More Datamined RoS Legendary Item Passive Effects


In the first batch of Reaper of Souls datamining a few weeks ago, we saw a huge collection of passive effects on legendary. That batch of effects were for a variety of gear; belts, shoulders, bracers, boots, and amulets, but the vast majority were for rings. This time all the bonuses are for rings.

Puzzle ring comparison: Gamescom 2013.
Puzzle ring comparison: Gamescom 2013.
It’s not known how these effects are distributed in the game but it seems like a lot of different ones will be found on the same legendary ring(s), probably the Puzzle Ring (which was shown in the Gamescom demo in August), much as there are now dozens of different versions of the Stone of Jordan.

This batch of legendary passive bonuses for rings are from the newest version of the Reaper of Souls test client. As Blizzard confirmed after the first batch of datamining last month, the info came from a build of RoS on one of their test servers. Most of us figured this was a big leak that Bliz would take steps to close, but apparently not. The build is still on the same test server and they’re updating it as they keep on testing, hence we’re getting more datamined images and info from it. (Sadly, it can’t be played, just datamined. You’d need an authorized account and the game client and password to actually play.)

As with the other datamining, all these strings are from an early test version of the game and may be changed or removed by the final game.


Legendary Potions

There are several legendary potions listed in the strings. Only one has a function listed, so far:

  • HealthPotionLegendary_02 – Bottomless Potion of the Diamond
  • HealthPotionLegendary_05 – Bottomless Potion of Mutilation
  • HealthPotionLegendary_06 – Bottomless Potion of Kulle-Aid
    • X1_Legendary_Potion_06 – Drinking Kulle-Aid allows you to burst through walls summoned by DiabloWikiWaller elites for 5 seconds.

I am compelled to give a thumbs up to that pun, no matter how horribly cheesy the source material was.


Miscellaneous Ring Bonuses

Legendary ring bonus properties that appear to be applicable to all classes. Some may be specific to a class or classes, but that’s not evident in the tooltips.

  • DiabloWikiShrine effects last for one hour (instead of until death). (“Shrine effects last until death” was a bonus we saw in the previous batch.)
  • Your melee attacks hit enemies up to 40 yards in front of you for 100% weapon damage (range increased from 20 yards).
  • While below 30% Life, all attacks are guaranteed DiabloWikiCritical Hits.
  • Increase the Knockback distance of your skills that cause Knockback by 100% and increase their damage by 50%.
  • Summons shadow clones to your aid when you are hit by a crowd control effect.
  • Every time you destroy a wreckable object, you gain a short burst of speed.
  • You take 25% less damage for each enemy that is stunned within 25 yards of you.
  • Your DiabloWikiThorns damage now hits all enemies in a 15 yard radius.
  • Healing wells replenish all resources.
  • After earning a survival bonus, quickly heal to full Life.
  • After earning a massacre bonus, gold rains from sky.
  • While casting DiabloWikiTown Portal you gain an immunity bubble. (So would this basically grant immortality to Hardcore characters?)
  • Periodically gain a shield that absorbs and reflects projectiles.
  • Heal to full Life and resources when you fall below 20% Life.
  • Potions affect all allies.
  • Blocking an attack Freezes the attacker.
  • While moving your resource generation and damage is increased by 25%. While stationary your resource regeneration and damage is reduced by 25%. (Dream item for Tempest Rush Monk, Strafe Demon Hunter, WW Barb, and Archon Wizard. WD needs a moving/killing skill too, now?)
  • Health globes restore 20% of your primary resource.
  • The world map is always revealed.
  • Shrines will spawn an enemy champion. (Reminds of the great D2 Evil Urns.)
  • Completing an event grants a special reward.
  • Chance on being hit to summon a protective pylon.
  • Blocks have a chance of summoning a hell hound.
  • Increase chance to find Health Globes by 100%. (This would be very impactful for builds with skills that proc on health globes. Not to mention infinite life and only a chance to die from bosses.)
  • Gain a death aura that deals 1000% of your Life per Second to enemies within 20 yards but your Life per Second no longer heals you. (Stack several items to get up to 1000 Life per Second and deal 10,000 damage per second… Still not a big enough bonus to matter on Inferno?)
  • Blocked attacks heal you and your allies for the amount blocked.
  • Click through for dozens more new ring passives, sorted by the character class the apply to…


