The release date of the D2R Ladder is April 28 at 5PM PDT, 2022.
Ladder Launch Timing:
We are excited to invite you the Diablo II: Resurrected competitive Ladder system starting on April 28, PT. The Ladder launch represents an optional ranked competitive system of the game through a series of modes available to select from with a fresh Ladder-specific character. Each mode will have their own leaderboard where players compete to strategically gain experience within a limited timeframe while having access to Ladder-specific content. When the Ladder season ends, leaderboard rankings will reset, transitioning characters to non-ladder mode, giving players an opportunity to store their hard-earned treasured loot as a new Ladder season awaits them. |
Like Diablo II Legacy, Diablo II: Resurrected will feature four different Ladder modes, including:
Mode | Description |
---|---|
Classic Ladder | The normal version of Ladder play that encompasses playing with four acts. |
Hardcore Classic Ladder | The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts. |
Expansion Ladder | The normal version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content. |
Hardcore Expansion Ladder | The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content. |
For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! These will be exclusive to Ladder like the previous set of Ladder-only Rune Words in the original Diablo II experience. At the end of a Ladder season, players who successfully made these Rune Words will have their Ladder characters be moved into a “non-Ladder” version of the game.
Developer Comments: Insight is a popular Rune Word, and we feel that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.
New Rune Word | Allowed Items | Rune Order | Completed Stats |
---|---|---|---|
Plague |
Sword, Claws, Daggers |
Cham + Shael + Um |
|
Pattern |
Claw |
Tal + Ort + Thul |
|
Unbending Will |
Sword |
Fal + Io + Ith + Eld + El + Hel |
|
Wisdom |
Helm |
Pul + Ith + Eld |
|
Obsession |
Staff |
Zod + Ist + Lem + Lum + Io + Nef |
|
Flickering Flame |
Helm |
Nef + Pul + Vex |
|
Mist |
Bow & Crossbow |
Cham + Shael + Gul + Thul + Ith |
|
Developer Comments: For new Rune Words, we focused on complementing the skill and mercenary changes seen above, along with giving underused runes more usage. “Plague” and “Pattern” Rune Words previously existed in data but were never enabled, so we made some additional tweaks, and they are finally now available to be used in game.
Horadric Cube Recipes | Outcome |
---|---|
1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Set Weapon | Exceptional Version of Set Weapon |
1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Set Weapon | Elite Version of Set Weapon |
1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Set Armor | Exceptional Version of Set Armor |
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Set Armor | Elite Version of Set Armor |
Developer Comments: We felt that players enjoy the current Horadric Cube recipes for upgrading Unique items, so we decided to offer the same capability for upgrading Set items. This can add more possibilities by using lower-level Set items for more character builds.
After so many requests from the community, we’re thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, we’re just as eager as you to find new ways to play. This is incredibly special, as the last patch to make balance changes to classes in Diablo II was Patch 1.13c, which was released back on March 23, 2010! Now, eleven years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’re reviewing underused skills, assessing casting delays, making tooltip quality-of-life changes, and more to fulfill these goals.
We want to empower you to be creative with the builds you want to play, but we don’t want to “reinvent the wheel” and steer classes from their core purposes. Without diving into the specifics, let’s take a peek at the philosophies behind various Class changes.
The Amazon’s agility and versatility are profound. Generally, we like the current state of the Amazon class and believe her to be quite balanced. Nonetheless, we see an opportunity to improve the Amazon’s melee skills. We want to buff the strengths of certain underused melee skills such as Impale and Fend to give more reasons to use them. We are also looking into freeing up synergy requirements for melee skills to give more skill point freedom for other possibilities.
