When will update 2.6 come out 0 diablo 3. And the other one that was brought
![When will update 2.6 come out 0 diablo 3. And the other one that was brought](https://i2.wp.com/u.kanobu.ru/longreads/2015/11/7/defa108c-04be-495d-96ff-ce3dccf20ebf.png)
Alas, alas, on the only panel dedicated to Diablo 3 on BlizzCon 2015 the developers have not announced a new addon. It's sad. But on the other hand, a lot was told about patch 2.4 and the future of the game. Let's start with the seasons.
Seasons
Let's start right off the bat. From now on, any hero can be "reborn" into a seasonal character - with the loss of all levels, however. All items will be returned to you by mail. The character himself will remain with his name, kill counter and all accumulated game time. The conditions for the "seasonal campaign" and conquests will be reworked - they will change every season. In the fifth season for the "campaign", players will be able to get new frames for portraits and an ent pet, in the sixth - a flag, and in one of the subsequent seasons, players will receive the wings of the demoness Andariel (boss of the first act of the second part, if anyone forgot).
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All new Legendaries will be available to everyone at once - both those who play in the seasons and those who decided not to bother with them. Instead, players will be able to receive the entire class sets as a reward for the "Season Trip". The most important thing in the season, however, remains at the end. From now on, for each season - or rather, for completing the penultimate chapter of the "campaign" - players will receive an additional chest tab, up to ten in total.
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When will all this happen? It is unclear exactly. The fourth season will end sometime in the second half of December. This will be followed by a rather long pause of two to three weeks, where the developers will take a break. Patch 2.4 is expected for now somewhere in the middle of December - before the end of the current season. The fifth season will last approximately three months.
New locations, monsters and assignments
There will be three new locations. The first is called Eternal Woods... This is an addition to the Sesheron Ruins, which is on the other side of the gate to the Ruins. The location will be a snow-covered forest, which will be filled mainly with creatures from the ruins. Second location - Royal Chambers (Royal Quarters), addition for the first act. The location will open in Leoric's Estate, where there used to be a blocked passage along one of the stairs. There, new opponents await the players, and some kind of "mysterious surprise". The third location - Greyhollow Island- will be added in the fifth act. The location itself is a gloomy island covered with forests, where new tasks, assignments and sixteen new enemies will await you.
Before the players will appear: an evil hellish version of the yeti, a large spiked crab and its needle-like friends, as well as a huge nest with creepy wasps, which was once in the game, but then it was cut out. Now the developers are bringing it back, and asking players to immediately prepare for possible consequences. It will hurt, in a word.
For new and old locations, more assignments will be added to the game, more than 175 new assignments. Most of them will "rise" in acts 3, 4 and 5. A new type of bounty will appear - "bounty grounds". There will be a total of six mission locations, each of which can have four different mission types. The rewards for such assignments are still unknown, but most likely they will differ from the standard ones.
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Gameplay and interface changes
The main problem after patch 2.3 (except for the terrible lags from the "bear" build of sorcerers and generally from attacks on the area) was the interface for displaying buffs. The good news is that it will finally be reworked, as promised, by the way. So, constantly active skills (like mantras) will be "moved" to the skill panel - the skill that you keep active (monk's mantra, crusader laws) will be highlighted directly on the skill bar .. Activated skills will no longer take place among buffs - instead, a bar will appear above the skill icon in the skill bar for a countdown. The developers have not forgotten about group effects either - from now on, all bonuses from other players will be displayed under one special icon, when you hover over which a full list of active effects from other players will open.
The team and solo parts of the game have been largely reworked - in terms of experience balance first of all. Firstly, the developers decided to seriously reduce the health of monsters in the great portals when playing with an incomplete group. For three players, the reduction will be small, for two a little more, but it will be best for single players - their monsters will have 35-40% less health, which will allow single players to close higher portals. The second thing the developers have done to close the gap is to drastically reduce the experience bonuses. So, the ruby \u200b\u200bof the maximum level from now on will give not 41% additional experience, but 4.1%. However, the opponents themselves will give 50% more experience, which will balance the cut.
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PC-Players will also get what was on consoles a long time ago - bonuses for "continuous actions". So, for example, with a series of killing enemies, an indicator will now appear that will help you keep track of this indicator. The more you support him, that is, the more enemies you kill, the more bonus you will receive. There will be several types of such bonuses - for murders, for the destruction of objects, possibly for the selection of gold.
Speaking of gold. After patch 2.3, many players have accumulated such mountains of gold that Scrooge McDuck nervously smokes on the sidelines. Especially for these players, special, "improved" great portals will appear in the game. All those who successfully close such a portal will receive not three, but four attempts to improve the legendary gem. The price will depend on the level of the portal being opened. Accelerating the pumping of stones will come in handy, because a new recipe for Kanai's Cube is being introduced into the game - and gems, and of a fairly high level, will be the reagent for it.
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From minor changes - they will finally add reductions for large numbers of damage - so, 100,000 damage will now be displayed as 100k damage, but some 672,000,000 will turn into 672M - and so on. At the same time, a new color of damage will be introduced - orange - which will mark your strongest hits. Legendary items will receive an additional indicator, which will tell you if the property of this item is in Kanai's Cube. The breath of death will have a color change and a special effect that will make them much easier to notice.
Items
With the new patch, over 50 new legendary items for all classes will be added to the game. Some of them will suit several classes at the same time (like an amulet " Rise of Galzion"), since they will work for certain skills - supported by the player - for all classes. Examples of new items are below.
Many kits will also undergo processing. So, for example, change the set Summoner- initially having only a bonus to thorns, the kit will now be tied to the skills of the crusader, and will give buffs mainly to this class. As a bonus, a special legendary stone will be delivered to it, which is a surprise! - gives a bonus to thorns. More from rework - kit Shadowsfor Demon Hunters will allow hunter players to fight in close combat, gaining huge bonuses to daggers and some "dagger" skills. In total, the developers have changed ten class sets.
Also, the creators of the game kept their promise and prepared a surprise for those who do not like using kits. Especially for them, we have redesigned (once again!) A set of rings from Litany of the Undaunted and Retreats of sorrowful cries, and now they have a new property - increased damage by 75%, as well as reduced by 4% for each ancient legendary item damage from mobs. According to the developers, with some things, this will achieve an incredibly steep level of synergy.
