Diablo Immortal

Fell Vicious Demons With New Legendary Items

Blizzard Entertainment

Well met, and well struck, adventurer. Since our last meeting, you’ve bolstered the stockpiles of Westmarch’s armory, claimed the Wayfarer’s offering, and cleaved through returning events. This content update introduces new Legendary Items, more events to fight through for Iron Stockpile, and more.

As with previous content updates, there will be server maintenance starting on April 15, from 5 p.m.–7 p.m. PDT for Oceania, East Asia, Southeast Asia, and Europe servers, and on April 16, from 1 a.m.–3 a.m. PDT for servers in the Americas. After the maintenance has concluded, all items mentioned below will be live—specific dates for any features going live afterward are provided below.


Codex

New Legendary Items and Balance Changes

Iron Stockpile Events

Returning Events

Feature Updates

Bug Fixes


New Legendary Items

These new Legendary items can be obtained as a drop in Inferno VI and higher difficulties.

Barbarian

Cataclysm Rake (Shoulders): Sunder now jumps to a target location, creating fissures in the ground that erupt when you use Ground Stomp or Leap, damaging and knocking enemies airborne.

Nail Toe (Pants): Ground Stomp now smashes the ground and conjures an ancestral spirit that performs multiple Ground Stomps before disappearing, damaging all nearby enemies.

Munchgrin (Helm): Ground Stomp also increases your Critical Hit Chance by 4% for 3 seconds for each enemy hit, up to a maximum of 12%.

Pulp Maker (Off Hand): Ground Stomp cooldown reduced by .2 seconds for each enemy hit, up to a maximum of 1 second.

Terrible Divide (Main Hand): Leap now jumps to a target location, damaging all nearby enemies, and can be used up to two more times in quick succession, each dealing more damage in a larger radius than the previous.

Vagrant Mercenary (Chest): Sunder also reduces enemy Movement Speed by 30% and prevents their use of Dash skills for 2 seconds.

Blood Knight

Engulfed Spirit (Helm): Transfusion also increases your damage by 4% for 3 seconds for each enemy hit, up to a maximum of 12%.

First Bloodwalker (Main Hand): When Umbral Lance hits the same enemy 3 times within 3 seconds, it deals additional damage.

Haera's Cage (Chest): Transfusion now pulls in all nearby enemies, damaging them and granting you an absorb shield based on the number of enemies gathered.

Hunter's Whirl (Shoulders): Umbral Lance cooldown is reduced by .2 seconds for each enemy hit within 6 seconds, up to a maximum of 1 second of reduction.

Lost Companions (Off Hand): Umbral Lance now throws several spears in all directions that return to you, damaging enemies in their path.

Night's Charge (Pants): Sanguinate now teleports you to a target location, damaging all nearby enemies and knocking them airborne.

Crusader

Blest Offense (Pants): Shield Glare also grants you a shield for 1.5 seconds that absorbs damage for each enemy hit, up to a maximum of 3 enemies contribute to the shield. When the shield disappears, it deals damage based on its absorb value.

Fine Misfortune (Helm): Fist of the Heavens now empowers you with lightning, and when your next skill hits an enemy, lightning bolts will rain down on that location.

Keenmail (Chest): Falling Sword also shatters enemy armor, increasing your Critical Hit Chance against them by 8% for 3 seconds.

The Clobber (Main Hand): Falling Sword now charges to a target, damaging all enemies at the location.

Proven Reprove (Off Hand): Shield Glare now places you in a counterattack stance, during which receiving an attack from close range will cause you to burst with light, damaging and Blinding all nearby enemies, and increasing the damage they take.

Squash Tocks (Shoulders): Fist of the Heavens also increases the Critical Hit Damage enemies take by 8% for 2 seconds, up to a maximum of 24%.

Demon Hunter

Dusky Courier (Main Hand): Smoke Screen maximum charges increased by 1.

Eyeless Watch (Helm): Sentry now summons a rope turret that fires at surrounding enemies, attaching ropes and pulling them in. Affected enemies are unable to use Dash Skills and will be Stunned if they move outside the turret's range.

Fated Scorpion (Off Hand): Sentry triggers a small explosion when destroyed, dealing additional damage and Stunning enemies for 2 seconds.

