Where to find Charms | Diablo II: Resurrected

Farming for Charms can feel complicated, because it is. But do you know how to find the Charm you want? Charms have two randomized factors on top of other layers of rules.

Charms have a Prefix and a Suffix. For example:

(Shimmering) Small Charm of (Good Luck) — where (Shimmering) is the Prefix, and (Good Luck) is the Suffix.

Prefixes and Suffixes have specific levels where the item you want can drop. To find the zone levels in Diablo II: Resurrected go to this page. This allows you to find the spot in Sanctuary where you must farm over and over until the item you want drops.

In this example, Small Charms with the (Shimmering) prefix drop in level 33 zones or higher. But it won’t ever drop in a zone below level 33. The Charm will be the same level as the monster you killed. If it drops in Halls of Anguish (Hell difficulty) where monsters are level 83, the Small Charm will be the same level as that monster.

However, there is a Horadric Cube recipe that allows you to re-roll the Suffix for that Shimmering Small Charm (or other Charm type).

Add the desired Charm to the Horadric Cube, and add 3 Perfect Gems (any kind). Then transmute. You will get a random magic item of the same type. If you don’t get a Shimmering Small Charm of Good Luck, repeat the same process. It is basically a sort of Gambling within the Horadric Cube.

Perfect Gems drop in Nightmare and Hell difficulty in Act 4: Chaos Sanctuary.

You can also craft a Perfect Gem by adding three Flawless Gems of the same type/color into the Horadric Cube and trasmuting them into a Perfect Gem of that type/color. Example: three Flawless Topaz can be transmuted into a Perfect Topaz.

Flawless Gems can drop in Nightmare Difficulty in Act 3 (Spider Forest, Flayer Jungle, Great Marsh).

Monsters Level by Zone | Diablo II: Resurrected

This article illustrates the zone level for Normal, Nightmare and Hell difficulty. You can easily find what zones to farm a specific item you are looking for: whether a charm, rune, gem, or gear.

