Diablo III patch 2.0.5 is now live in the Americas. Check out the full patch notes below to learn all about the latest changes.

Important: Please note that you will not be prompted to download patch 2.0.5 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after patch 2.0.5 is live until those regions have also patched.

Diablo III Patch 2.0.5 - v2.0.5.23920

Visit our Bug Report forum for a list of known issues.

For a list of up to date hotfixes, please go here.

Table of Contents

Increased the radius of "Strength in Numbers" (multiplayer buff) from 100 to 200 yards

Gold Find on items will now stack multiplicatively with the Gold Find bonus provided from game difficulty This significantly increases the gold reward most players will see when playing on higher difficulty levels or wearing Gold Find gear. Example: Suppose you are playing on Master (+200% Gold Find) and have 50% Gold Find awarded from items. A pile of gold drops that would normally be 50 gold. Your Difficulty bonus increases the 50 gold to 150 gold. Your 50% Gold Find will now increase the 150 gold to 225 gold.

The 300% Gold Find cap applied to items and Paragon Points has been removed

The Vote Kick system has received several changes to make it less restrictive: Vote Kicking is now available after you have been in a game for 2 minutes (down from 5 minutes) Killing a champion or rare pack no longer disables vote kicking for 15 seconds After a boss kill, vote kicking is disabled for 15 seconds (down from 3 minutes) Some additional restrictions were also relaxed Known Issue: The tooltip will not reflect these changes

Tyrael will now chat about his poor eating habits with less frequency

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Barbarian Philosophy To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building. Rend is being changed to make the damage more consistent. The difference between getting a Critical Hit or not on Rend made the ability too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect. Finally, we are buffing the least used Fury spender - Seismic Slam. While there will always be a least used skill, we feel the aesthetic of Seismic Slam is very strong, and we would love for more people to enjoy using it. To this end we are making the skill mechanically easier to use as well as directly buffing the damage. Active Skills Frenzy Skill Rune - Sidearm Damage type changed from Physical to Cold Overpower Skill Rune - Crushing Advance Damage type changed from Physical to Cold Rend Rather than rolling for a Critical Hit, Rend will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit. Revenge Skill Rune - Best Served Cold Damage type changed from Physical to Cold Seismic Slam Now also hits enemies in a 10 yard wide, 10 yard long area in front of you in addition to the existing cone Base weapon damage increase from 550% to 620% Altered the duration of the cast animation to be the same as most other Barbarian abilities. Removed the short knock up Will now ignore line of sight blockers (such as the walls created by the Waller monster affix) when dealing damage Skill Rune - Permafrost Weapon damage increased from 710% to 755% Slow duration reduced from 2 seconds to 1 second Skill Rune - Shattered Ground Weapon damage increased from 710% to 735% Changed the 5 yard knockback to a short knock up Skill Rune - Stagger Has been redesigned: Now reduces the Fury cost from 30 to 22 War Cry Range increased from 50 to 100 yards Whirlwind Skill Rune - Hurricane Damage type changed from Physical to Cold Wrath of the Berserker Skill Rune - Arreat's Wail Damage type changed from Physical to Fire Skill Rune - Striding Giant Has been redesigned: Now reduces all damage taken by 50% Passive Skills Inspiring Presence Range increased from 50 to 100 yards Relentless Now has a buff icon when it's active The damage reduction provided will now be reflected in your Toughness