Additionally, we are also considering buffing certain skills in the Bow and Crossbow tree to help improve bow gameplay in higher difficulties. Developer Comments: We wanted to give more advantages for using Amazon melee skills, so we are freeing up skill synergy reliance on “Lightning Fury”, which will make the lightning melee skills a cheaper skill point alternative to build around. Also, we are improving the power of the lesser-used melee skills such as “Impale” and “Fend.” Lastly, “Plague Javelin” has received improvements with Casting Delay, damage synergy, and duration scaling, to further diversify its usage compared to “Poison Javelin.” We wanted to add some quality-of-life changes to certain Passive and Magic Skills. We improved the radius for “Inner Sight” and “Slow Missiles”, and we gave more reason to invest skill points for “Slow Missiles.” Also, we wanted to alleviate the disadvantage of the animation lockout from using the “Dodge” and “Avoid” skills so that players are more willing to spend points on these skills. Fire bow skills are receiving damage scaling improvements at higher levels so that they consistently fulfill their fire elemental damage type roles for their level tier. Also, mana costs were reduced for the elemental arrow skills to give them more general usage. “Strafe” will no longer have weapon damage reduction and will also provide Attack Rating so that it can have distinctive advantages over the other physical bow skills. |
Category | Name | Changes |
---|---|---|
Javelin And Spear Skills | Impale |
|
Javelin And Spear Skills | Fend |
|
Javelin And Spear Skills | Power Strike |
|
Javelin And Spear Skills | Charged Strike |
|
Javelin And Spear Skills | Lightning Strike |
|
Javelin And Spear Skills | Poison Javelin |
|
Javelin And Spear Skills | Plague Javelin |
|
Passive And Magic Skills | Inner Sight |
|
Passive And Magic Skills | Slow Missiles |
|
Passive And Magic Skills | Valkyrie |
|
Passive And Magic Skills | Dodge |
|
Passive And Magic Skills | Avoid |
|
Bow And Crossbow Skills | Freezing Arrow |
|
Bow And Crossbow Skills | Magic Arrow |
|
Bow And Crossbow Skills | Guided Arrow |
|
Bow And Crossbow Skills | Strafe |
|
Bow And Crossbow Skills | Fire Arrow |
|
Bow And Crossbow Skills | Exploding Arrow |
|
Bow And Crossbow Skills | Immolation Arrow |
|
The Assassin vanquishes evil from the darkness with great ease. However, for this class, we see an opportunity for the Martial Arts builds to shine brighter. Martial Arts skills can become increasingly challenging to perform in higher difficulties, so we are re-evaluating how to improve generating and spending Combo Points.
Furthermore, various Trap skills are not often used. So, we’re re-evaluating synergy requirements to promote more trap builds and damage scaling buffs. Developer Comments: Martial Arts skills are receiving a significant change with having Finishing Moves (including the Attack skill) only consume 1 of each charge at a time instead of all 3 at once. We feel like this will allow Martial Arts to perform smoother during combat by better maintaining current charges instead of having to re-acquire charges too often. In addition to this, we are increasing Attack Rating for Charge-up skills to compliment the smoothness of gaining and spending charges Lastly, we wanted to improve damage payoff for the lesser used Finishing Move skills. We felt that Shadow Disciplines are generally widely used and effective, but we wanted to add some quality-of-life changes, so we added tooltip clarity, buff duration consistency improvements, and casting delay changes. With Trap skills, there are multiple underused skills that can be more effective or have improved synergy distribution. For Lightning and Fire Traps, we are freeing up synergy reliance on “Death Sentry” to give more build possibilities elsewhere. Also, Fire traps are receiving damage synergy improvements to make them more effective at higher difficulties. Lastly, the Blade skills are receiving multiple improvements to make them more viable to dedicate builds around these skills. |
Category | Name | Changes |
---|---|---|
Martial Arts | Fist of Fire |
|
Martial Arts | Claws of Thunder |
|
Martial Arts | Blades of Ice |
|
Martial Arts | Tiger Strike |
|
Martial Arts | Cobra Strike |
|
Martial Arts | Phoenix Strike |
|
Martial Arts | Dragon Talon |
|
Martial Arts | Dragon Claw |
|
Martial Arts | Dragon Tail |
|
Martial Arts | Dragon Flight |
|
Shadow Disciplines | Fade |
|
Shadow Disciplines | Venom |
|
Shadow Disciplines | Shadow Warrior |
|
Shadow Disciplines | Shadow Master |
|
Traps | Shock Web |
|
Traps | Charged Bolt Sentry |
|
Traps | Lightning Sentry |
|
Traps | Fire Blast |
|
Traps | Wake of Fire |
|
Traps | Wake of Inferno |
|
Traps | Blade Sentinel |
|
Traps | Blade Fury |
|
Traps | Blade Shield |
|
