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EliteLevelD3 patch notes

What's new

Everything that changed on the server, newest first: what is new, what plays differently and what got fixed. The launcher picks up every update by itself when you press Play.

Patch note picture: The way to Malthael is open again (artwork from the game)

Latest

The way to Malthael is open again

Every part of Pandemonium Fortress Level 2 can be reached again, so you can always get to Malthael and back to Level 1. Akarat's Champion with the Prophet rune now saves you from every kind of deadly damage.

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Fixed

  • Pandemonium Fortress Level 2 Some islands of the level had no teleport pad, so you could arrive from Level 1 or by waypoint and find no way on to Level 3 or back. Every island is now joined to the others by a pair of teleport pads, as in the real game, so you can always travel between Levels 1, 2 and 3.
  • Akarat's Champion (Prophet) The rune now returns you to full health the first time you would die while it is up, whatever killed you. Before, it only caught a deadly hit, and damage that kept hurting you over a few seconds could still kill you.
Patch note picture: Spaulders of Zakara fixed, 79 more legendaries checked (artwork from the game)

Spaulders of Zakara fixed, 79 more legendaries checked

Seventy-nine more legendary powers were tested against the real game. The Spaulders of Zakara did nothing and now work, and Kanai's Cube no longer takes the Hellfire Amulet, as in the real game.

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Changed

  • Hellfire Amulet in Kanai's Cube The real game has no legendary power to take out of a Hellfire Amulet, so Kanai's Cube now turns it away and keeps your materials. The class passive the amulet gives you when you wear it works as before.
  • Checked, nothing to change Shard of Hate (its Freezing Skull, Poison Nova and Charged Bolt) and 78 of the "Gain the passive" powers, from Heavenly Strength to Power Hungry, were tested and already do what their tooltips say.

Fixed

  • Spaulders of Zakara With the shoulders on, your items really are indestructible now: dying no longer costs them any durability. Before, they lost 10 percent each time you died, just as without the shoulders.
Patch note picture: Goldskin, Gloves of Worship and Gladiator Gauntlets fixed, 29 more legendaries checked (artwork from the game)

Goldskin, Gloves of Worship and Gladiator Gauntlets fixed, 29 more legendaries checked

Twenty-nine more legendary powers were tested against the real game. Three of them were not doing quite what they say and now do.

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Changed

  • Checked, nothing to change Hand of the Prophet, Enchanting Favor, Hillenbrand's Training Sword, Nemesis Bracers, Spaulders of Zakara, Arcstone, Vile Ward and 19 of the "Gain the passive" powers (including the Hellfire Amulet passives) were tested and already do what their tooltips say.

Fixed

  • Goldskin Enemies you hit now drop gold with the chance on your chest piece, 5 in 100 as in the real game (it was 10 in 100). An enemy that dropped gold cannot drop more for 5 to 10 seconds, where it was only 1 second.
  • Gloves of Worship All six shrine effects now last the full 10 minutes with the gloves on. The Empowered and Fleeting shrines were still running out after 2 minutes.
  • Gladiator Gauntlets A massacre bonus now rains 3 piles of gold around you, as in the real game. It rained 12.
Patch note picture: Whimsydale as in the live game, and two Whimsydale-only items (artwork from the game)

Whimsydale as in the live game, and two Whimsydale-only items

Whimsydale now looks and plays like the real thing, The Horadric Hamburger and Spectrum can finally be found there, and the Ruins of Sescheron and the Elder Sanctum have the right monsters.

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New

  • The Horadric Hamburger Break presents in Whimsydale and every so often a Horadric Hamburger falls out. Pinatas and happy clouds can drop it too, but much more rarely. It does not drop anywhere else.
  • Spectrum The unique monsters of Whimsydale, like the big unicorns, have a small chance to drop Spectrum when they die. It does not drop anywhere else.

Fixed

  • Whimsydale monsters Whimsydale is now full of tentacle flowers, bears and unicorns in the places where they stand in the real game, instead of a few bears scattered about.
  • Whimsydale presents, pots and mushrooms Presents, pots of gold, mushroom clusters and pinatas now stand around Whimsydale and drop gold, gear, gems and crafting materials when you break them. The treasure chests that did not belong there are gone.
  • Ruins of Sescheron The Ruins of Sescheron are now held by ice goatmen, yetis, maggots and porcupines, and the cannibal uniques, as in the real game, instead of the plain goatmen.
  • Elder Sanctum The Elder Sanctum is now full of scorpion bugs, rat kings and demon troopers, with no yetis, as in the real game.
Patch note picture: Angelic Crucibles and Sanctified items (artwork from the game)

Angelic Crucibles and Sanctified items

Level 70 heroes can now find the Angelic Crucible and use it to turn a legendary into a Sanctified item with perfect stats and a powerful power made for their class.

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New

  • Angelic Crucible Elites and bosses can now drop an Angelic Crucible for level 70 heroes who have reached Ascension rank 3. Use it on a legendary item from your backpack that you are not wearing, and it is sanctified.
  • Sanctified items A sanctified item is made again as an Ancient with every stat at its best. It keeps its own legendary power and gains one of three powers made for your class. A sanctified item can be sanctified again for a new power.
  • Twenty-one class powers Every class has three Sanctified powers, such as Whirlwind pulling enemies in, Storm Armor calling down a thunderbolt, or Horrify weakening everything around you. They fire when you use the skill they belong to.
  • One at a time You can keep as many sanctified items as you like, but you can wear only one at a time, and followers cannot wear them.
  • What cannot be sanctified Set items, crafted items, items you are wearing and unidentified items cannot be sanctified. The Crucible is only used up when it works.
Patch note picture: Campaign fixes: Act endings, Belial and the Battering Ram (artwork from the game)

Campaign fixes: Act endings, Belial and the Battering Ram

Story steps that could leave you standing around are fixed in Acts I, II and V, and about forty story scenes now start the moment their step begins.

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Fixed

  • Act I: the caravan leader At the end of Act I the caravan leader in New Tristram can always be talked to, so you can travel on to Act II.
  • Act II: the Enchantress The Enchantress in the Sundered Canyon always appears for her conversation, so the quest moves on.
  • Act II: Belial The fight with Belial now always starts when you enter his chamber, and the quest carries on after his defeat all the way to the end of the act.
  • Act V: the Battering Ram The breach at the Battering Ram now plays out in waves as in the original game, and the step ends when the boss appears.
  • Story scenes About forty story conversations now begin the moment their quest step starts, instead of waiting for you to walk up to someone.
Patch note picture: Khassett's Cord and other missing legendaries now drop (artwork from the game)

Khassett's Cord and other missing legendaries now drop

Khassett's Cord of Righteousness, the Talisman of Akkhan, Spines of Seething Hatred, Shard of Hate and the nine follower items now drop from monsters and chests, as in the original game.

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Changed

  • Follower items drop The nine legendary items made for your followers (Smoking Thurible, Hand of the Prophet, Vadim's Surge, Enchanting Favor, Relic of Akarat, Hillenbrand's Training Sword, Skeleton Key, Ribald Etchings and Slipka's Letter Opener) can now be found in the world.
  • Necromancer sets from Kadala and the Cube Every Necromancer set piece can now be bought from Kadala and comes out of Kanai's Cube upgrades. Before, the Necromancer sets only dropped from monsters and chests.
  • Sword of Mediocrity The Sword of Mediocrity no longer shows up in loot, with Kadala or in Kanai's Cube upgrades. In the original game it is a holiday gift prize and never a drop.

Fixed

  • Khassett's Cord of Righteousness The Crusader belt could not be found anywhere: no monster, chest, goblin, Kadala or Kanai's Cube upgrade gave it. It now drops from monsters, chests and goblins, and Kadala and the Cube can give it, like every other legendary belt.
  • Talisman of Akkhan The Crusader amulet of the Akkhan set could not be found anywhere either. It now drops from monsters, chests and goblins, and Kadala and the Cube can give it.
  • Spines of Seething Hatred and Shard of Hate Both items were held back by an old rule. They now drop like the rest of the legendaries.
Patch note picture: Altar of Rites: original values and correct unlock messages (artwork from the game)

Altar of Rites: original values and correct unlock messages

The Altar of Rites bonuses now match the original game, so several are smaller, and the message you get when you unlock a seal always names the seal you unlocked.

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Changed

  • Altar bonuses match the original game Every Altar of Rites bonus now has the value the original game gives it. Several were bigger before and are smaller now: Force +100 Damage, Shadow and Numb 5% less damage taken from ranged and melee attacks, Exodus +10% movement speed, Command and Prowess +5% damage against elites, Tenacity and Malice +5% damage, Reverence 5% less damage from elites, Roar +5% damage to bosses and Elegance +5% dodge. Nature now adds 5% to your highest elemental damage bonus instead of a flat bonus to all skills. Seals you have already unlocked stay unlocked.

Fixed

  • Altar unlock messages The chat message when you break a seal now always shows the name and the text of the seal you actually unlocked, the same words as on the seal in the Altar window, whether you unlock it in the Altar window or with the altar command.
Patch note picture: Campaign fixes: Adria's end and the Imperius scene (artwork from the game)

Campaign fixes: Adria's end and the Imperius scene

Two story steps that could leave you waiting are fixed (Lorath after Adria, the Imperius scene), and two quest rewards are back.

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Fixed

  • Act V: Lorath after Adria After you defeat Adria, Lorath now always offers his conversation, so the quest moves on to Tyrael. Before, it could fail to appear and leave you standing in the arena.
  • Act II and Act I: quest rewards Finishing the Gate of Khamsin and the Blacksmith's quest now hands you your class item, as it did in the original game.
  • Act IV: Imperius The Imperius scene in the Crystal Colonnade now finishes by itself as soon as it is over, instead of waiting out its backup timer.
Patch note picture: Campaign fixes: Spider Queen, Zoltun Kulle, catapults and Imperius (artwork from the game)

Campaign fixes: Spider Queen, Zoltun Kulle, catapults and Imperius

Several story steps that could leave you stuck are fixed, from the Spider Queen in Act I to the catapults in Act III and Imperius in Act IV.

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Fixed

  • Act I: Queen Araneae Only one Spider Queen now appears in the Cave of the Betrayer, so the quest to kill her can finish.
  • Act II: Return to the Hidden Camp Coming back to the Hidden Camp after Alcarnus now moves the story on as it should.
  • Act II: Zoltun Kulle passage Entering the Waterlogged Passage no longer fails when the door opens, so the quest carries on.
  • Act III: Raise the Catapults The catapults no longer fire twice or throw an error, and the quest no longer gets stuck there.
  • Act II and Act I: quest rewards Finishing the Gate of Khamsin and the Blacksmith's quest now hands you your class item, as it did in the original game.
  • Act IV: Imperius If the Imperius scene in the Crystal Colonnade stalls, the story now carries on by itself after a short wait.
Patch note picture: Nine legendaries fixed, six more checked (artwork from the game)

Nine legendaries fixed, six more checked

Fifteen more legendary items were tested against their tooltips. Nine of them were not doing quite what they say and now do.

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Fixed

  • Harrington Waistguard Opening a chest now gives the full bonus damage your belt rolled. Before, any roll above 100% was shrunk to a tiny fraction (116% gave only 1.16%). A hit after a chest now does 116% more, for 10 seconds.
  • Homing Pads While you cast Town Portal you now take less damage, by the amount on your boots, and being hit does not break the cast.
  • Krede's Flame Taking Fire damage now gives back your primary resource in step with the Life you lost, with no limit per second.
  • Avarice Band The extra pickup range from picking up gold now falls back to normal after 10 seconds. Before, it stayed raised until your gear changed.
  • Custerian Wristguards Picking up gold now gives experience equal to the gold you pick up. Before, every pile gave the same 1,500.
  • Pauldrons of the Skeleton King A deadly hit now has a 25% chance to bring you back to 25% Life and make enemies within 25 yards flee for 2 seconds, and it can happen once every 10 minutes. Before, the chance was 15% with no wait.
  • Thundergod's Vigor The lightning bolts now deal the weapon damage on your item (they hit about twice as hard), dodging sets them off as well as blocking and being hit, and they wait half a second between discharges.
  • Blackfeather A volley of arrows that lands at the same moment now sends back one rocket instead of one for every arrow.
  • Golden Gorget of Leoric The Skeletons now appear 6 to 10 yards from you, as the game intends.
  • Checked and working Puzzle Ring, Haunt of Vaxo, Hexing Pants of Mr. Yan, Deathseer's Cowl, Akarat's Awakening and Scourge were tested worn and in Kanai's Cube, with and without the power. They already did what their tooltips say.
Patch note picture: Survivors: Necromancer starter skills (artwork from the game)

Survivors: Necromancer starter skills

The Survivors start panel now tells the Necromancer that it has only three starter skills, instead of saying a fourth one unlocks at Survivor Level 50.

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Fixed

  • Necromancer fourth starter skill The Necromancer has only three starter skills in Survivors (Bone Spikes, Grim Scythe and Siphon Blood), because those are its only Primary skills. The start panel still said "4th starter skill: unlocks at Survivor Level 50", even for a Necromancer who had long passed that level and was waiting for it. The panel now says plainly that the Necromancer has no fourth starter skill. The other six classes still get theirs at Survivor Level 50.
Patch note picture: Steadier Mystic window (artwork from the game)

Steadier Mystic window

Opening the Mystic's enchant choices and then leaving or logging out no longer leaves anything behind on the server.

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Fixed

  • Mystic enchant choices If you opened the Mystic's enchant choices and then changed zone or logged out without picking one, the server kept a note of the open choice, and your hero with it, until the next restart. The note is now cleared the moment you leave, so the server stays lighter over long days.
Patch note picture: Pet gold, Altar of Rites seals and Survivors stats (artwork from the game)

Pet gold, Altar of Rites seals and Survivors stats

Pets now show the right amount of gold they pick up, the Altar of Rites names each seal correctly, and Survivors no longer shows a negative strength with strong gear.

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Fixed

  • Pets picking up gold When your pet picks up a pile of gold, the number that floats up and the gold added to your purse are now the whole pile, not just 1.
  • Altar of Rites seals Every seal now has the name the game shows on its spot in the altar. The message when you break a seal used to name a different one (it said Reach for the seal that reads Nature).
  • Survivors: negative strength and damage With strong gear on, a Survivors run could show a negative Strength and a negative Damage on the character sheet. The run now sets your main stat itself, so it can no longer drop below zero.
Patch note picture: Campaign: the Enchantress in the Sundered Canyon (artwork from the game)

Campaign: the Enchantress in the Sundered Canyon

In Act II, the Enchantress could stand unseen at the camp above Caldeum, so the quest could not go on. She now appears when it is time to talk to her.

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Fixed

  • Talk to the Enchantress in the Sundered Canyon After you clear the cultists at the start of Act II, the Enchantress did not always show up for the talk that moves the story on. She is now shown when the quest asks you to speak with her.
Patch note picture: Campaign: helping Cormac in the Cathedral (artwork from the game)

Campaign: helping Cormac in the Cathedral

A story step in the Skeleton King quest could leave you stuck in the Cathedral. It now moves on once the cultists around Cormac are defeated.

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Fixed

  • Give aid to the Warrior In the Skeleton King quest, helping Cormac asked for seven defeated cultists even when fewer were left standing, so the quest could not go on. The step now finishes when the cultists around him are defeated (at most seven).
Patch note picture: Akarat's Champion, Holy Point Shot and Unstable Scepter fixes (artwork from the game)

Akarat's Champion, Holy Point Shot and Unstable Scepter fixes

Akarat's Champion saves you from a killing blow of any size, Holy Point Shot throws its extra knives, and the Unstable Scepter makes Arcane Orb explode twice.

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Fixed

  • Akarat's Champion (Prophet) The first time you take a deadly hit you are now brought back to full health even when the hit is bigger than your whole life, as the skill says.
  • Holy Point Shot Impale now throws two extra knives, one on each side of the aimed one, as the quiver says.
  • Unstable Scepter Arcane Orb now explodes a second time a moment after the first, instead of only hitting harder.
Patch note picture: Campaign: class item rewards and the Blacksmith's crown quest (artwork from the game)

Campaign: class item rewards and the Blacksmith's crown quest

More of the story campaign now matches recordings of the original game: class item rewards for finishing quest steps, and the end of the Blacksmith's crown quest.

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Changed

  • Quest step rewards: class items Finishing the Act I quest steps that gave a piece of class gear in the original game now gives it here too, at the same item quality, for Barbarians and Demon Hunters (the two classes we have recordings for). Other classes follow once we have recordings of them.

Fixed

  • The Blacksmith's crown quest After the Skeleton King's crown is recovered, the talk with the Blacksmith that reforges it now finishes the quest step, so the story moves on to the Skeleton King.
Patch note picture: Delsere, Wizardspike, Mempo, Triumvirate and Sentry fixes (artwork from the game)

Delsere, Wizardspike, Mempo, Triumvirate and Sentry fixes

Delsere's Magnum Opus stops stacking Slow Time bubbles, Wizardspike throws its Frozen Orbs, Mempo of Twilight changes Meteor, Triumvirate shows its stacks, and cooldown reducers now speed up Sentry.

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Fixed

  • Delsere's Magnum Opus The set no longer piles up more Slow Time bubbles on an enemy that already stands in one, bosses included.
  • Wizardspike It now has the 25% chance to hurl a Frozen Orb, as the tooltip says.
  • Mempo of Twilight Meteor now gains the effect of its Meteor Shower rune while you wear the helm.
  • Triumvirate Its stacks (up to 3) now show on your buff bar.
  • Sentry Obsidian Ring of the Zodiac and other items that reduce a skill's cooldown now shorten the time Sentry needs to get a charge back.
Patch note picture: Blue shoulder armor no longer drops empty (artwork from the game)

Blue shoulder armor no longer drops empty

A rare case where blue shoulder armor dropped with no properties at all is fixed.

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Fixed

  • Blue shoulders About one in ten blue (magic) shoulder pieces of some looks used to drop with no properties at all. They now always get their properties.
Patch note picture: Campaign quests follow the original game more closely (artwork from the game)

Campaign quests follow the original game more closely

We are comparing our campaign step by step with recordings of the original game. First results: the Protector of Tristram fight and the order of quest updates.

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Fixed

  • Quest progress during wave fights Kill-the-group quest steps, such as the defence of Tristram, now show the objective the way the original game does instead of counting up every single monster of the waves.
  • Quest updates arrive before the story When a quest moves to its next step, the new objective now appears first and the conversation or event of that step follows, as in the original game.
Patch note picture: Cluster Arrow rockets fixed, and fifteen more legendaries checked (artwork from the game)

Cluster Arrow rockets fixed, and fifteen more legendaries checked

Cluster Arrow's Shooting Stars and Maelstrom now always send out all their rockets, and fifteen more older legendary items were tested against their tooltips.

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Fixed

  • Cluster Arrow Shooting Stars and Maelstrom now send all of their rockets at other enemies. Before, a rocket could be lost when an enemy stood right where the arrow landed.
  • Checked and working Maloth's Focus, Cloak of Deception, Illusory Boots, Unity, Warzechian Armguards, The Tall Man's Finger, Tzo Krin's Gaze, Pandemonium Loop, Ahavarion, Spear of Lycander, Goldwrap, Hellskull, Boots of Disregard, Fire Walkers, Swiftmount and Kymbo's Gold were tested worn and in Kanai's Cube, with and without the power. They already did what their tooltips say.
Patch note picture: Darklight casts Fist of the Heavens twice, and fifteen more legendaries checked (artwork from the game)

Darklight casts Fist of the Heavens twice, and fifteen more legendaries checked

Darklight's Fist of the Heavens now really fires a second time with its chance, and fifteen older legendary items were tested against their tooltips.

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Fixed

  • Darklight Fist of the Heavens now has the chance to be cast a second time, as the tooltip says, instead of just hitting a little harder every time.
  • Zoey's Secret The tooltip now reads exactly as the game describes it: less damage taken for every Companion you have active.
  • Checked and working Rakoff's Glass of Life, The Laws of Seph, The Star of Azkaranth, Xephirian Amulet, Mara's Kaleidoscope, Ice Climbers, Strongarm Bracers, Soulsmasher, Death's Bargain, Salvation, Rogar's Huge Stone, Dovu Energy Trap, Hack, Rechel's Ring of Larceny and Irontoe Mudsputters were tested worn and in Kanai's Cube, with and without the power. They already did what their tooltips say.
Patch note picture: Twenty-three more class passives checked against their tooltips (artwork from the game)

Twenty-three more class passives checked against their tooltips

Barbarian, Crusader, Monk and Necromancer passives were tested with the passive on and off, and the ones that did not match their tooltips now do.

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Fixed

  • Barbarian Bloodthirst now gives Life back when you spend Fury, as its tooltip says. Inspiring Presence now heals you and the allies close to you for 3% of maximum Life every second, and when it comes from an item your shouts also last twice as long.
  • Crusader Divine Fortress, Renewal, Finery, Wrathful and Fervor now use the numbers in their tooltips: block chance from your shield, Life, the gems you have socketed, and one-handed weapons.
  • Monk Alacrity gives attack speed after your Spirit generators, Guardian's Path works with two weapons or a two-handed weapon as written, and Chant of Resonance now halves the Spirit cost of your mantras.
  • Necromancer Swift Harvesting now speeds up Bone Spikes, Grim Scythe and Siphon Blood, and Spreading Malediction counts the enemies you have cursed near you.
  • Checked and working Nineteen more passives were tested against their tooltips with the passive on and off. A few retired passives that are no longer in the game were taken off the list.
Patch note picture: Fifteen more legendary items checked, and four fixed (artwork from the game)

Fifteen more legendary items checked, and four fixed

Hunter's Wrath, Oathkeeper, Bracers of Destruction and Frostburn now do everything their tooltips say, and eleven more legendaries were checked worn and in the Kanai's Cube.

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Fixed

  • Items Hunter's Wrath and Oathkeeper: using a primary skill now gives the attack speed bonus. Bracers of Destruction: Seismic Slam now gives its bonus to the first 5 enemies it hits, as the tooltip says. Frostburn: your hits now have the chance to freeze the enemy.
  • Crusader Smite, Punish, Slash and Justice now count as primary skills for legendary powers that depend on a primary skill, such as Vambraces of Sescheron.
  • Checked and working Pride's Fall, Bul-Kathos's Wedding Band, The Oculus, Buriza-Do Kyanon, Wraps of Clarity, String of Ears, Justice Lantern, Heart of Iron, Sword of Ill Will, Vambraces of Sescheron and Magefist were tested against their tooltips, both worn and in the Kanai's Cube.
Patch note picture: Greater Rift rewards now depend on the rift level only (artwork from the game)

Greater Rift rewards now depend on the rift level only

Experience and gold in a Greater Rift were also growing with the Torment of your game. As on live, a Greater Rift now depends on the rift level only.

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Fixed

  • Greater Rifts Experience from monsters in a Greater Rift now depends on the rift level only. Before, the Torment of your game was multiplied in as well, so Torment XVI gave far more experience than Torment XI in the same rift. Now every Torment gets the same, as on live. Experience grows with the rift level, so very high rift levels give more than before.
  • Greater Rifts The gold from the Rift Guardian, and your gold find and magic find inside a Greater Rift, no longer change with the Torment of your game. The same rift level now plays the same from any Torment.
  • Greater Rifts Elite monsters in a Greater Rift always have their full set of affixes, whatever the Torment of your game.
  • Rewards Rift Guardian loot, Blood Shards and the gem upgrades from Urshi were already set by the rift level and are unchanged. The double experience weekend and the community bonus are unchanged too. Normal Nephalem Rifts still follow your Torment.
Patch note picture: Zombie Dogs hit again, and more passives work as written (artwork from the game)

Zombie Dogs hit again, and more passives work as written

Zombie Dogs from the Summon Zombie Dogs skill do damage again, twenty more passives were checked against their descriptions, and several of them were fixed.

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Fixed

  • Witch Doctor Summon Zombie Dogs: the dogs you summon with the skill now hit enemies (they did no damage before). Tribal Rites also shortens Mass Confusion and works when it comes from an item. Zombie Handler: one extra dog and 20% more Life for you, your dogs and your Gargantuan. Blood Ritual: 20% of your Mana costs are paid with Life. Gruesome Feast: a health globe gives 10% of your maximum Mana and 10% Intelligence for 15 seconds, up to 5 times. Swampland Attunement counts at most 25 enemies.
  • Barbarian Juggernaut: control-impairing effects on you last 50% shorter (it was 30%). Tough as Nails: Thorns are increased by 100% as well as Armor by 25%. No Escape: Weapon Throw, Seismic Slam, Ancient Spear and Avalanche deal 30% more damage to enemies more than 15 yards away. Boon of Bul-Kathos: Earthquake now has a 15 second shorter cooldown, and Wrath of the Berserker has the 90 second cooldown the passive describes (it had 60 seconds).
  • Crusader Lord Commander: the cooldown of Steed Charge is 25% shorter and that of Bombardment 35% shorter.
  • Demon Hunter Custom Engineering: Caltrops, Marked for Death, Spike Trap and Sentry last twice as long also when you get the passive from an item. Numbing Traps now also works on enemies hit by your Sentries.
  • Monk The healing of Mantra of Healing no longer leaves your Life regeneration changed after the effect ends.
  • Checked and working as described Witch Doctor: Circle of Life, Grave Injustice, Rush of Essence, Creeping Death, Physical Attunement and Fetish Sycophants. Barbarian: Weapons Master, Earthen Might and Rampage. Demon Hunter: the wider Grenadier explosions.
Patch note picture: Dying in a rift now always shows the death screen (artwork from the game)

Dying in a rift now always shows the death screen

If you died while Force Armor was up, the game could leave you stuck without a death screen. That is fixed, and back to back Greater Rifts now show the right time.

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Fixed

  • Death Dying with Force Armor up (or in any other way) now always shows the death screen. A hero who still got stuck is put back on his feet after a few seconds, and a map teleport no longer ends in an endless loading screen.
  • Wizard Force Armor now works as its description says: it limits a hit to 35% of your maximum Life, and the amount it absorbs cannot add up to more than 100% of your maximum Life.
  • Greater Rifts Starting a second Greater Rift in the same game now shows the full 15 minutes on the timer. Before, the timer of the first rift could stay on screen and show 0 seconds.
Patch note picture: Cindercoat now makes every Fire skill cheaper (artwork from the game)

Cindercoat now makes every Fire skill cheaper

Cindercoat cuts the cost of all your Fire skills, not only Wave of Light, and fifteen more legendary items have been checked against their descriptions.

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Fixed

  • Items Cindercoat: every skill that is dealing Fire damage with your chosen rune now costs less, for all classes. Before, only Wave of Light was cheaper.
  • Items Checked and working as described: Razor Strop, Mad Monarch's Scepter, Countess Julia's Cameo, Talisman of Aranoch, Mask of Jeram, Pride of Cassius, K'mar Tenclip, Warstaff of General Quang, Tasker and Theo, Coven's Criterion, Arthef's Spark of Life, Ancient Parthan Defenders, Deadly Rebirth and Lut Socks.
  • Buff bar Near Death Experience, Indestructible, Call of the Ancients, Inspiring Sweep, Hollow and Incinerate now show their icon in the buff bar.
Patch note picture: Demon Hunter and Wizard passives now work as written (artwork from the game)

Demon Hunter and Wizard passives now work as written

Twelve Demon Hunter and Wizard passives now do what their descriptions say, and Midnight Feast really makes your Zombie Dogs and Gargantuan hit harder.

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Fixed

  • Demon Hunter Blood Vengeance: a health globe gives 30 Hatred and 3 Discipline (it gave 20 and 2). Night Stalker: your primary skills generate 4 extra Hatred. Thrill of the Hunt: enemies hit by your Hatred spenders are slowed by 80% for 2 seconds (it stunned them). Cull the Weak: 20% more damage to Slowed or Chilled enemies. Brooding: your Life regeneration grows for every second you stand still, up to 3 times, and resets 5 seconds after you move. Archery: bow 8% damage, crossbow 50% Critical Hit Damage, hand crossbow 5% Critical Hit Chance, second hand crossbow 1 Hatred per second. Perfectionist no longer adds Life that its description does not mention. Sharpshooter: +4% Critical Hit Chance every second, reset 1 second after a critical hit.
  • Demon Hunter, traps and movement Tactical Advantage: Vault and Shadow Power now give the movement speed too. Numbing Traps: the damage reduction lasts 5 seconds and also applies to enemies you Slow or Chill and to Spike Trap and Grenades. Grenadier: grenades deal 10% more damage and explode 20% wider.
  • Wizard Conflagration: Fire damage makes enemies 6% more likely to be critically hit for 3 seconds (it was a damage penalty on them). Galvanizing Ward: the shield soaks up every kind of damage, and any damage you take restarts the 5 seconds.
  • Witch Doctor Midnight Feast: your Zombie Dogs and Gargantuan really do 50% more damage now.
  • Crusader Vigilant can now be gained from its ring.
Patch note picture: Ten more legendary powers now work, worn or in the Kanai's Cube (artwork from the game)

Ten more legendary powers now work, worn or in the Kanai's Cube

Ten more legendary items now do what they say, including Blessed Hammer getting the right rune from Justinian's Mercy.

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Fixed

  • Crusader Angel Hair Braid: Punish gains the effect of every rune. Akkhan's Addendum: Akarat's Champion gains the effects of Embodiment of Power and Prophet. Baleful Remnant: every kill while Akarat's Champion is up raises a Phalanx Bodyguard for 10 seconds. Justinian's Mercy: Blessed Hammer gains the Dominion rune (it used to give the wrong one).
  • Demon Hunter Augustine's Panacea: Elemental Arrow gets an extra effect from its rune. Frost Arrow, Immolation Arrow, Nether Tentacles and Lightning Bolts do more, and Ball Lightning travels at 30% speed.
  • Monk Rabid Strike: while Epiphany is active, Dashing Strike and Seven-Sided Strike are also cast on a nearby enemy for free.
  • Necromancer Gelmindor's Marrow Guards: the Bone Spears your Simulacrums cast deal more damage.
  • Witch Doctor Voo's Juicer: Spirit Barrage gains the effects of Phlebotomize and The Spirit is Willing. Cluckeye: Hex - Angry Chicken turns all your pets into exploding chickens that deal more damage, and Angry Chicken deals 50% more for each chicken that exploded.
  • Wizard Crown of the Primus: Slow Time gains the effects of every rune except Point of No Return, and its bubble follows you.
Patch note picture: Seven class passives now work as written (artwork from the game)

Seven class passives now work as written

Awareness, Unstable Anomaly, Illusionist, Combination Strike, Unity, Midnight Feast and Vision Quest now do what their descriptions say, and Relentless and Holy Cause were corrected.

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Fixed

  • Demon Hunter Awareness: when you would die, you vanish for 2 seconds and win back half of your Life, once every 60 seconds. It used to give a dodge bonus instead.
  • Wizard Unstable Anomaly: when you would die, you get a shield worth four times your Life for 5 seconds and a shockwave that pushes enemies back and stuns them for 3 seconds, once a minute. Illusionist: losing more than 15% of your Life within one second (several hits count together) resets Mirror Image, Slow Time and Teleport, and using any of them makes you run 30% faster for 3 seconds.
  • Monk Combination Strike: every Spirit Generator you use makes your other Spirit Generators deal 100% more damage for 10 seconds. Unity: the damage bonus from allies stops at four allies (20%), however many Mantras are running.
  • Witch Doctor Midnight Feast: one more Zombie Dog, and your Zombie Dogs and Gargantuan really do 50% more damage. Vision Quest: your Mana regeneration is raised by 40% (it was 30%) for 5 seconds, and Corpse Spiders count too.
  • Barbarian Relentless: you take half damage whenever you are below 35% Life. It used to start only when a hit would leave you under 20%.
  • Crusader Holy Cause: all of your weapon hits deal 10% more damage, not only Holy ones.
Patch note picture: Thorns damage works again, and fifteen more legendary powers (artwork from the game)

Thorns damage works again, and fifteen more legendary powers

Thorns now hurt the monsters that hit you, and more legendary items do what they say, whether you wear them or put them in the Kanai's Cube.