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Crusader Philosophy Crusaders should be the toughest class in the game and currently they are not. We've increased the 15% damage reduction to 30% to match that of the Monk and Barbarian. In addition we are removing the movement speed penalty on Heavenly Strength while also changing Fervor to be a very strong passive for Crusaders who want to play with a 1-handed weapon. Together these changes should solidify the Crusader fantasy of a powerful tank wielding a giant shield. To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building. Akarat's Champion has been redesigned. Many of the runes were lackluster while Rally was both too strong but also promoted a style of play that consisted primarily of mashing buttons mindlessly. We've redesigned Rally and buffed the skill and all the other runes. Overall builds that used certain skills such as Judgment - Resolved could do solid damage (though somewhat inconsistent), but if you did not take specific skills or have access to specific Legendary items the damage would fall behind. We are nerfing Judgment - Resolved significantly. A change this large is never easy but this was a mistake we should have caught. To keep Crusader damage competitive we are buffing most of the Crusader's damage abilities across the board. While a few skills have come down slightly in damage, the vast majority are being increased, some by a large margin. Fist of the Heavens and Blessed Shield both fill a similar role of being ranged multi target skills. In order to provide better differentiation we are adjusting Fist of the Heavens to be better at damaging a single target, with the area damage component being a peripheral bonus. To this end the damage of the primary strike of Fist of the Heavens has been increased, while the damage of the secondary bolts has been decreased. Finally, we have done significant redesign to the Crusader's passive abilities. We feel there was an overall lack of interesting passive choices on the Crusader. Rather than try to simply change numbers on existing passives we've tried to provide interesting and compelling choices. General Crusaders now take 30% less damage from all sources Active Skills Akarat's Champion Has been redesigned: This skill now: Increases your damage by 35% Increases Wrath regeneration by 5 per second Makes you immune to crowd control effects Skill Rune - Embodiment of Power Has been redesigned: Now increases the bonus Wrath regeneration to 10 per second Skill Rune - Fire Starter Has been redesigned: Dealing damage now burns enemies with the power of Akarat, for 460% weapon damage as Fire over 3 seconds Skill Rune - Hasteful Has been redesigned: Now gain 15% attack speed while Akarat's Champion is active Skill Rune - Prophet Now also returns you to full health the first time you take fatal damage Skill Rune - Rally Has been redesigned: Now reduces the remaining cooldown of your other abilities by 12 seconds when Akarat's Champion is activated Blessed Hammer Weapon damage increased from 200% to 320% Skill Rune - Burning Wrath Scorched ground weapon damage increased from 150% to 330% per second Skill Rune - Icebound Hammer Explosion weapon damage increased from 75% to 380% Skill Rune - Thunderstruck Arc weapon damage increased from 40% to 60% Blessed Shield Weapon damage increased from 340% to 430% Skill Rune - Combust Explosion weapon damage increased from 270% to 310% Explosion radius increased from 8 to 10 yards Skill Rune - Divine Aegis Damage type changed from Holy to Physical Skill Rune - Shattering Throw Fragment weapon damage decreased from 333% to 170% Bombardment Rather than a random variance, there is now a static 0.35 second delay between Bombardment assaults. This should make the damage more consistent and more reliable. Skill Rune - Annihilate Damage type changed from Physical to Fire Skill Rune - Mine Field Damage type changed from Physical to Fire Skill Rune - Targeted Damage type changed from Physical to Holy Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended Condemn Skill Rune - Reciprocate Damage type changed from Holy to Fire Skill Rune - Shattering Explosion Damage type changed from Holy to Physical Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended Consecration Skill Rune - Shattered Ground Weapon damage increased from 95% to 155% Damage from this rune can now trigger procs Falling Sword Weapon damage increased from 1100% to 1700% Replaced the knockback effect with a small knock up Skill Rune - Flurry Sword weapon damage increased from 60% to 230% Damage type changed from Physical to Holy Skill Rune - Part the Clouds Cloud weapon damage increased from 165% to 605% Skill Rune - Rapid Descent Damage type changed from Physical to Lightning Skill Rune - Rise Brothers Avatar weapon damage increased from 143% to 280% Skill Rune - Superheated Superheated ground weapon damage increased from 200% to 310% per second Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended Bug Fix: Fixed an issue causing the impact to always deal Physical damage, regardless of the Rune chosen Fist of the Heavens Explosion weapon damage increased from 340% to 545% Bolt weapon damage reduced from 340% to 255% Skill Rune - Divine Well Bolt weapon damage reduced from 80% to 40% Skill Rune - Fissure Fissure weapon damage increased from 400% to 410% over 5 seconds Arc weapon damage reduced from 185% to 135% Skill Rune - Heaven's Tempest Weapon damage reduced from 150% to 100% per second Damage type changed from Lightning to Fire Skill Rune - Retribution Pierce weapon damage reduced from 350% to 270% Explosion weapon damage increased from 150% to 435% Bolt weapon damage reduced from 350% to 185% Minimum cast range removed Damage type changed