slain or the run ends. | A level gained in their skill or mastery raises the life and damage of those already standing, by the skill’s next cast at the latest. They keep the share of their life they had lost: none is healed. |
| Summons · rule 7 | The Amazon’s Valkyrie is the exception: monsters never attack her, and she stays the whole run. Her damage follows the skill’s level at once. | Some last a set time or a set number of attacks. The rest stay until they are slain or the run ends. |
| Summons · rule 8 | — | The Amazon’s Valkyrie stays until she falls, and the skill’s next cast brings her back. Her damage follows the skill’s level at once. |
Items · 8
| Entry | Before | After |
|---|---|---|
| Reading an item box · rule 5 | Grey is a Diablo II property that does nothing in this game, such as Maximum Stamina. | Grey is a Diablo II property that does nothing in this game, such as Indestructible. |
| What drops items · rule 1 | A plain monster drops an item now and then, likelier the higher its level, but at most one every 3 minutes (7.5 in a Terror tier), however fast you kill. | A plain monster drops an item now and then, likelier the higher its level, but at most one every 3 minutes, however fast you kill. In a Terror tier the wait is 7.4 minutes at tier 1 and shrinks each tier deeper: 2.5 at tier 100. |
| What drops items · rule 3 | A super unique or a quest unique (Bishibosh, the Smith, Radament) drops an item 50% of the time on every difficulty, and 20% in a Terror tier. | A super unique or a quest unique (Bishibosh, the Smith, Radament) drops an item 50% of the time on every difficulty, and 20% at Terror tier 1. |
| What drops items · rule 12 | — | A Terror tier’s item chances (a plain monster’s, an elite’s, a super unique’s) start at 40% of Hell’s and grow 2% a tier: tier 1 at 41%, tier 50 at 80%, tier 75 at Hell’s own, and more past it (Terror tiers). |
| What drops items · table 1 · Terror tier 1 | — | 31% | 10% | 15% |
| What drops items · table 1 · Terror tier 100 | — | 90% | 30% | 45% |
| Magic Find · rule 1 | Magic Find comes from your gear and charms, Charsi’s Magic Find ranks and a Terror tier’s affixes (Stats). | Magic Find comes from your gear and charms, Charsi’s Magic Find ranks and a Terror tier itself: +3% a tier up to tier 40, +2% a tier past it (Stats). |
| What drops items · table 1 · Terror tier | 30% | 10% | 15% | — |
The camp · 10
| Entry | Before | After |
|---|---|---|
| Akara’s Trade · rule 2 | Potions sells a healing potion, an Antidote Potion and a Thawing Potion, for 1,000 gold each. | Potions sells a healing potion, an Antidote Potion and a Thawing Potion, for 1,000 gold each, and to a Sorceress a mana potion too, which fills her Energy Shield. |
| Akara’s Trade · rule 6 | The Antidote Potion cures poison and gives Poison Resist +50% and +10% to Maximum Poison Resist for 30 seconds. The Thawing Potion does the same for freezing, chill and cold. | Her mana potion is named by the grade the first act of your hardest difficulty finds: a Minor Mana Potion on Normal, a Super Mana Potion once Nightmare is open. Whatever its name, it fills your Energy Shield as a mana potion found where you drink it does: a Super Mana Potion’s 500 mana in Hell and the Terror tiers. |
| Akara’s Trade · rule 7 | She sells no more than the belt you wear holds, each kind in a column of its own. Past that she says “No room in your belt for that”. | The Antidote Potion cures poison and gives Poison Resist +50% and +10% to Maximum Poison Resist for 30 seconds. The Thawing Potion does the same for freezing, chill and cold. |
| Akara’s Trade · rule 8 | A Terror tier with No Potions in the Belt leaves what you bought waiting for a run that can drink it. While one of your tier offers has it, each potion’s box says so in grey: “One of your Terror tiers has No Potions in the Belt: they wait for a run that can drink them”. | She sells no more than the belt you wear holds, each kind in a column of its own. Past that she says “No room in your belt for that”. |
| Akara’s Trade · rule 9 | Weapons has 6 magic caster weapons for your class: 4 of its own kinds and the rest of the others. Its own kinds are the Necromancer’s wands, the Paladin’s scepters, the Sorceress’s orbs and staves, and every other class’s staves. | A Terror tier with No Potions in the Belt leaves what you bought waiting for a run that can drink it. While one of your tier offers has it, each potion’s box says so in grey: “One of your Terror tiers has No Potions in the Belt: they wait for a run that can drink them”. |