ZONE LEVELLOCATION
1 Blood Moor (Act 1)
Den of Evil (Act 1)
2 Cold Plain (Act 1)
The Cave Level 1-2 (Act 1)
3 Burial Grounds (Act 1)
The Crypt (Act 1)
Mausoleum (Act 1)
4 Stony Field (Act 1)
Underground Passage Level 1-2 (Act 1)
5 Dark Wood (Act 1)
The Hole Level 1-2 (Act 1)
6 Black Marsh (Act 1)
Tristram (Act 1)
7 The Pit Level 1-2 (Act 1: Tamoe Highlands)
Tower Cellar Level 1-5 (Act 1: Black Marsh)
8 Tamoe Highland (Act 1)
Monastery Gate (Act 1: Tamoe Highlands)
9 Outer Cloister (Act 1: Rogue Monastery)
Barracks (Act 1: Rogue Monastery)
10 Jail Level 1-3 (Act 1: Rogue Monastery)
Inner Cloister (Act 1: Rogue Monastery)
11 Cathedral (Act 1: Rogue Monastery)
Catacombs Level 1-2 (Act 1: Rogue Monastery)
12 Catacombs Level 3-4 (Act 1: Rogue Monastery)
Stony Tomb Level 1-2 (Act 2: Rocky Waste)
Halls of the Dead Level 1 (Act 2: Dry Hills)
13 Sewers Level 1-2 (Act 2: Lut Gholein)
Harem Level 2 (Act 2: Lut Gholein)
Palace Cellar Level 1-3 (Act 2: Lut Gholein)
Halls of the Dead Level 2-3 (Act 2: Dry Hills)
14 Rocky Waste (Act 2)
Sewers Level 3 (Act 2: Lut Gholein)
Claw Viper Temple Level 1-2 (Act 2: Valley of Snakes - after Lost City)
Arcane Sanctuary (Act 2: Lut Gholein Palace)
15 Dry Hills (Act 2)
16 Far Oasis Act 2)
Canyon of the Magi (Act 2: Via the Arcane Sanctuary in Lut Gholein Palace)
17 Lost City (Act 2)
Maggot Lair Level 1-3 (Act 2: Far Oasis)
Ancient Tunnels (Act 2: Lost City)
Tal Rasha's Tomb (Act 2: Canyon of the Magi)
Tal Rasha's Chamber (Act 2: Tal Rasha's Tomb in Canyon of the Magi)
18 Valley of Snakes (Act 2)
21 Spider Forest (Act 3)
Great Marsh (Act 3)
Arachnid Cave (Act 3: Spider Forest)
Spider Cavern (Act 3: Spider Forest)
Swampy Pit Level 1-3 (Act 3: Flayer Jungle)
22 Flayer Jungle (Act 3)
Lower Kurast (Act 3)
Kurast Bazaar (Act 3)
Flayer Dungeon Level 1-3 (Act 3: Flayer Jungle)
23 Upper Kurast (Act 3)
Sewers Level 1 (Act 3: Kurast Bazaar and Upper Kurast)
Ruined Temple (Act 3: Kurast Bazaar)
Disused Fane (Act 3: Kurast Bazaar)
Forgotten Reliquary (Act 3: Upper Kurast)
24 Kurast Causeway (Act 3: bridge between Upper Kurast and Travincal)
Travincal (Act 3)
Sewers Level 2 (Act 3: Kurast Bazaar or Upper Kurast)
Forgotten Temple (Act 3: Upper Kurast)
Ruined Fane (Act 3: Kurast Causeway)
Disused Reliquary (Act 3: Kurast Causeway)
Bloody Foothills (Act 5: outside Harrogath)
25 Durance of Hate Level 1-3 (Act 3: Travincal)
Frigid Highlands (Act 5)
26 Outer Steppes (Act 4: outside Pandemonium Fortress)
Plains of Despair (Act 4)
Arreat Plateau (Act 5)
27 City of the Damned (Act 4)
River of Flame (Act 4)
Frozen Tundra (Act 5)
28 Chaos Sanctuary (Act 4: where Diablo is fought)
Secret Cow Level (Add Wirt's Leg from Tristram + Tome of Portal to Horadric Cube while in Act 1: Rogue Camp)
29 Crystalline Passage (Act 5)
Frozen River (Act 5)
Glacial Trail (Act 5)
Drifter Cavern (Act 5: Glacial Trail)
Ancient's Way (Act 5)
Icy Cellar (Act 5: Ancient's Way)
32 Nihlathak's Temple (Act 5)
33 Halls of Anguish (Act 5: Nihlatak's Temple)
34 Halls of Pain (Act 5: Nihlatak's Temple)
36 Halls of Vaught (Act 5: Nihlatak's Temple)
37 Arreat Summit (Act 5)
39 Abbadon (Act 5: Frigid Highlands)
Pit of Acheron (Act 5: Arreat Plateau)
Infernal Pit (Act 5: Frozen Tundra)
The Worldstone Keep Level 1 (Act 5)
40 The Worldstone Keep Level 2 (Act 5)
42 The Worldstone Keep Level 3 (Act 5)
43 Worldstone Chamber (Act 5: Baal)
ZONE LEVELLOCATION
36 Blood Moor (Act 1: outside the Rogue Camp)
Cold Plains (Act 1)
Den of Evil (Act 1: Blood Moor)
The Cave Level 1 (Act 1: Cold Plains)
Burial Grounds Act 1: near Cold Plains)
37 Stony Field (Act 1)
Underground Passage Level 1 (Act 1: tunnel that connects Cold Plains and Dark Wood)
The Cave Level 2 (Act 1: Cold Plains)
Crypt (Act 1: Burial Grounds, near Cold Plains)
Mausoleum (Act 1: Burial Grounds, near Cold Plains)
38 Dark Wood (Act 1)
Black Marsh (Act 1)
The Hole Level 1 (Act 1: Black Marsh)
Underground Passage Level 2 (Act 1: tunnel that connects Cold Plains and Dark Wood)
Tower Cellar Level 1 Act 1: Black Marsh)
39 Tamoe Highland (Act 1)
The Pit Level 1 (Act 1: Tamoe Highland)
The Hole Level 2 (Act 1: Black Marsh)
Tower Cellar Level 2 Act 1: Black Marsh)
Tristram (Act 1: Accessed via Cairne Stones in Stony Field)
