Fixed a bug causing it to deal too much damage with Disintegrate
Effective damage output is now much lower (still slightly higher than they were before this bug was introduced)
Scosglen
Sescheron's Destroyer:
Now takes 10% more physical and magic damage
Now absorbs 25% elemental damage
Dimensional Labyrinth
Fixed a bug where Void Maws AI activation range was too short
Phoboss and the Unstable Anomaly now absorb 50% poison damage
Removed T9 modifier, there was no way for summoners to negate 100% enemy pierce due to how summon resists work
New T9 modifier: +25% Spell Damage and Crushing Blow. Note that the latter is reduced by your uncapped Physical Resist
Affects all enemies and bosses in the zone, except Deimoss. She won't have pierce anymore nor a Spell Damage boost
Necrobots no longer ignore defense at tier 6 and above. The character screen now correctly reflects their chance to hit you
Charged stones will no longer be consumed if you're not in Hell difficulty
Endgame Dungeons
Paragon's Hammer:
Now has 1 "Paragon charge" and 2 regular charges, instead of 5 regular charges
This prevents unintended cases where hammers without a Paragon upgrade could receive up to 5 upgrades from heroic Dungeons
Now when a hammer's upgrade options are exhausted the "Can be upgraded ..." strings will be removed
Twin Seas
Valkyrie's Prime: increased Sky Siege roll to 20-25 to support the new cooldown scaling
Lord Aldric Jitan
Removed legacy 60% poison absorb
Mirror Temple
Set pieces created from Explorer's Caches will receive -6% to Experience Gained
Set drops for this patch:
Red Vex's Embrace (Blood)
Universal Law (Psionic)
Big Game Hunter (Warmonger)
Lone Wolf's Path (Seer)
The Towerlord (Totem)
Cinadide's Craft (Templar)
Adria's Circle (Poison)
Xazax
Fixed an issue causing some skills to be able to kill penitents
Herald of the End
Celestial Sigil: no longer drops
The boss now only heals from player deaths
Now takes 10% more physical and magic damage
Deimoss
Replaced "Allies Regenerate Life" optional difficulty modifier with "+200% Monster Life" and "Spawns a Miniboss"
The miniboss is a random choice between: Gharbad, Navigator, Corrupted Barbarian
Void Armor is now rewarded for a 5 pillar kill, Dimensional Alchemy for a 6 pillar kill and charges increased from 6 to 10
Misery cold zone spawns will now appear on target 2 seconds after the cast, instead of instantly
The boss now only heals from player deaths
Now takes 10% more physical and magic damage
Heart of Darkness
Swapped the health values of Deimoss and Samael in phase 1
Fixed a bug that causes game lag over time in phase 1
Changed behavior of Armageddon and Eradication skills in phase 2
Removed remnant of failure mechanic, reduced timer by 1 minute
Eradication in phase 2 now plays a more pronounced warning sound before it goes off
Time Lost Relics: the following Time Lost Relics have been changed
Absorb Relic: disabled
Flat Physical Damage Shield Relic: disabled
Moon Cookie Relic: disabled
Judgement Day: fixed an issue causing this skill to be able to target enemies through walls
Fire Cannonade: restored old attack frame animation (no longer uses cast frames)
Base mana cost and mana gain per level lowered by ~25%
Characters
Main
Activation Frequency:
All periodic skills will now dynamically display their Activation Delay, making it easier to see the scaling
This will be displayed in seconds for skills with longer delays and frames for skills with a base delay around 1 second
Activation Frequency Efficiency is now listed under the synergies section for affected skills as "Activation Frequency Multiplier"
Fire/Cold/Lightning/Poison only sources no longer exist. This change is not retroactive to the Elder Law and split Elemental Band Sacred uniques
Removed jewel affix
Summons:
Changed how summon resistances work
Before: get 75% elemental resistance from Skill Levels, up to 75% from Minion Resistance stats, -100% Hell penalty; resulting in up to 50% max resistance
Now: up to 105% from Minion Resistance stats, -30% Hell penalty; resulting in up to 75% max elemental resistances
The goal is to simplify the formula, require slightly more Minion Resistance itemization but summons take half elemental damage compared to before
Dimensional Labyrinth 9+ enemy elemental pierce modifier has also been changed (see above)
Magic resistance penalty is now -30% on Nightmare, -60% on Hell; down from -50% and -100%
