Diablo Immortal Technical Alpha - New Maxroll Website Branch

The Diablo Immortal Technical Alpha officially launched on Friday 18th, December at midnight CET unleashing Hell on our mobile and tablet devices and with it we are pushing Maxroll to its next step: covering Diablo Immortal with our fresh subdomain immortal.maxroll.gg that will discuss anything Immortal. We were one of the few lucky Nephalem to be granted early access to check out the current stage of Diablo Immortal in a so-called “Technical Alpha” mainly focusing on testing the early leveling stages, device compatibility and character control. Unfortunately not all classes are ready to be played yet; the Barbarian, Monk, Demon Hunter and Wizard are available, while the Necromancer and Crusader need to wait for another time to be extensively tested. The article at hand is an overview of our findings up until this point. Keep in mind that all information presented on immortal.maxroll.gg and in the Technical Alpha are subject to change any time and specifically endgame systems and endgame itemization are not finished and adjusted yet. You now have a Game selector on Maxroll to switch between the Diablo Games smoothly!



Itemization

The dedicated Materials Inventory

Items are at the core of any ARPG and Diablo Immortal in its Technical Alpha follows the footsteps of its predecessors; players will progress from Common, via Magic to Rare Items and spent a fair amount of time to chasing the powerful Legendaries that will grant skill specific modifiers that entirely change how you interact with your skills. All equippable Items are self-found and therefore immediately Account Bound. They can not be traded or given to any other player; loot allocation is also entirely separate - you won’t be able to see what other players, even in party, will receive as their drops. You can find out more information about Charms, Rarities, Runes and the Item Slots available in our dedicated posts:

User Interface for Inventory Management. There are three separate Inventories (bottom right hand corner): Items, Gems, Materials.
The Legendary Gem: Unity Crystal

Gems
Equippable Items can have Sockets; both Normal Gems as well as Legendary Gems exist. Normal Gems grant specific attributes, similar to Diablo II and III, while Legendary Gems grant powerful unique modifiers. Both gem types can be continuously upgraded for additional benefits and, unlike equippable Items, they are tradeable via the Marketplace. You can find screenshots of all available Normal and Legendary Gems, additional information on where and how to Socket them and much more in our dedicated posts:


Classes

Any Diablo game in the franchise is known for its strong class identity and fantasy; Immortal follows in those footsteps. The Barbarian, Monk, Demon Hunter and Wizard Classes fulfill the same fantasy as in previous titles and you are going to see some strong similarities specifically with Diablo III. You can find the screenshots of all available skills for each class in the below standing article of each class, however, be aware that we so far only had time to level the Wizard to the current level cap of 45. It’s worthwhile noting that the final level cap for release is planned to be level 60 - this means that each class will likely see additional skills further down the road.

Diablo Immortal Classes (f.l.t.r): Crusader, Monk, Barbarian, Wizard, Demon Hunter, Necromancer

Activities

While the main focus of the Technical Alpha is to test the leveling process, and not per se look deeply into endgame activities, we still took the time to explore the variety of activities available at this early stage. Keep in mind that the reward from any of the systems mentioned here is subject to change. Diablo Immortal comes with a significantly wider scopes of available activities than its predecessors:

The Bestiary
The Bestiary is a system similar to the Pokedex from Pokemon and the Bestiary from Path of Exile. You are on the hunt, in the Open World, for specific Monster Essences, which are a random drop when slaying your enemies. Collect 10 of these and you’ll be able to identify a new entry in your Bestiary. Currently each identified grants an additional level to your Bestiary currently yielding permanent additional and damage and life to your character. You can find screenshots and more information in our dedicated article:

Bounties
Bounties, a true non-fan-favorite activity from Diablo III, have a reappearance in Diablo Immortal - this time, however, less spammable. You can accept and run up to 12 Bounties every 24 hours; they are conceptually equivalent to Diablo III: you are given a task such as retrieve objects/persons, kill specific enemies, clear areas and so on. More on Bounties including some screenshots and gameplay footage can be found in our dedicated article:

Challenge Rifts
Challenge Rifts, while having the same in Diablo III, are conceptually closer to Greater Rifts. They are meant to be the final testing grounds of your character and your capabilities as a player. Challenge Rifts are tiered and they become progressively harder the further your progress. To progress you must clear the dungeon and the final boss within 15 minutes unlocking the next tier. Challenge Rifts have leaderboards where you can look at the top players for each class.