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Fixed

  • Thorns Thorns damage works again: a monster that hits you in melee takes your Thorns damage, boosted by your main stat. Vo'Toyias Spiker doubles it against enemies your Provoke has affected.
  • Crusader Inviolable Faith: Consecration also forms under up to 10 allies near you.
  • Barbarian Saffron Wrap: Overpower deals more damage for each enemy the last Overpower hit.
  • Demon Hunter Cloak of the Garwulf: the Wolf Companion comes as three wolves.
  • Monk Kekegi's Fist: your hits can remove the Spirit cost of your skills for a few seconds.
  • Necromancer Mask of Scarlet Death: Revive uses all the corpses near you for one stronger minion. The Skeletal Mage ring: your Skeletal Mages last longer and you raise one more.
  • Witch Doctor Carnevil: your Fetishes shoot a Poison Dart whenever you do. Kukri: Fetish damage shortens the cooldown of Fetish Army and Big Bad Voodoo. Quetzalcoatl: Locust Swarm and Haunt last half as long for the same damage. Wormwood: Locust Swarm plagues nearby enemies. Finger of the Eye: Gargantuan becomes three smaller ones. Tiklandian Visage: Horrify also roots enemies. Rhen'ho Flayer: Plague of Toads hits twice and seeks out enemies.
  • Wizard The Smoldering Core: Meteor pulls lesser enemies in to where it lands.
Patch note picture: Retro and joke items are now blue, like in the original game (artwork from the game)

Retro and joke items are now blue, like in the original game

Harlequin Crest, The Murlocket, Griswold's Edge and the other classic joke items are now blue magic items, the way they are in the original game.

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Changed

  • Classic joke items Harlequin Crest, Griswold's Edge, The Undead Crown, Arkaine's Valor, The Butcher's Cleaver, Optic Amulet, Godly Plate of the Whale, The Murlocket, The Clipper, Wirt's Original Leg, Rakanishu's Blade, Splintered Oar, Veil of Steel, Empyrean Band, Ring of Truth, Archangel's Staff of the Apocalypse, King's Sword of Haste and Griswold's Worn Edge are now blue magic items with one or two properties, as in the original game. They no longer turn up as legendary drops or from Kadala. Copies you already own now show as blue too and keep their properties.
Patch note picture: Eight more class passives now match their descriptions (artwork from the game)

Eight more class passives now match their descriptions

Berserker Rage, Resolve, Sixth Sense, Momentum, Mythic Rhythm, Bad Medicine, Circle of Life and Dominance now do what their descriptions say. They work when you choose them and when a legendary item gives them to you.

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Fixed

  • Barbarian: Berserker Rage You deal 25% more damage while your Fury is near its maximum.
  • Monk: Resolve Enemies deal 20% less damage to you for 4 seconds, and every hit you take renews it.
  • Monk: Sixth Sense You take 25% less damage from everything except Physical attacks.
  • Monk: Momentum Walking 25 yards gives you 20% more damage for 6 seconds, renewed as you keep walking.
  • Monk: Mythic Rhythm Every third Spirit Generator hit makes your next Spirit Spender deal 40% more damage.
  • Witch Doctor: Bad Medicine Enemies hurt by your Poison deal 25% less damage for 5 seconds.
  • Witch Doctor: Circle of Life Now uses the right chance (15%) and the right extra pickup range (20 yards).
  • Wizard: Dominance Each kill gives you a shield worth 2% of your maximum Life, stacking up to 10 times.
Patch note picture: Fifteen more legendary powers now work, worn or in the Kanai's Cube (artwork from the game)

Fifteen more legendary powers now work, worn or in the Kanai's Cube

More build-defining legendary items now do what they say, whether you wear them or put them in the Kanai's Cube.

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Fixed

  • Crusader Hammer Jammers: Blessed Hammer now deals its extra damage to enemies you stunned, blinded or froze in the last 10 seconds. Jace's Hammer of Vigilance: your Blessed Hammers reach further. Cam's Rebuttal: Falling Sword can be used again within 4 seconds before its cooldown starts. Eternal Union: Phalanx Bowmen and Bodyguards no longer expire.
  • Barbarian Bracers of the First Men: Hammer of the Ancients deals the extra damage. The faster attacks part is still to come.
  • Demon Hunter Yang's Recurve: Multishot deals the extra damage (the faster attacks part is still to come). Valla's Bequest: Strafe shots fly through the enemies they hit. Beckon Sail: a killing blow instead casts Smoke Screen and heals you to 25% Life. Chain of Shadows: Vault costs no Discipline for 2 seconds after Impale.
  • Monk Crystal Fist: Dashing Strike cuts the damage you take for 6 seconds. Jawbreaker: a Dashing Strike that hits a distant enemy gives its Charge back.
  • Necromancer Corpsewhisper Pauldrons: each corpse you use adds a stack of extra Corpse Lance damage for 3 seconds, up to 20 stacks.
  • Witch Doctor Visage of Giyua: a Fetish Army arrives after every 2 Elites you kill. Haunting Girdle: Haunt releases extra spirits onto nearby enemies.
  • Wizard Winter Flurry: enemies killed by Cold damage may release a Frost Nova, and your Hydras hit harder against enemies in your Blizzard.
Patch note picture: Five more legendary powers now work, worn or in the Kanai's Cube (artwork from the game)

Five more legendary powers now work, worn or in the Kanai's Cube

More legendary items that change a skill now do it, worn or in the Kanai's Cube.

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Fixed

  • Crusader Condemn hits harder with the Arioc's Needle legendary power. Hallowed Bulwark: Iron Skin also raises your Block Amount. Skywarden: every minute you gain a random Law.
  • Wizard Halo of Arlyse: Ice Armor cuts the damage melee enemies deal to you and casts Frost Nova whenever you lose a tenth of your Life.
  • Witch Doctor Lakumba's Ornament: with enough Soul Harvest stacks you take far less damage, and every stack cuts a little more.
Patch note picture: Three more class passives, two fixed (artwork from the game)

Three more class passives, two fixed

Ballistics, Harmony and Aberrant Animator now do what their descriptions say, and Spiritual Attunement and Fierce Loyalty were corrected. They work when you choose them and when a legendary item gives them to you.

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New

  • Demon Hunter: Ballistics Rockets deal 100% more damage, and every attack has a 20% chance to fire a homing rocket for 150% weapon damage.
  • Monk: Harmony 40% of each single elemental resistance from your items now counts as resistance to all elements instead.
  • Necromancer: Aberrant Animator When an enemy strikes one of your minions in melee, the minion hits back with 200% of your Thorns.

Fixed

  • Witch Doctor: Spiritual Attunement Maximum Mana is now increased by 10% and you regenerate 2% of your maximum Mana per second, as the description says.
  • Witch Doctor: Fierce Loyalty While a Gargantuan, Zombie Dog or Fetish is summoned you now move 15% faster, and 30% faster while one of them is out of combat. It used to give your minions Life regeneration.
Patch note picture: Class passives now do what they say (artwork from the game)

Class passives now do what they say

Thirty-three class passives were checked against their descriptions and fixed where they differed. They work when you choose them and when a legendary item gives them to you.

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Fixed

  • All classes Passives that a legendary item gives you (for example the Hellfire Amulet or the "Gain the passive" rings) now work like the ones you pick, for every passive listed below.
  • Barbarian Nerves of Steel: fatal damage leaves you at 15% Life, then you take 95% less damage and cannot be crowd controlled for 3 seconds (once a minute). Pound of Flesh: every health globe adds a stack of Life regeneration and movement speed (up to 5, for 15 seconds). Sword and Board: with a shield you take 30% less damage and your Fury costs 20% less. Brawler counts enemies within 12 yards. Unforgiving gives 2 Fury a second. Weapons Master gives Mighty weapons 2 Fury a hit.
  • Crusader Fanaticism: Punish, Slash, Smite and Justice attack 15% faster. Insurmountable: every block gives 6 Wrath. Indestructible: fatal damage makes you immune for 5 seconds with 35% more damage (once a minute). Iron Maiden: Thorns are 50% higher. Towering Shield: Punish, Shield Bash and Blessed Shield deal 20% more damage and Shield Glare recharges 30% faster.
  • Demon Hunter Hot Pursuit: hitting an enemy makes you 20% faster for 4 seconds.
  • Monk Determination: each enemy within 12 yards adds 4% damage, up to 20%. Relentless Assault: 20% more damage to Blind, Frozen and Stunned enemies. Near Death Experience: you are immune for 2 seconds after it saves you. Seize the Initiative: hitting an enemy above 75% Life gives 30% attack speed for 4 seconds. Exalted Soul: 50 more Spirit and 4 more Spirit a second. The Guardian's Path: 35% dodge while dual-wielding.
  • Necromancer Fueled by Death, Life from Death, Rathma's Shield, Blood is Power and Bone Prison now work as described. New: Serration (Bone Spear, Bone Spikes and Bone Spirit hit harder the farther the enemy is), Draw Life (more Life regeneration for each enemy near you), Grisly Tribute (your minions' hits heal you), Dark Reaping (a kill with a scythe gives Essence and Life), Commander of the Risen Dead (cheaper Command Skeletons, faster Command Golem), Rigor Mortis (poison slows enemies and weakens their attacks), Extended Servitude (Skeletal Mages and Revived minions last 25% longer) and Eternal Torment (curses cost half; they do not last forever yet).
  • Wizard Power Hungry: 30% more damage to enemies more than 30 yards away.
Patch note picture: Falling Sword has its cooldown, and more set bonuses check out (artwork from the game)

Falling Sword has its cooldown, and more set bonuses check out

Crusader's Falling Sword now has its 30 second cooldown, and a Barbarian set bonus now works with every spender.

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Fixed

  • Crusader Falling Sword now has its 30 second cooldown. Before, you could cast it again and again. Seeker of the Light's 2-piece bonus now shortens that cooldown as it says.
  • Barbarian Bastions of Will (2): Hammer of the Ancients and Rend now count as spenders, so your next 5 seconds hit 50% harder after either of them.
Patch note picture: More legendary powers now work, worn or in the Kanai's Cube (artwork from the game)

More legendary powers now work, worn or in the Kanai's Cube

Another big batch of legendary items that change what a skill does now do it, worn or in the Kanai's Cube.

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Fixed

  • Demon Hunter Crashing Rain: Rain of Vengeance also drops a crashing beast on the enemies below.
  • Monk Gyana Na Kashu: Lashing Tail Kick releases a fireball. Rivera's ring: Lashing Tail Kick hits harder. Madstone: Seven-Sided Strike applies Exploding Palm. Arioc's Needle: Exploding Palm explodes harder and Seven-Sided Strike strikes extra times. Gungdo Gear: Exploding Palm hits harder and its explosion spreads the palm. The Mind's Eye: standing in your Inner Sanctuary gives you Spirit.
  • Wizard Velvet Camaral: Electrocute jumps to twice as many enemies. Myken's Ball of Hate: Electrocute can return to enemies it already hit.
  • Necromancer Requiem Cereplate: Devour restores more Essence and Life. Defiler Cuisses: Bone Spirit hits harder the longer it lives and freezes on impact. Golemskin Breeches: Command Golem comes back sooner and you take less damage while your golem lives. Funerary Pick: Siphon Blood drains two more enemies.
  • Witch Doctor Coils of the First Spider: Firebats protect you and heal you on every hit. Belt of Transcendence: Mana spenders can call a Fetish Sycophant. Homunculus: a Zombie Dog arrives by itself. Uhkapian Serpent: your Zombie Dogs take part of the damage for you. Sebor's Nightmare: opening a chest casts Haunt on nearby enemies.
  • Rings and amulets Moonlight Ward: a hit can ward you with Arcane shards that burst when enemies close in. Band of Hollow Whispers: now haunts nearby enemies from time to time.
Patch note picture: Armor sets: more cooldown bonuses now work (artwork from the game)

Armor sets: more cooldown bonuses now work

Three armor set bonuses that promised shorter cooldowns now deliver them.

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Fixed

  • Armor of Akkhan The 2-piece bonus now also gives every Judgment rune effect at once, and the 4-piece bonus now works: each hit from a Phalanx avatar takes time off Akarat's Champion and sets off Condemn on judged enemies.
  • Firebird's Finery The 4-piece bonus now shortens the cooldown of Teleport by 2% for every Combustion stack you have.
  • Tal Rasha's Elements The 4-piece bonus now shortens the cooldown of Teleport by 1 second every time you cast Meteor.
Patch note picture: 14 more legendary powers now work (artwork from the game)

15 more legendary powers now work

More legendary items that change what a skill does now do it, worn or in the Kanai's Cube.

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Fixed

  • All classes Halcyon's Ascent now works for every class: using Akarat's Champion, Vengeance, Epiphany, Archon, Big Bad Voodoo or Land of the Dead holds nearby enemies in place.
  • Demon Hunter Kridershot: Elemental Arrow gives Hatred. Spines of Seething Hatred: Chakram gives Hatred. Arioc's Needle: Multishot deals more damage and hits wounded enemies harder, and enemies caught by Entangling Shot take more damage.
  • Crusader Kassar's Retribution: Justice makes you faster for a moment. Akkhan's Manacles: Blessed Shield hits the first enemy harder. Arioc's Needle: the first three enemies a Blessed Hammer hits take more damage. Sublime Conviction: blocking can stun the attacker, more often the more Wrath you have.
  • Witch Doctor Arioc's Needle: Soul Harvest now stacks up to 10 times.
Patch note picture: 17 more legendary powers now work (artwork from the game)

17 more legendary powers now work

Legendary items that change what a skill does now do it, worn or in the Kanai's Cube.

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Fixed

  • Barbarian Chilanik's Chain: War Cry speeds up you and your allies. Skull of Resonance: Threatening Shout can charm enemies. Halcyon's Ascent: Wrath of the Berserker freezes nearby enemies in place. Dread Iron: Ground Stomp causes an Avalanche. Blade of the Tribes: War Cry and Threatening Shout cause an Avalanche and an Earthquake. Arreat's Law: Weapon Throw gives more Fury the farther the enemy is.
  • Crusader Golden Flense: Sweep Attack hits three times as hard and gives Wrath. The Final Witness: Shield Glare hits all around you. Omnislash: Slash attacks in all directions. Drakon's Lesson and Gabriel's Vambraces: Shield Bash and Blessed Hammer give Wrath back when they hit three enemies or fewer, and Shield Bash hits harder.
  • Witch Doctor Mordullu's Promise: Firebomb gives Mana. Anessazi Edge: Zombie Dogs stun nearby enemies. Hwoj Wrap: Locust Swarm slows enemies. The Spider Queen's Grasp: Corpse Spiders slow enemies where the jar breaks.
  • Wizard Mirrorball: Magic Missile fires extra missiles. Jang's Envelopment: Black Hole slows the enemies it damages.
Patch note picture: Set bonuses: two fixes (artwork from the game)

Set bonuses: two fixes

Two set bonuses that were not doing their full job now work as described.

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Fixed

  • Mundunugu's Regalia (4 pieces) The damage bonus now starts the moment you cast Spirit Walk, so it lasts the full 30 seconds.
  • Delsere's Magnum Opus (4 pieces) The damage reduction now applies as soon as you cast Slow Time.
Patch note picture: Three Crusader legendary powers now work (artwork from the game)

Three Crusader legendary powers now work

Armor of the Kind Regent, Blessed of Haull and The Mortal Drama now do what their tooltips say.

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Fixed

  • Armor of the Kind Regent Smite is now also cast at a second nearby enemy.
  • Blessed of Haull Justice now spawns a Blessed Hammer when it hits an enemy.
  • The Mortal Drama Bombardment now lands twice as many impacts.
Patch note picture: Demon Hunter, Monk and Necromancer runes now do what they say (artwork from the game)

Demon Hunter, Monk and Necromancer runes now do what they say

Every skill rune of the Demon Hunter, Monk and Necromancer was checked against its tooltip and the ones that fell short were fixed.

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Fixed

  • Necromancer: Blood Rush Blood Rush now has its 5 second cooldown. Metabolism lets you rush twice before it starts, Transfusion heals you for each enemy you pass through, Potency doubles your armor for 2 seconds and Molting leaves a corpse where you started.
  • Necromancer: curses and more With Cursed Form, one curse now puts all three on the enemy. Transmittable spreads the curse when a cursed enemy dies, Blood Flask shortens your potion cooldown, and Volatile Death explodes the enemy. Blood Spikes makes enemies bleed and heals you. Shredding Splinters lasts 10 seconds and stacks 5 times. Purgatory leaves a corpse when your revived minion runs out.
  • Demon Hunter: traps and arrows Impaling Spines roots enemies for 3 seconds and hits for the listed damage. Immolation Arrow sets the ground on fire where it lands. Hungering Arrow pierces at the chance on its tooltip. Impale pierces as Cold with Overpenetration and bounces twice as Lightning with Ricochet. Caltrops, Preparation, Rapid Fire, Sentry and Marked for Death (Contagion and Death Toll) match their descriptions.
  • Monk Temple of Protection and Instant Karma make you immune to crowd control (Instant Karma also lets you walk through enemies), Epiphany gives 25 Spirit a second with its Spirit rune, and the Mystic Ally slows enemies by 60% for 3 seconds.
Patch note picture: Skill runes: the right cast animations and effects for other players (artwork from the game)

Skill runes: the right cast animations and effects for other players

All skills and runes of the seven classes were checked, and other players now see the right cast animation for your skills, including channelled and Wizard spells.

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Fixed

  • Cast animations When you cast a skill, the other players in your game now see the matching animation for that skill and rune. Before, many skills showed the wrong animation or none at all.
  • Barbarian: Weapon Throw Each rune of Weapon Throw now shows its own effect.
  • Demon Hunter: Multishot Each rune of Multishot now shows its own effect.
  • Wizard: Hydra and Magic Weapon The Hydra runes and the Mammoth Hydra pool, and the Magic Weapon runes, now show the effect of the rune you picked.
Patch note picture: Set bonuses: Wrath of the Wastes, Immortal King's Call and followers with Royal Grandeur (artwork from the game)

Set bonuses: Wrath of the Wastes, Immortal King's Call and followers with Royal Grandeur

Wrath of the Wastes and Immortal King's Call now deal the full damage of their six piece bonus, and a Ring of Royal Grandeur on your follower lowers the pieces your follower needs for set bonuses.

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Fixed

  • Barbarian: Wrath of the Wastes (6) Whirlwind and Rend now deal the 10,000 percent extra damage the six piece bonus promises, on top of Whirlwind gaining the Dust Devils rune. Before, only the rune part worked.
  • Barbarian: Immortal King's Call (6) The 4,000 percent extra damage now switches on while Wrath of the Berserker is active and your Ancients are standing. Before, it never switched on.
  • Followers: Ring of Royal Grandeur A Ring of Royal Grandeur worn by your Templar, Scoundrel or Enchantress now lowers the number of set pieces that follower needs by one, to a minimum of two, just like it does for you. Born's Command with two pieces and the ring, for example, now gives the three piece bonus.
  • Set bonuses checked in fights More than twenty six piece class set bonuses were tested in real fights against training dummies and deal what their text says.
Patch note picture: Six legendary powers fixed, and Kanai's Cube checked (artwork from the game)

Six legendary powers fixed, and Kanai's Cube checked

Six legendary powers now work as written, and the powers you extract into Kanai's Cube were checked one by one.

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Fixed

  • Cape of the Dark Night Getting hit now drops Caltrops on the ground, at most once every 6 seconds, as the item says.
  • Calamity Every attack that damages an enemy now casts Marked for Death on it.
  • Omryn's Chain Using Vault now drops Caltrops.
  • Lianna's Wings Shadow Power now also triggers Smoke Screen.
  • Aether Walker Teleport has no cooldown and costs 25 Arcane Power.
  • Belt of the Trove Every 4 seconds a Bombardment now falls on a random enemy near you, with the bonus damage the belt lists.
  • Kanai's Cube Every legendary power you can extract was checked: your hero gets it from the cube. Items that carry a different power for each class, such as the class amulets, now give the power of your own class when cubed.
Patch note picture: Survivors: the right skill icons on the start screen and the action bar (artwork from the game)

Survivors: the right skill icons on the start screen and the action bar

Every Survivors skill now has its icon, and the start screen shows the skills you really get.

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Fixed

  • Survivors: start screen The starter skills shown for every class now match the skills you actually start with. A Barbarian sees Bash, Cleave and Frenzy instead of Weapon Throw.
  • Survivors: action bar All 54 Survivors skills now show their icon on the action bar, with level and cooldown, including Bash, Cleave, Frenzy, Siphon Blood, Smite, Bolas and Grenade. Skills beyond the six round slots appear as small icons just above the bar.
  • Survivors: experience bar The experience bar under the action bar now fills in slightly larger steps.
Patch note picture: Fixes from your reports: Uber return time, Empowered Greater Rifts, goblin loot, Visions of Enmity and potions (artwork from the game)

Fixes from your reports: Uber return time, Empowered Greater Rifts, goblin loot, Visions of Enmity and potions

Five fixes from your reports: more time to pick up Uber loot, the extra Urshi upgrade in Empowered Greater Rifts, goblins in the Visions dropping what they should, a Vision that waits for you while you visit town, and clean legendary potions.

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Fixed

  • More time after an Uber boss After the last Uber boss of a realm falls, you now have 30 seconds before you are sent back to town. Before, it could be under 10 seconds, which was too little to pick up the loot.
  • Empowered Greater Rifts give the extra upgrade An Empowered Greater Rift now gives you one more attempt to upgrade a gem with Urshi, as the real game does. Before, the gold was taken and the extra attempt never came. If you run out of time, or fail an Ascension trial, there is no extra attempt.
  • Goblins in the Visions of Enmity drop their loot The Odious Collector now drops its crafting materials and Death's Breath, the Blood Thief its blood shards and the Gem Hoarder its gems when you meet them inside a Vision. Before, they dropped the plain goblin loot, or nothing special.
  • A Vision waits for you while you visit town If you go to town before opening the chest at the end of a Vision, the Vision, the chest and the loot on the ground stay where they are while you are away, and your portal takes you back to the same place. Before, the Vision closed behind you and the portal built a new empty map. The Vision still ends if nobody comes back to open the chest within an hour.
  • Legendary potions show the right level Legendary potions, for example the Bottomless Potion of the Unfettered, no longer show the line "Level requirement of the item this gem is socketed into is set to 70". Every legendary potion requires level 61 again. Potions you already have are put right when they load.
Patch note picture: Wizard set bonuses, Mirror Image, Meteor and more class fixes (artwork from the game)

Wizard set bonuses, Mirror Image, Meteor and more class fixes

Delsere's Magnum Opus works, pickups no longer refill your resource, and Mirror Image, Thunder Crash, Sweeping Wind and several Necromancer and Demon Hunter runes now do what their texts say.

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Fixed

  • Wizard: Delsere's Magnum Opus The 2 piece bonus now works. Hitting an enemy with Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute or Arcane Torrent also casts a Slow Time bubble on it, unless it is already inside one. Your Teleport cooldown resets while you stand in a bubble from the set or one you cast. Slow Time slows enemy projectiles only, never your own.
  • Wizard: Astral Presence and other passives Picking up an item no longer refills your Arcane Power. Astral Presence gives +20 maximum Arcane Power and now +2.5 Arcane Power per second. The same fix stops Demon Hunter pickups from refilling Discipline or Hatred through Blood Vengeance, and Witch Doctor pickups from refilling Mana through Spiritual Attunement.
  • Demon Hunter: Sentry Picking up items no longer restarts the Sentry recharge, so the charge comes back on time.
  • Wizard: Mirror Image Mirror Image now has its 15 second cooldown. The two images have half your Life, taunt nearby enemies for 1 second and cast your spells for 10% of your spell damage, whichever rune you use.
  • Wizard: Meteor, Thunder Crash The electrified ground now hurts: 235% Lightning weapon damage over 3 seconds after the 740% impact. Before, it did nothing.
  • Monk: Sweeping Wind Casting Sweeping Wind again while it is active now renews its timer for the Spirit you spend.
  • Crusader: Indestructible Standing in town no longer shows the "Recently became indestructible" buff counting down over and over.
  • Necromancer runes Simulacrum: Self Sacrifice and Cursed Form now have the right runes. Borrowed Time reduces your cooldowns by 1% for every cursed enemy. Land of the Dead (Rune E) lasts longer with each kill. Bone Spirit: Rune A charms the enemy it hits and Rune D hits every enemy within 10 yards.
  • Demon Hunter: Shadow Power Well of Darkness costs at most 14 Discipline, and Blood Moon doubles the Life per Hit you gain.
Patch note picture: Survivors: fair monster levels, and Necromancer skills that show (artwork from the game)

Survivors: fair monster levels, and Necromancer skills that show

Survivors runs are now the same challenge for every hero, and the Necromancer skills work properly.

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Fixed

  • Survivors: monster level Monsters in a run are now always the same strong level, so playing with a low level hero is no longer an easy win.
  • Survivors: experience Heroes no longer gain normal experience during a run. You level up only through the orbs, as intended.
  • Survivors: Necromancer Siphon Blood now shows its beam and cooldown on every cast, and Blood Nova Blight now stays on the ground and slows enemies that walk into it.
  • Survivors: Necromancer runes Siphon Blood now offers Suppress instead of the essence rune, and Bone Spirit offers Astral Projection instead of the rune that made enemies run away.
  • Survivors: action bar Heroes who pick Bash, Cleave, Frenzy or Siphon Blood now see their skills on the normal action bar.
Patch note picture: Barbarian runes: Earthquake, Wrath of the Berserker, Ancient Spear and more (artwork from the game)

Barbarian runes: Earthquake, Wrath of the Berserker, Ancient Spear and more

The last Barbarian runes now do what their texts say.

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Fixed

  • Barbarian: Earthquake Giant's Stride now sends out 20 tremors, one every 0.4 seconds, each dealing 300% weapon damage as Fire.
  • Barbarian: Wrath of the Berserker Arreat's Wail now deals its full damage as Fire to enemies within 15 yards.
  • Barbarian: Ancient Spear Boulder Toss now deals its extra damage for the Fury you have left after the throw.
  • Barbarian: Ignore Pain and Sprint Mob Rule and Forced March now reach allies up to 50 yards away.
Patch note picture: Monk: Breath of Heaven and Cyclone Strike now heal as listed (artwork from the game)

Monk: Breath of Heaven and Cyclone Strike now heal as listed

Circle of Life and Soothing Breeze now heal, and every Breath of Heaven rune adds your Health Globe Healing Bonus.

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Fixed

  • Monk: Breath of Heaven Breath of Heaven now also heals for 30% of your Health Globe Healing Bonus, and Circle of Life heals twice as much as the other runes.
  • Monk: Cyclone Strike Soothing Breeze now heals you and allies near you for 30% of maximum Life plus 17% of your Health Globe Healing Bonus.
Patch note picture: Every Witch Doctor, Wizard and Crusader rune now works: Wall of Zombies, Piranhas, Archon and more (artwork from the game)

Every Witch Doctor, Wizard and Crusader rune now works: Wall of Zombies, Piranhas, Archon and more

The last Witch Doctor, Wizard and Crusader runes that did not match their texts have been fixed.

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Fixed

  • Witch Doctor: Wall of Zombies, Firebats and Firebomb Surrounded by Death is now a circle of zombies that traps enemies and deals 1250% weapon damage over 5 seconds. Vampire Bats costs 250 Mana once and has no channeling cost. Roll the Bones bounces twice and Flash Fire bounces to 6 more enemies, 15% weaker each time.
  • Witch Doctor: Piranhas, Zombie Charger and Fetish Army Zombie Piranhas leap out of the pool at enemies up to 32 yards away and Frozen Piranhas chill them. Explosive Beast now deals 560% weapon damage as Fire. Legion of Daggers adds 3 daggers only for that rune.
  • Witch Doctor: Life from Spirit Barrage, Haunt and Soul Harvest Phlebotomize, Consuming Spirit and Siphon now give you Life as their texts say.
  • Wizard: Arcane Torrent, Archon Death Blossom grows by 640% weapon damage every second, up to two times. With Slow Time, Archon's Arcane Strike and Arcane Blast freeze enemies for 1 second and all Archon abilities deal Cold damage.
  • Crusader: Blessed Hammer, Steed Charge and Bombardment Dominion keeps the hammer circling you. Draw and Quarter binds 5 monsters for the whole ride. Targeted drops every impact on your first target.
Patch note picture: Barbarian runes: Cleave, Ignore Pain, Ground Stomp, Wrath and more (artwork from the game)

Barbarian runes: Cleave, Ignore Pain, Ground Stomp, Wrath and more

More Barbarian runes now do what their texts say.

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Fixed

  • Barbarian: Cleave Scattering Blast now knocks enemies up on a critical hit and they take 80% weapon damage when they land. Rupture now always explodes for 160% weapon damage as Fire on enemies within 8 yards.
  • Barbarian: Ignore Pain Ignorance is Bliss now gives 5,364 Life for every point of Fury you spend while Ignore Pain is active.
  • Barbarian: Ground Stomp and Threatening Shout Jarring Slam and Grim Harvest now drop health globes from the enemies they hit.
  • Barbarian: Sprint and Wrath of the Berserker Gangway hits each enemy it runs into once for 25% weapon damage. Slaughter erupts for 300% weapon damage on critical hits.
Patch note picture: More Witch Doctor, Wizard and Crusader runes now work: Poison Dart, Haunt, Blizzard and more (artwork from the game)

More Witch Doctor, Wizard and Crusader runes now work: Poison Dart, Haunt, Blizzard and more

A second batch of Witch Doctor, Wizard and Crusader runes now does what its text says.

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Fixed

  • Witch Doctor: Poison Dart, Zombie Dogs and Haunt Numbing Dart slows, Spined Dart gives Mana and Snake to the Face can stun. Chilled to the Bone chills enemies that fight your dogs, and Black Blood stuns enemies next to sacrificed dogs. Haunt now changes its damage type with Consuming, Poisoned and Draining Spirit, Poisoned Spirit adds 20% damage taken and Resentful Spirits releases two spirits.
  • Witch Doctor: Locust Swarm, Soul Harvest and Big Bad Voodoo Cloud of Insects makes swarmed enemies deal 25% less damage, Soul to Waste gives 5% movement speed per harvested enemy and Ghost Trance reduces the damage allies take by 20%.
  • Wizard: Blizzard, Disintegrate, Arcane Torrent and Meteor Apocalypse and Convergence now deal Fire damage. Flame Ward turns Arcane Torrent into Fire and lowers the damage you take while you channel, more the longer you hold it. Thunder Crash makes Meteor land almost at once.
  • Crusader: Sweep Attack Gathering Sweep now deals Holy damage and Inspiring Sweep gives you 20% more Armor for 3 seconds.
Patch note picture: Monk, Demon Hunter and Necromancer runes now do what their texts say (artwork from the game)

Monk, Demon Hunter and Necromancer runes now do what their texts say

A long list of Monk, Demon Hunter and Necromancer runes was checked against the tooltips in game and fixed where they fell short.

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Fixed

  • Monk: Deadly Reach and Fists of Thunder Scattered Blows now sends its third hit as lightning to enemies up to 25 yards around you, and Searing Grasp hits for 260% as Fire. Bounding Light arcs farther, and Static Charge reaches charged enemies up to 35 yards away.
  • Monk: Hands of Lightning, Lashing Tail Kick and Wave of Light The second strike of Hands of Lightning now hits harder as described. Vulture Claw Kick sets enemies burning for 3 seconds, and Pillar of the Ancients keeps hurting enemies for its full 3 seconds.
  • Monk: Blinding Flash, Tempest Rush and Cyclone Strike Crippling Light weakens enemies after the blindness ends. Flurry releases its icy blast when you stop channelling, and the longer you ran, the stronger it is. Implosion pulls enemies in from farther away, and Wall of Wind freezes them.
  • Demon Hunter: Bolas, Entangling Shot and Spike Trap Freezing Strike bolas now freeze as described, Bounty Hunter slows by 80%, and Lightning Rod traps zap the three nearest enemies and arc between traps.
  • Necromancer: Siphon Blood, Army of the Dead and Command Golem Purity of Essence gives more Essence at full health. Unconventional Warfare and Dead Storm now deal their full damage, and the Blood Golem's veins hurt enemies around it.
Patch note picture: Witch Doctor, Wizard and Crusader runes: Hex, Gargantuan, Mirror Image and more (artwork from the game)

Witch Doctor, Wizard and Crusader runes: Hex, Gargantuan, Mirror Image and more

Several Witch Doctor, Wizard and Crusader runes now do what their texts say.

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Fixed

  • Witch Doctor: Hex Hex now turns into the fetish shaman with its own attacks. Unstable Form explodes dying enemies for fire damage, Hedge Magic heals you, and Jinx makes hexed enemies take 15% more damage.
  • Witch Doctor: Gargantuan and Sacrifice Bruiser slams the ground every few seconds for fire damage and stuns what it hits. Next of Kin now stuns enemies instead of slowing them.
  • Wizard: Mirror Image and Ray of Frost Your images now echo your spells' damage with Mirror Mimic, and Duplicates taunt nearby enemies. Sleet Storm now grows wider the longer you channel.
  • Crusader: Smite Shared Fate now stuns enemies that get pulled apart after being hit.
Patch note picture: Barbarian runes: Furious Charge, Ground Stomp, Leap, Sprint and more (artwork from the game)

Barbarian runes: Furious Charge, Ground Stomp, Leap, Sprint and more

Many Barbarian runes now do exactly what their texts say.