| Akara’s Trade · rule 10 | They are priced as Charsi’s gear, and are new after each run of the class. An orb is the Sorceress’s own, so it shows in red to every other class. | Weapons has 6 magic caster weapons for your class: 4 of its own kinds and the rest of the others. Its own kinds are the Necromancer’s wands, the Paladin’s scepters, the Sorceress’s orbs and staves, and every other class’s staves. |
| Akara’s Trade · rule 11 | Buy Back is Charsi’s list of what you sold, at the same prices. | They are priced as Charsi’s gear, and are new after each run of the class. An orb is the Sorceress’s own, so it shows in red to every other class. |
| Akara’s Trade · rule 12 | An item put down on her panel is sold, as at Charsi’s. | Buy Back is Charsi’s list of what you sold, at the same prices. |
| Akara’s Trade · rule 13 | — | An item put down on her panel is sold, as at Charsi’s. |
| Charsi’s ranks · table 1 · Energy | +5 starting Energy per rank. +5% fire, cold, lightning, poison and magic damage | 10 | 100, 280, 520, 800, 1,120, 1,470, 1,850, 2,260, 2,700, 3,160 | Yes | +5 starting Energy per rank. +5 to 7.5% fire, cold, lightning, poison and magic damage by class. +5 to 10 mana by class | 10 | 100, 280, 520, 800, 1,120, 1,470, 1,850, 2,260, 2,700, 3,160 | Yes |
Quests · 1
| Entry | Before | After |
|---|---|---|
| Reading the conditions · rule 3 | “None of his blows landing” counts every blow, missile, nova and poison of his that reaches you. Duriel’s Holy Freeze only slows you, and doesn’t count. Only blows on you count: one on your mercenary doesn’t. | “None of his blows landing” counts every blow, missile, nova and poison of his that reaches you. Duriel’s Holy Freeze only slows you, and doesn’t count. A blow that misses you against your Defense, or that you block, doesn’t count. Only blows on you count: one on your mercenary doesn’t. |
Mercenaries · 12
| Entry | Before | After |
|---|---|---|
| His level and numbers · rule 4 | His Defense becomes Damage Reduced, as your gear’s does. His resistances take the difficulty’s penalty, and the same cap of 75% as yours. | Unlike yours, his Defense becomes Damage Reduced, and monsters’ blows always hit him. His resistances take the difficulty’s penalty, and the same cap of 75% as yours. |
| His life and healing · rule 4 | Every healing potion you drink heals him too while he stands, 2× its Diablo II points at his life’s scale, as Diablo II’s hirelings drink, and never a smaller share of his life than it healed of yours. A Full Rejuvenation Potion heals all his life. An Antidote or Thawing Potion heals him nothing. | Every healing potion you drink heals him too while he stands, 2× its Diablo II points at his life’s scale, as Diablo II’s hirelings drink, and never a smaller share of his life than it healed of yours. A Full Rejuvenation Potion heals all his life. An Antidote, Thawing or mana potion heals him nothing. |
| Rogue Scout · rule 3 | Her Inner Sight lowers the guard of the monsters round her, at 30% of the Amazon’s strength. It lasts a while, and she casts it again only once her last one has run out. | Her Inner Sight lowers the guard of the monsters round her, as far as the Amazon’s own reaches (Diablo II’s radius), at 30% of the Amazon’s strength. It lasts a while, and she casts it again only once her last one has run out. |
| Desert Mercenary · rule 4 | Your summons in its radius take it as you do, as in Diablo II: Defiance makes the monsters crowding them hurt them less, Prayer heals them, Thorns strikes back at what hits them, and a Fanaticism from his gear quickens their attacks. Might’s damage reaches them through yours: what a summon deals grows with your damage. | Your summons in its radius take it as you do, as in Diablo II: Defiance makes the blows they take hurt less, Prayer heals them, Thorns strikes back at what hits them, and a Fanaticism from his gear quickens their attacks. Might’s damage reaches them through yours: what a summon deals grows with your damage. |
| Desert Mercenary · rule 5 | Holy Freeze slows and strikes the monsters round him, and adds no cold to your attacks. Its slow, as any chill’s, skips a cold immune and holds less on one that resists cold. | Holy Freeze slows and strikes the monsters round him, as far as a Paladin’s own of its level reaches (Diablo II’s radius), and adds no cold to your attacks. Its slow, as any chill’s, skips a cold immune and one Diablo II spares from cold (neither slowed nor struck), and holds less on one that resists cold. |
