Diablo 3 reaper of souls best things. Items. Personal item distribution

1. Introduction to Awards

In Adventure mode, there are three main gameplay areas where you will spend the majority of your game: Errands, Portals (Nephalem), and Greater Portals. Unlike Common and Greater Rifts, Quests soften the randomization and take on a relatively static nature of the campaign map layout. Unlike the campaign, there are no cinematics (cutscenes), scripted dialogue or plot development. You can use any waypoint across all five activities, and you assign a random set of objectives to different locations marked with an exclamation point. In general, quests emphasize working over long distances and interacting with objects spread across the map; mobility is preferred.

There are six types of orders:

  • Kill a Unique Monster: This bounty assigns a unique (purple name) monster as the target, as well as a number of enemies from the same zone (from 25 for small zones to 150 for large open zones). The bounty target does not prevent other unique monsters from spawning in the area, so pay attention to who you kill.
  • Kill the Act Boss: As the name suggests, you will have to overcome one of the bosses from the selected act. Waypoints directly before bosses are disabled where applicable - you will need to run through the entire area before reaching the boss. Only one boss can actively participate at a time (important for parties - you can coordinate your progression so no one is stuck at the Boss door waiting to kill someone else). Killing the boss gives a more generous chest.
  • Complete the event. This type of assignment includes tasks with object interaction. Scripted events (i.e. activating catapults, opening urns), cursed shrines, and chests fall into this category. Please note that losing a bonus reward (such as in the case of a timer) will not have a negative impact on the completion of the bonus.
  • Dungeon Clear: This type of quest can only occur in small dungeons and requires you to kill all enemies present in the level. In a multi-level dungeon, this will always be the last level. If there are 15 or fewer enemies left, the map will help highlight the last targets.
  • Exploration: These rewards require exploring a large open area of ​​the map and freeing imprisoned friendly characters. They are always surrounded by a group of enemies specific to the assignment.
    Cursed Lands: This reward points to one of the larger maps, forcing you to look for a red portal. It's always a tiny locked dungeon area with a timed task.
  • Completing a quest nets a reasonable amount of regular crafting materials (spare parts, clouded crystals, gems) and blood shards, but not to the point that it would make them preferable to normal rifts strictly for that purpose. Legendary and set items can also drop naturally from killed monsters, elites and bosses; The chance for such loot is very difficult.

There is no bonus from regular to master;
15% of Torment I;
32% – for torture II;
52% – according to torture III;
75% – for torture IV;
101% to torture V;
131% of torture VI;
164% of Torment VII;
205% of Torment VIII;
256% of Torture IX;
320% of torture X;
400% of Torment XI;
500% of Torment XII;
625% of torture XIII.
The real reason for running the quest is the exclusive legendary materials and legendary items that drop from Hedrig's gifts when the Act is fully completed.

2. Legendary materials specific to bonuses

Legendary materials are Handar rune, Caldean bat, Arreatian martial ornament, Flesh of a Fallen Angel And Holy Water of Westmarch. They are only available from the rewards of the corresponding act. The amount of Legendary materials you receive from the reward, with a high difficulty:

3 from ordinary to master;
6 from torture I to torture VI;
8 from torture VII to torture IX;
10 from torture X;
12 from torture XI;
14 of torture XII;
16 of torture XIII.
These Legendary materials are incredibly important at all stages of character development due to the fact that they are used to create Legendary armor and, more importantly, recipes for Kanai's Cube. Extracting legendary power from weapons for any build, especially early in character development, requires one legendary material of each type.

These legendary materials are incredibly important at all stages of character development due to the fact that they are used to create legendary armor and weapons. Extracting Legendary Power through the Extract Legendary Attribute recipe—a vital boost for any build, especially early in character development—requires one Legendary material of each type.

3. Legendary items specific to bonuses

Hedrig's Gifts also have a set of exclusive Legendary items that will never drop from Nephalem or Greater Rifts and cannot be crafted.

10% chance for 1 legendary item from Normal to Master;
50% chance for 1 legendary item in Torment II;
60% chance for 1 legendary item in Torment III;
75% chance for 1 legendary item in Torment IV;
90% chance for 1 legendary item in Torment V;
100% chance for 1 legendary item in Torment VI;
100% chance for 1 legendary item and 5% chance per second in Torment VII;
100% chance for 1 legendary item and 15% chance per second in Torment VIII;
100% chance for 1 legendary item and 25% chance per second in Torment IX;
100% chance for 1 legendary item and 50% chance per second in Torment X;
100% chance for 1 legendary item and 65% chance per second in Torment XI;
100% chance for 1 legendary item and 80% chance per second in Torment XII;
100% chance for 1 legendary item and 90% chance per second in Torment XIII.
The usefulness of these legends ranges from vital to situational to non-existent; The following ranking system will help you evaluate which activities are important for you to perform in terms of legends from Hedrig's Gifts.

3.1. Legendary items must be important.

Ring of Royal Splendor is a legendary item that reduces the required number of set items by one. This is an extremely useful power that will help you get 4 and 6 item bonuses early, or help you mix and match sets for powerful combos. Thus, it is often the priority socket in the Kanai cube.

An observant eye would notice that there is no mention of the legends of the Act IV caches. This is because Act IV caches instead drop a random Legendary from all other Acts. If your target is a Legendary from a specific chest, Act IV is never a good choice for farming any item.

4. How to effectively complete orders

For good reason, you will constantly see rewards called "errands". "Speed ​​Errands" means that a group of four players is formed and each player goes off to farm Acts on their own. As such, you should be prepared to take on four-player monsters on your own - don't join in on challenges you can't overcome. Don't join players on their missions - there's little chance you'll improve your progress significantly. (an exception can be made, of course, after 1-2 quests remain in the act). Players typically accept and complete Acts 1-4 first and work through the separate Act 5 (as it is relatively longer and more difficult). However, this is not a hard and fast rule, and no one will stop you from taking act 5 on your own (it will probably be appreciated).

