Modes - Game - Diablo III. Complete Dungeon Walkthrough Diablo 3 Tome of Complete Dungeons Necromancer

SSL protection

SSL protection

The site uses the SSL protocol, which completely protects the entered data and information. We also use the HTTPS protocol to encrypt data.

VPN

We can use your country's VPN to mask your account activity. This significantly increases account security and allows you to avoid sanctions.

Safely

Safely

While working on your account, we follow all security measures. We do not use bots or scripts. We don't use chat. We do not allow the intersection of IP and MAC addresses.

Cashback 5%

We will add 5% of the paid amount to the balance in your personal account. These funds are equivalent to real currency and can be used to pay for any services on our website.

24/7 support

24/7 support

Our team works 24 hours a day. Customer support via chat is available from 09.00 to 02.00 Moscow time.

Refund

Refund

We provide a full or partial refund if you change your mind or anything changes. You can find out more about the return conditions from the operator.

Complete Dungeon Walkthrough

The service includes:

🕓 Completion time: 1 day.

💡 The service includes:

  • Complete passage of any one complete dungeon.

💡 What are set dungeons?
This is a new event added to Diablo III in patch 2.4.0, also called “green portals”. It is designed to hone your playing skills with specific sets for each class.

💡 Along with the dungeons, a list of achievements was also added to the game, for opening which the nephalem will be rewarded with various improvements:

  • for completing each dungeon - Pattern for the Flag.
  • for all complete dungeons of the same class - Class flag
  • for all dungeons completed by all classes - Wings of Devotion
  • for all dungeons completed by each class on the master - Wings of the Master

To access Set Dungeons, the nephalem must have all bonuses from the set for 6 items

It is not necessary to collect all 6 things - you can use the Ring of Royal Luxury

A hint about the location of the entrance to the Dungeon can be found in a new location - Leoric's Library, in Leoric's Castle.

  • Complete dungeon walkthroughs in D3— to order, a character of maximum level and the presence of one assembled set of armor for the class are required.
  • Collecting one complete set in Diablo 3— if you have a character, but have not collected the required set of equipment, you can buy a collection in our store. If you need many sets, write to our consultants, they will calculate the total cost and advise on payment.
  • Walkthrough of ALL complete dungeons in D3— to order, you must have all classes of the maximum level and have all their set sets. You can separately order pumping and collecting sets for them. Our consultants will advise you.

These services are provided in softcore or softcore season!

Diablo 3 Set Dungeon Rewards

Flag pattern— obtained for completing each type of dungeon.

Class flag— for closing all complete instances with one class.

Wings of the Initiate— you need to pass all CPs and all classes. The achievement is super rare and causes envy of different colors among other players.

Games Diablo 3 The developers have released a new addition again. It has a new mode of “green portals” or “ complete dungeons". There are 24 of them in the game.

Set Dungeons Diablo 3 are intended to improve the skills of a player of a certain class, as well as to receive rewards:

  • You will receive “Flag Patterns” upon completion of each maze.
  • The “Class Flag” will be a gift when you complete all dungeons available to your chosen class.
  • “Wings of the Initiate” - subject to completion of all dungeons by all classes.
  • "Wings of the Master" when you complete dungeons on Master difficulty.

In order for a dungeon to be listed as completed, you need to complete two special tasks, and one general goal, which is the same for everyone: destroy all enemy creatures without receiving fatal damage. The uniqueness of the other two tasks depends on your armor.

If you are not satisfied with the enemy positions, you can simply leave the dungeon and re-enter - next time everything will be different.

One of the difficulties for the player when completing set dungeons is finding the entrance.

The game provides hints for finding dungeons.

You can find them along the following path:

Act 1 "Castle of Leoretic", in his library in the king's chambers. There you will find a piece of paper, it will correspond to the set of armor that you are using. Your armor is made of six parts, but it is enough to be in the “Ring of Royal Splendor”. If you don't need hints, you can skip this.

