Blizzard just posted their official blog and guide to the Inferno Machine.
Ready for a double dose of diabolical danger? In patch 1.0.5, level 60 players will be able to forge a cursed construct called the Infernal Machine, allowing them to battle "uber" versions of some of the most malevolent mischief-makers this side of New Tristram…in pairs. While the rewards for defeating these extra-bad bosses will be great, some assembly is required.
Read on to find out how to craft the Infernal Machine, where it can be used, and what epic rewards await those brave enough to unlock its secrets.
To craft the Infernal Machine, players will first need to collect four components from powerful Keywardens in each Act of Inferno:
(Each component will be considered "Bind on Account," which means they can be used by any character on your Diablo III license.)
Players will be able to encounter the Keywardens in any difficulty, but only in Inferno and with a full five stacks of Nephalem Valor will they have a chance to drop pieces of the Infernal Machine. While Monster Power is not required, each level will increase the drop rate of both the keys and the plans by 10%, all the way up to a guaranteed 100% drop chance at Monster Power 10.
After all the components have been collected, they can be assembled in town at the Blacksmith. Your Blacksmith will need to be level 10 in order to learn the Legendary plans, and he'll require 12,000 gold to forge the device in his furnaces.
Once crafted, the Infernal Machine will remain in your inventory until activated.
Once assembled, the powers of the Infernal Machine can only be unleashed in one location -- a cellar in New Tristram known simply as the Heretic's Abode. To activate the device, enter the cellar (located just behind Brother Malachi the Healer) and right-click the item in your inventory. This will summon an ominous red portal that will lead you to a demonic realm where you'll be pitted against a pair of Sanctuary's most nefarious villains.
In order to access the Heretic's Abode, players will need to set their quests to "Act I – Return to Tristram."
Activating the Infernal Machine will also destroy it, so to open another portal, you must craft the device anew. This process will include recollecting each of the three wardens' keys as well paying another 12,000 gold to the Blacksmith. (Don't worry about the plans -- once you've trained your Blacksmith, they will remain available in your crafting list for use at any time.)
Those brave enough to step through the Infernal Machine's ominous output will be transported to one of three randomly selected Realms of Pure Evil, where a predetermined pair of bosses awaits:
In the Realm of Discord, King Leoric and Maghda guard the Royal Crypts.
In the Realm of Chaos, Ghom and Rakanoth defend the Larder.
Finally, in the Realm of Turmoil, Siege Breaker and Zoltun Kulle protect the Edge of the Abyss.
In terms of difficulty, the encounters will be about as challenging as the Diablo fight in Inferno, and each "uber" boss will retain their full arsenal of base spells and abilities. Many of the abilities are more powerful, and certain bosses have even come up with new tricks to test those who dare to enter their domain.
If you happen to fall while battling one these Infernal foes, don't worry -- as long as you don't leave your game session, you can release and restart the encounter at any time by clicking on the very same portal you created. Similarly, even after both bosses have been slain, your portal will remain active in the Heretic's Abode until your game session has ended, which means that if you're out of inventory space, you're welcome to leave and return without losing your loot.
(Please note that you cannot be sent to the same Realm of Pure Evil twice in a single game session. This means that if you create or have access to four or more Infernal Machine devices, in order to use all of them, you'll need to start up a brand new game once you've opened up three portals.)
For successfully defeating a boss pair, players will be rewarded with extra items and gold. In addition, they will also have a chance to harvest demonic organs from each of their fallen foes, which can be used to create a Legendary item of unique power: the Hellfire Ring.
Similar to the wardens' keys, a full five stacks of Nephalem Valor will be required for the organ pieces to drop, and each level of Monster Power will increase their drop rate by 10%.
Once all of the organs have been collected, they can be combined at the Jeweler using a new design available for purchase from Squirt the Peddler. This design will teach your level 10 Jeweler four variations of the ring: the Hellfire Ring of Intelligence, the Hellfire Ring of Strength, the Hellfire Ring of Dexterity, and the Hellfire Ring of Vitality. Depending on which variation you choose, your ring will be guaranteed to roll one primary stat with a set value range of 170–200.
