Command Wind and Sea as the Tempest

The embodiment of the frigid northern elements has arrived in a symphony of mist: the Tempest. Tempests are master of wind and wave these bladedancers use their sacred talents to save the people of Sanctuary from doom. Tempests are sacred defenders, using elements and edged weapons to defeat the dark forces that oppose them. Hailing from the Cold Isles in the North, those that dare stray from their homeland are pariahs—their calling is to use their talents to protect the lives of mainlanders at all costs.

Tempests utilize Edges, wind and water blades of immense power that harness the elements of air and water. Tempests conjure Zephyrs, temporary shades that mirror your movements to distract and taunt enemies, leaving their foes open for the kill. Mastering the Tempest requires reverence for the elements and the fury of the roughest waters. Will you become the storm?


CODEX

Master Sea and Sky – The Origins of An Exile Hero

Harness the Storm: Tempest Skills

Rain Asunder with Tempest Legendary Affixes

How to Wield Tempest

New Paragon System

Level & Difficulty Changes


MASTER SEA AND SKY – THE ORIGINS OF AN EXILE HERO

Uncontrolled power is the doom of the soul; power gripped tight the doom of the world. This mantra guides the mist-clad bladedancers of the Cold Isles, the Tempests, on every voyage. It has also led a handful of them to flee their ancestral home for the first time in millennia.

The Cold Isles rest far to the north, beyond Ivgorod. In these harsh lands, its people have subsisted for thousands of years. Legends hold that their great empire of Pelghain—a thalassocracy born of seafaring and trade that reached as far as Xiansai—was ruined by violence between their rulers, sister priest-empresses with the power to command oceans and wind. The battle roiled sea and sky, drowned their mainland cities, and left only their island capital standing, beset by permanent deluges and hurricanes, and surrounded by Maarozhi, beasts of the deep.

A once-proud people now cling to the vestiges of their empire, relying on their bladedancers to endure the weather and enemies that haunt them. Tempests train in the art of fighting upon the waves and sail as far south as Arreat to hunt the beasts that ravage their shores.

Other than imperial ruins, the largest relics of Pelghain’s rule are the mists of the Spiral, a winding network of snowy fjords. The people of the Isles believe these mists are the dying breath of their empress Mehrwen. They send the purest and bravest among the Tempests on dangerous voyages to breathe in the mists, hear the whispering voices of an earlier age, and grow in knowledge and power to command sea and sky as the empresses did.

Those Tempests who are purest of heart and will drink the mists in daily, ultimately trading their material thoughts and bodies for greater power over wave and wind. But storms have battered Pelghain for centuries, and more Tempests are needed to curb them each year. With every beast the Tempests slay, two more lurk below. The sages, councilors and mystic Unmoored who control Pelghain’s future are unwilling to abandon the land occupying its ruin.

Occasionally, Tempests who voyage widely—who see a bigger world, just as embattled as their homeland—reject their society and refuse to give up their humanity to the mists. They claim their perspective is greater than that of the mist-addled Unmoored, and lament their strongest wasting their lives; delaying the inevitable, never stopping it. Some believe their home will be doomed forever, while others seek a way to save the lands beyond. All are exiled, made pariahs to deter others from following their example.

Today, a small number of these wandering Tempests voyage to the mainland to confront its evils. They cut down demons with sweeping twin edges and command water and sky to preserve any lives they can. But when they speak, it is always as exiles—with the chill of the wind and the voices of centuries gone. If their home is doomed despite all their people have sacrificed, what will it cost them to save Sanctuary?

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HARNESS THE STORM: TEMPEST SKILLS

Conjure the wrath of the Cold Isles with a brevity of strikes to quell any foe.

Passive Skill

Mist-Touched: Your attacks will periodically conjure a Zephyr to your aid, attacking enemies and mimicking many of your Skills before dissipating into a Mist-Touched Orb.

When you collect a Mist-Touched Orb it reduces the cooldown of Mist-Touched, but if an ally collects a Mist-Touched Orb it will empower them, causing their next skill to conjure a Zephyr mimicking the attack used.

Many of your other Skills can also conjure Zephyrs, but you can only control up to 3 at one time.