New affix: Summon Physical Resist. Works like the player variant and cannot go over 50% max physical resist
Changed how summoning works
Before: each cast would summon 1 minion, this could be increased slightly via certain items or skill mechanics
Now: each cast will summon the maximum number of minions on the skill, summon cast items and mechanics will be reworked/removed
Each cast will now have a dynamic cooldown, based on the number of summons created and their strength
For regular units (e.g. Blood Skeletons) 1.2 seconds per minion, for strong units (e.g. Veil King) 20 seconds per minion, for temporary units (e.g. Hawks) 0.4 seconds per minion
The cooldown only applies to the respective skill. E.g. casting Blood Skeletons won't block your from casting Abyss Knights straight away
Each cast will now have a dynamic mana cost, based on the number of summons created and their strength, capped at 50% of Maximum Mana
For regular units it will be 6% of Maximum Mana per minion, for strong units 25% of Maximum Mana per minion, for temporary units 2% of Maximum Mana per minion
Mana cost will be 1 in town
The above changes will only apply to traditional summoner abilities and will not affect skills like: Totems, Golem, Edyrems, Resurrect, Summon Familiars
The goals of the above changes:
Make resummoning your army faster after death and on entering a new game
Give summoners more burst damage. Even if the army gets wiped out soon after, this will be more impactful than chain casting 1 unit at a time
Make summoner gameplay more tactical and increase the importance of minion defensive stats, as you can no longer constantly generate units
Differentiate stat priority from casters a bit. Cast speed will now be mostly useless for summoners, maximum Mana won't be beneficial to sustain and you will need to rely on Mana Regeneration and reduced Mana Cost of Skills
Added 25% chance to avoid damage to minions affected by the above (excluding Veil King, Bear Companion, Fire Elementals, Harvesters), reduced base life by 20%
This is a small effective health boost for regular gameplay but will help against complete army wipe out boss skills
Summoned Minion Damage/Life/Attack Rating strings on items are now "Summon Damage/Life/Attack Rating"
Summoned Minion Resistances strings on items are now "Summon Elemental Resistances"
Changes to Mana sustain options:
Mana on Striking: removed from items
This stat was impossible to balance in the context of Median's high hit count skills. Even low amounts of it would eliminate all Mana costs, and if skill Mana costs were balanced around it - they would become prohibitively high for characters without the stat
Mana Leech: removed from items
The problem with this stat is that it is effective against multiple targets but useless against few and single targets. Its efficiency also diminishes further at high area levels as monsters receive reduced damage (in order to bypass Diablo 2 unit life limits). Finally, it is affected by a very high internal divisor on Hell difficulty that is not communicated in game
Mana Cost of Skills: new stat
Reduces (or increases) the Mana cost of all active skills by a percentage
Does not apply to the base Mana cost of a skill, in order to allow us to have skills exempt from the mechanic if we wish
Will replace most sources of Mana on Striking and Mana Leech on items, except non-customizable charms - we want Mana management to be an active gear choice
This stat has the following benefits:
Works equally well in all combat situations: multiple, few, single target; low and high area levels
Simple effect, easy to understand without any documentation
Rewards stacking, instead of eliminating the entire Mana system for most Weapon Damage builds with 1 affix
Also works for casters, not just Weapon Damage builds
Misc
Necrolyte Mercenary: fixed Frigid Nova not working
Amazon
Blood
Fire Elementals:
Fire Cannonade on Death chance now 30%, up from 25%. Levels now 4/17/30, up from 3/13/23
Now gain +2% Fire Spell damage and Fire Pierce per Base Level, up from 1%
Unstable Essence:
Life drain now -2% per second, up from -1%
Now reduces Fire Elemental cooldown by 20% and reduces health by 75%
Magic Missiles: reduced duration and increased speed of initial wave of projectiles, improving the overall speed of target acquisition
Storm