Complete dungeons inDiablo 3: location and walkthrough

For Sorcerers:

Entrance for "The Ghost of Zunimassa"
  • “Ghost of Zunimassa” Act 3, entrance to the dungeons in the depths of Mount Arreat.
  • The basis for passing is the “Embrace of Death” skill.
  • "Jade Reaper" Act 4, entrance - in front of the Gardens of Hope in the Lobby of Light.
  • The main skills are “Harvest of Souls”, use them on large groups of monsters, and the others provided in the task.
  • "Helltooth Bandage" Act 1, entrance to the king's tomb. Use the “Wall of Death”, “Walk of the Spirit” (so that the enemies freeze and you can destroy them)
  • "Spirit of Arahir." Act 2, entrance to the Dalgur oasis. Be sure to acquire immunity from poisons, as well as “Evil Eye”, “Corpse Spiders” and “Piranhas”.

For Barbarians:


Login for "Might of the Earth"
  • "Wrath of the Wastes" Act 5, in the Pandemonia Fortress location on the first level. Look near the entrance to the fortress. Gather a group of monsters, use the Stomp and Lacerations skills. Finish off with the Whirlwind skill.
  • “Immortal King” Act 3, look for a bridge in the “Ruins of Secheron”, next to it is the entrance to the ruins, where there is a dungeon on the right. To pass, use Whirlwind, then Menacing Shout and Berserker's Rage. When the rage reaches one hundred units, activate the same skills again.
  • "The Power of the Earth." Act 2. The location is called “Kallday”. Near the emperor's palace there is an entrance to the dungeon. To pass you need to be fast and have a good reaction. “Obsidian Ring of the Zodiac”, “Whirlwind” and “Blood of the Warrior Bul-Katos” will help.
  • "Recor". Act 5. Look for the "Overgrown Ruins". There's a dungeon there too. Attack monsters with Stomp, be quick with Sprint, War Cry, and Berserker's Rage.

For the Crusaders:

  • "Armor of Akkan" Act 3, located in the "Armory". In addition to the skill provided in the task, use “Whirlwind”.
  • "Roland: Legacy" Act 2, on the western route of the road to Alcarn. Use Wide Swing to kill all the monsters.
  • "Search for Light" In Act 2, look at the end of the Flooded Passage for a drain near the entrance to the Aqueduct Core.
  • "The Summoner's Thorns" Act 1, near the Tristram Road. “Consecration” and studded iron skin are suitable for passing.

For Demon Hunter:


Objectives for the Marauder dungeon
  • "The Essence of Vice." Act 2, entrance near the plateau of howling winds. In addition to the skills provided in the task, use "Yan's Recurve Bow" plus "Ashen Tunic".
  • "Marauder". Act 3, entrance to the carnage fields.
  • Take the Manticore and the Bombardier's Backpack with you into the dungeon.
  • "Natalie's Revenge" Act 1, go to Wortham and look near the Chapel Basement. Look for help in the skills “Rain of Vengeance” + “Obsidian Zodiac Ring”.
  • "Shadow Robe" Act 5, look for the entrance on the third level of the Pandemonia Fortress. Advice: destroy everyone at once, trying not to miss your opponents.

For Monk:

  • "Inna's Mantra" Act 2, entrance to Kaldea through a flooded passage. Summon insects to help and wear Ice Boots.
  • "The Robe of a Thousand Storms." Act 1, entrance at the “Ruins of Tristram” location. When using the “Crown of Sunwuko”, throw monsters into the crowd and run away - it does a lot of damage.
  • “Sunwuko. Act 4, entrance to Heaven's Peak. There is no point in destroying everyone here - you can gain the required number of skills by killing the elite.
  • "Ulyana." Act 5, location “Survivor Camp” - entrance to the Diablo 3 set dungeons at the Zakarum Cathedral
  • When using Spirit of Illyana, also use skills such as Explosive Touch.