40 The Pit Level 2 (Act 1: Tamoe Highland)
Tower Cellar Level 3 (Act 1: Black Marsh)
Monastery Gate (Act 1)
Outer Cloister (Act 1: Rogue Monastery)
Barracks (Act 1: Rogue Monastery)
41 Tower Cellar Level 4 (Act 1: Black Marsh)
Jail Level 1-3 (Act 1: Rogue Monastery)
Inner Cloister (Act 1: Rogue Monastery)
42 Tower Cellar Level 5 Act 1: Black Marsh)
Cathedral (Act 1: Rogue Monastery, near Inner Cloister)
Catacombs Level 1-2 Act 1: Rogue Monastery)
43 Catacombs Level 3-4 Act 1: Rogue Monastery)
Rocky Waste (Act 2: outside Lut Gholein's gate)
Sewers Level 1-2 (Act 2: Lut Gholein)
44 Sewers Level 3 (Act 2: Lut Gholein)
Stony Tomb Level 1-2 (Act 2: Rocky Waste)
Dry Hills (Act 2)
Halls of the Dead Level 1 (Act 2: Dry Hills)
45 Halls of the Dead Level 2-3 (Act 2: Dry Hills)
Far Oasis (Act 2)
Maggot Lair Level 1-2 (Act 2: Far Oasis)
46 Lost City (Act 2: beyond Far Oasis)
Valley of Snakes (Act 2: beyond Lost City)
Maggot Lair Level 3 (Act 2: Far Oasis)
Ancient Tunnels (Act 2: sewer beneath Lost City)
47 Harem Level 2 (Act 2: Lut Gholein palace)
Palace Cellar Level 1-2 (Act 2: Lut Gholein palace)
Claw Viper Temple Level 1-2 (Act 2: Valley of Snakes, beyond Lost City)
48 Palace Cellar Level 3 (Act 2: Lut Gholein palace)
Arcane Sanctuary (Act 2: inside Lut Gholein palace; or waypoint)
Canyon of the Magi (Act 2: accessed via red portal in the Arcane Sanctuary in the Lut Gholein palace after killing The Summoner; or waypoint)
49 Tal Rasha's Tomb (Act 2: Canyon of the Magi)
Tal Rasha's Chamber (Act 2: Tal Rasha's Tomb in Canyon of the Magi)
Spider Forest (Act 3)
50 Great Marsh (Act 3)
Flayer Jungle (Act 3)
Arachnid Lair (Act 3: Spider Forest)
Spider Cavern (Act 3: Spider Forest)
51 Swampy Pit Level 1-3 (Act 3: Flayer Jungle)
Flayer Dungeon Level 1-3
52 Lower Kurast (Act 3)
Kurast Bazaar (Act 3)
Upper Kurast (Act 3)
Sewers Level 1 (Act 3: Kurast Bazaar or Upper Kurast)
53 Kurast Causeway (Act 3: bridge between Upper Kurast and Travincal)
Sewers Level 2 (Act 3: Kurast Bazaar or Upper Kurast)
Ruined Temple (Act 3: Kurast Bazaar)
Disused Temple (Act 3: Kurast Bazaar)
Forgotten Reliquary (Act 3: Upper Kurast)
54 Travincal (Act 3)
Forgotten Temple (Act 3: Upper Kurast)
Ruined Fane (Act 3: Kurast Causeway -- bridge between Upper Kurast and Travincal)
Disused Reliquary Kurast Causeway -- bridge between Upper Kurast and Travincal)
55 Durance of Hate Level 1-3 (Act 3: Travincal)
56 Outer Steppes (Act 4: outside the Pandemonium Fortress)
Plains of Despair (Act 4: beyond Outer Steppes)
57 City of the Damned (Act 4: beyond Plains of Despair)
River of Flame (Act 4: stairway into lava pit in City of the Damned)
58 Chaos Sanctuary (Act 4: where Diablo is fought)
Bloody Foothills (Act 5: outside Harrogath's gate)
59 Frigid Highlands (Act 5)
60 Arreat Plateau (Act 5)
Frozen Tundra (Act 5)
Abaddon (Act 5: Frigid Highlands)
61 Crystalline Passage (Act 5)
Frozen River (Act 5: within Crystalline Passage)
Glacial Trail (Act 5: past Crystalline Passage)
Drifter Cavern (Act 5: within Glacial Trail)
Pit of Acheron (Act 5: within Arreat Plateau)
62 Infernal Pit (Act 5: within Frozen Tundra)
Ancient's Way (Act 5: beyond Frozen Tundra)
Icy Cellar (Act 5: within Ancient's Way)
63 Nihlatak's Temple (Act 5)
Halls of Anguish (Act 5: Nihlatak's Temple)
64 Secret Cow Level (Add Wirt's Leg from Tristram + Tome of Portal inside the Horadric Cube to open red portal within Act 1: Rogue Encampment)
Halls of Pain (Act 5: Nihlatak's Temple)
Halls of Vaught (Act 5: Nihlatak's Temple)
65 The Worldstone Keep Level 1-2 (Act 5)
66 The Worldstone Keep Level 3 (Act 5)
Throne of Destruction (Act 5)
Worldstone Chamber (Act 5: Baal)
ZONE LEVELLOCATION
67 Blood Moor (Act 1: ouside the Rogue Encampment)
68 Cold Plains (Act 1)
Stony Field (Act 1)
Dark Wood (Act 1)
69 Underground Passage Level 1 (Act 1: tunnel connecting Stony Field and Dark Wood)
Black Marsh (Act 1)
Tamoe Highland (Act 1)
70 Monastery Gate (Act 1: Tamoe Highland)
Outer Cloister (Act 1: Rogue Monastery)
Barracks (Act 1: Rogue Monastery)
71 Jail Level 1-3 (Act 1: Rogue Monastery)
72 Inner Cloister (Act 1: Rogue Monastery)
Cathedral (Act 1: Rogue Monastery, beyond Inner Cloister)
Catacombs Level 1 (Act 1: Rogue Monastery)
