The season's biggest update: every class's skills as in D2R, six Sunder charms, a 10×8 inventory, PD2-style splash, a 115% monster resistance cap, a denser Terror Zone, party-wide shrines and summons that follow you between games.
Update 0.5.122.12 is mandatory and collects everything added since 0.5.122.11. **Close every Diablo window and start the launcher** — it downloads the new client and the new launcher.
## 10×8 inventory and charms
The inventory has **8 rows instead of 4**. Your items stay where they are in the upper half; the lower half is new.
Charms work **only in the upper half** — where the whole inventory used to be, so your current charms keep working. A charm lying even partly in the lower half gives no stats. The shared stash, the materials tab, the Armory and the Build Laboratory all know the new size.
## Sunder charms
Six new unique Grand Charms. Each one **sunders a monster immunity** of its damage type: a resistance of 100% or more counts as **95%** for you and your summons, and what curses and auras take away still comes off. In exchange the wearer gets a penalty rolled as in D2R:
- **Flame Rift** — fire; fire resistance −70% to −90%
- **Crack of the Heavens** — lightning; lightning resistance −70% to −90%
- **Cold Rupture** — cold; cold resistance −70% to −90%
- **Rotting Fissure** — poison; poison resistance −70% to −90%
- **Black Cleft** — magic; magic resistance −45% to −65%
- **Bone Break** — physical; +10% to +20% physical damage taken
They drop from elite monsters (champion, unique, boss) in the **active Terror Zone on Hell** and, like every charm, work in the upper half of the inventory. The resistance bar above a monster, the automap, the "Immune to…" line and the character panel show resistances the way the server computes them — including your charm. Sunder charms count towards the Holy Grail (6 new entries), and the Armory shows your charm's rolled penalty.
## PD2-style splash
Melee splash reaches as far as the weapon allows: **4** for normal weapons, **5** for exceptional and elite; **Concentrate** and **Berserk** add +1.
New item property **Melee Splash**: a melee hit deals its full hit damage to every monster around the target, each with its own resistances. Crushing Blow and Open Wounds roll separately for every monster hit, and you get half the life and mana leech from each. 175 uniques, 22 set items and Amazon spears and javelins with the Harpoonist's, Spearmaiden's or Lancer's affix have it — **when found from this version on**; items you already own stay as they are.
## Monster resistance cap
Monster resistances are now capped at **115%**, poison at **105%** — every element, every difficulty. Infinity (Conviction) therefore breaks every immunity, and Lower Resist breaks poison immunity on regular monsters.
## Terror Zone
The active zone has **twice as many monsters** (never more than the Tombs' density). The zone also changes on the full hour in a game that is already running, and the HUD shows the new zone right after the hour.
## Shrines, summons and materials
- Healing and boosting shrines affect **the whole party in the game**, wherever everyone stands. A shrine timer shows above your character, below the PLAYERS panel, e.g. `Exp 1:33`.
- Permanent summons **follow you into the next game**, as in PD2 — except Revive and ravens.
- A material picked up from the ground, e.g. a gem, joins the stack in your inventory even when the inventory is full — now on **every server**, until now only Polska 1.
## Skills as in D2R
Every class's skill values, synergies and descriptions moved to D2R. **Where D2R makes something weaker, our version stays** — nothing was weakened. In-game descriptions show the new values.
D2R mechanics in the game engine:
- every skill has **its own cooldown** — one no longer blocks another;
- for 87 skills a held button keeps going when the target dies;
- Inferno, Arctic Blast and Blade Fury are held channels as in D2R;
- Impale and Dragon Talon, Claw, Tail and Flight (when consuming charges) **always hit**;
- Dodge and Avoid animations can be interrupted;
- the druid shifts directly between Werewolf and Werebear;
- the server computes the Lightning Strike chain as in D2R; Volcano and Lightning Strike use D2R client effects;
- Blade Sentinel and Death Sentry use the owner's masteries and −% enemy resistance.
"At level 20" numbers are the skill table's damage at skill level 20, without synergies.
### Amazon
- **Strafe** — +30 AR (+9/level), 100% weapon damage (was 75%); synergies: Guided Arrow +10%, Multiple Shot +5% per level.
- **Multiple Shot** — new synergy from Guided Arrow: +12% damage/level.