Fire Piper (Pants): Knife Trap now summons moving traps that automatically attack nearby enemies Burning them.

Maiming Echo (Shoulders): Damage dealt by Knife Trap to the same enemy within 2 seconds is increased by 6%, stacking up to a maximum of 18%.

Seditious Breath (Chest): Smoke Screen now throws a grenade at a target location, creating an area of dust that Slows enemies by 50% and causes Burning enemies to explode.

Monk

Calm Within Rage (Helm): Shield of Zen also increases your Evasion Rating by 10% while active.

Immovable Force (Shoulders): Mystic Strike also grants you immunity to knockback effects for 2 seconds.

Malward (Chest): Wave Strike also increases your Critical Hit Chance by 4% for 3 seconds, up to a maximum of 12%.

Reversed Transgressions (Pants): Breath of Heaven now deals damage to nearby enemies and turns them into golden statues, preventing them from moving or attacking. Once free from the gold, enemies will take additional damage relative to the damage they received as a statue.

Sacred Echoes (Main Hand): Shield of Zen now empowers you, causing a mystic palm to fall upon a random nearby enemy when you use a Skill, and additionally conjuring an avatar of the sky after the third skill used, dealing damage to all nearby enemies.

Steadfast Strike (Off Hand): Wave Strike now slams the ground to damage nearby enemies and can be used two more times in quick succession.

Necromancer

Blighted Crop (Main Hand): Critical hits with Bone Spirits trigger Soulfire Novas that deal additional damage. Cannot occur more often than once every second, and subsequent damage from multiple novas to the same enemy will be reduced by 50%.

Corpse Draggers (Pants): Dark Curse now unleashes a wave that damages all nearby enemies. It charges energy as you move that increases the damage of the wave.

Death's Egress (Off Hand): Bone Spirits now draws essence from nearby enemies, conjuring a Bone Spirit for each enemy affected that rapidly orbits you, damaging enemies it passes through.

Spare Ribs (Shoulders): Bones Spikes shatters enemy armor increasing the damage they take by 4% for 3 seconds, up to a maximum of 12%.

Three on a Pig Post (Chest): Dark Curse also pulls in enemies hit, but cannot occur more often than once every 6 seconds to the same enemy.

Valehallow's Head (Helm): Bone Spike now grants you a mount, increasing your Movement Speed and making you immune to knockback effects. Your mount damages and knocks back enemies as it moves.

Tempest

Tidebreakers (Main Hand): Riptide increases your damage done by 4% for 3 seconds for each enemy hit, up to a maximum of 12%.

Jagged Conch (Off Hand): When Blade Dance hits an enemy, it applies Wind Shackles for 3 seconds, dealing additional damage for every 5 attacks the enemy receives.

Hanalaguu's Armada (Chest): Riptide now surrounds you and your Zephyrs with swirling tides, continually damaging all nearby enemies.

Mistwalkers (Pants): Breaker now makes you untargetable as you dash on a wave, damaging enemies along your path and conjuring a Zephyr.

Stormlost's Visage (Helm): Blade Dance now pulls all nearby enemies to you and prevents them from using Dash skills.

Shroud of the Atoned (Shoulders): Breaker cooldown is reduced by .1 seconds for every enemy you damage, up to a maximum of 3 seconds.

Wizard

Equalizer (Main Hand): Each time you use a skill, your next Magic Missile turns into a flaming missile if cast within 5 seconds, which explodes on impact to deal additional damage to nearby enemies. You can accumulate up to 3 flaming missiles.

Fiery Revenge (Pants): Teleport is now imbued with fire, damaging and Burning nearby enemies when you arrive at your target location.

Flame's Superiority (Off Hand): Ice Armor instead radiates with fire, Burning nearby enemies and increasing your Critical Hit Chance against Burning enemies.

Horned Veil (Helm): Scorch now launches a ball of fire that damages and Burns enemies along its path, conjuring a number of firebolts to orbit you equal to the number of enemies Scorch inflicted with Burn.

Ice Guard (Chest): Ice Armor grants immunity to knockback effects while active. Fiery Revenge (Pants): Teleport is now imbued with fire, damaging and Burning nearby enemies when you arrive at your target location.

