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Project Diablo 2 Season 3 Preview and release date

Project Diablo 2 Season 3 Preview and release date

Find out what you can expect from PD2's Season 3 - Domination

Project Diablo 2
Season 3: Domination Preview

 

Introduction

PD2's Season 3: Domination is finally upon us. It's scheduled to launch on July 23rd with short closed and open betas that will be running several days prior to the release. The recent Developer Streams have shed a lot of light on the changes it will bring to the game. If you've missed them, VODs are still available, however, these streams are over 9 hours long when combined so we'd understand if you didn't want to watch them... And we have prepared a full recap because of this! Below, you will find a list of all the changes that were shown, hinted at, or mentioned during Season 3 Preview Developer Streams. 

Important Note: Please remember that some of the values might still change and some changes might even be reverted. These are not the official patch notes, but rather a sneak-peek into the upcoming Season 3 changes. 

 

General Changes

  • Map Sizes were reduced - Developers have felt that some of the new Maps were simply too big which has led them to reduce their sizes a bit.
    • In Season 3, all Maps will be around the size of the River of Blood. 
    • This change will make Maps more dynamic. 
    • Map re-roll price will stay the same which will make it relatively more expensive (smaller maps = faster clears = more potential re-rolls). 
  • Maps were rebalanced - The bonuses to Experience and Magic Find, that spawn on maps, were reduced by 50% (if a Map previously provided a 30% Exp increase, it will now provide only 15% Exp increase, etc.). 
    • Calm down, this does not affect MF stats you get from Items, but rather the modifiers you find on maps.
    • Here is an image for clarification. The affected bonuses were marked: 

Map nerf

  • This change will make Magic Find stat from Items much more useful overall.
  •  It will also make gear a bit more scarce which should be healthy for the game's economy. 
  • Rune drop rates are not affected by this Magic Find change! 
  • The Piercing mechanic was changed - It now works at below 0 Resistance but at 50% Efficiency. 
    • It's similar to breaking immunities. 
    • This new mechanic also works with Amplify Damage. 
  • Mana Burn was fixed - Monsters with Mana Burn will no longer drain all your Mana instantly. 
  • Automatic Stacking was introduced for all stackable items (Runes, Gems, etc.) - From now on, Stackable items will stack automatically when moved by right-clicking or when picked up. 
    • This is a nice quality-of-life change that was heavily requested. 
    • Unstacking stays the same - you can unstack your Items via the Horadric Cube. 
  • Knock Back and Slow effects were rebalanced in PvP - these effects will no longer work in Player versus Player, as long as they come from Items.
    • Skills that have these effects attached to them will remain fully effective (Smite will still do a Knockback in PvP, etc.). 
  • Changes to Uber Bosses and Uber Key-Farming - Anti-Teleport zones were removed and Key drop rates were increased to 100% (previously they were around 33%). Moreover, the Organ drop rate was reduced to 25%. 
    • Farming Keys will now take much less time, so you won't be forced to use a specialized Sorc build for it. 
    • You will now spend the majority of the time you dedicate to Ubers actually fighting Ubers, which is a great change. 

 

Amazon Changes

  • Lightning Fury has received a Buff - The number of Bolts was increased from 10 to 12 and scaling was improved slightly. 
    • This might not seem as much at first glance, but 2 more bolts are 20% more which is very substantial. 
    • Better scaling will make this skill much more viable in the end-game. 
  • Poison Javelin has received a Buff - Travel Speed of Poison Javelins was increased. 
    • This will make aiming with them much easier and make them more pleasant to use. 
    • Distance traveled (range) was not changed. 
  • Plague Javelin has received a Buff - AoE of Plague Javelin's poison clouds was increased by ~33%. 
    • This is a quite substantial buff which makes Plague Javelin much more reliable for clearing packs of monsters. 