Reckoning of Zerae: fixed tooltip error - wrong Base Level synergy amount
Lightning Shield:
Fixed a bug where the Relic would also reduce Amazon Elemental/Magic Damage Reduced stat
Fixed tooltip errors associated with the Relic
Power Shift: now inherits an average of 100% of Hammer of Zerae's lightning damage, from 90% (average is minimum + maximum damage /2)
Skill description did not state it was 90% so remains unchanged, as the damage is now fully inherited
Bow
Trinity Arrow: reworked
Upon landing, Trinity Arrow now spawns arrows in a ring that home in on the nearest target in a close range
This change was made to allow Trinity Arrow to be more effective versus moving targets
Previously, if your target was moving, or even if they weren't, it was easy for the main payload to land slightly off-center and deal almost no damage
The homing range on the arrows is enough that you can hit things much more comfortably but not so far that you don't have to aim anymore
Dragonlore: reworked
Maximum base level is now 1 (from 25)
No longer grants poison pierce
Now grants -1% enemy fire, lightning, and cold resistances per base level of Trinity Arrow and Barrage, up to 50% (this is the same as the old maximum)
Now grants 1% physical resistance per 2 points in Bow active skills (Trinity Arrow, Barrage, Phalanx, Wyrmshot, Decoy), up to 25% (this is also the same as the old maximum)
Now also grants 5% weapon physical damage per base level of Wyrmshot and Phalanx (no maximum)
Phalanx:
Fixed a bug that caused the skill to spawn additional server-only archers
Base archer duration halved
Archer duration now increases by 0.04 seconds per base level
Wyrmshot: now converts to magic instead of fire, lightning, or cold damage
Reverted "double hit bug fix". Now shoots twice at each target
Weapon Damage halved (brought back to old values) to reflect this hit change
Rapid Wyrmshot: now baseline on the bow Tree, requires Keen Sight and level 120
Reward
War Spirit: replaced 1 Mana on Striking with -20% Mana Cost of Skills
Now grants its benefit to Bow Amazons when base level is greater than or equal to 5
Assassin
Psionic
Mind Ripple: base area of effect increased by 50%, base damage increased by 12%
Cognition: Pinnacle adds 200% of Cognition as Stamina Recovery Bonus instead of Maximum Stamina
Traps
Fixed traps not working with Paragon of Fate bonus loot
Subterfuge:
Now scales slightly slower with soft levels, but scales above slvl 28
Now gains 2% increased trap damage per hard point
Catalyst Trap:
Moved within the tree, now mutually exclusive with Beacon
Now requires level 20, has a base maximum level of 20
Bonus damage granted to traps reduced from 10%+10% per base level to 2%+2% per base level
Cooldown reduced from 15 seconds to 5 seconds
Mana cost reduced by 10%
Now enhances functionality of Shockwave and Incineration Trap
Upgrade removed
Shockwave Trap:
Now Mutually exclusive with Incineration Trap
Damage and hit rate significantly increased to compensate for gaining less damage from Catalyst Trap
Mana cost reduced by 12%
Now activates 33% faster
When enhanced by Catalyst Trap, lightning bolts now explode into small novas which hit multiple times
Incineration Trap:
Now requires level 1 and mutually exclusive with Shockwave Trap
Damage significantly increased to compensate for gaining less damage from Catalyst Trap
Activation Frequency multiplier raised to 100%
Now gains 4% fire pierce per base level
When enhanced by Catalyst Trap, halves the base delay between activations with no change to the frequency multiplier
Negative Charge:
Renamed to Deadly Constructs
Now grants 6% pierce to both Shockwave and Incineration Trap
Beacon:
Reworked and moved into the trap tree. Mutually exclusive with Catalyst Trap
Now an active skill with an 8 second cooldown, dropping a nuke at the target location after a moderate delay
Damage and hit count significantly increased to compensate for no longer having Catalyst Trap synergy
Has increased scaling from trap damage
Now has a level requirement of 20 and a base max Skill Level of 20
Base mana cost reduced, now scales per level
Artifice Mastery:
Now requires your two chosen traps and Subterfuge to be base level 15 to allocate
Now has a base max level of 5
Reworked to convert the avoid you would gain from Perfect Being into an equivalent amount of claw block
Grants 1% additional claw block per base level