| In a fight · rule 3 | Only the plain fighters go for him when he is nearer than you: those that walk up and swing, keep off and shoot, swoop, leap or charge (Fallen, Zombies, Goatmen, Quill Rats and the like). Every monster with a skill of its own (casters, curse-givers, summoners, spiders, breathers and the rest) and every act boss keep to you. | Only the plain fighters and the casters whose skills are missiles go for him when he is nearer than you: those that walk up and swing, keep off and shoot, swoop, leap or charge (Fallen, Zombies, Goatmen, Quill Rats and the like), and Zakarum priests and Fallen Shamans. Every other monster with a skill of its own (curse-givers, summoners, spiders, breathers and the rest) and every act boss keep to you. |
| In a fight · rule 5 | A blow on him is his alone: his life, his Damage Reduced and resistances. None of what a hit on you brings (afflictions, flinching, your gear’s procs) comes with it. | Your summons stand in as he does: the nearest of you, him and them is the one a monster goes for (see Skill systems). |
| In a fight · rule 6 | His kills drop their experience and loot as yours do, and count for Cain’s quests, but give you no Life after each Kill, and roll none of your gear’s procs. | A blow on him is his alone: his life, his Damage Reduced and resistances. None of what a hit on you brings (afflictions, flinching, your gear’s procs) comes with it. |
| In a fight · rule 7 | What his auras strike down (the Desert Mercenary’s Holy Freeze, a striking aura on his gear) counts as your own kill: it gives your Life after each Kill. | His kills drop their experience and loot as yours do, and count for Cain’s quests, but give you no Life after each Kill, and roll none of your gear’s procs. |
| In a fight · rule 8 | His damage counts for none of the One Tree quests’ trees (Quests). | What his auras strike down (the Desert Mercenary’s Holy Freeze, a striking aura on his gear) counts as your own kill: it gives your Life after each Kill. |
| In a fight · rule 9 | — | His damage counts for none of the One Tree quests’ trees (Quests). |
| His gear · rule 10 | Lifting auras from his gear lift you and your summons within their radius of him, but Meditation (Insight’s) lifts you alone. The offensive ones (Sanctuary, Holy Fire, Holy Freeze, Holy Shock, Conviction) work on the monsters round him, striking with his power. Of one aura, the highest level counts, yours or his. | Lifting auras from his gear lift you and your summons within their radius of him, but Meditation (Insight’s) lifts you alone. The offensive ones (Sanctuary, Holy Fire, Holy Freeze, Holy Shock, Conviction) work on the monsters round him, striking with his power, as far from him as Diablo II’s radius at the item’s level. Of one aura, the highest level counts, yours or his. |
Monsters · 36
| Entry | Before | After |
|---|---|---|
| /players · rule 6 | A Terror tier plays at /players 8 at tier 1 and one more each tier from tier 2: 9 there. Past 8 it adds life and damage, but no more experience. | A Terror tier plays at /players 8 at tier 1 and one more each tier from tier 2: 9 there. Past 8 it adds life and damage, but no more experience, and no more Attack Rating: monsters aim as at /players 8 (Stats). |
| Monsters’ auras · rule 2 | Might and Fanaticism raise the physical damage of the unique and its minions. Fanaticism also raises their attack speed, and its bearer’s damage twice as much as the rest’s. | Its aura grows with its monster level up to 99, Diablo II’s highest. Past it, on the deeper Terror tiers, the aura holds that strength, though its strikes still grow with the tier’s monster damage. |
| Monsters’ auras · rule 3 | Blessed Aim does nothing here: every monster’s blow lands unless you avoid or block it. | Might and Fanaticism raise the physical damage of the unique and its minions. Fanaticism also raises their attack speed, and its bearer’s damage twice as much as the rest’s. |
| Monsters’ auras · rule 4 | Conviction lowers your fire, cold and lightning resistance while you stand in it. Holy Freeze slows you while you stand in it. Of several, the strongest counts. | Blessed Aim does nothing here: every monster’s blow lands unless you avoid or block it. |