 

Assassin Changes

  • New Assassin characters now start the game with 2 Claws. 
    • This change works great with reworked Tiger Strike (more on that below). 
    • Quality changes and added Splash Damage apply to both starting Weapons (see Itemization Changes below for more info on this). 
  • Tiger Strike has received a rework - It now requires 2 Weapons (dual wielding) and does a double attack animation. 
    • From now on, Tiger Strike will generate 2 charges per one use (because it deals 2 hits now). 
    • This change allows the Assassin to generate charges almost twice as fast.
    • Assassin's big finishing hit will alternate weapons; you will still need 2 solid weapons to not lose on Damage output. 
  • Normal and Nightmare Claws can now roll Staff Mods (+ to a specific Assassin Skill) - Previously it was only Hell Claws. 
    • This will allow you to get, for example, a +3 Tiger Strike Claw (or any other Assassin Skill) much quicker on a new character. 
  • Blade Shield has received a Buff - Its Area of Effect was increased and it ticks much faster now. 
    • In LoD this Skill seemed broken because it had a very small AoE and a very low tick rate. 
    • Now, it's viable and you can even base a reflect build on it. 
  • Death Sentry has received a Nerf - No specifics were given as of writing this article, but it will most likely be a scaling or damage nerf (or both). 
  • This nerf is aimed at bringing S-Tier Trapassin builds back in line. 

 

Barbarian Changes

  • New Barbarian characters now start the game with 2 Hand Axes. 
    • This change should make completing the first Quest a bit more bearable.  
    • Quality changes and added Splash Damage apply to both starting Weapons (see Itemization Changes below for more info on this). 
  • Double Swing was moved down to Level 1 - It was a Level 6 Skill previously. 
  • Frenzy was moved up to Level 6 - It was a Level 1 Skill previously. 
  • Berserk has received a rework - Instead of using a normal Attack Animation (which caps at 9 Frames), it now uses a Dual-Wield Animation (which can go down to 4 Frames). Moreover, berserk now also applies its Physical Pierce to its Splash Damage (previously, it applied it to its main target only). 
    • This change makes Berserk work much better with Increased Attack Speed. 
    • Physical pierce change makes Berserk a much more potent AoE Skill. 
    • Both of these changes combined should result in berserk being a high A to even S-Tier Skill in Season 3. 
  • Leap and Leap Attack were Buffed - Leap Speed no longer scales with skill levels. Instead, it starts at its Maximum Speed at Skill Level 1. Leap Attack's AoE was increased and leap's Mana Cost was increased from 8 to 20. 
    • This makes both of these much more useful as utility Skills. 
    • Putting more Skill Points into Leap and Leap Attack is still beneficial as it increases their Leap Range. 
    • Mana Cost increase for Leap is there to balance its new capabilities properly. 
  • Taunt has received a slight rework - It is now an AoE skill, able to gain the attention of all monsters in range. 
    • This makes it much more useful in groups. 
    • You can now roleplay as a tank with your Barbarian. 
    • Taunt reduces Damage that enemies deal, which makes this change much more substantial than you might think (you can now reduce the damage output of ALL nearby monsters at once by taunting them). 
  • Grim Ward has received a Buff - It can now be cast at any range which should make it much more convenient to use (it previously required you to be in the melee range). 
    • This is a great change for any barbarian, but especially for those who prefer to keep their distance (like Double Throw Barb, for example). 

 

Druid Changes

  • All Club-Type Weapons can now spawn with Druid Auto Mods (bonuses to specific Druid Skills) - Previously, Clubs could spawn only + all Druid Skills; now they can spawn both which means you can potentially get a +all Druid Skills AND +X to Tornado (or any other Druid Skill) Club. 
    • This means that you can now craft Caster Clubs if you want. 
  • New Druid characters now start the game with a Club that has +1 to Firestorm.
    • This should make the initial Druid experience much better. 
  • Fire Claws have received a rework - They now cast a very fast-moving but low-range Firestorm. 
    • This turns the Skill into a potent short-range AoE attack. 
    • It is still a Melee attack. 
    • Firestorm is still worth consideration as it has a much higher range (and it scales differently). 
  • Poison Creeper has received a slight rework - It now has a poison resistance reduction and can break immunities. Moreover, Vine Patches left by the Skill can now re-apply the debuff. 
    • It decreases enemy poison resistance by a percentage that scales with Skill Level (5% base and +1% per soft point). 
    • This is a great change for poison-based druid builds (Rabies Druid, for example). 
  • Twister has received a substantial Buff - It now scales much better to the End-Game. 
  • Changes to Armageddon are planned - No specifics were given as of the time of writing this article. 
  • Arctic Blast has received a slight Buff - No specifics were given as of the time of writing this article. 