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"Set dungeons"
Those players who will still use sets will be able to try out a completely new level of challenges - Set Dungeons. You can find out how to open them in the Leoric Library. Each of these dungeons is designed for a specific set, only four per class - that is, twenty-four dungeons. Each of them will contain a unique challenge to match your class kit. For the passage you need to fulfill at least one of the special conditions, but for the complete passage you need to fulfill all the conditions, kill all opponents and not die, you also need to meet the allotted time. Hardcore characters will be delighted to hear that the developers plan to give them immortality when passing through such zones.
The dungeon turns will be scattered throughout the game, and there will always be the same generation of opponents and conditions - the required dungeon will not "run away" from you around the world. For completing them, you will receive special rewards - flags for characters, and for all 24 dungeons you will also receive wings for your character. A trifle - but nice.
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And finally, a little more about dates. On Monday, the PTR will install a technical patch 2.3.0b for the test, and on Wednesday or Thursday a test version of patch 2.4 will be available. Anyone wishing to test new kits will be able to do it personally.
ZYThe full version, with all the changes and other things, is possible (knowledge of English is required). All this did not fit, for the editor, alas, is not rubber.
Diablo. At one time, I played the second part, I'm not afraid of these words, hundreds of hours. But then I didn't like the Necromancer. The third part of the saga about the persecution of hellish evil spirits, although it came to us without any many druids, paladins and necromancers, over the years made up for the content missing from the previous parts. Diablo 3 does not stand still and becomes better and richer in game features with each update. The latest of these was patch 2.6.0, which brought a lot of joy with it; and, most importantly, a new character class - the Necromancer.
I hasten to say right away that in this material I will not talk in detail about the Necromancer, because in order to properly talk about him, you need to spend more than a dozen hours in his company, so wait for the detailed material about him in the near future.
Playing as a necromancer in Diablo 3
What can I say now? To begin with, in the second Diablo I did not play the Necromancer, so do not expect a description of all the class differences in the second and third parts of the game. But I can say that in Diablo 3 I did not like the Sorcerer through his armies of mobs, however, the same aspect of the Necromancer really hit me. I really like the general style and features of the Rati Priests fight, and this is what local lovers of corpses call themselves. The variability of builds is what I also really liked about the necromancer.
And what about the other?
As for the rest of the updates, it is definitely worth highlighting the new game mode - Challenge Rifts. He takes the total randomization of equipment, familiar and dear to each player, then completely opposite. Adam Paul, one of the senior game designers on the project, had this idea for a long time, and this is what came of it.
Every Monday we are given a portal in which awaits us - oh Gods! - another portal! We will have to go through the portal with the character of one of the players with all HIS equipment, characteristics, level and the like. In this case, all objects, monsters and portal planning will be the same for everyone. Those who can overcome the portal in a certain amount of time will find a box with a bunch of crafting materials and bloody debris. The competitive element adds zest, as everyone wants to be at the top of the leaderboard.
Together with the necromancer, the game was enriched by two new locations: the Swamps and the Temple of the Firstborn. If the first is gloomy and rather impersonal, then they did a little work on the temple. It is made just in the style of the priests of Rati - this is what necromancers call themselves. The ubiquitous blood and bones - this is how this location can be described in a nutshell. A nice bonus is that in the new areas you can find more information about the origin of the class and even a pinch of Sanctuary history.
All of the aforementioned owners of Diablo 3 and Diablo 3: Reaper of Souls will receive it for free, and we all know very well that you have to pay for the most interesting. The Necromancer is sold as a separate set containing the class itself, two new chest tabs for the character, and a bunch of cosmetics that every Blizzard fan will love.
That’s all I can tell you so far about the 2.6.0 patch in Diablo 3. Yes, it’s very far from Reaper of Souls, and it’s ultimately just a patch with a new class, not a full-fledged expansion with a new story act. For me personally, he again revived interest in the game, and the Necromancer was definitely one of my three favorite classes. True, the only thing I would like to change in this patch is to add the start of the eleventh season to it, so that it will certainly disappear in Diablo for about 50 hours.
Also, for lovers of the equally popular game The Forest, we recommend a site where you can find a bunch of mods, survival guides and secrets related to gameplay. The resource will be of interest to both beginners and regular gamers. By the way, you can read about future and current client updates.
Diablo III Patch 2.6.0 has been released for PC, PlayStation 4, and Xbox One. Here is a detailed description of the update for PC.
THE MAIN THING
- New class: Necromancer
- as an adept of the dark arts, you command the forces of life and death necessary to restore Balance! Necromancers are powerful spellcasters who defeat opponents with curses and the ability to revive the dead, turning them into obedient servants. This new class is able to control the situation on the battlefield using the raw materials of life itself: blood and bones.
- Note: all owners of the "Return of the Necromancer" set will be able to play for this class.
- as an adept of the dark arts, you command the forces of life and death necessary to restore Balance! Necromancers are powerful spellcasters who defeat opponents with curses and the ability to revive the dead, turning them into obedient servants. This new class is able to control the situation on the battlefield using the raw materials of life itself: blood and bones.
- New Necromancer Items
- Over 30 new Legendary items will be added for the Necromancer class, including class sets with a unique style. Also, for each of the sets, special set dungeons will be created that will allow you to test your skills in battle.
- Daring Portals
- Try out new development options suggested by other players in special dungeons that will change weekly. The new mode can be selected from the main menu just like the adventure or campaign mode.
- New Zones: Misty Wastes and Temple of the Firstborn
- You can now explore the Misty Wastes and the dark temple of the Firstborn in Adventure Mode. They can be accessed through the new Travel Gate in Act II.
- New Quests: Halls of Fate
- In adventure mode, additional new wandering gates have been added (there are 4 of them). Each of the gates will allow players to carry out certain orders. These abodes of Fate were the result of the battle of the Nephalem hero with Diablo in Heaven.
Please note that the 2.6.0 update will only be available after it is released in your region.
Description of the update (2.6.0, version 2.6.0.45897)
If you encounter any issues while downloading and installing an update, connecting to Blizzard services, or playing a game, please visit the support site or ask for help on the forum.