| Monsters’ auras · rule 5 | Holy Fire, Holy Freeze and Holy Shock strike you every 2 seconds while you stand in them, with nothing to avoid or block it, and the bearer’s own melee blows carry their element. | Conviction lowers your fire, cold and lightning resistance while you stand in it. Holy Freeze slows you while you stand in it. Of several, the strongest counts. |
| Monsters’ auras · rule 6 | A Terror tier’s aura affix replaces a unique’s own, Lord De Seis’s too: see Terror tiers. | Holy Fire, Holy Freeze and Holy Shock strike you every 2 seconds while you stand in them, with nothing to avoid or block it, and the bearer’s own melee blows carry their element. |
| Monsters’ auras · rule 7 | — | A Terror tier’s aura affix replaces a unique’s own, Lord De Seis’s too: see Terror tiers. |
| Monsters’ auras · table 1 · Might | +60% damage | +110% damage | +170% damage | +60% damage | +110% damage | +170% damage | +190% damage |
| Monsters’ auras · table 1 · Fanaticism | +67% damage (its minions +33%), +18% attack speed | +135% damage (its minions +67%), +26% attack speed | +203% damage (its minions +101%), +30% attack speed | +67% damage (its minions +33%), +18% attack speed | +135% damage (its minions +67%), +26% attack speed | +203% damage (its minions +101%), +30% attack speed | +237% damage (its minions +118%), +31% attack speed |
| Monsters’ auras · table 1 · Conviction | -35% to your resistances | -55% to your resistances | -75% to your resistances | -35% to your resistances | -55% to your resistances | -75% to your resistances | -85% to your resistances |
| Monsters’ auras · table 1 · Holy Freeze | -34% to your pace | -45% to your pace | -50% to your pace | -34% to your pace | -45% to your pace | -50% to your pace | -51% to your pace |
| How monsters fight · rule 2 | Most walk up and swing. A swing lands on its animation’s attack frame, and only if you’re still in reach: step away in time and it misses. | Most walk up and swing. A swing lands on its animation’s attack frame, and only if you’re still in reach: step away in time and it misses. In reach, it then rolls to hit against your Defense (Stats). |
| How monsters fight · rule 3 | Archers and casters keep their distance and shoot, and swing only when you come close. | Monsters that swing, shoot, swoop, leap or charge, and the Zakarum priests and Fallen Shamans, go for whichever of you, your mercenary and your summons stands nearest, as Diablo II’s go for the nearest of the party. The rest keep to you. |
| How monsters fight · rule 4 | Foul Crows, Carrion Birds and Suckers swoop in, strike and wheel away. | Archers and casters keep their distance and shoot, and swing only when you come close. |
| How monsters fight · rule 5 | Foul Crow Nests stand still and lay crows. Coldworm the Burrower lays Sand Maggots where she lies. | Foul Crows, Carrion Birds and Suckers swoop in, strike and wheel away. |
| How monsters fight · rule 6 | Sand Maggots spit from afar and lay eggs that hatch into their young. None are laid while the field is nearly full. | Foul Crow Nests stand still and lay crows. Coldworm the Burrower lays Sand Maggots where she lies. |
| How monsters fight · rule 7 | Sand Leapers leap at you from a distance, then bite once they land. | Sand Maggots spit from afar and lay eggs that hatch into their young. None are laid while the field is nearly full. |
| How monsters fight · rule 8 | Claw Vipers, Siege Beasts and the Reanimated Horde rush at you from a distance, faster than they walk, and Duriel charges. | Sand Leapers leap at you from a distance, then bite once they land. |
| How monsters fight · rule 9 | A Siege Beast carries an imp on its back that shoots at you until the beast falls. | Claw Vipers, Siege Beasts and the Reanimated Horde rush at you from a distance, faster than they walk, and Duriel charges. |
| How monsters fight · rule 10 | Fallen Shamans and Fetish Shamans raise their kin that fell near them a little before. Radament and the Hollow Ones, Guardians and Unravelers raise the undead that fall near them. | A Siege Beast carries an imp on its back that shoots at you until the beast falls. |