73 Catacombs Level 2-4 (Act 1: Rogue Monastery)
74 Sewers Level 1-2 (Act 2: Lut Gholein)
75 Tower Cellar Level 1 (Act 1: Black Marsh)
Sewers Level 3 (Act 2: Lut Gholein)
Rocky Waste (Act 2: outside Lut Gholein's gate)
76 Tristram (Act 1: via Cairne Stones in Stony Field)
Tower Cellar Level 2 (Act 1: Black Marsh)
Dry Hills (Act 2)
Far Oasis (Act 2)
77 The Cave Level 1 (Act 1: Cold Plains)
Tower Cellar Level 3 (Act 1: Black Marsh)
Lost City (Act 2)
Valley of Snakes (Act 2: beyond Lost City)
78 The Cave Level 2 (Act 1: Cold Plains)
Tower Cellar Level 4 (Act 1: Black Marsh)
Harem Level 2 (Act 2: Lut Gholein palace)
Palace Cellar Level 1-3 (Act 2: Lut Gholein palace)
Stony Tomb Level 1 (Act 2: Rocky Wastes -- outside Lut Gholein's gate)
79 Den of Evil (Act 1: Blood Moor -- outside the Rogue Encampment)
Tower Cellar Level 5 (Act 1: Black Marsh)
Halls of the Dead Level 1 (Act 2: Dry Hills)
Arcane Sanctuary (Act 2: inside Lut Gholein palace)
Canyon of the Magi (Act 2: waypoint; or kill The Summoner in the Arcane Sanctuary -- inside the Lut Gholein palace -- to open a red portal to this location)
Stony Tomb (Act 2: Rocky Wastes -- outside Lut Gholein's gate)
Spider Forest (Act 3)
Arachnid Lair (Act 3: Spider Forest)
Spider Cavern (Act 3: Spider Forest)
80 Burial Grounds (Act 1: near Cold Plains)
The Hole Level 1 (Act 1: Black Marsh)
Tal Rasha's Tomb (Act 2: Canyon of the Magi)
Tal Rasha's Chamber (Act 2: in Tal Rasha's Tomb, via Canyon of the Magi)
Great Marsh (Act 3)
Flayer Jungle (Act 3)
Swampy Pit Level 1 (Act 3: Flayer Jungle)
Lower Kurast (Act 3)
Bloody Foothills (Act 5: outside of Harrogath's gate)
81 The Hole Level 2 (Act 1: Black Marsh)
Secret Cow Level (Add a Wirt's Leg from Tristram Hell difficulty + Tome of Portal in the Horadric Cube within Act 1: Rogue Encampment to open a red portal)
Halls of the Dead Level 2 (Act 2: Dry Hills)
Swampy Pit Level 2 (Act 3: Flayer Jungle)
Kurast Bazaar (Act 3)
Upper Kurast (Act 3)
Kurast Causeway (Act 3: bridge between Upper Kurast and Travincal)
Flayer Dungeon Level 1 (Act 3: Flayer Jungle)
Frigid Highlands (Act 5)
Arreat Plateau (Act 5)
Frozen Tundra (Act 5)
Abaddon (Act 5: within Frigid Highlands)
82 Halls of the Dead Level 3 (Act 2: Dry Hills)
Claw Viper Temple Level 1 (Act 2: Valley of Snakes -- beyond Lost City)
Flayer Dungeon (Act 3: Flayer Jungle)
Swampy Pit Level 3 (Act 3: Flayer Jungle)
Travincal (Act 3)
Outer Steppes (Act 4: outside the Pandemonium Fortress)
Crystalline Passage (Act 5)
Ancient's Way (Act 5)
Pit of Acheron (Act 5: Arreat Plateau)
83 Crypt (Act 1: Burial Grounds, near Cold Plains)
Underground Passage Level 2 (Act 1: tunnel connecting Stony Field and Dark Wood)
Claw Viper Temple Level 2 (Act 2: Valley of Snakes, beyond Lost City)
Flayer Dungeon Level 3 (Act 3: Flayer Jungle)
Durance of Hate Level 1-3 (Act 3: Travincal)
Plains of Despair (Act 4)
Frozen River (Act 5: within Crystalline Passage)
Glacial Trail (Act 5: beyond Crystalline Passage)
Icy Cellar (Act 5: within Ancient's Way)
Nihlathak's Temple (Act 5)
Halls of Anguish (Act 5: Nihlathak's Temple)
Infernal Pit (Act 5: within Frozen Tundra)
84 Maggot Lair Level 1-2 (Act 2: Far Oasis)
Sewers Level 1 (Act 3: Kurast Bazaar or Upper Kurast)
Ruined Temple (Act 3: Kurast Bazaar)
Disused Fane (Act 3: Kurast Bazaar)
Forgotten Reliquary (Act 3: Upper Kurast)
City of the Damned (Act 4)
Drifter Cavern (Act 5: within Glacial Trail)
Halls of Pain (Act 5: Nihlathak's Temple)
Halls of Vaught (Act 5: Nihlathak's Temple)
85 Mausoleum (Act 1: within Burial Grounds -- near Cold Plains)
The Pit Level 1-2 (Act 1: Tamoe Highland)
Maggot Lair Level 3 (Act 2: Far Oasis)
Ancient Tunnels (Act 2: sewer beneath Lost City. Click the trap door)
Sewers Level 2 (Act 3: beneath Kurast Bazaar or Upper Bazaar)
Forgotten Temple (Act 3: Upper Kurast)
Ruined Fane (Act 3: Kurast Causeway -- bridge between Upper Kurast and Travincal)
Disused Reliquary (Act 3: Kurast Causeway -- bridge between Upper Kurast and Travincal)
River of Flame (Act 4: stairway within lava pit in City of the Damned)
Chaos Sanctuary (Act 4: where Diablo is fought)
The Worldstone Keep Level 1-3 (Act 5)
Throne of Destruction (Act 5)
Worldstone Chamber (Act 5: Baal)