Primary Attacks and Ultimates

Wind Edge: Empower your edges with violent winds that allow you to quickly slash at nearby enemies, dealing damage. If an enemy is out of range you will rush to their location, but against enemy players this has a cooldown.

Piercing Gale (Ultimate): Enhances Wind Edge temporarily, allowing you to charge forward and slice through enemies, dealing damage. You also gain a shield that absorbs damage.

Wave Edge (Unlocked at Level 34): Empower your edges with the crashing tides to create water whips that allow you to unleash a series of sweeping attacks, dealing damage to your primary target and nearby enemies.

Power of the Deeps (Ultimate): Enhances Wave Edge temporarily, increasing your range and allowing you to attack enemies all around you, dealing damage. You also gain a shield that absorbs damage.

Skills

Breaker: Flourish your blade edges, unleashing a wave that crashes over enemies, dealing damage. As the wave crashes into the ground, it conjures a Zephyr.

Crosswinds: You and your Zephyrs unleash a gust of wind at a targeted location, dealing damage.

Vortex (Unlocked at Level 3): Conjure a vortex that pulls in nearby enemies, continually dealing damage.

Squall (Unlocked at Level 8): Call on the power of the wind to teleport you and your Zephyrs to a target location, unleashing a swirl of attacks, dealing damage.

Blade Dance (Unlocked at Level 15): Throw the blades of your edges forward into the ground, dealing damage to enemies and stunning them. After a short delay, you pull yourself into the blades, damaging and knocking back enemies along your path.

Cascade (Unlocked at Level 20): You and your Zephyrs slam your edges into the ground unleashing a crashing wave around you, damaging enemies within the area.

Flowing Strike (Unlocked at Level 28): Conjure a Zephyr at your current location as you Dash forward in a flurry of blades and water, damaging enemies in your path.

Tidal Rush (Unlocked at Level 38): You and a targeted Zephyr Dash at each other’s current location to slice through enemies in your wake, dealing damage.

Zephyr Surge (Unlocked at Level 41): Dissipate into the air to become untargetable and unleash a flurry of 5 slashes on nearby enemies, dealing damage. Zephyr Surge also consumes all of your Zephyrs, empowering the attack with 1 additional slash for each Zephyr consumed.

Wind Walk (Unlocked at Level 44): Conjure a cyclone, temporarily increasing your Attack Speed and making you untargetable while you remain inside the storm.

Rolling Surf (Unlocked at Level 47): Empower yourself with the sea, causing your and your Zephyrs’ Primary Attacks to hurl water blades that penetrate enemies, dealing damage. Additionally, your Movement Speed is increased, and you ride a wave that allows you to Primary Attack and move at the same time.

Riptide (Unlocked at Level 50): Release your edges to command the water around you into a crushing tide that pulls in nearby enemies, damaging and stunning them.

Stormfury (Unlocked at Level 53): Imbue your edges and the weapons of nearby allies, causing your Primary Attacks to unleash slashes of wind, dealing additional damage.

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RAIN DOWN HAVOC WITH TEMPEST LEGENDARY AFFIXES

Many new class-specific Legendary Items are being released with Tempest. We wanted to give players a variety of Items to tinker with so they can get a complete sense of what the Class can do upon release. We’re looking forward to the creative builds you conjure and shape as the Tempest.

Chest

  • Charging Current: Vortex now conjures a waterspout at a target location, continually damaging enemies while pulling them towards the center. Enemies successfully pulled to the center are knocked up into the air.
  • Blessed Ashet: Cascade also increases your Movement Speed when it strikes an enemy.
  • Deserter’s Pride: Cascade also increases Primary Attack Speed.
  • Fade to Bronze: Cascade also causes enemies hit to become vulnerable, taking increased Critical Hit Damage.
  • Flitter Away: Blade Dance also increases your Primary Attack Speed.
  • Merchant’s Scale: Rolling Surf also conjures 1 Zephyr.
  • Overflow: Vortex now causes geysers to erupt from the ground underneath random enemies every second, damaging and knocking them into the air.
  • Reverent Sage: Cascade cooldown is reduced.
  • Tidewall’s Strength: Riptide now calls a wave that crashes into you, pulling, damaging and stunning enemies.
  • Zephyrguard: Flowing Strike now conjures a Zephyr that slashes and Stuns enemies at a targeted location, before you Dash forward in a flourish of edge strikes.

