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12 Hero’s Journey Stages Explained (+ Free Templates)

From zero to hero, the hero’s journey is a popular character development arc used in many stories. In today’s post, we will explain the 12 hero’s journey stages, along with the simple example of Cinderella.

The Hero’s Journey was originally formulated by American writer Joseph Campbell to describe the typical character arc of many classic stories, particularly in the context of mythology and folklore. The original hero’s journey contained 17 steps. Although the hero’s journey has been adapted since then for use in modern fiction, the concept is not limited to literature. It can be applied to any story, video game, film or even music that features an archetypal hero who undergoes a transformation. Common examples of the hero’s journey in popular works include Star Wars, Lord of the Rings, The Hunger Games and Harry Potter and the Philosopher’s Stone.

  • What is the hero's journey?

Stage 1: The Ordinary World

Stage 2: call of adventure, stage 3: refusal of the call, stage 4: meeting the mentor, stage 5: crossing the threshold, stage 6: tests, allies, enemies, stage 7: the approach, stage 8: the ordeal, stage 9: reward, stage 10: the road back, stage 11: resurrection, stage 12: return with the elixir, cinderella example, campbell’s 17-step journey, leeming’s 8-step journey, cousineau’s 8-step journey.

  • Free Hero's Journey Templates

What is the hero’s journey?

The hero’s journey, also known as the monomyth, is a character arc used in many stories. The idea behind it is that heroes undergo a journey that leads them to find their true selves. This is often represented in a series of stages. There are typically 12 stages to the hero’s journey. Each stage represents a change in the hero’s mindset or attitude, which is triggered by an external or internal event. These events cause the hero to overcome a challenge, reach a threshold, and then return to a normal life.

The hero’s journey is a powerful tool for understanding your characters. It can help you decide who they are, what they want, where they came from, and how they will change over time. It can be used to

  • Understand the challenges your characters will face
  • Understand how your characters react to those challenges
  • Help develop your characters’ traits and relationships

Hero's Journey Stages

In this post, we will explain each stage of the hero’s journey, using the example of Cinderella.

You might also be interested in our post on the story mountain or this guide on how to outline a book .

12 Hero’s Journey Stages

The archetypal hero’s journey contains 12 stages and was created by Christopher Vogler. These steps take your main character through an epic struggle that leads to their ultimate triumph or demise. While these steps may seem formulaic at first glance, they actually form a very flexible structure. The hero’s journey is about transformation, not perfection.

Your hero starts out in the ordinary world. He or she is just like every other person in their environment, doing things that are normal for them and experiencing the same struggles and challenges as everyone else. In the ordinary world, the hero feels stuck and confused, so he or she goes on a quest to find a way out of this predicament.

Example: Cinderella’s father passes away and she is now stuck doing chores and taking abuse from her stepsisters and stepmother.

The hero gets his or her first taste of adventure when the call comes. This could be in the form of an encounter with a stranger or someone they know who encourages them to take a leap of faith. This encounter is typically an accident, a series of coincidences that put the hero in the right place at the right time.

Example: An invite arrives inviting the family to a royal ball where the Prince will choose a wife.

Some people will refuse to leave their safe surroundings and live by their own rules. The hero has to overcome the negative influences in order to hear the call again. They also have to deal with any personal doubts that arise from thinking too much about the potential dangers involved in the quest. It is common for the hero to deny their own abilities in this stage and to lack confidence in themselves.

Example: Cinderella accepts the call by making her own dress for the ball. However, her stepmother refuses the call for her by not letting her go to the ball. And her step-sisters ruin her dress, so she can not go.

After hearing the call, the hero begins a relationship with a mentor who helps them learn about themselves and the world. In some cases, the mentor may be someone the hero already knows. The mentor is usually someone who is well-versed in the knowledge that the hero needs to acquire, but who does not judge the hero for their lack of experience.

Example: Cinderella meets her fairy godmother who equips her with everything she needs for the ball, including a dress and a carriage.

The hero leaves their old life behind and enters the unfamiliar new world. The crossing of the threshold symbolises leaving their old self behind and becoming a new person. Sometimes this can include learning a new skill or changing their physical appearance. It can also include a time of wandering, which is an essential part of the hero’s journey.

Example: Cinderella hops into the carriage and heads off to the ball. She has transformed from a servant into an elegant young lady. 

As the hero goes on this journey, they will meet both allies (people who help the hero) and enemies (people who try to stop the hero). There will also be tests, where the hero is tempted to quit, turn back, or become discouraged. The hero must be persistent and resilient to overcome challenges.