Diablo Immortal Special Events with Cutscenes

Diablo Immortal Beta will take place sometime in 2021, as stated in the August 3 update blog:

With only 76 days remaining in 2021, and signs that point to a really close Beta announcement, it seems like a good time to share some cool things I found while playing Diablo Immortal Closed Alpha (which lasted from April 24 – June 30, 2021).

One of those cool things I found felt more like a sneak peek into what Blizzard Entertainment might be planning after the game launches — in terms of new content updates every few months, and new expansions — and I say sneak peek, because there was not a lot of this specific feature in closed alpha.

Diablo II: Resurrected a Month after Launch

Diablo II: Resurrected is the best Blizzard-game-remaster when it comes to technology innovation. I mean, really? A 3D layer on top of the old game’s code and graphics. As Rob Galleriani responded to my question during the BlizzConline D2R Press Q&A:

Blizzplanet (Tomas Hernandez): What kind of technologies or tools were used to superimpose 3D over the old 2D sprite engine?

Gallerani: Magic! No. Basically, what it is… the game has the 2D sprites running underneath. It’s actually always running. At the press of a button, you can flip over to it (toogle) and you’ll see them.

We have a 3D engine on top that is being told what to do by those sprites; and so in a modern game, usually you have like 3D collision, and… Oh, you know, there’s an attack sphere on a sword, and when the attack sphere hits a vulnerabilities around a monster and like that’s how it works.

That’s not how ours works. The only reason for our visual engine is to run things that are visuals, right? So there’s a little bit of geometry and collision because of clutting or if a monster’s bones get scattered on the ground, like the bone bounces off the ground, but all of the logic is it’s pretty much being run by that sprite engine.

And so that’s pretty much what the purpose of that engine is. It is a visual only engine. It’s almost like a puppet, and the original game is the puppeteer.

The game looks beautiful, detailed, and the console controller support for Windows 10 PC truly makes the game shine. This game feels like it was always meant to be played with a console controller. I haven’t had this much fun since Diablo Immortal. You can tell by the many hours I have already put into Diablo II: Resurrected.

Mephisto (Normal) with Summoner Druid

Early on, I tried a Summoner and Wind build against Duriel. I learned something from that aweful experience. Pets are too weak to last 2 seconds against Duriel, and Tornado is too expensive with only 15 mana resource, leaving my pet re-summoning dry. It didn’t go too well. I did defeat Duriel eventually without dying, but it was costly in gold with the countless mana potions and health potions and scrolls of town portal.

For Mephisto, a few hours later, I wanted to try a different build. I went to Akara to use the respec option.

This time I placed all my Skill points in the Summoning Skill Tree. What a damn good difference. I went through Act II quests, and found myself barely drinking mana potions.