CLASSES
- Necromancer skills
- Basic skills
- Bone thorns
- Accumulate: 24 pts. essences.
- The Necromancer causes bone spikes to rise from the ground, dealing 150% weapon damage per second.
- Flicker Strike (Physical)
- Bone Thorns stun enemies for 1 sec.
- Bone Path (Physical)
- The necromancer fires a stream of bone spikes in a straight line, dealing 100% weapon damage. With distance, damage from thorns increases by up to 100%.
- Bone Pillars (Poison Damage)
- The Necromancer hits the target and up to two nearby enemies with huge pillars of bone, dealing 150% weapon damage.
- Ice Spikes (Cold Damage)
- Bone Thorns leave behind a patch of frozen ground, slowing enemies by 60% for 2 seconds.
- Bloody Thorns (Physical)
- Enemies bleed to death, taking 50% weapon damage over 2 seconds. For each enemy hit, the Necromancer heals 0.5% of his maximum health over 2 seconds.
- Vampirism
- Basic skill (physical damage)
- Accumulate: 15 pts. essences every time you deal damage.
- Necromancer sucks blood from a targeted enemy, dealing 300% weapon damage to them.
- Channeling the skill, the Necromancer restores 2% of his maximum health per second.
- Suppression (Cold Damage)
- Enemies' movement speed is reduced by 75%.
- Pure Essence (Physical)
- While the Necromancer's health is full, the amount of essence obtained is increased to 20 units.
- Drain Life (Physical)
- The amount of health restored is increased to 6%, but Lifesteal no longer replenishes essence.
- Energy Shift (Poison Damage)
- Damage is increased by 10% each time Lifesteal deals damage. This effect stacks up to 10 times.
- Bloodsucker (Physical)
- While maintaining the effect of the skill, the necromancer attracts health orbs within a radius of 40 yards.
- Basic skill (physical damage)
- Grim harvest
- Basic skill (physical damage)
- Accumulate: 12 pts. essences for each enemy hit.
- The Necromancer swings a scythe in front of him, inflicting 150% weapon damage as Physical to all enemies hit.
- Blood Scythe (Physical)
- The Necromancer heals himself for 1% of his maximum health for each enemy hit.
- Execution (Physical)
- Enemies with less than 20% health left have a 5% chance to be instantly destroyed.
- Scythe (Cold Damage)
- For each enemy hit, the necromancer's attack speed is increased by 1% for 5 sec. This effect stacks up to 15 times.
- Twin Scythe (Physical)
- The Necromancer swings two summoned scythes in front of him, pulling hit enemies together and inflicting 150% weapon damage as Physical.
- Cursed Scythe (Poison Damage)
- Affected enemies have a 15% chance to be randomly cursed.
- Basic skill (physical damage)
- Bone thorns
- Secondary skills
- Death ring
- Base skill (poison damage)
- Costs: 20 units essences.
- The Necromancer creates a blast wave that deals 350% weapon damage to all enemies within 25 yards.
- Ring of Tentacles (Physical)
- The Necromancer heals for 1% of maximum health for each target hit, but the Ring of Blood deals only 225% weapon damage.
- Ring of Bones (Physical)
- The Necromancer scatters thorns that deal 475% weapon damage to enemies within 12 yards.
- Ring of Blood (Physical)
- The Necromancer sacrifices 10% of his health to create a Ring of Blood that deals 450% weapon damage to all enemies within 25 yards.
- Ashes (poison damage)
- The explosion leaves a patch of rotting earth, slowing enemies by 60% and reducing their damage by 15% for 1 sec.
- Volatile Blood (Poison Damage)
- With each subsequent use, the radius of the skill increases by 5 m. The effect stacks up to 2 times.
- Base skill (poison damage)
- Bone spear
- Basic skill (physical damage)
- Costs: 20 units essences.
- The Necromancer creates a bone spear that deals 500% weapon damage to all enemies in its path.
- Crystallization (cold damage)
- The attack speed of affected enemies is reduced by 20%, and the attack speed of the necromancer is increased by 3% for 3 seconds. This effect stacks up to 10 times.
- Splitting (Physical)
- The spear no longer pierces everyone in its path, but explodes on contact with the first enemy, dealing 450% weapon damage to all enemies within 15 yards.
- Plague Stroma (Poison Damage)
- Damage is increased by 15% for each enemy impaled by the Bone Spear.
- Spear of Blood (Physical)
- The Bone Spear turns into a Blood Spear. His damage increases to 650% weapon damage, but the necromancer sacrifices 10% of his health.
- Fangs (Physical)
- The Necromancer unleashes 5 razor-sharp fangs, dealing 300% weapon damage to all enemies in front of him.
- Basic skill (physical damage)
- Skeleton Mage
- Basic skill (physical damage)
- Costs: 40 units essences.
- The necromancer raises a skeleton from the ground, which will fight on his side. Each skeleton attack deals 400% weapon damage. Lasts 6 sec.
- Death Boon (Physical)
- After death or after the expiration of the lifted skeletons, corpses remain.
- Singularity (Physical)
- The necromancer spends all essence to summon a powerful creature. Each unit of essence absorbed increases the attack of creatures by 3%.
- Life Support (Physical)
- Summoning Skeleton Mages, the Necromancer spends 10% of his maximum health, but they still exist for 2 seconds. longer.
- Contamination (poison damage)
- The necromancer raises an infected mage who maintains an aura of doom. Aura deals 100% weapon damage.
- Skeleton Archer (Cold Damage)
- The Necromancer lifts up a Skeleton Archer that deals 400% weapon damage.
- Each successful attack by the Skeleton Archer increases the Necromancer's attack speed by 3% for 5 sec. This effect stacks up to 10 times.
- Basic skill (physical damage)
- Death ring
- Blood and bones
- Bone armor
- Basic skill (physical damage)
- Costs: 10 units. essences.
- Cooldown: 10 sec.
- The Necromancer rips out bones from nearby enemies, dealing 150% weapon damage to them and creating armor that reduces damage taken by 3% for each enemy hit (maximum effect is achieved when 10 enemies are hit). This effect lasts 60 seconds.
- Bone Malevolence (Physical)
- Damage dealt is increased to 145% weapon damage.