from Lightning to Holy Heaven's Fury Weapon damage increased from 1260% to 1710% Skill Rune - Ascendency Weapon damage increased from 1680% to 2766% Skill Rune - Blessed Ground Scorched ground weapon damage increased from 975% to 1550% Skill Rune - Fires of Heaven Weapon damage increased from 735% to 960% Skill Rune - Split Fury Weapon damage increased from 1440% to 1980% Skill Rune - Thou Shalt Not Pass Damage type changed from Holy to Lightning Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended Iron Skin Skill Rune - Explosive Skin Weapon damage increased from 1050% to 1400% Judgment Skill Rune - Resolved Critical Hit Chance bonus reduced from 80% to 20% Justice Weapon damage increased from 240% to 245% Skill Rune - Burst Explosion weapon damage increased from 30% to 60% Skill Rune - Crack Additional hammer weapon damage increased from 175% to 245% Proc chance increased from 80% to 100% Skill Rune - Hammer of Pursuit Weapon damage increased from 300% to 335% Damage type changed from Holy to Physical Skill Rune - Sword of Justice Damage type changed from Holy to Physical Changed from 5 stacks of 3% Movement Speed to 3 stacks of 5% Movement Speed. Total bonus is still 15%, but can now be reached with fewer attacks. Laws of Hope Cooldown reduced to 30 seconds Laws of Justice Cooldown reduced to 30 seconds Laws of Valor Cooldown reduced to 30 seconds Skill Rune - Answered Prayer Has been redesigned: Now each enemy killed while the law is empowered increases the duration by 1 second, up to a maximum of 10 seconds Phalanx Weapon damage increased from 380% to 490% Enemies can now be hit by multiple Phalanx avatars Skill Rune - Bowmen Weapon damage increased from 160% to 185% Skill Rune - Bodyguard Weapon damage increased from 285% to 560% Skill Rune - Stampede Reduced the distance enemies are knocked back Skill Rune - Shield Bearers Reduced the distance enemies are knocked back Provoke Bug Fix: Fixed an issue that allowed Provoke to proc other powers Skill Rune - Charged Up Bug Fix: The chance to deal damage is now, properly, based on the damaging power's proc coefficient Punish Weapon damage increased from 270% to 335% Skill Rune - Fury Damage type changed from Physical to Lightning Skill Rune - Retaliate Weapon damage dealt when you block increased from 94% to 140% Damage type changed from Physical to Holy Skill Rune - Roar Explosion weapon damage increased from 40% to 75% Bug Fix: Fixed an issue preventing the base attack from dealing Fire damage Shield Bash Shield Bash should now more reliably hit targets close to the Crusader If Shield Bash causes the player to charge an enemy, the enemy will now be rooted for 1 second on cast Shield Bash now has smart targeting If you are targeting an area more than 10 yards away from you and click on nothing, the closest target to your click point, within 10 yards, will be charged Skill Rune - Crumble Damage type changed from Holy to Fire Skill Rune - One on One Damage type changed from Holy to Lightning 3 Second immobilize effect has been replaced with a 1.5 second stun Skill Rune - Pound Weapon damage increased from 740% to 1200% Damage type changed from Holy to Physical Should now always hit the chosen target Skill Rune - Shattered Shield Fragment weapon damage increased from 380% to 740% Skill Rune - Shield Cross Additional shield weapon damage increased from 135% to 155% Damage type changed from Holy to Physical Slash Weapon damage increased from 190% to 230% Skill Rune - Carve Should now more reliably hit targets next to the Crusader Skill Rune - Zeal Increased maximum number of stacks from 5 to 10 Smite Weapon damage increased from 165% to 175% to primary target Weapon damage increased from 125% to 150% to secondary targets Increased range to 30 yards Now destroys destructible objects, but prioritizes enemies Skill Rune - Shared Fate Damage type changed from Holy to Lightning Skill Rune - Shatter Explosion weapon damage increased from 20% to 60% Skill Rune - Surge Has been redesigned: Now increases the number of additional targets hit by 2 Steed Charge Duration increased from 1.5 to 2 seconds Steed Charge should now start its cooldown immediately when used Steed Charge now goes through and destroys destructible objects and doors Skill Rune - Draw and Quarter Damage type changed from Physical to Holy Skill Rune - Endurance Increases the duration to 3 seconds up from 2 seconds Sweep Attack Weapon damage increased from 440% to 480% Width of the cone increased from 120 to 180 degrees to match the visual Skill Rune - Blazing Sweep Additional weapon damage reduced from 170% to 120% Damage over time from Blazing Sweep can now stack with itself Skill Rune - Gathering Sweep Damage type changed from Physical to Holy Passive Skills Fanaticism New Passive Skill: Replaces Nephalem Majesty Increases the attack speed of Justice, Punish, Slash, and Smite by 15% Fervor Has been redesigned: While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15% Finery Has been redesigned: Gain 1.5% Strength for every gem socketed into your gear Heavenly Strength Removed the movement speed penalty Holy Cause Damage bonus now applies to all weapons, not just Holy weapons Indestructible Has been redesigned: When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and (82,526 @L70) Life per Kill for 5 seconds This effect may occur once every 60 seconds Insurmountable Has been redesigned: Blocking an attack generates 6 Wrath Iron Maiden Has been redesigned: Your Thorns has been increased by 50% Nephalem Majesty Has been removed Towering Shield Has been redesigned: Increases the damage of Blessed Shield, Punish, and Shield Bash by 20% Reduces the cooldown of Shield Glare by 30% Vigilant Increased Non-Physical damage reduction from 5% to 20%