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Fixed

  • Barbarian: Furious Charge Furious Charge now hits for 600% weapon damage, or 1050% as Fire with Battering Ram, once per enemy. Cold Rush freezes enemies for 2.5 seconds.
  • Barbarian: Ground Stomp and Leap Deafening Crash now has an 8 second cooldown and slows enemies by 80% after the stun. Wrenching Smash pulls enemies in before the strike. Every Leap rune now deals its listed damage, and Toppling Impact sends enemies flying.
  • Barbarian: Sprint, Ancient Spear and Earthquake Gangway knocks enemies back and hits each one once. Harpoon drags enemies to you and Rage Flip throws them behind you, both slowing them. Cave-In pulls enemies in towards you.
  • Barbarian: Whirlwind, Battle Rage, Revenge and Frenzy Whirlwind runes now deal their listed damage and elements. Battle Rage, Revenge and Frenzy runes were corrected to match their texts.
Patch note picture: Hammer of Pursuit, Static Discharge and more runes fixed (artwork from the game)

Hammer of Pursuit, Static Discharge and more runes fixed

More Crusader, Wizard and Witch Doctor runes now do what their texts say.

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Fixed

  • Crusader: Justice Hammer of Pursuit finally works: the hammer seeks out the nearest enemy and deals 335% weapon damage as Holy.
  • Wizard: Arcane Torrent and Electrocute Static Discharge: every missile now explodes into 2 piercing bolts that deal 150% weapon damage as Lightning. Forked Lightning's charged bolts deal Fire damage, as the rune says, and now start at the enemy that was hit.
  • Witch Doctor: Zombie Dogs Burning Dogs now burn nearby enemies for 40% weapon damage as Fire twice a second (80% a second, it was 50%).
  • Witch Doctor: Firebomb and Acid Cloud Ghost Bomb's larger blast deals Cold damage, Corpse Bomb explodes for Fire damage, Slow Burn's pools of frost deal Cold damage and Pyrogeist fires every 0.3 seconds.
Patch note picture: Companion, Tempest Rush, Death Nova and Bone Spikes runes fixed (artwork from the game)

Companion, Tempest Rush, Death Nova and Bone Spikes runes fixed

More Demon Hunter, Monk and Necromancer runes now do what their texts say.

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Fixed

  • Demon Hunter: Companion The Wolf's howl now gives exactly 15% increased damage to you and your allies within 60 yards. The Spider's webs now reach every enemy within 25 yards of you and of the spider.
  • Monk: Tempest Rush Bluster makes enemies deal 20% less damage for the full 4 seconds. Electric Field now hits enemies within 20 yards for 135% weapon damage as Lightning every second.
  • Necromancer: Death Nova Bone Nova now reaches 12 yards. Blight also makes enemies deal 15% less damage. Nova of Blood now grows from 20 to 25 to 30 yards.
  • Necromancer: Bone Spikes Bone Pillars strike your target and up to two more enemies within 20 yards for 180% weapon damage as Poison. Frost Spikes slow enemies by 60% for 2 seconds.
Patch note picture: Mystic Ally, Spike Trap, Revive and Vault runes fixed (artwork from the game)

Mystic Ally, Spike Trap, Revive and Vault runes fixed

More Monk, Demon Hunter and Necromancer runes now do what their texts say, and a server memory leak is gone.

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Fixed

  • Monk: Mystic Ally Water Ally now sends seven waves that each hit for 625% weapon damage as Cold and freeze enemies for 3 seconds. Earth Ally summons a boulder that lasts 8 seconds, chases enemies and hits for 900% weapon damage every 0.2 seconds without knocking them back.
  • Demon Hunter: Spike Trap Echoing Blast now slows enemies by 60% for 3 seconds.
  • Demon Hunter: Vault Acrobatics no longer costs Discipline and has a 6 second cooldown. Trail of Cinders now burns for 300% weapon damage over 3 seconds instead of one huge 1500% hit.
  • Necromancer: Revive The Revive rune that adds weapon damage now adds 25% across the whole damage range.
  • Server Finished bounty-event games are now cleaned up properly, so the server uses less memory over a long day.
Patch note picture: Firebats, Gargantuan, Mirror Image and Mass Confusion runes fixed (artwork from the game)

Firebats, Gargantuan, Mirror Image and Mass Confusion runes fixed

More Witch Doctor and Wizard runes now do what their texts say.

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Fixed

  • Witch Doctor: Firebats Plague Bats now start slow and build up to 719.63% weapon damage as Poison. Cloud of Bats deals 475% weapon damage and grows by a third every second, up to three times. Vampire Bats deal Physical damage.
  • Witch Doctor: Gargantuan Humongoid's cleave deals Cold damage, and Wrathful Protector's fists deal 575% weapon damage as Fire. Restless Giant's rage now gives the Gargantuan exactly 35% more attack speed.
  • Witch Doctor: Mass Confusion With Devolution, enemies that die while Confused now leave a Zombie Dog.
  • Witch Doctor: Hex and Plague of Toads Toad of Hugeness now belongs to Hex: the giant toad swallows an enemy and spits it out covered in goo that deals 750% weapon damage as Poison over 5 seconds. Piercing Toads now really pierce and hit everything for 130% weapon damage as Physical.
  • Damage types Several runes now deal the damage type their text names: Zombie Charger, Poison Dart, Archon Combustion, Bombardment, Steed Charge and Fist of the Heavens.
  • Wizard: Mirror Image Your Mirror Images now have the Life the rune says (a share of your own Life), and with Mocking Demise each one explodes for 309% weapon damage as Arcane when it is destroyed or runs out, stunning enemies half of the time.
Patch note picture: Fire Starter, Blessed Hammer and Slow Time runes fixed (artwork from the game)

Fire Starter, Blessed Hammer and Slow Time runes fixed

Akarat's Fire Starter now really burns enemies, Blessed Hammer's runes do what their texts say, and Slow Time's runes work.

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Fixed

  • Crusader: Akarat's Champion, Fire Starter Enemies you hit while Akarat's Champion is active now burn for 153% weapon damage a second for 3 seconds, as the rune says.
  • Crusader: Blessed Hammer Burning Wrath leaves pools of fire where hammers hit, Thunderstruck adds lightning arcs, and Dominion slows enemies and can explode on them and stun them.
  • Wizard: Slow Time Slow Time now has its real 15 second cooldown, and Past in Present brings it down to 12 seconds. Time Warp makes enemies in the bubble take 15% more damage, the stun rune stuns enemies at the edge of the bubble for 5 seconds, and the weakening rune makes enemies inside deal 25% less damage.
Patch note picture: More Barbarian runes fixed (artwork from the game)

More Barbarian runes fixed

Seismic Slam's fire and cold runes hit harder, and Onslaught, Ranseur and Ancients' Blessing now work.

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Fixed

  • Barbarian: Seismic Slam Shattered Ground now hits for 735% weapon damage as Fire and Permafrost for 755% as Cold (both dealt 620% as Physical).
  • Barbarian: Bash, Ancient Spear, Call of the Ancients Onslaught makes the enemy 10% likelier to be critically hit for 3 seconds. Ranseur knocks enemies back 5 yards instead of pulling them in. Ancients' Blessing heals you for 966 Life for each point of Fury you spend while the Ancients fight.
Patch note picture: Monk: Mystic Ally Fire Ally explodes properly (artwork from the game)

Monk: Mystic Ally Fire Ally explodes properly

The Fire Ally rune of Mystic Ally now hits twice as listed, instead of one weak blast.

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Fixed

  • Monk: Mystic Ally Fire Ally now makes two explosions of 1920% weapon damage as Fire in a 10 yard area, where it used to do one blast of 300%.
Patch note picture: Barbarian runes now do what they say (artwork from the game)

Barbarian runes now do what they say

A dozen Barbarian runes that did nothing or the wrong thing now match their skill text, and Tectonic Rift, Dreadnought and Provocation store charges.

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Fixed

  • Barbarian: Weapon Throw, Overpower, Earthquake Weapon Throw's damage rune hits for 400% weapon damage instead of 275%, and its Fury rune now gives Fury back. Overpower's Killing Spree hits for 760% instead of 380%. Earthquake now deals its listed 4800% weapon damage over 8 seconds (it dealt double), and Molten Fury makes it deal 25% more.
  • Barbarian: Cleave, Rend, Bash Cleave now hits the enemy in front once, not twice, and Broad Sweep, Gathering Storm and Reaping Swing use their own damage types. Gathering Storm chills and makes enemies take 10% more damage. Rend puts one bleed on each enemy per cast, and Mutilate makes bleeding enemies take 10% more damage. Bash's shockwave rune now hits for its extra 100%.
  • Barbarian: Tectonic Rift, Dreadnought, Provocation Tectonic Rift stores 3 charges (one back every 30 seconds) instead of a cooldown, Dreadnought stores 3 Furious Charges and Provocation stores 3 Revenge charges.
  • Barbarian: Call of the Ancients The Ancients stay 20 seconds and the skill has a 120 second cooldown. The Council Rises hits twice as hard as the plain Ancients and counts as Fire, Duty to the Clan chills and counts as Cold, and Together as One counts as Lightning.
  • Barbarian: War Cry, Leap, Threatening Shout, Ground Stomp Hardened Wrath gives 60% more armor for the first 5 seconds of War Cry. Leap slows enemies where you land. Falter makes enemies take 25% more damage. Foot of the Mountain gives its extra Fury.
Patch note picture: Akarat's Champion, Shield Bash, Explosive Blast and Hex runes fixed (artwork from the game)

Akarat's Champion, Shield Bash, Explosive Blast and Hex runes fixed

Akarat's Champion now gives the damage bonus the real game gives, Shield Bash hits much harder, and two Explosive Blast runes deal the right kind of damage.

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Fixed

  • Crusader: Akarat's Champion Akarat's Champion now makes you deal 35% more damage for its full 20 seconds, as in the real game (it gave attack speed before). Embodiment of Power now gives 10 Wrath a second, Hasteful gives 15% attack speed, Rally takes 12 seconds off your other cooldowns when you cast it, and only Prophet brings you back from a deadly hit.
  • Crusader: Shield Bash Shield Bash now deals 700% weapon damage plus 300% of your Block Chance (it dealt about half of that). Shattered Shield, Shield Cross and Pound use their own numbers, and One on One now stuns the target for 1.5 seconds instead of rooting it.
  • Wizard: Explosive Blast Obliterate now deals Cold damage and Time Bomb deals Lightning damage, as their texts say. Both dealt Arcane before.
  • Witch Doctor: Hex, Angry Chicken The Angry Chicken's explosion now deals Poison damage, as its text says. It dealt Physical damage before.
Patch note picture: Rain of Vengeance and Cluster Arrow runes now match their text (artwork from the game)

Rain of Vengeance and Cluster Arrow runes now match their text

Three Rain of Vengeance runes and two Cluster Arrow runes now deal the damage their text shows.

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Fixed

  • Demon Hunter: Rain of Vengeance Anathema, Flying Strike and Stampede were paying their full damage number on every single grenade, beast and bomb, so they hit many times harder than their text says. They now deal exactly the total shown: Anathema 5800% weapon damage over 2 seconds, Flying Strike 3800% weapon damage as Cold over 5 seconds, and Stampede 4600% weapon damage over 3 seconds. Flying Strike now deals Cold damage and freezes enemies for 2 seconds instead of stunning them.
  • Demon Hunter: Cluster Arrow Maelstrom rockets now work: up to 3 rockets hit nearby enemies for 450% weapon damage as Cold and give you 2% Life for each enemy hit (before, they did no damage). Shooting Stars now sends up to 2 rockets, and each Cluster Bombs grenade deals 650% weapon damage.
Patch note picture: Demon Hunter, Monk and Necromancer runes fixed (artwork from the game)

Demon Hunter, Monk and Necromancer runes fixed

Seven skill runes that did less than their text says now do the full job, and Seven-Sided Strike has its cooldown.

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Fixed

  • Monk: Seven-Sided Strike Seven-Sided Strike now has its 30 second cooldown (14 seconds with Sustained Attack). Incinerate now sets enemies on fire for 630% weapon damage as Fire over 3 seconds, and Pandemonium now freezes every enemy it hits for 7 seconds instead of stunning half of them.
  • Demon Hunter: Strafe, Icy Trail Icy Trail now leaves a trail of ice behind you that damages enemies as Cold and chills them for 3 seconds. Before, it did nothing. Swapping the rune while strafing no longer leaves you slowed.
  • Demon Hunter: Grenades, Cold Grenade Cold Grenade now deals Cold damage and its cloud chills the enemies standing in it.
  • Necromancer: Skeletal Mage Contamination now raises a mage that gives off an aura of decay, hurting every enemy around it for 100% weapon damage as Poison each second. Before, it just stood there. Skeleton Archer now shoots Cold arrows and gives you 3% attack speed for each arrow that hits, up to 10 stacks.
  • Necromancer: Devour, Devouring Aura Devouring Aura now works as an aura: cast Devour to switch it on and it eats corpses within 15 yards for 11 Essence each, and cast it again to switch it off.
  • Necromancer minions Fixed an occasional error when a minion appeared right as it was being removed.
Patch note picture: Wizard, Witch Doctor and Crusader runes now do what they say (artwork from the game)

Wizard, Witch Doctor and Crusader runes now do what they say

Blizzard's Lightning Storm, Diamond Skin's Crystal Shell, Laws of Hope, Judgment, Mass Confusion, Spirit Barrage and Piranhas runes were changed to match the real game.

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Fixed

  • Wizard: Blizzard, Lightning Storm Enemies in your Blizzard now take 15% more Lightning damage, as the rune says. Before, the rune only chilled them harder.
  • Wizard: Diamond Skin Diamond Skin now absorbs 40% of your maximum Life (it was 30%), and Crystal Shell raises that to 80% (it was 60%).
  • Crusader: Judgment, Debilitate Enemies in the judged area now deal 40% less damage for 6 seconds. Before, the rune did something else.
  • Crusader: Laws of Hope, Hopeful Cry and Promise of Faith Hopeful Cry now reduces all Physical damage you and your allies take by 25% while Empowering the Law is active, and Promise of Faith does the same for all other damage types. Before, Promise of Faith did nothing and Hopeful Cry dropped health globes.
  • Witch Doctor: Mass Confusion, Paranoia All enemies in the area now deal 30% less damage for 12 seconds.
  • Witch Doctor: Spirit Barrage, Well of Souls and Manitou Well of Souls now sends 3 extra spirits that deal 65% weapon damage as Fire (it sent 1 as Cold). Manitou's spectre now fires a Cold bolt every half second for 20 seconds (it fired Physical bolts a little slower).
  • Witch Doctor: Piranhas Bogadile now bites one enemy for 1100% weapon damage and stuns it for 3 seconds. Wave of Mutilation is now one hit of 475% weapon damage and the 15% extra damage lasts 8 seconds. The pool now reaches 13 yards, Piranhado's tornado lasts 4 seconds, and the Cold damage belongs to Frozen Piranhas.
  • Witch Doctor: Fetish Army Fetish Ambush now deals its damage as Cold, Tiki Torchers' fire does 85% weapon damage and Head Hunters' blowdarts do 130%.
Patch note picture: Crafted legendary and set gear now rolls like a drop (artwork from the game)

Crafted legendary and set gear now rolls like a drop

Legendary and set pieces from the Blacksmith and Jeweler now come out with the same number of properties and the same strength as the ones that drop.

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Fixed

  • Crafted legendary and set pieces roll full properties Many crafted legendary and set pieces came out with the wrong mix of properties (too many of one kind, none of the other) and with weak low-level values, for example a Critical Hit Chance of only 2.5% on level 70 bracers. They now roll 4 main and 2 extra properties plus the legendary power, with level 70 values, like a drop.
  • Level to equip is unchanged The level shown on a crafted piece is still the level you need to wear it.
  • Ancient crafting Crafted level 70 legendary and set armor can come out Ancient, as it can in the real game.
Patch note picture: Barbarian: Avalanche works, Rumble spends your Fury, Ancients stay at three (artwork from the game)

Barbarian: Avalanche works, Rumble spends your Fury, Ancients stay at three

Avalanche finally does something, Seismic Slam's Rumble and Strength from Earth runes work as written, and Call of the Ancients never leaves more than three Ancients.

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Fixed

  • Avalanche Avalanche only played its cast animation and did nothing. It now drops rocks on the target area for 3 seconds, 2400% weapon damage in all, with a 30 second cooldown that shrinks by 1 second for every 25 Fury you spend. Glacier freezes enemies in the area, Snow-Capped Mountain buries a long strip and slows what it hits, Volcano throws lava chunks for 5 seconds, 6600% weapon damage as Fire in all, and Lahar takes 1 second off the cooldown for every 15 Fury. Tectonic Rift plays like the plain Avalanche for now; its stored charges are still to come.
  • Seismic Slam: Rumble Rumble now spends all of your remaining Fury when you cast Seismic Slam, and the ground shudders afterwards for 15% weapon damage for every point of Fury spent, over 2 seconds. The other Seismic Slam runes still cost the normal amount. Before, Rumble left your Fury untouched and hit for far less.
  • Seismic Slam: Strength from Earth Strength from Earth now heals you for 1% of your maximum life for every enemy the slam hits. Before, it healed nothing.
  • Call of the Ancients Casting Call of the Ancients again, or many times in a row (for example with Survivors card combinations), no longer piles up extra Ancients. You now always have exactly three: Korlic, Talic and Madawc.
Patch note picture: Two skill runes now do what they say (artwork from the game)

Two skill runes now do what they say

Wizard's Meteor rune Star Pact and Monk's Dashing Strike rune Radiance now work the way their text says.

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Fixed

  • Meteor: Star Pact Star Pact now spends all of your remaining Arcane Power when you cast Meteor, and every extra point you spend adds 20% weapon damage to the impact, as the rune says. Before, it cost the normal amount and hit for the normal damage.
  • Dashing Strike: Radiance After a Dashing Strike, Radiance now gives you 15% increased attack speed for 4 seconds. Before, it gave you nothing.
Patch note picture: Story quests: every objective now ticks off (artwork from the game)

Story quests: every objective now ticks off

In the story campaign, quest steps with several goals now tick off every line of your journal when you finish them, the way the real game does.

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Fixed

  • All lines of a step tick off Some story steps ask for more than one thing, for example three waves of attackers in Cain's house, or a number of ballistas to destroy. The journal now ticks off each of those lines when the step ends, and shows the right count, instead of leaving some of them open.
  • Counts match the real game Steps with a number to reach now show that number in the journal when you finish them, as in the real game.
Patch note picture: Desert rifts: no more getting stuck where you arrive (artwork from the game)

Desert rifts: no more getting stuck where you arrive

On desert rift floors you can no longer be held in place where you arrive, and a hero who does get stuck is moved to open ground.

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Fixed

  • Held in place on arrival On some desert rift floors you could arrive, be unable to take a single step and only get away by leaping. The sand portal where you arrive no longer holds you in place.
  • Moved out when stuck If you are ever held in place on a rift floor, the game now notices after a few seconds and moves you to open ground nearby. Heroes who are fighting, stunned or rooted are left alone.
Patch note picture: Desert rifts: no more dead ends or invisible walls, and they run lighter (artwork from the game)

Desert rifts: no more dead ends or invisible walls, and they run lighter

Zoltun's desert ruins rift floors no longer have dead ends or invisible walls, and they hold fewer monsters so they run smoother.

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Fixed

  • No more dead ends or invisible walls in desert rifts The desert ruins rift floors are now closed off properly at their edges, so you no longer run into paths that end in nothing or walls you cannot see.
  • Smoother desert rifts Desert rift floors were packed with far more monsters than other rifts and could run heavy. They now hold about as many as a normal rift.
  • Free movement at the start of a floor The sand portal where you arrive on a desert floor no longer blocks you from walking.
Patch note picture: Survivors: every class starts with primary skills, and skills fire properly (artwork from the game)

Survivors: every class starts with primary skills, and skills fire properly

In D3 Survivors every class now starts with primary skills only, and skills with a cooldown cast on time instead of every second time.

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Changed

  • Primary skills to start with Your starting skills in Survivors are now primary skills of your class (for example Bash, Cleave and Frenzy for the Barbarian), and so is the fourth one you unlock at Survivor Level 50. The other skills you used to start with now unlock as you level up, like the rest.

Fixed

  • Skills cast on time Skills with a cooldown were often refused every second time they should have fired. They now cast as soon as they are ready, for every class.
  • Seismic Slam and Wave of Light Seismic Slam and the bells of Wave of Light no longer keep flying after they have hit their target.
  • Mass Confusion, Command Golem, Revive Fixed rare errors with Mass Confusion (rune C), Command Golem and Revive.
Patch note picture: Survivors: tougher Hell and Inferno, and every run pays (artwork from the game)

Survivors: tougher Hell and Inferno, and every run pays

Nightmare, Hell and Inferno in D3 Survivors now hit back much harder and ask for a real build, and every run pays gold and crafting materials, even when you lose.

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Changed

  • Harder difficulties Nightmare monsters hit 50% harder. Hell monsters have 50% more life and hit four times as hard. Inferno monsters have twice the life and hit six times as hard. Monsters also grow tougher faster with every wave on the higher difficulties. Normal stays as it was. Hell and especially Inferno are meant for strong card builds, good play and a few levels of Survivor Level and Rank.
  • Gold and materials for every run Every Survivors run now pays gold and crafting materials for each wave you reach, whether you win or lose. The higher the difficulty, the more each wave pays, and the results screen shows what you were paid.
  • More caches for a clear Clearing a Survivors run now gives 1 cache on Normal, 2 on Nightmare, 3 on Hell and 4 on Inferno (it was none on Normal, 1 on Nightmare and 2 on Hell).

Fixed

  • Monk: Way of the Hundred Fists In Survivors, Way of the Hundred Fists now builds up its full combo instead of only throwing the weak first strike, and the other combo skills of the Monk do the same.
  • Necromancer: Blood Golem Fixed a rare error each time a Blood Golem was raised or changed.
Patch note picture: Vendors no longer sell out: Squirt's Essences and Wirt's Bell (artwork from the game)

Vendors no longer sell out: Squirt's Essences and Wirt's Bell

Squirt the Peddler's Essences and Wirt's Bell no longer sell out after one purchase; vendor stock is now endless like in the original game.

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Fixed

  • Endless vendor stock Squirt the Peddler's Essences and Wirt's Bell no longer sell out after one purchase; vendor stock is now endless like in the original game.
Patch note picture: Gems tab: ores, one Infernal Machine square and Soul Shards by Act (artwork from the game)

Gems tab: ores, one Infernal Machine square and Soul Shards by Act

Mining ores get three squares in the Gems tab, all four Infernal Machines share one, every Soul Shard has a square by Act, and each square says where to get its item.

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New

  • Mining ores in the Gems tab Leoric's Iron, Caldeum Dread-Iron and Angelic Quartz have a square each, in the column of squares on the right. With the stash open, right-click ore in your backpack and it goes there. Each square holds up to 9,999. Tashun the Miner at the refinery uses the ore you keep in the Gems tab as well as the ore in your backpack and other stash tabs.
  • Where to get it Right-click a Soul Shard, legendary gem or Infernal Machine square to open View Stack: its last line now tells you where the item comes from, for example which boss drops it.

Changed

  • All four Infernal Machines on one square The machines of Regret, Putridness, Terror and Fright now share one square, right above Ramaladni's Gift. It holds up to 999 of each machine. Right-click it to see how many of each you have. Machines that sat on the old squares move to the new one the next time you open your stash.
  • Soul Shards by Act The Red Soul Shard keeps its square. Each Act now has one more square for its shards: Act I (the Butcher), Act II (Belial), Act III (Azmodan), Act IV (Diablo) and Act V (Malthael). Each holds up to 10, and every shard keeps its own Hellforge Ember upgrades. Shards already in the old helm and weapon squares move to their Act's square by themselves.
  • Limits Legendary gems and Soul Shards are limited to 10 per square. Gems, Ramaladni's Gift and the consumables on the bottom row hold up to 999 each.
Patch note picture: Survivors stays smooth: hammers and corpses clear away (artwork from the game)

Survivors stays smooth: hammers and corpses clear away

Blessed Hammers and Necromancer corpses now disappear on their own, so a long Survivors run no longer slows down as the screen fills up.

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Fixed

  • Blessed Hammers no longer pile up The hammers thrown by the Crusader's Blessed Hammer used to stay on the ground after the skill was finished, so a long Survivors run left more and more of them behind and the game got slower. They now vanish a few seconds after they are cast.
  • Necromancer corpses fade away Corpses nobody used used to stay for the whole run. They now fade after about a minute (15 seconds in Survivors), and when there are very many the oldest ones go first. Your corpse skills still find the corpses around you, and damage, cooldowns and costs are unchanged.
Patch note picture: Soul Shards in the Gems tab (artwork from the game)

Soul Shards in the Gems tab

The Red Soul Shard and the Lords of Hell soul shards now have places in the Gems tab of your stash.

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Changed

  • Soul Shards have a place in the Gems tab The Red Soul Shard has its own square after the legendary gems, and the soul shards you win from the Act bosses share two more: one for the helm shards (Sliver of Terror, Shard of Hatred, Fragment of Destruction) and one for the weapon shards (Stain of Sin, Essence of Anguish, Dregs of Lies, Remnant of Pain). With the stash open, right-click a shard in your backpack and it goes to its square; the best-ranked shard is shown, and a right click on a square that holds more than one opens View Stack with every shard, its name and its rank. Every shard keeps its own Hellforge Ember upgrades. Each square holds up to 10. Take a shard out of the tab to use an ember on it or to socket it. Shards already in your backpack or tabs stay where they are until you move them.
Patch note picture: Paragon number on the portrait stays current (artwork from the game)

Paragon number on the portrait stays current

The paragon level under your hero portrait on the Start Game screen now follows the levels you gain, instead of showing the number from when you logged in.

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Fixed

  • Portrait paragon matches the game Your paragon level was always saved correctly, but the number under the hero portrait on the Start Game screen stayed at the value from login until you logged in again (for example 206 after a session that had reached 264). A new paragon level is now sent to your client as you gain it, and your level and paragon are refreshed again when you leave a game.
Patch note picture: Frozen elites slow you first, freeze you only when the ice bursts (artwork from the game)

Frozen elites slow you first, freeze you only when the ice bursts

The Frozen elite affix now slows you while you stand in its forming ice, and only freezes you when the ice bursts around you.

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Fixed

  • Frozen affix slows before it freezes The ice clusters that a Frozen elite drops hurt you but did not slow you down at all. Standing in a forming cluster now slows your movement and attack speed by 60% for 2 seconds (kept up while you stay in it). The freeze itself still comes only from the burst, three seconds later, and only if you are inside its blast.
Patch note picture: !commands and !account work for every player (artwork from the game)

!commands and !account work for every player

Typing !commands in chat now lists what you can use, and !account password and !account profile private|public work for every player.

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Changed

  • !commands and !account Until now !commands and everything under !account answered "Unknown command." for players. Now !commands lists the commands you may use (it used to show the ones you may not), !account password <new password> changes your password, and !account profile private or public hides or shows your hero page on the website.
Patch note picture: The Altar of Rites tree opens all the way (artwork from the game)

The Altar of Rites tree opens all the way

After the hub of the Altar of Rites tree you can now break the seals drawn right below it. Before, the tree stopped at the fourth row.

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Fixed

  • Altar of Rites: seals below the hub could not be broken Once the seals above the centre of the tree were broken, the next seals drawn under it answered "That seal is not reachable yet", so nobody could go further. The tree now follows its picture: every seal joined to a broken one can be broken, all the way down to the three potion powers. Nothing you already broke is lost.
Patch note picture: Kanai's Cube reforges come out identified (artwork from the game)

Kanai's Cube reforges come out identified

A legendary you reforge in Kanai's Cube now comes out identified, with every affix visible, the way it does in live Diablo III.

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Fixed

  • Reforged legendaries are identified Reforge Legendary Item in Kanai's Cube could hand you the new item as an unidentified '?' item that you then had to identify. The result is now always identified and shows all its affixes at once. Upgrade Rare Item, Convert Set Item and Upgrade Legendary Item already did this.
Patch note picture: Plague of Toads hurts again, Bone Spirit no longer drops you in Survivors (artwork from the game)

Plague of Toads hurts again, Bone Spirit no longer drops you in Survivors

Witch Doctor's Plague of Toads deals its damage again, and picking the Bone Spirit card as a Necromancer in D3 Survivors no longer disconnects you.

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Fixed

  • Plague of Toads does damage again The toads of the plain skill and of every rune that throws toads jumped around but hurt nobody (Rain of Toads and Toad of Hugeness were fine). They now deal their damage, in the normal game and as the Plague of Toads card in D3 Survivors.
  • Bone Spirit in D3 Survivors Taking the Bone Spirit card (or any of its rune cards) on a Necromancer could disconnect you from the game. It no longer does. Every Survivors skill and upgrade card of all seven classes is now tested the same way.
Patch note picture: Magic items are like live: one or two properties, level 70 values (artwork from the game)

Magic items are like live: one or two properties, level 70 values

Magic (blue) items now have one or two properties, as in live Diablo III, and magic and rare armor, jewelry and shields roll the same values as live instead of the higher Torment values.

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Changed

  • Magic items: one or two properties, never three We checked more than 22,000 level 70 items from recordings of the live game: a magic (blue) item has one or two properties, never three. Our server could still roll blue items with three, so they were stronger than any blue item in live. Now every blue weapon, armor piece, off-hand, ring and amulet that drops, comes from a chest, a Greater Guardian, a vendor, Kadala or Kanai's Cube has one property about a third of the time (about half of the time for rings and amulets) and two properties otherwise, like live. Lower-level blue items have a single property a little more often, also like live. Rare, legendary, set, Ancient and Primal items are not changed, and items you already own are not changed.
  • Magic and rare armor, jewelry and shields: live values In live Diablo III, magic and rare items of every kind roll their properties at the level 70 values and only legendary and set items go higher. Our weapons already did, but armor, rings, amulets and shields still rolled the higher ones, so a rare helmet could beat anything live drops. Now they match: a typical magic or rare armor, jewelry or shield main stat is about 15% to 20% lower than before, as in live. Legendary, set, Ancient and Primal items are unchanged, and so are items you already own.
Patch note picture: Weapons roll a damage range like in live Diablo III (artwork from the game)

Weapons roll a damage range like in live Diablo III

Legendary, set and rare weapons now always come with a damage range (for example +1196-1392 Lightning Damage) as one of their main properties, and magic weapons have one as often as in live Diablo III, so you no longer have to enchant one on at the Mystic.

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Changed

  • A damage range on every legendary, set and rare weapon Weapons used to drop without a damage range some of the time (for example Vengeful Wind with only Dexterity, Vitality, Attack Speed and Area Damage). Now every legendary, set, Ancient, Primal and rare weapon that drops, is gambled at Kadala, comes out of Kanai's Cube or is crafted has a damage range among its main properties: physical or an element, picked at random. It takes the place of one of the other main properties, so the number of main properties does not change, and Ancient and Primal weapons roll it in their higher ranges. Weapons that already have a damage range of their own are unchanged, and the Mystic still works as before. Weapons you already own are not changed.
  • Magic weapons: a damage range most of the time, as in live We checked 6,881 weapons from recordings of the live game: every rare weapon has a damage range, a magic (blue) weapon with two properties has one about nine times in ten, and a magic weapon with a single property about six times in ten. Our magic weapons now follow those numbers; before, only about one in twenty had one. On magic and rare weapons about six in ten of the damage ranges are the plain physical kind, as in live.
Patch note picture: Sweeping Wind shows its stack number (artwork from the game)

Sweeping Wind shows its stack number

The Monk's Sweeping Wind icon shows how many stacks you have again, and the full-stack bonus no longer runs out before the wind does.

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Fixed

  • Stack number on the Sweeping Wind icon The green number on the Sweeping Wind icon (1, 2 or 3 stacks) dropped back to 1 as soon as you reached three stacks. It now follows your stacks all the way to three.
  • Full-stack effects last as long as the wind At three stacks, the extra effects of Sweeping Wind (the rune bonuses such as Inner Storm and Cyclone) ran out on their own timer even while you kept hitting and the wind kept going. Every hit now keeps them going together with the wind.
Patch note picture: Vengeful Wind now adds Sweeping Wind stacks (artwork from the game)

Vengeful Wind now adds Sweeping Wind stacks

The Monk fist Vengeful Wind now does what it says: Sweeping Wind can stack up to 13 times instead of 3, and its damage goes up by the item's bonus.

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Fixed

  • Vengeful Wind: 10 more Sweeping Wind stacks With Vengeful Wind equipped, Sweeping Wind stayed at 3 stacks no matter what. It now goes up to 13 stacks (3 plus the 10 from the item), and the number on the Sweeping Wind icon counts all the way up. Take the fist off and the limit is back to 3.
  • Vengeful Wind: Sweeping Wind damage The damage bonus on the item (for example 674%) was not applied either. Sweeping Wind now deals that much more damage, and only Sweeping Wind does. The full-stack effects of Sweeping Wind (Inner Storm, Cyclone) still start at 3 stacks.
Patch note picture: Orek's welcome speech in rifts, and tidier friend status text (artwork from the game)

Orek's welcome speech in rifts, and tidier friend status text

Orek's short speech at the start of a Nephalem Rift plays again, and the status text your friends see is now in English.