 

Necromancer Changes

  • Corpse Explosion has received a slight Buff - No specifics were given as of the time of writing this article. 
This is all the information that was given regarding the Necromancer as of the time of writing this article, but more changes should be coming - they just were not announced yet.

 

Paladin Changes

  • Vengeance has received a rework (yes, finally!) - It now deals AoE tri-Elemental Damage (Fire, Lightning, and Cold combined), and its Damage is affected by Elemental Damage Modifiers from Items! It now also synergizes with the following Skills: Holy Fire, Holy Freeze, Holy Shock, Conviction. 
    • Yes, this means that Vengeance now scales with things like Elemental Damage Charms and Weapons that add X Lightning/Fire/Cold Damage! 
    • These very substantial changes should turn Vengeance from a meme into an A-Tier (or even higher) Skill. 
    • You can admire the reworked tooltip on the image below: 

  • Holy Light has received a rework - It now has an auto-aim mechanic which makes it much less awkward to use in crowded spaces. However, it can no longer be used on enemies. 
    • Aiming in the general area of your target will make the Skill go off. 
    • Previously, it was very hard to aim with Holy Light, as you had to click exactly on your desired Target. 
    • This change makes it much better in party play. 
  • Fist of Heavens has received a re-rework - It was changed back to auto-aim, but the AoE of the Auto Aim was reduced compared to LoD. To compensate, it has also received a slight damage buff. 
    • It won't trigger when you click far from enemies - this is actually good as it will allow you to move with the Skill on your Right-Click (in LoD it was infuriating, as you would cast it instead of picking up loot/moving, constantly). You have to click rather close to enemies for it to trigger. Previously, Auto-Aim was removed to work around this problem - now it is fixed properly. 
  • Joust has received a rework - It now has an Auto-Aim mechanic similar to the one Fist of Heavens has. Moreover, Hardpoints added to Joust will now reduce its Cooldown and Soft Points will increase its movement speed. 
    • It will still have a relatively high Cooldown because of its high base. 
    • Clicking near a monster will now make you Joust near that monster. HitBox is still quite small, but the Skill is much easier to use. 
  • Blessed Hammer has received a Buff - The speed at which Hammers travel was increased (again). 
    • A similar buff was introduced in Season 2 - it was not enough, apparently. 
    • Blessed Hammer is officially the most often tweaked Skill in PD2. A little prediction: It will turn out to be too good in Season 3 and will be nerfed (again) in season 4. 
  • Redemption has received a Buff - It now has a Life Scaling Mechanic (gains 2 life per level). 
    • Redemption, Joust, and Blessed Hammer buffs should make Hammeradin great again. 

 

Sorceress Changes

  • Enchant has received a rework - It is now an AoE Buff, however, it works at only 50% efficiency on allies. 
    • Its previous iteration was super broken in parties and very awkward to use at the same time, as you had to click on everyone separately. 
    • 1 Click is enough to buff all allies within range, which makes it much more convenient to use. 
    • The Tooltip was fixed - it now shows the actual Damage (previously, it double-dipped with mastery). 
    • Weapons with Enchant proc chance are affected by this change. This means that you could equip your Merc with such a weapon and benefit from the Enchant buff at 50% of its max efficiency - a nice option for the early ladder, actually. 
  • Cold Enchant has received a rework - Similarily to Enchant, it is now an AoE buff that works with 50% efficiency on Allies. 
  • Thunder Storm has received a rework - It no longer has synergy with Lightning. Instead, it now synergizes with Charged Bolt. Moreover, Thunder Storm had its AoE increased by 300%! 
    • This makes Thunder Storm fully synergize with Nova which opens up new Build options. 
    • It's no longer a mini-Nova; Its AoE is the same size as Nova's! 
    • You can now rotate between Nova and Thunder Storm for massive AoE. 
    • This change should make some Sorceress builds good enough for the S-Tier. 
  • Frozen Orb has been rebalanced - It's now weaker at low levels, but has improved scaling to compensate. 
    • This rebalance should turn Frozen orb into a solid Eng-Game Skill (but at the cost of making it bad for leveling). 