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Demon Hunter Philosophy Demon Hunter survivability is lower than we would like. While the Demon Hunter is not as tough as other classes, this can be frustrating when taken to an extreme. The change to the Awareness passive is a first step; we will be keeping an eye on this and making additional changes as needed in the future. The Marauder's Set bonuses are attractive, but often the pets would get in each other's way or Sentries would not use your spenders often enough. To help improve this set's functionality, Companions have received collision box revisions and the rate at which Sentries use your Hatred spenders has been increased. Active Skills Companion Companions's collision boxes should now more closely match their actual size, and allow them to more effectively surround enemies Grenade Will now more reliably explode when an enemy is near the thrown grenade Explosion radius increased from 5 to 6 yards Collision radius of the projectile has been significantly increased Will now explode closer to your click location if it did not explode before reaching it Max range increased from 45 to 75 yards Hungering Arrow Skill Rune - Devouring Arrow Damage type changed from Physical to Cold Passive Skills Awareness Has been redesigned: Armor is now increased by 30% of your Dexterity



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Monk Philosophy To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building. We want to give Monks more options for spending their Spirit. The damage on Wave of Light is being increased to encourage its use as an alternative to the existing popular Spirit spenders. Active Skills Crippling Wave Skill Rune - Rising Tide Damage type changed from Physical to Holy Deadly Reach Skill Rune - Keen Eye Damage type changed from Physical to Fire Skill Rune - Scattered Blows Bug Fix: Fixed an issue preventing the first and second hits from dealing Lightning damage Skill Rune - Strike from Beyond Damage type changed from Physical to Cold Fists of Thunder Skill Rune - Bounding Light Damage type changed from Lightning to Holy Skill Rune - Lightning Flash Has been removed Skill Rune - Quickening Damage type changed from Lightning to Physical Skill Rune - Wind Blast New Skill Rune: Replaces Lightning Flash Every third hit Freezes enemies for 1 second Deals Cold damage Mantra of Conviction Bug Fix: Fixed an issue causing this to provide less bonus damage than intended Sweeping Wind Skill Rune - Inner Storm Damage type changed from Physical to Holy Wave of Light Impact weapon damage increased from 473% to 605% Skill Rune - Blinding Light Has been removed Skill Rune - Explosive Light Weapon damage increased from 731% to 830% Damage type changed from Holy to Fire Skill Rune - Numbing Light New Skill Rune: Replaces Blinding Light Critical Hits Freeze enemies for 4.5 seconds Deals Cold damage Skill Rune - Pillar of the Ancients Has been redesigned: Now deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area Skill Rune - Wall of Light Impact weapon damage increased from 709% to 870% Damage type changed from Holy to Physical Way of the Hundred Fists Skill Rune - Blazing Fists Damage type changed from Physical to Fire Skill Rune - Hands of Lightning Damage type changed from Physical to Lightning Skill Rune - Spirited Salvo Damage type changed from Physical to Holy