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Fixed

  • Orek speaks at the start of a rift The short speech from Orek when you enter the first floor of a Nephalem Rift did not play. It does now.
  • Friend status text is in English The status your friends see (In menu, In Town, Adventure Mode, Nephalem Rift, Greater Rift level N, Challenge Rifts, Infernal Machine, Free for All) was partly in another language. It is English now.
Patch note picture: Hide your website profile with one command (artwork from the game)

Hide your website profile with one command

Your hero profile on the website is public like in the live game. Now you can hide it yourself: type account profile private in the game chat.

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New

  • account profile private Type account profile private in the game chat and your profile page on the website says that it is private. Type account profile public to show it again, or account profile on its own to see which it is now and your profile address. The website updates once a day, so a change shows up the next morning.

Changed

  • Profiles refresh every day The hero profiles on the website now update by themselves every morning with your heroes' newest gear, skills and levels.
Patch note picture: Inna's Mantra: your Life stays put when you pick up gear (artwork from the game)

Inna's Mantra: your Life stays put when you pick up gear

Wearing Inna's Mantra no longer takes Life off you when you pick up an item or put on a piece of gear.

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Fixed

  • Inna's Mantra: Life dropped when you picked up gear With six pieces of Inna's Mantra on a Monk, picking up an item (or putting on a piece or a gem) could make your Life bar drop as if you had been hit. The allies' bonus to your Life was switched off and on again at each pickup, and your Life share was cut each time. Your Life now stays where it was.
Patch note picture: Launcher 3.6.6: a real progress bar while it works (artwork from the game)

Launcher 3.6.6: a real progress bar while it works

The launcher now shows a real progress bar while it updates and downloads, so you can see that it is working and how far along it is.

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New

  • A progress bar for every long step While the launcher applies mods, prepares your game copy, downloads required mods, updates itself or checks your game files, the bar in the bottom-left corner now fills as it goes. When a step cannot say how long it will take, the bar shows a moving glow instead of sitting at 0%.

Changed

  • Follows your Windows settings The bar respects Windows' reduced-motion and high-contrast settings.
Patch note picture: The website has the new look (artwork from the game)

The website has the new look

The EliteLevelD3 website now matches the launcher and the HUD: dark warm panels, tan headings and glass.

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New

  • One look everywhere Every page of the website now uses the same dark, warm look as the launcher and the HUD, on a big screen and on a phone.

Changed

  • The character select is the same The animated hero lineup and the class pages work as before.
Patch note picture: Hero profiles on the website (artwork from the game)

Hero profiles on the website

Every player now has a hero profile page on the website, laid out like the Diablo III hero profile: your heroes, their gear, skills, stats, follower and Kanai's Cube powers.

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New

  • Your profile at /profile/YourName-1234/ Use your BattleTag with a dash instead of the hash. The career page lists your heroes with their level, class and hardcore or seasonal mark; open a hero to see the gear on the paperdoll, the skills and runes, the four passives, the follower and the Kanai's Cube powers. Hover an item for its details.
  • Private switch and downloads Profiles are public like the live game. Ask in the Discord ticket channel to make yours private. On a hero page you can download a snapshot of the hero or of the whole profile as a file.
Patch note picture: Fixes from your reports: Broken Crown, shop sales, Animosity, Puzzle Ring, Lut Socks, Kyoshiro's Soul, Sweeping Wind, Massacre, Hurricane and Dashing Strike (artwork from the game)

Fixes from your reports: Broken Crown, shop sales, Animosity, Puzzle Ring, Lut Socks, Kyoshiro's Soul, Sweeping Wind, Massacre, Hurricane and Dashing Strike

Eleven fixes from your reports: items, shops and the Cube behave as they should, and four skills now work like the real Diablo III 2.8 (Sweeping Wind, the kill bonuses, Hurricane and Dashing Strike).

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Fixed

  • Broken Crown gives the right gem When a gem drops, Broken Crown adds one more gem of the same kind as the gem in your helmet, but never better than Imperial. Before, a Flawless Royal gem in your helmet gave Flawless Royal gems, and a Soul Shard in your helmet gave you more Soul Shards. Legendary gems and Soul Shards now never give an extra drop.
  • Shops pay for the whole stack When you sold a stack of gems or materials to a shop you were paid for just one piece. You now get the price of every piece in the stack, and buying the stack back costs what you were paid. Gold already lost to this is not refunded.
  • New items roll the right class properties A new legendary or set item for one class (for example a Barbarian set chest) could roll properties of another class, such as Monk's Mystic Ally damage. New items now only roll class properties of their own class. Items you already own are not changed. The Mystic's list of choices follows the same rule.
  • Animosity Animosity gives +20 maximum Fury and 10% more Fury from everything that gives you Fury. Before, picking up or equipping things could fill or change your current Fury, and the passive did not give the extra Fury. Your current Fury is no longer touched when your stats update.
  • Puzzle Ring can be reforged Putting a Puzzle Ring in Kanai's Cube together with the Reforge Legendary materials now reforges it. Before, it turned into a Vault portal and your materials stayed. The ring on its own still opens the Vault. The same goes for the Bovine Bardiche and the Cow Level.
  • Lut Socks With Lut Socks, Leap can now be cast up to three times within 2 seconds before its cooldown begins. Before, the cooldown started at the first Leap.
  • Kyoshiro's Soul and Sweeping Wind Kyoshiro's Soul now works: Sweeping Wind gains 2 stacks every second it does not hit any enemy. Sweeping Wind itself now follows the real game: a stack is only gained on a critical hit (with the skill's proc chance, up to 3 stacks), and every hit you land keeps the 6 seconds going. Before, every single hit added a stack.
  • Massacre and the other kill bonuses The kill bonuses now start where the real game starts them: Massacre at 15 kills, Mighty Blow at 6, Destruction at 7 and Pulverized at 3 kills. You have 5 seconds between kills to keep a Massacre going (it was 4). Pulverized pays 10 experience per kill.
  • Hurricane and other pulls no longer drop monsters in walls Barbarian Whirlwind with the Hurricane rune pulls monsters toward you. A pulled monster is now stopped at the last safe ground on its way, so it can no longer end up inside a wall, over a gap or on the floor below or above. Knockbacks follow the same rule.
  • Dashing Strike charges come back Dashing Strike's charges now come back one every 8 seconds (less with cooldown reduction) whether you stand still, fight or run, and they keep coming back after a portal, a new map or a level-up. Before the skill could stay greyed out until you levelled up or entered a new map.
Patch note picture: Launcher 3.6.5: a new start-up picture, and EliteLevelD3 next to the live game (artwork from the game)

Launcher 3.6.5: a new start-up picture, and EliteLevelD3 next to the live game

The game opens with a new start-up picture, shows up as EliteLevelD3 in Task Manager so you can tell it from the live Diablo III, and gives clearer messages when it cannot start. Two mods that cut down the hosts-file changes are now switched on for everyone.

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New

  • A new start-up picture While EliteLevelD3 opens, the window now shows our logo on a panel of frosted glass instead of the stock Diablo III picture. It only changes your EliteLevelD3 copy, never your live game.
  • Less hosts-file fiddling The Server host and Shop host mods are now required, so the launcher installs them for you. With them on, the game finds our realm and the shop by their public names, and the launcher changes the Windows hosts file less than before. If the launcher says an update is needed, update it and press Play again.

Changed

  • Shows as EliteLevelD3 in Task Manager Your EliteLevelD3 game now calls itself EliteLevelD3 in Task Manager and in the file details, so you can run it next to the live Diablo III and always tell the two apart.
  • Clearer messages when the game cannot start If EliteLevelD3 cannot start, the launcher now says why in plain words, for example when your copy needs the older way of connecting and cannot run next to the live game, and it puts your PC back the way it was.
Patch note picture: Launcher 3.6.4: a new look, two games side by side, and the shop without the hosts file (artwork from the game)

Launcher 3.6.4: a new look, two games side by side, and the shop without the hosts file

The launcher has a new look, EliteLevelD3 and Diablo 3 Live can run at the same time, and the new optional Shop host mod lets the in-game shop work without changing the Windows hosts file.

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New

  • A new look The launcher takes the shape of its gold frame, with our logo standing over the corner. The Play button and the game switch glow and turn, and the picture changes every 10 minutes. Settings, Account and the other windows open over the logo.
  • Play ELD3 and Play D3 Live The big button now says PLAY ELD3 or PLAY D3 LIVE, and the game switch says ELITELEVELD3 and DIABLO 3 LIVE, so you always see which game you are about to start.
  • Shop host mod (optional) A new optional mod makes the in-game shop and its sign-in page open at shop.eliteleveldiablo.com. With the Server host mod and this one both on, the launcher no longer needs to change the Windows hosts file for the shop. We have not tested this on every PC yet: if the shop does not open for you, turn the mod off and tell us.

Changed

  • Two games side by side The game switch no longer locks while a game is running, and the launcher keeps a separate running clock for EliteLevelD3 and for Diablo 3 Live. Your EliteLevelD3 game now starts as EliteLevelD3.exe, so it is easy to tell apart from the live game.
Patch note picture: Launcher 3.6.1: fewer changes to your PC, and retired mods are removed (artwork from the game)

Launcher 3.6.1: fewer changes to your PC, and retired mods are removed

The launcher can now connect to our realm by its public name without changing system files when the Server host mod is on, and it removes mods your server has retired. Playing works as before.

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New

  • Retired mods are removed When a server replaces some of its mods with a new one, it can now tell the launcher to remove the old ones. The launcher removes them at the next check, so the new mod starts cleanly. Mods that did not come from our catalog are left alone.
  • Server host mod (optional) A new optional mod lets the game find our realm by its public name. Playing works exactly as before for now: the launcher still sets up the connection the usual way, and the full change comes in a later update.

Changed

  • No login addresses in the hosts file When your game was built with the Server host mod, the launcher no longer writes the Battle.net login addresses into the Windows hosts file and no longer adds the server certificate to Windows. The game finds our realm by its public name, play.eliteleveldiablo.com. Without the mod, the launcher works exactly as before.
  • Administrator rights are still needed The launcher still adds the addresses for the game's data files and for the shop to the hosts file while the game runs, and trusts the shop certificate, so it still asks for administrator rights. Removing those is planned for a later update.
  • Realm name The launcher shows our realm as play.eliteleveldiablo.com.
  • Safer start If the launcher cannot set your game up for our realm, it tells you and does not start it, instead of opening the wrong one. Repair my game in Settings puts it right.
Patch note picture: Crowd control, Kulle-Aid, Vision guardians and bounty fixes (artwork from the game)

Crowd control, Kulle-Aid, Vision guardians and bounty fixes

Crowd control reduction now really shortens stuns, freezes, fear and root, the Bottomless Potion of Kulle-Aid lets you burst through Waller walls, the guardians in Visions stay where they are, and many bounty events are fixed.

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Changed

  • Crowd control reduction shortens crowd control Crowd control reduction now really shortens stun, freeze, fear and root on you. Reduction from different sources (items, set bonuses, gems and passives) multiplies together, and gear with crowd control reduction now counts. Please tell us how it feels in play and whether anything still seems off.
  • Mantras and Laws stay on the buff bar The Monk mantras and the Crusader Laws now stay on the buff bar with a steady timer. The Laws also use the correct icons.

Fixed

  • Bottomless Potion of Kulle-Aid and Waller walls The Bottomless Potion of Kulle-Aid now lets you burst through the walls of a Waller elite for 5 seconds: the walls break when you touch them while the potion effect lasts. If the walls still block you, please tell us.
  • Vision guardians stay put The guardians in Visions can no longer be pulled, stunned, frozen or knocked around. Pulling effects such as Whirlwind no longer move them.
  • Bounty event fixes Thank you to everyone who reported broken bounties. The arrow of cursed chest events now points at the chest. Event monsters no longer spawn inside walls. The Carrion Farm and Gharbad events no longer wait for kills that already happened. Leoric's Manor bounties now count their kills. The crypt doors of Dataminer and Digger O'Dell are visible again. The four Aqueduct kill bounties (Yakara, Grool, Otzi and the Stinging Death Swarm) now spawn in the right place. The cave portal on the Forest Coast now leads to a cave. Found another bounty that does not work? Please keep sending reports from the Report Broken Bounty window.
Patch note picture: Crowd control reduction, traps, !buffs and buff icons (artwork from the game)

Crowd control reduction, traps, !buffs and buff icons

Crowd control reduction no longer climbs out of control, traps stay where they are, a new !buffs command lists the effects you are under, and many more skills show their icon on the buff bar.

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New

  • !buffs lists your effects Type !buffs in chat to see everything you are currently affected by and how long each effect has left.

Fixed

  • Crowd control reduction stays at its real value Crowd control reduction used to climb every time you changed gear or rejoined a game, and could show absurd values like 7,887%. It now stays at the real value. One thing is still open: crowd control reduction only shows on your character sheet and does not shorten stuns or freezes yet. We are looking into it.
  • Traps stay put Environmental traps such as furnaces, swinging axes and iron maidens can no longer be pushed or pulled by knockback or pulling effects, and they no longer walk around.
  • More skills on the buff bar Many skills now show their icon on the buff bar, including Ignore Pain, the Monk mantras (Salvation, Healing, Retribution and Conviction), Inner Sanctuary, the Crusader Laws and several passives. Salvation and the Laws should now show too. Not every skill has an icon yet and more are coming: if you spot a skill that is missing its icon, please report it.
Patch note picture: Gameplay fixes: Serenity, Greater Rift timer, Rolling Thunder, Sentries and Barbarian skills (artwork from the game)

Gameplay fixes: Serenity, Greater Rift timer, Rolling Thunder, Sentries and Barbarian skills

Eight fixes from your reports: Serenity now really protects you, the Greater Rift timer stays after you revive, and several Barbarian and Demon Hunter skills work the way their tooltips say.

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Fixed

  • Serenity blocks crowd control While Serenity lasts you can no longer be stunned, frozen, feared, rooted or knocked back. Its cooldown now starts when the effect ends, not when you cast it, and casting it again while it is active no longer wastes it.
  • Greater Rift timer after you revive The Greater Rift timer used to vanish from your screen after you died. It now comes back as soon as you revive and keeps counting.
  • Rolling Thunder reaches farther The shockwave of Hammer of the Ancients with Rolling Thunder now hits every enemy within the distance its tooltip gives, in a wide area in front of you, instead of a thin line.
  • Sentry Multishot shows its effect Your Sentries now show the Multishot effect when they fire it. The damage did not change, you just could not see it before.
  • Marauder 6-piece counts all your Sentries The bonus of the 6-piece Marauder set now counts every Sentry you have out, however far away it stands.
  • Overpower cooldown Overpower's cooldown started too early and the cooldown reduction from critical hits was applied wrongly. It now starts once, as it should, and shortens correctly.
  • Bash lands on time The damage of Bash now arrives at the right moment and follows your attack speed.
  • Whirlwind ends cleanly When you let go of the button, Whirlwind now stops right away instead of carrying on for a moment.
Patch note picture: D3 Survivors: a bigger Diablo, monsters that hunt you down and a new Survivor Rank shop (artwork from the game)

D3 Survivors: a bigger Diablo, monsters that hunt you down and a new Survivor Rank shop

D3 Survivors gets a tougher final fight, monsters that find you anywhere on the map, a new look for the Survivor Rank shop and Survivor Mirror, and no more cut-off text. Soul Level and Soul Rank are now called Survivor Level and Survivor Rank.

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New

  • A new Survivor Rank shop Edira's shop has a new look. All twelve perks are cards with their own picture, and the top of the window shows your Survivor Rank, the points you can still spend and your place on the Survivor Rank board.
  • A new Survivor Mirror The Survivor Mirror shows your Survivor Level, your bonuses, what each level rewards and how your last run was scored, all on one screen.
  • Run level and difficulty on your bar The bar at the bottom of the screen now shows the level you have reached in the run and the difficulty you are playing on.

Changed

  • Survivor Level and Survivor Rank Soul Level, Soul Rank and Soul Reborn are now called Survivor Level, Survivor Rank and Survivor Reborn everywhere in the game. Your progress is untouched.
  • A tougher final fight Diablo has 50 percent more life. Shadow Diablo hits twice as hard as Diablo did and is 50 percent bigger.
  • Monsters find you anywhere Every monster in a run knows where you are and walks straight toward the hero nearest to it, however far away it starts. Waves also appear farther out, so they close in on you from all around.
  • Waves trickle in A wave no longer drops all at once. Its monsters arrive over the first minute, and the game keeps a steady number of enemies on the field so the fight never goes quiet.

Fixed

  • Text that was cut off Longer texts in the Survivors windows, such as descriptions and notes, no longer end in three dots. They wrap onto the next line and you can read all of them.
  • Empty numbers in the shop The Survivor Rank, the unspent points and the place on the board were blank in the shop. They are filled in now, and accounts that are not on the board yet see a hint on how to get on it.
Patch note picture: D3 Survivors waves, bosses and the final fight (artwork from the game)

D3 Survivors: waves in stages, personal XP orbs, tougher bosses and a real final fight

D3 Survivors waves now walk in from farther away and in stages, every party member gets his own XP orbs, and the bosses are deadlier. Wave 25 is a five minute fight against Diablo and Shadow Diablo, and only beating the final boss in time earns your caches.

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New

  • Waves arrive in stages Each wave now comes in several stages, a few seconds apart, and the monsters walk in from farther away. You are no longer trapped by a whole wave at once.
  • Personal XP orbs Every monster you kill now leaves an XP orb for each party member. You only see and pick up your own, and each one pays its full value, so nobody has to race for them.
  • The Wave 25 final fight The last wave now lasts 5 minutes. Diablo is the final boss, and when his life is half gone he transforms into Shadow Diablo, who carries on with the life he has left. Beat him before the time runs out.

Changed

  • More life for every extra player Monsters get 50 percent more life for each extra player in your party, so a group is no longer a free ride.
  • Tougher bosses Bosses hit twice as hard but have 25 percent less life, and they hunt you down from anywhere on the map.
  • Urzael replaces Maghda The Wave 15 boss is now Urzael instead of Maghda.
  • A run is only won by beating the final boss Surviving to the end of the clock is no longer a win. A run is a success only if the final boss falls in time. If you lose the run or time runs out, there is no reward.
  • Results window and the way home The results window now shows how many Challenge Rift Caches you earned (they arrive in your mail) or that there was no reward, and it opens once you are back in the hub. You return to the hub 10 seconds after the run ends, with a countdown on screen.

Fixed

  • Legendary gem values Legendary gems now show the correct values on their tooltip after you log in again, and when you socket a gem or take it out.
Patch note picture: D3 Survivors: Soul Level, Soul Rank, Challenge Rift Caches and a new Game Settings screen (artwork from the game)

D3 Survivors: Soul Level, Soul Rank, Challenge Rift Caches and a new Game Settings screen

D3 Survivors now remembers you. Raise your Soul Level, climb Soul Ranks and spend them in the Soul Mirror shop, earn Challenge Rift Caches for every cleared run, and set up your run on the new Game Settings screen.

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New

  • Soul Level and Soul Rank Every run earns Soul Level experience for your account, from Soul Level 1 up to 100. Harder difficulties and cleared runs are worth more, and even a hero who falls early still earns half. Every level gives a small permanent bonus, and every 10 levels give a bigger one and unlock new skills. At Soul Level 50 you also get a fourth starting skill to pick from. At Soul Level 100 you can be reborn: your Soul Level starts again at 1 and your Soul Rank goes up by one, with a point to spend. Your unlocked skills and shop perks stay.
  • The Soul Mirror and Edira's Soul Rank Shop Click the Soul Mirror in the hub to see your Soul Level, Soul Rank, progress and place on the ranking, and to be reborn at level 100. Talk to Edira to open the Soul Rank Shop and spend your Soul Rank points on permanent perks such as more life, damage, speed and pickup range, extra rerolls and banishes, bigger card choices and more. One perk, Extra Cache, gives you a chance of one extra Challenge Rift Cache when you clear a run above Normal.
  • Challenge Rift Caches for a cleared run When you clear all waves of a run, each hero who was still there at the end and was not just standing around gets Challenge Rift Caches by mail: none on Normal, 1 on Nightmare, 2 on Hell and 4 on Inferno. A run you lose pays nothing. Open a cache in a normal Adventure game and its contents drop around your hero, only for you: 2 set items for your class (Ancient when you have unlocked Ancient items), 100 Reusable Parts, 100 Arcane Dust, 100 Veiled Crystal and 50,000,000 gold.
  • New Game Settings screen Choosing your class, starting skill and difficulty, inviting your party and pressing Ready now happens on a new D3 Survivors Game Settings screen before you enter the game. As soon as the party leader picks D3 Survivors, every member of the party sees the class and Ready screen at once, so nobody has to open it by hand. It needs launcher 3.5.0, which fetches the extra files by itself the next time you press Play.
  • Hub first, then a pylon vote Start Run now takes your party to the Challenge Rift hub instead of straight into the fight. Talk to Edira, visit the Soul Mirror and use the shops, then let the party leader click the Challenge Rift pylon when everyone is ready. Playing alone, the run starts at once. In a party, everyone gets a short countdown first. The old start window in the hub is gone, and the pylon no longer asks about the Butcher. The same party can go again after a run without setting everything up twice.
  • New bar at the bottom of the screen During a run the stock life and skill display is replaced by a new bar at the bottom of the screen with your life, experience, wave, timer and kills, and a skill column on the right showing your skills and their cooldowns.
  • Results window after every run When a run ends you see a results window with each hero's kills, damage and experience.

Changed

  • Tuned pacing Experience, damage and skill timing in a run have been tuned to give D3 Survivors a steadier pace. It is still being tested, so numbers can change.

Fixed

  • Inna's Reach (Monk) The Inna's Reach set bonus Increases Mystic Ally Damage now works: your Mystic Ally deals the extra damage, and the line is shown in the item's tooltip.
Patch note picture: The launcher sets up your game from your own Diablo III (artwork from the game)

The launcher sets up your game from your own Diablo III

Launcher 3.5.0 no longer downloads the game. It makes its own copy of the Diablo III you already have, and your own Diablo III is never changed.

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New

  • Set up your game from your Diablo III The first time you open the launcher it finds your Diablo III (version 2.8, English) and makes an EliteLevelD3 copy next to it. It is quick, you can pause it or close the launcher and carry on later, and the launcher checks every file at the end. You need about 20 GB of free space.
  • Repair my game Settings > Game > Repair my game checks the copy again and puts back any file that is missing or damaged.
  • Two copies If you already have an EliteLevelD3 folder, it keeps working. After a new copy the launcher asks which one to remove, and nothing is deleted until you say so.

Changed

  • No more game download The launcher no longer downloads the game from our server. If you play from your Diablo III folder itself, the launcher reminds you now and then to make your own copy; you do not have to.
  • English game only for now Diablo III in another language is not supported yet. The launcher tells you so and does not change your game.
Patch note picture: Legendary potions for 25 million gold, Armory and bounty fixes, D3 Survivors test (artwork from the game)

Legendary potions for 25 million gold, Armory and bounty fixes, D3 Survivors test

Legendary Potions sell for 25 million gold or break down into a Forgotten Soul, the Armory and New Bounties work properly, followers get their set bonuses, and a new test mode, D3 Survivors, can be tried at the Challenge Rift obelisk.

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New

  • Legendary Potions sell for 25 million gold A Legendary Potion now sells to a vendor for 25,000,000 gold. You can also salvage it for 1 Forgotten Soul.
  • D3 Survivors (test mode) D3 Survivors is a new mode where you hold out against waves of monsters. Click the obelisk in a Challenge Rift game, choose your class, a starting skill and a difficulty, and start alone or with your party. It is still being tested, so numbers and rewards can change. Tell us what you think and what looks wrong. The launcher fetches the extra files by itself the next time you press Play.

Changed

  • Followers get their set bonuses The set pieces your follower wears now count for him, so the set bonuses work on followers too.

Fixed

  • Armory Saved loadouts can be created, renamed, equipped and cleared and are kept. After a rift your loadouts no longer report missing items, and gems are no longer reported missing on the waist.
  • New Bounties board After New Bounties the old bounty markers are gone and only the new five are shown.
  • Greater Rift vote The Greater Rift vote no longer waits forever when a hero leaves or is still loading.
  • Town Portal in a party Each hero now gets a portal of his own back from town, shown only to him, instead of sharing one portal that each cast took over.
Patch note picture: Greater Rift leaderboards, hero profiles and Zoltun rift fixes (artwork from the game)

Greater Rift leaderboards, hero profiles and Zoltun rift fixes

The leaderboard window now shows real Greater Rift clears, hero profiles show what a hero really wears, and sand walls and barricades that blocked Zoltun rift maps are removed.

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New

  • Greater Rift leaderboards The leaderboard window now shows the real Greater Rift clears: highest rift level first, then the faster time. It has boards for all heroes, for each class and for parties of 2 to 4. Before, it showed an unsorted list of high-level heroes, and opening a row could fail.

Changed

  • Hero profiles show what the hero wears Clicking a hero in your friends list, party, chat or a leaderboard now shows only the gear worn, with the legendary item level, gem ranks, the number of sockets and the three Kanai's Cube powers, whether the hero is online or not.
  • What is not confirmed For the leaderboards, the numbers the window uses for classes, parties and the self-found and hardcore boards are guesses from old code, so some boards may show the wrong list or stay empty. Tell us which board looks wrong. In hero profiles, the item level of non-legendary gear and the ancient or primal mark are worked out by your game; tell us if they look wrong.

Fixed

  • Zoltun rift maps: invisible walls Players reported being stopped by something they could not see on the Zoltun maps (Zoltun's Archives and Zoltun Kulle's ruins). Sand walls, a barricade and a jail door that stood in the way are removed, and the exploding arches can be walked through. We checked 150 generated rift floors and find nothing cutting off the way to the exit. We could not walk them with a real client yet. If you are still stopped on a Zoltun map, tell us the map, the floor and the place.
Patch note picture: Death's Breath, more rare packs, Urshi gems and Hex chicken fixes (artwork from the game)

Death's Breath, more rare packs, Urshi gems and Hex chicken fixes

Death's Breath now drops from elite packs by Torment level, more elite packs are rare (yellow), one click picks up all nearby crafting materials, Urshi lists every gem you own, and Hex: Angry Chicken is usable in chicken form.

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Changed

  • Death's Breath by difficulty Each elite pack now gives a guaranteed number of Death's Breath for your difficulty, with a chance of one more, as in the real game. At Torment XVI that is 3 plus a 75% chance of a fourth. Lower difficulties drop less. Tell us if it feels off.
  • More rare (yellow) elite packs Players reported mostly blue packs. More of the elite packs are now rare (yellow). The total number of elite packs stays the same, only more of them are yellow instead of blue. Tell us if there are now too many or too few yellow packs; the amount can be adjusted.
  • Nemesis Bracers Using a shrine or pylon with Nemesis Bracers now brings a rare (yellow) elite pack instead of a blue one.
  • Crafting materials: one click picks up all nearby Click one crafting material on the ground (Death's Breath, Arcane Dust, Reusable Parts, Veiled Crystal, Forgotten Soul and the bounty materials) and the others close to you are picked up too, the same way gems work.

Fixed

  • Urshi lists every gem Urshi now shows every copy of a legendary gem you own, including the ones kept in the Gems tab of your stash. A player with four Gems of Ease saw only one.
  • Hex: Angry Chicken skills, potions and doors In chicken form your explosion skill, health potions and doors, chests and portals were blocked or grayed out. This is fixed on the server. It was tested with test heroes only, so please tell us if the skills still look grayed out on your screen.
Patch note picture: Rift fixes, Wall of Death, Vorgath hits harder, and more (artwork from the game)

Rift fixes, Wall of Death, Vorgath hits harder, and more

Rifts no longer hold cursed chests or set dungeon pillars, you can go back into an open rift from town, Wall of Death and Tall Man's Finger work again, Vorgath now hurts, and several crashes and item bugs are fixed.

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New

  • Rifts: Resplendent chests and a level 70 legendary chest Nephalem Rifts can now hold Resplendent chests and a level 70 legendary chest. Greater Rifts have no chests, as in the real game.

Changed

  • Vorgath, The Burning Maw hits much harder Players reported that Vorgath did not hurt, so his attacks now deal more damage: claws, hellfire rings, blood breath, meteors, soul pull and charge are all stronger, and your damage reduction counts for less against him. This is a balance change made on purpose to make the fight dangerous. Tell us if it is now too much.
  • Rifts: no set dungeon pillars or cursed chests The cursed chests and the set dungeon pillars no longer appear inside Nephalem Rifts and Greater Rifts, and the three set totems that did not belong there are gone.

Fixed

  • Back into your rift from town You can walk back into an open rift from town until it closes. A dead Rift Guardian no longer stops you. Upgrading gems at Urshi after the Guardian dies works again. Players reported being locked out of their own rift.
  • Wall of Death The Witch Doctor's Wall of Death animation and damage now follow the real game: the wall hits in ticks over its 6 seconds instead of dealing everything at once.
  • Tall Man's Finger Tall Man's Finger works again. Players reported that it did nothing.
  • Manajuma's Way and Hex: Angry Chicken Hex: Angry Chicken now turns you into the chicken. Manajuma's Way now works as described. Still being fixed: in chicken form the explosion skills can look grayed out, and doors, chests and potions cannot be used. Please tell us if you see anything else wrong.
  • Kanai's Cube: Convert Set Item keeps its level Converting a set item gives an item of the same level as the one you put in, not level 60. Players reported getting level 60 pieces from level 70 items. Items converted earlier are not changed by this fix.
  • Crash when turning in bounties with Tyrael Fixed a crash when talking to Tyrael to turn in bounties.
  • Gems and helms: no more lost helm after a crash Socketing a gem and then losing the connection no longer risks your item looking lost when you return. Players reported a helm that seemed to disappear. It was not deleted; if an item still looks missing after you log in again, tell us.
Patch note picture: Demon Hunter Sentries and Chakram now behave like the real game (artwork from the game)

Demon Hunter Sentries and Chakram now behave like the real game

Sentries now reach out 60 yards and each rune hits the way it does in the real game, Razor Disk lasts 3 seconds and spirals out around your target, and Marauder Sentries throw from their own spot at your target.

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Fixed

  • Chakram: Razor Disk and Boomerang A Razor Disk now flies for 3 seconds and spirals out to about 20 yards around its target before it ends. Boomerang discs thrown by a Sentry now come back to that Sentry, not to you. Report any Chakram rune that still looks wrong, with the rune name.
  • Sentry range and runes A Sentry now attacks enemies up to 60 yards away. Impaling Bolt hits as Lightning and pierces. Spitfire Turret fires one rocket at a random enemy. Polar Station slows enemies within 16 yards. Guardian Turret shields allies within 16 yards.
  • Embodiment of the Marauder: Sentry casts With four pieces, your Sentries now throw from their own spot at your target. A Sentry's own casts pick a random enemy within 60 yards. Each hero can trigger at most 12 Sentry casts a second, and at most 5 Sentries cast at once. Without the four pieces nothing changes.
Patch note picture: Embodiment of the Marauder: Sentries cast with you (artwork from the game)

Embodiment of the Marauder: Sentries cast with you

With four pieces of Embodiment of the Marauder, your Sentries now cast Elemental Arrow, Chakram, Impale, Multishot and Cluster Arrow whenever you do, and cast your equipped Hatred spenders on their own.

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Fixed

  • Marauder 4-piece bonus did nothing The bonus "Sentries cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do, as well as automatically cast your equipped Hatred spenders" had no effect. Now every Sentry you have out repeats your cast from its own spot, at no extra Hatred, and each Sentry also casts the Hatred spenders on your bar by itself while enemies are near. Without the four pieces nothing changes. If a Sentry's cast looks wrong for one of the five skills, tell us the skill and its rune.
Patch note picture: Keep dungeons: no more trip to Ghom (artwork from the game)

Keep dungeons: no more trip to Ghom

The way out of the first level of the Fortified Bunker, the Barracks, Battlefield Stores, the Foundry and the first two Keep Depths levels no longer takes you to Ghom's arena.

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Fixed

  • Fortified Bunker level 1 led to Ghom These dungeon levels had a copy of Ghom's gate standing on their exit, and clicking the exit could send you into his arena instead of the next level. The gate now stays only where it belongs, at the end of Keep Depths level 3, and the exit takes you down to level 2. If an exit ever takes you somewhere else, tell us the dungeon and what you clicked.
Patch note picture: Besieged Tower: monsters instead of hell fissures (artwork from the game)

Besieged Tower: monsters instead of hell fissures

Both floors of the Besieged Tower in Act IV are filled with demons again, not with hell fissures.