The Challenge Rift User Interface with an automatic Matchmaking System (Find Party)
Options in the Codex

The Codex
The Codex is similar to the Seasonal Journey and Achievements from Diablo III; it takes the player on an “easy-to-follow-step-by-step”-overview to progress early on with a new character. It’s a hands-on guide to learn interactions with Vendors, upgrading your Items, slaying Dungeon Bosses, exploring World Events and many other useful things you should know. Additionally it allows you to track your progress and grants some rewards with its “Battle Pass”.

Elder Rifts
Elder Rifts are conceptually similar to Nephalem Rifts in Diablo III and mapping on the Atlas in Path of Exile; we expect them to be your main activity in Immortal. Elder Rifts scale with your current character level; the difficulty is not adjustable by a selection but by adding modifiers to the dungeon via consumable items (Crests), which will increase the challenge as well as the rewards of an Elder Rift. Similar to Challenge Rifts you must spawn and kill the Dungeon Boss within 15 minutes to successfully reap your rewards.

The Elder Rift User Interface with an automatic Matchmaking System (Find Party)

Vendors
Diablo Immortal comes with a significant variety of Vendors and NPCs, allowing you to “progress” your items in various ways. Be it crafting, upgrading, reforging, enchanting, imbuing, extracting, trading, gambling, salvaging… and so on; for each action there is a NPC waiting for you to use his services. The rewards are not deterministic for each action, so be aware and don’t risk too much.

Keep in mind that the reward from any of the systems mentioned here is subject to change: attack the idea/activity/concept in the current alpha iteration and disregard its rewards as a placeholder. 


Monsters & Difficulties

Diablo II has fixed a Monster Level per zone and difficulty while Diablo III has a fully dynamic Monster Level based on your Character Level. Immortal incorporates a hybrid system. Zones have a variable range of Monster Level (e.g. 11-19). As long as your Character Level is in this specific range, all Monsters in this Zone will spawn with your Character Level as their Monster Level. If you are below the range all Monsters will be at their minimum Level, whereas if you exceed it, they will be at their maximum Level. XP penalties do apply if you attempt to kill monsters that are “out of this range”. This only applies for Normal Difficulty; starting with Hell 1 all Monster Levels in all Zones are capped to 45.

The World Map on Normal Difficulty with Monster Levels per Zone

Level System

The Level Cap in the Technical Alpha of Diablo Immortal is at Level 45, however, we know that for release the cap will be increased to Level 60; there is a decent likelihood that additional skills will be added towards each class for the remaining levels. After hitting the Level Cap players will receive Paragon Points, which are granted to the entirety of your seasonal account. Paragon Points, at this stage, grant access to four different "Paragon Skill Trees": Survivor, mainly consisting of defensive nodes, Vanquisher, mainly consisting of offensive nodes, Treasure Hunter and Gladiator that unlock at Paragon 50 and 100 respectively, which we couldn't reach yet. If you want to learn more about leveling strategies and the Paragon System check out our dedicated articles:

The Paragon User Interface: Clicking on any of the Flags will open the associated Paragon Skill Tree

Summary

Diablo Immortal has much more to offer than is depicted in this quick overview. If you are looking for more articles, feel free to check out the dropdown menu "Resources". If you can't immediately find what you are looking for - don't worry; we are dedicated to continuously update our content on immortal.maxroll.gg and if you can't wait until then you can always find our Content Creators streaming Diablo Immortal on Twitch: Bluddshed, Rhykker, svr_90