For the Enchantress:

  • "Delsir." Act 3, the entrance to the dungeon will open after using “Teleport” in the “Cloudy Walls” location. Gather a group of monsters, use Time Slower three times, and use the Force Wave skill to reflect the projectiles.
  • "Firebird Decoration" Act 2, look for the archives of Zoltun Kull in the Endless Sands. Collect 50 monsters, use meteorite, then Teleport. To complete the second task, use low-damage weapons.
  • "Element, Tal Rasha." Act 1, entrance on the Old Tristram Road. We destroy the elite with the “Meteor” skill, the remaining 90 with the “Mask of Tal Rasha’s Wisdom”
  • "Secrets of Vyr". Act 3, entrance near the Rakis Bridge, where the Beast of Sturm's lair is. Use Vyr's Sightless Skull after destroying 300 enemies. You must be wearing an Archon uniform.

This is how you can complete set dungeons in Diablo 3.

Please note that all of the following bonuses and quests for set dungeons may change before the release of the necromancer. The addition of Legendaries in the future may change how the sets work and feel, and the dungeon conditions may become more challenging.

Bones of Rathma

A set for a necromancer with pets - both summoned and resurrected. Bonuses:

  • 2 items: Your minions' attacks have a chance to reduce the cooldown of Army of the Dead by 1 second.
  • 4 items: You gain 1% damage reduction for 5 seconds each time your minion deals damage. Stacks up to 50 times.
  • 6 items: Each active Skeleton Mage increases the damage of your minions and Troops of the Dead by 200%.

The first bonus is quite normal, the cooldown of a skill with a cooldown of 2 minutes is faster, allowing them to destroy everything on the screen faster. The second bonus inherits the weakness of some other incoming damage reductions - time. With a large number of minions, it is gained quickly, but it is also quickly lost during dashes or transitions, and sometimes encountering a pack without a bonus of -50% of the damage received is fatal. The third bonus is a real nightmare, we need to talk about it a little separately.

I already complained about Skeleton Mages, they are such a disappointment - they are stupid, they exist for nothing and at the same time they are expensive. And the kit does not solve any of these problems. Well, okay, you can forgive the first one, it seems like everyone is already accustomed to stupid pets, but here’s the rest... Let me remind you that magicians can exist for 6 basic seconds, +2 seconds from the rune with spending another 10% (!) of health on summoning and + 25% with passive. Total 10 seconds for 10% health and 40 essence (from the base 200, i.e. 20%). With such costs and such a short existence, the entire gameplay comes down to endless spam of Skeleton Mages and the restoration of resource(s) to continue this spam, it is “one-button” at its worst, when you work only on one button, periodically interrupted by a ready-made Army dead. There is simply no time and, more importantly, resources left for other skills: there is no time to use the curse of Fragility for finishing off with a rune to increase the damage of pets, although it is cheap (10 essence); There’s also no time to use Command Skeletons, especially if you use a rune to increase attack speed for 5 seconds, and it’s generally expensive - 50 essence, which simply isn’t there (although another -30% passive can help out a little).

Fundamentally, this kit does not change anything, in general, even without it, the pet guide played in about the same way - the pets hit, you sometimes call magicians, use a curse and something else, once every minute and a half you remember about the button with a long rollback. The set just shifts the focus to keeping as many mages as possible so that they (and other minions) can deal even more damage. And if before this you wanted to never see Skeleton Mages on the panel again, then from the Bones of Rathma your own bones may begin to become speckled from the sight of magicians.

But with all this, now this is perhaps the strongest set. First place is not in his favor at the moment, but he is well established at the top of the ladder. Of course, part of the credit should be given to the taskers and the stone, who help quite well. The gameplay is nasty, but it hurts to hit. We must hope that the set will be remade, and they will do something with the Skeleton Mages.

The Bones of Rathma complete dungeon is located in the Excavation Site (a location that connects the Misty Swamps and the Temple of the Firstborn). Tasks:

  1. Gain 500 seconds of Armies of the Dead cooldown reduction
  2. Summon 100 Skeleton Mages

The tasks are not difficult, the pets generally complete the first one on their own, the main thing is to give them time, use the Army at the right time and not overdo it with damage (although the additional cdr and the Zodiac Ring seem to help), and the second, no matter how disgusting it may be after a normal game , which is also easy, you just need to take care of replenishing the essence.