Removed false information about claw block not working while moving
Forger's Hegemony:
Now converts the elemental/magical damage reduction gained from Prismatic Cloak into flat life regen at 2x value
Claw
Noctule: mechanically reworked
Now spawns bats in an area around the Assassin that target nearby enemies and fly through them
Number of bats spawned increases with Skill Level
Base Mana cost lowered by 31%
Mana cost gain per level increased by 11%
Weapon Damage lowered by 5%
Summon Familiars: no longer a passive, now a castable skill with a 6 second cooldown
Batstrike:
Fixed a bug that made the cooldown go negative
No longer gains a cooldown after Blink/during Vampiric Icon
Fanged Assault: new upgrade for Summon Familiars - gives familiars a chance to cast level 1 Noctule per base level
Bat Strike: no longer casts Summon Familiars or Vampiric Strike
Enhancements now unlocked at character levels 50 and 100 (from 90 and 120)
Improved server performance
Vampiric Strike: no longer an upgrade to Bat Strike - now an active skill
Cooldown Removed (damage heavily reduced to compensate)
Maximum base level now 5
2 base projectiles, gains 1 projectile per base level
Now gains +3 projectiles for 3 seconds after blinking or while Vampiric Icon is present
Does not benefit from specialization despite now being an active skill
Throwing
Pneumatic Burst: +3 to base targets, +17% increased range
Naginata
Execution:
Fixed a bug causing Backstab cooldown to increase by 11 seconds, instead of 10
Will now add cooldown information to Backstab's tooltip
Backstab: now converts 80% of physical damage to magic
Reward
Shadow Flow:
New reward skill, replacing Beacon
Grants 1% block and hit recovery speed per 2 soft levels
Grants 1% maximum chance to avoid damage per 3 base levels
Grants 2% activation frequency per base level
Grants 5% movement speed + 1% per base level
Vampiric Icon:
Fixed tooltip showing incorrect leech numbers
Clarified on tooltip that leech is based on missing life, not maximum life
Barbarian
Nomad
Bear Stance: now also grants Summon Physical Resist at the same value
Mountain King: fixed skill description - now accurately describes the stats granted by this skill (actual stats granted unchanged)
Earthshaker
Thunder Slam: no longer usable while unarmed
Windcarver
Executioner: fixed a tooltip error that underestimated the area increase of the upgrade
Warmonger
Stampede: each axe now explodes into 6 spikes, down from 7. This doesn't affect the Snake Stance version of the skill
Snake Bite:
Now always deals maximum damage (average damage increased by ~24%)
New damage scaling mechanic: gains 1% Damage Multiplier for every 1% Poison Pierce above 199
Allows poison Warmonger's single target damage to scale more with gear in the endgame, making it viable for the toughest content
Added Damage Multiplier count on the tooltip. This also shows a previously hidden 1% Damage Multiplier per character level until 120
Damage gain from player levels above 120 is now multiplicative with Damage Multiplier, instead of additive. Gain per level is now 3%, down from 8%
The above does not change final damage compared to the old implementation
Bloodthirst:
Pierce conversion for Eagle Stance is now 100%, down from 150%
Fixed a tooltip error showing incorrect Lightning/Poison pierce values
Shaman
Spirit Reave:
Fixed an issue causing inconsistent hit rate/total damage across the duration of this skill
Now hits approximately ~15% more over the duration of the skill
Tooltip now shows Mana cost
Spirit Walk: fixed tooltip not showing healing amount
Druid
Seer
Armageddon: base Activation Delay is now 7 frames, up from 6
Spiritual Alignment: grants the following bonuses at Base Level 1
Now increases Armageddon Activation Frequency by 44% while in human form; this reduces its Activation Delay to 5 frames, down from 7
Now increases Frigid Domain Activation Frequency by 30% while in human form; this reduces its Activation Delay to 20 frames, down from 25
Hunter
Bear Companion: no longer gains your Physical Resist
Heartseeker:
Averaged out minimum and maximum bonus damage
Now hits up to 32 times per use, up from 22 (visuals unchanged); Weapon Damage now 99%, down from 145%
The above was made to avoid damage cap issues and does not change average damage per use
Werebear
Werebear Morph: now reduces Activation Frequency by 30%
Primal Dominance:
Hit Recovery gain per Base Level is now 25%