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Fixed

  • Besieged Tower full of hell fissures The two floors of the Besieged Tower were populated with more than a hundred hell fissures that stood there as monsters and little else. The fissures are now only part of the scenery, and the floors fill with the demons of the Spire. If you still see a floor with very few monsters, tell us the floor and how long you were there.
Patch note picture: Two flails: Punish always spins, walking fixed (artwork from the game)

Two flails: Punish always spins, walking fixed

Crusaders holding a two-handed flail in each hand now spin with Punish every time, and walk and run with both flails held properly instead of dragged behind. Update 1.3.0 of the Crusader mod installs the next time you start the launcher.

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Fixed

  • Punish with two flails With two two-handed weapons, Punish did not always play the spin of Twin Judgment. Every cast is now the spin.
  • Walking and running with two flails With two flails the walk looked backwards, with both blades trailing behind the Crusader. The walk and run poses were redone so the blades no longer trail behind. If a blade still passes through your hero in some pose, tell us the pose and your hero's gender.
Patch note picture: Crafted gear equips at the level it shows (artwork from the game)

Crafted gear equips at the level it shows

Gear crafted by the Blacksmith can be worn at the level its tooltip shows, so a level 14 sword no longer says you are too low at level 14.

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Fixed

  • Crafted gear: "You do not meet the required level" A crafted weapon or armor piece could show "Required Level: 14" and still refuse to be equipped by a level 14 hero, because the game was asking for level 15 behind the scenes. The level the game checks now matches the level on the tooltip. If you still cannot equip an item at the level it shows, tell us the item and your hero's level.
Patch note picture: Shrouded Moors map fixed (artwork from the game)

Shrouded Moors map fixed

The Shrouded Moors are built from map pieces that no longer lie on top of each other, so the minimap is clear and you can move after arriving at the waypoint.

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Changed

  • Salvage diagnostics Every salvage request is now noted on the server together with the item it was for, so we can find out why some items do not salvage. Nothing changes for you yet. If an item will not salvage, tell us which one.

Fixed

  • Shrouded Moors layout (overlapping map pieces) The Shrouded Moors used large map pieces at the entrance and exit that lay on top of the pieces next to them. The minimap showed stacked pieces, and a hero who arrived at the waypoint could not move properly. The pieces now sit side by side, the real waypoint stands in the middle of the Moors, and the way from the entrance to the waypoint and on to the exit is open. If anything in the Moors still looks wrong, type !pos on the spot and tell us.
Patch note picture: Tester fixes and the !pos command (artwork from the game)

Tester fixes and the !pos command

Rift doors, Demon Hunter casting and sentries are fixed, and a new !pos chat command lets you tell us exactly where a problem is.

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New

  • !pos chat command Type !pos in the game chat and it shows where you are standing: the area, your coordinates, which way you face and whether the spot is walkable. It also sends the same line to us. If you hit an invisible wall, a spot where you are stuck or a door that should not be there, type !pos right there and tell us the area and what happened. That is the fastest way for us to find and fix it.

Fixed

  • Doors in cathedral rifts Iron gates in cathedral rift floors no longer block the way. They are open from the start. Tell us with !pos if you still meet a gate in a rift that should not be there.
  • Sentry limit When you cast a sentry at your maximum, the oldest sentry now goes, not the one closest to you.
  • Evasive Fire: Focus The Focus rune no longer does a backflip.
  • Demon Hunter cast direction Shadow Power and other Demon Hunter casts no longer turn your hero to the left when you cast them without aiming at something.
  • Orbiter elites The orbs of the Orbiter affix now move on screen at the speed they really travel, so you can see where the damage is.
  • Vault and Tumble They no longer carry you onto ground that is not walkable in areas built from overlapping map pieces, such as the Shrouded Moors.
Patch note picture: Campaign quest rewards and journal (artwork from the game)

Campaign quest rewards and journal

Story quests now pay experience and gold for your hero level, and the quest journal ticks off objectives and moves on the way the real game does.

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Changed

  • Quest rewards by level On Normal difficulty a story quest step that has a reward now pays the experience and gold the real game pays for your hero's level, when you finish the step, including steps in the middle of a quest. Before, each quest paid one fixed amount at its end, too much at low levels and too little at high ones. Quests the real game pays nothing for at their end now pay nothing on Normal too, instead of a fixed amount. Other difficulties pay as before.

Fixed

  • Quest journal The objective of a step is now ticked off when you finish it, also for steps that end by a conversation, a new area, a door or walking up to someone. The last step of a quest shows in the journal and the next quest is announced once instead of twice.
  • To the Black Cult The journal no longer shows a "Talk to Leah" step that the real game skips.
Patch note picture: Rift exits fixed (artwork from the game)

Rift exits fixed

The way on to the next rift floor now shows as a proper portal, shut doors near it open, and a stuck floor shows you where the exit is.

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Fixed

  • Rift exits The way on to the next floor now shows as a proper portal in crypts, ice caves and similar floors instead of a blue glow, and shut doors near it open.
  • Stuck rift floors If you make no progress for a minute, the exit is shown on your map and you get a hint.
Patch note picture: Loot for the whole area, a reworked Chakram and Spirit Walk runes (artwork from the game)

Loot for the whole area, a reworked Chakram and Spirit Walk runes

Loot from a kill now drops for every hero in the area, the Demon Hunter Chakram and all its runes are reworked, Spirit Walk's runes work, the Greater Rift time text is fixed, and more legendary powers are in.

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New

  • Loot for the whole area When a monster dies, its loot (gold, gear, crafting materials and shards) now drops for every hero in that area, not only the heroes standing close. Experience still goes to the heroes near the kill.
  • More legendary powers Eight more legendary powers now work, among them hits against frozen enemies always being critical hits, Cold damage that can freeze enemies, a dagger thrown when you attack, draining life from nearby enemies, health globes that restore your resource and knockback pulses around you.

Changed

  • Spirit Walk The Spirit Walk runes now work: Jaunt lasts longer and Severance makes you run faster while it lasts.
  • Chakram The Demon Hunter Chakram is reworked: the discs now fly along their own path and hit everything they pass through, and every rune now plays differently. Twin Chakrams throw two discs, Boomerang flies out and back, Serpentine curves slowly through enemies, Razor Disk flies straight and then spirals outward, and Shuriken Cloud damages enemies around you every half second.

Fixed

  • Kill Malthael The Kill Malthael bounty now counts your progress, and Pandemonium Fortress level 2 has its waypoint where it should be.
  • Greater Rift time The message when you finish a Greater Rift now shows the time you had left instead of empty placeholders.
  • Uber door The door in New Tristram that starts the Uber fight can no longer be broken.
Patch note picture: Forty more legendary powers, Uber boss phases and fixes (artwork from the game)

Forty more legendary powers, Uber boss phases and fixes

Around forty more legendary powers now work as their tooltips say, Uber Diablo and Malthael play through their phases, rifts close cleanly, and a server freeze and a Treasure Goblin error are fixed.

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New

  • More legendary powers Around forty more legendary powers now do what their tooltips say, among them Chilling Aura, shields when you are hit, the Demonic Slave, ravens, the angry chicken, a Skeleton when you attack, lava when you hit and shrinking control effects. Powers that no item carries yet work as soon as an item grants them.
  • Furious whirlwind The legendary whirlwind power now moves you: when it triggers, you spin toward the enemy you hit while it deals damage, like the Barbarian skill.

Changed

  • Uber bosses Uber Diablo and Malthael now go through their fight phases like the original game.
  • Rifts Closing a rift and talking to Orek afterwards work correctly, and the cocoon markers show where they should.

Fixed

  • Server freeze A rare server freeze that could stop the game for everyone in a busy moment is fixed.
  • Treasure Goblin The Treasure Goblin no longer causes errors when several heroes are in town at once.
Patch note picture: Faster loot, better rifts, multi crafting and more (artwork from the game)

Faster loot, better rifts, multi crafting and more

Loot appears right away in parties, primal beams and map pings work, multi crafting is fixed, rifts and Greater Rifts follow the original game more closely, and the Treasure Goblin ring works.

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New

  • Treasure Goblin ring The ring now summons a goblin who collects normal-quality gear near you and drops a rare item for you after collecting enough.

Changed

  • Loot drops Boss and chest loot in a party no longer takes 5 to 10 seconds to show up. Items now appear right away.
  • Map pings and primals Legendary and set drops ping on your map, primal items show their red beam, and a legendary or primal you drop from your bag keeps its stats.
  • Boss portals Clicking a boss portal on your own takes you straight in. In a party, everyone still votes.
  • Greater Rifts Every hero gets four attempts at Urshi on a clean clear, with the bonus spent first. Orek now stands at the entrance and greets you. The player who opens a Greater Rift in a party no longer gets a join prompt, like the original game. The closing sequence and end screen follow the original game more closely.
  • Rifts and pylons Pylon buffs last the right time (Shield and Speed two minutes, Power and Channeling one minute), the Shield pylon no longer makes you invulnerable, champion packs drop three orbs, and rift pylons, shrines, exits and the Guardian show on your minimap.
  • Witch Doctor Spirit Walk Spirit Walk now makes you untouchable and hidden like the original, its cooldown starts when the walk ends, and your body double looks right to other players.
  • Uber bosses and Malthael The Heretic's Abode door, the Infernal Machine portals and the Realm of Fright entry and revive timers now work like the original game, and Malthael's arena plays his music.

Fixed

  • Multi crafting Crafting several items at once at the Blacksmith and Jeweler now shows all the results instead of only the first.
  • Kanai's Cube, Kadala and the Mystic Small mismatches with the original game when augmenting, extracting, buying from Kadala and enchanting are fixed.
Patch note picture: Boss votes, party fixes and about 90 more item powers (artwork from the game)

Boss votes, party fixes and about 90 more item powers

Boss encounter votes work like the original game again, party join and leave are fixed, and around 90 legendary, gem and set powers that did nothing now work.

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New

  • Legendary, gem and set powers About 90 legendary item, legendary gem and set bonus powers that used to show on the tooltip but do nothing now work. Check your gear: if a power never seemed to do anything, try it again.

Changed

  • Boss encounter votes When someone clicks a boss portal, every party member is asked to join, and you can decline, like the original game. The player who started it can go in without the rest.
  • Greater rift keystones A keystone is now guaranteed from the rift guardian in the situations where it was going missing.

Fixed

  • Party join and leave Accepting a party invite and leaving a game with a party no longer gets stuck or leaves you in a broken state.
Patch note picture: Vendor crash, dye line and loot beams (artwork from the game)

Vendor crash, dye line and loot beams

Fixed a crash when selling many items to a vendor, a stray missing-text line on items, and the map dots and beams of legendary, set and primal items.

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Changed

  • Selling to vendors Selling more than 12 items to a vendor could crash your game. The buyback row now holds the last 12 items you sold, like the original game, and the oldest one drops off when you sell another.
  • Item tooltips Items that were never dyed no longer show a '!!Missing!! - 52008' line. Dyed items still show their dye name.
  • Legendary, set and primal drops Legendary, set and primal items on the ground are now sent to your game the way the original servers send them, so they show on the map and minimap and primals get their red beam.
Patch note picture: Change your password in the launcher (artwork from the game)

Change your password in the launcher

Launcher 3.4.0 lets you change your password, and asks for a new one when you sign in with a temporary password from the server owner.

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Changed

  • Change password Account > Change password... sets a new password. You need the password you have now, so nobody can change yours with just your account name.
  • Temporary passwords If the server owner reset your password, sign in to the launcher with the temporary one and it asks you to choose your own right away. The temporary password stops working once you do.
Patch note picture: Fewer game crashes (artwork from the game)

Fewer game crashes

Fixed the crash many players hit when changing areas, using town portals or leaving a game.

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Changed

  • Crash fix The game could crash right after a loading screen, when taking a portal or returning to the menu. The server reused the numbers it gives to everything on screen too quickly, so the game sometimes mixed up your hero with an item. The numbers now work the way the original servers did.
  • Legendary potions A legendary potion in your potion slot now always loads as yours, so it can no longer stop you from entering a game.
Patch note picture: Jeweler sees your Gem Stash (artwork from the game)

Jeweler sees your Gem Stash

Covetous Shen now counts the gems in your stash and Gem Stash, so the craftable count and multi-craft work without opening the stash first.

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Changed

  • Gem crafting The jeweler counts gems in your backpack, stash and Gem Stash. The 'how many can I craft' number and the multi-craft count use all of them and update after each craft.
  • Crafted gems stack Crafted gems join the stack of the same gem in your backpack instead of filling it with stacks of one, and a craft no longer drops gems on the ground when the backpack is full.
Patch note picture: Greater Rift vote fixes, revive anywhere, Tyrael's turn-in (artwork from the game)

Greater Rift vote fixes, revive anywhere, Tyrael's turn-in

The party Greater Rift vote now works for everyone, you can always revive at your corpse, and Tyrael shows his ! for every player when bounties are ready.

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Changed

  • Greater Rift vote Accepting no longer counts as declining. The player who opens the rift gets the prompt too, the rift portal only opens once the rift starts, and only the players who accepted can enter. Monster health scales to the players in the rift, not everyone in the game. Chat now shows hero names.
  • Revive at corpse Reviving at your corpse works everywhere again (it used to run out after a few deaths). Boss fights still send you to town or the checkpoint.
  • Bounty turn-in Every player in the game now sees the ! over Tyrael when an act's bounties are done, including players who joined later or came back after a disconnect.
  • Kanai's Cube Ashbringer and Corrupted Ashbringer can now be extracted into Kanai's Cube (needs The Twilight Covenant 1.3.5, the launcher installs it).
  • Kill the Warden The bounty's map arrow in Halls of Agony now points toward the Highlands Crossing, the way to the Cursed Hold.
Patch note picture: Party Greater Rifts, fewer drops, calmer zones (artwork from the game)

Party Greater Rifts, fewer drops, calmer zones

Greater Rifts in a party now work like live: everyone votes, everyone goes in together. Plus fixes for being dropped from games, monsters appearing on top of you and wrong item borders on profiles.

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Changed

  • Greater Rifts in a party When someone starts a Greater Rift, everyone in the game gets the accept prompt, and a checkmark or an X shows on each portrait. When all have accepted, the whole party is pulled in together. If someone declines, the leader chooses to start without them or cancel; a canceled rift gives the keystone back.
  • Closing a Greater Rift Orek waits in town, not inside the rift. Before Urshi arrives, the player who started the rift can close it at Orek. Once Urshi is there, the rift can only be closed after everyone has used their gem upgrades.
  • Fewer drops from games Going AFK for 15 minutes now takes you back to hero selection instead of closing the game, and joining a game that has been running a while no longer kicks you as AFK. Joining your party's game while someone is loading no longer puts you in a game of your own.
  • Monsters and profiles Monsters no longer appear right on top of you as you walk into a new area. Hero profiles no longer show ancient or primal borders on items that are neither.
Patch note picture: A game crash fixed, bounty zones calmer (artwork from the game)

A game crash fixed, bounty zones calmer

Some legendaries with extra properties could crash the game. Kill bounty zones no longer send a crowd of monsters straight at you.

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Changed

  • Crash fix A few legendary and set items (Hallowed Baton, Asheara's Gait and others) carried more properties than the game can show, and having them in view could crash the game. They now show up to six, and the item itself keeps all its stats.
  • Kill bounties Entering a kill bounty zone used to drop monsters all around you that rushed in at once. Any extra monsters a bounty needs now wait out in the zone, in small packs away from you, like the rest of the map.
  • Nemesis Bracers Nemesis Bracers (worn or on your follower) bring a champion pack when you use a shrine or pylon.
Patch note picture: Followers: shared loot stats, Emanates and a portrait fix (artwork from the game)

Followers: shared loot stats, Emanates and a portrait fix

Your follower now shares all of her Magic Find and Gold Find with you, every Emanates item works like on live, and the vanishing follower portrait is fixed.

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Changed

  • Shared stats You get 100% of your follower's Magic Find and Gold Find (live gives 20%) and 25% of her bonus experience.
  • Emanates items work All 15 items marked (Emanates) now do their job when your follower wears them: Goldskin, Avarice Band, Gloves of Worship, Nemesis Bracers, Gladiator Gauntlets, Rakoff's Glass of Life, Krede's Flame, Dovu Energy Trap, Custerian Wristguards, Broken Crown, The Flavor of Time and the rest.
  • Follower portrait fix After playing in a party, your follower could vanish from beside your portrait and her gear could not be changed until you hired someone else. She now comes back on her own when you are solo again.
Patch note picture: Every rift floor has a way to the next level (artwork from the game)

Every rift floor has a way to the next level

The glowing portal with no name on some rift floors is gone, and every floor now has a working portal to the next level.

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Changed

  • No more portals that lead nowhere Some rift floors (Ice Caves, Crypt, Corrupt Spire, Root Cave and others) had a glowing portal with no name that did nothing when clicked. It looked like the way on, so rifts seemed stuck. It is now removed from every Nephalem and Greater Rift floor.
  • A way on, always Every rift floor except the last has a real portal to the next level. If a floor ever has none, one appears while you play it. If the monsters you can reach still cannot fill the bar, monsters come to you as before and the Guardian still comes.
Patch note picture: Ramaladni's Gift from Greater Rifts, Hellforge Embers from the World Boss (artwork from the game)

Ramaladni's Gift from Greater Rifts, Hellforge Embers from the World Boss

Greater Rift Guardians can now drop Ramaladni's Gift, and the World Boss now always drops a Hellforge Ember at Torment I or higher.

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Changed

  • Ramaladni's Gift Every Greater Rift Guardian has a 10% chance to drop a Ramaladni's Gift for each player in the rift. This is now the only place it drops; the Ancient strongbox in Greed's realm no longer gives one.
  • Hellforge Embers The World Boss now drops one Hellforge Ember for every hero who gets its loot, on Torment I or higher. This is now the only place Embers drop.
Patch note picture: Soul Shards outside seasons (artwork from the game)

Soul Shards outside seasons

Soul Shards and Hellforge Embers now drop in every game mode, not only in seasons.

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Changed

  • Where Soul Shards drop Each Act boss can drop its own Soul Shard (15% per kill): the Butcher, Belial, Azmodan, Diablo and Malthael. Azmodan and Diablo each roll for both of their shards. Rift Guardians and other monsters no longer drop shards.
  • Hellforge Embers Any boss, including Rift Guardians, has a 15% chance to drop a Hellforge Ember. Normal monsters and elites no longer drop them.
Patch note picture: Crash reports from the launcher (artwork from the game)

Crash reports from the launcher

When your game crashes, the launcher now sends us the game's crash log by itself, so we can fix crashes without asking you for files.

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New

  • Crash reports After every game, launcher 3.3.0 sends the end of the game's own log and, if the game crashed, its crash dump and error report. Games that end normally are sent too, so we can compare. Nothing else on your PC is read, and no password is ever in it.
  • You can turn it off Settings > General > Crash reports > Send crash reports. It is on by default.
Patch note picture: Party invites that go away (artwork from the game)

Party invites that go away

Party invites no longer come back after you answer them, and an old invite can no longer throw you out of your party.

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Fixed

  • The invite popup kept coming back A party invite you declined, or one for a party you were already in, popped up again after every game. Now an invite goes away once you answer it, and joining a party clears the other invites to it.
  • Kicked out of the party by an old invite Accepting an old invite or using Join Party on a friend could fail with "There was a problem joining the party (Code 4)", take you out of your party and your game, and leave you at the hero screen. If the party still exists, you now just join it and go into your friend's game.
  • Code 1 and "The party is performing another operation" Declining a leftover invite gave Code 1. After that, Leave Party said the party was busy (Code 316712), and Resume Game hung on "Entering game...". All three came from the leftover invite and are gone.
Patch note picture: Smoother party play (artwork from the game)

Smoother party play

Joining a friend's game is much faster, a party gets a new leader when the leader crashes or disconnects, and joining no longer ends with "There was a problem creating the game."

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Fixed

  • Faster party joins Joining a party member's game used to sit on the loading screen for about 15 seconds longer than starting your own game. That wait is gone.
  • A new leader when the leader drops If a player crashed or lost the connection, he stayed in the party, and if he was the leader nobody else could start a game. Now he leaves the party like a normal leave, and the next player becomes the leader.
  • "There was a problem creating the game" Some joins into a game that was already running stopped with this message (code 300007). Those joins now go through.
Patch note picture: Kadala takes your Blood Shards again after a rift (artwork from the game)

Kadala takes your Blood Shards again after a rift

Kadala sometimes refused to sell even when you had enough Blood Shards, usually right after a rift. That is fixed, and if she ever says no she now tells you why.

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Fixed

  • Buying from Kadala Blood Shards you picked up in your current game were not counted when you bought from Kadala, so after a rift she could refuse until you logged out and back in. Every shard on your screen now counts, and buying with exactly enough shards works.
  • Kadala tells you why If Kadala can't sell you something, a message now says why (for example not enough Blood Shards, or her table was refreshed while the window was open). No shards are ever taken when she doesn't give you an item.
  • No more Conqueror's armor from Kadala Kadala sometimes gave Conqueror's Shako, Cuirass, Gauntlets, Legguards, Pauldrons or Sabatons. Those are Season 1 transmog looks, not real gear, and they no longer come from her or from any other drop.
Patch note picture: Bounty targets wait for you out in their zone (artwork from the game)

Bounty targets wait for you out in their zone

The unique you hunt in a kill bounty now waits somewhere out in its zone, as on live, instead of appearing right beside you. Follow the map marker to find it.

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Changed

  • Kill bounties The bounty's unique used to appear a few steps from you as soon as you killed your first monster in its zone. Now it stands far out in the zone from the moment you arrive, always somewhere you can walk to, and the map marker shows where. If it ever cannot be reached, it still comes to you once the kill count is done.
Patch note picture: the View Stack window next to the inventory (game screenshot)

View Stack for your legendary gems, and stash tab icons that stay

Right-click a stacked legendary gem on the Gems tab to see every copy in its own window and take out the one you want. Your stash tab icons now stay after you log out.

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New

  • View Stack window On the Gems tab, right-click a legendary gem that has two or more copies. A window opens next to your inventory that lists every copy with its rank. Right-click a copy or drag it to your backpack to take it out. "Back to the stash" returns you to the stash, and the window closes by itself when the last copy is gone. You need to be near your stash.

Changed

  • Gems tab icon The Gems tab now uses the game's own gems icon. Its icon can't be changed.

Fixed

  • Stash tab icons reset The icon you pick for a stash tab (right-click the tab) now stays after you log out and back in. Before, every tab went back to its default icon. Tabs 14 to 16 still use their default icons for now.
Patch note picture: Tashun's Ore Refinery (artwork from the game)

Tashun's Refinery gets its own window, and tooltips show refined values

Tashun's Ore Refinery is now its own window: drop an item on it, pick a property and refine. Your item tooltips now show the refined values. This update needs launcher 3.2 or newer.

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New

  • The new refinery window Talk to Tashun the Miner in New Tristram and only the refinery opens, together with your inventory. Right-click an item in your backpack or drag it onto the sphere in the middle, pick the property and press Refine. Take the item out by clicking it, or close the window and it goes back to its place in your backpack. The window also closes when you walk away from Tashun.
  • Tooltips show refined values After a refine, the item's tooltip and your character sheet show the new value right away, also after you log out and back in.

Changed

  • No more arrows or shop window The arrows to step through your items and the shop and repair window behind the refinery are gone. Tashun no longer repairs or sells; use any other vendor for that.
  • Mystic first, then refine The Mystic can no longer enchant an item once it has been refined, because the enchant would undo the refined values. Enchant the property you want first, then refine it.
  • Launcher 3.2 needed This update needs launcher 3.2 or newer. If Play shows UPDATE LAUNCHER, or the launcher offers an update, press Update now. Older launchers can't build the game with the new mods: update in Settings > Check for updates.
Patch note picture: Adventure Mode doors open, boss fights as live (artwork from the game)

Adventure Mode doors open, boss fights as live

Adventure Mode now plays as if the campaign is finished everywhere: quest gates, bridges and barriers that the story opens are open, starting with the gate before the Skeleton King's throne. Boss fights follow the original rules: no leaving until the boss is dead, and a wipe resets the fight.

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Fixed

  • The Skeleton King's gate is open The gate right before Leoric's throne was shut with a floating lock in Adventure Mode. It is now open from the start, as in the original. The way down under his throne only opens after you defeat him.
  • Quest gates open in every act Gates, bridges and barriers that the campaign opens along the way were closed in Adventure Mode, so you needed a movement skill to get past some of them. They now start open in all five acts, checked against recordings of the original game.
  • Boss fights as in the original During a boss fight you cannot Town Portal, take a waypoint or a portal out until the boss is dead. If you die you revive in town or at the checkpoint (not at your corpse), and when nobody in the fight is left alive the boss resets to full health so you can try again.
Patch note picture: Visions follow live's map edges (artwork from the game)

Visions follow live's map edges

Visions of Enmity no longer let you walk far past where the original game stops you, and nothing spawns there any more. Monsters, the carrier and the portal to the next vision now always stand on ground you can walk to, never inside a gate.

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Fixed

  • Portals are never stuck in a gate When the carrier died next to a gate or a doorway, the portal to the next vision could open inside the gate, where you could not click it. The portal now opens on open ground next to where the carrier fell, and if that spot is out of reach, next to you.
  • No more walking off the map Several visions let you walk much further than the original: the cliff tops around Tale's End, the whole bog around Festering Pit, the roads past the gates of Fond Memory and Tristram's Fate, and more. Those areas are now closed off where the original closes them, in 11 of the 15 visions.
  • Monsters where you can reach them Monsters, rare packs and the carrier now only spawn on open ground inside the vision's real area, never behind a gate, in a doorway or out past the edges, so every vision can be cleared.
Patch note picture: Rifts always reach 100%, ore nodes in the open world only (artwork from the game)

Rifts always reach 100%, ore nodes in the open world only

A rift can no longer get stuck short of 100%: every monster stands where you can reach it, and if the bar still cannot be filled, more monsters come to you. The floating hex maze floor is out of the rifts for now, and ore nodes now appear in the open world only.

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Fixed

  • No more rifts stuck short of the Guardian Some rift floors had monsters you could never reach (on islands, over the void, or in hex maze rooms no portal led to), so the bar stopped at 55% or 79%. Monsters and chests now always stand on ground you can walk to, and when the monsters left in reach cannot fill the bar (no way on, or no progress for a minute), packs of the floor's own monsters come near you until the Guardian appears.
  • Hex maze floors taken out of rifts The Pandemonium hex maze (stone platforms floating over the void, joined by many look-alike portals) no longer appears as a rift floor until it is rebuilt to play like the original.
  • Ore nodes are open world only Rifts (Nephalem, Greater, Challenge and Ascension) no longer turn chests into ore nodes or show ore markers on the map. Their chests are normal chests again. Ore nodes stay in the open world of Adventure Mode from Torment I.
Patch note picture: Smart Loot fixes (artwork from the game)

Smart Loot fixes

Six class sets were treated as anyone's, so smart loot handed them to every class. They now drop for their own class only, the same for chests, monsters, Kadala and Kanai's Cube.

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Fixed

  • Class sets go to the right class Might of the Earth (Barbarian), Thorns of the Invoker (Crusader), The Shadow's Mantle (Demon Hunter), Monkey King's Garb (Monk), Raiment of the Jade Harvester (Witch Doctor) and Vyr's Amazing Arcana (Wizard) have no class mark on their pieces, so the server counted them as anyone's. A Wizard could get Eyes of the Earth from a smart drop. Now they only count as smart loot for their own class.
  • What to expect In a test of 2,000 Resplendent chests on a Wizard, about 90% of the legendaries were for the Wizard. The rest is the normal small share of drops for any class, as in Loot 2.0, which can still include other classes' items.
Patch note picture: Resplendent chests always give their legendaries (artwork from the game)

Resplendent chests always give their legendaries

Resplendent chests now always give their guaranteed legendaries (about 1 in 3 was a rare).

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Fixed

  • Guaranteed means guaranteed Every legendary a Resplendent chest promises (1 below Torment, 2 at Torment I-V, 3 at VI-X, 4 at XI-XV, 5 at XVI) is now a real legendary at your level. Before, about 1 in 3 of them came out as a rare.
Patch note picture: Mining: real ore nodes and a mining bar (artwork from the game)

Mining: real ore nodes and a mining bar

Ore nodes now look like ore: Leoric's Iron, Caldeum Dread-Iron and Angelic Quartz stand where the chests were, in their own 3D models. Mining a node takes 3 seconds with a progress bar, like Town Portal.

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New

  • Ore you can see In Adventure Mode from Torment I a node is a lump of iron, a dark red Dread-Iron cluster or a bed of Angelic Quartz crystals instead of a chest. Click it to mine it.
  • Mining bar Mining a node takes 3 seconds: your hero kneels and the bar fills, like casting Town Portal. Then every hero near the node gets their ore.
  • Ore on the ground Ore you drop on the ground shows its own model too.

Changed

  • Launcher The launcher installs the new ore models by itself when you press Play.
Patch note picture: Level 70 heroes get only level 70 gear (artwork from the game)

Level 70 heroes get only level 70 gear

At level 70 some magic and rare items still dropped as level 60-69 gear. Now everything a level 70 hero gets is level 70, as on live.

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Fixed

  • No more level 60 gear at 70 Magic, rare and white items from monsters, chests, vendors and Kadala are now always level 70 (item level 70, requires level 70) for a level 70 hero, also from lower-level monsters. Legendaries were already level 70. Below level 70 nothing changed.
  • Items you already have Level 60-69 items already in your stash or backpack are not changed. Salvage or sell them; new drops are level 70.
Patch note picture: Tashun's refinery now starts at 50% (artwork from the game)

Tashun's refinery now starts at 50%

Tashun refines a property from 50% of its range now, not 70%. The Mystic rolls up to 70%, so a reroll is far more likely to give you something Tashun can work on.

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Changed

  • Refining from 50% A property from 50% of its range can be refined. Ten new cheap steps take it from 50% to 70%: Leoric's Iron only (4 to 8 a step), 2M to 8M gold, 90% chance. From 70% to perfect nothing changed.
  • The step shown matches the roll The window now always names the right step for the current roll, so the cost you see is the cost you pay.
Patch note picture: Bounty grounds: 18 new champion bounties in Acts IV and V (artwork from the game)

Bounty grounds: 18 new champion bounties in Acts IV and V

Bounty boards in Acts IV and V can now send you to a bounty ground: a portal in the zone leads to Leoric's Garden or the Swr ground, where three champion packs come one after another.

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New

  • Bounty grounds 18 new bounties: find the bounty ground's portal in the bounty's zone, step through, and kill the three champion packs that come one after another. A portal takes you back out. Grounds: Leoric's Garden and the Swr ground, from five zones in Act IV and four in Act V.

Changed

  • Board size About one board in two in Acts IV and V now holds a bounty ground; that act then has one kill bounty fewer.
Patch note picture: Tashun's Ore Refinery: take a property from 70% to perfect (artwork from the game)

Tashun's Ore Refinery: take a property from 70% to perfect

Tashun the Miner in New Tristram now refines your gear with the ore you mine in Adventure Mode: one property at a time, 2% of its range a step, from 70% all the way to perfect.

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New

  • The refinery window Click Tashun the Miner in New Tristram. Pick an item with the arrows (anything in your backpack or worn), then the property to refine. The window shows where the roll sits in its range, the value after one more step, the perfect value, what the step costs and your ore.
  • How refining works A property can be refined from 70% of its range (lower: reroll it at the Mystic first). Each refine adds 2% of the range and never goes past the item's own maximum (for Ancients, the Ancient range). Steps 1 to 5 use Leoric's Iron and succeed 75% of the time, steps 6 to 10 add Caldeum Dread-Iron at 50%, steps 11 to 15 add Angelic Quartz at 15%.
  • Costs From 10 iron and 10M gold for the first step up to 137 iron, 55 Dread-Iron, 22 quartz and 200M gold for the last. A failed refine uses up the ore and gold of that try; the item itself is never damaged.

Changed

  • Tashun's shop Tashun's window is now his refinery. The launcher installs it by itself when you press Play. Players on the old client can refine with !refine in chat.
Patch note picture: Smart loot no longer gives other classes' legendaries (Kanai's Cube, Kadala, drops) (artwork from the game)

Smart loot no longer gives other classes' legendaries (Kanai's Cube, Kadala, drops)

Kanai's Cube Upgrade Rare, Kadala and the smart part of drops now only give legendaries and set pieces meant for your class. A Wizard upgrading a staff no longer gets Wormwood, whose power is for the Witch Doctor's Locust Swarm.