Example: At the ball, Cinderella meets the prince, and even see’s her stepmother and stepsister. She dances with Prince all night long making her step-sisters extremely jealous.

The hero now reaches the destination of their journey, in some cases, this is a literal location, such as a cave or castle. It could also be metaphorical, such as the hero having an internal conflict or having to make a difficult decision. In either case, the hero has to confront their deepest fears in this stage with bravery. In some ways, this stage can mark the end of the hero’s journey because the hero must now face their darkest fears and bring them under control. If they do not do this, the hero could be defeated in the final battle and will fail the story.

Example: Cinderella is having a great time at the ball and nearly forgets about the midnight rule. As she runs away in a hurry, her glass slipper falls off outside the palace.

The hero has made it to the final challenge of their journey and now must face all odds and defeat their greatest adversary. Consider this the climax of the story. This could be in the form of a physical battle, a moral dilemma or even an emotional challenge. The hero will look to their allies or mentor for further support and guidance in this ordeal. Whatever happens in this stage could change the rest of the story, either for good or bad. 

Example: Prince Charming looks all over the kingdom for the mysterious girl he met at the ball. He finally visits Cinderella’s house and tries the slippers on the step-sisters. The prince is about to leave and then he sees Cinderella in the corner cleaning.

When the hero has defeated the most powerful and dangerous of adversaries, they will receive their reward. This reward could be an object, a new relationship or even a new piece of knowledge. The reward, which typically comes as a result of the hero’s perseverance and hard work, signifies the end of their journey. Given that the hero has accomplished their goal and served their purpose, it is a time of great success and accomplishment.

Example: The prince tries the glass slipper on Cinderella. The glass slipper fits Cinderella perfectly, and they fall in love.

The journey is now complete, and the hero is now heading back home. As the hero considers their journey and reflects on the lessons they learned along the way, the road back is sometimes marked by a sense of nostalgia or even regret. As they must find their way back to the normal world and reintegrate into their former life, the hero may encounter additional difficulties or tests along the way. It is common for the hero to run into previous adversaries or challenges they believed they had overcome.

Example: Cinderella and Prince Charming head back to the Prince’s castle to get married.

The hero has one final battle to face. At this stage, the hero might have to fight to the death against a much more powerful foe. The hero might even be confronted with their own mortality or their greatest fear. This is usually when the hero’s true personality emerges. This stage is normally symbolised by the hero rising from the dark place and fighting back. This dark place could again be a physical location, such as the underground or a dark cave. It might even be a dark, mental state, such as depression. As the hero rises again, they might change physically or even experience an emotional transformation. 

Example: Cinderella is reborn as a princess. She once again feels the love and happiness that she felt when she was a little girl living with her father.

At the end of the story, the hero returns to the ordinary world and shares the knowledge gained in their journey with their fellow man. This can be done by imparting some form of wisdom, an object of great value or by bringing about a social revolution. In all cases, the hero returns changed and often wiser.

Example: Cinderella and Prince Charming live happily ever after. She uses her new role to punish her stepmother and stepsisters and to revitalise the kingdom.

We have used the example of Cinderella in Vogler’s hero’s journey model below:

hero journey image

Below we have briefly explained the other variations of the hero’s journey arc.

The very first hero’s journey arc was created by Joseph Campbell in 1949. It contained the following 17 steps:

  • The Call to Adventure: The hero receives a call or a reason to go on a journey.
  • Refusal of the Call: The hero does not accept the quest. They worry about their own abilities or fear the journey itself.
  • Supernatural Aid: Someone (the mentor) comes to help the hero and they have supernatural powers, which are usually magical.
  • The Crossing of the First Threshold: A symbolic boundary is crossed by the hero, often after a test. 
  • Belly of the Whale: The point where the hero has the most difficulty making it through.
  • The Road of Trials: In this step, the hero will be tempted and tested by the outside world, with a number of negative experiences.
  • The Meeting with the Goddess: The hero meets someone who can give them the knowledge, power or even items for the journey ahead.
  • Woman as the Temptress: The hero is tempted to go back home or return to their old ways.
  • Atonement with the Father: The hero has to make amends for any wrongdoings they may have done in the past. They need to confront whatever holds them back.
  • Apotheosis: The hero gains some powerful knowledge or grows to a higher level. 
  • The Ultimate Boon: The ultimate boon is the reward for completing all the trials of the quest. The hero achieves their ultimate goal and feels powerful.
  • Refusal of the Return: After collecting their reward, the hero refuses to return to normal life. They want to continue living like gods. 
  • The Magic Flight: The hero escapes with the reward in hand.
  • Rescue from Without: The hero has been hurt and needs help from their allies or guides.
  • The Crossing of the Return Threshold: The hero must come back and learn to integrate with the ordinary world once again.
  • Master of the Two Worlds: The hero shares their wisdom or gifts with the ordinary world. Learning to live in both worlds.
  • Freedom to Live: The hero accepts the new version of themselves and lives happily without fear.