    Barbarian Ring Bonuses

  • DiabloWikiThreatening Shout has a chance to Charm enemies and cause them to join your side.
  • DiabloWikiAncient Spear pulls you to your enemy.
  • DiabloWikiLeap gains up to 3 charges.
  • DiabloWikiWarcry increases your and your allies’ run speed by 40% for 10 seconds.
  • Here are the Barbarian legendary ring passive bonuses we posted previously, for easier reference:

  • DiabloWikiCall of the Ancients last until they die.
  • Reduce the cooldown of DiabloWikiEarthquake every time it kills an enemy.
  • When you melee attack, you also DiabloWikiCleave enemies up to 20 yards in front of you for 100% weapon damage.
  • Reduce the cost of DiabloWikiSeismic Slam to 15 Fury.
  • Cause an DiabloWikiEarthquake when you land after using DiabloWikiLeap.
  • Increase the duration of DiabloWikiIgnore Pain to 60 seconds.

  • Demon Hunter Ring Bonuses

  • Automatically cast DiabloWikiSmoke Screen when you fall below 25% Life. This effect may occur once every 30 seconds (decreased from 30% Life).
  • 5% chance on hit to create a DiabloWikiSpike Trap, DiabloWikiCaltrops or DiabloWikiSentry at the enemy’s location.
  • DiabloWikiBolas now explode instantly.
  • DiabloWikiFan of Knives knocks targets back.
  • DiabloWikiHungering Arrow has 20% additional chance to pierce.
  • You may have 2 additional Sentries.
  • [{VALUE1} * 100]% chance to explode in a fan of knives for 200% weapon damage when hit.
  • Your DiabloWikiSpike Traps lure enemies to them.
  • DiabloWikiVault knocks enemies back.
  • Here are the Demon Hunter legendary ring passive bonuses we posted previously, for easier reference:

  • Leave a clone of yourself behind after using DiabloWikiVault.
  • DiabloWikiElemental Arrow now generates 3 Hatred.
  • DiabloWikiVault now costs 8 Hatred instead of Discipline.
  • Enemies you hit become DiabloWikiMarked for Death.
  • Companion – DiabloWikiWolf Companion now summons 3 wolves.
  • Automatically cast DiabloWikiSmoke Screen when you fall below 30% Life. This effect may occur once every 30 seconds.
  • Automatically drop DiabloWikiCaltrops when you are hit. This effect may only occur once every 6 seconds.
  • DiabloWikiStrafe no longer costs Hatred.

  • Monk Ring Bonuses

  • Reduce the cooldown of DiabloWikiBreath of Heaven by 50% and increase its radius to 50 yards (added cooldown reduction).
  • DiabloWikiWave of Light will refund its Spirit cost if it kills 4 or more enemies.
  • DiabloWikiWave of Light is now cast at your enemy.
  • Gain 10 DiabloWikiSpirit per second while standing in DiabloWikiInner Sanctuary.
  • The Monk ring bonuses from last time:

  • DiabloWikiLashing Tail Kick releases a Fireball for 300% weapon damage as Fire.
  • Double the range of DiabloWikiDeadly Reach.
  • DiabloWikiBlinding Flash now generates 50 Spirit.
  • DiabloWikiTempest Rush no longer costs Spirit to channel.
  • Increase the radius of DiabloWikiBreath of Heaven to 50 yards.
  • Gain the base effect of all four DiabloWikiMantras at all times.
  • When DiabloWikiDashing Strike hits an enemy more than 25 yards away, its DiabloWikiSpirit cost is refunded.
  • Increase DiabloWikiExploding Palm‘s on-death explosion damage to 100% of the enemy’s maximum Life.
  • Spirit Generators generate 50% additional Spirit.
  • DiabloWikiMystic Ally mirrors your attacks.
  • Chance on hit to gain an effect that removes the Spirit cost of your abilities for 3 sec.