 

Itemization Changes

Season 3: Domination will bring some substantial changes to all kinds of gear. Most of these changes aim to improve the game's balance, but some are more about improving players' quality of life or making more types of gear relevant. Before we jump into specifics, let's just say that you will want to pick up EVERY Rare drop you get in Season 3... 

  • All starting Weapons now deal Splash Damage, but their quality is lowered - new characters will start with Low Quality, Damaged, Cracked, or Crude Weapons. 
    • This will make the first few minutes of a new melee character much less painful. 
    • Thanks to the lowering of starting weapon quality, you will still want to upgrade your weapons as fast as possible despite the fact that they deal splash damage now. 
  • Staff Mods are now fixed and their roll tables are improved - You can no longer get the deleted Skills and the new Skills introduced in PD2 are now added to roll tables. Moreover, you can now get ANY Staff Mod, for the appropriate Class, on any Staff-type Item that meets the skill's level requirements. 
    • All Skills now stay in the pool - you can now roll Level 1 Skills on high-level Staves. 
    • This Rule also applies to Class Items - For example, you can now get Whirlwind, Frenzy, or Leap Attack on Barbarian Helmets. 
    • This change effectively buffs all Crafted Staves/Wants/Class Items etc. 
    • The staff's required level is 7 levels higher than the highest level Skill Mod it provides. For example, a Level 37 Staff can spawn any Skill for the appropriate Class, and a Staff that adds a Level 1 Skill will require at least level 8 to use. 
    • All Staff Mods are weighted equally, so the chances of getting each one are exactly the same. 
  • A flat Faster Cast Rate bonus was added to EVERY Staff: 
    • All Normal Difficulty Staves now have a +10% Faster Cast Rate. 
    • All Nightmare Difficulty Staves now have a +30% Faster Cast Rate. 
    • All Hell Difficulty Staves now have a +50% Faster Cast Rate. 
      • If you upgrade a Staff (from Normal to Nightmare version etc.), you will get the FCR Increase! 
  • Infinity Runeword was substantially buffed - It now has a +35% base Faster Cast Rate and gives +3 to Cyclone Armor (without Class requirements). 
    • This Cyclone Armor Mod will, most likely, work the same as Blink works on the Enigma (so, X charges and 1 charge recovers every X seconds). 
    • Previously, it was a Level 21 Cyclone Armor with 30 Charges that were not recharging by themselves. 
  • Doom Runeword was buffed - it now adds +25% Faster Cast Rate and can be inscribed into a Staff. 
    • This is a substantial buff to all Cold-based Sorc builds as Doom already lowers enemy Cold Resistance by up to 60%. 
Note: Because of the above Staff-related changes, hitting 200 FCR will be much, much easier with a Staff. The balancing factor here is simple - you either have a massive FCR boost from a Staff, or you use a Shield and can block attacks. 
  • All Elemental Damage mods were rebalanced: 
    • Damage values were adjusted. 
    • Poison Damage Mods on spawned items were normalized - from now on, every Poison Damage mod will deal its damage over the same period of time (most likely 3 seconds). 
  • "Attackers Take Damage" mechanics were improved and Mods that add these kinds of effects were rebalanced -  These effects will now proc when you Block an attack or when the enemy misses you because of your high Defense stat. Moreover, these effects will now also proc from enemy RANGED attacks, however, they will still only proc from the physical ones. 
    • This is a substantial indirect buff to the Spirit of Barbs (because it gives a Thorns-like effect to all party members and minions). 
    • This change makes reflect builds actually possible. 
  • Chance to Block and Defense stats of Ward and Aegis Shields were increased - From now on, these two shields actually offer some advantages over the Monarch Which was the only viable end-game shield base previously. 
    • From now on, higher Str requirements = better Block and Defense - you are no longer punished for choosing a shield with higher stat requirements. 
    • This change also affects Unique Shields with Ward and Aegis bases and Runewords inscribed into these two Shields. 
    • It is an indirect buff to Shield Runewords, like the Spirit Shield. 
  • Safety Shields (Crafts) were nerfed - Damage Reduction value on them was lowered by half. 
    • The new Max is 10% (it was 20% previously), 
  • Many Mods that were specific to Magic-Quality Items were added to Rare Items' Mod Pool. Moreover, multiple new Mods were added while some others were rebalanced - This change is a very substantial buff to ALL Rare-quality items. Also, it increases Rare variety and makes Rares worth picking up for once. 
    • Magic Items will still be viable - for example, if you want a +3 Skills Amulet, you will still use a Magic-quality one. 
    • These changes also affect Rare Jewels - from now on, Rare Jewels can be extremely strong (if you roll well, that is). 