The brawn of the Barbarian is unmatched. Nonetheless, we see opportunities to add more diversity to Combat skills. We’re looking into adding more possibilities with Combat Skills such as Leap Attack and Grim Ward, while also re-evaluating skill synergy requirements to promote more reasons to spend points on certain Combat Skills. Developer Comments: We are adding more tooltip descriptions to Warcries for clarification on hidden skill mechanics. “Shout” and “Battle Command” durations were updated to be consistent with each other for quality-of-life purposes. For “War Cry,” we want to make it more effective and rewarding to use at higher difficulties. Lastly, with “Grim Ward”, we are adding a new functionality and synergy to give more reason to use the skill, which also gives more reason to spend skill points on “Find Potion.” We added pierce chance to “Throwing Mastery” so that the Barbarian can better handle groups of enemies with Throwing skills. We want to make the Leap skills move a lot faster so that they are less awkward to use. “Leap Attack” is receiving better level scaling to make it a more reliable damage skill to build around. For “Berserk”, the existing “Shout” synergy is changing to “Battle Orders,” because the Defense loss from the skill contradicts the usage of “Shout,” and this will better connect with other skill synergy build possibilities. “Double Throw” will now have a baseline damage increase so that it will not purely rely on synergies for damage. Lastly, “Frenzy” is receiving a new synergy from the lesser-used “Increased Stamina” skill to give more reasons to invest skill points there and add new build diversity. |
Category | Name | Changes |
---|---|---|
Warcries | Howl |
|
Warcries | Battle Cry |
|
Warcries | War Cry |
|
Warcries | Shout |
|
Warcries | Battle Orders |
|
Warcries | Battle Command |
|
Warcries | Grim Ward |
|
Combat Masteries | Throwing Mastery |
|
Combat Skills | Leap |
|
Combat Skills | Leap Attack |
|
Combat Skills | Berserk |
|
Combat Skills | Double Throw |
|
Combat Skills | Frenzy |
|
The bestial ferocity of the Druid makes all tremble. With that said, we see exciting opportunities to level up certain aspects of this class. From our perspective, Druid Fire skills are underperforming. We’re re-evaluating Casting Delays for Fire skills, exploring improvements to some of their Physical Damage components, and improving synergies. We’re also looking at potential tweaks affecting other Elemental skills that are underused. We want to improve the controls for Arctic Blast too, such as allowing more free form while channeling and no longer locking your targeting onto one enemy at a time.
Regarding Summon skills, we believe Summons are weak in high difficulty. On this front, we’re evaluating health gains per level, quality-of-life improvements, damage output, and new synergies for Ravens, Wolves, and Vines. Lastly, we’re evaluating improvements to the Werebear skills, primarily focused on synergy improvements. Developer Comments: With the Casting Delay changes, Druid Fire skills are generally going to be more widely used. In addition, we are increasing the physical damage scaling for Fire skills to be a reliable alternative damage source. We felt that “Arctic Blast” is generally lacking power, so we are increasing the damage scaling, reducing the synergy requirements to free up skill points, and improving the general player controls to allow for smoother freeform targeting. In addition, we wanted to complement the “Arctic Blast” changes with improvements to “Twister” to add more build possibilities. Lastly, we are allowing Shapeshift forms to cast each of the elemental buff skills to avoid the current hassle of having to change forms to continuously maintain these active buffs. Werewolf skills are receiving Attack Rating improvements to help melee gameplay. For “Fire Claws,” we wanted to reduce the heavy skill point synergy costs to open more build possibilities. Werebear skills are receiving damage improvements to make them more viable for higher difficulties. There are plenty of Druid summons that could be improved to better build around. In general, all summons will no longer have hidden randomized health values so that the tooltip is more accurate and so summons perform more consistently. Ravens are getting significant changes to help them function as a spell-like skill for summoning Druids to use, and this includes damage scaling buffs and new synergies from other summons to fuel their damage. Wolves are getting improvements to give them more of an identity as damage-dealing summons. The spirit summons are receiving a physical damage resist change across each difficulty to make them survive more consistently. ”Spirit of Barbs” is receiving changes to Thorns to make it a more reliable source of damage. Lastly, each of the creeper summons are receiving improvements to give more reason to invest skill points and to have them perform better at higher levels. |
Category | Name | Changes |
---|---|---|
Elemental Skills | Firestorm |
|
Elemental Skills | Molten Boulder |
|
Elemental Skills | Fissure |
|
Elemental Skills | Volcano |
|
Elemental Skills | Armageddon |
|
Elemental Skills | Arctic Blast |
|
Elemental Skills | Cyclone Armor |
|
Elemental Skills | Twister |
|
Elemental Skills | Hurricane |
|
Shape Shifting Skills | Werewolf |
|
Shape Shifting Skills | Rabies |
|
Shape Shifting Skills | Fury |
|
Shape Shifting Skills | Werebear |
|
Shape Shifting Skills | Maul |
|
Shape Shifting Skills | Shock Wave |
|
Shape Shifting Skills | Fire Claws |
|
Summoning Skills | Oak Sage |
|
Summoning Skills | Heart of the Wolverine |
|
Summoning Skills | Spirit of Barbs |
|
Summoning Skills | Raven |
|
Summoning Skills | Summon Spirit Wolf |
|
Summoning Skills | Summon Dire Wolf |
|
Summoning Skills | Summon Grizzly |
|
Summoning Skills | Poison Creeper |
|
Summoning Skills | Carrion Vine |
|
Summoning Skills | Solar Creeper |
|
The commander of death sends his foes to an early grave. Like the Amazon, we like the current state of the Necromancer class. Nonetheless, we see an opportunity to improve specific Summons we believe are underused. We’re balancing elemental damages of Skeletal Mages and making lesser used Golems more effective.