  • Witch Doctor Ring Bonuses

  • DiabloWikiHorrify causes you to Fear and Root enemies around you for 8 seconds.
  • Your DiabloWikiFetish Army lasts until they die.
  • DiabloWikiInsect Swarm and DiabloWikiHaunt now deal their damage in half of the normal duration.
  • DiabloWikiZombie Dogs instead summons a single gargantuan dog with the power of all other dogs combined.
  • DiabloWikiGrasp of the Dead no longer has a cooldown.
  • DiabloWikiPlague of Toads now seek out enemies and can explode twice.
  • Doubles the duration of DiabloWikiLocust Swarm.
  • The Witch Doctor ring bonuses from last time:

  • Enhances your DiabloWikiPoison Darts.
  • DiabloWikiCorpse Spiders release a web on impact that Slows enemies by 50% for 3 seconds.
  • DiabloWikiZombie Dogs stuns enemies around them for 1 second when summoned.
  • Zombie Dogs take 10% of any damage dealt to you.
  • DiabloWikiSpirit Walk lasts until you attack or until an enemy is within 30 yards of you.
  • Summon a Fetish Army after you kill 20 Elites.
  • Reduce the cooldown of DiabloWikiFetish Army and DiabloWikiBig Bad Voodoo by 1 second each time your fetishes deal damage.
  • Chance on kill to siphon the spirit out of the slain enemy. When the spirit is pulled to you, it heals you for 10% of your maximum Life and Mana.

  • Wizard Ring Bonuses

  • DiabloWikiElectrocute can chain to enemies that have already been hit.
  • Your DiabloWikiMirror Images have a chance to multiply when killed by enemies.
  • DiabloWikiFrost Hydra now periodically casts Frost Nova.
  • DiabloWikiArcane Torrent instantly lays mines on the ground.
  • Automatically cast DiabloWikiDiamond Skin when you fall below 25% Life. This effect may occur once every 30 seconds.
  • DiabloWikiExplosive Blast no longer has a cooldown.
  • Reduce the resource cost of Fire skills by 30%.
  • DiabloWikiMeteor now homes in on enemies.
  • DiabloWikiEnergy Twister now travels in a straight path.
  • DiabloWikiFrost Nova is now cast at your enemy.
  • Lightning skills have a chance to turn the enemy into a lightning rod, pulsing Lightning damage to nearby enemies.
  • DiabloWikiBlack Hole Slows targets by 50% after it ends.
  • The Wizard ring bonuses from last time:

  • DiabloWikiTeleport gains the effect of the DiabloWikiWormhole rune.
  • DiabloWikiMagic Missile fires 2 extra missiles.
  • Double the number of enemies your DiabloWikiElectrocute jumps to.
  • You may have one extra DiabloWikiHydra active at a time.
  • Emit Lightning Nova around you for 150% weapon damage every second while your Arcane Power is less than 20% of maximum.
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    56 thoughts on “More Datamined RoS Legendary Item Passive Effects

    1. Flux, the rings these affixes are linked to are all labelled testing. They’re just putting these effects on rings for test purposes, it tells us nothing about where they’re going to be assigned. I’m guessing the few ones where they weren’t rings are where they’re updating an existing legendary and they know they won’t be moving the affix (e.g. the boots one that was obviously just an update to Firewalkers.)

      • Agree. The marked for death affix is on current calamity. The dashing strike effect is on a previously revealed ros legendary wepeaon. My guess is that these are planned for various item slots, not just rings. They are using the ring slot to verify the affix works on the test server.

    2. If even half of these make it in unchanged, I’m going to have a good time in RoS.

    3. One thing: Why the “Bottomless” prefix on the legendary potions? Could it be, that those potions got charges? Charges which can be filled up at the Mystic? Or maybe they just never run out? Well it would make sense from the wording.

      • I take “bottomless” as just that, RazeBarb, as in they never run out and recharge over time/per kills and so on, just as they do in PoE.

        • More likely it’ll be simpler than that: an infinite stack. Drink, 30 second cooldown and then you’re good to go again, forever.

    4. Ok, so I know I probably shouldn’t say things like this as I know everything is still under testing and might change completely upon release, but with that said…

      THIS, combined with No AH and Loot 2.0 (which will enable us to finally have decent drops and chances to find gret items) just might tip the scale and turn D3 from a really fun game to a game just as good, if not BETTER than D2 LOD ever was.

      Yes, I just said it.

      If even only 50% of these mods end up on legendaries, and those legendaries have decent chances to drop, the build amount, ways of playing the game and sheer replayability, freespecs or not.. when paired with all the new game modes planned, will be absolutely astonishing!

      EXCITEMENT LEVEL JUST ROSE TO 150%.. Vegameister, out!

    5. “While casting DiabloWikiTown Portal you gain an immunity bubble.”