| How monsters fight · rule 11 | Zakarum priests (Sextons, Cantors and Heirophants) heal the most hurt Zealots or fellow priest near them, never themselves, by 35% of its life, every few seconds, once it’s at 60% or less, as Diablo II’s do. The High Council heals any monster near it, themselves included, below 70%; each heal a Council Member gives himself is half the one before, unlike Diablo II’s, so he always goes down. As in Diablo II, a Council Member walks up to you and now and then engages you, nearly always once you’re close, and heals nothing while it fights you, till it breaks off. Neither heals an act boss, nor a monster your Prevent Monster Heal has struck. | Fallen Shamans and Fetish Shamans raise their kin that fell near them a little before. Radament and the Hollow Ones, Guardians and Unravelers raise the undead that fall near them. |
| How monsters fight · rule 12 | Spiders spin a web at you that slows you for a moment. It isn’t cold: Cannot Be Frozen doesn’t stop it. | Zakarum priests (Sextons, Cantors and Heirophants) heal the most hurt Zealots or fellow priest near them, never themselves, by 35% of its life, every few seconds, once it’s at 60% or less, as Diablo II’s do. The High Council heals any monster near it, themselves included, below 70%; each heal a Council Member gives himself is half the one before, unlike Diablo II’s, so he always goes down. As in Diablo II, a Council Member walks up to you and now and then engages you, nearly always once you’re close, and heals nothing while it fights you, till it breaks off. Neither heals an act boss, nor a monster your Prevent Monster Heal has struck. |
| How monsters fight · rule 13 | Balrogs, Pit Lords and Venom Lords breathe their Inferno at you from close by. | Spiders spin a web at you that slows you for a moment. It isn’t cold: Cannot Be Frozen doesn’t stop it. |
| How monsters fight · rule 14 | Corpulents and Corpse Spitters eat a corpse, step out of your reach and spit it at you. Unfed, they walk up and hit. | Balrogs, Pit Lords and Venom Lords breathe their Inferno at you from close by. |
| How monsters fight · rule 15 | Flesh Spawners and Stygian Hags give birth to their young now and then. | Corpulents and Corpse Spitters eat a corpse, step out of your reach and spit it at you. Unfed, they walk up and hit. |
| How monsters fight · rule 16 | Demon Imps keep their distance, shoot, and blink elsewhere now and then. | Flesh Spawners and Stygian Hags give birth to their young now and then. |
| How monsters fight · rule 17 | Death Maulers dig their claws in from a distance, and spikes burst out under where you stood. | Demon Imps keep their distance, shoot, and blink elsewhere now and then. |
| How monsters fight · rule 18 | Frozen Creepers breathe an Arctic Blast at you from close by. | Death Maulers dig their claws in from a distance, and spikes burst out under where you stood. |
| How monsters fight · rule 19 | The Reanimated Horde rise once more a few seconds after they fall, unless their body is gone by then. Their champions and uniques don’t. Frenzied Ice Spawn run at you and burst. | Frozen Creepers breathe an Arctic Blast at you from close by. |
| How monsters fight · rule 20 | Vile Witches and Stygian Furies keep their distance, shoot, and now and then curse you with Amplify Damage. | The Reanimated Horde rise once more a few seconds after they fall, unless their body is gone by then. Their champions and uniques don’t. Frenzied Ice Spawn run at you and burst. |
| How monsters fight · rule 21 | Oblivion Knights keep their distance, shoot poison skulls and Bone Spirits, and curse you with Decrepify while you aren’t already decrepified. Unlike Diablo II’s 30%, only 15% of their shots are Bone Spirits. | Vile Witches and Stygian Furies keep their distance, shoot, and now and then curse you with Amplify Damage. |
| How monsters fight · rule 22 | — | Oblivion Knights keep their distance, shoot poison skulls and Bone Spirits, and curse you with Decrepify while you aren’t already decrepified. Unlike Diablo II’s 30%, only 15% of their shots are Bone Spirits. |
| Missiles and curses · rule 1 | Monsters’ missiles fly straight at where you stood as they were fired, but charged bolts wander and Bone Spirits turn after you (below). They hit only you and your mercenary. | Monsters’ missiles fly straight at where you stood as they were fired, but charged bolts wander and Bone Spirits turn after you (below). They hit whichever of you, your mercenary and your summons they meet. |
| Missiles and curses · rule 4 | A shield blocks only a missile with physical damage, and a missile you avoid does nothing to you, its poison, chill and curse with it: see Damage. | A missile with physical damage rolls to hit against your Defense, and only such a missile can be blocked by a shield. One that misses you, or that you avoid, does nothing to you, its poison, chill and curse with it: see Damage. |