Maximum Base Level is now 3
Ravage: duration reduced by 13%, removed double negative from synergy text
Werewolf
Feral Escalation: fixed a bug allowing players to gain the Deadly Strike from this skill without the mana regen penalty
Mana Pulse: now also deals radial weapon damage in an area around the point of attack to help with early gameplay
Lunar Assault: new buff skill granting melee attacks in Werewolf Form a chance to cast Moon Strike - a weapon damage trigger hitting multiple nearby enemies
Harbinger: next hit delay now 2 (from 3), projectiles are now 50% bigger on the server
The above changes result in greater hit consistency and roughly 33% more potential damage per second over the previous version
Necromancer
Malice
Torment: fixed a bug causing ghosts created by this skill to behave differently on the server than they appear to on the client
Number of projectiles for both base and upgraded versions create 16% less projectiles
Now creates homing projectiles over a 50% smaller area
Ghosts no longer disappear when hitting their target
Relentless: now gives 15 Life on Melee Attack per base level (from 25)
Gift of Blood: now grants 1% avoid per 4 base levels in the Malice tree (from 3)
Melee
Blight Descent: fixed a bug that made the effects of this upgrade require a point in Reaper
Angel of Death: is now a warp strike
Produces a slow moving nova of poison projectiles, poison duration increases with Skill Level
Now leaves an aura under the character to convey bonuses being received from Blight Descent
Now usable with any melee weapon
Totem
Fixed totems not working with Paragon of Fate bonus loot
Summon
Blood Skeletons:
Can now summon 2 skeletons at Base Level 1, up from 1
Maximum Base Level is now 20
New synergy: Gain 67% global damage reduction at Base Level 20
Night Hawks:
Visuals changed to black to better fit the skill's theming
Fixed tooltip showing incorrect damage per hit
Greatly increased hits per cast
Can now summon 5 Hawks at Base Level 1, up from 3
Maximum Base Level is now 20
Abyss Knights:
5% chance to cast Chaos Nova on Kill is now baseline, upgrade not necessary
Chaos Nova: renamed to From the Abyss
Now reduces Abyss Knights cooldown by 67%
Now also reduces Abyss Knights life by 75%
Violent Immolation: removed bonus to Hawks per cast in line with the summoner casting changes
Maximum Base Level is now 1
Now grants 33% Deadly Strike to Night Hawks, up from 25%
Now increases Night Hawk base Mana cost by 33%
Reward
Land of the Dead:
No longer increases maximum Night Hawks
Now periodically spawns additional Night Hawks: 1 + (1 per 5 Base Levels)
These Night Hawks will no longer overwrite Hawks which have been summoned manually
Tooltip no longer includes a redundant line about "Next Level" scaling
Summon Veil King: fixed a bug causing Veil king to never do his Plague Grasp attack
Removed the voice line and added a visual for Plague Grasp
This bug fix caused another incorrect skill to stop playing in in it's place
Paladin
Ritualist
Transcendence: no longer gives Physical Resist to Servants of Valor
Aspects
Spark of Hope: now increases the speeds of all nearby allies
Servants of Valor: Blessed Life is no longer a synergy (granted only minimal amounts of flat physical damage reduction)
Valiance: now avaialble at level 35
Templar
Lionheart: fixed a bug that reduced Deadly Strike granted
Intended conversion at Base Level 25 was 1% Deadly Strike per 400 Strength, instead of 1% per 500
Fixed a bug causing the skill description to not display the defense bonus the skill was granting
Incarnation
Dragonbone Armor:
Now also grants 20% Chance to Avoid Damage
Replaced Mana Leech and Mana Regeneration penalties with increased Mana Cost of Skills: 10 + half of the Skill Level
Solar Flare:
Doubled Base Level scaling, it now takes 14 points to achieve the same synergy value that 20 did before
Reduced damage gain at Skill Level 1-22, doubled damage gain at Skill Level 28+
Maximum Base Level is now 15
Annihilation: fixed not working with Paragon of Fate bonus loot
Nephalem
Tree has been restructured. The two Vessels are now at the top and bottom of the tree respectively, followed by their damage passives, and finally converging on the center of the tree where your single target and capstone passives are
Vessel of Retribution: base range increased by ~42%, makes this skill greatly improve the build's clearing potential