David Adams Leeming later adapted the hero’s journey based on his research of legendary heroes found in mythology. He noted the following steps as a pattern that all heroes in stories follow:

  • Miraculous conception and birth: This is the first trauma that the hero has to deal with. The Hero is often an orphan or abandoned child and therefore faces many hardships early on in life. 
  • Initiation of the hero-child: The child faces their first major challenge. At this point, the challenge is normally won with assistance from someone else.
  • Withdrawal from family or community: The hero runs away and is tempted by negative forces.
  • Trial and quest: A quest finds the hero giving them an opportunity to prove themselves.
  • Death: The hero fails and is left near death or actually does die.
  • Descent into the underworld: The hero rises again from death or their near-death experience.
  • Resurrection and rebirth: The hero learns from the errors of their way and is reborn into a better, wiser being.
  • Ascension, apotheosis, and atonement: The hero gains some powerful knowledge or grows to a higher level (sometimes a god-like level). 

In 1990, Phil Cousineau further adapted the hero’s journey by simplifying the steps from Campbell’s model and rearranging them slightly to suit his own findings of heroes in literature. Again Cousineau’s hero’s journey included 8 steps:

  • The call to adventure: The hero must have a reason to go on an adventure.
  • The road of trials: The hero undergoes a number of tests that help them to transform.
  • The vision quest: Through the quest, the hero learns the errors of their ways and has a realisation of something.
  • The meeting with the goddess: To help the hero someone helps them by giving them some knowledge, power or even items for the journey ahead.
  • The boon: This is the reward for completing the journey.
  • The magic flight: The hero must escape, as the reward is attached to something terrible.
  • The return threshold: The hero must learn to live back in the ordinary world.
  • The master of two worlds: The hero shares their knowledge with the ordinary world and learns to live in both worlds.

As you can see, every version of the hero’s journey is about the main character showing great levels of transformation. Their journey may start and end at the same location, but they have personally evolved as a character in your story. Once a weakling, they now possess the knowledge and skill set to protect their world if needed.

Free Hero’s Journey Templates

Use the free Hero’s journey templates below to practice the skills you learned in this guide! You can either draw or write notes in each of the scene boxes. Once the template is complete, you will have a better idea of how your main character or the hero of your story develops over time:

The storyboard template below is a great way to develop your main character and organise your story:

hero journey image

Did you find this guide on the hero’s journey stages useful? Let us know in the comments below.

Hero’s Journey Stages

Marty the wizard is the master of Imagine Forest. When he's not reading a ton of books or writing some of his own tales, he loves to be surrounded by the magical creatures that live in Imagine Forest. While living in his tree house he has devoted his time to helping children around the world with their writing skills and creativity.

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The Write Practice

The Hero’s Journey: 12 Steps That Make Up the Universal Structure of Great Stories

by David Safford | 0 comments

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At some in your writer's life, you've probably come across the term Hero's Journey. Maybe you've even studied this guide for storytelling and applied it to your own books—and yet, something about your own application felt off. You wanted to learn more, but didn't know where to start.

Maybe you needed a resource that would simplify the hero's journey steps and all the other major details instead of complicate them.

The Hero's Journey: The Ultimate Guide to the Universal Structure of Great Stories

The Hero's Journey is as old as humanity itself. And through history, this single story form has emerged over and over again. People from all cultures have seemed to favor its structure, and its familiar types of characters (archetypal hero, anyone?), symbols, relationships, and steps.

If you want to build or strengthen your writing career and win a following of many happy readers, you want this particular tool in your writer's toolbox.

Let's dive in.

Need help applying The Hero's Journey to your story outline and manuscript? Download this free Hero's Journey worksheet now!

Why I Love the Hero's Journey (And You Will, Too)

Like many, I grew up loving Star Wars. I especially loved the music and bought the soundtracks at some point in middle school. When my parents weren't home and I had the house all to myself, I'd slip one of the CDs into my stereo, crank the volume up, and blast the London Symphony Orchestra. I even pretended I was conducting the violins and timpani myself.

I know it's nerdy to admit. But we love what we love, and I love the music of great movies.