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Fixed

  • Legendaries for your class Smart loot used to check only whether your class can use the item type, so a Wizard could get a Witch Doctor staff like Wormwood, or another class's set piece. Now a legendary whose power is for another class's skills, and pieces of another class's set, are left out of Kanai's Cube Upgrade Rare, Kadala's gambles and the smart part of drops. Items for every class, like Ring of Royal Grandeur or Convention of Elements, still come to everyone. Drops still sometimes give an item for another class, as in the original game.
  • Equipping follows the item's class The server now also refuses an item your class cannot use, with the same item types as the original game (a Wizard cannot wear a mojo, for example). The game client already greyed these out.
Patch note picture: Mining: chests in Adventure Mode are ore nodes now (artwork from the game)

Mining: chests in Adventure Mode are ore nodes now

From Torment I every regular chest in Adventure Mode is an ore node. Mine it for Leoric's Iron, Caldeum Dread-Iron and Angelic Quartz. Collect ore now: Tashun the Miner in New Tristram opens his refinery soon, and refining takes a property from 70% to perfect.

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New

  • Ore nodes In Adventure Mode from Torment I every regular chest is an ore node: click it as you would open a chest and every hero near it gets 1 to 5 ore instead of the chest's loot. Resplendent chests stay chests. Below Torment I chests are unchanged. Nodes show on the minimap when you get close.
  • Three ores Leoric's Iron from Torment I, Caldeum Dread-Iron from Torment III and Angelic Quartz from Torment V. At Torment I and II every node is iron; at III and IV 72% iron and 28% Dread-Iron; from V on 65% iron, 25% Dread-Iron and 10% Angelic Quartz. The first time you find an ore you get a message.
  • More ore on higher Torment Every Torment level above the one where an ore first appears gives 5% more of it. At Torment XVI that is 75% more iron, 65% more Dread-Iron and 55% more quartz.

Changed

  • Where your ore goes Ore stacks in your backpack and can go into your stash. The launcher installs the new ore pictures and names by itself when you press Play.
Patch note picture: Resplendent chests: more of them, guaranteed legendaries, and a gold price (artwork from the game)

Resplendent chests: more of them, guaranteed legendaries, and a gold price

Resplendent chests now appear about four times as often in Adventure Mode and always hold legendaries, up to 5 at Torment XVI. Opening one costs gold. The Mystic now rolls a property up to 70% of its range; the rest of the way will come from mining.

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New

  • Guaranteed legendaries Every Resplendent chest drops legendaries for each hero near it, on top of its normal loot: at least 1 below Torment, 2 at Torment I to V, 3 at VI to X, 4 at XI to XV and 5 at Torment XVI.
  • More Resplendent chests In Adventure Mode a level area has about four times as many Resplendent chests as before.

Changed

  • Resplendent chests cost gold to open Normal 2M, Hard 5M, Expert 10M, Master 25M, Torment I 100M and 10M more for each Torment level (Torment XVI: 250M). The price is the same for every hero level. Without enough gold the chest stays shut, and you can come back and open it later in the same game.
  • The Mystic rolls up to 70% A new roll at the Mystic is now at most 70% of the property's range (for Ancients, of the Ancient range). Keeping the current property is always one of the choices, so a property that is already higher loses nothing, and the gear you have now is unchanged. Taking a property from 70% to perfect is what the coming mining and refining system is for.
Patch note picture: Kill Malthael is back, and the Ruins of Corvus waypoint works every time (artwork from the game)

Kill Malthael is back, and the Ruins of Corvus waypoint works every time

These bounties can be completed again: Kill Malthael. The Ruins of Corvus waypoint no longer fails, and the Vile Cavern portal shows the right level.

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Fixed

  • Kill Malthael The exit of the Pandemonium Fortress level 2 led back to level 1. It now leads to Malthael's door, and the bounty is back on the boards.
  • Ruins of Corvus waypoint About one time in four the Ruins of Corvus waypoint did nothing, so Adria, Bari Hattar and Nak Qujin could not be reached. It works every time now.
  • Vile Cavern portal name The portal from the Vile Cavern level 1 into level 2 was called Level 1. It now says Level 2. Thanks for the report!
Patch note picture: Eight more bounties back, the Forest Coast opens, 12 new event bounties (artwork from the game)

Eight more bounties back, the Forest Coast opens, 12 new event bounties

These bounties can be completed again: Kill the Old Man, Templar Inquisition, Kill Diablo, Clear the Hell Rift, Clear the Guild Hideout, Clear the Repository of Bones, Kill The Succulent and Kill Hed Monh Ton. They are back on the bounty boards. The Forest Coast is open, and boards can offer 12 more event bounties.

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New

  • 12 new event bounties Bounty boards can now offer: Act I: Cultist Legion. Act II: Army of the Dead, a cursed chest on the Moors. Act III: Forsaken Soldiers, Blood Clan Assault. Act IV: Juggernaut and three cursed chests in the Realms of Fate. Act V: two cursed chests and a cursed shrine on the Forest Coast.

Changed

  • Still off the board Kill Malthael stays off the bounty boards until its fix is out.

Fixed

  • Kill the Old Man The Old Man turned into an ordinary wood wraith, so killing him never counted. He stays the Old Man now.
  • Templar Inquisition It was off the boards because our test bot could not finish it. The bot can now, so it is back.
  • Kill Diablo After you beat Diablo's shadow in the shadow realm, the fight now goes on: you are taken to Diablo for the last phase.
  • Clear the Hell Rift The far portal of the first Hell Rift level now leads to level 2 in Adventure Mode.
  • Clear the Guild Hideout and Clear the Repository of Bones Burning Westmarch had no way into either dungeon. Both entrances are there now, and both dungeons are built.
  • The Forest Coast The Forest Coast and its waypoint led nowhere. The area is built now, so Kill The Succulent and Kill Hed Monh Ton can be done.
Patch note picture: Cave of the Moon Clan and the cocoon bounty fixed (artwork from the game)

Cave of the Moon Clan and the cocoon bounty fixed

These bounties can be completed again: Clear the Cave of the Moon Clan and the Spider Caverns cocoon bounty. Thanks for the reports!

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Fixed

  • Clear the Cave of the Moon Clan Level 1 of the Cave of the Moon Clan had no way down to level 2, which the bounty needs. Its exit now leads to level 2.
  • Cocoons in the Spider Caverns Two of the six cocoons could end up on the same spot, so the map showed only five and the bounty could not be finished. The six cocoons now always stand apart.
Patch note picture: Clear the Plague Tunnels always has its way in (artwork from the game)

Clear the Plague Tunnels always has its way in

These bounties can be completed again: Clear the Plague Tunnels. In some games the Westmarch Commons had no cellar door into the tunnels; now it always has one.

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Fixed

  • Clear the Plague Tunnels The way into the Plague Tunnels is a cellar door in the Westmarch Commons. In some games that part of the Commons was not there, so the bounty could not be done. The cellar door is now always there.
Patch note picture: 20 new bounties, and more can be completed again (artwork from the game)

20 new bounties, and more can be completed again

20 new cursed chest bounties, and these can be completed again: Clear the Sirocco Caverns, Clear Cryder's Outpost, Clear the Forward Barracks, Clear the Foundry and Kill Ghom. A few that cannot be finished yet are off the bounty board until they are fixed.

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New

  • 20 new cursed chest bounties Bounty boards can now offer 20 more event bounties: open the cursed chest and survive the horde or the waves. Act I: The Cursed Grove, The Cursed Bellows, The Cursed Cellar, The Cursed Hatchery, The Cursed Camp, The Cursed Chamber of Bone. Act II: The Cursed Outpost, The Cursed Spire, The Cursed Pit, The Cursed Moors, The Cursed Battlement. Act III: The Cursed Garrison, The Cursed Eternal Woods, The Cursed Glacier, The Cursed Stronghold. Act V: The Cursed Forum, The Cursed War Room, The Cursed Peat, The Cursed Realm, The Cursed City.

Changed

  • Off the board for now These bounties cannot be finished yet, so new bounty boards do not offer them until they are fixed: Kill the Old Man, Templar Inquisition, Clear the Hell Rift, Kill Diablo, Kill Malthael, Kill Nak Qujin, Clear the Guild Hideout, Clear the Repository of Bones, Kill The Succulent and Kill Hed Monh Ton. Boards you already have keep their bounties.

Fixed

  • Dungeons you could not enter The portals into the Sirocco Caverns, Cryder's Outpost, the Forward Barracks and the second level of the Foundry took nobody in. All four can be entered and cleared now.
  • Kill Ghom Ghom was missing from his larder in Adventure Mode. He is there now.
  • Archives of Zoltun Kulle The ways from the Archives' entrance hall into its levels are open in Adventure Mode.
Patch note picture: No more crash when a rift ends (artwork from the game)

No more crash when a rift ends

The game could crash when a Greater Rift or Challenge Rift ended while you were moving to another area, most often with a new personal best. The rift end screen now waits until you have arrived.

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Fixed

  • Rift end screen If the rift end screen came up at the moment you took a portal or changed floor, the game could close with an error. The end screen now waits until you have fully arrived in the new area, then shows as usual with your time, rewards and personal best.
Patch note picture: Bounties you reported can be completed again (artwork from the game)

Bounties you reported can be completed again

These bounties can be completed again: Kill Rad'noj, Carrion Farm, Clear the Den of the Fallen, Kill Belial and Kill the Skeleton King. Event and dungeon bounties now show where to go.

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Fixed

  • Kill Rad'noj Rad'noj could not be attacked. He now fights like any other unique.
  • Carrion Farm Talking to the farmer sometimes did nothing, and after the bounty was done the quest log still said to return to him. The farmer always starts the event now, and the event ends cleanly.
  • Clear the Den of the Fallen Level 1 of the Den of the Fallen had no way down to level 2, which the bounty needs. Its exit now leads to level 2.
  • Kill Belial Belial could appear outside the room where nobody could reach him. He now stands in the arena.
  • Royal Crypts gates A gate in the Royal Crypts could stay shut when monsters stood behind it (Kill the Skeleton King, Kill Rad'noj). In Adventure Mode the gates open when you walk up to them.
  • Lost Treasure of Khan Dakab After the aqueduct door opened, the way in behind it did not show, so clicking there did nothing. It shows as soon as the door opens.
  • Where to go Event bounties (Last Stand of the Ancients, The Crumbling Vault, Khan Dakab, Carrion Farm, ...) and uniques that wait inside a dungeon (Kill Rockmaw, ...) now put their marker and arrow on the place where the event starts or on the way into the dungeon, instead of where you stood when you arrived.
Patch note picture: Health potions work like the original game (artwork from the game)

Health potions work like the original game

Health potions now work like the original game: your Health Potion is always in its own slot and never runs out, it heals 60% of your Life on a 30 second cooldown, and legendary potions go in the potion slot with their own effects.

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Fixed

  • A Health Potion for every hero Every hero, new ones too, now always has the Health Potion in the potion slot (Q). It is never used up and you no longer need to find one: potions don't drop from chests any more, like the original game.
  • Drinking A potion heals 60% of your maximum Life at once, plus your "Health Globes and Potions Grant +X Life" bonus, with the drink's glow and sound. The cooldown is 30 seconds for all potions and the slot shows it; Cooldown Reduction does not shorten it, as in the original game.
  • Legendary potions in the potion slot Drag a Bottomless potion onto the potion slot (Q) to use it. Your choice is kept when you log out, switch heroes, die or change area. Drag it back to your bag to use the plain Health Potion again.
  • Legendary potion effects Legendary potions now heal like the Health Potion and add their own effect: the Tower (armor), the Diamond (resistance), Regeneration (Life over time), the Leech and Mutilation (Life per hit and per kill), Kulle-Aid (break Waller walls), Rejuvenation (resource below half Life), Fear, Amplification (more healing), Chaos (a teleport) and the Unfettered (immune to crowd control).
Patch note picture: Join your friend's game from the party (artwork from the game)

Join your friend's game from the party

Joining a friend's party now takes you straight into their game, and you can switch heroes and rejoin.

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Fixed

  • Resume Game greyed out in a party When you joined the party of a friend who was already playing, Resume Game was greyed out with "The current game in progress is not joinable at this time." Joining the party now takes you into their game like on live, and after you leave the game you can pick another hero and press Resume Game to go back in (the hero has to match the game: seasonal with seasonal, hardcore with hardcore).
Patch note picture: Launcher 3.1.2: every mod's texts show (artwork from the game)

Launcher 3.1.2: every mod's texts show

Item names and buff tooltips from different mods no longer hide each other: the Twilight Covenant buff tooltips and the Skull Knocker costume names are back.

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Changed

  • One quick rebuild The launcher updates itself to 3.1.2. The first time you press Play after that, it prepares your mods again, which takes a few seconds.

Fixed

  • Missing mod texts When two mods changed the same list of game texts, only one of them showed. The Twilight Covenant buff tooltips (Twin Judgment, Pandemonium, Roland's Resolve) and the Skull Knocker costume names were missing. The launcher now combines them, so every mod's texts show.
Patch note picture: Play works again after the mod error (artwork from the game)

Play works again after the mod error

If the launcher said a mod could not be applied, it is fixed - press Play again.

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Fixed

  • "Mods could not be applied" If the launcher said a mod could not be applied, it is fixed - press Play again. The new alerts mod clashed with the login screen mod; the launcher now updates it to a fixed version by itself, you don't need to do anything.
Patch note picture: Logging in works on the first try (artwork from the game)

Logging in works on the first try

Logging in no longer fails with 'internal error while connecting to Battle.net' on the first tries.

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Fixed

  • Login error Logging in no longer fails with "There was an internal error while connecting to Battle.net" on the first tries. Your login sometimes reached the server in two pieces and the server answered before the second piece arrived; it now waits for the whole login before answering.
Patch note picture: Server alerts and the community bonus look (artwork from the game)

Server alerts and the community bonus look

The server now tells you what is happening on screen: a box that says why and when the server restarts, cards on the right for world boss and server news, and a clearer community bonus on your buff bar.

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New

  • Restart box with the reason Before an update you get a box that says when the server restarts and why, for example "The server restarts in 4:58 for an update: New rift floors and bug fixes." It never pops up during a Greater Rift: it waits until your rift is done. Click OK and finish your fight.
  • Alerts on screen World boss news, restart warnings and "your report was fixed" now show as small cards on the right, with a coloured bar for the kind, and big news as a banner at the top. Everything is also written to chat, so you can scroll back if you missed it.
  • Community bonus on your buff bar A running community bonus shows its own icon on your buff bar: hover it to see the XP, gold and magic find it gives. In game and on the login screen the bonus says how long it still runs, in your own time.

Changed

  • Launcher bonus bar The launcher shows the community bonus as one bar with the end in your own local time; hover it to see what comes next.
Patch note picture: Dashing Strike now lands where you see it (artwork from the game)

Dashing Strike now lands where you see it

The smoother Dashing Strike is back, and this time it answers the moment you dash, the way the live game does. Clicking to move right after a dash no longer leaves your Monk behind.

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Fixed

  • Dash, then click If you clicked to move right after Dashing Strike, your game could give up on the dash and walk you from where you started, while the server had you at the end of the dash. The server now answers the dash right away, as live does, so your Monk always lands at the end of the dash and walks on from there.
  • Smoother Dashing Strike is on again Dashing Strike and Epiphany dashes use the live-style movement again, together with last night's fixes for stuck dashes and dark areas after portals.
Patch note picture: Vorgath's loot by difficulty (artwork from the game)

Vorgath's loot by difficulty

Vorgath now drops more legendaries the higher your difficulty, so on Normal a few rifts are worth as much as he is, and on Torment VI and up nothing changes.

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Changed

  • Legendaries by difficulty Vorgath, The Burning Maw drops 2 legendaries on Normal to Master, 3 on Torment I to V and 4 on Torment VI and up, each plus the two 50% chances of an extra one. Before, he dropped 4 plus the chances on every difficulty, so on Normal one kill was worth six or seven rifts.
Patch note picture: Dashing Strike fix: no more stuck dashes or dark portals (artwork from the game)

Dashing Strike fix: no more stuck dashes or dark portals

Tonight's Dashing Strike update had two bugs: after two quick dashes your dash could stop working, and taking a portal right after a dash could drop you into a black area. Both are fixed, and Dashing Strike is back to the way it worked before tonight while we finish the new version.

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Fixed

  • Dashing Strike stopped working Two dashes cast very close together could leave the first one stuck, and every dash after it did nothing until you changed areas. Each dash now finishes on its own.
  • Black area after a portal Taking a portal, waypoint or town portal right after a dash could finish the dash in the new area at the old area's spot, leaving you in the dark. A dash now always ends in the area where you cast it, and the server never puts you outside the area you enter.
  • Dashing Strike as before Dashing Strike and Epiphany dashes use the movement they had before tonight's update again while we test the smoother version further. Thanks to Flappy for the quick report.
Patch note picture: Rift Guardians drop more; world boss every 30 minutes (artwork from the game)

Rift Guardians drop more; world boss every 30 minutes

Greater Rift Guardians now drop more gear and more blood shards the higher you push, the way the live game does, and Vorgath comes back every 30 minutes instead of every 10. Rifts are the main way to gear up again; the world boss is a big bonus every half hour.

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Changed

  • Greater Rift Guardian loot grows with the tier The Guardian used to drop 4 gear items at every tier. It now drops 4 up to GR 13 and more above it, up to 12 at GR 100, as on live. Together with the legendary chance that already rose with the tier, a GR 70 Guardian now drops about 7 legendaries instead of 3, and a GR 100 Guardian 12 instead of 4.
  • More blood shards from Greater Rifts The Guardian's blood shards now grow with the tier too: 60 at GR 10 as before, about 260 at GR 60 and 427 at GR 100. Before, every tier gave 60.
  • Vorgath every 30 minutes Vorgath, The Burning Maw now returns 30 minutes after a kill instead of 10. Everyone in the game reads a warning 10 minutes and 1 minute before the blood-red portal opens again.
  • One share of Vorgath's loot every 30 minutes Your account gets Vorgath's loot once every 30 minutes, in any game. Making a new game no longer resets it. If you join a fight while your share is still waiting, the portal tells you how long is left, and you can still help your friends kill him.

Fixed

  • Vorgath's special drop The special drop now follows the same rules as every other Primal: a Primal with perfect rolls if your game mode has Primals unlocked (a solo GR 70), otherwise an Ancient if your Ascension rank allows Ancients, otherwise a legendary. Before, it was marked Primal after it was made, so its stats could roll below a real Primal's.
Patch note picture: Smoother Dashing Strike for Monks (artwork from the game)

Smoother Dashing Strike for Monks

Dashing Strike and the Epiphany dash now work the way the live game sends them, so your Monk lands where your screen shows him instead of snapping back. We also watch for rubber banding on every hero now, so we can find and fix the rest.

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New

  • Rubber band watch The server now counts every time it puts a hero back to a different spot than his game shows (portals, pulls, knockbacks and deaths are not counted), with the skill used just before and the area. If it happens to you a lot, we see it and can fix the cause. Still seeing it? Tell us on Discord with the skill and the area.

Fixed

  • Dashing Strike Every rune of Dashing Strike now ends with your hero exactly where the dash took him on your screen. Before, the server walked your hero along the dash at its own speed while your game played the dash, and the two could end in different places, which looked like a snap back.
  • Epiphany dashes With Epiphany up, your generators dash you to the target the same live way.
The new EliteLevelD3 login screen: the logo over the stone frame with the community bonus banner, the menu on the left, Latest News and the server status on the right

A new login screen

The game's login screen is now our own: a new wallpaper, the EliteLevelD3 logo and stone frame, how many players are online right now, the community bonus with its countdown, and the newest patch notes, which you can read right there. Press Play in the launcher once to get it.

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New

  • Live on the login screen Top right shows Servers online and how many are playing right now. It updates every 30 seconds and says Servers offline when the server cannot be reached. The banner over the login box shows the community bonus running now and when it ends.
  • Read the patch notes in the game Latest News works like in the launcher: click a title to read its full notes, or click Latest News for the list of recent patch notes. Back, Close and Open on website are at the bottom of the panel.

Changed

  • Same buttons, new look Log in, Remember account, Options, Cinematics, Credits and Exit work exactly as before, now on the new art. Wide screens and older 4:3 screens keep every button on screen.
Patch note picture: New rift floors (artwork from the game)

New rift floors

Rift floors are now put together from pieces that are checked before you ever see them, sized like live, so fewer floors with dead ends or an exit you cannot reach. Greater Rift Guardians also arrive to a truly cleared floor.

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Changed

  • Rift floors Every Nephalem and Greater Rift floor is now built from map pieces that are checked to join up, with a walkable way from the entrance to the exit. Floor sizes follow each area as on live: small caves stay small, big outdoor areas can be larger.

Fixed

  • Monsters after the Guardian When a Greater Rift Guardian arrives, no new monsters appear any more: dead Grotesques no longer burst into spiderlings and worms, and Gelatinous Sires no longer split after the floor was cleared.
  • Stuck in a rift? If a rift floor still traps you or hides its exit, tell us on Discord with the rift level and what you saw, so we can take that floor out of the rotation.
Patch note picture: The Ascension reset: what changed for your heroes (artwork from the game)

The Ascension reset: what changed for your heroes

With the Ascension Rift, Ascension starts over for everyone: ranks went back to 0, paragon above the rank 0 cap came down to 500, altars were reset with your materials refunded, and Ancient items now come from rank 3. Here is exactly what changed and why.

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Changed

  • Everyone starts at Ascension rank 0 Every Ascension ladder went back to rank 0: rank, Ascension points, shop purchases and recorded clears. Your history is kept. From now on you Ascend through the Ascension Rift.
  • Paragon capped at 500 for rank 0 Paragon above 500 came down to 500, the cap of rank 0, with your paragon points handed back to spend again. Each Ascension rank raises the cap by 25.
  • Altar of Rites opens at rank 1 The Altar of Rites now opens at Ascension rank 1; below it, broken seals and potions do nothing. Every altar was reset, and every material you had offered went back to your materials tab.
  • Ancient items from rank 3 Ancient items now drop from Ascension rank 3. Ancient items you already had were turned into normal items: each stat moved to the same spot in the normal range, and weapon damage and armor lost the Ancient bonus. You got a whisper listing them when you logged in.
  • Primal items Primal items follow live's rule: they stay if you cleared Greater Rift 70 solo in time in that game mode. Otherwise they became Ancient, and below rank 3 normal.
  • A main stat bonus per rank Each Ascension rank adds a little to your gear's main stat: 0.5% at rank 1, about 4% at rank 10, up to 10%.
Patch note picture: 13 more bounties (artwork from the game)

13 more bounties

13 more bounties can now show up on the bounty boards: new dungeon bosses, three camps to free, and five events to survive.

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New

  • Dungeon bosses Rockmaw, Chiltara and the Warden wait at the end of their dungeons. CannibalB brings a second unique. The Haziael bounty takes you into the hex maze, past its guardian, to the boss.
  • Camps Free the Templar prisoners, break open the spider cocoons in the Spider Cave, and free the lost patrol. Every cocoon hides something: a trapped victim, a treasure goblin or a pack of rares.
  • Events Ghoul Swarm, Deadly Nature, Army of Hell, the Cursed Shrine and the Sunken Grave are now bounties too.

Changed

  • Ghoul Swarm and Army of Hell chests These cursed chests now run as they do on live: the event's own monsters until the 45-second timer ends, however many you kill.
Patch note picture: Attacks go where you aim in parties (artwork from the game)

Attacks go where you aim in parties

In multiplayer games your attacks and skills now go where you aim, especially if you joined someone else's party.

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Fixed

  • Skills firing the wrong way Attacks and skills no longer miss or fly off in the wrong direction in multiplayer games. This mostly happened to players who joined someone else's party.
Patch note picture: The Ascension Rift (artwork from the game)

The Ascension Rift

Ascending now has a final trial of its own: the Ascension Rift, a third choice at the Nephalem Obelisk. Greater Rift unlocks follow the new Ascension rules, Rift Guardians show on the map, and gold from Vorgath is picked up as gold. The launcher adds the new obelisk, red bar and window the next time you press Play.

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New

  • The Ascension Rift The Nephalem Obelisk has a third choice under Nephalem Rift and Greater Rift: the Ascension Rift, on a Black Soulstone tile. The selected tile glows: gold for Nephalem, purple for Greater, crimson for Ascension. It opens a red portal, the rift bar turns red, and at the end you face two Rift Guardians, one after the other.
  • Finishing the Ascension Rift Kill both Guardians in time and a banner tells you that you passed: press H to open the Hero Ascension panel when you are ready to Ascend. The rift closes 30 seconds later and everyone is sent back to town.

Changed

  • How to reach the Ascension Rift First clear a normal Greater Rift at your rank's cap on your own, before the timer runs out. Then the Ascension Rift opens for you. Entry is free. The Hero Ascension window shows each step and what is still missing.
  • Greater Rift unlocks Heroes at level 70 now start at Greater Rift 25. Clearing in time unlocks higher tiers, up to your rank's cap. When you Ascend, your Greater Rift unlocks start again at 25.
  • Solo Self-Found ladders The Solo Self-Found ladders in the Hero Ascension window now show the paragon of your Solo Self-Found heroes instead of your normal paragon.
  • Rift Guardians Rift Guardians now show on the map, and only real bosses are picked as Guardians, so no more tiny helper creatures as the rift boss.

Fixed

  • Gold from Vorgath Gold from Vorgath and other gold piles is picked up as gold again. Any Gold items stuck in your bags or stash turn into gold the next time you log in.
Patch note picture: Greater Rift unlocks, rift fixes and account security (artwork from the game)

Greater Rift unlocks, rift fixes and account security

Clearing a Greater Rift in time now unlocks higher tiers, several rift and party problems are fixed, and your password is now stored and sent more safely. You do not need to do anything.

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Changed

  • Greater Rift clears unlock higher tiers Clearing a Greater Rift in time now unlocks higher tiers at the obelisk. The faster you clear, the more tiers open up, up to your Ascension cap. Clears you already made are credited the next time you log in.
  • Stronger account security Passwords are now stored with strong one-way hashing, so nobody can read them, not even us. Your password is upgraded automatically the next time you log in. After several wrong passwords in a row, logging in is paused for 15 minutes to stop password guessing.
  • Logins go over HTTPS The game's login now goes over a secure HTTPS connection. There is nothing to do on your side.

Fixed

  • No boss prompt at rift floor exits Taking the exit to the next rift floor no longer shows a boss fight prompt.
  • Teleport to a party member after a rift You can teleport to a party member who is still in a finished rift again.
  • Map for players who join a game Players who join someone else's game no longer see an empty map, and zooming the map no longer crashes the game.
Patch note picture: Live balance tuning and smarter test bots (artwork from the game)

Live balance tuning and smarter test bots

Behind the scenes: we can now tune difficulty while the server runs, without a restart, and our test bots play whole Greater Rifts much more like strong players so we can measure balance. The tuning values are set to exactly what you had before, so difficulty and rewards do not change with this update. A few cooldown fixes are included.

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Changed

  • Difficulty can be tuned without a restart Monster health and damage, Greater Rift scaling, elites, loot and similar values can now be adjusted while the server runs, with every change logged. Today they are all set to the values you already had, so nothing changes in your game. When we tune something later, it will be announced in the patch notes.
  • Smarter test bots Our server-side test heroes now keep their buffs up, use defensive skills when in danger, step out of ground effects and elite attacks, keep their distance with ranged builds and pick the packs worth fighting. We use them to measure how hard each Greater Rift tier is for a strong player at each Ascension rank. They only play on test accounts and never join your games.

Fixed

  • Akarat's Champion stays up when recast Casting Akarat's Champion again while it was still active used the cooldown without refreshing the buff. A recast now refreshes it, so builds with enough cooldown reduction keep it up all the time.
  • Cooldown reduction on more skills Phalanx (Bowmen, Shield Bearers, Bodyguard), the return of Blood Rush and the recharge of skills with charges (such as Dashing Strike, Sentry, Spike Trap, Furious Charge and Blood Rush) now use your cooldown reduction.
  • Enchantress cooldown reduction combines correctly The Enchantress's Prophetic Harmony now combines with your other cooldown reduction the same way every other source does, as in the real game. It was added on top before, which gave a little more reduction than it should.
Patch note picture: Set bonuses, Paragon healing, health globes and melee defense (artwork from the game)

Set bonuses, Paragon healing, health globes and melee defense

Every current set bonus now works, Paragon Life Regeneration and Life per Hit give their full value, health globes heal 10% of your maximum life plus your globe bonus, and melee damage reduction now applies to all melee attacks.

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Changed

  • Health globes heal like the real game A health globe now heals 10% of your maximum life plus the Health Globe Bonus from your gear, as in Diablo III 2.8. Gear that adds life to health globes and potions now counts.

Fixed

  • Set bonuses now work Every current set bonus now does what its tooltip says, including Vyr's Amazing Arcana, Tal Rasha's Elements, Inna's Mantra, The Shadow's Mantle, Helltooth Harness, Trag'Oul's Avatar, Firebird's Finery, Thorns of the Invoker and the rest. Two are still in progress: the faster skeleton spawn of Bones of Rathma (2) and Norvald's Fervor (2). If a set bonus still does nothing for you, tell us which set and how many pieces you wear.
  • Paragon Life Regeneration and Life per Hit give their full value Points in Life Regeneration and Life per Hit gave you almost nothing. They now give the full amount for your level, as in the real game.
  • Melee damage reduction works against all melee attacks Melee damage reduction used to depend on how far away the monster stood when it hit you, so many melee attacks were not reduced. It now applies to every melee attack, and ranged reduction to every ranged attack.
Patch note picture: Greater Rifts, Kanai's Cube, Ancient items and set bonuses (artwork from the game)

Greater Rifts, Kanai's Cube, Ancient items and set bonuses

Greater Rifts now end the way they should: a purple progress bar, the other monsters vanish when the Guardian arrives, the Guardian drops Greater Rift loot and leaves properly, and Urshi appears next to you. Kanai's Cube only runs a recipe with the right ingredients, Bounty Caches can hold jeweler plans for Royal gems, Ancient and Primal items roll their proper stats, and many set bonuses now work.

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Changed

  • Still in progress Some set bonuses do not work yet, for example Vyr's Amazing Arcana (2 and 4 pieces), Tal Rasha's Elements (2), Inna's Mantra (2), Shadow's Mantle (4), Helltooth Harness (2), Trag'Oul's Avatar, Firebird's Finery (2) and Thorns of the Invoker (2). We are working on them.
  • Tested with test heroes These changes were checked by our test heroes, not yet by players. If a Greater Rift, the cube, an Ancient item or a set bonus still behaves wrongly, tell us on Discord.

Fixed

  • Greater Rift progress bar is purple The progress bar of a Greater Rift now shows in purple with the Greater Rift floor title, as in the real game.
  • Other monsters vanish when the Guardian arrives When the Greater Rift Guardian appears, the remaining monsters on the floor die, so you can focus on the Guardian. Kills after that no longer add progress.
  • The Guardian drops Greater Rift loot The Greater Rift Guardian used the loot of an open-world boss. He now drops Greater Rift loot for each player: gear (more legendaries at higher tiers), gems, crafting materials, gold and a health globe, plus the legendary gem and blood shards as before.
  • The Guardian's body and health bar go away properly A dead Guardian could stay on the ground, still be targeted, and his health bar could fill up again. He can no longer be targeted once he dies, his body is removed after a few seconds, and his health bar goes away.
  • Urshi appears next to you After the Guardian dies, Urshi now appears a few steps from you instead of somewhere else on the floor.
  • Kanai's Cube needs the right ingredients Placing a single item in Kanai's Cube and pressing Transmute could run a random recipe, for example reforging a legendary you only meant to store. A recipe now runs only when the cube holds exactly its ingredients; otherwise nothing happens and nothing is spent.
  • Jeweler plans in Bounty Caches Horadric Caches can now contain jeweler plans for Royal gems, as in the real game. Covetous Shen needs the plan before he can make Royal gems: use the plan to teach it to him.
  • Ancient and Primal items roll their proper stats Ancient items rolled the same stats as normal legendaries, only with higher base damage or armor. They now roll Ancient-range stats, and Primal Ancients roll perfect stats. This also holds when an item is reforged in Kanai's Cube or enchanted at the Mystic.
  • Many set bonuses now work We checked every set bonus against the real game and fixed or added many of them, among them Might of the Earth, Raekor, Immortal King, Sunwuko, Bones of Rathma, Grace of Inarius, Jade Harvester, Unhallowed Essence, Seeker of the Light, Natalya's Vengeance, Zunimassa's Haunt, Bastions of Will, Tal Rasha's Elements (4 pieces), Vyr's Amazing Arcana (6 pieces) and Pestilence Master's Shroud (6 pieces).
Patch note picture: Bounty, Kanai's Cube and Urshi fixes (artwork from the game)

Bounty, Kanai's Cube and Urshi fixes

Bounty dungeon entrances no longer drop you into the void, kill bounties no longer stall, and every bounty shows its objective. Kanai's Cube Convert Set Item works for every set, Urshi can upgrade gems wherever you keep them, and the 10-gem drop limit now counts your stash correctly.