Helm

  • Anopsia Rising: Cascade now conjures 1 Zephyr to slam the ground at a targeted location, pulling waves into them that damage and pull in nearby enemies.
  • Sacred Gasp: Cascade now conjures converging currents around you, damaging and knocking up nearby enemies. The damage and radius of the currents is increased for every Zephyr you control.
  • Dawning Smile: Wind Walk cooldown is reduced.
  • Dream and Drown: Cascade now empowers you and your Zephyrs’ attacks to release waves at enemies you hit, dealing damage to them and nearby enemies.
  • Sumptuous Swell: Cascade now periodically unleashes bursts of water from you and your Zephyrs, damaging nearby enemies.
  • Look Leeward: Squall now marks enemies briefly before it ruptures and slices through them, dealing damage equal to a portion of the damage you dealt to them while marked.
  • Strident Bident: Cascade now causes you and your Zephyrs to release a crushing wave, damaging and stunning enemies while also causing them to take additional damage from your next attack. Damage dealt to stunned enemies removes the effect.
  • Unmoored Eyes: Blade Dance now throws your edges, impaling them into the first enemy they strike, damaging and stunning them. Your edges remain embedded in the target for a short while allowing you to activate the skill again to Dash behind the target, damaging all enemies along your path.
  • Unyielding Vision: Rolling Surf Critical Hits cause an explosion of water, dealing damage to nearby enemies.
  • Vastwash: Cascade now floods the ground, damaging enemies while empowering you and allies within, causing your Skills to unleash waves that crash through enemies and damage them.

Main Hand

  • A Thousand Dooms: Squall now causes you and your Zephyrs to swiftly slash forward and damaging enemies and shattering their armor increasing all damage they take.
  • Chsaad Dhuth: Rolling Surf now empowers your edges, causing you and your Zephyrs’ Primary Attacks to become sweeping sword slashes.
  • Fiendfell: Wind Edge becomes empowered periodically, causing your next attack to unleash a piercing wind that slices through enemies, dealing damage and shattering their armor, causing them to take increased damage.
  • Flooded Stream: Rolling Surf now empowers your edges, causing you and your Zephyrs’ Primary Attacks to become swirling whip strikes.
  • Grassblade Edge: Wind Walk duration is increased.
  • Harmonious Castill: Squall now makes you untargetable and causes you and your Zephyrs to Dash forward, damaging enemies in your paths.
  • Mehrwen’s Humility: Wind Walk also removes all non-loss of control harmful effects.
  • Paean of Pools: Wave Edge also conjures a Zephyr for after striking the same enemy multiple times.
  • Shriekworth: Crosswinds Critical Hits cause 4 blades of wind to shatter off the target, dealing additional damage to nearby enemies.
  • Spiral Guidance: Squall is now Channeled, causing you and your Zephyrs to periodically unleash wind slashes, dealing damage to enemies in their path.

Off-Hand

  • Mistwhisper: Zephyr Surge now causes you to become untargetable and Dash at an enemy, unleashing a series of rapid strikes against them, with each Zephyr consumed granting additional strikes.
  • Hurricane Hitch: Crosswinds now empowers your edges with wind, causing you and your Zephyrs’ Primary Attacks to unleash wind blades, damaging enemies.
  • No Second Chances: Wind Edge becomes empowered when you use a Skill, causing several Primary Attacks to deal additional damage to nearby enemies.
  • Cyclone’s Call: Crosswinds is now Channeled and can be cast while moving, causing you and your Zephyrs to spin, launching wind blades that damage nearby enemies.
  • Dine on Fishtails: Zephyr Surge can now be charged to increase its damage, allowing you to unleash a powerful slash of air, with each Zephyr consumed also increasing the Critical Hit Chance of the attack.
  • Samilian Windbrush: Blade Dance maximum charges increased by 1.
  • Maarozhi Spine: Zephyr damage increased.
  • Glory to Ksathra: Vortex also increases your Primary Attack Speed after hitting an enemy.
  • Echoing Sky: Crosswinds now causes you and your Zephyrs to launch wind blades, damaging and Slowing enemies.
  • Sip of the Breath: Mist-Touched Orbs also increase your Attack and Movement Speed.