In a way, the Hero's Journey is like a soundtrack. It follows familiar beats and obeys age-old principles of human emotion. We can't necessarily explain why a piece of music is so beautiful, but we can explain what it does and simply acknowledge that most people like it.

As I've come to understand Joseph Campbell's groundbreaking monomyth theory, commonly known as the Hero's Journey, I've fallen deeper and deeper in love with it.

But it's important to make sure you know what it is, and what it isn't.

The Hero's Journey isn't a formula to simply follow, plugging in hackneyed characters into cliched situations.

It's not “selling out” and giving up your artistic integrity

The Hero's Journey is a set of steps, scenes, character types, symbols, and themes that tend to recur in stories regardless of culture or time period. Within these archetypes are nearly infinite variations and unique perspectives that are impacted by culture and period, reflecting wonderful traits of the authors and audiences.

Also, the Hero's Journey is a process that your reader expects your story to follow, whether they know it or not. This archetype is hard-wired into our D.N.A. Let's look at how to use it to make your own stories stronger.

How to Use This Hero's Journey Post

In the beginning, there were stories. These stories were told by mothers, soldiers, and performers. They were inscribed on the walls of caves, into tablets of stone, and on the first sheets of papyrus.

This is how the Hero's Journey was born.

In this post, I'll walk you through the Hero's Journey twelve steps, and teach you how to apply them into your story. I'll also share additional resources to teach you some other Hero's Journey essentials, like character archetypes, symbols, and themes. By the end of this post, you'll be able to easily apply the Hero's Journey to your story with confidence.

And don't skip out on the practice exercise at the end of the post! This will help you start to carve out the Hero's Journey for your story with a practical fifteen minute exercise—the best way to really retain how the Hero's Journey works is to apply it.

Table of Contents: The Hero's Journey Guide

What is the Hero's Journey?

Why the Hero's Journey will make you a better writer

The Twelve-Step Hero's Journey Structure

  • The Ordinary World
  • The Call to Adventure
  • The Refusal of the Call
  • Meeting the Mentor
  • Crossing the Threshold
  • Trials, Allies, and Enemies
  • The Approach
  • The Road Back
  • The Resurrection
  • Return With the Elixir

5 Essential Hero's Journey Scenes

A Guide to Structuring Your Hero's Journey

Bonus! Additional Hero's Journey Resources

  • 5 Character Archetypes
  • 5 Hero's Journey Symbols
  • 5 Hero's Journey Themes

What Is the Hero's Journey?

The Hero's Journey is the timeless combination of characters, events, symbols, and relationships frequently structured as a sequence of twelve steps. It is a storytelling structure that anyone can study and utilize to tell a story that readers will love.

First identified and defined by Joseph Campbell, the Hero's Journey was theorizied in The Hero With a Thousand Faces . Today, it has been researched and taught by great minds, some including Carl Jung and Christopher Vogler (author of The Writer's Journey: Mythic Structure for Writers ).

This research has given us lengthy and helpful lists of archetypes , or story elements that tend to recur in stories from any culture at any time.

And while some archetypes are unique to a genre, they are still consistent within those genres. For example, a horror story from Japan will still contain many of the same archetypes as a horror story from Ireland. There will certainly be notable differences in how these archetypes are depicted, but the tropes will still appear.

That's the power of the Hero's Journey. It is the skeleton key of storytelling that you can use to unlock the solution to almost any writing problem you are confronted with.

Why the Monomyth Will Make You a Better Writer

The Hero's Journey is the single most powerful tool at your disposal as a writer.

But it isn't a “rule,” so to speak. It's also not a to-do list.

If anything, the Hero's Journey is diagnostic, not prescriptive. In other words, it describes a story that works, but doesn't necessarily tell you what to do.

But the reason you should use the Hero's Journey isn't because it's a great trick or tool. You should use the Hero's Journey because it is based on thousands of years of human storytelling.

It provides a way to connect with readers from all different walks of life.

This is why stories about fantastical creatures from imaginary worlds can forge deep emotional connections with audiences. Hollywood knows this, and its best studios take advantage. As an example, The Lord of the Rings, by J. R. R. Tolkien, contains mythical creatures like elves and hobbits. Yet it is Frodo's heroic journey of sacrifice and courage that draws us to him like a magnet.

Learn how to easily apply the Hero's Journey 12 Steps to your books in this post. Tweet this

David Safford

You deserve a great book. That's why David Safford writes adventure stories that you won't be able to put down. Read his latest story at his website. David is a Language Arts teacher, novelist, blogger, hiker, Legend of Zelda fanatic, puzzle-doer, husband, and father of two awesome children.