Additionally, we see opportunities for Bone skill improvements in high difficulty. We’re tweaking synergies on this front. Developer Comments: We saw a good opportunity to improve lesser-used summons for the Necromancer. Skeletal Mages have received significant damage scaling improvements so that their elemental damage values are more consistent. This means that Cold damage is more effective but still slightly weaker than Fire damage because of its chill utility, and Poison damage is much more reliable with a fixed duration and better damage scaling. “Blood Golem“ and “Fire Golem” are receiving damage improvements to make them more competitive with the other Golems. For “Iron Golem,” we are changing the “Thorns” aura to deal more reliable damage to improve its source of effectiveness (See Paladin changes below for more details). Bone skills are generally well performing but we saw an opportunity to improve synergy bonuses to better scale in the late game and to make their heavy skill point investment more valuable. Additionally, “Bone Armor” is receiving better damage absorb scaling to make it more rewarding to spend points on the skill itself instead of relying too heavily on its synergies. For the “Weaken” skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity. |
Category | Name | Changes |
---|---|---|
Summoning Skills | Raise Skeletal Mage |
|
Summoning Skills | Blood Golem |
|
Summoning Skills | Iron Golem |
|
Summoning Skills | Fire Golem |
|
Poison And Bone Skills | Bone Armor |
|
Poison And Bone Skills | Bone Spear |
|
Poison And Bone Skills | Bone Spirit |
|
Curses | Weaken |
|
Curses | Decrepify |
|
The wrath of the holy zealot is glorious. Despite this, we believe certain Combat skills are underused. We’re exploring ways to make lesser-used skills (I.e., Fist of the Heavens) more utilized, so players have more reasons to spend skill points to unlock these skills.
We also see an opportunity to scale Offensive Aura skills as well. This includes making improvements to AoE Damage auras to make them more effective at closer range. We also want to improve Thorns so that it can scale better and deal more reliable damage at higher levels. Developer Comments: We added more information to tooltips to describe hidden functionality for certain Defensive Auras. We wanted to add more potential to the AoE (Area of Effect) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on distance to the caster, each AoE damage aura will have increased effectiveness while still maintaining the same cadence of visual VFX on the screen. Also, we saw that “Holy Fire” should scale better at higher skill levels to be consistent with general Fire Damage power compared to the other elements. For “Thorns”, we want to improve the gameplay around getting hit to deal damage, so we are making the skill deal flat damage based on attack attempts rather than returning damage after getting hit. This will allow Thorns to have a more consistent combat performance instead of unpredictable and riskier results. We wanted to improve the lesser-used Combat skills to give more viable build options. “Holy Bolt” will now pierce to increase its combat use cases and will have less skill point synergy investment to open more possibilities to spend skill points elsewhere. “Fist of the Heavens” is also getting the same “Holy Bolt” pierce changes and will now have less Casting Delay and improved controls to help make it a more effective Level 30 skill to use. |
Category | Name | Changes |
---|---|---|
Defensive Auras | Resist Fire |
|
Defensive Auras | Resist Cold |
|
Defensive Auras | Resist Lightning |
|
Offensive Auras | Blessed Aim |
|
Offensive Auras | Holy Fire |
|
Offensive Auras | Holy Freeze |
|
Offensive Auras | Holy Shock |
|
Offensive Auras | Thorns |
|
Offensive Auras | Sanctuary |
|
Combat Skills | Sacrifice |
|
Combat Skills | Conversion |
|
Combat Skills | Smite |
|
Combat Skills | Holy Bolt |
|
Combat Skills | Fist of the Heavens |
|
There is no greater master of elemental magic than these mages. We’re very satisfied with the Sorceress’s current state, but we see a few of opportunities for improvements.