Here is a list of all new Mods and the already existing ones affected by this change: 

Mod Name Mod Effects, Item Restrictions, and Level Requirements
THE FOLLOWING MODS NOW SPAWN ON RARE AND MAGIC ITEMS
Amicae
  • Effect: Damage Reduced by 8-15
  • Can Spawn on: Shields(51*), Circlets(51), Body Armors(51),

*Level Requirement. 

Magus
  • Effect: +20% Faster Cast Rate
  • Can Spawn on: Body Armors(29), Shields(20), Scepters(29), 
Apprentice
  • Effect: +10% Faster Cast Rate
  • Can Spawn on: Body Armors(20), Belts(29), Gloves(29), Shields(20), 
Defending
  • Effect: 5-10% Reduced Damage
  • Can Spawn on: Belts(40), Shields(20), Body Armors(20), 
Protecting
  • Effect: 10-15% Reduced Damage
  • Can Spawn on: Shields(40), Body Armors(40), 
Guardianship
  • Effect: 15-20% Reduced Damage 
  • Can Spawn on: Shields(60), Body Armors(60), 
Nirvana
  • Effect: +21-30 Dexterity 
  • Can Spawn on: Crossbows(72), Circlets(72), Bows(72), Amulets(72), 
Enlightenment
  • Effect: +21-30 Energy 
  • Can Spawn on: Wands(41), Orbs(41), Staves(41), Circlets(41), Amulets(41), 
Fortune
  • Effect: 16-25% Better Chance of Getting Magic Items 
  • Can Spawn on: Rings(42), Gloves(16), Amulets(16), Boots(16), Circlets(16), 
Fortuitous
  • Effect: 11-15% Better Chance of Getting Magic Items 
  • Can Spawn on: Rings(42), Amulets(12), Circlets(12), 
Negation
  • Effect: 4-6 Magic Damage Reduced
  • Can Spawn on: Orbs(42), Body Armors(41), Shields(41), Amulets(42), Circlets(41/42 - not yet specified), 
Butchery
  • Effect: +21-40 to Maximum Damage
  • Can Spawn on: Weapons(35), 
Carnage
  • Effect: +11-15 to Maximum Damage
  • Can Spawn on: Jewels(25), 
Vermilion
  • Effect: +11-15 to Maximum Damage
  • Can Spawn on: Jewels(58), 
Performance
  • Effect: +9-(13-Rings, Circlets, Amulets)14 to Minimum Damage
  • Can Spawn on: Rings(81), Circlets(81), Amulets(81), Weapons(48), 
Ruby
  • Effect: 31-40% Enhanced Damage
  • Can Spawn on: Jewels(66), 
Pestilent
  • Effect: Adds +274 Poison Damage over 6 Seconds 
  • Can Spawn on: Weapons(50), 
Transportation
  • Effect: 30% Faster Run/Walk and 80-90% Slower Stamina Drain 
  • Can Spawn on: Boots(65), 
Revivification
  • Effect: Replenish Life +11-15 
  • Can Spawn on: Scepters(38), Circlets(38), Amulets(38), 
Elephant
  • Effect: (+0.5 per Character Level) 0.5-49.5 to Life and (+0.25 per Character Level) 0.25-24.75 to Mana (Based on Character Level) 
  • Can Spawn on: Druid Pelts(37), Helmets(37), Circlets(37), 
Colossus
  • Effect: +41-60 to Life
  • Can Spawn on: Amulets(30), Belts(30), Body Armors(30), Barbarian Helmets(30), Shields(75), Druid Pelts(75), Circlets(30), 
Squid
  • Effect: +61-80 to Life
  • Can Spawn on: Belts(40), Body Armors(40), Barbarian Helmets(40), Circlets(40), 
Whale
  • Effect: +81-100 to Life
  • Can Spawn on: Belts(50), Body Armors(50), Barbarian Helmets(50), Circlets(50), 
Centaur
  • Effect: (+0.75 per Character Level) 0.75-74.25 to Life (Based on Character Level) 
  • Can Spawn on: Druid Pelts(20), Body Armors(20), Barbarian Helmets(20), 
Swords
  • Effect: Attacker Takes Damage of 10-20 