- Limited invulnerability (physical damage)
- The armor absorbs all damage taken for 5 seconds, and also protects against all crowd control effects.
- Displacement (poison damage)
- Enemies hit are also stunned for 2 seconds.
- May your flesh grow stronger (physical damage)
- Cost: 20% health.
- Health regeneration rate is increased by 10% for each enemy hit.
- Harvest of Torment (Cold Damage)
- Bone Armor increases movement speed by 1% for each enemy hit.
- Basic skill (physical damage)
- Bone spirit
- Basic skill (physical damage)
- The Necromancer releases a Bone Spirit that pursues opponents. Upon contact with the enemy, the spirit deals 4000% damage to him.
- Every 15 sec. the necromancer gains a charge of this skill and can store up to 3 charges. Charge recovery time is reduced by 1 sec. for each corpse consumed.
- Obsession (Physical)
- Upon contact, the spirit subdues the target for 10 seconds, spending 5% of the necromancer's health.
- Panic Attack (Poison Damage)
- When the spirit explodes, all enemies within 10 yards scatter in terror for 2 seconds.
- Poltergeist (cold damage)
- The maximum number of charges of the skill increases to 4.
- Unfinished Business (Cold Damage)
- Bone Spirit explodes and deals 1250% weapon damage to all enemies within 10 yards.
- Astral Projection (Cold Damage)
- Spirit damage is increased by 15% for each enemy it passed through while looking for its target.
- Basic skill (physical damage)
- Bloody dash
- Basic skill (physical damage)
- Cooldown: 5 sec.
- Cost: 5% health.
- The necromancer gets rid of the shackles of mortal flesh and moves up to 50 meters.
- Transfusion (Physical)
- The Necromancer heals for 2% of his maximum health for each enemy he passes through.
- Hemostasis (Physical)
- The skill no longer costs health.
- Metabolism (physical damage)
- The Blood Dash skill can accumulate up to 2 charges, but it costs twice as much health.
- Cellular activity (physical damage)
- The Necromancer's Armor is increased by 100% for 2 seconds. after using the skill.
- Molting (Physical)
- A corpse remains in the place from which the necromancer moved.
- Basic skill (physical damage)
- Simulacrum
- Basic skill (physical damage)
- Cost: 25% health.
- Creates a simulacrum of blood, which for 15 sec. after the necromancer, applies skills that consume essence.
- Tank (Physical)
- While the skill is active, the maximum supply of the necromancer's essence is increased by 100%.
- Cursed Form (Physical)
- While the Necromancer's curse skill is active, all three effects are simultaneously applied.
- Blood Debt (Physical)
- During the action of "Simulacrum", health costs when using skills are reduced by 75%.
- Blood and Bones (Physical)
- The necromancer also creates a simulacrum from bone, but this reduces the duration of the simulacrum to 10 seconds.
- Sacrifice (physical damage)
- If the necromancer takes fatal damage while the skill is active, the simulacrum dies instead, and the necromancer fully restores health.
- Basic skill (physical damage)
- Bone armor
- Living Dead
- Kingdom of the dead
- Basic skill (physical damage)
- Cooldown: 120 sec.
- Within 10 sec. all corpse skills can be used without restrictions.
- Surge of Strength (Physical)
- Skills do not require the cost of essences while the "Realm of the Dead" is active.
- Frozen Ground (Cold Damage)
- From time to time, it freezes enemies caught in the zone of action of the "Realm of the Dead".
- Plaguelands (Poison Damage)
- Realm of the Dead deals up to 5000% weapon damage to enemies during its duration.
- Land of Plenty (Physical)
- The Necromancer heals himself for 2% of his maximum health for each enemy killed during the Realm of the Dead.
- Shallow Graves (Physical)
- For every 10 kills, the duration of Realm of the Dead is extended by 1 second, up to 2 seconds.
- Basic skill (physical damage)
- Skeleton Lord
- Basic skill (physical damage)
- Costs: 50 units essences.
- Effect on activation: the necromancer orders the skeletons to attack the target; the damage they deal is increased by 50% for 5 sec.
- Passive: Every 2 sec. necromancer raises a skeleton. Maximum Skeletons: 7. Each attack by a Skeleton Minion deals 50% weapon damage.
- Bone Collector (Physical)
- The cost of essence for using the skill is reduced to 25.
- Dark Heal (Physical)
- Fulfilling the order, skeletons with each blow heal the necromancer in the amount of 0.5% of his maximum reserve.
- Ice Grasp (Cold Damage)
- Skeleton targets are frozen for 3 seconds.
- Kill Order (Poison Damage)
- The necromancer orders the skeletons to explode. When they explode, skeletons deal 215% weapon damage to all enemies within 15 yards.
- Fury of the Dead (Physical)
- Skeletons go berserk when ordered to attack, increasing their attack speed by 25%.
- Basic skill (physical damage)
- Golem Lord
- Base skill (poison damage)
- Cooldown: 45 sec.
- Effect on activation: the necromancer sends the golem to the specified point, where it falls apart, leaving behind a heap of 5 corpses.
- Passive: The necromancer raises a flesh golem to fight by his side. The flesh golem deals 450% weapon damage with each attack.
- Bone Golem (Physical)
- Effect on activation: the golem turns into a whirlwind of bones, which drags nearby enemies to the target point and immobilizes them for 2 sec.
- Blood Golem (Physical)
- Effect upon activation: the golem sacrifices itself, restoring 25% of its health to the necromancer, and then revives at the specified point. While the golem is reviving, the tentacles growing from the ground deal 450% weapon damage as Physical to nearby enemies.
- Corpse Golem (Physical)
- Effect on activation: the necromancer sends the golem to the specified point, where it falls apart, leaving behind a bunch of 8 corpses.
- Rotting Golem (Poison Damage)
- Effect upon activation: the golem consumes corpses at the specified point, while its damage increases by 30% for each corpse absorbed.
- Ice Golem (Cold Damage)
- Effect on activation: The necromancer orders the golem to make a cold attack in the target area and freeze enemies for 3 seconds, increasing the chance of a critical strike by 10% for 10 seconds.
- Base skill (poison damage)
- Army of the dead
- Basic skill (physical damage)
- Cooldown: 120 sec.