Grace of Inarius

The set is for only one skill - Bone Armor. Bonuses:

  • 2 items: Bone Armor damage increased by 1000%.
  • 4 items: Bone Armor effect charges now refresh. In addition, Bone Armor provides an additional 2% reduction in incoming damage per enemy hit.
  • 6 items: Bone Armor creates a whirlwind of bones that deals 375% damage to nearby enemies and increases their damage taken from the Necromancer by 850%.

The first damage bonus does not do much damage, and in general after the bonus for 6 parts it seems unnecessary. The second bonus allows you to maintain active Armor and raises the reduction in incoming damage with it to the usual 50%. The third bonus again gives little damage in a close radius, but allows you to use other skills more effectively.

What are the others? Yes, in general, any. This set is a plug, a “placeholder” for anything, but for ranged combat it is obviously inconvenient to use, so this is a set for a melee necromancer. It is strange that according to some tags it was not marked as “for close combat”. Let's chalk it up to a flaw. We can also add here that perhaps the appearance of this set is confused with the previous one, which is bone in style, and the art from BlizzCon 2016 confirms this theory.

Playing Grace of Inarius is still a little boring. It actually improves only one skill, leaving the rest up to the player. And without legendaries to support skills, playing a construction set with such a foundation is not yet interesting, and there is simply nothing to play with. Although some things can be collected purely logically, this is just the thing for completing a complete dungeon.

The entrance to the Inarius Grace set dungeon is located in the Sunken Temple of Act 1. Tasks:

  1. Rip 100 bones from enemies using Bone Armor
  2. Kill 200 enemies hit by a bone whirlwind

A very easy dungeon, you can go through it with one button (which the kit buffs, yes). To complete the first task, just rush into the crowd and use Bone Armor. Bloody Rush and a Scythe with a rune on the screed can help with this. This also helps to fulfill the initial condition for the second task (to hit enemies with a whirlwind), and the whirlwind itself can finish off monsters, although to speed up the process it is better to use the Ring of Death and the curse of Fragility with a rune on the aura.

Avatar of Trag'Ul

A kit for lovers of blood and hurting themselves. Bonuses:

  • 2 items: Blood Rush gains the effects of all runes.
  • 4 items: If you are at full health, excess healing from skills is added above your maximum health for 45 seconds, up to 100%.
  • 6 items: Spending 10% of your health grants a charge of the Blood Waterfall effect. Each charge of Waterfall of Blood increases the damage of health-spending skills by 200% and also increases health cost by 10%. Using healing skills absorbs the charge and heals for an additional 300%.

The first bonus improves Blood Rush well, although here you can find fault a little with two things: the necromancer has only one skill for moving, and only one set out of four improves it - there is not much room left for legendaries, and it offends other sets; this makes the skill free, which is both useful (you don’t have to sacrifice what’s left of your health when running away), and bad (not spending health will allow Haste to receive charges of Waterfall of Blood and a cooldown from the Blood Power passive). The second bonus gives the usual 50% protection, but in an unusual way. A longer duration allows you to better retain the bonus. By the way, increasing your health reserve does not allow you to spend less on bloody skills - they take a stable percentage of the maximum reserve. The third bonus adds a kind of weight mechanics - we spend health on skills, we hit with these skills more painfully and spend more health, but we also replenish more, though at the cost of reducing the bonus damage.

Playing in this set... weird. The first bonus does not fundamentally change anything, the second one just needs to be collected and maintained, which is not difficult. And the third bonus only increases the scope of the swing with spending and replenishing health. We can say that the problem is the same as with the Bones of Rathma - without this set in the blood the game was the same. You spend your health on skills, and then you replenish it (with skills, spheres, recovery). And the game remained just as dangerous. Of course, you can somehow adapt, such as a player in first place on the necromancer ladder. All three skills with a large cooldown are used (Army of the Dead, Kingdom of the Dead and Simulacrum), the passive Shield of Rathma (for 4 seconds after using any of these three skills, health is not spent) and the passive Power of Blood (rolls back skills at the cost of health). But for now, this kit (and bloody skills) still poses a danger to the necromancer himself, leaving him in a more vulnerable position.