Mention whether you're organizing a group, whether you want to clear just one Act (for a specific Legendary Stash) or all five (for Legendary Items) over and over again.

Try to waste as little group time as possible, especially at the end of the run. This allows the organized group to begin the next run immediately. This way, even if it takes you a little longer to claim your loot in rewards.

It is considered good manners to announce the presence of greedy goblins - Blood Thief (purple), Sir Jelly (large and bright blue) and others, when the player can teleport to you before taking the loot, especially if he announces "+" in chat . The value of your ad is more useful at the beginning of the season and decreases as it appears (to the point where people will type "-" to indicate they don't care.) The advice above also applies to goblin portals.


Diablo 3 is rich in various interesting items with very good affixes (characteristics) and in this article we will try to collect information about all significant parameters, as well as their maximum values. We hope you find this information useful in your travels around the world of Sanctuary or when trading at an auction.

Attention! Legendary items are not counted in the tables! Because they may have exclusive unique characteristics and a patch has not yet been released that buffs the legendary items. Information will be added later.

Also note that the total values ​​are given for the case with two rings on, excluding precious stones. Totals for dual wield and other options are given separately.

Basic characteristics

Using dual weapons gives the maximum increase in all basic characteristics.
Item type Dexterity Intelligence Force Vitality
Weapon 350 350 350 350
Left hand 178 178 178 178
Shield 200 200 200 200
Ring 178 178 178 178
Amulet 302 302 302 302
Shoulders 200 200 300 200
Helmet 200 300 200 200
Trousers 200 200 200 300
Gloves 300 300 200 200
Chest armor 200 200 200 300
Bracers 200 200 200 200
Boots 300 200 200 200
Belt 200 200 300 200
Demon Hunter - Cloak 178 178 178 258
Barbarian - Powerful Belt 178 178 258 178
Monk - Spiritual Stone 178 258 178 178
Sorcerer - Voodoo Mask 178 258 178 178
Sorcerer's Hat 178 258 178 178
Amount (Dual Wield) 3,158 3,158 3,158 3,158
Amount (weapon and left hand) 2,986 2,986 2,986 2,986
Amount (weapon and shield) 3,008 3,008 3,008 3,008

Health characteristics

A dual wielding barbarian may have a maximum damage to health conversion value that is higher than other classes. All this is due to the presence of this characteristic on Mighty Belts (Barbarian class item), while ordinary belts cannot have such a bonus. The maximum damage to health conversion value for the Barbarian is 9%. If you use dual weapons with sockets containing one Star Amethyst, you can achieve the maximum health replenishment bonus on hit - 4,431 health per hit.
Item type Health Sphere Bonus Health Replenishment Health on Kill Health on hit Health when Spirit is spent Health Leech % % Health
Weapon - - 2,878 959 64 3 -
Left hand 5,977 234 - - - - 9
Shield 12,794 342 - - - - 16
Ring 5,977 234 985 328 - - 9
Amulet 5,977 410 1,971 657 - - 14
Shoulders 12,794 342 - - - - 12
Helmet 12,794 342 - - - - 12
Trousers 12,794 342 - - - - -
Gloves 12,794 342 - - - - -
Chest armor 12,794 599 - - - - 12
Bracers 12,794 342 - - - - -
Boots 12,794 342 - - - - -
Belt 12,794 342 - - - - 12
Demon Hunter - Cloak 5,977 410 - - - - 9
Barbarian - Powerful Belt 5,977 234 - - - 3 9
Monk - Spiritual Stone 5,977 234 - - 30 - 9
Sorcerer - Voodoo Mask 5,977 234 - - - - 9
Sorcerer's Hat 5,977 234 - - - - 9
Amount (Dual Wield) 120,283 3,871 9,697 3,231 158 6 80
Amount (weapon and left hand) 126,260 4,105 6,819 2,272 94 3 89
Amount (weapon and shield) 133,077 4,213 6,819 2,272 94 3 96

Supporting Features

Don't forget what you get additional 20% of the probability of finding magic items (Magic Find) and gold (Gold Find) of your Companion. If you play in a group with other people, your probability of finding magic items and gold shared between all group members, i.e. if your bonus to the probability of finding magic items is 90% MF, and there are 2 more people in your group, then each will have a bonus of 30% MF.
Item type Search for magic items % Search for gold % Experience Movement speed Orb/gold collection radius Reduced level requirements Nests
Weapon - - 24 - - 18 1
Left hand 18 20 24 - - - 1
Shield 20 25 24 - - - 1
Ring 18 20 22 - - - 1
Amulet 40 40 24 - - - 1
Shoulders 20 25 24 - 7 18 -
Helmet 20 25 24 - 7 18 1
Trousers 20 25 24 - 7 18 2
Gloves 20 25 24 - 7 18 -
Chest armor 20 25 24 - 7 18 3
Bracers 20 25 24 - 7 18 -
Boots 20 25 24 12 7 18 -
Belt 20 25 24 - 7 18 -
Demon Hunter - Cloak 18 20 24 - 7 16 3
Barbarian - Powerful Belt 18 20 24 - 7 16 -
Monk - Spiritual Stone 18 20 24 - 7 16 1
Sorcerer - Voodoo Mask 18 20 24 - 7 16 1
Sorcerer's Hat 18 20 24 - 7 16 1
Amount (Dual Wield) 236 280 332 12 56 N/A 12
Amount (weapon and left hand) 254 300 332 12 56 N/A 12
Amount (weapon and shield) 256 305 332 12 56 N/A 12