- **Guided Arrow** — +7% damage/level (was 5%), synergy from Multiple Shot +12%/level.
- **Exploding Arrow** — fire at level 20: 129–149 → 199–226; synergies 12% → 14%.
- **Cold Arrow** — cold at level 20: 53–56 → 65–70 (our stronger version).
- **Immolation Arrow** — cooldown 1 s → 0.6 s.
- **Fire Arrow** — flat mana cost, no longer growing with level.
- **Impale** — always hits, +30% attack speed, slows the target (up to 75% movement and attack for 12 s).
- **Fend** — faster follow-up thrusts (animation rollback 60% → 30%).
- **Plague Javelin** — about +30% poison damage, cooldown 4 s → 1 s, synergies 10% → 14%.
- **Poison Javelin** — more damage from level 29.
- **Power Strike**, **Charged Strike** — synergies 10% → 14%; **Lightning Strike** 8% → 11%.
- **Inner Sight**, **Slow Missiles** — radius 13.3 → 18 yd.
- **Slow Missiles** — enemy missiles fly slower (down to 25% speed) and deal up to 40% less damage.
- **Dodge**, **Avoid** — interruptible.
- **Valkyrie** — cooldown 6 s → 0.6 s.
### Sorceress
- **Nova** — at level 20: 131–188 → 283–340, mana 15 → 13; new synergies: Lightning +6% and Static Field +5% per level.
- **Thunder Storm** — duration 32 s → 144 s (+24 s/level, was +8 s); synergies: Lightning +6%, Static Field +7% per level.
- **Frozen Armor**, **Shiver Armor** — duration 120 s → 144 s; Shiver Armor at level 20: 60–71 → 79–90.
- **Chilling Armor** — defense +60% (+9%/level) (was +45% +5%/level), at level 20: 39–50 → 100–111, longer duration, synergies 7% → 9%.
- **Frost Nova** — at level 20: 56–67 → 75–86.
- **Inferno** — about 2× damage, longer range, lower mana cost, synergies 13% → 16%.
- **Blaze** — more damage, +2% movement speed (+2%/level), synergies 4% → 6%.
- **Hydra** — no cooldown (was 1.6 s).
### Necromancer
- **Bone Armor** — +15 absorption/level (was +10).
- **Weaken** — the enemy deals −33% damage and a further −1% per level.
- **Raise Skeletal Mage** — +10% life/level (was 7%).
- **Blood Golem** — +55% damage/level (was 35%), +20% life/level plus a Golem Mastery bonus, mana/level 4 → 3.
- **Iron Golem** — keeps Thorns and gains flat attacker-takes-damage (level 20: +225).
- **Fire Golem** — mana/level 10 → 8.
- **Bone Spear** — synergies 7% → 8%; **Bone Spirit** 6% → 8%.
### Paladin
- **Holy Fire**, **Holy Freeze**, **Holy Shock**, **Sanctuary** — aura damage grows with proximity: up to +100% next to the paladin.
- **Holy Fire** — at level 20: 18–20 → 32–44; synergies 6%/18% → 10%/21%.
- **Holy Bolt** — synergy 15% → 20%.
- **Thorns** — keeps its % return and gains flat attacker-takes-damage (level 20: +144).
- **Conversion** — max chance 90% (was 50%).
- **Sacrifice** — self damage shrinks with level, down to 1%.
- **Fist of the Heavens** — cooldown 1 s → 0.4 s.
### Barbarian
- **Whirlwind** — base damage +30% (was −50%), +50 AR, also works on an adjacent enemy.
- **Leap Attack** — 200% damage, its own physical damage (level 20: 150–300), AR +100 (+20/level), synergy from Leap +10%/level, a landing wave, attacks at once when the enemy is adjacent.
- **Leap** — faster and farther.
- **Double Swing** — faster attack at the start.
- **Double Throw** — +16% damage (+8%/level), synergy from Double Swing.
- **Masteries** — Axe and Mace +40% base (was 28%), Pole Arm, Spear and Throwing +44% (was 30%).
- **Throwing Mastery** — chance not to consume the weapon (55% at level 20), a critical hit gives a piece back, pierce up to 55%.
- **War Cry** — at level 20: 150–160 → 198–208.
- **Battle Command** — base duration 5 s → 30 s; **Shout** 20 s → 30 s.