- The Necromancer raises a mighty army of skeletons, which descend on the target area, dealing 12000% weapon damage to enemies within 15 yards.
- Grip of Death (Poison Damage)
- Skeleton hands grow out of the ground, for 5 sec. dealing 14000% weapon damage as poison damage within 15 yards.
- Ice Host (Cold Damage)
- Skeletons move forward, attacking opponents. Weapon damage increased by 12000%.
- Custom War (Physical)
- Skeletons emerge from the ground, attacking random enemies for 4 seconds, dealing a total of 50,000% weapon damage to them.
- Storm of the Dead (Physical)
- The Necromancer is surrounded by a mighty army of skeletons, which inflicts 15500% weapon damage to enemies over 5 seconds.
- Valley of the Dead (Physical)
- An army of skeletons pushes all opponents to the center of the area in which the skill operates.
- Basic skill (physical damage)
- Kingdom of the dead
- Curses
- Infirmity
- Basic skill (physical damage)
- Costs: 10 units. essences.
- The curse reduces the movement speed of enemies by 75% and reduces their damage by 30%. Lasts 30 sec.
- Opportunist (Physical)
- For each cursed enemy, the Necromancer's movement speed is increased by 3%.
- Borrowed Time (Physical)
- For each cursed enemy, the cooldown is reduced by 1%.
- Sear (Physical)
- The damage reduction effect is increased to 40%, but the movement speed of enemies is no longer reduced.
- Vertigo Curse (Physical)
- When damaged, cursed enemies have a 10% chance to be stunned for 2 seconds.
- Weakening (Physical)
- The slowing effect increases for the first 5 seconds.
- Basic skill (physical damage)
- Fragility
- Basic skill (physical damage)
- Costs: 10 units. essences.
- Enemies with less than 15% health remaining under the influence of the curse are instantly killed. Lasts 30 sec.
- Essence Gathering (Physical)
- When a cursed enemy dies, the Necromancer gains 2 damage. essences.
- Explosive Doom (Physical)
- Upon death, cursed foes explode, dealing 100% weapon damage.
- Smell of Blood (Physical)
- Cursed foes take 15% more damage from minions of the Necromancer.
- Aura of Brittle (Physical)
- The Necromancer surrounds himself with an aura that instantly finishes off enemies within 15 yards.
- Early burial (physical damage)
- The effect is triggered when the enemy remains at 18% health, but takes 10% of the necromancer's health.
- Basic skill (physical damage)
- Absorbing life
- Basic skill (physical damage)
- Costs: 10 units. essences.
- Curses enemies in the specified area. Cursed enemies have a chance to heal the attacker if the attack deals damage exceeding 2% of their maximum health. Lasts 30 sec.
- Epidemic (Physical)
- If a cursed foe dies, their curse is transferred to the nearest target.
- Bloody Finale (Physical)
- When a cursed foe dies, the necromancer heals for 200% of the health healed for a kill.
- Cursed Ground (Physical)
- The Necromancer temporarily curses an area of \u200b\u200bthe terrain, restoring 1% of the maximum health every second for each enemy caught in the affected area.
- Flask of Blood (Physical)
- When a cursed enemy dies, the cooldown of the potion is reduced by 1 sec.
- Osmosis (Physical)
- For each cursed, the Necromancer's health regeneration rate is increased by 751. health per second.
- Basic skill (physical damage)
- Infirmity
- Corpses
- Corpse explosion
- Basic skill (physical damage)
- The Necromancer explodes all corpses in an 11 yards radius.The explosion deals 350% weapon damage to all enemies within 20 yards.
- Farewell Embrace (Physical)
- Before the explosion, corpses are attracted to the nearest enemy, but the cost of using the skill is now 2% of the necromancer's health for each corpse.
- Close Action (Poison Damage)
- The Necromancer blew up corpses near him, dealing 325% weapon damage to all enemies within 20 yards.
- Bloody Mess (Physical)
- The explosion radius is increased to 25 m.
- Deadly Cold (Cold Damage)
- Enemies hit by the explosion are frozen for 2 seconds.
- Bone Shards (Poison Damage)
- The shockwave from each explosion rushes forward (in the direction of the necromancer's movement), damaging all enemies in the affected sector.
- Basic skill (physical damage)
- Corpse spear
- Basic skill (physical damage)
- The Necromancer rips bones from corpses near the target and launches them at it, dealing 1750% weapon damage.
- Brittle Touch (Physical)
- Every time Corpse Lance hits an enemy, its defenses are weakened. The chance to critically strike this enemy is increased by 5% for 5 sec.
- Bloodied Spear (Physical)
- The Necromancer spends 2% of his maximum health to launch an additional spear from his position, dealing 250% weapon damage.
- Merciless Strike (Physical)
- The target is stunned for 3 seconds.
- Cleave Shards (Poison Damage)
- Each spear slows the target by 10% and reduces its damage by 6% for 10 sec. This effect stacks up to 5 times.
- Ricochet (poison damage)
- Corpse Spear has a 20% chance to hit the second target.
- Basic skill (physical damage)
- Devouring
- Basic skill (physical damage)
- The Necromancer consumes corpses within 60 yards, generating 10 units. essences for each corpse consumed.
- Inhumanity (Physical)
- The Necromancer also consumes his minions, generating 10 units. essences for each of them.
- Gluttony (Physical)
- For each corpse consumed, all essence costs are reduced by 2% for the next 5 seconds.
- Aura of Devouring (Physical)
- The skill becomes an aura that absorbs all corpses within 15 yards of the necromancer. The Necromancer generates 11 pts. essences for each corpse consumed.
- The radius of the effect is increased by 50% of the radius of collecting gold.
- Satiety (Physical)
- The Necromancer's maximum health is increased by 2% for 2 seconds. for each corpse consumed.
- Cannibalism (Physical)
- Each corpse consumed also heals the necromancer for 3%.
- Basic skill (physical damage)
- Revitalization
- Basic skill (physical damage)
- Necromancer raises up to 10 corpses in a target area in a 20 yards radius for 15 sec.
- Retribution (Physical)
- Resurrected minions deal 20% more damage, but the skill now costs 3% of its maximum health.
- Personal army (physical)
- Damage taken is reduced by 1% for each current revived minion.