Attack stats - damage modifiers

Cold damage is lower than from other types of damage, because By dealing cold damage, you reduce the speed of enemies.
Note: Dual wielding grants a 15% bonus to attack speed, which is not listed in the table.
Item type Damage % Crit chance % Critical Damage % Attack Speed% Unit to min. damage Unit to max. damage Unit to elemental damage Unit to cold damage
Weapon 50 - 100 11 - - 667 399
Left hand - 8.5 - 15 - - - -
Shield - 10 - - - - - -
Ring - 4.5 35 9 27 27 - -
Amulet - 8.5 65 9 27 27 - -
Shoulders - - - - - - - -
Helmet - 6 - - - - - -
Trousers - - - - - - - -
Gloves - 10 50 9 - - - -
Chest armor - - - - - - - -
Bracers - 6 - - - - - -
Boots - - - - - - - -
Belt - - - - - - - -
Demon Hunter - Cloak - - - - - - - -
Barbarian - Powerful Belt - - - - - - - -
Monk - Spiritual Stone - 4.5 - - - - - -
Sorcerer - Voodoo Mask - 4.5 - - - - - -
Sorcerer's Hat - 4.5 - - - - - -
Amount (Dual Wield) 100 39.5 385 58 81 81 1334 798
Amount (weapon and left hand) 50 48 285 62 81 81 667 399
Amount (weapon and shield) 50 49.5 285 47 81 81 667 399

Defensive characteristics

Note: Special monsters are bosses, champions, unique and rare monsters. Basically, all are not ordinary enemies.
Item type Armor Blocking % Reduces damage from melee attacks % Ranged attack damage reduction % Reduces damage from attacks of special monsters % Spikes Decrease in efficiency control %
Weapon - - - - - - -
Left hand - - - - - 979 -
Shield 397 9 6 6 7 2,544 14
Ring 240 - - - - 979 14
Amulet 360 - 4 4 - 1,712 14
Shoulders 265 - - - - 2,544 -
Helmet 397 - - - - 1,454 14
Trousers 397 - - - - 1,454 -
Gloves 265 - - - - 1,454 -
Chest armor 397 - 6 6 7 2,544 -
Bracers 265 - 6 6 - 1,454 -
Boots 265 - - - - 1,454 -
Belt 265 - - - - 2,544 -
Demon Hunter - Cloak 397 - - 6 - 2,544 -
Barbarian - Powerful Belt 265 - - - - 2,544 -
Monk - Spiritual Stone 397 - - - - 1,454 14
Sorcerer - Voodoo Mask 397 - - - - 1,454 14
Sorcerer's Hat 397 - - - - 1,454 14
Amount (Dual Wield) 3,488 - 16 16 7 18,572 70
Amount (weapon and left hand) 3,488 - 16 16 7 19,551 70
Amount (weapon and shield) 3,885 9 22 22 14 21,116 70

Resistance

Monks who accumulate one type of resistance, as well as having additional resistance to all elements on all items, are able to reach the resistance value to all elements in the amount of 1620(using the skill "Absolute Harmony")
Item type All types Phys. damage Cold Fire Lightning Poison Arcane Magic
Weapon - - - - - - -
Left hand - - - - - - -
Shield 80 60 60 60 60 60 60
Ring 70 50 50 50 50 50 50
Amulet 70 50 50 50 50 50 50
Shoulders 80 60 60 60 60 60 60
Helmet 80 60 60 60 60 60 60
Trousers 80 60 60 60 60 60 60
Gloves 80 60 60 60 60 60 60
Chest armor 80 60 60 60 60 60 60
Bracers 80 60 60 60 60 60 60
Boots 80 60 60 60 60 60 60
Belt 80 60 60 60 60 60 60
Demon Hunter - Cloak 70 50 50 50 50 50 50
Barbarian - Powerful Belt 70 50 50 50 50 50 50
Monk - Spiritual Stone 70 50 50 50 50 50 50
Sorcerer - Voodoo Mask 70 50 50 50 50 50 50
Sorcerer's Hat 70 50 50 50 50 50 50
Amount (Dual Wield) 850 630 630 630 630 630 630
Amount (weapon and left hand) 850 630 630 630 630 630 630
Amount (weapon and shield) 930 690 690 690 690 690 690

Effects on impact

Special stats that cause different effects on enemies when you hit them.
Note: All types of two-handed weapons can have a maximum chance of causing these effects - 5.1%.
Item type Probability...
stun % discard % slow down % immobilize % to freeze %
Weapon 2.6 2.6 2.6 2.6 2.6
Left hand 2.6 2.6 2.6 2.6 2.6
Shield 2.6 2.6 2.6 2.6 2.6
Ring - - - - -
Amulet - - - - -
Shoulders - - - - -
Helmet - - - - -
Trousers - - 5.1 - -
Gloves 5.1 - - - -
Chest armor - - - - -
Bracers - 5.1 - - -
Boots - - - 5.1 -
Belt - - - - 5.1
Demon Hunter - Cloak - - - - -
Barbarian - Powerful Belt - - - - 5.1
Monk - Spiritual Stone - - - - -
Sorcerer - Voodoo Mask - - - - -
Sorcerer's Hat - - - - -
Amount (Dual Wield) 10.3 10.3 10.3 10.3 10.3
Amount (weapon and left hand) 10.3 10.3 10.3 10.3 10.3
Amount (weapon and shield) 10.3 10.3 10.3 10.3 10.3

Item type Probability...
cause bleeding % terrify % cause numbness % blind %
Weapon 35 2.6 2.6 2.6
Left hand 35 2.6 2.6 2.6
Shield 35 2.6 2.6 2.6
Ring - - - -
Amulet - - - 5.1
Shoulders - - 5.1 -
Helmet - 5.1 - -
Trousers - - - -
Gloves - - - -
Chest armor - - - -
Bracers - - - -
Boots - - - -
Belt - - - -
Demon Hunter - Cloak - - - -
Barbarian - Powerful Belt - - - -
Monk - Spiritual Stone - 5.1 - -
Sorcerer - Voodoo Mask - 5.1 - -
Sorcerer's Hat - - 5.1 -
Amount (Dual Wield) 70 10.3 10.3 10.3
Amount (weapon and left hand) 70 10.3 10.3 10.3
Amount (weapon and shield) 70 10.3 10.3 10.3