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Changed

  • Tested with test heroes These fixes were checked by our test heroes, not yet by players. If a bounty still drops you into the void, stalls or shows no objective, use the Report Broken Bounty window in game or tell us on Discord which bounty it was.

Fixed

  • Dungeon entrances no longer lead to the void Players reported that some bounty dungeons dropped them into an empty, black world. The Perilous Cave, the Khazra Den and Digger O'Dell's crypt now take you into the dungeon. If an entrance ever cannot be used, it now tells you so instead of sending you nowhere.
  • Missing entrances to the Ruins and the Caverns of Frost The way into the Ruins and the Caverns of Frost sometimes did not appear, so their bounties could not be finished. The entrance is now always there while you have the bounty.
  • Kill bounties no longer stall Players reported kill bounties stuck partway, for example Ashek, Boyarsk, Morgan LeDay and Johanys: the count stopped or the target never showed up. The target now waits in its area from the moment you walk in, there are always enough monsters to count, and killing the target always counts.
  • Every bounty shows its objective and map marker Some bounties, for example Last Stand of the Ancients, showed no objective in the tracker and no marker on the map. Every bounty now shows both once you reach its area.
  • Cydaea's gates open in adventure mode The gates to Cydaea in the Arreat Crater stayed closed in adventure mode. They now open.
  • Kanai's Cube Convert Set Item works for every set Convert Set Item failed for some sets, or with no clear message. It now works for every set piece: it turns it into another piece of the same set for 10 Death's Breath and 10 Forgotten Souls. With too few materials you get the game's own message and nothing is spent.
  • Urshi upgrades gems wherever you keep them Urshi now lists and upgrades the legendary gems in your backpack, in the items you wear and in your stash. Before, gems in the stash were missing from her list, so you had to move them out first.
  • The 10-gem drop limit counts your stash Once you hold 10 of a legendary gem, that gem stops dropping. Gems in your stash were not counted until you had opened the stash in that session. They are now always counted.
Patch note picture: Monster movement and legendary tooltips (artwork from the game)

Monster movement and legendary tooltips

Monsters no longer appear to teleport: they walk at the speed you see, go around walls and go after the closest hero. Leoric's Crown and other low-level legendaries show their tooltip again, and the useless Chain Key is gone.

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Changed

  • Monsters go after the closest hero A monster now goes after the closest hero in range, and prefers the closest hero who is hitting it. Followers standing in town are no longer attacked, and your own follower is only attacked when no hero is in range.
  • The Chain Key is removed The Chain Key had no use. It no longer drops, and any Chain Keys you have are removed when you log in. The golden chest still costs 250,000 gold and no longer asks for a key.

Fixed

  • Monsters no longer appear to teleport Monsters moved faster on the server than they were drawn on your screen, so they seemed to jump straight to you. They now walk at the speed you see, and they no longer slide through walls: they walk around them.
  • Bosses no longer jump when stuck A boss that could not reach you used to teleport next to you. Bosses now walk a path to you instead.
  • Leoric's Crown and other low-level legendaries show their tooltip Some legendaries found at character levels 1 to 3, for example Leoric's Crown, showed nothing when you hovered over them. New ones are made correctly, and the ones you already own are fixed the next time you log in. You do not need to do anything.
Patch note picture: Multiplayer monsters and full life (artwork from the game)

Multiplayer monsters and full life

In multiplayer, monsters no longer keep chasing a hero who left the area, and a hero at full life now stays at full life after gear and stat changes. We believe the second fix ends the Necromancer's red screen flash at full health.

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Changed

  • Still investigating Some players report skills firing in the wrong direction. We have not been able to reproduce it yet. If it happens to you, please tell us on Discord the time, your hero's class and the skill.

Fixed

  • Monsters turn on the players who are still there In a party game, monsters that one hero had hit kept chasing that hero after he left the area by waypoint or portal, and ignored the players standing right next to them. They now turn on the players who are still there.
  • Life no longer drops below full after gear and stat changes A hero at full life could end up below full after changing gear, gems, paragon points, an Altar of Rites seal or a Kanai's Cube power. This is fixed. We believe it caused the Necromancer's red low-health screen flash while at full health. We have tested it with our test heroes, not yet with players: if you still see the flash at full life, please tell us on Discord what you were doing.
Patch note picture: Bounty Caches, Greater Rifts and fixes (artwork from the game)

Bounty Caches, Greater Rifts and fixes

Bounty Caches now throw their loot onto the ground like live, Greater Rifts follow the live rules more closely, rift floors have longer routes, and several problems with the Altar of Rites, the map and party levels are fixed.

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Changed

  • Bounty Caches drop their loot on the ground Opening a Bounty Cache now throws the loot onto the ground like live: gold, Blood Shards, crafting materials, gems, rare items, plans and an Act legendary. The legendaries that belong to an Act, for example the Ring of Royal Grandeur from the Act I cache, now come only from the caches.
  • Greater Rifts closer to live Monsters killed during a Greater Rift no longer drop loot. Orek waits for you at the start of the rift. Each champion pack drops three orbs. No portal opens after the Guardian is dead, and the Guardian drops Blood Shards. These follow what we know of the live game, and we have not yet watched all of them with players.
  • Longer rift floors Rift floors now have longer routes, and the exit is placed farther from the entrance, so a floor takes more walking than before.
  • Known issues we are still working on The Necromancer's screen can still flash when health is low, and in multiplayer some monsters can stand still or not attack, and aiming can feel off. We have not fixed these yet. If you see them, please tell us on Discord what you were doing.

Fixed

  • Altar of Rites Unlocking a seal no longer leaves your hero unable to move.
  • Map and zoom when you join a party game The M map and the map zoom now work for players who join a party game, not only for the party leader. This should be fixed; please tell us if it still fails for you.
  • Party levels update on every screen When a party member gains a level, the new level now shows on everyone's screen in the party.
  • Legendary items no longer roll too-high stats A legendary item no longer rolls stats of a higher level than the item's own item level.
  • Rift caves are no longer dark Cave-type rift floors no longer come out dark; they now get their proper lighting and weather.
  • Urshi gem upgrades apply at once After you upgrade a Legendary Gem with Urshi, the new rank applies immediately, so your next attempt uses it.
Game artwork for the patch note: Report a broken bounty

Report a broken bounty

A new red button on the adventure map lets you tell us which bounty is broken, with what went wrong in your own words. The report lands on that bounty, so we can find and fix it.

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New

  • The Report Broken Bounty window On the adventure map, top left, there is a red Report Broken Bounty button. It opens a window that lists the bounties of the act you are looking at. Pick the broken one, type what went wrong and press Submit. You get a Report sent message when it has gone through.
  • Why we added it Until now we learned about broken bounties from chat messages, and we had to guess which bounty and where. A report made here carries the bounty, your hero, the act and where you stood, so we can look at exactly the right place.
  • Limits You can send one report every 20 seconds and 10 an hour, and a report needs between 3 and 500 letters. This keeps the list readable for us and stops accidental double sends.
  • What happens to a report Every report is collected on our side and attached to its bounty. We use them, together with how often each bounty is started and finished, to decide what to fix next. We read them, but we may not answer each one.
  • How to get it The window is a required mod. Press Play in the launcher once and it installs itself.
  • Please tell us if typing fails We have tested the window on the server side, but we have not yet seen the text box used on a real game client. If you cannot type in the box, or a click does not do what it should, please tell us on Discord. That tells us what to fix.
Game artwork for the patch note: Catch-up: skills and cooldowns

Catch-up: skills and cooldowns

Class skills now follow the live tooltips, cooldown and cost reduction stack the live way, and skill reach matches live. Some builds will feel weaker, and we explain why.

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Changed

  • Why some builds will feel weaker We compared our skills and items with the live tooltips and with recordings of the real game, and made ours match, even where that takes power away. A build that only worked because of a mistake on our side will feel it. We would rather you plan around the real numbers than build on something that could be corrected later.
  • Class skills corrected to the live tooltips Barbarian: Whirlwind 340% weapon damage (was 275%), Bash 320%, Leap 180%, Toppling Impact 450%, and Rend's bleed now takes its rune's element, so a Fire Rend build gets its Fire bonus. Monk: Dashing Strike recharges every 8 seconds (it was effectively every 3) and Mantra of Conviction no longer stacks its passive and active. Wizard: Disintegrate, Arcane Torrent and Ray of Frost now ramp up while you channel them. Necromancer: Bone Armor lasts 60 seconds (was 10). Crusader: Hold Your Ground gives +30% block (was 15%). Many Witch Doctor, Necromancer, Crusader and Monk runes were corrected too. We checked the numbers against the live tooltips; not all of it has been watched in play by players yet.
  • The honest nerfs These corrections take power away: Command Golem now has a 45 second cooldown (it was 5), Heavenly Strength takes 20% of your damage and no longer slows, and Grim Scythe's Execution is 5% (it was 95%). Those were wrong on our side, and they are now as on live.
  • Cooldown and cost reduction stack the live way Cooldown reduction from gear, set bonuses, Paragon and buffs now multiplies, as on live, instead of adding up. A test Monk showed 96.6% reduction where live gives 69.2%. Resource cost reduction now really lowers what your spenders cost; before, none of it applied. Some cooldowns are longer than you were used to, and some spenders are cheaper.
  • Skill reach matches live Our area attacks reached about 10 yards too far for players, and projectiles could hit up to 5 yards beside their path. Areas now reach their live radius for you, your pets and followers, and monsters. A build that leaned on the extra reach will see less. Heroes, pets and followers also can no longer hit town NPCs.
  • Demon Hunter Vault is a roll Vault is now a 0.4 second ground roll of up to 35 yards, with the roll animation, instead of a near-instant jump. Trail of Cinders and Action Shot drop along the path. Those numbers come from a player's description, as we have no live footage of it; tell us if it feels wrong.
Game artwork for the patch note: Catch-up: legendary powers, followers and elites

Catch-up: legendary powers, followers and elites

Legendary powers that did nothing now work, followers use their skills, and elite monsters and monster health follow the live game.

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New

  • Legendary powers that did nothing now work Gear you found that silently did nothing now does its job. Among them: Jekangbord, Golden Flense, Frydehr's Wrath, Fate of the Fell, In-geom, Mortick's Brace, Gogok of Swiftness, Darklight, Vigilante Belt, Shame of Delsere, Orb of Infinite Depth, Funerary Pick, Aughild's Authority, Leger's Disdain, Andariel's Visage, Unity, Ice Climbers, Pinto's Pride, Haunted Visions, Zei's Stone, Manajuma's Way and about 30 more. We tested most of them with test heroes. In-geom and Mortick's Brace are not verified, and one Mortick's Brace rune is not done yet.
  • Followers use their skills The Templar, the Scoundrel and the Enchantress had no working skills. All 24 of their skills now run, scale with the follower's main stat and play their animations, and a hero who logs in with a hired follower sees her. This is different from the earlier note that put followers in town.

Changed

  • Monster health measured against live Monster health was about 1.4 to 3.5 times the live value for many kinds. We measured it against a recording of the real game at Torment XVI, and kills now take the live amount of damage. You should see faster, more live-like kills.
  • Elite affixes behave like live Frozen drops 6 orbs that explode after 3 seconds and freeze you. Molten's death blast reaches 18 yards and its fire trail lasts 5 seconds. Desecrator pools are 6 yards wide. Arcane Enchanted beams use their real damage. Vortex no longer pulls a hero who is still loading in. Elite fights hurt the way they do on live, so expect to be punished for standing in them.
Game artwork for the patch note: Catch-up: loot and items

Catch-up: loot and items

Set pieces drop again, the Guardian's gem repeats less, weapon speeds and gold find follow the live game, and items that vanished or looked wrong are fixed.

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New

  • Set pieces drop again Monsters, goblins, chests and strongboxes could not drop set pieces at all, because of a mistake in how we picked drops. Some magic and rare drops were also turning into set pieces, which is why open-world drops were mostly Necromancer sets for every class. Set pieces now drop, and ordinary drops are ordinary items. The class sets from 2.0 to 2.2 are in the drops. A test hero found this in a Vault run that dropped 4 legendaries and no sets.
  • Hellforge Ember on the minimap Hellforge Ember, Ramaladni's Gift, legendary gems and Sanctify Legendary Item now show their item dot on the minimap, as on live. Infernal Machines, gem reagents and the rift key stay white with no dot, also as on live. Sanctify Legendary Item could not be created at all; it can now. Our first fix did not work, so please tell us if you still do not see the Ember.
  • Throw animation Dropping an item from your bag, or picking something up with a full bag, now throws the item away from your hero as on live.

Changed

  • The Guardian's gem The Greater Rift Guardian's legendary gem now picks from every legendary gem in the game, preferring one you do not own yet (backpack, stash, worn or socketed). Before, it picked at random from a short list. This should mean fewer duplicates and a real path to the full collection.
  • Weapon speeds Two-handed weapons use their live attack speeds: maces 1.0, axes, mighty weapons and staves 1.1, swords and daibo 1.15 (The Furnace was 0.9). A staff that borrowed the damage of a PvP weapon no longer does. Your weapon damage numbers now match the live game.
  • Gold find works Gold find, including the weekly community bonus, now raises the gold you pick up, and the Strength in Numbers passive's gold and magic find work. We have not yet seen this confirmed in play.
  • New heroes start with only their class weapon A level 1 hero, also after a Rebirth or an Ascension, starts with its class starting weapon and no free pants and chest. New heroes were much stronger than on live. You may notice this right after your next Ascension.
  • Experience past the paragon cap Experience earned past the paragon cap is no longer banked. If you were stacking it, you will find none.

Fixed

  • Ghost equipment A worn item no longer disappears at login, a Corrupted Ashbringer survives augmenting, and Crusader two-handers swap hands. We also checked that every item is the version the live game serves.
  • Items and tooltips Endless Walk shows on the buff bar with its icon, the Ring of Royal Grandeur tooltip says Emanates, and the Altar seal shows its real item level in brackets, for example Required Level: 1 (70). We have not yet seen how these look on a real client.
  • Deleted heroes stay deleted Heroes you delete in hero select no longer come back at the next login.
Game artwork for the patch note: Catch-up: the Mystic, salvage and crafting

Catch-up: the Mystic, salvage and crafting

Enchanting at the Mystic, salvage, the bag and a few recipes now follow the live game.

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Changed

  • Enchanting at the Mystic You choose the property to reroll, see the cost and lock the original, following the live exchange. The Mystic window shows the cost as it is after patch 2.0, the Mystic Ally rune swap works, and a replaced property's bonus is removed. Enchanting now offers your current property again in later rolls, as on live. We compared it with five recorded enchants.
  • Salvage and the bag Salvage All takes equipment only, not crafting items or plans. Salvage yields follow item quality. Soul shards can be salvaged into an Imperial gem, one at a time. Right-clicking a stack merges it into an existing stack. Follower items can be salvaged one by one, and putting a skill on a second slot swaps the two instead of copying it.
  • Crafting Hellfire Amulet now crafts as a legendary (it came out as a rare). The Puzzle Ring and Bovine Bardiche recipes accept every version of the item, plans drop identified, and crafting achievements are granted. Material counts drop at once after a craft.
Game artwork for the patch note: Catch-up: bounties and zones

Catch-up: bounties and zones

More bounties can be finished, several zones that were missing now exist, and Season Journey objectives that could never complete now can.

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New

  • Zones that were missing or empty Built or fixed so you can enter and finish their bounties: Shrouded Moors and the cave under it, Temple of the Firstborn (levels 1 and 2), the Frozen cave, The Underbridge, Scavenger's Den level 1, Realms of Fate waypoints and set dungeons. The rainbow goblin portal leads to Whimsydale, and Spire Level 2 has its one elevator. Set dungeon totems do not yet check that you wear the whole set.

Fixed

  • More bounties can be finished Fixed or made reachable: Hammermash and Sledge (the Mallet Lord waits in the Hell Rift), Revenge of Gharbad, Khan Dakab and Sardar, Drury's crypt, the Cave Under the Well, the Western and Eastern Channel dungeons, Hell Rift level 2, Crumbling Vault, Belial's second form, and Tyrael's turn-in talk in adventure town. Belial is tested; the rest are fixed on our side and not yet confirmed by players.
  • Bounty fixes from live recordings A bounty's unique monster is brought to you when it spawned more than 150 yards away, and counts as killed wherever it dies in the zone. Lucious in the Cemetery bounty can no longer spawn at random. Clear-dungeon enemy counters behave like live. Camp bounties and some event bounties are still not offered, and the cache you turn in still goes into your bag, where live drops it on the ground.
  • The Tyrael cache The act's Horadric Cache turn-in was lost when your last finished bounty was an event bounty, and it now counts only the bounties of the current board.
  • Season Journey objectives Of 206 objectives, 58 could never finish and now can, including bounty caches, crafting, killing Diablo, timed boss kills and rifts, Greed, Kanai's Cube, Kadala and legendary gems. Two stay unfinishable for now, Set Me Free and Mastermind, because set dungeons are not built yet. We do not know whether progress you made earlier is counted, so please tell us if an objective you did does not complete.
  • Act 1 like live There is one Cemetery gate, not two stacked on each other. The Fields of Misery map teleport lands in the fields. One open farm entrance. One waypoint per area. Festering Woods monsters are no longer stuck underground. Howling Plateau and Stinging Winds bounties count kills in the zone, and adventure mode no longer shows a story-only waypoint. We tested this on a test copy.
Game artwork for the patch note: Catch-up: rifts, Vaults and keywardens

Catch-up: rifts, Vaults and keywardens

Rift floors no longer trap you, a failed Greater Rift no longer poisons the next area, and keywardens, Orek, Vaults and Visions follow the live game.

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New

  • Vault details Greed's Realm closes 60 seconds after you open the strongbox, each Vault portal gives its own Vault, and Vault portals come only from Treasure Goblins in the open world. The Ancient Vault has its own strongbox, and Greed's strongbox appears where he fell.

Changed

  • Greater Rift plays more like live Accepting a Greater Rift at the obelisk takes you to floor 1 at once, party members get a join prompt and are taken when they accept, and Urshi speaks her new lines. The end screen shows the tier's experience and gold for every party member. This works with test heroes; it has not yet been tried with real parties.
  • Visions of Enmity follow-ups Visions use the live maps and closing countdown, guardians stand 70 to 110 yards from the entrance, and keystone and Death's Breath drops are random rolls as on live. The extra safety-net portal is gone, because we fixed the cause instead. Goblins and the Diabolical Chest follow live recordings. Again, tell us what you see with a real group.

Fixed

  • A failed Greater Rift no longer poisons the next area After an unfinished Greater Rift, its tier scaling stayed on the whole game. Afterwards, Act 3 bounty monsters had about 2741 times the life and 144 times the damage, and a test hero died five times to Ghom. The scaling now belongs to the rift floors only, so you can fail a Greater Rift and go back to bounties.
  • Rift floors without invisible walls Some rift floors were built where the ground looked fine but you could not walk, which affected 27 of the 69 rift tilesets. That is fixed, and our check found no walls in 138 layouts. Floors that lacked an exit get one, and the hex-maze rooms are walkable from the way in. The hex maze layout still differs from live.
  • Keywardens An Illusionist's clones gave one Infernal Machine each (five from one kill), and a keywarden killed under a Whirlwind could drop three. Now it is one machine per keywarden, and clones no longer complete a bounty or add Nephalem Rift progress.
  • Orek After a Nephalem Rift Guardian dies, Orek stands beside the body with his closing talk on ground you can walk to.
Game artwork for the patch note: Launcher and website catch-up

Launcher and website catch-up

The launcher can install and repair your game, stays in the tray, records live games when you choose to help, and has a mod browser. The login screen lists the community bonuses.

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New

  • Install game and repair The launcher can download and repair the 2.8 game client for you, so you do not have to fetch it by hand.
  • Tray and start with Windows Closing the launcher keeps it running in the tray, and it starts with Windows. This is on by default and the launcher tells you once. You can turn off anything that is on by default in the launcher Settings.
  • Recordings Recording of your live Diablo III sessions is on by default. To record, the launcher asks you to install Npcap, a small free network tool it uses to capture game data. It records game data only while you play the live Battle.net version of Diablo III, one recording per game, uploaded when you leave it. When nothing is recorded, it shows the reason. Recordings let us compare against the live game and fix differences much faster, so please leave it on if you play the live game. You can turn it off in Settings, then Recordings.
  • Mods: browse and error badges Mods has a Browse page. A mod that fails to load shows an error badge and can be switched off, instead of silently breaking the game.
  • Community bonuses on the login screen The Breaking News panel on the login screen now lists the bonuses that are running, when they end, what comes next and the latest patch note headline. It is a required mod, so press Play once to get it.
  • More on the website The Mods page, the costume gallery by class and the What's new page are on the site.
Game artwork for the patch note: Playing together: levels, joining and frozen monsters

Playing together: levels, joining and frozen monsters

Party members now see each other's real level, you can join a friend's game from the menus or from inside a game, and monsters that stood still should no longer do so. Most of this is tested with test heroes only, so please tell us what you see.

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Fixed

  • Party members see your real level When a hero levelled up, other party members kept seeing the old level, for example a member shown at level 6. The new level is now sent to the party at once. We tested this with test heroes. If a real player's client never subscribed to the hero, we cannot update it, and we write a warning on the server. If you still see a wrong level, tell us when it happened.
  • Joining a friend's game Invitations now reach a friend who is in the menus, and the sender is told if an invitation cannot be delivered. Play and Join Game from the friends list now point at the friend's running game, with or without a shared party, and a friend already in another game ends up in yours. Before, you could join each other only if both were in menus. We tested this with two test heroes in the menus, in a game and without a party. We have not clicked the real join button on a real client, so please tell us if it fails.
  • Monsters that stood still A monster whose target died or left now drops it and looks for a new one, and a monster that starts an attack with nobody in reach gives up after 3 seconds instead of freezing. We found this by reading our code and have no test that reproduces the freeze. This fixes one cause of monsters not moving or attacking. It is not a promise that skills not hitting is gone, because there may be other causes. The server now counts attacks that start with no target, so we will see if it still happens. Tell us if it does.
  • Followers keep up with you Your follower now follows at your running speed and stands about 4 yards away. Faster heroes, such as a Monk with Sprint, outran the follower, which then teleported across the screen again and again. Test heroes ran 250 and 400 yards without a single warp.
Game artwork for the patch note: Smoother connections and the night we broke logins

Smoother connections and the night we broke logins

We changed how the server talks to your game and how it saves, and moved to a newer .NET. One of those changes stopped logins for about 50 minutes overnight. Here is what happened and what we now check on every update.

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Changed

  • Smoother connection, fewer snaps Rubberbanding and moves or skills not registering at once were reported in Crusader sessions. We found the main cause in the path from server to client, not in the game loop. The server now sends updates at an exact 100 ms rhythm, one network block per update, each player's connection has its own send and receive handling, and the packet log no longer slows the connection. With test heroes the spacing of updates is now 100.0 ms (it was 108.5 ms). Please do not take this as proven. We have not yet confirmed it with players, and it may only be part of the cause. If you still rubberband, tell us when and who was in the game.
  • Saving no longer holds up the game Heroes, accounts and wallets are now saved in the background, so a save does not stall the game for everyone. Your hero is still saved when you log out, leave a game or when the server restarts. We tested this on a test copy.
  • Steadier server The server used to stop on October 1 because of random internet scanner traffic, and closed games were never freed from memory, which would have slowed it over days. Both are fixed. Player data is backed up daily, and we test that a backup can be restored.

Fixed

  • The login outage We upgraded the server to .NET 10 at about 23:44 on October 7 (CDT). Real game clients could not log in afterwards: the server accepted the connection and stopped after the secure handshake. Our test heroes never use that port, so no test noticed. At 00:33 on October 8 we went back to the old version. If you could not log in between those times, this was the reason, and it was our mistake. At about 01:06 we upgraded again with a newer networking part. A login test now runs on every update, and it passed on the two updates we have made since.
  • What the upgrade gave us Measured on our side: server update time dropped (the slowest 1 in 100 updates went from 17 to 20 ms to 12 to 15 ms), and the server uses about 30 percent less CPU. We cannot yet say that you feel it.
Patch note picture: Graphics presets for weaker PCs (artwork from the game)

Graphics presets for weaker PCs

Launcher 3.1.0 is out and updates itself: a new Performance option in Settings (Balanced, Performance or Low-end for more frames per second on an older PC, back to your own settings with one button), and Create account and Sign in now go over HTTPS.

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New

  • Launcher 3.1.0 updates itself Your launcher finds the update when it starts (or within 6 hours if it sits in the tray): click Update now and it restarts on 3.1.0 with all your settings kept. New players get it from the download page.
  • Sign in over HTTPS Create account and Sign in in the launcher now send your password over an encrypted HTTPS connection (login.eliteleveldiablo.com), like the game's login page already does. Nothing to set up: it works as before.
  • Pick a preset, get more frames Settings > General > Performance has Balanced, Performance and Low-end. Each one turns down shadows, physics, clutter and effects, switches vsync off and sets a frame cap, so the game runs smoother on a weaker PC. Close the game first, pick a preset, then press Play.
  • Your settings are safe The launcher only changes graphics lines in your own game settings file. Your resolution, window, keys and sound stay as they are, and the game itself is never changed. Your original file is saved before the first change: Restore my original settings puts it back.
Patch note picture: The Gems stash tab (artwork from the game)

The Gems stash tab

Your stash has a new first tab just for gems and the things that pile up. It is free, it does not use one of your tabs, and everything you already keep in your stash stays where it is.

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New

  • Every gem has its place Amethyst, Diamond, Emerald, Ruby and Topaz from Marquise to Flawless Royal, every legendary gem, the four Infernal Machines, Ramaladni's Gift, Petrified Scream, Hellforge Ember, Whisper of Atonement and the Staff of Herding parts each have their own slot. Empty slots show the item greyed out, so you see at a glance what you are missing.
  • Right-click to put away With your stash open, right-click one of these items in your bag and it jumps straight to its place on the Gems tab, whichever tab you are looking at. Stacks add up, and duplicate legendary gems wait behind each other with the highest rank in front.
  • Install Press Play in the launcher: it installs the Gems tab for you.
Patch note picture: Followers in every town (artwork from the game)

Followers in every town

The Templar, the Scoundrel and the Enchantress now wait in every town for every hero in adventure mode, as on live.

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Fixed

  • Followers in town Heroes on accounts that had not played the story quests on our server saw no followers in town and could not hire one. In adventure mode all three now stand in every act town from the start. In a campaign game you meet them as the story goes.
Patch note picture: Launcher 3.0.2 (artwork from the game)

Launcher 3.0.2

A small launcher update: your recordings are trusted once for your account, and mods fix themselves if your game copy gets out of step. Your launcher updates itself.

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New

  • Recordings trusted per account Sign in once and your recordings are linked to your EliteLevelD3 account. When your account is trusted, a new PC, a reinstall or a fresh launcher folder no longer needs to be trusted again.

Fixed

  • Mods build reliably A game update could leave the modded game copy out of step and stop mods from installing. The launcher now notices this and rebuilds its copy from your game folder by itself.
  • Launcher 3.0.2 Your launcher updates itself to 3.0.2 at its next start, or within a few hours while it sits in the tray. Your settings stay as they are.
Patch note picture: Game version 2.8 (artwork from the game)

Game version 2.8

EliteLevelD3 now plays on game version 2.8. Every server mod is made for it, so the launcher now says so plainly and asks for your 2.8 game folder.

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New

  • Update game version If your game folder holds another version (2.7.5 or 2.7.4), the Play button reads UPDATE GAME VERSION. Click it and pick your 2.8 game folder.
  • A clear message at the login screen A 2.7 game started without the launcher now shows a short message at the login screen telling you to get the 2.8 client from the EliteLevelD3 Launcher.
  • Launcher 3.0.1 Your launcher updates itself to 3.0.1 at its next start, or within a few hours while it sits in the tray. Your settings stay as they are.
Patch note picture: The Hero Ascension window (artwork from the game)

The Hero Ascension window

Ascension has a window of its own: Hero Ascension. Press H, or type !ascend, to see your rank, your caps and what you still need to Ascend, and to buy and respec your Ascension Shop buffs with a click.

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New

  • Your Ascension at a glance The Hero Ascension page shows your rank and points, your paragon cap and Greater Rift cap and what they become at the next rank, and a To Ascend checklist with ticks and progress bars, so you always know what is left.
  • Ascend with one click When you are ready, press ASCEND. A box shows exactly what starts over, what you keep and what you get, with a countdown. Confirm to Ascend, or Cancel and nothing happens.
  • The Ascension Shop Every buff in one list with its level, what the next level gives and what it costs. Press BUY to buy a level. Changed your mind? Respec one buff or all of them for platinum, right in the window.
  • All four ladders See your rank on Softcore, Hardcore, SSF Softcore and SSF Hardcore side by side, and click one to look at it. Seasonal heroes see the rank they share with their ladder.
  • Open it your way Press H (for Hero Ascension) in a game to open it and H again to close it, or type !ascend (or !ascend shop for the Shop). The window is for the Diablo III 2.8 client, and your launcher installs it for you. Every !ascend command still works as before.
  • Ascend without logging out Pressing ASCEND counts down on screen, takes you back to hero selection and Ascends you there in a few seconds. No disconnect, no logging in again. Your first game afterwards greets you with your new rank.
The EliteLevelD3 logo above the demon lord's hall, the new launcher's home screen

The new launcher

Launcher 3.0 is here: a new look, faster Play, Sign in, Latest News and Patch notes on the home screen, and the players online with your ping. Your launcher updates itself.

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New

  • A new look The launcher has a whole new home screen: the demon lord's hall with candles, embers and the river of fire, the EliteLevelD3 logo and a big Play button. Pick EliteLevelD3 or the Live Game right under it.
  • Faster Play Play gets you into the game sooner: the launcher checks your game and mods while it starts, so pressing Play goes straight to the game.
  • Sign in Already have an account? Account > Sign in with your account name and password, and the launcher fills in your login for the game. New players can still create an account right there.
  • Pick your game folder I already have it installed picks your Diablo III 2.8 folder, and the launcher checks it is the version the server plays.
  • Latest News and Patch notes The three newest patch notes sit on the home screen, and the full Patch notes open from the menu, each with its own picture.
  • Players online and your ping Server status shows whether the server is up, how many players are online and your ping, and warns you ahead of a restart.
  • Live session recording Recording your live Diablo III sessions is now on by default. It records only the live game's connection to its game server and helps us make EliteLevelD3 play like the live game. You can turn it off any time in Settings > Recordings.
  • Updates itself Your launcher updates to the new one by itself the next time it starts, or within 6 hours if it is running in the tray. Your settings, game folders and account come along.
A glowing fissure tearing open the night sky over the moor outside Tristram

Visions of Enmity

Visions of Enmity are here, in every game mode: softcore, hardcore, seasonal, non-seasonal and Solo Self-Found. Slay monsters out in the world and a Diabolical Fissure may tear open where one falls. Step through and fight your way along a chain of timed visions to the Diabolical Chest at the end.

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New

  • Diabolical Fissures Any monster you kill out in the world can open a fissure on the spot, everywhere except towns, rifts, the Vault and other special realms. Everyone in the game sees the message, and each hero steps through on their own.
  • 15 visions Tristram's Fate, Fond Memory, Pyre's Revery, Tale's End, Restless Garden, Bleak Sigil, Arid Necropolis, Occult Catacombs, Forsaken Overlook, Destruction's Wake, Height of Ambition, Odious Promise, Festering Pit, Iron's Ire and Corruption's Harvest. Each one is a twisted memory of a place you know, filled with one family of vision monsters and a rare pack.
  • A chain of visions Clear monsters and a portal to the next vision opens. A chain runs from 3 to 14 visions, never the same one twice, and your town portal brings you right back to the vision you left.
  • Special visions Some visions hold only champion packs, each dropping Death's Breath. In a guardian vision three Rift Guardians wait for you, each dropping Greater Rift keystones, and the way on opens when the third one falls.
  • The Diabolical Chest The final vision ends with a treasure goblin that has no escape; sometimes a whole pack of goblins comes first. Slay it for the Diabolical Chest: every hero gets their own gear, a legendary (certain from Torment I), and bounty materials from all five acts, more on higher difficulties and longer chains.
  • The vision ends Once the chest is opened, "The Vision Ends In:" counts down 30 seconds and takes everyone back to town. Grab your loot!
  • Every game mode Visions work the same for seasonal and non-seasonal, softcore and hardcore and Solo Self-Found heroes. The Visions buff icon shows while they are active, and your loot stays with the hero who earned it.
Patch note picture: Armor, resistances and healing checked (artwork from the game)

Armor, resistances and healing checked

We measured how much damage heroes take against the live game: armor, resistances and the Barbarian, Crusader and Monk damage reduction work exactly as on live, and Torment XVI monsters hit as hard as they do there. Three things now match live too.