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Witch Doctor Philosophy To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building. We are changing the way Fetish Sycophants works. Previously it triggered while casting. This caused it to create twice as many fetishes with certain skills such as Firebats (which trigger on-cast effects at double the normal rate), and also create fetishes even when there was no target available. We want to preserve the existing Fetish builds while allow Fetish Sycophants to be combined with all skills in the Witchdoctor arsenal. Fetish Sycophants now works with all skills and triggers on hit rather than on cast. While this means you can no longer get fetishes by simply casting at nothing, you will now get more fetishes if casting against large groups of enemies. In the case of spells other than Firebats, you will generally get more Fetishes than before. In the case of Firebats, you will get less Fetishes than before versus 1-3 targets, and more fetishes than before when facing groups of 5 or more. Haunt and Locust Swarm are being changed to make the damage more consistent. The difference between getting a Critical Hit or not made these abilities too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect. The Witchdoctor sometimes had trouble keeping up in a party situation. At the same time, we feel each class should feel unique. To this end we are redesigning Fierce Loyalty to improve the Witchdoctor's mobility in a uniquely Witchdoctor way. Active Skills Corpse Spiders Skill Rune - Leaping Spiders Damage type changed from Physical to Poison Skill Rune - Medusa Spiders Damage type changed from Physical to Cold Firebats Initial cost reduced from 225 to 150 Mana Skill Rune - Dire bats Weapon damage increased from 300% to 495% Skill Rune - Hungry Bats Weapon damage increased from 350% to 635% Skill Rune - Vampire Bats Now increases the initial cost from 150 to 225 Mana Gargantuan Skill Rune - Humongoid Damage type changed from Physical to Cold Skill Rune - Bruiser Damage type changed from Physical to Fire Skill Rune - Wrathful Protector Replaced the knockback effect with a small knock up Bug Fix: All Gargantuan attacks and abilities now correctly benefit from +% Elemental Damage gear Haunt Jump distance increased to 70 yards Rather than rolling for a Critical Hit, Haunt will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit Hex Skill Rune - Angry Chicken Replaced the knockback effect with a small knock up Now allows you to walk through enemies while transformed Skill Rune - Toad of Hugeness Weapon damage increased from 24% to 580% per second Damage type changed from Physical to Poison Will now calculate your Critical Hit Chance and Critical Hit Damage on application and divide that damage evenly over the duration of the entire DoT Note: As a side effect of this change, this skill will no longer proc "on crit" effects Horrify Radius increased from 12 to 18 yards Cooldown reduced from 16 to 12 seconds Duration reduced from 4 to 3 seconds Now Immobilizes enemies Skill Rune - Phobia Removes the Immobilize effect Locust Swarm Rather than rolling for a Critical Hit, Locust Swarm will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit Piranhas Skill Rune - Bogadile Weapon damage increased from 840% to 1100% Damage type changed from Poison to Physical Spirit Walk Now allows you to walk through obstacles created by the Waller monster affix Wall of Zombies Skill Rune - Offensive Line Maximum cast range increased from 24 to 28 yards Skill Rune - Unrelenting Grip Damage type changed from Physical to Cold Summon Zombie Dogs Weapon damage per bite increased from 12% to 30% Bug Fix: Bite damage dealt by Zombie Dogs now correctly benefits from +% Elemental Damage gear Passive Skills Fetish Sycophants Now procs on hit rather than on cast, and will be affected by proc coefficients The chance to summon has been increased from 5% to 10% to compensate Fierce Loyalty Has been redesigned: Now while you have a Zombie Dog, Gargantuan, or Fetish following you and are not in combat, your movement speed is increased by 30% Now also allows you to have 1 additional Zombie Dog summoned at a time Spirit Vessel Now allows you to go through obstacles created by the Waller monster affix while you are in the Spirit Realm Zombie Handler Now also increases your health by 20% in addition to your Zombie Dogs and Gargantuan



