Reaper of Souls Datamining: More Legendary Item Passives


Puzzle ring comparison: Gamescom 2013.

Puzzle ring comparison: Gamescom 2013.

Blizzard continues patching their test version of Reaper of Souls and thus datamined info continues to emerge. The latest RoS build has a huge block of new legendary passives, plus lots of skill changes and details about new game modes. Here are the item properties; we’ll put the skills in a separate post for easier organization.

Heaps more to go with the ones we’ve seen previously. As always, these are from a test version of the game and may be changed or removed in the final product.

There’s one new item bonus in this patch that’s not a ring:

  • X1_Passive_BountyScroll – Grants a random buff to you and your allies. (An amazingly non-specific tooltip there. Interesting to see that Bounty Scrolls may do something other than point to the target monster, though.)

  • Legendary Rings: Offensive Properties

    The following bonuses available to all classes (as far as we know). There is a huge amount of variety to these bonuses, with many of them not clearly classifiable as offensive or defensive. (Though I tried, just to give the datadump some structure.) Interesting stuff abounds:

  • ItemPassive_Unique_Ring_653_x1 – Equip on Follower: Your follower cannot die.
  • ItemPassive_Unique_Ring_600_x1 – Summons DiabloWikiShadow Clones to your aid when you stun an enemy. (Previously when you were hit by a crowd control effect). There are “shadow clones” mentioned in other datamining. Presumably they are just like the shadow versions of your character Diablo summons in the Shadow Realm.
  • ItemPassive_Unique_Ring_650_x1 – Gib all enemies you kill. (Fun with splatters. Has it other functional potential?
  • ItemPassive_Unique_Ring_654_x1 – Knockbacks will knockup enemies instead. (Knockup has been mentioned in other RoS datamining. Not clear what it means.)
  • ItemPassive_Unique_Ring_663_x1 – Your items become indestructible.
  • ItemPassive_Unique_Ring_674_x1 – Gain increased run speed after Fearing enemies. (There aren’t many skills or effects that grant Fear in D3V. Perhaps we’ll see more added in RoS making this item more widely useful?)
  • ItemPassive_Unique_Ring_668_x1 – Chance to shatter and instantly kill frozen enemies.
  • ItemPassive_Unique_Ring_670_x1 – Lightning damage effect is increased and lightning damage has a chance to stun.
  • ItemPassive_Unique_Ring_684_x1 – Thorns now deals fire damage. (Remember that damage types matter in RoS, so this is meaningful.)
  • ItemPassive_Unique_Ring_671_x1 – Increases duration of stun effects by 1 second.
  • ItemPassive_Unique_Ring_672_x1 – Chance on killing demons to gain a DiabloWikiShrine effect.
  • ItemPassive_Unique_Ring_673_x1 – Your DiabloWikiThorns damage is applied on every attack.
  • ItemPassive_Unique_Ring_675_x1 – Chance to spawn a DiabloWikiNephalem Orb when you Blind an enemy. (Nephalem Globes are super fun in the Diablo 3 console; good to see we’re getting them in RoS as well.)
  • ItemPassive_Unique_Ring_676_x1 – Knockbacks cause the enemy to move more slowly.
  • ItemPassive_Unique_Ring_677_x1 – Crushing Blows have a chance to spawn a health globe. (DiabloWikiCrushing Blow was one of the most fun affixes in Diablo 2. Happy to see it’s coming back in D3. Will it work the same way?)
  • ItemPassive_Unique_Ring_678_x1 – Your projectiles move faster.
  • ItemPassive_Unique_Ring_680_x1 – Reduce all cooldowns by 1 second every time you kill a demon. (That sounds fantastically powerful, but realize that “demon” probably means one specific type of monster, and doesn’t include humans, animals, undead, etc.)
  • ItemPassive_Unique_Ring_682_x1 – Occasionally taunt nearby demons, forcing them to mindlessly melee you.
  • ItemPassive_Unique_Ring_683_x1 – Periodically knockback nearby enemies.
  • ItemPassive_Unique_Ring_685_x1 – Opening a chest grants 100% increased damage for 30 seconds. (Anyone else think this should do something more/different after Golden Chests?)
  • Click through for the Defensive and Class-Specific legendary properties:


    Legendary Rings: Defensive Properties:

  • ItemPassive_Unique_Ring_634_x1 – Blocking an attack Freezes the attacker for 3 seconds. (Previously did not specify time).
  • ItemPassive_Unique_Ring_652_x1 – Heal for 1% of your maximum Life per second for each enemy affected by a damage over time skill.
  • ItemPassive_Unique_Ring_661_x1 – Your Life per Second becomes an aura that affects all nearby allies.
  • ItemPassive_Unique_Ring_662_x1 – Chance on being hit to charm Undead enemies.
  • ItemPassive_Unique_Ring_664_x1 – When there are 5 enemies within 8 yards of you, gain an absorb shield for 30% of your maximum Life.
  • ItemPassive_Unique_Ring_665_x1 – Increase your Life per Second by up to 100% based on your missing Life.
  • ItemPassive_Unique_Ring_667_x1 – When you kill a fallen, you Charm surrounding fallen. (Interesting to see a bonus that’s only useful against one specific type of monsters)
  • ItemPassive_Unique_Ring_669_x1 – Taking fire damage restores resources.
  • ItemPassive_Unique_Ring_679_x1 – On gold pickup: Gain armor for 5 seconds equal to the amount picked up.
  • ItemPassive_Unique_Ring_681_x1 – Gainup to 30% increased run speed based on amount of Life missing.

  • Class-Specific Ring Passives

    Crusader Bonuses — There were very few DiabloWikiCrusader skill bonuses previously, so it’s nice to see some bonuses coming in for the new class.

  • ItemPassive_Unique_Ring_655_x1 – Removes the resource cost of Blessed Shield.
  • ItemPassive_Unique_Ring_656_x1 – Increase the size of your Blessed Hammers.
  • ItemPassive_Unique_Ring_657_x1 – Flail surges to an additional enemy.
  • ItemPassive_Unique_Ring_658_x1 – Reduce the cooldown of Heaven’s Fury by 50%.

  • Other Class Bonuses:

  • ItemPassive_Unique_Ring_659_x1 – DiabloWikiMarked for Death causes all rockets to lock in on that enemy.
  • ItemPassive_Unique_Ring_649_x1 – Removes the cooldown of DiabloWikiSeven Sided Strike.
  • ItemPassive_Unique_Ring_666_x1 – Chance on kill with Holy damage to summon an DiabloWikiInner Sanctuary on all group members which heals them.
  • ItemPassive_Unique_Ring_660_x1 – DiabloWikiRay of Frost now pierces.
  • ItemPassive_Unique_Ring_651_x1 – DiabloWikiHaunt is cast on all nearby enemies when you open a chest.
  • I haven’t tallied them all up, but this has to put us well into the hundreds for Legendary Ring passive properties seen via datamining. Will these all be on the DiabloWikiPuzzle Ring, or will they get tacked onto other legendary rings as well? Makes you wonder how hard it will be to find the one you want; will we wind up using the DiabloWikiMystic to reroll our legendary rings dozens of times in search of the desired needle in the haystack?

    Tagged As: | Categories: Datamining, Diablo 3 Expansions, Legendary Items

    Comments

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    1. If you’ve ever played Devil May Cry, you probably have a pretty good idea of what “knocking enemies up” means. So I think this legendary would pair best with a dual-wield Demon Hunter. 😛

      • http://youtu.be/3T_RdUPNg6k?t=30s Knocking enemies up.

        Combine this affix with knock back distance increased by 100% and it’s possible you’re knocking enemies way up in the air. Grab a Windforce and go to town with rapid fire on monsters hanging mid-air completely helpless.

      • I assumed “knock up” would mean you pull the enemy toward you instead of pushing them away from you. (Obviously only useful for ranged attacks)

        • If it pulled them toward you it would just say that it pulls them towards you, not use some other term. It’s probably more like a LoL sort of knock-up, which briefly immobilizes enemies by popping them straight up into the air for a set duration.

          This would make knockback a much more useful property for melee builds or ranged builds that rely on very specific positioning, since you could use it as a CC without having to worry about chasing things around.

    2. Meh, these are all still pretty bland. I was hoping they’d start to get better at coming up with cool new affixes but I’m still not seeing it. There is little to no potential synergy for most of these.