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Fixed

  • Life per Second heals you Life regeneration from your gear showed on the character sheet but did not heal. It now heals every second, the amount the sheet shows.
  • No dodge from Dexterity Dexterity gave a chance to dodge, an old rule from before Reaper of Souls. As on live, dodge now comes only from skills such as Mantra of Evasion.
  • Life per Hit and Toughness as on live Life per Hit now follows each skill's proc coefficient, as on live, and the character sheet's Toughness counts the 30% damage reduction of Barbarians, Crusaders and Monks.
A pillar of light rising from a great skull as heroes fight below

Ascension name tags

Everyone can now see how far you have Ascended. Your Ascension rank shows next to your name, like [A12] Trollolol, above your head, on the party portraits and in chat.

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New

  • Your rank for all to see Your Ascension rank shows in front of your hero's name above your head, on the party portraits and when you hover over a player. In chat, whispers and party messages it shows in gold next to your BattleTag.
  • Every ladder, every mode The tag shows the rank of the hero you are playing: Softcore, Hardcore and Solo Self-Found each have their own, and seasonal heroes show their ladder's rank. Heroes who have not Ascended yet show no tag.
  • Right away Ascend and your new rank shows in chat and in your party at once, and on your hero the next time you join a game.
  • Your name stays yours The tag is only shown next to your name. Your hero's name, your BattleTag, hero select, the leaderboards and your profile stay exactly as they are, and friends, whispers and invites find you as before.
Patch note picture: Faster game start (artwork from the game)

Faster game start

The game now reaches the login screen in about 15 seconds instead of 45. The launcher updates the required mod automatically at your next Play, so there is nothing to download by hand.

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Fixed

  • No more 30-second wait at start After pressing Play the game sat on a black screen for about half a minute before it started loading. That wait is gone: from Play to the login screen now takes about 15 seconds.
  • Updates itself The fix comes with the Login screen news mod (version 1.1.0), which the server already requires. Your launcher installs it and builds it in the next time you press Play.
A pillar of light rising from a great skull as heroes fight below

Ascension is here

Ascension is live. Paragon is capped at 500 and Greater Rifts at 50. Reach your caps, clear a Greater Rift at your cap on your own, and Ascend to raise them, earn Ascension points and spend them in the Ascension Shop. Everyone above Paragon 500 was set to 500 today.

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New

  • Ascending Reach your paragon cap, then clear a Greater Rift at your Greater Rift cap on your own before the timer runs out. You can then Ascend: you get +1 Ascension Rank and 10 Ascension points, and your caps go up by 25 paragon levels and 2 Greater Rift levels.
  • What Ascending resets Your non-season heroes go back to level 1 and your paragon to 0. Your gear, bags, stash, Kanai's Cube powers, the Altar of Rites, your followers' gear and every currency except Platinum are wiped.
  • What you keep Platinum, your Ascension Rank, points and buffs, profile stats, achievements, cosmetics, hero names and classes, Kanai's Cube and the artisans stay unlocked, and your seasonal heroes are never touched.
  • Caps that grow Your Greater Rift cap starts at 50 and goes up by 2 with every rank: 150 at Rank 50 and 200 at Rank 75. Yes, Greater Rifts go to 200. Your paragon cap is 500 plus 25 per rank.
  • The Ascension Shop Spend your points account-wide, per ladder, on 7 buffs: Echo of Experience (up to +100% XP), Gilded Hands (up to +100% gold find), Nephalem Tithe (up to +100% Platinum from rifts and bounties), Ascended Might (up to +100% damage), Primal Spark (up to double the primal chance), Kanai's Memory (keep up to 3 cube powers through an Ascension) and Urshi's Favor (up to +2 gem upgrades per Greater Rift). Maxing the shop takes 2,000 points: a true forever chase.
  • Respec Changed your mind? Get your Ascension points back for 500 Platinum plus 5 Platinum per point refunded.
  • Ladders Softcore, Hardcore and Solo Self-Found each have their own rank, points and buffs. Seasonal heroes share your rank, caps and buffs but cannot Ascend and are never wiped: push your season, then come back to non-season to Ascend.
  • Commands Type !ascend in game to see your rank, caps and what you still need. Once you are ready, !ascend shows exactly what an Ascension resets, and !ascend confirm then Ascends. !ascend shop lists the buffs and their prices, !ascend buy <name> buys the next level (xp, gold, plat, damage, primal, kanai, urshi), and !ascend respec shows what a respec gives back and costs before you confirm it.

Changed

  • Paragon cap at launch Everyone above Paragon 500 was set to 500 today, with every paragon point back to spend. You are told the next time you join a game. Open the Paragon window and spend your points again.
  • Fresh Greater Rift clears To Ascend you need a solo Greater Rift clear at your cap made from today on. Clears from before the launch do not count.
  • Primal Ancients Primal Ancients unlock as on the official servers, with a solo Greater Rift 70 clear in time, so you reach them at Rank 10.
  • Party Greater Rifts In a party, the highest Greater Rift you can start is the lowest cap in the group.
  • Blood Shards Your Blood Shard limit grows with your best solo Greater Rift, as on the official servers.
  • Trading drops Items that drop can be traded for 30 minutes, with the players who were in your party when the item dropped.
A hero facing the undead in the halls of the Cathedral

Bounty uniques you can reach

A level's unique monster or Treasure Goblin no longer appears inside a wall or out in the dark around a dungeon, so kill-unique bounties such as Cudgelarm in the Cathedral no longer get stuck. Two more bounties that could not be finished are fixed too.

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Fixed

  • Unreachable bounty uniques In dungeons that are built at random, the level's unique monster could appear where nobody can walk, and its bounty could not be finished. Uniques and Treasure Goblins now always appear on open ground. If a bounty's unique is ever out of reach anyway, it comes to you after enough kills in its area.
  • Farmhouse Ambush The ambush's last monster now appears at the farm. When someone in your party was in another act, it could appear far away in the Fields and the bounty never finished.
  • Warrior's Rest Warrior's Rest always has its monsters now. Once in a while the cave came up empty, and its clear bounty could not be finished.
Urshi, keeper of the Greater Rifts, floating in a beam of light

Solo Greater Rifts count

As on the official servers, your Blood Shard limit now grows with your best solo Greater Rift, and Ascending needs a solo Greater Rift at your cap.

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Changed

  • Blood Shard limit from solo Greater Rifts You can carry 500 Blood Shards plus 10 for every level of your best Greater Rift cleared on your own before the timer runs out, in your hero's game mode, as on the official servers. Party clears no longer raise it. A new solo best tells you your new limit. If you already hold more shards than your new limit, you keep every one of them; you just won't pick up more until you are below it.
  • Ascending needs a solo clear To Ascend, clear a Greater Rift at your cap on your own (nobody else in your game during the rift) before the timer runs out. Party clears still count for the leaderboards, but not for Ascending. Type !ascend to see what is still missing.
A hero glowing with golden power in the middle of a fight

Paragon points stay put

The paragon points you spend are saved right away and are still there the next time you log in.

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Fixed

  • Paragon points reset at log in Points you spent in the Paragon window could be gone the next time you logged in. They are now saved the moment you press Accept, in every tab, for every hero and game mode. If the server cannot take a spend (more points than the tab has), the window now shows your real points at once instead of pretending.
  • Reset one tab The Reset button now gives back only the tab you have open (Core, Offense, Defense or Utility), as on the official servers. Before, it quietly reset all four tabs.
A hero changing their look at the wardrobe mirror

Cheaper cosmetics

Platinum comes in slower now, so the Diablo Shop's cosmetics cost less: wings, pets, portrait frames, banner parts, flags and costumes.

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Changed

  • New cosmetic prices Banner parts and flags now cost 150 platinum (was 250), portrait frames 300 (was 500), pets 400 (was 500), wings 750 (was 1,000) and the Skull Knocker costume 1,500 in every look (was 2,000). Stash tabs, hero slots and boosts keep their prices. Everything you already own stays yours. The new prices show in the Diablo Shop the next time you log in.
Four hero banners from the hero select screen, side by side

Every game mode its own

Softcore, Hardcore, Season and Solo Self-Found each keep their own Kanai's Cube, stash, gold and paragon; platinum and cosmetics stay shared, and the Greater Rift leaderboards are split by game type.

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New

  • Greater Rift leaderboards by game type Your best timed Greater Rift now goes on the board of your hero's game type: Softcore, Softcore Season, Hardcore, Hardcore Season, Solo Self-Found or Hardcore Solo Self-Found. Type !leaderboard to see the top of every board, or !leaderboard ssf (sc, sc-season, hc, hc-season, ssf, ssf-hc) for one. The in-game leaderboard window now lists only heroes of the tab you open.
  • !gamemodes Type !gamemodes to see what each game mode keeps for itself, what every mode shares, and which mode your hero plays in.

Changed

  • Kanai's Cube per game mode Kanai's Cube now keeps one archive of extracted powers for each game mode: Softcore, Softcore Season, Hardcore, Hardcore Season and Solo Self-Found, as on the official servers. Nothing was lost: every power you had extracted is now in the cube of every mode you play. From now on a power you extract goes into the cube of the mode you are playing.
  • Primal Ancients need a solo Greater Rift 70 As on the official servers, Primal Ancient items start dropping once you clear a Greater Rift 70 on your own, before the timer runs out. A party clear no longer unlocks them, and each game mode unlocks on its own: Softcore, Hardcore, Season and Solo Self-Found. Under Ascension you can first open Greater Rift 70 at Rank 10. Already unlocked Primals before today? You keep them, in every mode.
  • Solo Self-Found is really solo Solo Self-Found heroes now have their own stash, gold, blood shards, crafting materials, paragon, mailbox, Altar of Rites and Kanai's Cube, apart from your other heroes. Platinum and cosmetics stay shared by all your heroes. An SSF hero plays alone: it cannot join a party's game or bring others into its own. If you made SSF heroes before today, they keep sharing with your other heroes until we move them over with you; nothing changes for them until then.

Fixed

  • Leaderboard tabs The Normal leaderboard tab no longer lists seasonal, hardcore and Solo Self-Found heroes; each tab shows only its own heroes.
Greed on her throne of gold

Earning platinum

Platinum comes from achievements, bounties and every rift you clear, with the game's own platinum pop-up, and the shop's Platinum tab shows how to earn it.

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New

  • The Twilight Covenant Ashbringer and Corrupted Ashbringer are now two legendary two-handed swords, and together they are the Crusader's new set, The Twilight Covenant. Ashbringer's hits brand enemies with Radiance, Corrupted Ashbringer's infect them with Blight, and an enemy carrying both bursts in an Eclipse, a gold-and-green explosion of Holy and Poison damage that hits everything around it. Both swords drop for Crusaders, from Kadala and from Kanai's Cube. Already own the old Ashbringer? It stays yours and works as before.
  • A two-hander in each hand With the Heavenly Strength passive, the Crusader can hold a second two-handed weapon in his off-hand, with his own two-sword stance, swings and whirl. Take the passive off and the off-hand weapon goes to your backpack, nothing is lost.
  • Roland's Legacy and Twin Judgment Roland's Legacy is rebuilt for two blades. With 2 pieces Punish becomes Twin Judgment, a whirl of both swords that brands everything around you with Radiance and Blight. Every Eclipse gives a stack of Roland's Resolve (2 from elites and bosses): more Twin Judgment damage, faster attacks and half damage taken. At 20 stacks your next Falling Sword or Steed Charge leaves a trail of Eclipses. It shines in big packs and holds its own against bosses, so the Crusader's other top builds stay worth playing.
  • Hero slots and stash tabs in the Diablo Shop Diablo Shop > Enhancements now sells Hero Slots and Stash Tabs to everyone. A hero slot costs 5,000 platinum (up to 20 slots), and the first hero waiting for a slot comes straight back to hero select. A stash tab costs 500 platinum, or 100 for your seasonal stash, and the new tab is there at once. Your stash now holds up to 15 tabs, three pages of five; the launcher installs the small game update for you.

Changed

  • Busy at a vendor When you have a window open (a vendor, your stash, the Blacksmith, the Mystic, Kanai's Cube, the Altar of Rites, a conversation or the map), your party now sees you as busy, as on the official servers, and nobody can start a trade with you. Walking away or clicking in the world ends it, and it no longer stays on after you leave a vendor by walking off.
  • Season Rebirth limits Rebirth now follows the live rules: each account has 3 rebirths per season (hero select shows how many you have left), and the items of a reborn hero wait in your non-seasonal mailbox for 30 days. Claim them before then: after 30 days the mail is gone. Rebirth needs a running season, and living hardcore heroes can be reborn too.
  • Twin Judgment's whirl effect Twin Judgment no longer leaves a huge green swirl on the ground around your Crusader that stayed until you changed map and piled up with every cast. Each whirl now flashes a short gold ring around you that is gone in under a second, so you can see the fight again. Damage, radius and the Radiance and Blight brands are unchanged, and there is nothing to install.
  • Punish without a shield The Crusader's Punish no longer needs a shield: use it with two two-handers, one two-hander or a one-hander alone. Its block chance bonus (Hardened Senses) and the runes that pay on a block still need a shield, since there is nothing to block with otherwise. With Roland's Legacy, Punish is Twin Judgment as before. The launcher installs the small game update for you.
  • Rifts and platinum Every Nephalem Rift and Greater Rift you clear pays 2 platinum to each hero in the game, together with the rift's experience and gold. Each act's bounties pay 10 platinum at the turn-in, and achievements pay theirs once. The Challenge Rift pays its weekly cache instead.
  • Platinum pop-up Platinum from bounties and rifts now shows the game's own platinum pop-up with your balance counting up, so you never miss it. Achievements keep their achievement pop-up.
  • Season Journey The Season Journey now says Conqueror pays Platinum (2,000), what it really pays here. The launcher installs the small text update for you.
  • Platinum tab Diablo Shop > Platinum, and Buy Platinum when you cannot afford something, now open How to earn platinum: your balance, what achievements, Conqueror, bounties and rifts pay, and every achievement you have earned or can still earn with its platinum.
  • Costumes for your hero The Costumes tab only shows costumes that fit your hero. Skull Knocker shows on male Barbarians; other heroes see No costumes for this hero yet.
  • Shop prices Portrait frames now cost 500 platinum, flags 250, pets 500 and wings 1,000. The Skull Knocker costume costs 2,000 platinum in every look. Everything you already own stays yours.
  • Stash tabs A stash now starts with 2 tabs, and your seasonal stash has 2 tabs of its own. Nothing is lost: every item that was in a tab beyond those is in your mailbox, exactly as it was (affixes, sockets and gems, enchant, transmog, ancient or primal). Open the mailbox and claim them into your bag. Seasonal tabs start again each season, and their items are mailed the same way.
  • Hero slots An account now has 4 hero slots. If you have more than 4 heroes, your last played and most played heroes stay in hero select, and the others are kept safe with all their gear, waiting for a free slot. When you enter a game the server tells you who is waiting.

Fixed

  • Legendaries with their powers Depth Diggers and about thirty other legendaries, among them Leoric's Crown, Andariel's Visage, Oculus Ring, Kymbo's Gold, Fire Walkers, Saffron Wrap and Vigilante Belt, dropped as an old version without their legendary power. They now drop only as the version with the power, exactly as on the live servers, and so do some fifty more whose old version still dropped now and then (Madstone, Stone of Jordan, The Crudest Boots and others). Spines of Seething Hatred drops again. Kadala, Horadric Caches and Kanai's Cube give the right version too, and reforging an old copy in Kanai's Cube gives it back with its power. Crafted sets such as Aughild's and Captain Crimson's no longer drop as loot; you craft them, as on the live servers.
  • A full backpack With a full backpack an item now stays where it is, exactly as on the live servers: taking off gear, swapping in a two-hander that also needs your off-hand item put away, buying from a vendor or Kadala and picking up all say "not enough inventory space" over your hero and nothing moves. Taking off a two-hander while you hold a second one in your off-hand no longer sends that sword to your stash: make room for both first. Horadric Caches and other rewards that do not fit drop at your feet, mailed items stay in your mailbox until you make room, and Kanai's Cube waits for room before it uses anything up.
  • Only one Greed in the Vault The Vault no longer fills with copies of Greed before you reach her room. On the way in you meet Vault Sentries, treasure troopers and a few goblins, as on the live servers, and Greed waits alone in her room behind the gate, where her fight, her strongbox and the way out work as before.
  • Ramaladni's Gift Ramaladni's Gift works: right-click it, then click a weapon without a socket, and the weapon gets its socket, exactly as on the live servers. It no longer says "only works on weapons" when you use it on a weapon. Any weapon takes it: one-handed, two-handed, bows and crossbows, legendaries, Ashbringer and a two-hander in your off-hand. On armor, or on a weapon that already has a socket, you get the game's message and keep the gift. Gifts you already have work too.
  • The Mystic's possible properties At the Mystic, the Possible Properties list of a legendary or set item now shows every property the item can get at its level, as on the live servers, not only the low-level ones. The new properties she offers when you enchant come from that same full list, including your class's own properties on items any class can wear.
  • Item sizes in your bag Every item takes the same number of bag slots as on the live servers. Legendary gems such as Whisper of Atonement take one slot, and a few Horadric Caches that took two slots now take one.
  • Kanai's Cube: Upgrade Legendary Item The Kanai's Cube recipe Curiosity of Lorath Nahr (Upgrade Legendary Item) works, as on the live servers: put a legendary or set item in the cube with 100 Primordial Ashes and it comes back as a Primal Ancient of the same item, every property re-rolled at its best for your class. The ashes come from your materials. Crafted, equipped, unidentified items and items with gems in their sockets are refused with the game's message, and nothing is used up when it is refused.
  • Primordial Ashes in your materials Primordial Ashes now go straight to your materials list with your other crafting materials, as on the live servers, instead of sitting in your backpack as a stack. Salvaging a primal gives 55 there, and the Altar of Rites takes its potion offerings from there. Ashes already in your backpack or stash have been moved into your materials for you, every single one.
  • Rebirth works The Rebirth button at hero select now turns a non-seasonal hero into a level 1 seasonal hero, as on the live servers. It needs no free hero slot, so it works even when all your slots are used. Everything the hero wore or carried, the followers' gear too, is mailed to your non-seasonal heroes exactly as it was; claim it from the mailbox with any non-seasonal hero. Claim the hero's own mail first, or the game asks you to.
  • A clear message when your hero slots are full Creating a hero with every slot used now shows the game's own message, Unable to create a new hero because all slots are filled, instead of a bare code 17, and the server tells you that you can delete a hero or buy a Hero Slot in the shop (Enhancements). If a hero waiting for a slot takes the slot you just freed, the server tells you so; log out and back in to see it.
  • The Altar of Rites lets go of you Leaving the Altar of Rites now always ends your visit, whether you sacrifice, close it with Esc, walk away, change area or log out, and clicking a shrine, pylon, chest, door or anyone else right after works as normal. The altar is no longer shown as busy to other heroes in town, a sacrifice the altar refuses now tells you so instead of leaving the Sacrifice button dead until you restart, and you can make several sacrifices in a row. If the game still thinks you are at the altar, type !altar release.
  • The waypoint to town takes you to town In some games the waypoint to the Tristram town put you on a patch of ground south of town that no path leads out of, so you could not reach Orek, the rift obelisk or anyone else. The waypoint now always takes you to the town square's waypoint.
The Skull Knocker costume beside the World Boss pentagram

Costumes tab, Vorgath and the Challenge Rift

The Diablo Shop gets a Costumes tab of its own, a World Boss waits behind a blood-red portal in New Tristram, and experience, gold and rewards now pay what the live game pays at every Torment.

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New

  • Costumes tab Diablo Shop > Collection now has a Costumes tab. Every look shows its real preview on the hero; buy it once with platinum for your whole account, then Equip and Unequip it right there.
  • Skull Knocker in four looks The Barbarian's Skull Knocker costume comes in Original (1,000 platinum), Gilded, Bloodbound and Frostbone (750 platinum each). He wears it with his own face, hair and beard, and it shows in hero select, your profile and the previews too.
  • World Boss: Vorgath, The Burning Maw A blood-red portal in New Tristram leads to his altar in a lake of lava. Up to four heroes fight him; at half life he calls Demon Troopers and Oppressors, at 20% he enrages and sends a shadow copy of every hero after you. Each hero gets their own loot (legendaries, rares, Death's Breath, Forgotten Souls, gems), with a small chance of something special. The portal closes when he dies and opens again ten minutes later.
  • Challenge Rift The Challenge Rift is its own timed run, as on live: the obelisk sends you straight in, the clock runs against the time to beat, the Guardian waits at the end and the end screen shows your time. Beat it and the weekly reward cache arrives by mail, once a week.
  • Kanai's Cube: Convert Gems Nine gems of one type plus an Essence (of Ruby, Emerald, Topaz, Amethyst or Diamond) turn into nine gems of the essence's type at the same quality. Squirt sells the essences.
  • Haedrig's Gift Finishing Season Journey chapters II, III and IV mails you Haedrig's Gift with your class's set pieces. Enchanting, socketing, transmog and crafting now count toward the Journey.

Changed

  • Experience and gold as live Every Torment now gives the live game's experience and gold bonus. Monster kills give the live amount (they gave about four times too much), gold piles are no longer oversized, and Nephalem Rift and bounty rewards pay the live amounts. Hardcore heroes earn the same experience as everyone else, as on live.
  • Event rewards Cursed chests, cursed shrines, wave fights and other events pay experience and gold by their own reward tier, as on live, instead of a flat small amount.
  • Bounty rewards in a party A bounty pays the heroes in the area where it was finished, as on live. Everyone in the game still gets the bounty's progress, and the act's Horadric Cache from Tyrael.
  • Blood Shard cap You can carry 500 Blood Shards plus 10 for each level of your best Greater Rift, as on live.
  • New rift layouts Rifts now roll from 72 tilesets in 23 families, never the same family twice in one rift. Elite packs, pylons and shrines appear about as often as on live.
  • Launcher 2.7.13 Settings keep Save and Cancel at the top while you scroll, the scroll bars match the launcher's theme, and the launcher finds the download server by itself.

Fixed

  • One rift at a time You can no longer leave a running Greater Rift and open a second one (and lose a second keystone). While a rift is open, every obelisk in town waits until its Guardian is down.
  • Call of the Ancients Taking a waypoint right after casting Call of the Ancients no longer leaves Ancients behind that stopped the fight for other heroes in that area.
A painted loading screen of a dark castle above a burning town

Sign up from the launcher, loading screens and hardcore

Make your own account from the launcher and see the new painted loading screens. Bounties, rifts, bosses and crafting now play like live.

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New

  • Create your own account Sign up from the launcher (2.7.1 and later) with a username and password; no need to ask anyone for an account.
  • The launcher updates itself Since 2.6.0 a banner shows when a new launcher is out; Update now restarts it on the new version.
  • Mods install themselves The mods the server uses (costumes, the World Boss) are installed and switched on when you press Play. Mods > Browse has optional ones, such as the loading screens.
  • Painted loading screens New loading screens for Acts I to V and the Ashbringer Crusader logo screen, filled to the edges on wide screens. Changing acts now shows the act you are going to.
  • Hardcore heroes die for good A hardcore hero that dies is gone, as on live, and goes to the Hall of Fallen Heroes.

Changed

  • Bounties as live Bounties pay the live experience and gold, with the Pool of Reflection bonus, and the act turn-in counts them as live.
  • Nephalem Rifts as live Opening, floors, the progress bar, the Guardian, the reward and the close all follow the live game.
  • Bosses and events Portal guardians, boss health bars, Leoric's intro and boss deaths play as on live.
  • Combat numbers Floating damage numbers and hit effects show as on live, and party members see each other's life.
  • Salvage, dyes, crafting and Kanai's Cube All work as on live.
  • Horadric Caches Caches give the live 2.8 act legendaries, such as the Pauldrons of the Skeleton King, the Golden Gorget of Leoric and a working Ring of Royal Grandeur.

Fixed

  • Map markers No more magenta squares on the minimap behind the Altar of Rites and the Nephalem obelisk.
  • Server crash Fixed a crash that could take the whole server offline.
A party of heroes fighting side by side

Party play, the Vault and loot per Torment

The first evening with players: parties work, your bag stays full, and loot follows the live amounts at every Torment.

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New

  • Mods in the launcher Launcher 2.4.0 has a Mods page for the mods on your PC.
  • Restart warning When the server restarts for an update, every player gets a countdown first.

Changed

  • Loot per Torment Horadric Cache materials, Rift Guardian keystones, Death's Breath and rift legendaries follow the live amounts at every Torment.
  • The Vault The Vault fills with Vault Sentries and treasure troopers as on live; the Devil's Hand runs and calls its demons, and the Menagerist Goblin drops its pet for your collection.

Fixed

  • Teleport to party members Teleport from the party portrait works, a friend's banner in town takes you to them, and party members show on the map.
  • Joining a friend's game No more "The server has been updated since this game was created" when joining your party's game, and leaving a party no longer pulls your friend out of theirs.
  • Inventory Your backpack, equipment and stash show at once when you join a game, and the backpack no longer looks empty (while full) after changing areas.
Heroes clearing a dark crypt full of monsters

Play test day: bounties, the Vault and smarter loot

Before launch: a full day of play tests across every act. Bounties, bosses, the Vault and the uber realms work from start to finish, and loot follows the live rules.

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New

  • Record your sessions Launcher 2.3.0 lets you opt in to recording your live Diablo III sessions. Every recording helps us make EliteLevelD3 match the real game.
  • Horadric Caches for every difficulty Each difficulty and Torment level has its own Horadric Cache, with two blacksmith plans for your level and, from Torment VI, the act's guaranteed legendary.
  • A packed Ancient Vault The Ancient Vault fills with Treasure Goblins where they stand on live, and Vault goblins drop the live mix of Death's Breath, Veiled Crystals and more.

Changed

  • Smart loot Most legendary and set drops are items your class can use, and other classes' set pieces stay out of your drops.
  • Loot at high Torment Loot above Torment VI follows the full Torment table, up to Torment XVI.
  • Area Damage Area Damage works as live: each hit has a 20% chance to splash enemies around the target.
  • Skills match their tooltips Frenzy, Boulder Toss, Ignore Pain, Rend, Whirlwind's Wind Shear, Energy Twister and Fetish Sycophants now do what their tooltips say.
  • Treasure Goblins Open-world Treasure Goblins are rarer, never attack you and stay out of towns.

Fixed

  • Bounties Bounties in every act can be finished, including kill-unique, event and boss bounties such as Belial, Queen Araneae, Urzael and the Farmhouse Ambush.
  • Greed's Vault Greed sleeps until you take the bait, his strongbox appears before his throne, and every Vault portal takes you in.
  • Uber realms Uber realm portals take you in, and each pair of uber bosses drops its organ for every hero nearby.
  • One boss per fight Act bosses no longer appear twice, the Skeleton King sits on his throne, and each keywarden spawns once per game.
  • The Heretic's Abode The Heretic's Abode door in New Tristram opens.
  • Crafting and the Mystic Crafting takes ingredients from the materials tab, the Jeweler takes exactly the gems a recipe needs, and the Mystic tells you what is missing when she refuses.
  • Equipment slots Gloves, belts, boots, shoulders, pants and bracers only go in their own slot.
Heroes fighting together across a field of fire

Online play, parties and seasons

Before launch: the rewritten launcher brings EliteLevelD3 online. Play with friends over the internet, form parties, and keep seasonal heroes apart from the rest.

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New

  • Play over the internet The rewritten launcher connects you to the EliteLevelD3 server from anywhere.
  • Parties Invite friends to your party; the whole party enters the leader's game.
  • Seasonal heroes Seasonal heroes have their own gold, blood shards, materials and stash, and paragon is kept apart for seasonal, non-seasonal, softcore and hardcore.
  • Soul shards Soul shards drop, socket into helms and weapons and grow with Hellforge Embers; all 28 shard powers work.
  • Boss fights Every act boss fights with its own attacks, animations and timing.
  • The shop on every PC The Diablo Shop's purchase window works for every player, and launcher 2.2.0 brings new art.

Changed

  • Sets and legendaries 30 class sets with their 4- and 6-piece bonuses, the legendary gems and about 120 legendary powers with conditions now work.
  • Skills Blessed Hammer deals damage and costs Wrath, Spike Trap works the 2.8 way, and Iron Rose casts a free Blood Nova with Siphon Blood.

Fixed

  • Normal difficulty Monsters on Normal deal damage again.
  • Staying online Logging in again no longer drops your session, and heavy play no longer freezes games.
A hero unleashing a burst of power on a broken stone bridge

Rifts, Greater Rifts and legendary powers

Before launch: Nephalem and Greater Rifts open, set and legendary powers come alive, and the newer 2.8 game client can play.

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New

  • Nephalem Rifts Rifts open with ten floors, a random tileset on each, progress orbs and a Rift Guardian.
  • Greater Rifts Greater Rift keystones drop; tiers scale monsters, the timer runs, and Urshi upgrades your legendary gems.
  • Kanai's Cube powers Extract legendary powers into Kanai's Cube and wear them; your choices are saved on each hero.
  • Community bonuses A weekly rotation of experience, gold find and magic find bonuses, with the game's own buff icons.
  • Season Journey Season Journey progress counts as you play.
  • The 2.8 game client The newer 2.8.0 game client can connect and play.

Changed

  • Set and legendary powers Set bonuses, Ring of Royal Grandeur and legendary powers come from the game's own data.
  • Legendary gems Legendary gems scale with rank and unlock their rank 25 effect.
  • Followers Followers equip gear from your backpack or stash by the game's rules and keep it when you rejoin.
  • Elite packs Elite monsters use the game's affixes, with 17 more of them.
  • Dyes and transmogs Dyes and transmogs show on the hero select screen and at the Mystic.
  • Gems Picking up a gem picks up every gem around it.

Fixed

  • Monster health Monsters no longer appear with no health.
  • Saving items Items with many properties save correctly, and socketed gems keep their rank.
Kanai's Cube on its stone stand, candles burning at its foot

Items, Kanai's Cube and the Diablo Shop

Before launch: loot rolls from the game's own tables, Kanai's Cube recipes work, and the Diablo Shop opens with platinum and cosmetics.

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New

  • The Diablo Shop The Diablo Shop opens in game, and you buy with platinum through the game's own purchase window.
  • Cosmetics Wings, pennants, pets and portrait frames can be equipped, including 27 cosmetics that were missing.
  • Newer items 207 items from later game patches join the loot.
  • Menagerist Goblin pets The Menagerist Goblin drops its pet for your collection.

Changed

  • Item properties Items roll their properties from the game's affix tables by level and quality, and Ancient and Primal items roll their own tiers.
  • Kadala Kadala always gives you an item.
  • Gold Gold no longer stops at about 2.1 billion.
  • Crafting recipes Blacksmith and Jeweler recipes are learned as you level, and Upgrade Rare Item in Kanai's Cube takes a level 70 rare.

Fixed

  • Tooltips Hovering items in your backpack no longer crashes the game.
  • Kanai's Cube Cube upgrades work, and cube legendaries arrive identified.
The Altar of Rites, its golden seal set in the stone

The Altar of Rites

Before launch: the Altar of Rites opens with its tree of seals, and your sacrifices break them.

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New

  • Altar of Rites Click the Altar of Rites to open its seal tree with the real seal names, effects and costs.
  • Sacrifice Sacrifice the offering at the altar to break a seal, and choose which joined seal to break next.
Treasure Goblins among piles of gold in the Vault

Goblins, the Vault and the uber bosses

Before launch: Treasure Goblins run, the Vault opens, keywardens guard their machines and the uber bosses wait in their realms.

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New

  • Treasure Goblins and the Vault Treasure Goblins appear and can open the way to the Vault.
  • Keywardens Keywardens drop the Infernal Machines that open the uber realms.
  • Uber bosses The uber bosses wait in their realms and drop their organs.
  • Bounty caches Finishing an act's bounties gives its Horadric Cache.
The EliteLevelD3 hall of the demon lord

EliteLevelD3 gets its name

Before launch: the server takes the name EliteLevelD3, achievements arrive, and adventure mode's map and bounties work.

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New

  • Achievements Achievements use the game's own names and descriptions and are awarded in game.
  • EliteLevelD3 The server gets its name.

Fixed

  • Adventure mode The adventure mode map, teleporting from the map and bounty generation work.
The map of Act I with golden bounty markers over four places

Bounty markers

Before launch: bounty objectives show on the map.

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New

  • Bounty markers Your bounty objectives are marked on the map.
A painted city rising from the desert at dusk

The first stones

Before launch: work on EliteLevelD3 begins with a server that builds its worlds reliably.

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Fixed

  • World building Worlds no longer fail to build halfway, and bounties are generated for them.
  • Monsters Monsters use their proper damage and no longer flood the server with errors.
  • Achievements download The game's achievements download no longer fails.

Get the launcherSee the mods