Paladin Skills | Diablo II: Resurrected

The Knights of Westmarch who felled the armies of mighty Leoric are pure at heart and closely follow the teachings of Zakarum, the Religion of the Light. A battle-ready warrior for whom faith is a shield, the Paladin fights for what he believes to be right. His steadfastness gives him powers to bestow blessings to his friends and wreak cruel justice on foes. There are those who call the Paladin an overwrought zealot, but others recognize in him the strength and goodness of the Light.

PrayerWhen active, aura slowly regenerates the life of you and your party. Required Level: 1.

First level

Heals +2
Radius: 10.7 yards
Mana Cost: 1 per sec
CleansingWhen active, aura reduces the length of time you and your party will remain poisoned or cursed. Required Level: 12

Prayer: +2 Life healed every 2 sec.

First Level

Duration reduced by 39%
Radius: 10.7 yards

CLEANSING RECEIVES BONUSES FROM:

Prayer
MeditationWhen active, aura increases mana recovery for you and your party. Required level: 24.

Prayer: +2 Life healed every 2 sec.

First Level

Mana Recovery Rate: +300%
Radius: 10.7 yards

MEDITATION RECEIVES BONUSES FROM:

Prayer
DefianceWhen active, aura increases the defense of you and your party. Required Level: 6.

First Level

Defense: +70%
Radius: 10.7 yards
VigorWhen active, aura increases stamina recovery rate, maximum stamina, and movement speed for you and your party. Required Level: 18.

First Level

Run/Walk Speed: +13%
Max Stamina: +50%
Stamina Recovery Rate: +50%
Radius: 10.7 yards
RedemptionWhen active, aura attempts to redeem the souls of slain enemies to give you life and mana. Required Level: 30.

Radius: 10.7 yards.

First Level

Chance to redeem soul: 24%
Life/Mana Recovered: 25
Resist FireWhen active, aura decreases fire damage done to you and your party. Required Level: 1

First Level

Resist Fire: +53%
Radius: 10.7 yards
Resist ColdWhen active, aura decreases cold damage done to you and your party. Required Level: 6.

First Level

Resist Cold: +53%
Radius: 10.7 yards
Resist LightningWhen active, aura decreases lightning damage done to you and your party. Required Level: 12.

First Level

Resisting Lightning: 53%
Radius: 10.7 yards
SalvationWhen active, aura decreases fire, cold and lightning damage done to you and your party. Required Level: 30.

First Level

Resist All: +61%
Radius: 10.7 yards
MightWhen active, aura increases the damage done by you and your party. Required Level: 1.

First Level

Damage: +40%
Radius: 10.7 yards
Blessed AimWhen active, aura increases the attack rating for you and your party. Required Level: 12.

First Level

Attack Rating: +75%
Radius: 10.7 yards
ConcentrationWhen active, aura increases the damage and decreases the chance that the attack will be interrupted for you and your party. Required Level: 18.

Chance interruptable: 20%.

First Level

Damage: +60%
Radius: 10.7 yards
FanatismWhen active, aura increases damage, attack speed and attack rating for you and your party. Required Level: 30.

First Level

Attack Rating: +40%
Your Damage: +50%
Party Damage: +25%
Attack Speed: +14%
Radius: 7.3 yards
Holy FireWhen active, aura damages nearby enemies with heavenly flames, and adds fire damage to your attack. Required Level: 6.

First Level

Fire Damage: 6-18 to your attack.
Fire Damage: 1-3
Radius: 4 yards

HOLY FIRE RECEIVES BONUSES FROM:

Resist Fire: +18% fire damage per level
Salvation: +6% fire damage per level
Holy FreezeWhen active, aura freezes nearby monsters, and adds cold damage to your attack. Required Level: 18.

First Level

Cold Damage: 10-15 to your attack
Cold Damage: 2-3
Enemies Slowed 30%
Radius: 4 yards

HOLY FREEZE RECEIVES BONUSES FROM:

Resist Cold: +15% cold damage per level
Salvation: +7% cold damage per level
Holy ShockWhen active, aura causes pulses of electricity to damage nearby enemies, and adds lightning damage to your attack. Required Level: 24.

First Level

Lightning Damage: 1-60 to your attack
Lightning Damage: 1-10
Radius: 4 yards

HOLY SHOCK RECEIVES BONUSES FROM:

Resist Lightning: +12% lightning damage per level
Salvation: +4% lightning damage per level
ThornsWhen active, aura reflects damage done to you back at your attacker. Required Level: 6.