The entrance to the Avatar of Trag'Ul complete dungeon is located at the end of the new location of the fourth act - in the Labyrinth, which is in the Rift of Souls. Tasks:

  1. Spend 1000% health on skills
  2. Recover 1500% health using skills

The conditions are based on the same swing scales “spending health - replenishing health.” The dungeon is easy to complete with a Blood Ring to deal damage/spend health and Devour with the Cannibalism rune to replenish two resources (essence and health).

Shroud of the Lord of Pestilence

A set for nostalgic bone spear fans. Bonuses:

  • 2 items: Each corpse used drops a Corpse Spear.
  • 4 items: You receive a 2% reduction in damage taken for each enemy hit by the Bone Spear. Stacks up to 50%, lasts 15 seconds.
  • 6 items: Each corpse used grants a charge of Reinforced Bone Spear. The charge increases the damage of your next Bone Spear by 1000%.

The first bonus is very impressive, the Corpse Spears flying out look great. They also inherit the skill rune on the panel. Yes, we still need to clarify - by “using a corpse” we mean literally any use of it: even Explosion of a corpse, even Devouring, even Revival. Those. theoretically, you can use different skills, but in its current form, IMHO, there is only room for Devouring, for convenience with a rune on the aura. Only this allows you to conveniently replenish essence for the Bone Spear and gain stacks. The second bonus is again the usual 50% reduction in incoming damage, which again can easily fall off if there are a lack of enemies or the transition between levels. The third bonus strengthens the Bone Spear by using corpses.

I'm going to be a little biased now, but this is the most pleasant and effective necromancer kit. The pleasure of the game is simply off the charts. It’s so nice to pelt your enemies with Bone Spears, let the Devouring aura replenish your essence, and at the same time colorfully pelt your enemies with Corpse Spears. It seems that you don’t even need a generator in the build. Oh, and if you also use the Kingdom of the Dead, which simply allows you to unleash a HAIL of bones on your enemies... Sorry, I got carried away.

But there was a big fly in the ointment, because all this is good and colorful only in the adventure mode on some T6, because at higher difficulties the fundamental problems of the necromancer and the kit in particular begin to appear:

  • The Corpse Spear is weak. On low-medium difficulties it still causes some damage, but in the future it is only a beautiful effect. Which you are starting to see rarely, because...
  • There are no corpses. To create corpses, you have to kill. And killing on high difficulties is problematic, because in order to kill, you need to use corpses in order to receive the Spear Strengthening bonus, without which you won’t deal any damage at all. It turns out to be a bit of a vicious cycle in which you have to kill in order to be able to kill. And there is no way out of it. Once every 2 minutes, the Kingdom of the Dead can help, but this is temporary, and after that the charges will still run out in 20 seconds (the maximum you can gain is 30 stacks of Strengthening). You can also create 8 corpses with a golem once a minute, which will be enough for you for 6 seconds. In normal mode At T6-T7 everything is still fine, higher up monsters are already more difficult to kill quickly, which causes the Reinforcement stacks to run out. On bosses everything is very bad, the stacks quickly run out, even if the boss summons monsters to help him. You initially enter the great portal without stacks, so you can’t kill anyone at all, unless you collect corpses for yourself using one of the methods above.
  • Bonus to damage of Bone Spear only. If previous sets increase the damage of an entire group of skills (all pets and Troops, bloody skills, or all), then here the bonus is only for one. At least there is no bonus for the Bone Spikes generator. There is no bonus to the Corpse Spear. There is no bonus to Corpse Explosion. Not for the Bone Spirit (whose recovery, by the way, is accelerated by using corpses).

No matter how nice it is to play in Veil, the set is too one-sided and suffers greatly from the problem of the presence of corpses. In general, it’s quite ironic that the kit that is most enjoyable in terms of gameplay is the weakest. A quick inspection of the rating did not allow us to find anyone in this set; probably no one covered 45 and above. And this is very sad.