- Recklessness (Cold Damage)
- Resurrected minions deal 150% more damage, but only last for 6 seconds. The damage from this skill becomes cold damage.
- Dread Rebirth (Poison Damage)
- When a corpse is revived, all enemies within a 20 yards radius scatter in terror for 3 seconds.
- Purgatory (Physical)
- Reanimated minions that have served their time decay and turn into usable corpses.
- Basic skill (physical damage)
- Corpse explosion
- Basic skills
- Necromancer passive skills
- Death gives strength
- When consuming a corpse, the Necromancer's movement speed is increased by 3% for 5 seconds.
- Life from death
- Consuming a corpse has a 20% chance to spawn a health orb.
- Loner
- The Necromancer's Armor is increased by 100%. This bonus is reduced by 10% for each active minion.
- Bone prison
- When using the skills "Bone Spear", "Bone Thorns" and "Bone Spirit", affected enemies have a 30% chance to be hit for 3 seconds. imprisoned in a bone prison.
- Lord of the Dead
- The cooldown of "Lord of Golems", as well as the cost of essence for using the skill "Lord of Skeletons" are reduced by 30%.
- Quick harvest
- The attack speed of the skills "Bone Spikes", "Vampirism" and "Grim Harvest" is increased by 15%.
- Distortion of flesh
- Necromancer's minions gain the effect of thorns, dealing damage equal to 200% of the same value of the necromancer.
- Eternal torment
- Curses of the Necromancer consume 50% less essence and last indefinitely.
- Blood for blood
- If you pick up a health orb, your next blood spell will not drain health. This effect stacks up to 10 times.
- Strength of blood
- After a Necromancer is dealt damage equal to 100% of his maximum health, the cooldown of all his abilities is reduced by 20%. This effect reduces the cooldown of abilities only once after each use.
- Taking life
- The Necromancer's health regeneration is increased by 10% for each enemy within 20 yards.
- Long service
- The duration of the skills "Skeleton Mage" and "Revive" is increased by 25%.
- Last service
- Dealing lethal damage to a necromancer heals his health, compensating for all he received over 4 sec. damage. The necromancer will also destroy all of his minions, restoring 10% health for each of them. The effect lasts no more than once every 60 seconds.
- Spooky offering
- Whenever a minion deals damage to an enemy, the necromancer heals for 10% of his maximum health regeneration on hit.
- Overflowing Essence
- The maximum supply of essence is increased by 40 units.
- Rathma's Shield
- Within 4 sec. after using the skills "Kingdom of the Dead", "Army of the Dead" and "Simulacrum" the necromancer does not lose health.
- Harvesting Shadows
- The Grim Harvest skill restores the necromancer 2% of essence and health for each enemy killed.
- Rigor mortis
- Decay skills also slow enemies by 30% and reduce their attack speed by 30% for 5 seconds.
- Notches
- Bone Thorns, Bone Spear, and Bone Spirit deal 1% more damage per 2 yards distance between the necromancer and the target, up to 20%.
- Death gives strength
- Sorcerer skills
- Mirror reflection
- Simulacrum
- The rune has been renamed and is now called Dense Reflections.
- Simulacrum
- Mirror reflection
ITEMS
- Legendary items
- Burial hoe
- Lifesteal drains blood from 2 additional targets.
- Yellowed Fang Trag "Ula
- Now, when using the "Cursed Scythe" rune of the "Dark Harvest" skill, enemies have a 100% chance to be cursed. Cursed targets take 175-200% more damage.
- Cycle Scythe
- Minor skills deal 250-300% more damage while Bone Armor is active, but the duration is reduced by 4 sec.
- Petrified Thorn Maltoria
- The cost of using Bone Spear is 40 units. essences, and the skill itself deals 375-450% more damage.
- Bloodtide Blade
- The Ring of Death skill deals 20-30% more damage for each enemy within 15 yards.
- Raylene's Grim Hook
- Damage dealt is increased by 0.5% per unit. the maximum supply of essence, and the skill "Bone thorns" allows you to accumulate 2-5 units. more essences for each enemy hit.
- Naira's Black Death
- The use of skills that deal damage from poison increases the damage that all skills in this category do by 50-65% for 15 sec. (Damage is increased once with the use of each specific skill of this type).
- Jairo's Spear
- The damage dealt by the thorns effect is increased by 10-15% for each enemy cursed.
- Wasted time
- Skills that deal cold damage reduce the movement speed of enemies by 30%. In addition, they increase the Necromancer's movement speed by 4-5% for 5 seconds. This effect stacks up to 5 times.
- Bone bell
- The bonus to damage dealt by the skill "Lord of Skeletons" increases by 25-30% for each second, while skeletons attack the selected target.
- Ledger's Arrogance
- Grim Harvest deals an additional 7-10% damage per unit. essence, replenished when using the skill.
- Iron rose
- When using the "Vampirism" skill, the necromancer with a 40-50% chance can use the "Ring of Blood" without spending resources.
- Johnstonite
- For each corpse consumed in the area of \u200b\u200beffect of the Realm of the Dead, the effect of Terrible Knowledge is applied to the necromancer. Terrible Knowledge increases the damage done by the Corpse Spear and Corpse Explosion skills outside the area of \u200b\u200beffect of Realm of the Dead by 150-200%.
- Ghostly visions
- Now when using the skill "Simulacrum" 5% of the maximum health is consumed per second, and the duration of the skill is doubled.
- Kalan's Wisdom
- The maximum amount of Bone Armor effects is increased by 5.
- Singing Blood Armor
- While the necromancer is in the area of \u200b\u200beffect of the "Realm of the Dead", the skill "Lord of Skeletons" is endowed with the effect of all runes, and the skeletons summoned with the help of the skill do 100-125% more damage.
- Funeral decoration
- Devour restores 75-100% more Health and Essence. In addition, if this skill replenishes health and essence, exceeding their maximum supply, then the surplus remains for 3 seconds.
- Scarlet death mask
- Revitalize now consumes all corpses, summoning a minion that deals 125-150% more damage per corpse.
- Unyielding fate
- The Army of the Dead skill gains the effect of the Custom War rune.
- Withering gauntlets
- Necromancer's golem every 1 sec. leaves behind a corpse.
