Diablo IV Season of the Malignant is nearly here, and Blizzard has now revealed all 32 of the Malignant Heart powers players will be seeking out in order to create more overpowered builds than ever before.
There are 32 Malignant Heart powers in total, with 12 being general powers usable by any class. In addition, each class has four class-specific Malignant Heart powers to choose from. As previously detailed, Malignant Hearts come in four different types, and can only be slotted into gear with a socket of the corresponding color. However, the rarest type, called Super Malignant Heart powers, can be slotted into any type Malignant Heart socket.
These “Super” powers sound particularly broken. Creeping Death, for example, makes it so damage-over-time effects are increased by 30-40% for each different crowd-control effect on a target. Unstoppable monsters and bosses in their stagger state instead will take 110-130% increased damage from damage-over-time effects. Another powerful Super Malignant Heart power, The Barber, causes targets to absorb critical strikes and damage dealt shortly after critical strikes. That damage then explodes to surrounding enemies.
You can find the full list of powers at the bottom of the article, but it’s definitely clear Malignant Hearts will be critically important to tackling some of the season’s hardest challenges. To find Malignant Hearts, players will want to seek out the new Malignant Tunnels, dungeons where Malignant enemies (who drop the hearts) can be more easily found. A new boss is being introduced in Season of the Malignant as well. Varshan the Consumed appears to be the malignant corruption incarnate and will throw globs of corruption to bring down players.
Aside from finding Malignant Hearts from enemies, players will additionally acquire a new resource that can be used to create and upgrade Malignant Hearts. The three core types of Malignant Hearts will grant Ichor of their corresponding type when salvaged. These can then be used to craft new hearts. Blizzard uses an example of a player creating a random Vicious Malignant Heart by consuming 35 Brutal Ichor and 35 Devious Ichor. Created Malignant Hearts will always be usable by a player’s current class.
To participate in Diablo IV Season 1, players will first need to have completed the campaign at least once. Seasons require the creation of a new seasonal character, and while some progress will carry over from characters on what Blizzard calls the game’s “Eternal Realm” (such as Altar of Lilith unlock progress and map exploration), seasons are largely a clean slate. At the end of a season, all seasonal characters are converted into Eternal Realm characters and can continue to be played.
Though Season of the Malignant doesn’t launch until July 20, the game’s massive Season 1 update is already live. From major experience adjustments to increased Nightmare dungeon rewards and level-scaling changes, Diablo IV’s Season 1 patch is the game’s most significant update yet.
Diablo IV Season 1 Malignant Heart Powers
General
- The Picana (Vicious, Offensive): Critical Strikes electrically charge the enemy for 0.75-2.50 seconds, causing lightning to arc between them and any other charged enemies dealing 68-136 Lightning damage.
- The Dark Dance (Vicious, Offensive-World Tier III): Every 5 seconds while above 60% Life, Core Skills cost 68-51 Life instead of your Primary Resource. Skills that consume Life deal 10-20% increased damage.
- Tempting Fate (Vicious, Offensive-World Tier III): You gain 40-60% Critical Strike Damage but your Non-Critical Strikes deal 20-15% less damage.
- The Lionheart (Brutal, Defensive): You gain 10% Barrier Generation. You Heal 3-7 Life per second while you have an active Barrier.
- Revenge (Brutal, Defensive-World Tier III): 10-20% of incoming damage is instead suppressed. When you use a Defensive, Subterfuge or a Macabre skill, all suppressed damage is amplified by 250% and explodes, dealing up to 1360-2040 Fire damage to Nearby enemies.
- Prudent Heart (Brutal, Defensive-World Tier III): You become Immune for 2.0-4.0 seconds after you lose more than 20% Life in a single hit. This effect can only occur once every 110 seconds.
- Determination (Devious, Utility): Resource draining effects are 40-50% less effective. In addition, gain 3.0-8.0% increased Resource Generation.
- Retaliation (Devious, Utility-World Tier III): Deal 510-680 Fire damage to surrounding enemies whenever a Crowd Control effect is removed from you.
- The Calculated (Devious, Utility-World Tier III): After spending 150-200 of your Primary Resource, your next attack Stuns enemies hit for 2 seconds.
- The Malignant Pact (Wrathful, Super): Cycle through a Malignant bonus every 20 kills:
- Vicious: Gain 20% Attack Speed.
- Devious: Core and Basic Skills have a 15% chance to fully restore your Primary Resource.
- Brutal: Every 21 seconds, gain a Barrier absorbing 85-102 damage.
- Creeping Death (Wrathful, Super): Your damage over time effects are increased by 30-40% for each different Crowd Control effect on the target. Unstoppable monsters and Staggered bosses instead take 110-130% increased damage from your damage over time effects.
- The Barber (Wrathful, Super-World Tier III): Critical Strikes and all subsequent damage within 2.0-4.0 seconds is absorbed by your target. Then, the absorbed damage erupts onto surrounding enemies. Stored damage is increased by 10% per second.
Barbarian
- Focused Rage (Vicious, Offensive): After spending 100-60 Fury within 2 seconds, your next Non-Basic Skill’s Critical Strike Chance is increased by 20-30%.
- Resurgent Life (Brutal, Defensive): While below 40-60% Life, you receive 50-60% more Healing from all sources.
- Punishing Speed (Devious, Utility): Your Skills have a 20-30% chance to Knock Down all enemies for 1.25 seconds when that Skill’s Attack Speed is higher than 35-20%.
- Ignoring Pain (Wrathful, Super-World Tier IV): Incoming damage has a 5-15% chance of being ignored and instead Healing you for 17-68.
Druid
- The Moonrage (Vicious, Offensive): Kills have a 5% chance to summon a Wolf Companion to your side for 20-30 seconds. In addition, gain +3 to Wolves.
- The Agitated Winds (Brutal, Defensive): When 8-13 Close enemies, automatically cast Cyclone Armor. This cannot occur more than once every 10-20 seconds.
- Inexorable Force (Devious, Utility): Up to 30-50 Distant enemies are pulled toward you while you have an Ultimate Skill active.
- The Unconstrained Beast (Wrathful, Super-World Tier IV): When you are hit with a Stun, Freeze or Knock Down effect, there is a 40-60% chance to automatically activate Grizzly Rage for 3 seconds.
Necromancer
- The Sacrilegious (Vicious, Offensive): Walking near a Corpse automatically activates an equipped Corpse Skill every second, dealing 40-30% reduced damage.
- The Decrepit Aura (Brutal, Defensive): When at least 5 enemies are near you, gain an aura that automatically curses surrounding enemies with Decrepify for 5-15 seconds.
- Frozen Terror (Devious, Utility): Lucky Hit: Up to a 10-20% chance of inflicting Fear for 2.5 seconds. Feared enemies are Chilled for 20% every second.
- The Great Feast (Wrathful, Super-World Tier IV): Each Minion drains 1.0-2.0 Essence per second but deals 50-75% increased damage. With no Minions, this bonus applies to you and drains 5 Essence per second.
Rogue
- Cluster Munitions (Vicious, Offensive): Lucky Hit: You have up to a 20% chance to launch 3 Stun Grenades that deal 26-32 Physical damage and Stun enemies for 0.50 seconds.
- Trickery (Brutal, Defensive): When you use a Subterfuge Skill, leave behind an unstable Shadow Decoy Trap that Taunts enemies. The Shadow Decoy Trap will explode after 6.0 seconds dealing 680-1020 Shadow damage. Cannot occur more than once every 5 seconds.
- The Clipshot (Devious, Utility): Lucky Hit: Up to a 20-40% chance for your Cutthroat Skills to Slow by 40% for 3 seconds and your Marksman Skills to Knock Back enemies.
- The Vile Apothecary (Wrathful, Super-World Tier IV): Your attacks have a 5-15% chance to apply all Imbuement effects at 40-50% of normal potency.
Sorcerer
- Tal’Rasha (Vicious, Offensive): For each unique element you deal damage with, you deal 7-12% increased damage for 3-10 seconds.
- Spellbreaking (Brutal, Defensive): After taking Elemental damage, gain 20-40% Resistance to that element for 5 seconds.
- Spite (Devious, Utility): When you are afflicted with a Crowd Control effect, there is a 20-40% chance that the same enemy and enemies around you are also afflicted with the same effect for 3 seconds.
- Omnipower (Wrathful, Super-World Tier IV): Core Skills that launch a projectile consume all of your Mana. For every 45-35 extra Mana consumed, you launch an additional projectile, and the damage is increased by 3.0-5.0%.
Developer’s Note: Caged Hearts cannot be traded between players because we want Hearts to feel like an achievement for slaying challenging Malignant Monsters. However, Jewelry containing Malignant Sockets can be traded to ensure that there are multiple sources for Jewelry with Malignant Sockets that correspond to the Caged Hearts players have earned.
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