Regarding Cold Skills, we believe there can be more diversity with the armor skills (I.e., Frozen Armor, Shiver Armor, and Chilling Armor) for distinctive advantages. We are also looking into adding more build possibilities around lesser used Lightning skills by exploring more skill synergies. Lastly, we’re also revisiting Fire skills, to improve underused ones, like Hydra. Similar to Arctic Blast, we’re exploring making player control improvements to the Inferno skill so that it is less clunky to use. Developer Comments: With the cold armor skills, we want to further diversify them by ensuring that each has distinctive advantages. After these changes, “Chilling Armor” will have the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, “Frost Nova” is receiving damage scaling improvements to give it more power where it was lacking in the later game. We saw an opportunity to add new synergies for lesser used Lightning skills to increase their damage potential and create new skill build possibilities. We wanted to improve the lesser used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with free form casting, like Arctic Blast, and better damage scaling. Blaze is an often-ignored skill so we wanted to free up synergy requirements and provide more utility and power with damage increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to improve the gameplay of summoning Hydras to make it easier to use to skill in combat situations. The removal of Casting Delay and the new limitation on max Hydras will match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount. |
Category | Name | Changes |
---|---|---|
Cold Skills | Frost Nova |
|
Cold Skills | Blizzard |
|
Cold Skills | Frozen Orb |
|
Cold Skills | Frozen Armor |
|
Cold Skills | Shiver Armor |
|
Cold Skills | Chilling Armor |
|
Lightning Skills | Nova |
|
Lightning Skills | Thunder Storm |
|
Lightning Skills | Energy Shield |
|
Fire Skills | Inferno |
|
Fire Skills | Blaze |
|
Fire Skills | Fire Wall |
|
Fire Skills | Meteor |
|
Fire Skills | Hydra |
|
Hiring a Mercenary in Expansion mode will now always offer mercenaries that match your character's Level, instead of having a randomized Level difference from your character's Level.
Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
Developer Comments: The Rogue Archer is getting new flavored ranged skills that will scale as she levels up. These new skills should improve her AoE (Area of Effect) damage effectiveness and thus make her a more effective ranged damage dealer.
Developer Comments: The Desert Mercenary is already popular, but we saw an opportunity to add some quality-of-life improvements by allowing players to hire all six different Aura types in Nightmare and Hell difficulty, rather than having to switch between modes. With the general improvements to “Thorns,” we wanted to improve the level scaling to make this aura mercenary type more meaningful.
Cold | Fire | Lightning |
---|---|---|
|
|
|
Developer Comments: The Iron Wolves are great elemental sorcerers, but we saw they have been underperforming in higher difficulties. We improved their core stats so that they are more in line with other mercenaries while also having a distinct advantage with having the most resistance values. For skills, we wanted to embrace their elemental fantasies, so we decided to give new flavorful utility skills, to further incentivize reasons to want to use these mercenary types.
Developer Comments: We want to give the Barbarian Warrior more identity while still maintaining his Barbarian fantasy. So, we decided to give him the “Battle Cry” skill as a new way for him to debuff enemies, which should prove to be a useful utility for players. In addition, we wanted to increase his Life and Defense scaling to ensure that he is the tougher mercenary type.
Name | Changes |
---|---|
Arcanna's Tricks |
|
Arctic Gear |
|
Bul-Kathos' Children |
|
Cathan's Traps |
|
Civerb's Vestments |
|
Cow King's Leathers |
|
Infernal Tools |
|
Iratha's Finery |
|
Milabrega's Regalia |
|
Naj's Ancient Vestige |
|
Sazabi's Grand Tribute |
|
Vidala's Rig |
|
Players now must smash the Compelling Orb to enter the Durance of Hate, instead of killing the Council. This means the “Khalim's Will” quest needs to be completed to use the Durance of Hate Level 2 waypoint.
Developer Comments: We saw that due to a logic glitch, players often chose to skip required content within Act III by bypassing “Khalim's Will” quest and not experiencing much of what Act III has to offer. We decided to make the “Khalim's Will” quest a proper requirement to complete Act III, much like how players need to assemble the Horadric Staff to enter Tal Rasha’s Chamber in Act II.