- Essence grips
- If Corpse Explosion hits at least one target, then within 6 sec. the skill deals 75-100% more damage. This effect stacks up to 5 times.
- Golem Hide Pants
- The golem deals 100-125% more damage, and the necromancer takes 30% less damage until the golem dies.
- Defiler's Legguards
- Bone Spirit's damage is increased by 75-100% per second. skill actions.
- Stuart's Greaves
- After using the Blood Dash skill, the necromancer's movement speed is increased by 40-50% for 2 seconds.
- Briner's hike
- When using the Bone Thorns skill at the specified point, the Ring of Bones can trigger with a 20-30% chance.
- Dyneti's bonds
- If one of the enemies is affected by the "Weakness" effect, the necromancer takes 40-50% less damage.
- Will of Razeta
- The Skeleton Mage skill is endowed with the effect of the Gift of Death rune.
- Niluj's circle of being
- Now the necromancer can summon one more skeleton mage with each use of the skill, and the lifetime of skeletons is increased by 2-4 seconds.
- Briggs Prayer
- Enemies that are cursed are now pulled to the targeted area.
- Chrisbin's verdict
- The Necromancer deals 75-100% more damage to slowed enemies. The damage bonus is tripled if the necromancer attacks targets that are under the influence of other crowd control effects.
- Lornell Sunstone
- Damage reduction increases by 0.75-0.95% for each percentage of maximum health missing.
- Corpsemaster Pauldrons
- Corpse Spear deals 25-30% more damage over 3 seconds. after the necromancer has consumed the corpse. This effect stacks up to 20 times.
- Hellfire amulet
- Added special passives designed for the necromancer.
- Rise of Galzion
- This item now affects one of the skills of the necromancer.
- Burial hoe
- Class item sets
- Rathma's bones
- Damaging attacks from minions have a chance to reduce the cooldown of Army of the Dead by 1 sec.
- Whenever one of the minions deals damage, the necromancer is dealt an effect reducing damage taken by 1% for 15 sec. This effect stacks up to 50 times.
- The damage dealt by pets and Army of the Dead is increased by 250% for each active Skeleton Mage.
- Avatar Trag "Ula"
- 2 Piece Set Bonus
- When using the Bloody Dash skill, the effects of all runes are activated.
- 4 Piece Set Bonus
- While the necromancer's health is full, the amount of health healed by skills is added to the maximum supply (the increase can be up to 100% of the health reserve) for 45 seconds.
- 6 Piece Set Bonus
- Health spending skills deal 3300% more damage, but spend twice as much health. The effectiveness of healing with skills is increased by 100%.
- 2 Piece Set Bonus
- Grace of Inarius
- 2 Piece Set Bonus
- Bone Armor damage increased by 1000%.
- 4 Piece Set Bonus
- The amount of damage absorbed by Bone Armor is increased by 2% for each enemy hit.
- 6 Piece Set Bonus
- Bone Armor summons a whirlwind of bones, inflicting 750% weapon damage to nearby enemies, while the necromancer deals 2750% more damage to enemies hit.
- 2 Piece Set Bonus
- Pestilence Lord's Shroud
- 2 Piece Set Bonus
- When a corpse is absorbed, a Corpse Spear flies out of it, aimed at the nearest enemy.
- 4 Piece Set Bonus
- For each enemy hit by the Bone Spear, the damage taken by the necromancer is reduced by 2%, up to 50%. Lasts 15 sec.
- 6 Piece Set Bonus
- For each corpse consumed, the necromancer gains a charge of reinforced Bone Spear, increasing damage on subsequent use of the skill by 3000%.
- 2 Piece Set Bonus
- Weapon Yesset
- 2 Piece Set Bonus
- If the target of the Skeleton Lord dies, the skeletons will automatically attack the next nearby target, retaining the corresponding damage bonus.
- While skeletons attack the target, following the order of the necromancer, all minions deal 400% more damage.
- 2 Piece Set Bonus
- Rathma's bones
- Gems of Legendary Quality
- Zeev stone of vengeance
- If the pet deals damage while using the stone, then the bonuses of the necromancer are taken into account when determining the effectiveness of the attack, not the pet.
- Zeev stone of vengeance
ADVENTURE MODE
- Set dungeons
- The user interface has been redesigned to make it easier for players to know what it takes to successfully complete a certain level of a dungeon.
- Players will need to meet the allotted time in order to successfully complete the basic level.
- The time allotted for completing the complete dungeon has been increased to 5 minutes.
- Now, when a player enters a complete dungeon, the location of the monsters is indicated on the minimap.
- The base requirements for the number of killed monsters have been reduced.
- The user interface has been redesigned to make it easier for players to know what it takes to successfully complete a certain level of a dungeon.
- Greater portals
- Now heroes who die while traversing great portals alone can respawn at the place of death. If you choose to do this, the remaining time before respawning will be deducted from the time allocated for the passage of the great portal. In addition, the missed time will be taken into account when calculating the cooldown of skills.
The 2.6.6 update for Diablo 3 is now available. It prepares the game for the upcoming Season of the Church of Three, adds several new affixes for legendaries, a new legendary gem, and changes crafting kits.
Blizzard Official Quote ()
General
- Added a pet to the game for all players who pre-order Warcraft III: Reforged Spoils of War (PC only).
Seasons
- Added buff for Season 18, Season of the Church of Three.
- "Will of the Church of Three": when enemies are defeated, all skills with some probability form an area that gives the hero a positive effect. Only one such area can exist at a time.
- Love of the Church of Three (strength): Players in the active area deal an additional 100% damage.
- Church of Three Determination (Resource Cost Reduction) Players in the active area spend 50% less resources.
- Church of Three Creativity (Cooldown Reduction): Player skills in the active area recover faster.
- Developer comments: the effects of the last few seasons have been aimed primarily at players who are mastering high-level content. This season, we wanted to try something new and introduce an effect into the game that would be useful to players regardless of their progress in the Season Expedition. The "Will of the Church of Three" effect can be useful for heroes from level 1 and throughout the entire season. We can't wait to see how players will benefit from this fluid effect throughout their adventures.