Another nitpick. The appearance of the kit is a reference to “plague doctors”, and the name is associated with the plague. But we use bonuses for bone skills, and we also use corpses ourselves. This is, of course, just an assumption, but perhaps the kit was designed for a game with a focus on curses and/or some other skills that did not survive to beta. The developers abandoned the idea of ​​a set for curses, which probably explains both the style and the hastily made bonuses.

The entrance to the complete dungeon of the Shroud of the Lord of Pestilence is located right next to the entrance to Khom, on the third floor of the fortress basements. Tasks:

  1. Hit 200 enemies with an Empowered Bone Spear
  2. Take less than 400,000 damage

Once again a very easy dungeon. It's easy not to take damage, you just have to kill everyone first, heh. Well, the first condition is easily met, there are no problems with corpses for gaining stacks. There is only one thing - it seems like successfully closing a dungeon is not counted towards achievements, unlike the others. We'll chalk it up to another bug in the beta.

conclusions

So far the impressions are mixed. Some kits need almost a complete rework, some skills also need a rework, and a lot of places are asking for legendaries in order to fill gaps in the gameplay and allow you to play in the build designer. The themes of the sets are still varied, and the prospect that the necromancer will have many different play styles is exciting. I'm half pleased with the developers' approach to the beta test - like in recent tests of regular patches, they placed a special merchant to sell bags of kits. This is good, you don’t have to spend a lot of time and reagents on getting all four sets yourself. But what’s not encouraging is that each bag costs as much as 500 bloody fragments. You can’t get 2000 Shards in a couple of minutes, traders have generally lost their fear, prices are skyrocketing, but what next? Will Kadala be the boss of Act 6?

  • On January 13, update 2.4 arrived in the timeless Action-RPG Diablo 3. The patch turned out to be exemplary, although I had little doubt about it. Blizzard again and again shows players and competing developers how to wisely use their own ideas and develop old, almost forgotten mechanics, capitalizing on their own inventions. I decided to write for you a review of the update and give you a number of tips that will help you level up your character in the upcoming fifth season of the game, which starts on January 15th.

    Before I start the story, I’ll explain why we’re already getting the Diablo 3 patch for free. At BlizzCon, a festival that Blizzard regularly hosts, in an interview with Mike Morhaime, the current CEO of the company, journalists raised the issue of profit from the Diablo 3: Reaper of Souls project. He responded that during the development of the marketing strategy he told the development team: “The content released will be free. We will do this to win back the hearts and minds of people who were disappointed by the initial release of Diablo 3." Josh Mosqueira added to this sentence: “From the outside it may seem that we are creating new patches, maintaining an “apologetic” mood, as if giving content to get players to return. In fact, this is a matter of pride for our team. We are proud of our brainchild and thus meets high standardsBlizzard. And so Mike promotes free content, not letting anything stand in the way of restoring pride.”

    The innovations in 2.4 came in handy. Let's start with the game cursor. He has become more noticeable, stands out among the endless crowds of monsters, has become larger and they WANT to give orders, no matter how it sounds.

    The seasons have changed beyond recognition: from now on, for reaching level 70, killing Zoltun Kull for the first time on Torment 2 difficulty and completing the Great Portal at level 20 in a single game, you will receive two items from the class set to choose from, and in total you will collect the entire set. And completing seasonal global quests now rewards you with additional inventory slots. If you've been wanting some variety in Diablo 3, now is the time to get back into the game.


    The experience system has been seriously changed. The amount of coveted experience for all monsters killed by your character at level 70 has increased significantly. Bonuses have been added for dynamic battles, i.e. maintaining long chains of kills and destroying objects. However, there are also disadvantages that bring balance. From now on, items that provide a bonus percentage to the experience gained are ten times weakened by level 70 veterans.

    The result of enormous design work was three atmospheric locations: the Royal Chambers in the Castle of Leoric, the Eternal Forest on the outskirts of the Ruins of Secheron and the Gray Island. The island is a large area, with weather effects of rain and storms. The island is home to new monsters, NPCs, quests and an action-packed piece of plot for fans of the setting.