      The return of bubble hearth!

    6. They have done some of the main changes that will move this game in the right direction such as, removing the AH, capping trifecta (so that we can actually use these legendarys and other affixes), and of course understanding what people meant all along when they were complaining about the legendary’s pre-release of D3. Also elemental effects are back.
      I am a bit disappointed thought when I hear people say well “I’d be happy with even half of these!” Seriously guys lets not lower the bar here, I would hope they would keep making more affixes not retract from the current ones. They have many more months for them to come up with more ideas on legendary affixes lets hope they continue to come up with more.

    7. The God states that Blizzard doesn’t ‘leak’ this information, they release it purposely to raise the hype.

      And it works, on gods and mortals alike – we’re all sitting here like a virgins at the orgy, eating every bit callously with our eyes, waiting to try it ourselves…

      Out with it on PTR NOW, The God COMMANDS!

    8. A lot of these look like a lot of fun, but why weren’t some of these runes? And why aren’t runes items anymore? They had it almost perfectly before Beta, the Blizzcon demo w/ all 5 classes in the PvP arena. The runes should have been a bigger factor. I wonder if they were going to start over, they’d dump the runes and just put all of the rune effects on legendaries. And of course, any of these makes regular rares salvage fodder. Rares are just another type of blues. If they don’t have good crafting w/ salvage materials, people won’t pick up yellows again, and people will moan and complain about yellow clutter.

      • I think there is speculation that Rares will get these passives, too. I think if they also make it so that the random affixes that will still likely roll on Legendaries have a lower ceiling than what Rares can roll, then some people might seek them out in lieu of a certain Legendary for a particular build. That would at least keep the item game compelling and keep gear nice and mixed up.

    9. Why not just improve the base skills instead of this weak attempt at item depth? Things like “Enemies you hit become DiabloWikiMarked for Death.” completely trivialize the base skill.

      Most of these suck anyhow, and we’ll be back with premiere builds which focus or exploit only the best mods. Same problem as before.

      • Because skills can be swapped at will. Affixes have to be found first.

        Also this adds more depth. First You choose, which rune of the skill You select, now You also choose, which affix on which item to wear to complement used skill.

        Personally i like the idea, hopefully new affixes wont be restrained to some minor group of “special” legendaries. In my opinion they should spawn on rares, for example taking two affix slots, so – once again – there would be a choice, either more “normal” affixes (ie more damage, more cc, more cmd and so on), or something, which improves skill You use.

    10. Skill-specific items are dumb. A zillion skill-specific items is dumber.

      If they must exist, I hope they stick them almost exclusively on the class-specific items instead of rings.

    11. Oh my god.

      DiabloWikiWave of Light will refund its Spirit cost if it kills 4 or more enemies.
      DiabloWikiWave of Light is now cast at your enemy.

      It is getting harder and harder to not want to keep playing Monk….

      • I disagree. They kind of range from goofy gimmick to all out game changers. Bells being refunded for killing 4 enemies is a pretty big deal. Removing CD on Explosive Blast also is. Or removing CD on Grasp of the Dead. Warcry increase you and allies run speed by 40% for ten seconds. Considering how long 10 seconds is in Diablo time, plus how easy it is to spam Warcry… kind of nuts. Obviously it’d be advisable to take Charge! rune here since there is no Fury cost. So basically perma-run speed boost, so long as you have no trouble spamming a button, but considering how much people love CM, don’t think that will be an issue.

        And as far as gimmicks go, I really want the gold rains from sky after massacre bonus. Just sounds fun.

    12. QUOTE][IMG]http://diablo.incgamers.com/images/wiki_icon.png[/IMG][URL

      http://diablo.incgamers.com/images/wiki_icon.png
      Arcane Torrent

      instantly lays mines on the ground.

      Heh, that might make Death Blossom actually useful.

    13. I hope these effects bonuses are very rare. Already we are being told that Loot 2.0 will make all other items obsolete, bonuses like these will remove any challenge from the game altogether. The TP invulnerability bubble will kill HC.

      • Someone theorized it just means you are no longer interrupted casting TP from taking damage, but you CAN still take damage.

    14. Some of these effects look great, but others look really bad. I realize I’m looking at this through the lens of the current game, but I’m having trouble seeing how they’re going to work.