Life and Death: maximum base level is now 10, down from 25
Now gains targets every 4 Skill Levels (Maximum targets unchanged)
Damage gained per level increased by ~20%
The total damage bonus granted by this passive is now increased by 3% per base level
Solstice and Equinox: maximum base level is now 10, down from 25
Now gains targets every 4 Skill Levels (Maximum targets unchanged)
Damage gained per level increased by ~20%
The total damage bonus granted by this passive is now increased by 3% per base level
Sentence: a new multi-purpose skill that rapidly hits random enemies around the player
Hits each target in an area, allowing this skill to cleave when used in packs
When in single-target scenarios, Sentence will focus its full damage on one enemy, meaning its utility scales dynamically based on the situation
Due to the unpredictable nature of this skill, Absolution remains on the tree for a more predictable damage tool in scenarios where you don't want random targeting
Reverence: now passively grants the effects of the relevant buffs
Absolution:
Now deals 100% of your Vessel skill damage (up from 96 and 48 from the two respectively)
No longer gains a damage bonus near your resurrects
Reward
Resurrect:
Moved to Aspects tree
Requires 10 points in Servants of Valor
No longer part of Paladin's Neutral Devotion - can now be selected with any Paladin ultimate skill
No longer provides bonus damage to Absolution while near the player
Habeas Corpus:
Moved to Aspects tree
Arbiter: new Paladin ultimate skill, replacing Resurrect as the ultimate skill for Neutral Paladins
Blinds enemies, causing them to stop attacking you until you get into close range
Provides a large bonus to defense, scaling with both base level and soft points
Resurrect long served as a Paladin ultimate that didn't quite fit for the purpose it served. Neutraldins needed to spec into minion stats to keep this minion alive for the damage boost, but during boss fights where this was most needed was where a minion ultimate made the least sense. This new ultimate provides a powerful defensive boost that is both thematic and mechanically appropriate for Neutraldins, while also retaining some generic usefulness
Also provides 3% Activation Frequency per base level
Sorceress
Poison
Elucidation: added missing synergy information to tooltip
Arachnomancy:
Removed damage variance to allow better staggering of Decay-empowered casts
Damage reduced by ~10%
Decay: will now add an orange Miasma buff icon for 10 seconds while active, to enable easier cooldown tracking
Fire
Havoc: now also checks for base points in Emberstep and Molten Core
Lightning
Entanglement: now has a unique icon, fixed tooltip color errors
Item Only Skills
Dark Power: updated buff visuals to be more thematic, moved old green visuals to Angel of Death
Soulshatter: removed the ability to cast this skill with scepters
Carnage(Book of Kalen): renamed to Smite
Damage numbers updated to match Carnage
Visuals updated
Flat fire damage now scales with increases to Light Radius
Void Tendrils: new oSkill on The Defiler Necromancer Dagger which channels void tendrils through nearby enemies
Blade Sentinels: Assassin only spell found on the new Shyan's Focus SSU Blade Talons
Animates a spinning magical blade that shreds your enemies with magic damage
Scales with Physical/Magic Spell Damage
Maximum number of animated blades increases per 10 Skill Levels
Sun Strike: fixed a bug causing this skill to shoot the wrong missile on the server which broke all of its damage calculation
No longer has next hit delay (will shotgun from close range)
Trails now deal damage 50% less frequently to constrain the impact of this change
Added unique icon
Deathgaze: projectiles now travel outward in random directions each time the skill is used
Now gains +1 projectile per 40 Skill Levels
Added unique icon
Sandstorm: missile behavior reworked
Fixed a bug causing tornadoes created to behave differently on the server than they appeared to visually
No longer has next hit delay
Tornadoes created now linger for 1 second before flying towards a nearby enemy (and piercing)
Attack speed required to remove the cooldown is now 625% (from 875%)
Weapon Damage lowered by 15%