  • Can Spawn on: Shields(47), Circlets(47), Body Armors(47), 
Turquoise
  • Effect: +16-20 to Mana 
  • Can Spawn on: Jewels(29), 
Bahamut's
  • Effect: +91-120 to Mana
  • Can Spawn on: Rods(45), Rings(45), Amulets(45), Orbs(45), Circlets(45), 
Memory
  • Effect: (+0.75 per Character Level) 0.75-74.25 to Mana (Based on Character Level) 
  • Can Spawn on: Druid Pelts(20), Amulets(20), Circlets(20), 
Argent
  • Effect: +61-100 to Attack Rating 
  • Can Spawn on: Jewels(44), 
Artisan's
  • Effect: Adds 3 Sockets 
  • Can Spawn on: Body Armors(33), Shields(33), Weapons(33), 
Lancer's
  • Effect: +3 to Javelin and Spear Skills (Amazon only) 
  • Can Spawn on: Amazon Specific Spears(60), Amulets(20), Magic Circlets, 
Spearmaiden's
  • Effect: +2 to Javelin and Spear Skills (Amazon only) 
  • Can Spawn on: Gloves(40), Spears(40), Amulets(20), Circlets(20), 
Harpoonist's
  • Effect: +1 to Javelin and Spear Skills (Amazon only) 
  • Can Spawn on: Gloves(20), Spears(20), Amulets(20), Circlets(20), Grand Charms(50), 
Archer's
  • Effect: +3 to Bow and Crossbow Skills (Amazon only) 
  • Can Spawn on: Bows(60), Crossbows(60), 
Magekiller's
  • Effect: +1 to Assassin Skill Levels 
  • Can Spawn on: Helmets(30), Shields(30), Body Armors(30), 
Slayer
  • Effect: +1 to Barbarian Skill Levels 
  • Can Spawn on: Helmets(30), Shields(30), Body Armors(30), 
Shaman's
  • Effect: +1 to Druid Skill Levels 
  • Can Spawn on: Helmets(30), Shields(30), Body Armors(30), 
Maiden's
  • Effect: +1 to Amazon Skill Levels 
  • Can Spawn on: Helmets(30), Shields(30), Body Armors(30), 
Summoner's
  • Effect: +1 to Necromancer Skill Levels 
  • Can Spawn on: Helmets(30), Shields(30), Body Armors(30), 
Angel's
  • Effect: +1 to Sorceress Skill Levels 
  • Can Spawn on: Helmets(30), Shields(30), Body Armors(30), 
Monk's
  • Effect: +1 to PaladinSkill Levels 
  • Can Spawn on: Helmets(30), Shields(30), Body Armors(30), 
Triumphant
  • Effect: +1 to Mana After Each Kill 
  • Added to: Body Armors, Shields, and Helmets, 
Aureolic
  • Effect: +1-3 Mana After Each Kill 
  • Added to: Body Armors, Shields, and Helmets, 
Victorious
  • Effect: +2-5 Mana After Each Kill 
  • Added to: Body Armors, Shields, and Helmets, 
Blood Letting
  • Effect: +1 Life After Each Kill
  • Added to: Rings, Weapons, Body Armors, Shields, and Helmets, 
Blood Sucking
  • Effect: +1-3 Life After Each Kill
  • Added to: Rings, Weapons, Body Armors, Shields, and Helmets, 
Murderous
  • Effect: +2-5 Life After Each Kill 
  • Added to: Rings, Weapons, Body Armors, Shields, and Helmets, 
THE FOLLOWING MODS HAVE BEEN ADDED TO RARE GLOVES AND BODY ARMORS
Iron
  • Effect: +21-40 to Attack Rating
  • Can Spawn on: Circlets(4), Rings(4), Weapons(4), Chest Armors(4), Gloves(4), 
Steel
  • Effect: +41-60 to Attack Rating
  • Can Spawn on: Circlets(8), Rings(8), Weapons(8), Chest Armors(8), Gloves(8), 
Silver
  • Effect: +61-80 to Attack Rating
  • Can Spawn on: Circlets(12), Rings(12), Weapons(12), Chest Armors(12), Gloves(12), 
Gold
  • Effect: +81-100 to Attack Rating