      “DiabloWikiSpirit Walk lasts until you attack or until an enemy is within 30 yards of you.”

      Uhh…I would never wear an item that “granted” this ability. I suppose it’s great for use for moving from one pack to another, but if I’m using Spirit Walk to buff with Soul Harvest, I don’t want it wearing off as soon as I get close to a pack of monsters.

      “Summon a Fetish Army after you kill 20 Elites.”

      So…I’m going to kill a pack of elites, and THEN get a Fetish Army? To use on what-the next trash mob I come across? Don’t really want it for that.

      Hopefully some of these get a few more tweaks with testing before release. (Or maybe I’m just not seeing how they’re supposed to work.)

    15. QUOTE

      Hopefully some of these get a few more tweaks with testing before release.  (Or maybe I'm just not seeing how they're supposed to work.)

      No, you’re right. Some of these look terrible. But that’s testing I guess. Unless that Fetish Army is actually the special forces of Fetish Armies.

    16. QUOTE

      Bells being refunded for killing 4 enemies is a pretty big deal.

      As someone who has a p43 “Bells” Monk you’d think that this would be great, but all I see is a softening of the game difficulty, especially combining it with the ability of drop Bells anywhere. IF you look at my D2 stuff you’ll see that I make heaps of goofy builds, but, if all this comes to fruition, all I see is a larger variety of OP builds.

    17. QUOTE

      I hope these effects bonuses are very rare.  Already we are being told that Loot 2.0 will make all other items obsolete, bonuses like these will remove any challenge from the game altogether.  The TP invulnerability bubble will kill HC.
      
      Edit:  I really cannot understand the logic.  Trading = bad, having it rain OP Legendaries = good.
      There's not much challenge anyway, due to the MP system, if you're willing to debase yourself and play challenge-less content. So they're just changing it a bit so that you can lack challenge while having fun (or continue to challenge yourself by doing quirky things like random skills, playing on one-hit-kill difficulties for your gear level, etc.), as opposed to lacking challenge if you hold down the Whirlwind button and mash Sprint.
    18. Always love to read diablo.incgamers! So much fun and anticipation building!
      You guys are awesome. 🙂

      —-
      Increase chance to find Health Globes by 100%. (This would be very impactful for builds with skills that proc on health globes. Not to mention infinite life and only a chance to die from bosses.)
      —-

      It doubles the chance of finding Health Globes, so if it had a 1% chance, now it becomes 2%. There is no infinite life, unless I am forgetting something.

    19. It makes me wonder how many of these effects stack with each player that is using the same item. Having 4 people with ‘gold rains from massacre’ so x4 gold rain? Having 4 people who can use 1 champion CC effect, so 4 different CC effects or 4 people putting down arcane lasers?? If so then these changes will be bending the game much further towards multiplay benefits than solo.

      • “Having 4 people with ‘gold rains from massacre’ so x4 gold rain?”

        Item drops, including gold, have always been per-player. So you’d only see your own gold(en) shower.

    20. QUOTE

      I hope these effects bonuses are very rare.  Already we are being told that Loot 2.0 will make all other items obsolete, bonuses like these will remove any challenge from the game altogether.  The TP invulnerability bubble will kill HC.
      
      Edit:  I really cannot understand the logic.  Trading = bad, having it rain OP Legendaries = good.
      Well there certainly needs to be tiers of rarity for some items over others just like some items in d2 were more rare than others.
    21. Awesome, thanks for posting this Flux.

      Yeah Monk rings are cool, but I would like to see some more for other skills than just tempest rush. If Mystic ally is improved, then that legendary will be worth it as well. Plague to toads ring is awesome so is fire skill cost reduction for the Wizard. Haunt ring is great but I’d like the effect applied to the other skill similar to that as well because I love using it.

      Gold drop ring sounds like a nice touch as well.

    22. The announced changes have thus far been amazing, and will all greatly improve the game. At the top of my head there are however two more additions that will further enhance the experience: Pause on disconnect, and improved social features.

    23. It doesnt matter how rare Paladin Bubble is, it shouldnt exist. Rarity doesn’t justify gamebreaking.

    24. Two things to note about lulz-bubble:

      There are many dangerous places where you cannot use TP, such as during boss fights. It is possible that the new “endgame” stuff in the expansion will have similar rules, which would make lulz-bubble less omni-safe.