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Wizard Philosophy To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building. Wormhole is by far the most common rune choice on Teleport. While we like the functionality and frequency with which it allows you to cast Teleport, we do not like the frustration it sometimes produces: players are often left clicking wildly, feeling punished for misclicks, or increased frustration if you find yourself up against an obstacle that wastes your second and third Teleport. To improve this experience we are reducing the cooldown on Teleport to 11 seconds and changing Wormhole to only give one additional cast, but increasing the window of time you have to use your second Teleport to 3 seconds. This affords the same number of Teleport casts overall as before while allowing you to be more thoughtful and deliberate about how to use your second Teleport. With the base cooldown on Teleport coming down to 11 seconds, all runes should now be more appealing. While the effect on some runes has been reduced, this should be more than made up for by the reduced cooldown in all cases. Active Skills Archon Skill Rune - Arcane Destruction Has been renamed Combustion Skill Rune - Combustion Damage type changed from Arcane to Fire Explosion now deals Fire damage Converts all of Archon's abilities to Fire damage Skill Rune - Pure Power Damage type changed from Arcane to Lightning Converts all of Archon's abilities to Lightning damage Skill Rune - Slow Time Damage type changed from Arcane to Cold Converts all of Archon's abilities to Cold damage Hydra Skill Rune - Blazing Hydra Bug Fix: Damage now properly scales with attack speed Magic Weapon Skill Rune - Force Weapon Knockback effect has been removed Meteor Skill Rune - Molten Impact Impact area increased from 12 to 20 yards Slow Time Bug Fix: Fixed an issue causing Slow Time to persist after its caster died or expired Teleport Cooldown reduced from 16 to 11 seconds Skill Rune - Safe Passage Damage reduction reduced from 27% to 25% Skill Rune - Wormhole Delay before the cooldown begins increased from 1 to 3 seconds Maximum number of allowed teleports reduced from 3 to 2 Skill Rune - Reversal Now also reduces the remaining cooldown to 1 second if you use Teleport to return to your original location Skill Rune - Fracture Decoy duration reduced from 8 to 6 seconds Skill Rune - Calamity Weapon damage reduced from 252% to 175% Stun duration reduced from 1.5 to 1 second



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Horadric Caches Now have an increased chance to drop Legendary items on Torment II - VI

Bounty Rewards Lowered rewards for Hell Rift Bounties in Act IV

Kadala Can now drop Torment only Legendary items Will now always give you weapon types that your character can equip with an emphasis on class specific weapon types Bug Fix: Fixed an issue causing Kadala to sometimes give common quality Crusader Shields

Nephalem Rifts Increased the number of Blood Shards that can drop from Horadric Caches The number of Blood Shards dropped by Rift Guardians on Torment II - VI now increases with each level of difficulty



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Greatly increased the drop rate of Legendary crafting plans

Plan: Reaper's Wraps Malthael will now always drop the plan for Reapers' Wraps when killed at level 60 or higher if the player does not have the recipe, instead of only on the first kill

Blacksmith Legendary crafted recipes no longer require specific Common armors or weapons and instead now require Common crafting materials

Jeweler Sovereign Rings and Amulets now require Marquise gems instead of Imperial gems Unsocket costs for top tier gems have been reduced Flawless Imperial: 150k to 125k gold Royal: 250k to 150k gold Flawless Royal: 500k to 175k gold

Mystic It is no longer possible for the same affix to be randomly selected as the replacement for both of your new rolls When Enchanting an item, the original affix will now be forced into the pool of possible replacement affixes This will allow Legendary items with affixes that are normally unavailable on that slot to roll for that affix when Enchanting Bug Fix: Fixed an issue preventing items from being properly marked as enchanted when starting the Enchanting process



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Followers are now available at level 1 in Adventure Mode

Templar Inspire Reduced Wrath regeneration from 1.8 to 1.1 per second



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Chiltara will now spawn more often

Reduced the clickable height of the Death Maiden

Champions and Rares can no longer spawn with four of the following monster affixes and the frequency at which they can spawn with three has been reduced Arcane Enchanted Desecrator Fire Chains Frozen Frozen Pulse Molten Mortar Orbiter Plagued Poison Enchanted Wormhole

Champions and Rares can no longer spawn with both Plagued and Desecrator at the same time

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Friends who are currently playing Diablo III will now be sorted to the top of the friends list

Legendary items received from Kadala will now broadcast to the clan

Elite kill messages will now also appear in single player games

Bug Fixes Fixed an issue preventing the icons for Health Wells and Pools of Reflection from properly updating states on the minimap Fixed an issue that could somtimes cause icons on the minimap to display their unusable state when players were temporarily unable to use them, when using Steed Charge for example Fixed an issue that could prevent your cursor from being displayed in fullscreen mode if high dpi was detected



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Fixed an issue that could cause lag for clan members when a large amount of Legendary items were identified via the Book of Cain

Fixed an issue that allowed players to continue to send requests to start boss encounters after one had already been sent to the group

Fixed an issue preventing Resource Cost Reduction from being considered when determining whether or not you have the minimum resources necessary to cast a spell

Fixed an issue that could sometimes cause Teleport powers to prevent quests from progressing

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If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.