  • Can Spawn on: Circlets(17), Rings(17), Weapons(17), Chest Armors(17), Gloves(17), 
Platinum
  • Effect: +101-120 to Attack Rating
  • Can Spawn on: Circlets(22), Rings(22), Weapons(22), Chest Armors(22), Gloves(22), 
THE FOLLOWING MODS HAVE BEEN ADDED TO CHEST ARMORS
Radiance
  • Effect: +3 to Light Radius, +30-60 Attack Rating
  • Can Spawn on: Chest Armors(15), Amulets(15), Bows(15), Crossbows(15), Rods(15), (Helmets(15), Rings(15), 
Clarity
  • Effect: +4 to Light Radius, +60-120 Attack Rating
  • Can Spawn on: Chest Armors(25), Amulets(25), Bows(25), Crossbows(25), Rods(25), (Helmets(25), Rings(25), 
Divinity
  • Effect: +5 to Light Radius, +120-240 Attack Rating
  • Can Spawn on: Chest Armors(42), Amulets(42), Bows(42), Crossbows(42), Rods(42), 
Sun
  • Effect: +5 to Light Radius, 5% Bonus to Attack Rating
  • Can Spawn on: Chest Armors(17), Amulets(17), Bows(17), Crossbows(17), Gloves(17), Helmets(17), Rings(17), Rods(17), 
Sunset
  • Effect: +5 to Light Radius, 10% Bonus to Attack Rating
  • Can Spawn on: Chest Armors(22), Amulets(22), Bows(22), Crossbows(22), Gloves(22), Helmets(22), Rings(22), Rods(22), 
Perfection
  • Effect: +16-20 to Dexterity
  • Can Spawn on: Shields(75), Amulets(59), Bows(59), Circlets(59), Crossbows(59), Gloves(75), Rings(75), Chest Armors(60),
THE FOLLOWING MODS HAVE BEEN ADDED TO RARE HELMETS
Chance
  • Effect: 5-15% Better Chance of Getting Magic Items 
  • Can Spawn on: Helmets(12), 
Fortune
  • Effect: 16-25% Better Chance of Getting Magic Items 
  • Can Spawn on: Helmets(16), 
Leech
  • Effect: 3-4% Life Stolen per Hit 
  • Can Spawn on: Helmets(14), 
Bat
  • Effect: 3-4% Mana Stolen per Hit 
  • Can Spawn on: Helmets(14), 
Bronze
  • Effect: +10-20 to Attack Rating
  • Can Spawn on: Helmets(1), 
Iron
  • Effect: +21-40 to Attack Rating
  • Can Spawn on: Helmets(4), 
Steel
  • Effect: +41-60 to Attack Rating
  • Can Spawn on: Helmets(8), 
Silver
  • Effect: +61-80 to Attack Rating
  • Can Spawn on: Helmets(12), 
Gold
  • Effect: +81-100 to Attack Rating
  • Can Spawn on: Helmets(17), 
Platinum
  • Effect: +101-120 to Attack Rating
  • Can Spawn on: Helmets(22), 
Arcadian
  • Effect: +51-100 to Attack Rating against Demons, +26-50% Damage to Demons
  • Can Spawn on: Helmets(15), 
THE FOLLOWING MODS HAVE BEEN ADDED TO AMAZON-SPECIFIC MAGIC AND RARE WEAPONS
Piercing
  • Effect: 10% Faster Run/Walk
  • Can Spawn on: Boots(12), Circlets(12), Amazon-Specific Weapons(12), 
Haste
  • Effect: 20% Faster Run/Walk
  • Can Spawn on: Boots(22), Circlets(22), Amazon-Specific Weapons(22), 
THE FOLLOWING MODS HAVE BEEN ADDED TO RARE AND MAGIC SHIELDS
Precision
  • Effect: +10-15 to Dexterity 
  • Can Spawn on: Shields(60), Amulets(43), Bows(43), Circlets(43), Crossbows(43), Gloves(56), Rings(56), Chest Armors(60), Boots(60), 
Perfection
  • Effect: +16-20 to Dexterity 
  • Can Spawn on: Shields(75), Amulets(59), Bows(59), Circlets(59), Crossbows(59), Gloves(75), Rings(75), Chest Armors(60),
Chromatic
  • Effect: +21-30% All Resistances 
  • Can Spawn on: Shields(50), 
Giant
  • Effect: +10-15 to Strength 