      In addition, my understanding is that the big death threats these days are from being CCed fully from 100% life to 0% life. In this case, the lulz-bubble won’t help.

    25. Any WD here likes this one, too?

      “Reduce the cooldown of DiabloWikiFetish Army and DiabloWikiBig Bad Voodoo by 1 second each time your fetishes deal damage.”

      plus

      “Your DiabloWikiFetish Army lasts until they die.”

    26. The town portal bubble isn’t really that game breaking for HC players. Most of my deaths weren’t from something that could’ve stopped. With that said, I don’t see that making it into the game without some sort of cool down if at all. If you can just cast and cancel before you port, it could function like an always available Serenity.

    27. QUOTE

      In addition, my understanding is that the big death threats these days are from being CCed fully from 100% life to 0% life. In this case, the lulz-bubble won't help.

      I guess one of the biggest death threats is disconnect, which bubble wouldn’t hep against either 🙂

      This is like health potion spam or life steal, if you are immortal against anything that kills you slower than you can click teleport (or regain 100% HP from life steal), then Blizzard would have to throw in enemies that kills even faster to offer any “challenge”.

    28. Increased damage while moving and reduced damage while standing still? Wow, we only had to wait for expansion legendaries to get one item that does something interesting.

    29. QUOTE

      If the core mechanics of your game are rotten, you need gimmicky effects like these

      LOD had the same mechanics through runewords, only that it allowed other classes to get other classes skills and caused a huge balancing issue yet it worked, at least for a few years before the game became bot land.

      RoS is making use of that too by introducing skill changing affixes through items but without making it way too unbalance.

    30. At level 60, Life Steal gains a 0.10x multiplier.
      At level 70, Life Steal no longer functions.
      Aaaaaand nail in the coffin.

      ItemPassive_Unique_Ring_523_x1 – Summon a Fetish Army after you kill 2 Elites. (Previously 20 Elites)
      ItemPassive_Unique_Ring_618_x1 – Locust Swarm lasts almost forever. (Previously doubled the duration)
      ItemPassive_Unique_Ring_619_x1 – While casting Town Portal you gain a protective bubble that prevents interruption and absorbs 50% damage. (Previously made an immunity bubble)
      ItemPassive_Unique_Ring_644_x1 – When you kill an enemy, it explodes for 500% of your Life per Kill as damage to all enemies within 20 yards. You no longer benefit from your Life per Kill. (Previously increased chance to find Health Globes by 100%)
      ItemPassive_Unique_Ring_648_x1 – Enemies slain while Feared die in a bloody explosion and cause other nearby enemies to flee in Fear. (New)

      Aaaaand there goes hearthbubble. Good night sweet prince.

      I also like how they can’t decide between infinite Locust Swarm and Double Duration.

    31. ItemPassive_Unique_Ring_644_x1 – When you kill an enemy, it explodes for 500% of your Life per Kill as damage to all enemies within 20 yards. You no longer benefit from your Life per Kill.

      is the type of thing we should see on runes! Not just legendaries.

      Bye bye Bubble.

    32. lol

      ItemPassive_Unique_Ring_523_x1 – Summon a Fetish Army after you kill 2 Elites. (Previously 20 Elites)

      Well, someone was asking about that and how garbage it is. So there you go. Still, don’t see the value in this. I mean, unless they’re permanent or something. Don’t these things only last like 60 seconds? So I guess you get some bonus fetishes every other pack… if you’re fast.

      They should make it 5 and make it permanent. Or make it five and have every elite kill add 1, with permanent duration. Or stack up to 20 with every elite kill, and still permanent.

    33. The big problem I see with those and any long duration/permanent pet is that they last for x time or until slain… which tends to be rather quickly, even though pets do get your defensive stats they don’t get your recovery (LoH on WD pets doesn’t count).

    34. SIZE=5][B]a[/B][/SIZE] Fetish Army after you kill 2 El
      First off ppl, look at the bigger picture

      Summon

      a Fetish Army after you kill 2 Elites. means 1 for every killed elite
      even now they dont have a limit
      there is a string about a option to restart your game without closing it(only resets the maps when you are in town)
      meaning, you can get a lot of fetishes over time
      there is a new passive/item that allows fetishes to live permanent
      you have a passive for liferegen working on pets
      enemies in Ros will do less damage and liferegen will have a higher impact

      so i wouldn doubt it to much

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