Pants

  • Atonement Brand: Zephyr Surge deals increased damage each time it strikes the same target.
  • Footprints in the Abyss: Breaker now conjures 2 Zephyrs to ride the wave, damaging enemies in their path.
  • Flaring Lighthouse: Breaker now causes you to Dash forward, damaging enemies and conjuring a Zephyr in your wake. Additionally, you gain an absorb shield.
  • Isolation’s Grace: Tidal Rush now commands a Zephyr you control to sacrifice itself for an ally to grant them a shield that absorbs damage and blocks projectiles.
  • Pure of Will: Tidal Rush now commands your Zephyrs to charge a target location, damaging and stunning enemies in their path.
  • Prolix Pair: Breaker now conjures 2 Zephyrs that crash together on waves, damaging and knocking back enemies in their path.
  • Truth as Treasure: Mist-Touched’s cooldown is reduced for every Skill you cast.
  • Twin Break: Breaker now conjures Zephyrs that crash together on waves, damaging and knocking back enemies in their path.
  • Seafarer’s Trows: Flowing Strike also grants you increased damage for a short time.
  • Waverider: Breaker now causes you to Dash forward, damaging and knocking back enemies in your path while also conjuring a Zephyr at your destination.
  • Windswept Promise: Zephyrs now also increase your Attack Speed for each you control.

Shoulders

  • The Shoal: Vortex also shatters enemy armor, increasing the damage they take.
  • Storms Without Number: Stormfury now empowers only you, causing every 3 Primary Attacks to release a violent storm around your target, damaging and pulling in nearby enemies.
  • United Defiance: Flowing Strike conjures 1 additional Zephyr.
  • Higher Coin: Zephyrs now have a shorter duration, but when they dissipate, they charge into enemies and explode, dealing damage to all nearby enemies.
  • Weightless Existence: Wind Walk now increases your Evasion Rating and reduces all Skill cooldowns.
  • Bounteous Sigil: Breaker cooldown is reduced.
  • Safe Borders: Flowing Strike can now be used while suffering from total loss of control and knockback effects, making you immune to their effects briefly.
  • Barnacle Plaque: Breaker maximum charges are increased by 1.
  • Depthsdrawn: Breaker also increases your damage done.
  • Gustgift: Wind Walk now conjures a dust storm, allowing you and your allies to evade Primary Attacks while you remain in the storm.

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HOW TO HARNESS THE TEMPEST

There are many ways to harness the raw chaos of the storm. Which will you choose? On May 23, visit the Tempest Hub in-game to view the five different ways to experience this furious new Class.

Tempest Origin Quest: Relentless Tide

Dive into the past of a young Tempest defending the denizens of Sanctuary. In a brief cinematic quest line, learn several of the Tempests skills, experience the harshness of the Cold Isles, and play through the fateful encounter that led one Tempest to go into exile and abandon their home.

Tempest Trial Dungeon

Wield the storm’s full wrath in the Tempest Trial Dungeon. Selecting from 3 pre-set builds, enter a trial dungeon will full stats and pre-selected gems to experience the full potential of the Tempest. This dungeon can be replayed as many times as desired.

Deluged Plane

The Deluged Plane is a special edition of the Fractured Plane where you can try playing as a Tempest, to experiment and tinker with different playstyles before fully committing to a Class Change. Deluged Plane will also be a great place to try out new Legendary Items for those that enjoy making their builds shine as brightly as possible. Emerging triumphant will earn you a Tempest cosmetic and Legendary Gear.

Create a new character and select Tempest

Begin anew, adventurer. Simply create a new character and start a new journey as your own fully customized wanderer from of the north.

Class Change

You can also choose to take your existing character and convert them into a Tempest. Class Change is now available once you reach Westmarch, rather than upon reaching Level 35.

Beginning on May 23, we are temporarily augmenting the Class Change cooldown. For the first few weeks after the Tempest is released, there will be no limit to the amount of times you can revert a changed Class back to your previously selected class.