First Level

250% damage returned
Radius: 10.7 yards
SanctuaryWhen active, aura damages the undead and knocks them back. Required Level: 24

First Level

Damage to Undead: +150%
Magic Damage: 8-16
Radius: 3.3 yards

SANCTUARY RECEIVES BONUSES FROM:

Cleansing: +7% magic damage per level
ConvictionWhen active, aura reduces the defenses and resistances of nearby enemies. Required Level: 30.

First Level

Defense: -49%
Resist All: -30%
Radius: 13.3 yards
SacrificeIncreased accuracy and damage at the cost of Life. Required Level: 1.

8% damage to Self.

First Level

Attack Rating: +20%
Damage: +180%

SACRIFICE RECEIVES BONUSES FROM:

Redemption: +15% damage per level
Fanatism: +5% damage per level
ZealAllows you to attack multiple adjacent enemies with a single attack. Required Level: 12.

Mana Cost: 2

First Level

2 Hits
Attack Rating: +10%

ZEAL RECEIVES BONUSES FROM:

Sacrifice: +12% damage per level
VengeanceFire, lightning, and cold damage are added to each successful attack. Required Level: 18.

First Level

Attack Rating: +20%
Fire Damage: +70%
Cold Damage: +70%
Cold Length: 1.2 sec
Lightning Damage: +70%
Mana Cost: 4

VENGEANCE RECEIVES BONUSES FROM:

Resist Fire: +10% fire damage per level
Resist Cold: +10% cold damage per level
Resist Lightning: +10% lightning damage per level
Salvation: +2% elemental damage per level
ConversionConverts monsters to fight against other foul demons and beasts. Required Level: 24.

Duration: 16 sec
Mana Cost: 4

First Level

Chance to Convert: 7%
Holy BoltA bolt of divine energy that damages undead enemies or heals allies. Required Level: 6.

First Level

Magic Damage: 8-16
Heals: 1-6
Mana Cost: 2

HOLY BOLT RECEIVES BONUSES FROM:

Blessed Hammer: +50% magic damage per level
Fist of the Heavens: +50% magic damage per level
Prayer: +15% life healed per level
Blessed HammerSummons an ethereal hammer that spirals outwards damaging enemies it hits. Required Level: 18.

Damage to Undead: +50%

First Level

Magic Damage: 12-16
Mana Cost: 5

BLESSED HAMMER RECEIVES BONUSES FROM:

Blessed Aim: +14 magic damage per level
Vigor: +14% magic damage per level
Fist of the HeavensLightning strikes your target as holy bolts seek out nearby enemies. Required Level: 30.

Mana Cost: 25

First Level

Lightning Damage: 150-200
Holy Bolt damage: 40-50

FIST OF THE HEAVENS RECEIVES BONUSES FROM:

Holy Bolt: +15% holy bolt damage per level
Holy Shock: +7% lightning damage per level
SmiteTemporarily stun your enemy by bashing it with your shield. Required Level: 1.

Mana Cost: 2

First Level

Damage: +15%
Stun Length: 0.6 sec
ChargeCharge into battle and attack an enemy. Required Level: 12.

Mana Cost: 9

First Level

Attack Rating: +50%
Damage: +100%

CHARGE RECEIVES BONUSES FROM:

Vigor: +20% damage per level
Might: +20% damage per level
Holy ShieldEnhances your shield with divine power. Required Level: 24.

Mana Cost: 35

First Level

Smite Damage: +3-6
Defense: +25%
Successful Blocking: +14%
Duration: 30 sec

HOLY SHIELD RECEIVES BONUSES FROM:

Defiance: +15% defense per level

Crusader Skills | Diablo Immortal

These are the Crusader skills in Diablo Immortal (closed alpha).

CRUSADER PRIMARY ATTACKS
PunishStrike an enemy for 2580 to 3096 damage and gain Hardened Senses, increasing your Block Chance by 30% for 2 sec.

(ULTIMATE): Counterattack Storm: Enhance Punish for 12 se, striking all enemies in front of you, increasing its damage per hit to 3541 to 4301, and increasing its Block Chance bonus. You also gain a shield that absorbs damage equal to 20% of your max Life for 3 sec.
Sacred FireIgnite the air with holy flames from your weapon, dealing 4683 to 7494 damage to an enemy and 25% as much to all other enemies in front of you.

(ULTIMATE): Burning Heart: Enhance Sacred Fire for 12 sec, increasing damage done to 6387 to 9224. Each enemy killed grants 1% increased Sacred Fire damage for 240 sec stacking up to 10 times. You also gain a shield that absorbs damage equal to 20% of your max Life for 3 sec.
CRUSADER SKILLS
CondemnBuild up a massive explosion, dealing 5427 damage to all nearby enemies after 3 sec. Activate again to detonate early, but for less damage in a smaller radius.