Insult to Injury (Shoulders): Damage dealt by Scorch to the same enemy within 2 seconds is increased by 8%, stacking up to a maximum of 24%.

Balance Changes

Barbarian

Shackled Fate (Chained Spear): range reduced from 8 yards to 5 yards.

Flickertonne (Hammer of the Ancients): energy generation from Skills is reduced from 20 to 10.

Tempest

Skein-Parter (Rolling Surf): blade range reduced from 8 yards to 6 yards.

Crusader

The Yawning Rose (Judgment): Fall time of the fire blast is increased from .5 seconds to 1 seconds.

Necromancer

Wiltbloom (Command Golem): Damage reduction is reduced to 40% from 50%.

Defiling Swarm (Grim Scythe): Hit radius of the scythes are reduced by 33%. Orbit radius around the player is increased from 2 to 2.5 yards.

Developer’s Note: Several PvP classes are overperforming in PvP combat, so we’re going to reduce their damage potential to bring it more in line with other classes. The changes are aimed around reducing lethality by adjusting range and frequency which is aimed to not affect their overall PvE output.

Additionally, considering the recent increases to damage reduction for ranged classes we’re increasing the defensive capabilities for Necromancers to bring them closer to where they were prior to increasing their baseline damage reduction.

The following change is a bug fix for the newest Battlegrounds Map:

Conjuration of Light (Baseline): Cooldown increased from 26.1 seconds to 29 seconds. Effect duration will be reduced by 50% if you use Conjuration of Light again within 16 seconds.

Monk

Inner Sanctuary (Baseline): Cooldown increased from 20 seconds to 24 seconds.

Back to Top


Iron Stockpile Events

One can never have too many deadly bits of iron in their armory. From April 2, 3 a.m.–April 30, 3 a.m. server time bolster the stockpiles of Westmarch’s armory by completing different tasks.

Fractured Plane

April 16, 3 a.m.—April 23, 3 a.m. server time

Wild Brawl

April 23, 3 a.m.—April 30, 3 a.m. server time

For more details on Iron Stockpile, you can read our blog here.

Back to Top


Returning Events

Alley of Blood

April 18, 3 a.m.—April 21, 3 a.m. server time

All Clans on Deck

April 19, 3 a.m.—April 26, 3 a.m. server time

Adventurer’s Path

April 26, 3 a.m.—May 4, 3 a.m. server time

Back to Top


Feature Updates

Legendary Gem Drop Pool Changes

After this update, some Legendary Gems will be removed from the standard drop pool to help make it more efficient, with the total number of gems in the pool now being 48. The gems that were selected to be removed were based off the Gems that were selected the least during the latest Modified Gem Drop pool, which was available on March 25.

The number of gems for each Quality level is now 16. The removed Legendary Gems can be re-added to the drop pool by self-selection, and a maximum of 1 gem of each rank level can be selected.

Following this update, the following Legendary Gems will be removed from the standard drop pool.

5-Star Legendary Gem: Hilt of Many Realms

2-Star Legendary Gem: Tear of the Comet

1-Star Legendary Gem: The Black Rose

Season 12 Challenge Rift

The Season 11 Challenge Rift ends on April 28 as the new Season 12 begins at the same time, and then ends on June 19. Challenge Rift levels will increase from 450 to 500, and Combat Ratings for levels 431 to 450 will be lowered.

Helliquary Changes

The Opening the Helliquary questline will now unlock at Level 60, previously available at Level 36. A note to the wise, you’ll need to complete this questline to change difficulties from Normal to Hell I.

Changes to Destruction’s Call

We are making some changes to being placed in a match for Destruction’s Call. You’ll only be placed in the Destruction’s Call arena once there’s enough players to begin a match, allowing you to continue playing while waiting for a match to begin. Additionally, Destruction’s Call will now be available to help you get into other matches.

Back to Top


Bug Fixes

Looking for the latest round of hotfixes and bug fixes implemented for Diablo Immortal? Check here for all-platform fixes—updated on Tuesdays.

May you ascend to new demon -cleaving heights!
—The Diablo Immortal Team

Back to Top