Resources

Use your inner strength to regenerate resources faster.
Item type Recovery... Maximum stock...
spirit hatred mana magical energy energy during crits concentrations mana rage
Weapon 2.5 1.33 14 10 15 10 150 15
Left hand - 1.17 11 10 15 10 119 -
Shield - - - - - - - -
Ring - - - - - - - -
Amulet - - - - - - - -
Shoulders - - - - - - - -
Helmet - - - - - - - -
Trousers - - - - - - - -
Gloves - - - - - - - -
Chest armor - - - - - - - -
Bracers - - - - - - - -
Boots - - - - - - - -
Belt - - - - - - - -
Demon Hunter - Cloak - 1.17 - - - 10 - -
Barbarian - Powerful Belt - - - - - - - 15
Monk - Spiritual Stone 2.5 - - - - - - -
Sorcerer - Voodoo Mask - - 11 - - - 119 -
Sorcerer's Hat - - - 10 15 - - -
Amount (Dual Wield) 7.5 3.83 50 30 45 30 419 45
Amount (weapon and left hand) 5 3.67 39 30 45 30 388 30
Amount (weapon and shield) 5 2.5 25 20 30 20 269 30

Weapon characteristics "Attacks per second"

And one more useful plate in everyday life, reflecting all the existing values ​​of an important parameter of any weapon - “Attacks per second”, i.e. how many attacks per second can you make using this type of weapon. As you know, in Diablo 3 there are several types of weapons, moreover, there are two-handed and one-handed, and the spread of the affix value between the extreme values ​​is as much as 0.7 attacks per second!
Note: This characteristic depends on the +% affix to attack speed, i.e. if you find a one-handed spear (the base speed of one-handed spears in the game is 1.2 attacks per second) and it has an affix of +8% to attack speed, then you will see a value equal to 1.3 (actually 1.296, values ​​​​are rounded by the game to hundredths).
Item type Attacks per second (APS)
One-handed weapon
Mace / Spear1.2
Axe/Mighty Weapon1.3
Sword / Ceremonial Knife / Wand / Fist Weapon1.4
Dagger1.5
Hand Crossbow1.6
Two-handed weapon
Mace0.9
Polearm0.95
Mighty Weapon / Axe / Staff1.0
Daibo / Sword / Crossbow1.1
Bow1.4

Translated and supplemented: demer (www.site)
English version: d3rmt.com


Background:

The purpose of this guide is to introduce you to the basics of seasons in , as well as give you tips on character leveling and crafting that will maximize your seasonal experience.

1. What is a Season and why should you play it?

Season is an additional, repeatable game mode that allows you to start every few months, leveling up your character from scratch without previously earned items, hero levels, materials or gold. Seasons are divided into casual and hardcore game modes, and it may seem daunting that your seasonal character will have to start from scratch and need to level up and craft. However, none of your efforts will be wasted, as all your achievements during the season - characters, items, hero levels, gold, etc. - will carry over as non-seasonal after the season ends. Unique to Seasons are trackable seasonal journeys, exclusive transmog rewards, and a separate leaderboard that allows everyone to compete on a level playing field.

2. Level up from 1-70

2.1. Preparing the game

You make three important choices in setting up a game: creating a character, choosing a game mode, and setting the difficulty level. Starting a season in a group rather than solo, you receive bonuses: group loot and an HP buff (health bonus), and bonuses are now distributed among the participants. However, if you prefer (or simply want) to play solo, then read the Playstyle section below.

When it comes to game type, Adventure mode is vastly superior to Campaign mode due to its faster pace and more generous rewards. The only trick you can do is at the beginning of the Campaign game, find a Skeleton King that gives a guaranteed Crown of Leoric at Torment Level 5+ when killed in that mode. This helmet doubles the bonuses from the gem embedded in it, so add your highest level Ruby for a significant XP boost. Wear Leoric's Crown until you reach lvl 70.

Another choice before the game is difficulty, and the most optimal level for leveling up is the difficulty level Master: a good combination of mobs' health, their damage and a decent bonus of 75% experience.

Level frames

2.2. Playstyle

You have two main options when leveling up in Adventure Mode: quests and portals. To maximize the effectiveness of leveling up your character, consider making Act assignments with an active bonus; the game will automatically start and the activity will be marked as such when you open the world map. There will always be an active reward for killing the Boss; especially attractive ones that don't require much effort to find, (eg Zoltun Kul, Magda, Belial), but completing the quest will provide you with good experience from the very beginning, as well as a chest that contains nice rewards. After the reward for killing the Boss, consider finishing the remaining tasks in the Act with active bonuses for the chance to drop Deckard Cain's Fate and Bourne's Defiance, both sets can be forged at the blacksmith, whose bonuses provide additional experience to speed up leveling.

Once you've completed the above, it's time to think about the extra experience for the Carnage. The slaughter experience bonus system was revised in Patch 2.4.1 into a multiplicative experience bonus that rewards you for killing monsters multiple times. Warning is a bonus that only works in quests, and not while completing portals. To successfully use this bonus for killing monsters, kill mobs in very populated areas - the cathedral (Act I), the hall of agony of the 3rd level (Act I) and, most importantly, the “Fields of Suffering” (Act I). While clearing too quickly will require frequent restarts of the game (every 5-10 minutes), this method is fast for leveling solo in Diablo 3, in about 2 hours you will be level 70. Due to its individual nature and the level of coordination required to take down in a multiplayer game, Carnage Bonus Leveling can only be recommended for 2+ players if they are experienced and have voice communication; This is primarily a solo leveling method. This method also has a significant drawback, the loss of the chance of legendary items and bloody shards falling behind portals.

For groups and players who don't mind spending an hour leveling from 1-70, the general recommendation is to stick with Nephalem Rifts. Portals give you an increased chance of Legendary drops, blood shards for games with Kadala, and a bonus in the form of health. While Rifts have a higher degree of randomness than Quests (map layout, monster density, and composition are all RNG), removing rocks as a requirement for opening Rifts allows you to simply restart the game if you get a bad (difficult or slow) rift .

