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		<id>https://dev.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Joerlegacy</id>
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		<updated>2026-04-07T23:02:27Z</updated>
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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Ancient_Device&amp;diff=64609</id>
		<title>Ancient Device</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Ancient_Device&amp;diff=64609"/>
				<updated>2013-03-24T23:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Joerlegacy: /* Finding the Device */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ''Ancient Device'' is not an [[event]], but it contains so many variations of content similar enough to an event to be considered for the category. Much like an event, the Ancient Device often houses a dungeon, and there's also an [[achievement]] called [[Wheel of Misfortune]] for fulfilling every possible variation that the device can offer.&lt;br /&gt;
&lt;br /&gt;
There are ten different outcomes that the device has to offer, from a treasure chest to a dungeon with a killer chicken, and they are chosen at random, roulette-style.&lt;br /&gt;
&lt;br /&gt;
The Ancient Device is home to [[The Fowl Lair]], and also [[The Veiled Treasure]], two dungeons necessary to complete the Act II achievement [[Nooks and Crannies]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding the Device==&lt;br /&gt;
[[File:Ancientdevice3.jpg|thumb|right|300px|Suggested route.]]&lt;br /&gt;
The device is found in the [[Desolate Sands]] of [[Act II]], either in the mid-southern portion of the zone, or in the northern portion, if it spawns at all. It shares a spawning chance (and location) with two other very large map tiles.&lt;br /&gt;
&lt;br /&gt;
The map to the right shows the two possible locations where the device can spawn, and also a route to find it (as it will take many tries in order to get every outcome).&lt;br /&gt;
It is suggested to begin the [[quest]] [[The Black Soulstone]] and take the waypoint to the Ancient Path. Once there, if the player heads north to the beginning of the Desolate Sands, they will get a [[checkpoint]].&lt;br /&gt;
&lt;br /&gt;
The checkpoint allows easy access to the route described above, as the [[waypoint]] will spawn in wildly variable locations around the zone, and can make it hard to tell where the player is upon loading the game.&lt;br /&gt;
&lt;br /&gt;
==Possible Outcomes==&lt;br /&gt;
&lt;br /&gt;
The below possible outcomes of using the ancient device are not listed in any particular order. By appearances and testing, it's possible that they all have the same probability to spawn.&lt;br /&gt;
&lt;br /&gt;
* The Veiled Treasure - a small dungeon with numerous [[Resplendent Chest]]s inside will spawn, complete with [[elite]] packs. There is also a high probability of a [[Treasure Goblin]] spawning, as well.&lt;br /&gt;
* The Fowl Lair - This dungeon contains an enemy that is most horrendous and revolting. With grease.&lt;br /&gt;
* A pile of corpses will spawn, which in turn will spawn a group of [[Accursed]].&lt;br /&gt;
* A normal chest will spawn.&lt;br /&gt;
* A [[Resplendent Chest]] will spawn.&lt;br /&gt;
* [[Gold]] will rain down in small doses, like that of the Countess's chest in Diablo II.&lt;br /&gt;
* A [[Superunique]] Sand Golem named Ernutet, Guardian of the Veiled Treasure will spawn, along with two companions. He has the [[illusionist]] [[boss modifier]].&lt;br /&gt;
* An ancient urn will spawn. It breaks easily.&lt;br /&gt;
* A randomized group of desert [[monster]]s will spawn (and can spawn as elites).&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
A video by user ''lyesalot'' showing each outcome of the ancient device:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;yFwPjJ5hfEA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ancientdevice.jpg|The device.&lt;br /&gt;
File:Ancientdevice2.jpg|Entrance to the Fowl Lair.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quest_navbox|act_II}}&lt;br /&gt;
[[Category:Events]]&lt;br /&gt;
[[Category:Act II]]&lt;/div&gt;</summary>
		<author><name>Joerlegacy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Ancient_Device&amp;diff=64601</id>
		<title>Ancient Device</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Ancient_Device&amp;diff=64601"/>
				<updated>2013-03-23T17:56:17Z</updated>
		
		<summary type="html">&lt;p&gt;Joerlegacy: /* Finding the Device */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ''Ancient Device'' is not an [[event]], but it contains so many variations of content similar enough to an event to be considered for the category. Much like an event, the Ancient Device often houses a dungeon, and there's also an [[achievement]] called [[Wheel of Misfortune]] for fulfilling every possible variation that the device can offer.&lt;br /&gt;
&lt;br /&gt;
There are ten different outcomes that the device has to offer, from a treasure chest to a dungeon with a killer chicken, and they are chosen at random, roulette-style.&lt;br /&gt;
&lt;br /&gt;
The Ancient Device is home to [[The Fowl Lair]], and also [[The Veiled Treasure]], two dungeons necessary to complete the Act II achievement [[Nooks and Crannies]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding the Device==&lt;br /&gt;
[[File:Ancientdevice3.jpg|thumb|right|300px|Suggested route.]]&lt;br /&gt;
The device is found in the [[Desolate Sands]] of [[Act II]], either in the mid-southern portion of the zone, or in the northern portion, if it spawns at all. It shares a spawning chance (and location) with two other very large map tiles.&lt;br /&gt;
&lt;br /&gt;
The map to the right shows the two possible locations where the device can spawn, and also a route to find it (as it will take many tries in order to get every outcome).&lt;br /&gt;
It is suggested to begin the [[quest]] [[The Black Soulstone]] and take the waypoint to the Desolate Sands. Once there, if the player heads south to the neck of the zone, they will get a [[checkpoint]].&lt;br /&gt;
&lt;br /&gt;
The checkpoint allows easy access to the route described above, as the [[waypoint]] will spawn in wildly variable locations around the zone, and can make it hard to tell where the player is upon loading the game.&lt;br /&gt;
&lt;br /&gt;
==Possible Outcomes==&lt;br /&gt;
&lt;br /&gt;
The below possible outcomes of using the ancient device are not listed in any particular order. By appearances and testing, it's possible that they all have the same probability to spawn.&lt;br /&gt;
&lt;br /&gt;
* The Veiled Treasure - a small dungeon with numerous [[Resplendent Chest]]s inside will spawn, complete with [[elite]] packs. There is also a high probability of a [[Treasure Goblin]] spawning, as well.&lt;br /&gt;
* The Fowl Lair - This dungeon contains an enemy that is most horrendous and revolting. With grease.&lt;br /&gt;
* A pile of corpses will spawn, which in turn will spawn a group of [[Accursed]].&lt;br /&gt;
* A normal chest will spawn.&lt;br /&gt;
* A [[Resplendent Chest]] will spawn.&lt;br /&gt;
* [[Gold]] will rain down in small doses, like that of the Countess's chest in Diablo II.&lt;br /&gt;
* A [[Superunique]] Sand Golem named Ernutet, Guardian of the Veiled Treasure will spawn, along with two companions. He has the [[illusionist]] [[boss modifier]].&lt;br /&gt;
* An ancient urn will spawn. It breaks easily.&lt;br /&gt;
* A randomized group of desert [[monster]]s will spawn (and can spawn as elites).&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
A video by user ''lyesalot'' showing each outcome of the ancient device:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;yFwPjJ5hfEA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ancientdevice.jpg|The device.&lt;br /&gt;
File:Ancientdevice2.jpg|Entrance to the Fowl Lair.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quest_navbox|act_II}}&lt;br /&gt;
[[Category:Events]]&lt;br /&gt;
[[Category:Act II]]&lt;/div&gt;</summary>
		<author><name>Joerlegacy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=The_Weary_Blacksmith_(Act_I)&amp;diff=64574</id>
		<title>The Weary Blacksmith (Act I)</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=The_Weary_Blacksmith_(Act_I)&amp;diff=64574"/>
				<updated>2013-03-20T07:24:32Z</updated>
		
		<summary type="html">&lt;p&gt;Joerlegacy: Created page with &amp;quot;Tip: If you can't find this one then head to act 1 chapter 3. right at the beginning before you do anything head over to where haedrig is(by the jeweler) and talk to him.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tip: If you can't find this one then head to act 1 chapter 3. right at the beginning before you do anything head over to where haedrig is(by the jeweler) and talk to him.&lt;/div&gt;</summary>
		<author><name>Joerlegacy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Gem&amp;diff=64573</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Gem&amp;diff=64573"/>
				<updated>2013-03-19T17:51:32Z</updated>
		
		<summary type="html">&lt;p&gt;Joerlegacy: /* Rubies Buffed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gems are small objects that grant bonuses when socketed into items. There are four types of gems in Diablo III; [[Amethysts]], [[Emeralds]], [[Rubies]] and [[Topazes]], which are found in 15 levels of quality. (The 15th, Marquise, was added in [[Patch 1.0.7]].) Only the first eight levels can be found from monsters or chests, with Flawless Squares the highest quality (and the only type that drops in Inferno). Higher levels of gems can only be crafted (for a price) by the [[Jeweler]], and the costs grow and accumulate impressively.&lt;br /&gt;
&lt;br /&gt;
Creating a level 14 gem is quite a chore. The total costs, assuming a starting point in Inferno where Flawless Squares drop, is 729 Flawless Squares, 15,400,000 gold and 1631 [[Tomes of Secret]], for each Radiant Star gem. &lt;br /&gt;
&lt;br /&gt;
As of patch v1.07, there is no way to create or add sockets to items. During development the Jeweler was set to add sockets to items, but this ability was shelved pre-release, leaving players able only to hope for socket finds. It's often hoped that socketing might come back as a quest reward or for a price, in a patch or more likely in [[D3X]].&lt;br /&gt;
&lt;br /&gt;
Gems are a very useful item to [[twink]] to new characters, as gems have no level requirements. Items with sockets are first found around level 15 (some [[legendary]] items have sockets as low as level 10), in late Act One or early Act Two, and it's quite easy to add a gem with a bonus much larger than that of the item itself. Low level weapons with a high level [[Ruby]] in them become wildly overpowered, but that's the whole fun of it for many players.&lt;br /&gt;
&lt;br /&gt;
* '''''See the {{iw|gems Diablo 2 Gems}} page for details on that game's seven types of gems (skulls, diamonds, and sapphires do not appear in Diablo 3).'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Gems==&lt;br /&gt;
[[File:Gem-chipped-star-topaz.jpg|left|frame|Early D3 gem.]]&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|Early version of [[Sapphire]]s.]]&lt;br /&gt;
Gems in Diablo 3 have evolved during the game's development. Though the concept of 14 levels of quality has remained constant, the types of gems, their names and graphics, and the materials and costs to upgrade them have evolved repeatedly. &lt;br /&gt;
* See the gems archive info further down this page for full details on their development.&lt;br /&gt;
&lt;br /&gt;
Post-release, gems are popular and essential, and sockets in items are very valuable. &lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
A socket in a weapon is considered almost essential, at the [[end game]]. Rubies were always popular at low or mid levels, and they became much more useful in [[Patch 1.0.7]] when their values in weapons were considerably upgraded. That said, Emeralds are the weapon socket of choice for most high levels characters, especially those with a healthy [[Critical hit Chance]] value. [[Amethyst]]s are a not unheard of for [[Hardcore]] players, for their [[life on hit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Helms===&lt;br /&gt;
&lt;br /&gt;
Sockets in helms are even more desired than in weapons, to the point that virtually no end game helm is considered viable without a socket. &lt;br /&gt;
* [[Rubies]] are the most popular for the +%experience per kill. This bonus was irrelevant in the [[end game]] until the debut of the [[Paragon]] system, at which point it became the most sought after.&lt;br /&gt;
* [[Amethyst]]s are popular, especially for Hardcore characters, since the +%life bonus is a huge source of hit points, leveraging already high vitality bonuses.&lt;br /&gt;
* [[Topaz]] are also sought for the Magic Find bonus, while [[gold farmers]] may enjoy Emeralds for that bonus.&lt;br /&gt;
** The Topaz vs. Ruby debate is an interesting one, since high level players mostly seek paragon levels for the 3% bonus to Magic Find and Gold Find per level. Yet an affordable Star topaz grants 25% Magic Find, which is equivalent to the MF gain of more than 8 Paragon levels.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
All other items are given the &amp;quot;other&amp;quot; designation. Sockets are found in rare and magical [[pants]], [[chest armor]], off-hand items (such as [[quiver]]s, [[mojo]]s, [[orb]]s, [[shield]]s, etc) amulets, and rings, but not in shoulders, bracers, belts, or boots. (A few legendary and set items add sockets to other pieces of armor, such as the socket in [[Ice Climbers]] boots or [[Tasker and Theo]] gloves.) &lt;br /&gt;
&lt;br /&gt;
Softcore players almost always go for +damage via a boost to their [[mainstat]].&lt;br /&gt;
* [[Emeralds]] for [[dexterity]] for [[Demon Hunter]]s and [[Monk]]s.&lt;br /&gt;
* [[Rubies]] for [[strength]] for [[Barbarian]]s.&lt;br /&gt;
* [[Topaz]] for [[intelligence]] for [[Wizard]]s and [[Witch Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
Hardcore characters are much more likely to use Amethysts to boost their vitality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems can be upgraded by the [[Jeweler]], for a price. First of all, the Jeweler needs to be trained to his maximum level in order to craft the highest level gems. Even then, he can only upgrade gems to the 11th quality level, and just be taught the 4 highest tiers in each gem type by [[Designs]] that drop from monsters or objects. Jeweler Designs and Blacksmith [[Plans]] dropped very rarely until [[Patch 1.0.7]] buffed their drop rates 4x.&lt;br /&gt;
&lt;br /&gt;
All plans and designs can also be purchased from the [[Auction House]], where their prices have steadily dropped over time. (Whe new recipes are introduced in patches, such as the level 63 items and Marquise gems in Patch v1.0.7, their values were very high for a day or two, before falling rapidly.)&lt;br /&gt;
&lt;br /&gt;
All gem upgrades cost gold, and most require some materials as well.  Lower level recipes are quite cheap in terms of gold and materials, and only require 2 gems to upgrade to the next level. Higher level gems require a lot of gold and materials, and it takes 3 gems to make 1 of the next rank. At the 2 &amp;gt; 1 upgrade ratio introduced in v1.03 (prior to that all upgrades were 3 &amp;gt; 1, plus much higher gold prices), it would require 256 chipped gems and 570 gold to create 1 Flawless Square (which is the highest gem that drops), though no one actually collects that many chipped gems since higher quality gems can easily be found. &lt;br /&gt;
&lt;br /&gt;
When considering upgrade prices, bear in mind the cumulative costs, which are listed in the last column of the table below. For example, the price to make the 14th level gem, a Radiant Star, is 400k gold + 20 [[Tomes of Secret]] + 3 Flawless Stars. That doesn't sound so bad, until you realize that each of those Flawless Stars had to be made from requires 3 Perfect Stars, and 9 Flawless Stars, and 27 Stars, and so on, down to the [[Flawless Squares]] that form the base of the gem economy. &lt;br /&gt;
&lt;br /&gt;
It requires a total of 729 Flawless Squares, 1631 Tomes of Secret, and 15,400,000 gold to make a single Radiant Star, not counting the gold required to upgrade the Jeweler in the first place, or to obtain the three highest level plans for each gem. Even assuming you had all the Flawless Squares, Tomes of Secret, and over 15 million gold in your stash, creating a Radiant Star would still take you 243 clicks on the Jeweler's upgrade bar. At 3 seconds per click, that's 729 seconds, or close to 12 minutes doing nothing but clicking the &amp;quot;Upgrade&amp;quot; bar in the Jeweler's interface.&lt;br /&gt;
&lt;br /&gt;
And the [[Marquise Gems]] introduced in Patch 1.0.7 require 3 Radiant Stars each. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Gem upgrade costs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full List of Gem Properties==&lt;br /&gt;
&lt;br /&gt;
All gems and their bonuses, with game data pulled directly via the [http://www.diablonut.com|DiabloNut Database] database.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;item type=&amp;quot;list&amp;quot; mode=&amp;quot;misc&amp;quot;&amp;gt;Gem&amp;lt;/item&amp;gt;&lt;br /&gt;
===Marquise Gems===&lt;br /&gt;
&lt;br /&gt;
[[Marquise Gems]] were added in [[Patch 1.0.7]] as the new, highest level gem. They are meant to serve as something of a gold sink, with a considerably higher creation cost than earlier levels of gems, despite adding only marginally to the function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marquise Emerald&lt;br /&gt;
* Weapon: Increased Critical Hit Damage by 110%&lt;br /&gt;
* Helm: +33% Extra Gold from Monsters&lt;br /&gt;
* Armor: +62 Dexterity&lt;br /&gt;
&lt;br /&gt;
Marquise Topaz&lt;br /&gt;
* Weapon: Melee attackers take 2500 per hit&lt;br /&gt;
* Helm: 33% Better chance of finding magical items&lt;br /&gt;
* Armor: +62 Intelligence&lt;br /&gt;
&lt;br /&gt;
Marquise Amethyst&lt;br /&gt;
* Weapon: Each Hit adds +700 Life&lt;br /&gt;
* Helm: +19% Life&lt;br /&gt;
* Armor: +62 Vitality&lt;br /&gt;
&lt;br /&gt;
Marquise Ruby&lt;br /&gt;
* Weapon: +160 Minimum and +160 Maximum Damage&lt;br /&gt;
* Helm: Increases Bonus Experience by 33%&lt;br /&gt;
* Armor: +62 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rubies Buffed==&lt;br /&gt;
&lt;br /&gt;
[[Patch 1.0.7]] introduced Marquise Gems and also reworked Rubies, greatly increasing their damage when socketed in weapons. This was intended to make them a viable alternative to Emeralds, which were virtually the only gem socketed in weapons (at least in Softcore. In Hardcore Amethysts enjoyed some popularity for their [[Life on Hit]] bonus.)&lt;br /&gt;
&lt;br /&gt;
From the official patch notes:[http://us.battle.net/d3/en/blog/8608455/patch-107-now-live-2-12-2013]&lt;br /&gt;
&lt;br /&gt;
All ruby gems have had their weapon bonuses increased (these changes will apply to both existing rubies, as well as new rubies):&lt;br /&gt;
* Chipped Ruby: +3 minimum damage/+3 maximum damage (up from +2/+2)&lt;br /&gt;
* Flawed Ruby: +6 minimum damage/+6 maximum damage (up from +4/+4)&lt;br /&gt;
* Ruby: +9 minimum damage/+9 maximum damage (up from +8/+8)&lt;br /&gt;
* Flawless Ruby: +12 minimum damage/+12 maximum damage (up from +10/+10)&lt;br /&gt;
* Perfect Ruby: +15 minimum damage/+15 maximum damage (up from +11/+11)&lt;br /&gt;
* Radiant Ruby: +18 minimum damage/+18 maximum damage (up from +12/+12)&lt;br /&gt;
* Square Ruby: +21 minimum damage/+21 maximum damage (up from +13/+13)&lt;br /&gt;
* Flawless Square Ruby: +25 minimum damage/+25 maximum damage (up from +14/+14)&lt;br /&gt;
* Perfect Square Ruby: +30 minimum damage/+30 maximum damage (up from +15/+15)&lt;br /&gt;
* Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)&lt;br /&gt;
* Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)&lt;br /&gt;
* Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)&lt;br /&gt;
* Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)&lt;br /&gt;
* Radiant Star Ruby: +130 minimum damage/+130 maximum damage (up from +20/+20)&lt;br /&gt;
* Marquise Ruby: +160 minimum damage/+160 maximum damage.&lt;br /&gt;
&lt;br /&gt;
These rubies have also had their bonus damage calculations changed, and will now add damage flatly to both the minimum and maximum values on weapons&lt;br /&gt;
* For example, if you have a weapon that does 150-200 damage and you socket a Perfect Square Ruby (which adds +30 minimum damage/+30 maximum damage), your weapon will do 180-230 damage.&lt;br /&gt;
&lt;br /&gt;
==Future Gem Changes==&lt;br /&gt;
&lt;br /&gt;
Further gem changes and modifications are expected in future patches and expansions. &lt;br /&gt;
&lt;br /&gt;
For instance, the developers have discussed entirely reworking the reflects damage / [[thorns]] system, which would involve greatly buffing or reworking the bonuses granted by Topaz gems in weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=Gems Info Archive=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The info below covers gems during development and the beta test and is preserved here as an archive of the game's development. Much of the following information is not current in the final game.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gem Types==&lt;br /&gt;
&lt;br /&gt;
A graphic was shown at the [[Crafting Sanctuary]] panel at Blizzcon 2010 that displayed six types of gems: [[Ruby|Rubies]], [[Sapphire]]s, [[Emerald]]s, [[Topaz]]es, [[Amethyst]]s and [[Diamond]]s. [[Skull]] gems were not shown.  Diamonds and Sapphires were removed before the beta, and the planned item bonuses reapportioned to the four remaining gems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading Gems==&lt;br /&gt;
&lt;br /&gt;
Gems were set to upgrade all along, but initially the developers planned on a 3 &amp;gt; 1 ratio for all levels.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/ Interview @ Tweakers.Net - Gamescom 2010]&amp;lt;/ref&amp;gt; (This was eventually lowered to 2 &amp;gt; 1 for the first seven tiers, which also had their gold costs cut dramatically in [[Patch 1.03]].)&lt;br /&gt;
&lt;br /&gt;
Gems are upgraded by the Jeweler, rather than players doing it themselves with a [[Horadric Cube]], as in Diablo 2.&lt;br /&gt;
&lt;br /&gt;
Gems stack up in Diablo III, making them take up less stash space. Initially they were set to stack to 10 high&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt; in a single inventory space. This was later raised to 30 for launch, and increased again to 100 in a later patch.&lt;br /&gt;
&lt;br /&gt;
Initially, gems were only going to be found at level 1-5, which would have made upgrading them all the way to level 14 quite a task. At the 3 &amp;gt; 1 ratio, that would have required 1,594,323 level 1 gems to make a single level 14 gem (3^(14 - 1)). The length of that becomes absurd when you consider it would have taken 664 hours of nonstop clicking simply to upgrade that many times, at one upgrade per second.&lt;br /&gt;
&lt;br /&gt;
[[File:Gems-1-14-label.jpg|frame|Earl version of [[Sapphire]]s.]]&lt;br /&gt;
The maths isn't quite as daunting going from level 5 gems. In that case it '''''only''''' requires 19,683 level 5 gems to make one level 14 gem. Happily, Jay Wilson said that they're were open to tweaking the formulae, and in fact the developers did, though in reverse of the Diablo II system of rune upgrading. In that game high level runes became cheaper, and only required 2 to combine to the next level. Diablo III took the opposite approach with gems and lowered the upgrade costs in gold and just 2 &amp;gt; 1 for the lower 6 levels, while the top 7 still require 3 &amp;gt; 1.&lt;br /&gt;
&lt;br /&gt;
In August 2010 [[Bashiok]] spoke on the design theory behind high level gems taking so long to create.&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000.&lt;br /&gt;
&lt;br /&gt;
It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating and Spending Gems==&lt;br /&gt;
&lt;br /&gt;
According to the official [[Caravan FAQ]] it sounds as if the Jeweler will have a way to create gems.&lt;br /&gt;
&lt;br /&gt;
::The Jeweler crafts gems, amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. &lt;br /&gt;
&lt;br /&gt;
But in the official Blizzard Jeweler page &amp;lt;ref&amp;gt;http://eu.battle.net/d3/en/artisan/jeweler/ Blizzard Jeweler Page&amp;lt;/ref&amp;gt; his three services do not include crafting anything.&lt;br /&gt;
&lt;br /&gt;
* Combine Gems&lt;br /&gt;
* Add Sockets&lt;br /&gt;
* Remove Gems&lt;br /&gt;
&lt;br /&gt;
That does not rule the use of gems in other things.  Bashiok alluded to other gem purposes, in a forum post in August 2010.&amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot;&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-info-on-level-14-gems/ Blizzard Post - 24 August 2010]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsocketing Gem===&lt;br /&gt;
&lt;br /&gt;
One key fact to consider is that in Diablo III, gems (and other socketables) can be removed from sockets, by the [[Jeweler]], &amp;lt;u&amp;gt;without losing the gem or the item&amp;lt;/u&amp;gt;. (Though this may grow quite expensive &amp;lt;ref name=&amp;quot;blue 25 august 2010&amp;quot;&amp;gt;[http://diablo.incgamers.com/blog/comments/more-blue-info-on-crafting-gems/ Blizzard Post - 25 August 2010]&amp;lt;/ref&amp;gt; with higher level gems.) This was not the case in Diablo II, where runes, gems, and jewels were in an item forever, or were destroyed by the unsocket recipe. This change fundamentally alters the upgrading project, since instead of gems sitting useless in your stash until they are all the way to the top level (as they did in Diablo 2), characters in Diablo III will be using their highest level gems all the time, and gaining considerable benefits from the gem before unsocketing it and combining it to create the next higher level gem, which then goes back into the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twinking Gems==&lt;br /&gt;
&lt;br /&gt;
Gems do not have a Clvl requirement to use, and they are intended to be very useful as twinked items. &amp;lt;ref name=&amp;quot;blue 24 august 2010&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There may be some interesting complications with this though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;You can pay an artisan to remove the gems from an item. The last design I had heard of was that it was based on gem value, so as you socket higher level gems it becomes more expensive, but you’ll almost certainly want to unsocket gems to level them up, or swap to new gear. This may cause some unique problems for low level (non-twink) characters attempting to buy high level gems and then being unable to remove them from the socket when they get a better piece of armor (because they can’t afford it), but that may turn out to be an acceptable roadblock.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
[[File:Gem-emerald-l3.jpg|frame|L3 Emerald bonuses.]]&lt;br /&gt;
Until the beta, little was known of the bonuses gems will provide. It was assumed that the higher level gems would grant very high bonuses, to make the huge costs of upgrading worthwhile. This turned out not to be the case, with higher level gems generally just adding another few points to various stats, but players value them anyway as every stat point helps.&lt;br /&gt;
&lt;br /&gt;
What particular bonuses gems would provide varied during development, as Jay Wilson detailed during an interview at Gamescom 2010:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Can you tell us about gem stats?&amp;lt;/font&amp;gt;&lt;br /&gt;
Jay Wilson: They work much as they did in D2. They have fixed stats depending on which type of item you put them into. We largely copied what D2 did, but not exactly since our itemization is different and stating is different. For example, most of our classes don’t have mana, so that wouldn’t work. But things like casting speed and strength and such are there.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early Known Gem Bonuses==&lt;br /&gt;
&lt;br /&gt;
The first sighting of gem stats came from the Artisan Video from Gamescom 2010 &amp;lt;ref name=&amp;quot;artisan video&amp;quot; /&amp;gt;.  That gem was socketed into a shield (shields do not have sockets in the final game) and the hover text showed its potential bonuses:&lt;br /&gt;
&lt;br /&gt;
* Weapon: +4% Casting Speed.  (This bonus was changed to [[Critical Hit damage]] before release.)&lt;br /&gt;
* Helms: Attackers take 7 damage.&lt;br /&gt;
* Other: +7 dexterity&lt;br /&gt;
&lt;br /&gt;
In the Diablo 2 expansion, a level 3 emerald grants:&lt;br /&gt;
* Weapons: 17 poison damage over 1 second&lt;br /&gt;
* Armor &amp;amp; Helms: +6 dexterity. &lt;br /&gt;
* Shields: +22% Poison Resistance&lt;br /&gt;
** Clvl 12 required for all&lt;br /&gt;
&lt;br /&gt;
The numerical bonuses (but not the type of bonus) from gems changed from D2C to D2X, but clearly there are major differences in more than the numbers. Diablo 3 grants entirely different types of bonuses, and categorizes the socketable items differently as well; helms/armor no longer share the same bonuses.&lt;br /&gt;
&lt;br /&gt;
These changes are largely due to the game's different combat mechanics and character requirements, but were also somewhat required by the different itemization issues. For instance, [[Sapphire]]s in helms/armor grant +mana in Diablo 2, but +mana isn't a viable bonus in Diablo 3, since only the [[Witch Doctor]] has mana for a resource. Even considering that, the changes to the Emerald are quite large. In Diablo 2, most gems provided resistance in shields and elemental damage in weapons. Emeralds in D3 do neither of those things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Gem Stats===&lt;br /&gt;
&lt;br /&gt;
More gem stats were seen in [[:Category:Ninja_Videos|ninja]] photos from the Blizzcon 2010 demo. At that point the current version of the game had a whole new (and short-lived) system of [[attributes]], so the stats were out of date, and then later came back in-date.&lt;br /&gt;
&lt;br /&gt;
[[File:I-gems-hover-stats.jpg|thumb|Gem stats from Blizzcon 2010.]]&lt;br /&gt;
Chipped (level 1) [[Ruby]] granted:&lt;br /&gt;
* Weapon: Spells deal 10% more damage&lt;br /&gt;
* Helm: +2% Chance to Block&lt;br /&gt;
* Other: +2 Strength&lt;br /&gt;
&lt;br /&gt;
Flawed (level 2) [[Amethyst]] granted:&lt;br /&gt;
* Weapon: +0,03 Attacks Per Second&lt;br /&gt;
* Helms: +3% Movement Speed&lt;br /&gt;
* Other: +2 to all Attributes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, a Chipped (level 1) [[Ruby]] grants +2 [[Strength]], while a level 3 [[Emerald]] (as seen in the Youtube video &amp;lt;ref name=&amp;quot;artisan video&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=UNP8QiNbFmU Artisan Video - Gamescom 2010]&amp;lt;/ref&amp;gt;) grants +7 [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
It is possible that it is always the bonus granted from the gem a level below it + the level of the current gem that decides how much bonus a given gem gives to an attribute. So a Emerald would give 4 (the bonus to an attribute granted from a Flawed Emerald) + 3 (the level, 3 out of 14, of the Emerald) = 7.&lt;br /&gt;
&lt;br /&gt;
Another example would be a Flawed Ruby would give 2 (the attribute bonus from the Chipped Ruby) + 2 (the level of the Flawed Ruby) = 4.&lt;br /&gt;
&lt;br /&gt;
A more complete formula to discover any attribute bonus simply from the level of the gem is (''n'' * (''n'' + 1) / 2) + 1, where ''n'' is the level of the gem (from 1 to 14).&lt;br /&gt;
&lt;br /&gt;
If this theory holds true, then a maxed out Radiant Star (level 14) [[Ruby]] (or any gem that increases an attribute would give +106 Strength if it was socketed into something other than a weapon or a helm, which is a upgrade from the Flawless Star (level 13) [[Ruby]] that would give 92 Strength. (This estimation proved incorrect, with highest level gems only granting 58 attribute bonus.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|normal}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:Gems]]&lt;br /&gt;
[[category:Socketing]]&lt;/div&gt;</summary>
		<author><name>Joerlegacy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Infernal_Machine&amp;diff=64464</id>
		<title>Infernal Machine</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Infernal_Machine&amp;diff=64464"/>
				<updated>2013-03-16T21:36:53Z</updated>
		
		<summary type="html">&lt;p&gt;Joerlegacy: /* Find the Keys and Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Infernal Machine is an [[end game]] quest feature introduced in the [[v1.0.5 patch]]. This multi-stage event allows players to find keys, which can be used to open red portals to special boss fights. Those bosses can drop special monster organs, which can be crafted into the legendary [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
This event is only functional on Inferno difficulty and is only viable for very strong characters. It's meant to provide a fun bonus late game feature for expert players, adding additional challenge and farming options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Summary==&lt;br /&gt;
&lt;br /&gt;
Here's a quick summary of the steps in this event. See the sections below for full details about everything related to the Infernal Machine.&lt;br /&gt;
&lt;br /&gt;
# Obtain a key from each Keywarden and the Infernal Machine plan.&lt;br /&gt;
# Use the keys to open a red portal to one of the three Realms.&lt;br /&gt;
# Slay the special uber bosses in the Realm to earn one of the three demon organs.&lt;br /&gt;
# Craft all three organs into a Hellfire Ring.&lt;br /&gt;
&lt;br /&gt;
Note that steps 1-3 must be repeated multiple times, since you must create at least three red portals to obtain all three demonic organs. Furthermore, unless you are playing on Monster Power 10, the keywardens do not always drop keys and the uber bosses do not always drop the demonic organs.&lt;br /&gt;
&lt;br /&gt;
==Find the Keys and Plan== &lt;br /&gt;
&lt;br /&gt;
The first stage in unlocking the Infernal Machine players have to gather 3 keys and a plan from all four acts by killing the Key Wardens. (An even longer and more involved process than Diablo 2′s {{iw|Pandemonium_Event Pandemonium Event}}.)&lt;br /&gt;
&lt;br /&gt;
The Keywardens will appear in their designated areas on all difficulty levels, but can only drop the keys on Inferno, and only to players with 5 stacks of [[Nephalem Valor]]. Playing with the Monster Power system enabled will boost the odds of a key dropping, with a 10% bonus for each level of Monster Power, up to a 100% chance of the drop on Monster Power 10. At MP0 there is a 5% drop rate. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Drop rate at MP0] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt;  Without Monster Power all three's innate chance of dropping a key is equal. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188833/act-3-key-warden-drop-rate-unbalanced Innate drop rates equal] - Blizzard CM, 22/10/12&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]] does not increase the chances of the keys dropping.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Magic Find effects] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The four keywardens and the planwarden are:&lt;br /&gt;
&lt;br /&gt;
* The [[Key of Destruction]] will drop from [[Odeg the Keywarden]] in Act I - Fields of Misery&lt;br /&gt;
* The [[Key of Hate]] will drop from [[Sokahr the Keywarden]] in Act II - Dahlgur Oasis&lt;br /&gt;
* The [[Key of Terror]] will drop from [[Xah'Rith the Keywarden]] in Act III - Stonefort&lt;br /&gt;
* The Blacksmithing Plans will drop from [[Nekarat the Keywarden]] in Act IV - Silver Spire Level 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Destruction&lt;br /&gt;
! Key of Hate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Odeg.jpg|300px]]&lt;br /&gt;
| [[File:Sokahr the keywarden.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
| Odeg in the [[Fields of Misery]], Act 1&lt;br /&gt;
| Sokahr in the [[Dahlgur Oasis]], Act 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Terror&lt;br /&gt;
! Infernal Machine Plan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xahrith.jpg|300px]]&lt;br /&gt;
| [[File:Nekarat.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
| Xah'Rith on the [[Stonefort]], Act 3&lt;br /&gt;
| Nekaret in [[Silver Spire]], level 1, Act 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Keys and Plan are Bind to Account so you can not trade for them.  You can have more than 1 of each key at a time, but each key is consumed by the crafting process, so you will need multiple copies of each key to build the multiple Infernal Machines required to explore each portal area and gather all the materials required to craft the [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
==Building the Infernal Machine==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon portal device.png|left]][[File:Heretics abode door.jpg|thumb|100px|Doorway to Hell]] Once you have the three keys and the infernal machine plan visit the [[Blacksmith]]. He needs to be level 10 to craft the machine recipe, and this costs 12,000 gold per craft. This creates a [[Portal Device]] which appears in your character's inventory and can be carried around until you decide to use it.&lt;br /&gt;
&lt;br /&gt;
To use the device join a game at the Act 1 quest [[Return to New Tristram]] ([http://diablonut.incgamers.com/quest/return-to-new-tristram db]) and locate [[Brother Malachi the Healer]] in the north east of Tristram. The house behind him has a boarded up door which is normally unclickable. With the Portal Device his door will light up as clickable and lead into the [[Heretic's Abode]].&lt;br /&gt;
&lt;br /&gt;
Once you're inside the house, right click the Portal Device in your inventory. This spawns a red portal that will take you to one of the three special Realms where you must battle two Uber bosses at once. Upon death, one of them *may* drop the special monster organ which is required to craft the [[Hellfire Ring]]. &lt;br /&gt;
&lt;br /&gt;
As with the keywardens, you *must* have the maximum 5 stacks of Nephalem Valor active when you kill the bosses to have any chance of earning their monster organ. Also, killing them on a higher setting of Monster Power will increase the odds of getting the organ by 10% per Monster Level, with a 100% chance on the maximum Monster Level 10.&lt;br /&gt;
&lt;br /&gt;
Each realm contains two bosses you must fight at the same time. These bosses are all familiar monsters from elsewhere in the game, but in this battle they are greatly buffed in power and boast some new abilities. Blizzard estimates that they are approximately as difficult as Diablo himself, on Inferno difficulty.&lt;br /&gt;
&lt;br /&gt;
* The [[Realm of Discord]] - [[King Leoric]] and [[Maghda]].&lt;br /&gt;
* The [[Realm of Chaos]] - [[Ghom]] and [[Rakanoth]].&lt;br /&gt;
* The [[Realm of Turmoil]] - [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The machine will only work once and open one portal. To open another portal you need to reconstruct the machine again, by collecting the three keys, visiting the Blacksmith and paying him 12,000 gold to craft you another Infernal Machine device.'''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
The special uber bosses drop loot like normal elites, and also have a chance to drop the monster organs that are required to craft the Hellfire Ring. &lt;br /&gt;
&lt;br /&gt;
* The [[Writhing Spine]] drops from  [[King Leoric]] or [[Maghda]].&lt;br /&gt;
* The [[Devil's Fang]] drops from [[Ghom]] or [[Rakanoth]].&lt;br /&gt;
* The [[Vengeful Eye]] drops from [[Siegebreaker_Assault_Beast|Siege Breaker]] or [[Zoltun Kulle]].&lt;br /&gt;
&lt;br /&gt;
As with the keys from the Wardens you need to have 5 stacks of [[Nephalem Valor]] and each level of [[Monster Power]] will give you a 10% chance to drop the item, so MP10 gives you a 100% chance to drop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hellfire Ring==&lt;br /&gt;
&lt;br /&gt;
[[File:Infernal-machine-plan.jpg|thumb|350px|Blacksmith plan to create the [[Portal Device]].]]&lt;br /&gt;
You can buy the Hellfire Ring plan from [[Squirt the Peddler]] in Act 2 for 2 million gold.  Take the plan to your [[Jeweler]] who needs to be level 10 to learn it. Once learned he will need all three of the above components and 50,000 gold to craft one [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
He can craft one of four varieties of the ring where one of the affixes is guaranteed to spawn with +170-200 to a single attribute, either Strength, Dexterity, Intelligence or Vitality.  The full ring stats are as follows:&lt;br /&gt;
&lt;br /&gt;
* +170-200 to one Attribute.&lt;br /&gt;
* Increase Bonus experience by 35%&lt;br /&gt;
* Chance to launch an explosive ball of Hellfire when you attack.&lt;br /&gt;
* 4 random properties&lt;br /&gt;
&lt;br /&gt;
The ring is account bound and therefore can not be sold or traded however it can be [[Salvaged]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/?p=179942 Salvaging the ring] - Blizzard CM, 05/10/12&amp;lt;/ref&amp;gt;&lt;br /&gt;
* You can only wear one Hellfire Ring. Your Followers can wear one also.&lt;br /&gt;
* There is no level requirement on the ring so any of your characters can wear it.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Infernal machine plan.jpg|Crafting the Device&lt;br /&gt;
File:Infernal machine device.jpg|Device in backpack&lt;br /&gt;
File:Heretics abode.jpg|[[Heretic's Abode]]&lt;br /&gt;
File:Infernal machine portal.jpg|Portal&lt;br /&gt;
File:Hellfire ring plan.jpg|Hellfire Ring Options&lt;br /&gt;
File:Hellfire ring strength.jpg|Hellfire Ring (Strength)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernal Machine Videos== &lt;br /&gt;
&lt;br /&gt;
These two videos show how to find the various Keywardens.&lt;br /&gt;
&amp;lt;youtube&amp;gt;KpOW07p0L7U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;f9c4J5P-E2Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Discord]]. Battle uber versions of [[King Leoric]] and [[Maghda]] for a chance to obtain the [[Writhing Spine]]. &lt;br /&gt;
&amp;lt;youtube&amp;gt;vvVyZUxBfio&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Chaos]]. Battle uber versions of [[Ghom]] and [[Rakanoth]] for a chance to obtain the [[Devil's Fang]]. &lt;br /&gt;
&amp;lt;youtube&amp;gt;_zBouvsDclo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Turmoil]]. Battle uber versions of [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]] for a chance to obtain the [[Vengeful Eye]].&lt;br /&gt;
&amp;lt;youtube&amp;gt;o4_sdZSGG7A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Infernal Machine Teased==&lt;br /&gt;
&lt;br /&gt;
The first word of the Infernal Machine came in a Patch 1.0.5 Sneak Peek developer blog post on September 13, 2012 &amp;lt;ref name=blog&amp;gt;[http://us.battle.net/d3/en/blog/7155880/Patch_105_Sneak_Peek-9_13_2012 Blog Update] - Blizzard, 13/09/12&amp;lt;/ref&amp;gt;. The brief quote is below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;New Event: Infernal Machine&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More early details were teased in developer interviews with [[Jay Wilson]] and [[Wyatt Cheng]], The feature was teased pre-patch in several developer blogs &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-1-0-5-sneak-peek Patch 1.0.5 Sneak Peak] - Blizzard CM, 13/09/12&amp;lt;/ref&amp;gt; and interviews&amp;lt;ref name=ign&amp;gt;[http://uk.ign.com/articles/2012/09/17/diablo-iii-patch-105-the-two-biggest-features-detailed Interview] - IGN, 17/09/12&amp;lt;/ref&amp;gt; &amp;lt;ref name=gnn&amp;gt;[http://diablo.incgamers.com/blog/comments/more-new-details-on-v1-0-5 Interview] - Gnn.Gamer.com.tw, 18/09/12&amp;lt;/ref&amp;gt;, in late September 2012. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://us.battle.net/d3/en/blog/7597724/New_Event_The_Infernal_Machine-10_15_2012 Hellfire Event Blizzard blog].&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:quests]]&lt;br /&gt;
[[category:end game]]&lt;br /&gt;
[[category:inferno]]&lt;/div&gt;</summary>
		<author><name>Joerlegacy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Infernal_Machine&amp;diff=64463</id>
		<title>Infernal Machine</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Infernal_Machine&amp;diff=64463"/>
				<updated>2013-03-16T21:35:58Z</updated>
		
		<summary type="html">&lt;p&gt;Joerlegacy: /* Building the Infernal Machine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Infernal Machine is an [[end game]] quest feature introduced in the [[v1.0.5 patch]]. This multi-stage event allows players to find keys, which can be used to open red portals to special boss fights. Those bosses can drop special monster organs, which can be crafted into the legendary [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
This event is only functional on Inferno difficulty and is only viable for very strong characters. It's meant to provide a fun bonus late game feature for expert players, adding additional challenge and farming options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Summary==&lt;br /&gt;
&lt;br /&gt;
Here's a quick summary of the steps in this event. See the sections below for full details about everything related to the Infernal Machine.&lt;br /&gt;
&lt;br /&gt;
# Obtain a key from each Keywarden and the Infernal Machine plan.&lt;br /&gt;
# Use the keys to open a red portal to one of the three Realms.&lt;br /&gt;
# Slay the special uber bosses in the Realm to earn one of the three demon organs.&lt;br /&gt;
# Craft all three organs into a Hellfire Ring.&lt;br /&gt;
&lt;br /&gt;
Note that steps 1-3 must be repeated multiple times, since you must create at least three red portals to obtain all three demonic organs. Furthermore, unless you are playing on Monster Power 10, the keywardens do not always drop keys and the uber bosses do not always drop the demonic organs.&lt;br /&gt;
&lt;br /&gt;
==Find the Keys and Plan== &lt;br /&gt;
&lt;br /&gt;
The first stage in unlocking the Infernal Machine players have to gather 3 keys and a plan from all four acts by killing the Key Wardens. (An even longer and more involved process than Diablo 2′s {{iw|Pandemonium_Event Pandemonium Event}}.)&lt;br /&gt;
&lt;br /&gt;
The Keywardens will appear in their designated areas on all difficulty levels, but can only drop the keys on Inferno, and only to players with 5 stacks of [[Nephalem Valor]]. Playing with the Monster Power system enabled will boost the odds of a key dropping, with a 10% bonus for each level of Monster Power, up to a 100% chance of the drop on Monster Power 10. At MP0 there is a 5% drop rate. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Drop rate at MP0] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt;  Without Monster Power all three's innate chance of dropping a key is equal. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188833/act-3-key-warden-drop-rate-unbalanced Innate drop rates equal] - Blizzard CM, 22/10/12&amp;lt;/ref&amp;gt; (AGAIN THIS WHOLE THING IS WRONG. LVL 10 has less than 30% chance to drop)&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]] does not increase the chances of the keys dropping.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Magic Find effects] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The four keywardens and the planwarden are:&lt;br /&gt;
&lt;br /&gt;
* The [[Key of Destruction]] will drop from [[Odeg the Keywarden]] in Act I - Fields of Misery&lt;br /&gt;
* The [[Key of Hate]] will drop from [[Sokahr the Keywarden]] in Act II - Dahlgur Oasis&lt;br /&gt;
* The [[Key of Terror]] will drop from [[Xah'Rith the Keywarden]] in Act III - Stonefort&lt;br /&gt;
* The Blacksmithing Plans will drop from [[Nekarat the Keywarden]] in Act IV - Silver Spire Level 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Destruction&lt;br /&gt;
! Key of Hate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Odeg.jpg|300px]]&lt;br /&gt;
| [[File:Sokahr the keywarden.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
| Odeg in the [[Fields of Misery]], Act 1&lt;br /&gt;
| Sokahr in the [[Dahlgur Oasis]], Act 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Terror&lt;br /&gt;
! Infernal Machine Plan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xahrith.jpg|300px]]&lt;br /&gt;
| [[File:Nekarat.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
| Xah'Rith on the [[Stonefort]], Act 3&lt;br /&gt;
| Nekaret in [[Silver Spire]], level 1, Act 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Keys and Plan are Bind to Account so you can not trade for them.  You can have more than 1 of each key at a time, but each key is consumed by the crafting process, so you will need multiple copies of each key to build the multiple Infernal Machines required to explore each portal area and gather all the materials required to craft the [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
==Building the Infernal Machine==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon portal device.png|left]][[File:Heretics abode door.jpg|thumb|100px|Doorway to Hell]] Once you have the three keys and the infernal machine plan visit the [[Blacksmith]]. He needs to be level 10 to craft the machine recipe, and this costs 12,000 gold per craft. This creates a [[Portal Device]] which appears in your character's inventory and can be carried around until you decide to use it.&lt;br /&gt;
&lt;br /&gt;
To use the device join a game at the Act 1 quest [[Return to New Tristram]] ([http://diablonut.incgamers.com/quest/return-to-new-tristram db]) and locate [[Brother Malachi the Healer]] in the north east of Tristram. The house behind him has a boarded up door which is normally unclickable. With the Portal Device his door will light up as clickable and lead into the [[Heretic's Abode]].&lt;br /&gt;
&lt;br /&gt;
Once you're inside the house, right click the Portal Device in your inventory. This spawns a red portal that will take you to one of the three special Realms where you must battle two Uber bosses at once. Upon death, one of them *may* drop the special monster organ which is required to craft the [[Hellfire Ring]]. &lt;br /&gt;
&lt;br /&gt;
As with the keywardens, you *must* have the maximum 5 stacks of Nephalem Valor active when you kill the bosses to have any chance of earning their monster organ. Also, killing them on a higher setting of Monster Power will increase the odds of getting the organ by 10% per Monster Level, with a 100% chance on the maximum Monster Level 10.&lt;br /&gt;
&lt;br /&gt;
Each realm contains two bosses you must fight at the same time. These bosses are all familiar monsters from elsewhere in the game, but in this battle they are greatly buffed in power and boast some new abilities. Blizzard estimates that they are approximately as difficult as Diablo himself, on Inferno difficulty.&lt;br /&gt;
&lt;br /&gt;
* The [[Realm of Discord]] - [[King Leoric]] and [[Maghda]].&lt;br /&gt;
* The [[Realm of Chaos]] - [[Ghom]] and [[Rakanoth]].&lt;br /&gt;
* The [[Realm of Turmoil]] - [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The machine will only work once and open one portal. To open another portal you need to reconstruct the machine again, by collecting the three keys, visiting the Blacksmith and paying him 12,000 gold to craft you another Infernal Machine device.'''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
The special uber bosses drop loot like normal elites, and also have a chance to drop the monster organs that are required to craft the Hellfire Ring. &lt;br /&gt;
&lt;br /&gt;
* The [[Writhing Spine]] drops from  [[King Leoric]] or [[Maghda]].&lt;br /&gt;
* The [[Devil's Fang]] drops from [[Ghom]] or [[Rakanoth]].&lt;br /&gt;
* The [[Vengeful Eye]] drops from [[Siegebreaker_Assault_Beast|Siege Breaker]] or [[Zoltun Kulle]].&lt;br /&gt;
&lt;br /&gt;
As with the keys from the Wardens you need to have 5 stacks of [[Nephalem Valor]] and each level of [[Monster Power]] will give you a 10% chance to drop the item, so MP10 gives you a 100% chance to drop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hellfire Ring==&lt;br /&gt;
&lt;br /&gt;
[[File:Infernal-machine-plan.jpg|thumb|350px|Blacksmith plan to create the [[Portal Device]].]]&lt;br /&gt;
You can buy the Hellfire Ring plan from [[Squirt the Peddler]] in Act 2 for 2 million gold.  Take the plan to your [[Jeweler]] who needs to be level 10 to learn it. Once learned he will need all three of the above components and 50,000 gold to craft one [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
He can craft one of four varieties of the ring where one of the affixes is guaranteed to spawn with +170-200 to a single attribute, either Strength, Dexterity, Intelligence or Vitality.  The full ring stats are as follows:&lt;br /&gt;
&lt;br /&gt;
* +170-200 to one Attribute.&lt;br /&gt;
* Increase Bonus experience by 35%&lt;br /&gt;
* Chance to launch an explosive ball of Hellfire when you attack.&lt;br /&gt;
* 4 random properties&lt;br /&gt;
&lt;br /&gt;
The ring is account bound and therefore can not be sold or traded however it can be [[Salvaged]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/?p=179942 Salvaging the ring] - Blizzard CM, 05/10/12&amp;lt;/ref&amp;gt;&lt;br /&gt;
* You can only wear one Hellfire Ring. Your Followers can wear one also.&lt;br /&gt;
* There is no level requirement on the ring so any of your characters can wear it.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Infernal machine plan.jpg|Crafting the Device&lt;br /&gt;
File:Infernal machine device.jpg|Device in backpack&lt;br /&gt;
File:Heretics abode.jpg|[[Heretic's Abode]]&lt;br /&gt;
File:Infernal machine portal.jpg|Portal&lt;br /&gt;
File:Hellfire ring plan.jpg|Hellfire Ring Options&lt;br /&gt;
File:Hellfire ring strength.jpg|Hellfire Ring (Strength)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernal Machine Videos== &lt;br /&gt;
&lt;br /&gt;
These two videos show how to find the various Keywardens.&lt;br /&gt;
&amp;lt;youtube&amp;gt;KpOW07p0L7U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;f9c4J5P-E2Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Discord]]. Battle uber versions of [[King Leoric]] and [[Maghda]] for a chance to obtain the [[Writhing Spine]]. &lt;br /&gt;
&amp;lt;youtube&amp;gt;vvVyZUxBfio&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Chaos]]. Battle uber versions of [[Ghom]] and [[Rakanoth]] for a chance to obtain the [[Devil's Fang]]. &lt;br /&gt;
&amp;lt;youtube&amp;gt;_zBouvsDclo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Turmoil]]. Battle uber versions of [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]] for a chance to obtain the [[Vengeful Eye]].&lt;br /&gt;
&amp;lt;youtube&amp;gt;o4_sdZSGG7A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Infernal Machine Teased==&lt;br /&gt;
&lt;br /&gt;
The first word of the Infernal Machine came in a Patch 1.0.5 Sneak Peek developer blog post on September 13, 2012 &amp;lt;ref name=blog&amp;gt;[http://us.battle.net/d3/en/blog/7155880/Patch_105_Sneak_Peek-9_13_2012 Blog Update] - Blizzard, 13/09/12&amp;lt;/ref&amp;gt;. The brief quote is below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;New Event: Infernal Machine&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More early details were teased in developer interviews with [[Jay Wilson]] and [[Wyatt Cheng]], The feature was teased pre-patch in several developer blogs &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-1-0-5-sneak-peek Patch 1.0.5 Sneak Peak] - Blizzard CM, 13/09/12&amp;lt;/ref&amp;gt; and interviews&amp;lt;ref name=ign&amp;gt;[http://uk.ign.com/articles/2012/09/17/diablo-iii-patch-105-the-two-biggest-features-detailed Interview] - IGN, 17/09/12&amp;lt;/ref&amp;gt; &amp;lt;ref name=gnn&amp;gt;[http://diablo.incgamers.com/blog/comments/more-new-details-on-v1-0-5 Interview] - Gnn.Gamer.com.tw, 18/09/12&amp;lt;/ref&amp;gt;, in late September 2012. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://us.battle.net/d3/en/blog/7597724/New_Event_The_Infernal_Machine-10_15_2012 Hellfire Event Blizzard blog].&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:quests]]&lt;br /&gt;
[[category:end game]]&lt;br /&gt;
[[category:inferno]]&lt;/div&gt;</summary>
		<author><name>Joerlegacy</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Odeg_the_Keywarden&amp;diff=64432</id>
		<title>Odeg the Keywarden</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Odeg_the_Keywarden&amp;diff=64432"/>
				<updated>2013-03-16T10:33:40Z</updated>
		
		<summary type="html">&lt;p&gt;Joerlegacy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ptr-odeg-keywarden.jpg|thumb|400px|Odeg looms large.]]&lt;br /&gt;
Odeg the Keywarden is a Unique boss added in [[Patch v1.0.5]]. This monster can be found somewhere in the [[Fields of Misery]] level in Act One, often found in northwestern section. On Inferno difficulty Odeg has a chance to drop the [[Key of Destruction]], an item required for the [[Infernal Machine]] end game event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Obtaining a Hellfire Ring==&lt;br /&gt;
&lt;br /&gt;
Creating a [[Hellfire Ring]] requires multiple steps. Refer to the [[Infernal Machine]] article for full details, but briefly:&lt;br /&gt;
&lt;br /&gt;
# Obtain the three keys and the Infernal Machine plan for the Blacksmith.&lt;br /&gt;
## The [[Key of Destruction]] will drop from [[Odeg the Keywarden]] in Act I - Fields of Misery&lt;br /&gt;
## The [[Key of Hate]] will drop from [[Sokahr the Keywarden]] in Act II - Dahlgur Oasis&lt;br /&gt;
## The [[Key of Terror]] will drop from [[Xah'Rith the Keywarden]] in Act III - Stonefort&lt;br /&gt;
## The Blacksmithing Plans will drop from [[Nekarat the Keywarden]] in Act IV - Silver Spire Level 1&lt;br /&gt;
# Craft three keys, one of each, into the [[Portal Device]].&lt;br /&gt;
# Activate the Portal Device inside of the [[Heretic's Abode]] to create a red portal to one of the three Realms:&lt;br /&gt;
## The [[Realm of Discord]]. Battle [[King Leoric]] and [[Maghda]] for a chance to obtain the [[Writhing Spine]].&lt;br /&gt;
## The [[Realm of Chaos]]. Battle [[Ghom]] and [[Rakanoth]] for a chance to obtain the [[Devil's Fang]].&lt;br /&gt;
## The [[Realm of Turmoil]]. Battle [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]] for a chance to obtain the [[Vengeful Eye]].&lt;br /&gt;
# Take the three demonic organs to Haedrig and craft them into a Hellfire Ring.&lt;br /&gt;
&lt;br /&gt;
Note that steps 1-3 must be repeated multiple times, since you must create at least three red portals to obtain all three demonic organs. Furthermore, unless you are playing on Monster Power 10, the keywardens do not always drop keys and the uber bosses do not always drop the demonic organs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Odeg-the-keywarden1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Infernal Machine]]&lt;br /&gt;
[[category:Uniques]]&lt;br /&gt;
[[category:bosses]]&lt;/div&gt;</summary>
		<author><name>Joerlegacy</name></author>	</entry>

	</feed>