  • Can Spawn on: Shields(59), Amulets(42), Belts(42), Melee Weapons(59), Circlets(42), Gloves(59), Rings(55), Chest Armors(55), Hammers(42), Clubs(42), Scepters(55), Rings(55), 
Titan
  • Effect: +16-20 to Strength 
  • Can Spawn on: Shields(74), Amulets(58), Belts(58), Circlets(58), Rings(74), Chest Armors(74), Hammers(58), Clubs(42), Scepters(74), Maces(74), 
THE FOLLOWING MODS HAVE BEEN ADDED TO RARE WEAPONS
Visceral
  • Effect: +301-400% Enhanced Damage
  • Can Spawn on: Bows(75), Crossbows(75), Daggers(75), Throwing Knives(75), Throwing Axes(75), Clubs(75), Maces(75), Amazon Javelins(75), 
Deadly Strike, Open Wounds, Crushing Blow
  • Effect: +5-10%(15), +10-15%(30), +15-20%(45), +20-25%(60), +25-30%(75), 
  • Can Spawn on: All Rare and Crafted Weapons except Staves, Orbs, and Wands
    • Only one of the three can be present on an Item (if you roll Deadly Strike, you won't get the other two, etc.) 
THE FOLLOWING MODS HAVE BEEN ADDED TO RARE BOWS
Divine
  • Effect: +326-450 to Attack Rating vs. Undead, 276-350% Enhanced Damage vs. Undead 
  • Can Spawn on: Weapons(45), 
Celestial
  • Effect: +301-400 to Attack Rating vs. Demons, 201-300% Enhanced Damage vs. Demons 
  • Can Spawn on: Weapons(45), 
Grandmaster's
  • Effect: +251-300 to Attack Rating, 151-200% Enhanced Damage
  • Can Spawn on: Weapons(69), 
Swiftness
  • Effect: 30% Increased Attack Speed 
  • Can Spawn on: Melee Weapons and Bows(34), 
Quickness
  • Effect: 40% Increased Attack Speed 
  • Can Spawn on: Melee Weapons and Bows(46), 
  • As you can see, a lot has changed regarding Mods. Here is what these changes bring to the table: 
    • Rare Jewels are now BiS for raw Damage, thanks to Mods like Carnage, Argent, Ruby, and Vermilion. 
    • Magic Jewels are still better if you need Attack Speed. 
    • You can now get 1 more Socket on Rare Items without Corrupting them, thanks to the Artisan's Mod that adds 3 Sockets. 
    • Rare Bows, Crossbows, Amazon Spears, and Javelins have received a substantial buff as they can now have +3 Bow and Crossboiw/+3 Spear and Javelin Skills Mods (Archer's and Lancer's). 
    • You can now get Rare Amulets with Amazon Skills (thanks to Lancer's, Spearmaiden's, and Harpoonist's Mods). 
    • Rare Helmets are now stronger than ever thanks to multiple new mods that are available on them (Squid, Whale, Centaur). 
    • More Item Types have access to Mana After Each Kill. 
    • Life After Each Kill Mods can now appear on Rings, Weapons, Helmets, Shields, and Chest Armors (Victorious, Blood Sucking, Blood Letting, Murderous). 
    • Many Circlet-only Mods can now appear on Helmets (Chance, Fortune, Leech, etc.). 
    • Rare and Magic Shields were buffed thanks to Mods that are now available on them (Perfection, Chromatic, Giant, etc.). 
    • Rare Weapons were substantially buffed - you can now roll Deadly Strike, Crushing Blow, or open Wounds on them. 
    • Rare Bows were substantially buffed - multiple new powerful Mods are now available on them (Grandmaster's, Celestial, Divine, Swiftness). 

 

END NOTE

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