| Missiles and curses · rule 5 | Monsters curse you with two of Diablo II’s curses: Amplify Damage (Cursed uniques, Vile Witches and Stygian Furies) for 6 seconds and Decrepify (Oblivion Knights) for 5 seconds, on every difficulty. A new one replaces the other. | Monsters curse you with two of Diablo II’s curses: Amplify Damage (Cursed uniques, Vile Witches and Stygian Furies) for 6 seconds and Decrepify (Oblivion Knights) for 5 seconds, on every difficulty, shorter only under the Assassin’s Fade. A new one replaces the other. |
| Act bosses · rule 4 | An act boss keeps to you, never your mercenary. He never flinches, isn’t knocked back, and no priest heals him. Freezes and the curses that take a mind hold him less, or not at all: see Damage. | An act boss keeps to you, never your mercenary or your summons. He never flinches, isn’t knocked back, and no priest heals him. Freezes and the curses that take a mind hold him less, or not at all: see Damage. |
Difficulties · 2
| Entry | Before | After |
|---|---|---|
| What each difficulty changes · rule 3 | Diablo II’s /players setting raises every monster’s life and experience, and on Nightmare and Hell its damage too. An act boss has his own rule. | Diablo II’s /players setting raises every monster’s life and experience, and on Nightmare and Hell its damage and its Attack Rating too, so it hits you more often through your Defense (Stats). An act boss has his own rule. |
| The Cow tier · rule 7 | It pays its affixes and the Cow King’s drop, no more. A replay of a cleared tier is never the Cow tier. | It pays what any tier of its number pays, its affixes’ gold drops and the Cow King’s drop, no more (Terror tiers). A replay of a cleared tier is never the Cow tier. |
Ladder rules · 2
| Entry | Before | After |
|---|---|---|
| What a run sends · rule 3 | The You tab says what goes: “A run sends your hero's class, level, build, gear and stats, and your name”. A run also sends the hero’s mercenary, Charms window, skill modifiers, Charsi’s Magic Find and Gold Find ranks, the run’s kills and damage, and the game’s build, platform and language. “It sends nothing else, no account and no address.” | The You tab says what goes: “A run sends your hero's class, level, build, gear and stats, and your name”. A run also sends the hero’s mercenary, Charms window, skill modifiers, every one of Charsi’s ranks, the run’s kills and damage, and the game’s build, platform and language. “It sends nothing else, no account and no address.” |
| What makes a run count · table 1 · Charsi’s ranks | The Magic Find and Gold Find ranks the hero bought from Charsi, as the character screen shows them, cost more gold than play can have earned by the run’s end. A run’s page on the website shows them. | The ranks the hero bought from Charsi, every ware’s, cost more than twice the gold play can have earned by the run’s end. A run’s page on the website shows the Magic Find and Gold Find ones. |
Key numbers · 5
| Entry | Before | After |
|---|---|---|
| A run · table 1 · <a href="@wiki/a-run/#potions">A monster drops a potion</a> | — | a Sorceress’s about <b>1 kill in 75</b>, mana potions with the healing ones; every other class’s a healing potion alone, <b>1 in 108</b> in Hell |
| Your hero · table 1 · <a href="@wiki/attributes/#attributes">Spell damage a point of Energy gives</a> | — | +<b>1%</b>, a Necromancer’s +<b>1.5%</b> |
| Caps · table 1 · <a href="@wiki/stats/#defense">A monster’s chance to hit you, whatever your Defense</a> | — | <b>5%</b> to <b>95%</b> |
| Terror tiers · table 1 · <a href="@wiki/terror/#affixes">A tier pays, a tier</a> | — | +<b>3%</b> Magic Find and gold to tier 40, +<b>2%</b> after; +<b>1%</b> experience, +<b>2%</b> items |
| Terror tiers · table 1 · <a href="@wiki/terror/#affixes">Each affix pays</a> | +<b>25%</b> Magic Find, +<b>10%</b> experience, +<b>25%</b> gold | — |
Glossary · 1
| Entry | Before | After |
|---|---|---|
| Terms · table 1 · <a href="@wiki/terror/#affixes">Affix (Terror tier)</a> | One of a Terror tier’s own modifiers, such as Extra Fast or Might Aura. Its elite packs carry them, and from tier 6 every monster. Each pays <b>+25%</b> Magic Find, <b>+10%</b> experience and <b>+25%</b> gold. | One of a Terror tier’s own modifiers, such as Extra Fast or Might Aura. Its elite packs carry them, and from tier 6 every monster. Each brings more gold drops; the rest of a tier’s pay goes by its number. |