Cooldown: 9 sec.
Conjuration of LightCall down a beam of holy light from the heavens, protecting you and all nearby allies with damage immunity for 3 sec.

Cooldown 26.4 sec
ConsecrationConsecrate the ground around you, dealing 12552 damage to all nearby enemies over 6 sec.

Cooldown: 15 sec
Draw and QuarterMount a celestial war horse for 6 sec, dispelling all movement impairing effects, increasing your movement speed by 65%, and replacing your Primary Attack with a strike for 2838 damage. Holy chains will bind up to 8 nearby monsters and drag them as you ride for 2086 damage.

Cooldown: 16 sec
Falling SwordImpale your holy sword at a location where it deals 6097 damage over 5 sec to all nearby enemies. Activate again to launch yourself into the heavens and come crashing down at the sword's location, dealing 6182 damage to all nearby enemies and retrieving the sword.

Cooldown: 15 sec
Holy BannerPlant a holy banner that inspires nearby allies for 11.2 sec, increasing Critical Hit Chance by 100%, but decreasing Critical Hit Damage to 150% instead of double. Critical Hit Chance over 100% will grant up to 50% additional Critical Hit Damage. The banner's Life is equal to your Life.

Cooldown: 24 sec
JudgmentPass judgement on all enemies within an area, dealing 4292 damage and Slowing them by 50% for 3 sec. The center of the area will explode after a short time, dealing 3321 damage to all nearby enemies and Stunning them for 3 sec.

Cooldown: 24 sec
Sacred ChainThrow holy chains that bounce between enemies, striking up to 6 targets and dealing 4188 damage to each. The chains Stun enemies for 8 sec, but are dispelled by damage. Duration reduced to 3 sec on players.

Cooldown: 14 sec
Shield ChargeCharge forward with your shield, pushing all enemies in your path and inflicting 6813 damage. Enemies colliding with terrain will be Stunned for 3 sec.

Cooldown: 12 sec
Shield GlareLight erupts from your shield, dealing 3162 damage and Binding all enemies in front of you for 3 sec. Players will only be Blinded if they are facing you.

Cooldown: 12 sec.
Spinning ShieldHurl a spinning shield, inflicting 4868 damage to all enemies in its path. The shield will return to you, pulling enemies in its path to you and dealing an additional 3245 damage. Maximum 3 charges. Players can only be affected by Spinning Shield once every 3 sec.

Cooldown: 12 sec.
Sweep AttackSweep a mystical flail through enemies in front of you, dealing 2971 damage. Charging longer increases range, and damage up to 3764. When fully charged, Sweep Attack will also knock enemies away.

Cooldown: 8 sec

Optional Dungeons | Diablo II: Resurrected

Optional Dungeons always spawn in every Diablo II: Resurrected game in the same zone, but they spawn in random-generated locations that you must explore.

Usually these dungeons have 2-3 Levels down, and at the end there is a purple-glowing treasure chest that has a chance to drop unique items and even Runes.

Below is a list of Optional Dungeons. Follow the links to a YouTube video. The video descriptions have a list of Mobs, Unique Rare Elites, all white/gray/blue items that dropped in the video (with timecode to jump there); and which runes and gems dropped in that dungeon (if any).

How to craft a Lore Runeword for Helm

One of the most simple Helm runewords is the Lore runeword which only requires ORT and SOL runes (in that order) in a 2-socket Cap or Tiara.

The ORT and SOL runes have a chance to drop in Act 4 and above; but if you are in Hell difficulty, you can also farm the Crypt and the Mausoleum in the Burial Grounds (Act 1). My Sorceress earned 4 levels farming these two dungeons a few times. The Countess has a chance to drop ORT and SOL in Nightmare and Hell difficulties.

I was also able to farm a Tiara helm in the Crypt.

Blizzplanet Review: Diablo II: Resurrected

Diablo II: Resurrected was originally announced on February 19 at the BlizzConline 2021 event. Fans didn’t have to wait years to get their hands on this remaster. In fact, technical alpha started on April 8, followed by an early access Beta test on August 13; and while the game launch was far from perfect, I can say this is the best Blizzard game remaster by far.

StarCraft: Remastered was pretty good, but Diablo II: Resurrected adds beautiful, detailed modern 3D graphics and special effects to the game. Even character reflection on water, great shadows and textures, very detailed props and things that weren’t as evident in the sprite version of Diablo II… like decapitated or tortured people. Vicarious Visions / Blizzard put the “M” back into the Mature-rated label in glossy and bloody 3D.

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