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NEW PARAGON SYSTEM

Alongside the content update that brings Tempest on May 23, we are reshaping the way our Paragon System is currently set up. Our goal is to increase versatility and choice, while streamlining the system overall to make it easier to combine and collect skills that will suit your various playstyles.

After these Paragon changes have tremaken effect, you’ll still have access to the features and content that you currently have in this system. What you gain is far more flexibility to equip and combine different abilities, granting greater build diversity and versatility.

In the new Paragon System, we are combining sections of the previous Paragon System to allow for a much better pool of skills one can use at any time. Currently, Paragon skills are separated into 15 different trees. In the new system, these are now going to be combined into 5 different trees, each with a pool of 15 skills to choose from. You can now make the same selection of having 5 active skills, except you’ll be able to select any 5 from a pool of 15 skills within a given branch.

Trees unlock sequentially, granting you access to further trees as you spend more Paragon points by unlocking skills in trees that are currently available to you. Spending 10 points within a given Paragon tree will then unlock the next available Paragon tree.

The 5 new trees are:

  • Vanquisher (Includes: Vanquisher, Treasure Hunter, Massacre)
  • Survivor (Includes: Survivor, Mastermind, Apothecary)
  • Gladiator (Includes: Gladiator, Soldier, Champion)
  • Brawler (Includes Brawler, Warden, Executioner)
  • Slinger (Includes Duelist, Weaver, Ranger)

Persistent Attributes

All of the Persistent Attributes that gave you benefits in the previous system can now be unlocked and redistributed in the new system. Unlocking a Paragon skill—regardless of whether it’s active—will grant you the additive bonuses that Persistent Attributes once gave. All of the stat benefits that were within Persistent Attributes will be granted across all the new Paragon skills.

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LEVEL & DIFFICULTY CHANGES

In tandem with our updates to the Paragon System, we wanted to make changes to the overall structuring of levels and their relation to Hell and Inferno difficulty levels in-game.

Paragon level cap will be reduced from level 1399 to 299. We’ve also reduced the level of difficulty modes from 15 to 4. Hell levels 1-8, and Inferno Difficulty 1-6 will be condensed down to 3 different Hell difficulties with our next content update.

The overall changes:

  • Hell I-VIII is now Hell I
  • Inferno I-III is now to Hell II
  • Inferno I-VI is now Hell III

Max Paragon level at those levels will now become 270. After the adjustment, equipment and Demonic Remains will be adjusted with the same attributes.

This is in an effort to make Diablo Immortal sustainable for all kinds of players now and into the future.

Challenge Rift Updates

Challenge Rifts will be reduced from a maximum of 600 to 200 levels. Players in Hell I difficulty or lower can challenge up to level 100 to become Solo Rift Challengers. Players in Hell II difficulty or higher can challenge up to level 200 in the Challenge Rift.

Historical First Achievements will be kept and can be queried in leaderboards. Completing all 200 Challenge Rifts will grant you 8,250 Enigmatic Crystals and 54,540 Cryptic Crystals, the same total as before the simplification. You cannot re-earn these rewards if they’ve been earned before.

Helliquary Update

To keep these Helliquary bosses available at relative levels with our new Paragon changes, we’ve made some changes to how these are accessed.

Hell I allows you to challenge:

  • Ophinneb the Skin-Veiled
  • Catarag the Strangling Sun
  • Dymdrail the Crawling Woe
  • Apothrus the Tamer of the Fallen
  • Phangwrth the Warmth-Feaster

Hell II allows you to challenge:

  • Strazos the Steadfast Decay
  • Gebdu the Mountain Breaker
  • Kuluul the Crooked Grin
  • Yamnaal of the Deluge
  • Sarodaan the Sky-Sunderer

Hell III allows you to challenge:

  • Iphael, Knight of Broken Stone
  • Drespaigh the Blightspewer
  • Elsauli the Shardheart
  • Iscea the Twofold Rebirth
  • Peisthal, Underearth Empress

Codex Updates

With the adjustment to difficulties, Paragon levels, Challenge Rifts, and Helliquary, relevant content in the Codex including the Guide, Conquest, Hero’s Journey, and Achievements will also be adjusted.

May the growing winds and furious waters heed your call.
-The Diablo Immortal Team

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