Monster Levels in the following areas have been increased for Hell Difficulty:
Area | Previous Hell Level | New Hell Level |
---|---|---|
Act 1 – Underground Passage Level 2 | 83 | 85 |
Act 2 – Stony Tomb Level 1 | 78 | 85 |
Act 2 – Stony Tomb Level 2 | 79 | 85 |
Act 3 – Arachnid Lair | 79 | 85 |
Act 3 – Swampy Pit Level 1 | 80 | 85 |
Act 3 – Swampy Pit Level 2 | 81 | 85 |
Act 3 – Swampy Pit Level 3 | 82 | 85 |
Act 3 – Disused Fane | 84 | 85 |
Act 3 – Ruined Temple | 84 | 85 |
Act 3 – Forgotten Reliquary | 84 | 85 |
Act 3 – Sewer Levels 1 | 84 | 85 |
Act 5 – Abaddon | 81 | 85 |
Act 5 – Pit of Acheron | 82 | 85 |
Act 5 – Infernal Pit | 83 | 85 |
Act 5 – Drifter Cavern | 84 | 85 |
Act 5 – Icy Cellar | 83 | 85 |
Developer Comments: We felt that certain optional areas in Diablo II often get ignored on Hell difficulty, so we decided to increase their monster levels to add more incentives with risk vs reward gameplay. We hope this provides more reasons to find loot in these areas.
Developer Comments: We want to fix some of the awkward lockouts that reject player input from casting skills. For PVP, we added a way to reduce hit recovery spam to prevent edge cases of characters being locked out for too long.
Developer Comments: The Piercing Attack tooltip now will display its pierce chance value in the tooltip. The quantity value of throwing weapons, ammo, and tome item tooltips will now always show the total amount to be clearer for players. Also, consistency improvements have been made to existing item modifier tooltips so that it is clearer that they can stack with themselves.
Old Tooltip | New Tooltip |
---|---|
Piercing Attack | +X% Piercing Attack |
Quantity: [CURRENT STACK] | Quantity: [CURRENT STACK] of [TOTAL] |
X% Chance of Open Wounds | +X% Chance of Open Wounds |
X% Damage Taken Goes to Mana | +X% Damage Taken Goes to Mana |
X% Chance of Crushing Blow | +X% Chance of Crushing Blow |
Fire Absorb X% | Fire Absorb +X% |
Cold Absorb X% | Cold Absorb +X% |
Lightning Absorb X% | Lightning Absorb +X% |
Magic Absorb X% | Magic Absorb +X% |
X% Deadly Strike | +X% Deadly Strike |
Hit Causes Monster to Flee X% | Hit Causes Monster to Flee +X% |
To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
Step 1: Restart the Battle.net desktop app.
Step 2: Navigate to the Diablo II: Resurrected tab on the left-hand menu.
Step 3: On the Diablo II: Resurrected screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo II: Resurrected currently installed). Select "PTR: Diablo II: Resurrected" from this drop-down menu before proceeding.
Step 4: Click Install to begin the installation process.
Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate.
Before talking about exclusive content, Gallerani addresses the development team's ideas regarding Stash management during and after Ladder Season 1. In general, stash tabs should behave as follows:
The idea of remove-only stash tabs isn't new in the ARPG world. However, it creates a whole new level of meaning for a Diablo II Ladder Season. Most importantly, items farmed during your ladder adventure will roll over to your main stash, making the time investment during a season much more worthwhile.
This is similar to starting out on a brand new realm. Players will be able to experience Diablo II like when the game was first released. When the Ladder Season first begins, players start at Level 1 and do not have powerful items. They also cannot use powerful high-level items or other high-level characters to help them level up faster. Players create a character in a brand new world (Ladder Character world) where everything (economy, levels) starts from the beginning. The main advantage of creating a Ladder Character is being able to join in on a totally new economy where powerful items are very valuable.
Although they are called Ladder Characters, players do not have to compete on the ladder to play. You can simply play at your own speed and not worry about how you are ranked on the ladder.
No, you must flag a character as a Ladder character when it is first created.
This has yet to be determined.
All Ladder Characters become either Normal Core or Normal Hardcore Characters depending on what type of Ladder Characters they are. If you want to be a Ladder Character for the next Ladder season you must create a new character and flag it as a Ladder Character.
A: Yes. Any Ladder Only Items will be converted over when your character is converted to a Core character. These items can now be traded with other Core characters. That is the only way for Core characters to get ladder only items, as leftovers after a season is over.
No. Blizzard does this automatically when the Ladder Season ends.
Yes there are some items that can only be obtained with a ladder character such as some class specific and elite uniques. There are also some ladder-only rune words as well as cube recipes that can only be created by a ladder character. While these items can eventually make their way to non-ladder after a ladder reset, they can only be initially found or created by using a ladder character.