A lesson best learned early in Diablo is to focus on large groups of enemies and ignore single targets - take advantage of the fact that the only individual enemies you have to fight are Rift Guardians. In the rift, this will lead to effectively skipping bad fights and better farming results; During leveling, this factor will allow you to reach the maximum level faster.

Lastly, minimizing downtime is a common mistake that is difficult to understand because it is unique and personal to everyone. As a rule of thumb, remember that gear up to 70 will quickly become unnecessary as you level up, and brooding over gear levels and stuff before lvl 70 is more than a waste of your time. A good time to level up is somewhere in the range of 2 to 3 hours.

2.3. Gearing

Set the game to a difficulty level that won't force you to fight for your life, but will allow you to focus on just one thing: fast and efficient clearing, which is directly tied to your damage. The biggest contribution to the cleanup will be your weapon, so allocate your resources and focus your attention accordingly. If you haven't upgraded this weapon slot at about five levels, consider crafting yourself something using a blacksmith. You can also steal weapons from your companions; they are 1 level higher than yours by default.

Classes are distributed according to several main characteristics: Strength for barbarians and crusaders; Agility for Demon Hunters and Monks; and intelligence for necromancers, sorcerers and wizards. Adding to your main stat has a significant impact on your damage in Diablo 3, and even more so during leveling where elite modifiers such as crit, attack speed and critical damage are infrequent and low.

To bolster your DPS, check merchants for rings and amulets, adding direct damage. This will give you massive damage in the early game where your weapon damage is in the 2-3 digit range. Merchants in towns sell jewelry, available at level 6 for rings and around level 10 for amulets. Don't be too busy checking them, visit them during natural breaks in gameplay - such as when the Rift closes.

Also, do not forget about the existence and importance of gems in the pumping process. The most important thing is to upgrade two rubies to the highest level, and put them in your weapon and helmet. Adding a Ruby to a weapon adds physical damage, which is the best DPS boost up to level 70, where critical chance is low and low, and critical damage, and the Emerald gem, provides less benefit. The Ruby in the Helmet increases the experience gain factor, reducing the time it takes to reach the maximum level.

There is also a good chance that you will farm 500 Blood Shards before you reach level 70, where you gamble 1 time with Kadala. Look at your gear, pick your worst slot - the one you haven't updated in a while, and gamble. This will not harm your progression, and you will feel the difference during leveling, especially with a successful drop.

2.4. Crafting

As noted earlier, crafting should not be overlooked as a source of weapon upgrades - and it is especially important during the initial character leveling. At level 42 and with a level 10 blacksmith, you can use some of your mined materials to craft level 60 weapons. They can have your level requirement reduced - up to 18 - in their secondary stats, dramatically increasing your DPS by a dozen levels and allowing you to overcome challenges to win XP. The same principle applies at level 60 and with a level 12 blacksmith, this time creating a level 70 weapon.

Breaking down everything that isn't an upgrade into ingredients should be a priority, since crafting resources will be needed for the vast majority of your seasonal games, and quality items at all levels provide versatile materials. Reforging has the added benefit of returning any gems left on your gear to your inventory for free, so don't make the mistake of yanking gems from old (unnecessary) items from jewelers for gold. The only acceptable item for the slot is the Crown of Leoric, for better winning in XP (experience).

An exception to the reforging rule should be made for legendary items with valuable affixes, the location of which in Kanai's cube is more important than the material for processing. A comprehensive list is difficult to compile, so check out the leveling guides for your chosen class and select key items for your class. Here are just some of the most necessary Crucible, Ashen Tunic, Unity, Elemental Assembly, Obsidian Zodiac Ring or other legendary items needed for your class.

Another exception to the pile of items to reforge should be two legendary items: Cow Berdysh and the Puzzle Ring. These items are very useful for initial farming. Insert the Cow Berdy into Kanai's Cube and press Transmog to open a portal with a cow level - with a rift-like area filled with cows, as well as normal and epic chests. Performing the same action with the Ring - Puzzle opens a portal to the Goblin treasury, which will give you starting capital (Gold) and the legendary gem Covetous Gift.

3. At level 70

Your overall strategy won't change immediately after leveling up to level 70; Rifts will continue to be your best source of gear, and running errands should be put on hold until you need to upgrade a rare item or pull a Legendary mod - both of which require materials. The exception will be to prioritize Seasonal Journeys up to the corresponding Chapter to get a full class set from Haedrig's gifts and get the Kanai Cube for the first time from the Ruins of Secheron in Act III, which you can do at any time and only 1 time.

3.1. Seasonal Campaign and Haedrig's Gifts

The Seasonal Journey consists of a series of achievements that provide cosmetic rewards, including profile frames, item transmogs, and pets. The seasonal journey is divided into chapters with individual achievements that are roughly equal in difficulty and leveling value, providing additional incentive and structure for seasonal gameplay. Journey is only available to Season characters and is account-wide, with the exception of the Normal or Heroic mode split.

Completing certain seasonal chapters (II, III and IV in a season) grants Haedrig's Boons, a reward that gives two pieces of a set of a fixed class. With the completion of these chapters you will have a full bonus of 6 available to you, dramatically increasing the character's strength in medium and high torture. This makes the early part of the Seasonal Journey your first priority when reaching max level.

With Seasonal Journey, you have three main types of farming: Errands, Common Rifts, and Greater Rifts, each with their own distinct benefits.

3.2. Orders

The strategy is this: go into a group of four people and divide the tasks among each other, one person per task. Splitting up quests with the highest difficulty that you can handle solo is considered the most effective way to earn Horadric Cache rewards. Bounties are a decent source of crafting materials, and the only way to obtain a legendary item (Ring of Royal Opulence) and, perhaps most importantly, the unique materials needed for Kanai's Cube. Thus, prioritize farming when you need to extract an modifier that modifies Legendary Power (examples above), craft a Legendary, or craft a set item from the Blacksmith. For general farming, choose one of the following methods.

Kanai cube

3.3. Launching Nephalem Portals

At the very beginning, Nephalem portals were the basis for you, and will remain the basis for leveling up at great tortures. Rifts no longer require stones to open, and you can launch them at any time; they are universal in structure and are generated differently each time. The portals have an indicator that must be filled by killing monsters until the Portal Guardian appears and must be killed so that the Nephalem Portal can be closed. You can also continue the Rift after killing the Guardian, but it is advisable to complete the passage as soon as you finish it - you can enter a new one and get more experience, gold and blood shards. You should prioritize clearing these rifts quickly for the vast majority of your early games, adjusting the difficulty to the highest level you can handle while maintaining efficiency - killing an elite in under 10 seconds is a good result. Regular portals will best level you up and provide you with Greater Portal stones, the next important step in your progression.

3.4. Speed ​​of passage (“Speed”) of Great Portals

Great Portals are usually used for three purposes: placing on the Honor Board, improving legendary stones, and leveling up Paragon. When you start the playthrough, the last two steps will be done at once, with a guaranteed Legendary Stone at the end of each Great Rift until you have a complete collection of these stones. In the Great Portals, monsters still pump you up, but you will only receive a reward from killing the Portal Guardian. To compensate for the material benefits, the Greater Rift provides more Blood Shards. This type of portal will gradually play a very important role in your game.

3.5. Portal of Daring

Starting with version 2.6, you can choose a unique mode in the pre-game lobby: Portal of Daring. The Portal of Daring system randomizes the completion of the Great Portal and reproduces the build, equipment, and even paragon level. All players can then compete for the fastest completion on a completely equal basis. There is a weekly reward associated with changing the timer for the better: a fee of 300 blood shards, 4 million gold, 8 unique materials for recipes from the cube. This is one of the strongest early bonuses you can get in the first week of the Season, so complete your Portal of Daring as soon as possible.

4. Conclusion

If you do decide to play during the season, make sure you do it right. Use our tips to simplify pumping. Consistency, exploration, and minimizing downtime will be the three most important factors to your seasonal progress and achievements at your difficulty level. Good game!

When you reach the coveted level 60, you probably immediately want to go conquer the inferno, but without farming gear in Diablo 3 It's not easy at all. Some can be bought with gold collected during leveling, but this will not be enough and then there is a need to farm gear. I hasten to warn you that to complete the 1st act of the inferno, you can simply farm the gear, but for further passage you will need so much gold that it will be easier to buy it. If you are too lazy to spend days and days farming endlessly, take a look at our review of popular gold shops in Diablo 3.

Thanks to the latest update 1.0.3, level 61 and 62 gear drops in Acts 3 and 4 of Hell difficulty, where you can start farming immediately after reaching level 60. Aim first of all for armor and weapons with the stats Strength + Vitality, Dexterity + Vitality, Intelligence + Vitality. It is also very good if there is resistance to all elements or physical damage. If possible, we dress ourselves first, and sell other good clothes that don’t suit you at auction. The best place to farm gear on Hell difficulty is the Act 3 dungeon. It is quite long, densely packed with elite packs + a boss at the end.

When you have already crossed the cherished line and go to farm gear in Act 1 of Hell, you will probably have a lot of problems with elite packs, but quite quickly they will be killed in the same way as in Acts 3-4 of Hell. It is best to farm the first act by running against the Butcher, collecting 5 stacks of Nephalem Valor in front of him. This became quite relevant thanks to patch 1.0.3, which added a drop of lvl 63 gear from Act 1 of Pekla. In the video below you can see how to farm gear from the Butcher on Inferno difficulty.

However, more details...

If you are an avid gamer and life is not good for you without leveling up your hero, then you are probably familiar with the game Diablo 3. One of its main tasks is farm gear– rare things that can be obtained for any action. There’s no need to even talk about any algorithms or patterns in the possibility of items falling out: they simply don’t exist. Get gear in Diablo 3 more difficult than, for example, in Lineage 2, farming some things in comparison with it in Diablo 3 is almost impossible.

For players who want to upgrade their hero faster than others, there is a special auction for the sale of gear, gold and other game benefits. The auction is an indispensable tool for any player, since there you have the opportunity to buy, sell or change gear. Since the loss of gear in the game occurs in a chaotic order, you can get an item that you already have, or that you do not need at all. And the other player doesn’t get this thing, but he has best gear which you need. This is where auction services come in handy. As a rule, at auction the sale of such rarities as legendary gear in Diablo 3, engaged in by advanced gamers with high-level characters. This is due to the fact that in order to farm the necessary item as quickly as possible, it is important to knock out the required artifact as soon as possible. And for this you need to have many monsters with strength corresponding to the fifth level, and a thorough knowledge of the map with all its acts and locations.

An experienced player knows that legendary items are more likely to be obtained in those locations where there are the most elite monsters. But, as I said earlier, due to the random mechanism of dropping items, the success of all actions comes down to how quickly you clear the location, and, as ridiculous as it sounds, to luck. The efforts of such players are fully rewarded: the cost of legendary gear at auction often reaches 10 million gold, or even more. But even if, after many attempts and failures, you have knocked out a legendary item, do not rush to rejoice: not all legendaries are as useful and expensive as it seems to beginners. You may also get something that makes you want to immediately throw it to the vendor. However, you shouldn’t rush here either: by selling the goods obtained from dismantling the legendary gear, you can get hold of a good amount of money in gold equivalent.

Farming gear is an integral part of the gameplay of Diablo 3. Whether you play as a sorcerer, barbarian, demon hunter, monk or sorcerer, farming is important to you, since your level of defense and combat training depends on your equipment. And, consequently, the game rank. Also, the goal of farming any hero and leveling him up is to increase critical damage, which is what everyone strives for. You can increase your damage indicators yourself by following step by step from location to location, from act to act. But you can upgrade a player without making much effort: just visit the same auction and purchase or trade there top gear.

This type of gear is also not cheap: price tags at all auctions start at 10 million and sometimes reach 100 million gold. The price is understandable - the drop rate for top gear is currently equal to one. Recent patches released by official developers have caused a storm of emotions among players selling top gear at auctions. And all because the update led to an increase in the percentage of possible drops of these rare items: in the first act of Inferno, the probability of finding this type of gear increased to 2%, and in the fourth to 8%. The fears of traders are quite well founded: with such a high probability, even a beginner will be able to quickly knock out a rare item, which will lead to a drop in demand at auctions and lower prices.

But let's get back to farming. It depends not only on how well you are equipped, but also on what route you have chosen. Each player has their own strategy: some try to farm only in the first act, raiding Varden or Boo, others, having collected the necessary equipment with grief, farm the fourth act, dying from any attack. It seems to many that the further you go through the acts, the greater the likelihood of dropping gear. The opinion is undoubtedly erroneous - I have already said that the drop chance of many things is random, and almost does not depend on the act and level. An effective farming method, tested by many players, is as follows: start completing the Sijbreaker quest, before that, farm five stacks, go in front of him into the cave, which is located behind the box, then head to the location with ballistas in the cave, teleport to the bastion, 2- Level 3 of the dungeon, and with the final chord you kill Sijbaker.

Players explain the profitability of such farming due to the good density of the game: during this race, it is possible to kill elite packs in the amount of 10-15, or even 20 pieces. And the more packs, the larger the drop awaits you. Everything listed above refers to honest farming. In an effort to make money, many players do not consider it necessary to play a competitive game. They engage in farming that does not require much effort to obtain rare items. Simplified farming includes farming Sarkot and the already well-known goblins (ignoring monsters when running for a chest). Let's focus on goblins. Their farming has a number of undeniable advantages. The first is its benefit, which is comparatively greater than in all previous types of farming (in terms of the ratio of items/hour, it has no equal).

The second advantage should be called ease of use: in honest farming, in order to achieve at least some success, you need to come up with the most complex tactics of kite packs and strive for an overgear value within a million. Everything is elementary: I gathered a quartet of more or less equipped players, dressed the mf and that’s it, the goblin is ready. Moreover, such a procedure can be repeated endlessly. And everything seems to come together beautifully and easily, but there are pitfalls here. First of all, the main disadvantage of this type of farming is the loss of interest in the gameplay. Simplicity and monotony take precedence over the ability to quickly increase basic indicators. After a couple of days of such a game, the gamer simply abandons his heroes and forgets about them forever. Another equally pleasant moment is a peculiar feeling of shame, you feel like a dishonest swindler. You can try to reassure yourself: of course, such farming cannot be called an exploit, but it’s hard to believe that this method of farming is the developers’ idea. Which, by the way, is what the developers pointed out when they stated that this feature will not be available in future versions, patches and updates.

Weapon. As I said above, the main task of farming is to pump up the hero by increasing game performance. So, for a sorcerer, a ceremonial knife is considered the optimal weapon, but be careful: it must have vampirism activated, which restores lost health. It is also recommended to buy weapons with a slot for gems, which increase the likelihood of critical damage. But immediately prepare yourself that the cost of such weapons is not small: the average cost of items of such power is about 20 million gold. Agree, it's decent. Don’t rush to throw the idea of ​​this purchase into the back burner: if you have a good weapon, reinforced with emerald (which can increase critical damage by 100%), you have every chance of farming any act of incineration with a sorcerer in 2 hours. Impressive, isn't it?

Helmet. Well, everything is as simple as that: you should choose the helmet that has the highest intelligence indicators. As with weapons, do not forget to check the presence of a slot for a stone. A gem inserted into a helmet will not add any characteristics to you, but it will allow you to increase the number of MF or experience. I don’t recommend helmets from sets; up to level one hundred they are practically useless.

Shoulders. This type of ammunition also affects intelligence, but in addition it also carries a bonus to resistance to damage of all types. Do you know that farming is much easier if you have protection from the elements. So the importance of shoulder pads is undeniable.

Bracers and gloves. Again, intelligence, plus survivability, are the main advantages of this type of equipment. They are especially relevant at high levels, where a sorcerer’s magical skills alone are not enough. Sometimes you have to use ordinary attacks. And here the bonus of bracers - the probability of increasing a critical hit - will come in handy.

Armor. Armor should be selected with a number of sockets for stones of at least three, since the more gems there are, the lower the character’s vulnerability and your intelligence indicator.

Trousers. Almost all items in this group have two slots for gems; the advantage of the pants is a noticeable increase in the hero’s movement and the speed of his attacks.

Boots. Great attention should be paid to the purchase of boots, since boots increase such an important characteristic as speed; they provide an impressive bonus to the movement of a unit. The higher your speed, the less likely you are to be hit by an opponent's fatal blow.

Bijouterie. It would seem the most useless thing. But don’t rush to draw conclusions: a good amulet gives a fairly noticeable increase in such indicators as attack speed, the chance to hit a crit and the strength of this blow. Not bad for a trinket hanging around your hero's neck. To summarize: equipment plays a huge role for successful farming. But you shouldn’t immediately rush headlong to the auction for the missing uniforms. At the initial stage, the most correct thing is to combine the MF with the characteristics acquired in battles.

It's no secret that almost all of the legendary items in Diablo 3 are trash right now. Finally, with patch 1.0.4 this situation will change. We study new characteristics and get acquainted with new products. How do you like level 63 legendaries?)

Shortly after the release of Diablo III, many of you commented on the topic of Legendary Items. Most of the reviews were pretty harsh - but fair. The legendary items that currently exist in the game mostly look like rare items with the name simply highlighted in a different color. You pointed this out to us and we decided to take action.

We've worked tirelessly to make Legendary items truly Legendary. Update 1.0.4 will introduce new Legendary items, and today I will tell you about the upcoming changes.

Let's look at what most dissatisfied both you and us, and what we did to improve the situation.

Legendary items should feel unique

Many players rightly noted that legendary items do not provide a sense of uniqueness. There were a lot of famous items in Diablo II that everyone wanted to get their hands on. These items were called unique. Now they are called legendary, but while working on them, we tried to keep the word “unique” in mind. Given the extreme rarity of Legendary items, as well as the fact that they are highlighted in a special color, we think they should have a feeling of something special. When you find a legendary item, you shouldn't feel like it's just any ordinary sword. Legendary items should have their own history. Legendary items must be associated with some powerful image - for example, a powerful sorcerer creates this item in a secret section of his library and spends his days weaving special magic into it.

Part of this feeling can come from equipping an item and seeing that it looks unique and different from all the other items. Artists literally tied themselves into knots to make legendary items look truly epic in update 1.0.4. But we will return to this a little later.

And to make legendary items even more unique, we've built spells into some of them. Now over 50 items have their own spells! Here are some of them.

Now players will be able to take revenge on rare and elite monsters, as monster affixes will appear on legendary items. This is just an example.

With this you can force monsters to fight each other, similar to the spellcaster skill.

Not only will you look cool in them, but you will also be able to leave a trail of fire behind you and lure monsters into this trap.

Earlier Now

A pillar of light rushes from heaven to earth, and a real angel comes to your aid! A worthy ally.

There are also just cool things. Everyone wants to be like Khom. When you put on these pants, you will be surrounded by a cloud of gas, and nearby enemies will definitely feel it!

Earlier Now

With this sword you may be able to summon a demon to help you. But this demon is not as simple as it seems! It has the Chains of Fire affix, and these chains bind you to the demon. Ho-ho!

There will be more options for character development
Because Legendary items are unique, we can add different options to them that cannot be added to regular items. One of the main goals of Diablo III in general and the skill and rune system in particular is to offer many options for character development. And legendary items will help with this.

In update 1.0.4 we will be adding several items that suit a specific set of skills. This way, you can try new options for character development. The point is for the player to look at the item and think: “Well, why not?” These items may not provide the maximum damage boost, but they will help you think differently about your class and help you choose a playstyle that suits you.

Some people would like to play as a barbarian thrower. Good idea! Here you are.


A popular suggestion is for the sorcerer to be able to fight in close combat. It must be assumed that this rod will not remain unclaimed.

Of course, many sorcerers love to summon various creatures... and this item will help them! In update 1.0.4, the sorcerer's pets will be strengthened, and we think that this item will come in handy for more than one sorcerer.

The choice should be interesting
With power comes responsibility. There are affixes in the game that can upset the balance if you equip too many items with such affixes. How to do it so as not to break the wood?

A good example is "Golden Skin". It increases the amount of gold dropped by enemies by 100%. In addition, with each hit, there is a chance that enemies will drop gold. Not bad, right? However, the Golden Skin will be missing key stats. Instead, the “skin of gold” (!) will have resistances, as well as other affixes that reduce damage taken. This way, you will have several options on how to benefit from this item. You'll have to look for other items with the right stats if you want to get your hands on all that shiny gold. Calculating characteristics on objects is not an easy task, and solving it is always interesting.

Respect for elders
Diablo III carries over many items from previous games in the series. However, they are often nothing like their predecessors, except for the name. This was probably wrong - many items turned out to be useless. We scrutinized how the current legendary items correspond to their “ancestors”; it’s not for nothing that they have this or that name. In some cases, we even made these items better than the original.


New mittens look like good old mittens. They enhance cold-related skills and add a significant bonus to cold damage.

We've paid homage to the original: now all arrows fired from a crossbow have a certain chance of ignoring enemy defenses.

They must be powerful
At one time, we deliberately weakened some affixes of legendary items so as not to upset the game balance. But in the end, the items simply became useless. For example, if an item is level 50, then the first affix will always be level 50, the second - 47, and the third - 43. This was done to compensate for the presence of guaranteed affixes and introduce an element of randomness into item generation. However, we have concluded that this is not necessary. We'll be fine with legendary items being powerful. Thus, we decided to remove penalties when generating affixes. Let's say a level 50 legendary item had a guaranteed power affix. Previously, in such a situation, the item would add an amount of power similar to a level 45 item. Now guaranteed affixes will be generated in accordance with the item level.

In addition, legendary items could be, at most, level 62, which meant that finding weapons with good damage was almost impossible. Now the situation has changed. We decided to introduce a ton of new legendary items into the game, and they can be level 63. This means they have a chance for the best affixes in the game.

Two-handed weapons will also be improved in update 1.0.4. Of course, this also applies to legendary items.

Here's a good example.

Earlier Now

About the rest
These are the main changes to legendary items that will appear in update 1.0.4. But there are a few more important points.

Only forward! We remind you: the changes will only affect those items that will be obtained after the release of update 1.0.4. This also applies to unidentified items (as they are generated when dropped). Since we decided to make very large changes, we cannot match old items and new items with 100% accuracy. If affixes on items are regenerated, some items may become worse, while others may become better.

Some things still don't change. Some items are already good enough and don't need to be upgraded. For example, a command helmet. It will not be affected by changes in update 1.0.4.

What about kits? Items from the set whose names are highlighted in green are actually legendary (they just have set bonuses in addition). This includes everything we said about legendary items. In addition, some set bonuses will be changed - they will become more significant. Many of the items in the set will also be level 63.

New kit names. Since set bonuses for existing items will remain the same, new sets will have new names (this also applies to set items). This way, it will be possible to distinguish between items obtained before and after the update was released.

Crafted legendary items. If you already have a design for a Legendary item and that item is being modified, you will not have to mine or purchase a new design for the same item. After the release of update 1.0.4, you will be able to create modified items using the old sketch.

Thank you for your feedback! We are very interested in what you have to say about the new legendary items that will appear in update 1.0.4. Stay tuned for future updates on update 1.0.4 - we will publish them regularly.

Yes, and more!
I'm very proud of how everyone worked together to make these changes. This was our common cause. When we first discussed how to improve legendary items, the artists really liked your ideas and gave it their all. And the items turned out just great! You will see some of these transformations in the video. And it also shows new affixes that are triggered with some probability when hit.

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