In addition to the guaranteed primary stat, each ring will always have the following:
The Hellfire Ring will be considered Unique-Equipped, which means that players can only wear one at a time. Your followers will be able to equip the ring, however, and given the boost to experience and absence of a level requirement, the rings make excellent heirlooms to be passed down to each of your alts. If you no longer find the need for one of your rings, simply salvage it for materials at your local Blacksmith. So create one or create more -- the choice is up to you!
Looks like the long wait is over and tomorrow we can finally attempt the Infernal Machine.
We will be performing scheduled maintenance for Diablo III starting tomorrow at 1:00 a.m. PDT in order to deploy patch 1.0.5. We anticipate that maintenance will conclude and that all services will be available by approximately 1:00 p.m. PDT.
Important: Please note that you will not be prompted to download patch 1.0.5 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.5 is live until those regions have also patched.
For reference, here are the scheduled maintenance times for each region:The Americas: 3:00 a.m. PDT (10/16) to 1:00 p.m. PDT (10/16)
Please note that these times are subject to change. For time zone assistance, please visit:http://everytimezone.com
The public test realm is going down tonight.
We will be shutting down the patch 1.0.5 PTR this evening (10/15) at approximately 11:00 p.m. PDT. At that time, you will no longer be able to log in to the PTR client, and both PTR Feedback and PTR Bug Report forums will be marked read-only.
Please note that any progress you made on the PTR will not transfer over to your Diablo III account.
Thank you to everyone who helped us test this patch. We look forward to releasing patch 1.0.5 to the public tomorrow morning!
The armies of the Burning Hells are about to become a lot more hellacious. In patch 1.0.5, we'll be introducing Monster Power, a new system designed to give players more control over how challenging enemies are in each difficulty setting. Similar to the "Players X" command in Diablo II, Monster Power gives Diablo III players the option to increase the health and damage of monsters according to different "power levels" -- and in return, they'll receive scaling bonuses to their adventure stats (including experience, Magic Find, and Gold Find) as well as more drops.
The option to adjust Monster Power will be available to all players starting at level 1 through the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties. Here's how the system works....
Monster Power will be disabled by default, so before you can make any adjustments, you'll first need to enable the system. To do so, open up the Game Menu, click the Options button, and then click the Gameplay tab. You'll see the Enable Monster Power Selection box on the right side of the screen -- check that, and then click Accept.
Once enabled, the option to set Monster Power will appear in the lower portion of the Quest Selection window next to the Difficulty drop-down menu. You can choose from Monster Power 1 (MP1) all the way up to Monster Power 10 (MP10), or you can opt for No Monster Power (the default setting) to play the "normal" challenge level for your chosen difficulty. Monster Power can be adjusted separately for each hero and difficulty, and can be changed at any time through the Quest Selection interface.
At the launch of patch 1.0.5, Monster Power will be available in both solo and private multiplayer games. Whenever you join a private multiplayer game, your hero will temporarily adopt the Monster Power level set by the party leader, and it will return to the previous setting you selected as soon as you leave the group.
(Please note that you will not be able to adjust Monster Power in Public Games at the feature's launch, though we're looking into the possibility of adding that ability in the future.)
Starting at MP1, each level of Monster Power will increase monster damage and health by a scaling amount depending on difficulty. To reward your audacity, your hero will receive bonuses to experience, Magic Find, and Gold Find (which will stack above the 300% cap).
For Normal, Nightmare, and Hell, the bonuses look like this:
In Inferno, in addition to increased experience, Magic Find, and Gold Find, whenever a monster dies and drops an item normally (whether it be gold, a potion, or a piece of gear), the monster also has a chance to drop an additional bonus item. The chance to drop a bonus item will scale up with each MP level as detailed in the table below.