- **Grim Ward** — as in D2R: slows enemies and raises the damage they take (+20% +5%/level).
- **Frenzy** — duration grows with Increased Stamina; **Find Item** — bonus from Find Potion.
### Druid
- **Raven** — at level 20: 21–23 → 73–94, AR +30/level (was 15); synergy from wolves and Grizzly +12%/level.
- **Poison Creeper** — about 3.5× the poison damage at level 20, +50% life/level (was 25%), new synergy from Rabies +10%/level.
- **Summon Spirit Wolf** — deals cold damage (level 20: 49–53), +10% life/level, +5% resistances/level (max 85%), synergies from Dire Wolf and Grizzly.
- **Summon Dire Wolf** — at level 20: 69–74 → 85–109; +10% life and +5% resistances/level (max 85%).
- **Summon Grizzly** — +10% life and +5% resistances/level (max 85%).
- **Werebear** — +15% damage/level (was 8%), defense +40% (+10%/level) (was +25% +6%/level), attacks cannot be interrupted.
- **Maul** — +3% attack speed and +30% damage per charge (was 20%), AR +40 (+15/level).
- **Fury** — faster follow-up hits (animation rollback 100% → 70%), AR +10/level (was 7).
- **Rabies** — AR +10/level (was 7), synergy 18% → 20%.
- **Fire Claws** — at level 20: 247–260 → 464–499.
- **Arctic Blast** — about 3× the damage.
- **Twister** — at level 20: 68–72 → 104–106, stun grows with Arctic Blast.
- **Armageddon** — at level 20: 112–136 → 244–271, more frequent meteors, synergy from Volcano +18%/level, no cooldown (was 6 s).
- **Hurricane** — no cooldown (was 6 s); Hurricane and Cyclone Armor can be cast in animal form.
- **Molten Boulder** — cooldown 2 s → 1 s, synergy 10% → 12%; **Volcano** 12% → 16%; **Shock Wave** 5% → 10%.
### Assassin
- **Tiger Strike**, **Fists of Fire**, **Cobra Strike**, **Claws of Thunder**, **Blades of Ice**, **Royal Strike** — AR +25 (+10/level) (was +15 +7/level).
- **Blades of Ice** — at level 20: 231–259 → 263–291.
- **Dragon Talon**, **Claw**, **Tail**, **Flight** — always hit when consuming charges.
- **Dragon Claw** — +15% damage/level (was 5%), synergy from Claw Mastery +4%/level.
- **Dragon Tail** — +20% damage/level (was 10%).
- **Dragon Flight** — +35% damage/level (was 25%), range 27 → 38, no cooldown (was 1 s).
- **Blade Sentinel** — 75% weapon damage (was 37.5%), cooldown 2 s → 1 s, synergies from Blade Fury and Blade Shield +10%/level.
- **Blade Fury** — synergies from Blade Sentinel and Blade Shield +10%/level, AR +10/level.
- **Blade Shield** — duration 20 s → 120 s (+12 s/level, was +5 s), 75% weapon damage (was 25%), synergies from Blade Sentinel and Blade Fury +10%/level.
- **Venom** — +12 s duration/level (was +4 s).
- **Trap synergies** — Fire Blast 9% → 11%, Shock Web 11% → 17%, Charged Bolt Sentry 6% → 9%, Wake of Fire 8% → 10%, Lightning Sentry 12% → 18%, Wake of Inferno 7% → 18% and a longer range.
- **Shadow Warrior**, **Shadow Master** — cooldown 6 s → 0.6 s.
## Launcher
The change history opens in its own scrolling window (**CO NOWEGO** button), d2sfx.mpq and d2char.mpq are fully checked with new **ZAINSTALUJ Z FOLDERU** (install from folder) and **NAPRAW Z FOLDERU** (repair from folder) buttons, a failed game start shows an error code, and the selected game server no longer resets after a repair or on the first installation.
## Website
The Armory shows the 10×8 inventory and your Sunder charm's rolled penalty. The Holy Grail lists the six Sunder charms with readable penalty ranges. The Build Laboratory counts charm space in the upper half of the inventory.
**Required client: 0.5.122.12.** Close every Diablo window and start the launcher. The server changes apply to Standard SC/HC on all four game servers.