    The developers have added about fifty (!) new quests to the adventure mode, including quests from Archangel Tyrael, which will take us to the Hellish Portals, where a full-fledged phantasmagoria of colors and a mishmash of demons awaits us.


    Items that seemed to have nowhere else to improve can now be upgraded again. To do this, in Kanai's Cube you need to mix three gems of maximum quality, one gem from the Great Portal (the higher the level of the gem, the better the enchantment will be) and an ancient legendary item that we are going to improve. If you need to apply force to an object, then use a ruby; if intelligence is topaz; if endurance - amethyst; if dexterity - emerald. I note that if you perform an enchantment in this way, the gem will disappear forever and you will have to knock it out and download a new one. For this system, Blizzard was allowed to pay for the “improved” version of the Great Portal in gold and after its successful completion, the player can try to upgrade the gem an additional, fourth time. However, in this case, we rather pay the system than it pays us - gold flies away at great speed.


    The sweetest part remains. Complete dungeons and class changes. Each class set has its own dungeon, and there are 24 of them in total. To get inside, you need to put on the appropriate set and find the entrance. Such tests have a fixed map, special monsters, constant difficulty and their own set of tasks. Once you successfully complete the challenges, you will receive achievements and some cosmetic bonuses. For all 24 “green portals”, special wings for your character will be attached to your account. Finding dungeons is not that easy. In the game you can only get a hint in Leoric’s library, in a new location. However, the iG editors have done a lot of work and are posting for you a list of all the portals to the complete dungeons of patch 2.4 in Diablo 3.


    Barbarian

    Wrath of the Wastes:

    Act 5, Pandemonia Fortress, level 1, next to the entrance.

    Immortal King:

    Act 3, Secheron Ruins, to the right of the entrance after the bridge.

    Power of the Earth:

    Act 2, Caldeum, next to the imperial palace.

    Recor:

    Act 5, Overgrown Ruins. The easiest way to get there is on foot from the Survivor Camp, moving in the direction of the Bloody Swamp and the Paths of the Drowned.

    Crusader

    Akkan:

    Act 3, Armory, where the scene with the Black Soul Stone took place. The entrance to the Armory is directly in the Main Tower of Bastion.

    Roland:

    Act 2, Road to Alcarn, western route.

    Searching for light:

    Act 2, end of the Flooded Passage, at the entrance to the Aqueduct Core, the nearest teleport is the Ancient Drain.

    Summoner Spikes:

    Act 1, Tristram Highway - the location from which we begin the story campaign.


    Demon Hunter

    The essence of vice:

    Act 2, Plateau of Howling Winds.

    Marauder:

    Act 3, Fields of Carnage - site of the catapult from the story campaign.

    Natalia:

    Act 1, Wortham, at the entrance to the Wortham Chapel Basement.

    Shadow Robe:

    Act 5, Pandemonia Fortress, level 3.

    Monk

    Inna:

    Act 2, Flooded passage - you can enter through the Kaldeisky Bazaar.

    Robe of a Thousand Storms:

    Act 1, Ruins of Tristram.

    Sunwuko (Monkey King):

    Act 4, Peak of Heaven.

    Ulyana:

    Act 5, Zakarum Cathedral, the entrance to which is located in the Survivor Camp.

    Witch

    Zunimassa:

    Act 3, The depths of Mount Arreat.

    Jade Reaper:

    Act 4, Vestibule of Light, in front of Hope Gardens.

    Hell tooth:

    Act 1, Royal Tombs. At the passage to Leoric.

    Arakhir:

    Act 2, Dalgur oasis.

    Enchantress

    Delsir:

    Act 3, Skywalls – you should use the “Teleport” skill to get to the entrance to the dungeon.

    A fire bird:

    Act 2, Endless Sands, next to Zoltun Kull's archives.

    Tal Rasha:

    Act 1, Old Tristram Road.

    Act 3, Bridge of Rakkis, on the tower at the entrance to the Assault Beast's lair.

    A complete list of class changes in this material is not enough space and your time. But if you want to see what a Demon Hunter with a dagger equipped for close combat has become, or how entire legions of demons are killed by the Crusader, read the official changelog.

  • Related articles: