Diablo IV: Season of the Malignant is here! Fight against all kinds of evil forces and unlock powerful rewards. Join us in the world of Sanctuary for a brand new season full of unexpected challenges, rewards, and more. With every season comes new cosmetics, gear sets, legendary items, and more that can be used to customize your character like never before.
A new form of Lilith’s corruption has spread throughout Sanctuary, creating Malignant Monsters that roam the land overtaken with this infectious turmoil, minds lost and killing at random. Only you can fight back and harness the power of this twisted corruption to uncover the source of the Malignance and put it to an end.
It's the exciting new and challenging experience for Diablo players! Players will have to face a growing plague of malevolent monsters in Sanctuary and use the power of Malevolent Hearts to counter this threat.
The plot of the season, "Season of the Malignant" will require players to complete the campaign in the Eternal Realm or during the season in the Season Realm with at least one character before embarking on the new story. This will surely keep players busy and engaged in the game.
The process of capturing Malevolent Hearts sounds like a challenge in itself. By defeating partially corrupted enemies, players will obtain these hearts, but they will have to perform a ritual using the Bonding Cage to capture them. However, the partially corrupted enemy will be reborn as a fully corrupted enemy, making the process more difficult. But the reward will be valuable, as these Malevolent Hearts can be used to modify special gems instead of regular gems, providing additional power to the players.
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Malevolent Hearts in Diablo IV Season 1
These hearts are an interesting and strategic mechanic to empower and customize your character's setup. Here are some key things about them:
1. Categories and Colors: Malevolent Hearts are divided into four categories based on their color and keyword: Sadistic (orange, offensive power), Brutal (blue, defensive power), Devious (pink, utility power), and Vehement (black, superpowers).
2. Obtaining Hearts: By defeating malevolent monsters, you will obtain hearts of the same color as the defeated monster.
3. Malevolent Sockets: Malevolent Hearts are used to fill special Malevolent Sockets in your gems. Each color corresponds to a type of socket, and Vehement hearts have the particularity of being able to fit into any socket.
4. Creation and Recycling: If you have hearts that you're not interested in, you can recycle them at Cormond's Carriage to obtain ichor of the corresponding color. Ichor is a resource used to create and upgrade malevolent hearts. The more powerful the heart you recycle, the more ichor you'll get.
5. Random Creation: You can create a random heart of a specific type using ichor from two other primary colors. For example, to create a Sadistic heart, you'll need 35 Brutal ichor and 35 Devious ichor. The heart created will be specific to your class or universal and will progress with your character's level.
Each of the 32 malignant hearts will be of great use to you thanks to the bonuses they provide. Carrying the very core of the corrupt monsters you have slain in Sanctuary will be crucial to ensuring your safety.
Below is a complete list of all the malignant hearts divided by classes. In our examples, the statistics reflect what a level 20 character would receive as loot. As your seasonal character levels up, the power of the malignant hearts you obtain will also increase. Unless otherwise specified, the respective heart can be obtained by playing at any level in the world in the seasonal realm.
Class | Type | Tier | Name | Description |
| |
General | Sadistic |
| Prod | Critical strikes charge the target with electricity for 0.75-2.50 seconds, causing lightning to jump between them and other charged targets for 68-136 lightning damage. |
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General | Sadistic | III | Dark Dance | Every 5 sec while above 60% health, primary abilities cost 68-51 health instead of your primary resource. Life draining abilities deal 10-20% additional damage. |
| |
General | Sadistic | III | Tempting Fate | Your critical strikes deal 40-60% additional damage, but your non-critical strikes deal 20-15% less damage. |
| |
General | Brutal |
| Lionheart | Gain 10% barrier generation. You heal for 3-7 health per second while you have a barrier active. |
| |
General | Brutal | III | Revenge | 10-20% of damage taken is nullified. When you use a Defensive, Subterfuge, or Ghoulish ability, all damage nullified is amplified by 250% and explodes, dealing up to 1360-2040 Fire damage to nearby enemies. |
| |
General | Brutal | III | Prudent Heart | Become immune for 2-4 seconds after losing more than 20% of your health in a single hit. This effect can only occur once every 110 seconds |
| |
General | Cunning |
| Determination | Resource drain effects are 40-50% less effective. Also, you get 3-8% additional resource generation. |
| |
General | Cunning | III | Retaliation | Deal 510-680 fire damage to nearby enemies each time a crowd control effect is removed from you. |
| |
General | Cunning | III | Calculation | After spending 150-200 of your primary resource, your next attack stuns enemies hit for 2 seconds. |
| |
General | Choleric |
| Evil Pact | You change evil bonus every 20 kills: Sadist: Gain 20% attack speed. Cunning: Primary and basic skills have a 15% chance to fully restore your primary resource. Brutal: Every 21 sec, gain a barrier that absorbs 85-102 damage.
|
| |
General | Choleric |
| Creeping Death | Your damage over time effects are increased by 30-40% for each different crowd control effect on the target. Unstoppable monsters and imbalanced bosses instead take 110-130% additional damage from your damage over time effects. |
| |
General | Choleric | III | Barber | Your target absorbs critical hits and all subsequent damage for 2-4 seconds. The absorbed damage then explodes against nearby enemies. Accumulated damage is increased by 10% per second. |
| |
Barbarian | Sadistic |
| Focused Rage | After spending 100-60 Fury within 2 seconds, your next non-basic ability has 20-30% increased critical strike chance. |
| |
Barbarian | Brutal |
| Resurgent Life | While below 40-60% health, you receive 50-60% increased healing from all sources. |
| |
Barbarian | Cunning |
| Punishing Speed | Your abilities have a 20-30% chance to knock all enemies up for 1.25 seconds when that ability's attack speed is greater than 35-20%. |
| |
Barbarian | Choleric | IV | Pain Immunity | Damage taken has a 5-15% chance to be ignored, instead healing you for 17-68 health. |
| |
Sorcerer | Sadistic |
| Tal Rasha | For each element you deal damage with, you deal 7-12% more damage over 3-10 seconds. |
| |
Sorcerer | Brutal |
| Spell Break | After taking elemental damage, gain 20-40% resistance to the element in question for 5 seconds. |
| |
Sorcerer | Cunning |
| Rage | When you have a crowd control effect applied to you, there is a 20-40% chance that enemy and all enemies near you will also suffer the same effect for 3 seconds. |
| |
Sorcerer | Choleric | IV | Omnipotence | Primary abilities that launch a projectile consume all of your mana. For every 45-35 extra mana consumed, you fire an additional projectile and the damage is increased by 3-5%. |
| |
Rogue | Sadistic |
| Cluster Munition | Lucky Strike: You have up to 20% chance to throw 3 flashbangs that deal 26-32 physical damage and stun enemies for 0.50s. |
| |
Rogue | Brutal |
| Illusion | When you use a Subterfuge ability, you leave an unstable Dark Lure trap that taunts enemies. Dark Decoy Trap will explode after 6 seconds, dealing 680-1020 Shadow damage. Cannot occur more than once every 5 s. |
| |
Rogue | Cunning |
| Hinder | Lucky Strike: Up to 20-40% chance for your Cutthroat abilities to slow by 40% for 3 seconds and for your Marksman abilities to knock enemies back. |
| |
Rogue | Choleric | IV | Fel Apothecary | Your attacks have a 5-15% chance to apply all imbue effects at 40-50% of their normal power. |
| |
Druid | Sadistic |
| Lunar Rage | Kills have a 5% chance to summon a wolf companion to your side for 20-30s. Also gives +3 to Wolves. |
| |
Druid | Brutal |
| Whipping Winds | When 8-13 enemies are nearby, Cyclone Armor is cast automatically. It cannot occur more than once every 10-20 s. |
| |
Druid | Cunning |
| Relentless Force | Pull up to 30-50 distant enemies towards you while you have an ultimate active. |
| |
Druid | Choleric | IV | Unleashed Beast | When hit with a Stun, Freeze, or Knockdown effect, there is a 40-60% chance to automatically trigger Grizzly Wrath for 3 seconds. |
| |
Necromancer | Sadistic |
| The Unholy | Walking near a corpse automatically triggers an equipped corpse skill every second with 40-30% damage reduction. |
| |
Necromancer | Brutal |
| Decrepit Aura | When you have at least 5 enemies nearby, gain an aura that automatically curses nearby enemies with Decrepity for 5-15 seconds. |
| |
Necromancer | Cunning |
| Icy Terror | Lucky Strike: Up to 10-20% chance to apply fear over 2.5 sec. Dreaded enemies are chilled by 20% every second. |
| |
Necromancer | Choleric | IV | Grand Feast | Each minion drains 1-2 Essence per second, but deals 50-75% additional damage. Without minions, this bonus is applied to you and drains 5 Essence per second. |
|
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Malevolent Tunnels
These tunnels are an ideal place to obtain Malevolent Hearts and enhance your character's setup. These dungeons offer a high level of replayability, meaning players can revisit them several times to keep facing formidable enemies and obtain more Malevolent Hearts.
In total, there are 6 dungeons scattered throughout Sanctuary, and each of them has two appendages: one will always be Vehement, while the other will correspond to another type of heart according to the dungeon. To summon fully corrupted enemies, players can use Malevolent Summoners, a special item created at Cormond's Carriage. By interacting with the appendages of the same type using these summoners, a fully corrupted enemy will be summoned. If you manage to defeat this powerful enemy, you'll receive a Malevolent Heart of the same type.
This mechanic provides an interesting and challenging way to obtain additional Malevolent Hearts and encourages exploration and facing enemies in the Malevolent Tunnels. Players will have to use appropriate strategies and demonstrate skills to defeat these corrupted enemies and obtain the valuable rewards they offer.
Varshan the Consumed
After eradicating the source of malevolent monsters alongside Cormond, a decisive confrontation awaits you against Varshan the Consumed, a powerful boss in Diablo IV Season 1. Varshan channels his hatred into malicious explosions and launches clusters of corruption towards distant enemies. His fleshy tentacles stab and tear even the most resilient walkers.
So far, we know some of his abilities:
1. Fire Tendrils: Varshan deploys fire tendrils from his stomach while summoning a wave of corrupted liquid behind him, presumably to drench the unsuspecting with black ichor. This tactic can be particularly dangerous for those who are close to him.
2. AoE Petals Attack: Varshan also possesses a deadly AoE petal attack, which requires adventurers to be near him to avoid the destructive power of the explosive petals. It's essential to be attentive and agile to avoid being hit by this devastating attack.
3. Buried Tendrils Attack: In an intimidating tactic, Varshan buries his tendrils in the ground and executes a three-hit chain attack. Players will have to anticipate and dodge these sequential onslaughts to stay safe.
Seasonal Characters in Diablo IV Work as Follows:
1. Create a New Character: To participate in the seasons, you'll need to create a new character in the Season Realm. It won't be necessary to buy the battle pass or any additional add-ons to access the seasonal content.
2. Prerequisite Requirements: Before creating a seasonal character, you must have completed the campaign in an Eternal Realm or Season Realm with at least one existing character.
3. Initial Conditions: Once created, the seasonal character will start with the following conditions:
- Option to Skip the Campaign: You'll have the option to skip the campaign and start directly with the new season's plot.
- Instant Mount: Your seasonal character will have an instant mount from the beginning, speeding up its movement around Sanctuary.
- Unlocked Lilith's Altars: All discovered Lilith's altars will be unlocked, and you'll have the corresponding renown.
- Discovered Map Areas: All discovered map areas will be visible, and you'll have the corresponding renown.
4. Progress Transfer: Once the season ends, the character you created and all its progress will be transferred to the Eternal Realm. Additionally, all items you obtained, including the seasonal stash, will also be transferred to the Eternal Realm.
5. Access to Specific Features: After transferring to the Eternal Realm, you can take your character to Sanctuary at any time, but you'll no longer have access to specific seasonal features, such as Malevolent Hearts or other season-exclusive elements.
In summary, seasonal characters allow you to enjoy the fresh and exciting content offered in each season without the need to acquire additional add-ons. At the end of the season, you can continue using your character in the Eternal Realm with all the progress achieved during the season.
New Infernal Portraits in the Shop
We're raising the heat in the shop with exciting additions, including bundles of equipment, armor, accessories, mounts, and mount armor, all designed to let you slay in style. Starting July 20, don't miss the opportunity to explore Tejal's merchandise, and make sure to visit her frequently as she updates her products throughout the Season of Malevolence!
Among the exclusive treasures we've found in the far reaches of Sanctuary is the fascinating "Heavenly Cut" equipment bundle, designed with special elemental harmonization for the Sorceress. This powerful set of equipment will allow you to unleash your true potential and master the elements with style.
Don't miss this chance to upgrade your character and dazzle your enemies with new and stunning items. Make sure to visit the shop and acquire these infernal portraits as the Season of Malevolence continues to challenge the brave adventurers of Sanctuary!
New Unique Items and Legendary Traits!
a). Unique Items:
We've unearthed six exciting unique items that can be a true blessing for your characters, both in the Eternal Realm and the Season Realm. Don't miss the chance to obtain them and increase the power of your heroes!
**General: Ahavarion, Lycander's Pike (ultrarare unique staff - world level 4):** After killing an elite enemy, you'll gain a random shrine effect for 10-20 seconds. Keep in mind that this effect can only occur once every 30 seconds.
**Barbarian: Celestial Fury (unique sword):** A lucky strike with your main skills has up to a 20% chance to freeze enemies for 3 seconds and deal 0.75 to 1.5 cold damage.
**Druid: Flesh Ripper (unique one-handed mace):** Your Debilitating Roar and Blood Howl skills deal 0.5 to 1.0 poison damage to nearby poisoned enemies.
**Necromancer: Watchful Wall (unique shield):** A lucky hit while you have an active Bone Storm has up to a 5-25% chance to generate an additional storm at the hit enemy's location. Additionally, each of your active Sacrifice bonuses increases the chance by 25% and the total additional Bone Storms you can have by +1.
**Rogue: Eagle Horn (unique bow):** Piercing Shot has a 30-80% chance to fire an arrow that bounces off walls and scenery. Additionally, hitting enemies from behind with Piercing Shot will make them vulnerable for 3 seconds.
**Sorceress: The Ocular (unique staff):** With this item, you'll gain the Teleport enchantment effect for free. When evading using Teleport, you'll shift to a random location, allowing for quick and mysterious evasion.
Keep in mind that the unique items "Celestial Fury" and "Flesh Ripper" have fixed damage effects that increase with item power. For example, with 820 item power, "Celestial Fury" deals 3359-6718 damage.
b). Legendary Traits
Each class has access to unique traits that will enhance their playstyle and make them even more formidable on the battlefield. Let's take a look at these powerful legendary traits!
**General: Trait of Audacity (Utility):** When there are at least 5 nearby enemies, you'll stun all of them for 2-4 seconds. Keep in mind that this effect can only occur once every 20 seconds, but it will give you a valuable advantage in situations with multiple enemies.
**General: Trait of Cowardice (Mobility):** When moving away from slowed or chilled enemies, you'll gain a 20-40% increase in movement speed. This ability will allow you to quickly escape potential dangers and maneuver with agility on the battlefield.
**Barbarian: Ancestral Charge Trait (Offensive):** When using the Charge skill, you'll summon 4 additional Ancestors that will also charge and deal damage equivalent to 50-100% of normal damage. This trait will significantly increase your offensive potential in combat.
**Druid: Subterranean Trait (Offensive):** The active Poison Vine skill will also cast Avalanche in a circle around you. Additionally, your Earth skills will deal 10-20% more damage to poisoned enemies. This trait will allow you to leverage powerful synergies to inflict devastating damage.
**Necromancer: Traits of Blood Calamities (Offensive):** The Blood Spear skill will consume blood orbs, from which additional spears will emerge. Each additional Blood Spear will deal 20-50% of normal damage and will target enemies that haven't been hit yet. This trait will increase your offensive capacity and allow you to deal damage to multiple targets.
**Rogue: Trait of Pestilent Points (Offensive):** Every 3 uses of the Pierce skill, you'll have Poison Imbuement with a 100-150% increased potency. This will significantly enhance your ability to poison your enemies and deal damage over time.
**Sorceress: Trait of Scorching Safeguards (Offensive):** After spending 200-100 mana, your next Wall of Fire will have no casting cost and will destroy small missiles heading toward you. This trait will allow you to have more effective control over the battlefield and protect yourself from enemy attacks.
These legendary traits will provide you with powerful additional abilities that will enhance your gaming experience in Diablo IV Season 1. Make use of these unique talents and customize your character to face the challenges of Sanctuary successfully. May fortune favor you in your quest for glory and power in this season full of mysteries and dangers!
Updates
**General:**
- Now Lilith's altars are unlocked account-wide. This means any character you have on your account can access previously discovered altars, providing you with more ease and convenience in your adventures through Sanctuary.
- Similarly, the map you've discovered will also be unlocked account-wide. Now your characters can benefit from previously explored cartographic information without needing to rediscover areas.
- Whispers will no longer reward stealth dust. This might affect how players acquire certain resources in the game.
- The quality of loot from Silent Chests has been significantly improved. Now, you'll find more valuable and exciting rewards when opening these chests
.
- The channeling time for the "Leave Dungeon" skill has been increased from 3 seconds to 5 seconds. This may affect the speed at which players leave dungeons and return to the open world.
- The excessive movement tendency of many monsters has been reduced. This will particularly benefit melee characters, as they will have to chase their enemies less.
Compatibility of PS5 DualSense Edge Wireless Controller:
- Now, the PS5 DualSense Edge wireless controller is compatible with PC. This update will allow PC players to enjoy a smoother and more immersive gaming experience with this controller.
World Level II:
- Additional gold obtained has increased from 15% to 20%. Take advantage of this improvement to amass wealth as you explore Sanctuary!
- Monsters also drop 15% more items, giving you more opportunities to obtain valuable loot during your adventures.
World Level III and IV:
- Progression levels in dungeons and most outdoor world territories in World Levels III and IV have been adjusted.
- From now on, monster levels will start being lower than the player's level after a certain point, with a maximum of 5 levels of disadvantage.
- This change won't affect world bosses, legion events, Fields of Hatred, Hell Tide, or Nightmare dungeons, which will maintain their level of difficulty.
Example of World Level III:
- If the player is below level 55, the monster's level will be 55.
- If the player's level is between 56 and 60, the monster's level will remain 55.
- When the player reaches level 61, the monster's level will increase to 56.
- As the player progresses in levels (e.g., level 62, 63, 64, etc.), monsters will be 5 levels below the player's level until reaching the maximum monster level of World Level III, which is level 70.
Example of World Level IV:
- If the player is below level 75, the monster's level will be 75.
- If the player's level is between 76 and 80, the monster's level will remain 75.
- When the player reaches level 81, the monster's level will increase to 76.
- As the player progresses in levels (e.g., level 82, 83, 84, etc.), monsters will always be 5 levels below the player's level.
Experience:
Increased experience for completing Whispers:
The experience you receive when completing Whispers in World Levels III and IV has significantly increased. Now, your adventures will be even more rewarded with valuable experience.
Adjustment in experience for killing higher-level monsters:
We've made changes to the experience bonus you receive when facing monsters higher level than yours.
*Bonus before Season of the Corrupted:
- 1 level above: +15% additional experience.
- 2 levels above: +20% additional experience.
- 3 or more levels above: +25% additional experience.
After Season of the Corrupted:
- You'll receive a 1.5% experience bonus for each level you're above the monster, up to a maximum of 10 levels.
- For example, if you're 2 levels above the monster, you'll get a 3% additional experience; if you're 10 levels above, you'll receive a 15% additional experience.
Adjustment in experience rewards for level differences in world levels:
- We've adjusted the experience rewards you receive when facing higher-level monsters in world levels.
Current level differences in world levels:
- World Level II: up to +3 (no changes).
- World Level III: up to +10.
- World Level IV: up to +100.
New adjustment:
- World Level III: up to +6.
- World Level IV: up to +10.
For example:
If you're level 1 and your friends take you to World Level IV, where monsters are level 100, before Season of the Corrupted, you'd receive: (Experience from level 100 monster) * (1 + 25%).
After Season of the Corrupted, you'd receive: (Experience from level 11 monster) * (1 + 15%).
The Infernal Sea
-Monster Levels in the Hell Tide: Now, the monsters you encounter in the Infernal Sea will be 3 levels higher than your character instead of just 2. Prepare to face even more intense challenges as you venture into these dangerous lands.
-Tormented Gift Chests:Tormented Gift Chests of Mysteries now have a cost of 250 Aberrant Embers instead of 175. These chests can contain valuable rewards, so make sure to gather enough Aberrant Embers to obtain them.
-Obtaining Aberrant Embers:Good news! Now, all interactive objects you find in Infernal Sea areas have a small chance to drop Aberrant Embers. Take this opportunity to collect more of these precious resources and increase your chances of obtaining unique rewards.
Character class updates:
a. Barbarian
Abilities:
- The duration of "Violent Double Strike's" vulnerability has been increased from 1 s to 2 s, allowing you to make better use of this debuff in your combat strategies.
- The damage bonus per stack of "Furious Tectonic Strike" has increased from 3% to 5%, enhancing your offensive potential with this ability.
- The cooldown reduction of "Powerful Charge" now has a limit of 3 targets and applies a maximum of 9 s reduction, balancing its combat effectiveness.
- Now, "Tactical Stomp" will grant you 40 points of fury instead of 25, allowing you to use your abilities more frequently.
- The damage bonus of "Improved Mortal Strike" against bosses has increased from 100% to 150%, making it a more powerful option when facing powerful bosses.
- The vulnerability duration of "Improved Steel Clamp" has increased from 2.5 s to 3 s, giving you more time to take advantage of this effect.
- The damage of "Improved Rupture" has increased from 30% to 45%, making this ability even more devastating.
- The attack speed bonus of "Warrior's Rupture" has increased from 20% to 30%, and its duration has increased from 4 s to 5 s, allowing you to inflict more damage quickly.
- The healing from "Fighter's Rupture" has increased from 15% to 18% of maximum health, providing you with better survivability during combat.
Passives:
- Now, "Crippling" will only slow down healthy enemies, and the slow effect will increase from 10/20/30% to 20/40/60%, making it a more effective ability to slow down your opponents.
- The bleeding damage bonus against vulnerable targets from "In the Wound" has been slightly reduced from 6/12/18% to 5/10/15%, adjusting its offensive potential.
Legend:
- The bonus from the "Fury" glyph now affects all damage, not just main abilities, which will improve your overall offensive capabilities.
Traits:
- The duration of the frenzy from the trait "Unceasing Frenzy" has increased from 1 s to 2 s, giving you more time to take advantage of this state of fury.
- The duration of the frenzy from the trait "Warlike Madness" has increased from 1-2.5 s to 2-3.5 s, giving you a larger window of opportunity to benefit from this ability.
- The damage of the trait "Fighter" has increased from 1-1.3 to 1.5-1.8, increasing your offensive potential in combat.
- The damage of the trait "Burning Rage" has increased from 0.08-0.14 to 0.22-0.28, improving its effectiveness as an offensive option.
- The damage reduction of the trait "Iron Warrior" has increased from 15-25% to 18-28%, providing you with better resistance against enemy attacks.
- The critical hit chance of the traits "Satiating," "Ancestral Echoes," and "Weapon Mastery" has been increased to give you more opportunities to critically strike your enemies.
Items:
- The "Gohr's Devastating Grips" now explode every 2 s or upon expiration, as the impact limit has been removed, increasing their offensive potential.
- The bleeding damage bonus of "Crimson Fields" has increased from 10% to 15%, improving its ability to inflict continuous damage to your enemies.
b) Druid:
Abilities:
- The attack speed bonus of "Improved Rend" has increased from 10% to 15%, allowing you to attack faster and unleash a wave of damage.
- The damage reduction of "Storm Strike" has been adjusted from 25% to 15%, providing you with better defense against enemy attacks.
- The damage of "Boulder" has been increased from 33% to 46%, making this ability more devastating for your enemies.
- Now, "Wild Stampede" will grant you 40 spirit points instead of 20, enabling you to use your abilities more frequently.
- The healing from "Major Laceration" has been increased from 3% to 5%, improving your survival on the battlefield.
- The lightning damage of "Cataclysm" has increased from 64% to 77%, and the damage of "Tornado" has increased from 19% to 23%, giving you more offensive potential with these abilities.
- The vulnerability duration of "Supreme Cataclysm" has increased from 2 s to 3 s, allowing you to make better use of this debuff in your combat strategies.
- The duration of "Major Cataclysm" has increased from 2 s to 4 s, giving you more time to wreak havoc on your enemies.
- Now, "Greater Brown Bear Wrath" makes you unstoppable for 6 s instead of while it's active, providing you with more control over when to unleash this powerful effect.
Passives:
- The required threshold for "Roll Over" to guarantee its effect has been reduced from 35/30/25 s to 24/20/16 s, allowing you to use this ability more frequently.
- Now, the trait "Masochist" also requires a 75% critical hit chance, adding a new factor to consider in your character build.
- The "Thorny Hide Thorns" have been increased from 0.1 to 0.15, improving their effectiveness as a defensive option.
- The maximum health bonus of "Iron Feather" has increased from 10% to 14%, providing you with more resistance against enemy attacks.
- The fortification from "Reinforce" has increased from 10% to 15% of maximum health, giving you better protection in combat.
- The damage from "Overload" has been increased from 0.2 to 0.25, allowing you to inflict more damage with this ability.
Legend:
- The bonus from the "Spirit" glyph now affects all damage, not just main abilities, which will improve your overall offensive capabilities.
Traits:
- The critical hit chance of the trait "Calm Breeze" has been increased from 5-10% to 7-12%, providing you with more opportunities to critically strike your enemies.
- The maximum spirit of the trait "Balanced" has increased from 30-50 to 60-80, allowing you to accumulate more spirit for your abilities.
- The damage bonus of the trait "Tempest" has increased from 7-15% to 10-18%, making this ability more effective as an offensive option.
- The healing from the trait "Skinwalker" has been increased from 0.05-0.1 to 0.07-0.12, improving your ability to heal during combat.
- The cooldown reduction of the trait "Symbiotic" has been reduced from 4-8 to 3-5, allowing you to use your abilities more frequently.
- The damage bonus of the trait "Stampede" has increased from 10-20 to 16-26%, providing you with more offensive power.
- The damage bonus of the trait "Shepherd" has increased from 6-8% to 6-10%, making this ability more effective in combat.
Items:
- The ability ranks of "Man Bear" in "Insatiable Fury" have increased from 2 to 3, improving the effectiveness of this ability.
- The ability ranks of "Man Wolf" in "Enraged Wolf's Rejoice" have also increased from 2 to 3, giving you more power in wolf form.
c) Necromancer:
Abilities:
- The slow effect of "Initiate's Decompose" has increased from 30% to 50%, allowing you to better control the movement of your enemies.
- Now, "Paranormal Sever" will only require 3 casts to apply vulnerability instead of 4, speeding up the process of weakening your enemies.
- The healing from "Improved Blood Barrage" has increased from 2.5% to 3% of maximum health, providing you with better healing during battles.
- The damage reduction of "Improved Blood Lance Pierce" has been adjusted from 15% to 10%, giving you more resistance while executing this ability.
- The initial essence gained from "Bone Prison" has increased from 15 to 25, allowing you to start battles with more essential resources.
- The healing from "Abominable Iron Maiden" has increased from 5% to 7% of maximum health, improving your survival on the battlefield.
- Now, golems move faster and unhindered through enemies when their cooldown is activated, allowing them to attack more effectively.
- "Supreme Blood Surge" will start leaving blood orbs along its path earlier, allowing you to collect more essential resources when using this ability.
- The range for automatically targeting corpses with the mouse and keyboard for "Resurrect Skeleton," "Corpse Explosion," and "Cadaverous Vines" has increased by 50%, making it easier to interact with this ability.
- The damage bonus of the "Skeletal Priest" from "Resurrect Skeleton" has increased from 20% to 30%, increasing the power of your minions.
- The healing of the "Skeletal Priest" from "Resurrect Skeleton" has increased from 10% to 15%, improving the survival of your minions on the battlefield.
Passives:
- The damage bonus of "Eviscerate" against vulnerable targets has been reduced from 6/12/18% to 5/10/15%, adjusting its potency.
- The healing from "Minions" of "Transfusion" has increased from 15/30/45% to 20/40/60%, improving the sustainability of your minions.
- The critical hit chance of "Vital Drain" has increased from 25% to 30%, increasing your opportunities for critical strikes.
- The damage bonus of "Amplify Damage" has increased from 3/6/9% to 4/8/12%, providing you with a greater damage increase with this passive.
Book of the Dead:
- Now, the necromancer's minions will automatically re-summon after respawning during a world boss battle, making it easier to manage your minions in these encounters.
- The "Inherited Thorns from Defending Skeleton Warriors" have been improved and increased from 40% to 50%, making them more effective as a defensive option.
- Attacks from "Shadowy Skeleton Mages" now only require 4 to launch an additional shadow discharge, increasing their offensive power.
- The "Fortification of Enhanced Bone Mages" has increased from 11% to 20%, improving their survival capabilities in combat.
Legend:
- The bonus from the "Essence" glyph now affects all damage, not just main abilities, which will increase your overall offensive power.
Traits:
- The damage bonus of "Bone Fragments" from the trait "Bonebreaker" has been reduced from 50-100% to 30-60%, adjusting its effectiveness.
- The damage bonus of the trait "Submersion into Darkness" has increased from 50-100% to 75-125%, improving the power of this ability.
- The cooldown of "Blizzard" from the trait "Cold Summoning" has been reduced from 10s to 8s, allowing you to use it more frequently.
- The chance to ignite "Blood Lance" from the trait "Bloodthirst" has increased from 10-20% to 13-23%, improving its effectiveness.
- The damage of the trait "Bloody" has increased from 0.15-0.2 to 0.24-0.31, making it more potent in combat.
- The damage of the trait "Ultimate Shadow" has increased from 0.16-0.22 to 0.43-0.48, making this ability more devastating.
- The critical hit damage bonus of the trait "Retentive Veins" has been reduced from 30-60% to 20-40%, adjusting its potency.
- The additional duration of "Bone Storm" from the trait "Bone Gale" has increased from 4-8s to 5-10s, improving its duration.
- The damage bonus of the trait "The Damned" has increased from 30-40% to 40-50%, increasing its effectiveness.
- The damage reduction of the trait "Echo" has been adjusted from 70-60% to 60-50%, improving its balance.
- The damage bonus of skeletons from the trait "Reanimation" has increased from 20-30% to 30-40%, making them more powerful in combat.
Items:
- The essence obtained from "Pale Cry" has increased from 2-5 to 7-10, providing more essential resources during battles.
- The damage of "Immortal Visage" has increased from 0.25-0.35 to 0.28-0.38, making this ability more effective in combat.
d) Sorcerer
Abilities:
- The damage of "Energy Burst" has been improved and increased from 24% to 30%, and it will now also benefit from skill ranks, making it more effective in combat.
- The damage reduction of "Destructive Energy" and "Destructive Incinerate" has increased from 20% to 25%, improving your defensive capability while using these abilities.
- The recovery after using "Ice Blades" has been improved, allowing you to act faster after using it, enhancing your mobility and agility in combat.
- The initial damage of "Fire Burst" has increased from 10% to 18%, making it more potent from the start.
- The maximum mana regeneration of "Fire Wall" has increased from 25% to 35%, allowing you to sustain your abilities for longer in battle.
- The mana cost reduction of the main ability "Blizzard" has increased from 10% to 20%, allowing you to use this ability more frequently.
- The cooldown reduction of "Supreme Freeze" has increased from 50% to 100%, shortening the waiting time to use this ability.
Passives:
- Now, "Elemental Domination" also affects mastery abilities, not just main abilities, increasing the power of your general abilities.
- The duration of "Powerful Ward" has increased from 3s to 9s, providing you with longer protection during battles.
- The duration of the barrier from "Protection" has increased from 2s to 3s, improving its effectiveness as a shield.
- The damage reduction per second from "Aligned Elements" has increased from 1/2/3 to 3/6/9, enhancing your defensive capability.
- The damage reduction of "Mana Shield" has increased from 5/10/15% to 7/14/21%, improving your survivability.
- The critical hit damage bonus of "Devouring Flame" has been reduced from 10/20/30% to 7/14/21%, adjusting its potency.
- The critical hit damage bonus against immobilized enemies from "Devouring Flame" has been reduced from 25/50/75% to 10/20/30%, adjusting its effectiveness.
- The mana regeneration of "Fiery Rapture" has increased from 10/20/30% to 15/30/45%, improving your sustainability during battles.
Legend:
- Now, the bonus from the "Destruction" glyph affects all damage, not just main abilities, increasing your overall offensive power.
Enchantments:
- The probability of generating crackling energy from the "Spark" enchantment has increased from 10% to 14%, enhancing your ability to generate essential resources.
- The probability of triggering the "Frozen Orb" enchantment has increased from 20% to 30%, improving your offensive power.
- The cooldown of the "Incinerate" enchantment has been reduced from 18s to 14s, allowing you to use it more frequently.
- The mana threshold of the "Hydra" enchantment has been reduced from 300 to 200, enabling you to summon it with fewer essential resources.
Legendary Traits:
- The mana cost reduction from the "Efficiency" trait has increased from 10-20% to 15-25%, and it now also affects mastery abilities, improving the effectiveness of your abilities overall.
- The damage from the "Armageddon" trait has increased from 0.205-0.25 to 0.35-0.4, making it more powerful in combat.
- The damage from the "Shattered Stars" trait has increased from 0.15-0.2 to 0.2-0.25, improving its effectiveness.
- The duration of "Hydra" with the "Serpentine" trait has been reduced from 30-20% to 20-10%, shortening its duration.
- The damage bonus of ice needles with the "Glacial" trait against frozen targets has been reduced from 25% to 15%, adjusting its potency.
- The damage of ice needles with the "Glacial" trait has increased from 0.2-0.3 to 0.25-0.35, making them more effective in combat.
- The damage of ice needles with the "Frost Tundra" trait has increased from 0.25-0.35 to 0.3-0.4, making them more potent in combat, and the frost increased from 10% to 15%.
- The probability of applying vulnerability with the "Piercing Cold" trait to frozen enemies has increased from 25-35% to 30-40%, increasing your offensive power.
- The mana and health recovery per second from the "Embedded" trait has increased from 10-20% to 20-30%, improving your sustainability.
- The probability of a free cast with the "Stable" trait has increased from 5-10% to 7-12%, allowing you to use abilities more frequently.
- The probability of generating an additional Lightning Spear with the "Shattered Energy" trait has increased from 11-20% to 41-50%, improving your offensive power.
- The probability of "Chain Lightning" chaining to additional targets with the "Unbroken Rein" trait has increased from 25-35% to 30-40%, making this ability more effective.
Items:
- The damage reduction of "Fireball" with the "Gloves of the Illuminator" has been reduced from 65-75% to 55-65%, adjusting its defensive potency.
- The critical hit probability based on movement speed with "Esu's Family Relic" has increased from 15-25% to 20-30%, improving your offensive power.
- The probability of generating a lightning nova with the "Esadora's Overflowing Cameo" has increased from 10% to 15%, improving your offensive power.
e) Rogue
Abilities:
- The duration of "Advanced Rapid Fire" has increased from 3s to 5s, allowing you to keep this ability active for a longer time.
- The casting speed of "Thorns" has increased by 15%, making this ability faster and more effective in combat.
- The lucky strike chance of "Cold Infusion" has been improved and increased from 30% to 40%, enhancing your ability to land critical hits.
- The damage bonus of "Smoke Grenade" has been improved and increased from 15% to 20%, making it more potent in combat.
- The maximum cooldown reduction of "Methodical Sprint" has increased from 3s to 4s, enabling you to use this ability more frequently.
- The stealth duration of "Concealment" has increased from 4s to 5s, providing you with more time to prepare or escape from combat.
- The chance of not consuming "Dark Veil" has been improved and increased from 10% to 14%, allowing you to conserve this ability more often.
- The cooldown reduction of "Supreme Deadly Trap" has increased from 10s to 12s, allowing you to use it more frequently.
Passives:
- The lucky strike chance of "Victimize" has increased from 30% to 35%, enhancing your ability to land critical hits.
- Now, "Absorbent Strikes" also requires a lucky strike chance of 75%, making it more potent in combat.
- The damage reduction against damage-over-time effects from "Unyielding" has increased from 5/10/15 to 6/12/18, improving your defensive capability.
- The healing per second during stealth from "Restorative Darkness" has increased from 3/6/9% to 4/8/12%, improving your sustainability during stealth.
- The energy restored with "Repercussion" has increased from 25/50/75 to 30/60/90, providing you with more resources to use abilities.
Legend:
- Now, the bonus from the "Combat" glyph affects all damage, not just main abilities, increasing your overall offensive power.
- The duration of the legendary node "Supernatural Bounty" has increased from 6s to 9s, prolonging its effectiveness.
Specialization:
- The cooldown reduction of the ultimate ability "Preparation" has increased from 4s to 5s, allowing you to use your ultimate more frequently.
Legendary Traits:
- The damage of the "Volatile Shadows" trait has increased from 0.1075-0.193 to 0.2-0.27, making it more powerful in combat.
- The frost of the "Icy Alchemist" trait has increased from 15% to 25%, increasing its effectiveness.
- The damage of the "Shadow Cuts" trait has increased from 25-35% to 80-100%, making it significantly more potent.
- The damage of the "Toxic Alchemist" trait has increased from 0.080-0.13 to 0.11-0.16, making it more effective in combat.
- The lucky strike chance of the "Vengeful" trait has increased from 30-50% to 40-60%, enhancing your ability to land critical hits.
- The duration of the "Imitated Infusion" trait has increased from 5s to 9s, prolonging its effect.
- The healing of the "Stolen Vigor" trait has increased from 0.02-0.06 to 0.04-0.08, improving your sustainability.
- The duration of life gain per kill from the "Deadly Twilight" trait has increased from 4s to 6s, providing you with more life recovery from killing enemies.
- The damage bonus of the "Harmful Ice" trait has increased from 10-25% to 14-29%, increasing your offensive power.
- The dodge chance of the "Elusive Threat" trait has increased from 1-5% to 3-7%, improving your defensive capability.
Items:
- The energy obtained from "Celestial Huntress" has increased from 15-25 to 20-30, providing you with more resources for your abilities.
- The lucky strike chance of "Shadow Grip" has increased from 20-30% to 24-34%, enhancing your ability to land critical hits.