- Developer comments: Among other things, we received feedback from color vision impaired players on their PTR experience. We've replaced the blue selection circles with earthy dark greens, which will be easier for players who have difficulty seeing colors to see. We are very grateful for your feedback!
- "Will of the Church of Three": when enemies are defeated, all skills with some probability form an area that gives the hero a positive effect. Only one such area can exist at a time.
Items
- Developer comment:below you will find information on specific changes, but overall, in 2.6.6, we tried to introduce a number of properties intended for two groups of players. The first of these is those who have long asked us to improve the balance and improve the usability of certain classes, and the second covers a wider audience of players experimenting with the capabilities of the Kanai Cube. As a result, the update includes fewer class-specific changes and more innovation for all players to take advantage of. In addition, we've tried to make some of Hedrig's sets more attractive to heroes who have just reached level 70 and want to optimize their loot hunt. We look forward to seeing new gameplay and tactics in Patch 2.6.6, and we can't wait to see how the new items can be used by players!
- Updated information on item changes: In addition to the information on some of the subjects below, we have added explanations of the goals that the developers set for themselves. On a few occasions (Zeitgeist is an example), items functioned as expected during testing on the PTR and we made adjustments accordingly. We also wanted to explain to the players exactly how the items should work in the game.
- The spirit of time
- New Legendary Ability: the duration of the effects of the pillars is doubled.
- Note: the effect is applied only to heroes using this item. This is how it was originally intended.
- Executioner
- New Legendary Ability: attacks instantly kill foes with 5-10% health or less.
- Note: the effect of the item does not apply to companions. This is how it was originally intended.
- Stone gauntlets
- New Legendary Ability: enemy attacks gradually turn the hero into stone. (Hero's armor is increased by 50%, but movement speed is reduced by 15%, and attack by 20%. This effect stacks up to 5 times.)
- Note: Immunity to crowd control effects can also counteract movement and attack speed reductions. This is how it was originally intended.
- Echo of rage
- New Legendary Ability: killing opponents, the hero falls into a rage. (Killing an enemy increases attack speed by 15% and movement speed by 5%. This effect stacks up to 5 times.)
- Jumping Necklace
- New Legendary Ability: as long as the hero is not damaged, he gets an increase of up to 100% to the damage done, and to the received - up to 50%.
- The kidnapper of Messerschmitt
- New Legendary Ability: reduces by 1 sec. the remaining cooldown of one of the skills each time the hero kills the enemy.
- Harness Mortic
- New Legendary Item: the Berserker Wrath skill acquires the effects of all runes at the same time.
- Developer comment:if you've tested the 2.2.0 PTR update, you are already familiar with this item that never made it to the main game. At that time, Mortic's harnesses provided too much help to players, occupying only one slot of equipment. However, Diablo III's Hero Power Curve to a large extent has changed and we are now ready to add the item to the game.
- Malice
- Note: this item is crafted by a blacksmith and cannot be obtained for defeating monsters.
- New Legendary Ability: hunters gain Cleave if they don't have it, and also deal cold damage as if using the Big Man rune.
- Legacy of dreams
- New Legendary Gem
- While the hero does not receive bonuses from the sets, the damage they do increases by 3.75%, and the damage received decreases by 2% for each legendary item used (the maximum level is 99th).
- At Gem Level 25: The bonus is doubled for Ancient Items.
- New Legendary Gem
ImportantThis release contains plugin interface version 9.1 which means it works only with up-to-date plugins supporting this interface.
Frist try the release without any community-made plugins, then add them one-by-one. If one is not working then notify the author of the plugin about the problem.ChangeLog
19.11.25.0 STABLE for Diablo III 2.6.7.64160 (v9.1) NOTE: A clean install into an empty folder is required when updating from older than v9.1! NOTE: Be sure to have at least .NET 4.7.2, DirectX 11 and Windows 7 SP1 on your computer NOTE: Windows 7 users have to install Windows 7 SP1, Platform Update and "Update for Universal C Runtime in Windows". TurboHUD - fixed: buff index # 1 for power sno 483967 (season 19 "pandemonium" buff) had no icon texture (id \u003d 2386284472)
Don "t panicHUD is protected by ConfuserEx and it produces an .exe file which is considered as "suspicious" or "possible trojan" for many virus scanners. Read this thread if you have antivirus problems:
Legal
TurboHUD is not affiliated to Activision Blizzard and it may go against game TOS / EULA: Blizzard Entertainment: Battle.net End User License Agreement
Diablo is a registered trademark of Blizzard Entertainment, Inc.Since TurboHUD was introduced I haven "t got any notification from Blizzard regarding TurboHUD. Active Diablo 3 players posted multiple questions on official battle.net forums asking for an official statement without any clear conclusion. When a statement from Blizzard / or a legal C&D letter / forbids the release of TurboHUD then it will be immediately removed from the Internet and the development will be halted.
In the meanwhile TurboHUD is accessible as-is, free for every player, only for non-competetive gameplay, and serves as a gameplay-experience enchancement.
BATTLE.NET TOS / EULA states the following under C.v. : "... however, that Blizzard may, at its sole and absolute discretion, allow the use of certain third-party user interfaces; ..."
However Blizzard employee posted this on Battle.Net forums:Third party addons of any kind are strictly prohibited. While any kind of botting software falls clearly under violation of our Terms of Service, for Diablo III, this also includes any kind of overlay software, map hacks, or any other addons or alterations to the client. Addons are not supported for Diablo III and use of them may result in account warnings or permanent account closure.
I highly recommend for every user in the TOP100 on any leaderboard: do not use TurboHUD or any other tools!
If you do, then you may risk your account, the fair competition and the future of TurboHUD as well.TurboHUD is not related to the hacked versions (especially Chinese mods) and I am strongly against the concept of releasing such a tools for public use. Widespread use of those will probably result bans and they undermines our belief that TurboHUD is a non-game-changing improvement made for casual players.
I do not take any responsibility for any derivative work based on TurboHUD. In case of any derivative gets banned by Blizzard then it will probably create a domino-effect and they will ban the regular TurboHUD players as well.Support
Donations are no longer accepted due to the lack of interest lately. HUD is on life support (just like the game itself).
Thank you all who donated in the past.If anybody asks you to pay for a new feature in TurboHUD then it is a scam and you will loose your money.
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