Sandstorm was intended to be a clear skill that happened to have great potential as a single target ability. While this is not a bad thing, the way it worked was not good for the game. Instead of using the skill as intended you needed to find "sweet spots" where you could force it to shotgun or hit way more than it appeared to due to the massive desynch caused by this skill. These changes aim to restore some of it's old clearing power while also enabling its ability to do single target damage
Hammertime: fixed broken trigger on various items that had a chance to cast this skill
Champions of the Sun:
Increased life by 100%, now immune to crushing blow
Aura now gives Summon Elemental Resistances and Summon Physical Resist in order to obey stat caps and prevent pet immunity
Blood Fury: renamed to Overcharged, reworked and is now a passive skill
Adds Fire and Lightning Spell Damage: 1.5% per Skill Level until level 28, 2.5% per Skill Level afterwards
Increases Mana Cost of Skills: 1% per Skill Level
Spawns on all previous Blood Fury sources with increased Skill Level
New item sources: runewords - A Perfect Storm, Ilmatar, and Lincos; sacred uniques - Black Sun Spear, Zann Prodigy, Bul Kathos' Temper
Graveyard:
Fixed tooltip error: Life Regeneration does not scale with Physical/Magic Spell Damage
Fixed tooltip error: insufficient Life Regeneration calculation precision
Fixed icon
Wychwind: fixed icon
Death Star: added unique icon
Winter Avatar:
Damage now scales more significantly with cold resist
Before: 1% total damage per 25% Cold Resistance; Now: 1% total damage per 9% Cold Resistance
Base damage halved
Overall, damage reduced by approximately 23% at endgame
Disintegrate:
Fixed a bug that caused all synergies to apply twice
Increased minimum damage to equal maximum damage, increased damage gain after Skill Level 28
Overall, damage reduced by approximately 16% at endgame
Exorcism:
Hit delay now 3 frames, up from 2
Increased minimum damage to equal maximum damage
Overall, damage reduced by approximately 14% at endgame
Limpet Laser:
Improved visual clarity - now only releases red pulses when firing, idle when not
Now starts with 2 base mines (from 1)
Now gains an extra mine per 16 levels (down from 20)
This change was made to compensate the loss of +1 Mine on Banner of Bitter Winds and to allow the skill to function in niche circumstances without the shield
Sky Siege: removed stacked damage debuff versus end game stationary bosses
Now has a 3 second cooldown, reduced by 0.04 per Skill Level (Skill Level 75 to remove cooldown)
Mana cost gained per level reduced by 20%, base mana cost reduced by 12%
Searing Glow: removed fire damage variance, reduced fire damage by 10%
Items
General Changes
Throwing axes can now roll with up to +4 Barbarian Skills
Reduced the health of generic reanimated monsters by 30%
Necromancer Physical weapons (Raptor Scythe, Bone Splitter, Spirit Edge) now all have hybrid scaling (both strength and dexterity scale the damage on these weapons)
Spirit Edge scaling now 11%/11% Dexterity/Strength and Scythes now 14%/14%
Sacred Hexblades (Necromancer IED Daggers) now deal a base of 52% of Dexterity as Fire Damage (from 48%)
Catalyst of Jewelcraft: can now also be charged with Arcane Shards
Gematria:
All items with this modifier will now display total granted stats through passive tooltips in the skill menu
Optimized implementation for better performance, as a result old items with these modifiers won't work and will need to be found anew
Shrine Crafting:
Removed recipes that enable cubing of shrines with vessels, inefficient and unnecessary due to broom button
Vessel tooltips will now display precise stat ranges of fixed stats instead of "x/y" variable labels
Shrine tooltips will now explain crafting mechanics more thoroughly
Jewelcrafting
Removed Mana Leech from the crafting recipes, increased Life Leech to (2-3)%, up from (1-3)%
Item Affixes
Reflex Bow: Dexterity damage bonus is now 17% (from 15%)
Maiden Bow (Mastercrafted Bow): dexterity damage bonus is now 18% (from 15%)
No longer gives a Weapon Physical Damage bonus per Attack Speed, instead gives 1% Chance to Avoid Damage per 500 Dexterity
New prefix on gloves and belts: +10% Summon Physical Resist (Angelic only: +12%)
New suffix on orbs and scepters: +25% Poison Skill Duration (Angelic scepter only: +30%)
New suffix on staves: +50% Poison Skill Duration (Angelic long staff only: +60%)
Bear Stance aura on Paladin shields is now a passive with a skill tooltip
Runes and Gems
Loz Rune:
Now gives +4% Summon Physical Resist in Weapons, +3% Summon Physical Resist in Armor
Now adds +4% Summon Physical Resist and -3% Mana Cost of Skills
Demon's Core:
Removed Fire Spell Damage and Apocalypse trigger
Increased Poison Spell Damage to 6%, up from 5%
Added 10% Poison SKill Duration
Nor Tiraj's Flaming Sphere:
Removed Fire Resist and Fire Damage
Increased Fire Spell Damage to 6%, up from 5%
Added 1% Chance to Cast Level 63 Apocalypse on Death Blow
Tiered Uniques
Ravenflock: grants the updated version of Noctule
Jerhyn's Tawiz:
Total stats are now shown through a passive tooltip in the skill menu
Experience Gained now 1%, down from 2%
Brainhack: replaced Weapon Physical Damage roll with flat cold damage
Sacred Uniques
Fixed a bug where some sacred uniques were more or less rare than intended
Horned Hunter: renamed to Vizjerei Hunter
Now has a chance to cast level 40 Trinity Beam on Striking, also grants up to 100 Spell Focus
Banner of Bitter Winds: no longer gives +1 projectiles to Limpet Laser
Now causes Limpet Laser to lob a fixed amount of projectiles around you in a randomized pattern, sticking to the ground instead of walls
Now also sets the cooldown of Limpet Laser to 1 second
Guardian of Scosglen: now grants +1 to Trinity Arrow instead of charges
Cube recipe to recharge this item has been disabled
Askarbydd: now allows Barrage to pierce and has Crushing Blow
Faithless (Soul Forge Unique): orange text now increases Queen of Blades area of effect by 50% instead of having a chance to splash damage in an area. This orange text stacks for a total of 100% increased AoE
Athulua's Blessing: no longer grants Rapid Wyrmshot, now rolls Sky Siege and a chance to cast arrow on striking
Twin Terrors: no longer grants +100% Noctule projectiles while dual wielding
Now has a Noctule roll and doubles the magic damage synergy on Noctule while dual wielding
Wintry Majesty: removed the short cooldown caused by the Glacial Nova trigger, not retroactive
Silks of the Victor:
Mana Leech replaced with -20% Mana Cost of Skills
Life roll is now (500-1000), up from (300-700), removed Physical Resist penalty
Void-Touched/Void-Infused: bonus to Erupting Strike reduced by 20%
Reapers:
Enhanced Defense now always +200%, up from (140-170)%
Fire Pierce now always +20%, up from (7-18)%
Fire Spell damage is now (20-30)%, up from (13-20)%
Fire Damage is now +300, up from +84
Now also gives -20% Mana Cost of Skills
Demonic Touch: reworked, defensive gloves primarily for elemental weapon builds
New stats: 10% Physical Resist, (3-5)% Maximum Cold Resist, 75% Poison Length Reduced, 100 Life Regenerated per Second
(10-15)% Innate Elemental Damage, -20% Mana Cost of Skills
Valthek's Command:
Removed obsolete Jitan's Gate cooldown modifier
Life and Mana bonuses are now +(500-888), up from +(1-500) and +(1-250) respectively
Mana Sweep damage bonus is now +30%, up from +15%
Vizjerei Rage: damage doubled
Now also grants +10% Physical Resist and +50% Mana Cost of Skills
Xorine's Cane: replaced Elemental Resists bonus with -20% Mana Cost of Skills
Dead Lake's Lady:
Replaced 25% Mana Regeneration with -15% Mana Cost of Skills
Required Level now 90, down from 100
Spell Damage rolls now (25-35)%, up from (21-25)%
Legionnaire: added -20% Mana Cost of Skills
Kraken's Cutlass: added -20% Mana Cost of Skills
Durandal the Blazing Sword: replaced reanimate chance with -40% Mana Cost of Skills
Stormstrike: added -30% Mana Cost of Skills
Bone Scalpel: added -25% Mana Cost of Skills
Soulsplitter: renamed to Soulmender, reworked
Veil King: does not resurrect on death
Gain half of Summon Physical Resist bonuses as Physical Resist
Also gives +4 to Necromancer Skills, 200 Life Regenerated per second, 20% Summon Physical Resist
Also gives +(50-100)% Summon Life and +4% Maximum Poison Resist
Shadowtwin:
Barbarian Skills are now +(2-3), up from 2
Replaced Cold Resist with +(1-2)% Maximum Cold Resist
Now also gives +25% Summon Attack Rating
New modifier - Guardian Spirit: 2% Chance to reanimate as Corrupted Barbarian Level 131
Dark Guardian:
Removed Arcane Torrent, Maximum Mana, Cast Speed
Flat Defense is now +(2000-4000), up from +(1000-2000)
Bonus to Defense is now +(50-100)%, up from +(25-50)%
Physical Resist is now 5%, up from 4%, Enhanced Defense is now always 200%
Now also gives +10% Summon Physical Resist
Grim Visor:
Removed Light Radius penalty and increased Requirements