    3. Flux, I think the situation with all these rings is that it’s just for testing purposes with most of these being applied to the appropriate piece of gear when they’ve finalized things.

    4. KnockUp = Knocking back with a jump, several monsters do such already such as the lost mine golems.

    5. Puzzle Ring is one of the funniest things in the game. Seeing gobbie spawn out from nowhere is pretty cool 🙂

    6. ray of frost can pierce enemies. This spell will actually be good with that item

      • Ray of Frost is THE best build independant single target boss killing spell. If you don’t have a specific build going on or just don’t have the cash for the build, RoF is a really good choice, especially with Snow Blast ESPECIALLY against Butcher and Azmodan (it works against Diablo but not as only damage source).

    7. How is all this obtained? Via the PTR? Can’t Blizzard prevent access somehow? Or am I missing something.

    8. This deal is getting worse all the time!

      “Okay, just fired up the Loot Run, let’s see. Skeletons, better put on my Undead set, and put away my Demon set.”

      “Time for Brawling! Instant freeze death!”

      And no, Crushing Blow was a messed up, unbalanced goof mechanic (like Static Field) that trivialized end game content (Ubers). Stop giving things out that literally negate the need for skills, strategy, positioning, team work, or any other actual play mechanics. I guess they really do want to build D2.5, a game so easy a robot can play it.

      • They quite clearly didn’t want to make Diablo 2.5, but after the “fan outcry” they’ve started to move more in that direction.

      • Fast and fun kills are key to an action RPG. Crushing blow and static field were awesome at making you feel powerful, and many monsters had static field resistance (lightning resistance). It did make some fights much easier (Duriel) but wasn’t always useful. Crushing blow is also resisted partially by heroes, and physical immune monsters are immune to it. Perhaps the devs could have done a better job balancing CB with other damage options in the game, but there’s nothing wrong with the mechanics. Many people play characters that get by just fine without static or CB, so they clearly aren’t mandatory.

    9. “Removes the cooldown of Seven Sided Strike.” Would this be OP? It gives you an invulnerability shield, but I suppose you eventually have to use a different skill, otherwise in a sticky situation where you spam it you’ll run out of resource and be screwed.

      “Marked for Death causes all rockets to lock in on that enemy.” This sounds fun to me. Would also make goblin kills easier.

      • Seven Sided Strike is now pretty much useless (compared to other skills like e.g. wave of light). Even if you remove cooldown (which imho should be removed by default), you cannot spam it due to spirit cost.

    10. “Ray of Frost now pierces.”

      I came.

    11. Are all these on top of the previous ones, or have they taken some out?

      In any case, it makes sense that they’d keep all of them in for testing purposes to trial them.

      I’d expect a small percentage of these to make it into the retail version.

    12. Yay CB, however in D2 its effectiveness was dependent on how much physical resistance a monster had. This is why it worked, if you couldn’t remove or lower these resistances then it really hurt your CB. If they’re giving us CB then will there be any new monsters that also get it? It would have been better if the marked for death made SSS focus on that one enemy.

    13. So Thorns damage is applied on every attack with one item = awesome.

      ItemPassive_Unique_Ring_685_x1 – Opening a chest grants 100% increased damage for 30 seconds. (Anyone else think this should do something more/different after Golden Chests?). Yeah that’s a cool idea, but it’s also kind of forcing players to say well, you like nephalm runs etc, then you have to equip A and B or you handicap yourself too much.

    14. ‘knock up’ essentially works like short stun in diffrent games, its possible that mobs gonna be able to still attack you while in air in which case it would be there to just remove unwatnted knockback from skill

      btw. sup with all the ” before apostrophes, is there some forum macro for that?

    15. ItemPassive_Unique_Ring_654_x1 – Knockbacks will knockup enemies instead. (Knockup has been mentioned in other RoS datamining. Not clear what it means.)

      Well to knockup in the UK means to make pregnant or to be knocked up is to be pregnant. I’m going to go out on a limb and suggest that won’t be the effect.

    16. QUOTE

      btw. sup with all the '' before apostrophes, is there some forum macro for that?

      There’s still an issue with threads that originate from our news page. It’s just those threads though.

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