In Inferno at Monster Power 1 or greater, monsters in every Act will also be bumped up to level 63 and share the same high-end item drop rates. This means that no matter which act you're progressing through, the monsters in that act will all have the same shot at dropping items level 61-63, including crafting recipes, Legendary items, and set items.
While monsters in Inferno will all be level 63 at MP 1 through MP 10, their skills, abilities, and attributes will still vary from act to act. This means that certain Acts or Chapters may still be more difficult for you than others based on what monsters and Elite packs appear in each, but -- since the rewards will be identical across the entire difficulty -- where you choose to play is ultimately up to you and your personal play style.
Now that we've explained the mechanics, let's delve a bit deeper into the design philosophy. The intent of Monster Power is not necessarily to make the game "unbeatable," but to provide better ways for players to measure their progress as they become more powerful. We've designed the system around this idea, with two primary areas of focus:
Monster Damage vs. Monster Health
Since the goal of this system isn’t to make the game ultra-hard, with each Monster Power level there's a heavy emphasis on increased monster health rather than monster damage. This is because, in general, it's more fun to find ways to maximize your damage than it is to be forced into taking every available form of damage mitigation. We also didn't want to create situations where "hard to beat" could become "impossible to beat" because players couldn't survive long enough to make any progress. In our testing, we found that while scaling up monster damage certainly made some fights more challenging, it did so in unfair ways…and also made it quite easy for heroes to be one-shot. Increasing the health of monsters, on the other hand, allowed the game to scale up in difficulty more naturally and in a way that still felt manageable.
By now, some players have reached a point where they can kill monsters so fast that even Inferno provides almost no challenge, and enemies die as soon as they appear on the screen. For these players, the bottleneck for efficient farming is actually the speed at which they can traverse the map rather than how well they can dispense with enemies.
This is where Monster Power can shine. Players who can clear every Act of Inferno without much problem can increase their Monster Power for a more enjoyable and interesting challenge -- as well as better rewards -- and keep pushing their limits all the way up to Monster Power 10. Will some players be able to kill Diablo on Monster Power 10 as soon as 1.0.5 goes live? Absolutely. Will that be the most efficient Monster Power level at which to farm items? For most, probably not. Monster Power allows each individual decide what that "sweet spot" is for them.
In Diablo III, your character's power can grow by multiple orders of magnitude, but up until now there hasn't been a way for you to truly put that potency to the test. The Monster Power system provides a new outlet for high-powered heroes to truly see how far they've come and tangibly experience just how epic the gear they've collected is.
Different players want different levels of challenge, and with Monster Power you'll be able to determine what the right level of challenge is for you. Whether you're in it for the guts, the glory, or simply the goodies, we're excited to offer players the opportunity to face the forces of evil on their own (possibly slightly insane) terms.
The Halloween season has finally arrived, and we’re ready to cut straight to the heart of the holiday. If you're dying to pick up a knife and hack, gash, slash, and jab at something, then you might be excited to hear that as of October 11, Blizzard's 2012 Halloween Pumpkin Carving Contest has officially begun! Unleash your magical axes, psi blades, chitinous claws, and other creative cutlery to carve up Blizzard-themed jack-o'-lanterns of epic awesomeness. If you're unclear as to what epic awesomeness looks like in the flesh, you can check out last year's winners for some inspiration.
We'll choose ten of the grandest Cucurbita to earn one (1) World of Warcraft Monopoly Collector's Edition.
Don't delay; start carving right away! The ninth annual pumpkin carving contest ends on October 29, so be sure to check out the contest page for rules and eligibility and get straight to slicing.
PTR Maintenance - 10/11/2012
Set Items on Followers
As it stands currently, in order to receive the benefits of set bonuses, the set items need to be equipped on your main character. Set items equipped on Followers will not contribute to set bonuses.
We’re aware that this isn’t ideal, and we’re looking into some possibilities that would make using set items on Followers a more appealing choice in the future.
I am curious on what they have planned for making Set items more appealing to use on Followers. The majority of my playtime is solo with a Follower, so any addition to followers is welcomed.