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Joseph Campbell's Hero Journey - Featured

Joseph Campbell’s Hero’s Journey: A Better Screenplay in 17 Steps

dds are that if you’ve had any interest in writing a script within the past fifty years you’ve heard of the Hero’s Journey. A writer you got drinks with swore by it, a film professor suggested you read about it.  Or you overheard the barista at your local coffee shop talking about how Die Hard is a picture-perfect template for it. But… what is it? I’ll explain all of the Hero’s Journey’s 17 steps and provide examples in the modern canon. Then you can kick writer’s block and get a strong script into the hands of agents and producers.

Watch: The Hero's Journey Explained

Subscribe for more filmmaking videos like this.

Hero’s Journey Examples

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Graphic

The monomyth featuring three of your favorite franchises!

The hero's journey begins, 1. call to action.

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Cell Phone

Adventure is calling. Will your hero pick up?

The initial step in the first act of the Hero’s Journey - known as the departure - is the “call to action." The Hero is beckoned to go on a journey. Think Frodo Baggins meeting Gandalf. Or the Owl inviting Harry Potter to Hogwarts. 

If having a tall wizard extend a hand may be a little too on the nose for you, don't worry. This comes in all forms. In   Citizen Kane , the mystery surrounding Charles Foster Kane’s final words is the call to action for the reporter, Jerry Thompson, to get to work.

The Hero Hesitates

2. refusal of call.

Next is the Hero’s “refusal of call.” The Hero initially balks at the idea of leaving their lives. The Shire is beautiful, after all, who wants to embark on a dangerous journey across the world? 

This refusal is typically because of a duty or obligation they have at home. Be it family, or work, it’s something our Hero cares deeply about. But, as pressure mounts, they eventually succumb and decide to leave with the help of “supernatural aid.”

The Hero Receives Assistance

3. supernatural aid.

Once the Hero has committed themselves to embarking on whatever that quest may be (keep in mind, a Hero’s Journey can apply to a modern, emotional story, as well), they receive “supernatural aid.”

Individuals give the Hero information or tools at the start of their journey to help their chances of completing the task. Rome wasn’t built in a day, and it definitely wasn’t built alone. Every hero has a set of allies helping them get the job done. From Luke, Han, and Chewie to Harry, Ron, and Hermoine, these teams are iconic and nearly inseparable.

The tools provided come in handy as the Hero begins…

The Hero Commits

4. crossing the threshold.

Now the hero ventures into a new, unfamiliar world where the rules and dangers are unknown. They’re not in Kansas anymore, Toto, and that becomes evidently clear when monkeys start flying. 

This stage often requires a few examples to crystalize the change in environment from familiar to dangerous. The contrast is key to play up how ill-prepared they initially are.

The Hero is Challenged

5. belly of the whale.

Next thing you know, we're in “the belly of the whale.” The first point of real danger in the Hero’s Journey. Taken from the Biblical story of Jonah entering a literal whale’s belly, it’s here that the dangers we’ve been warned about are manifested into tangible characters. Like hungry Orcs with swords.

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Anicient

This is Jonah moments before actually being in the belly of the whale.

Now our Hero must make a decision to continue and, in turn, undergo a personal metamorphosis in the process. 

They will not be the same individual at the end of this tale as they were in the beginning.  This must be made clear while in the belly of the whale, as we enter Initiation, or act two. Which is the longest slice of the Hero’s Journey pie.

This part is filled with the most failure and risk, and ends with the climax. But first, it starts with... 

The Hero is Tested

6. the road of trials.

“Road of trials” is a set of three tests that the Hero must take. Usually they will fail at least one of these tests. This could be a montage. It could also be a series of obstacles leading to a smaller goal in the journey. 

Here is where the Hero learns to use his or her tools and allies while on their way to a...

The Great Advisor

7. meeting the goddess.

At this point in the monomyth, our Hero needs a break to adjust perspective and digest the ways they've changed. It’s here that they meet with an advisor, or a trusted individual, who will help them gain a better insight into the next steps of the journey. Frodo met with Galadriel, an elf who enlightened him with visions of potential futures.

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Harry Potter 3

This is Frodo meeting with the goddess

Luke met Leia, and the two formed of a bond of kinship, motivating them to commit more to their cause. This individual doesn’t have to be a woman, but whoever it is our hero will gain something from the wisdom they impart.

But no good deed goes unpunished, and as we reward our Heroes in storytelling, we must also tempt them to failure.

The Hero is Torn

8. temptation.

Much like “road of trials,” “temptation” is a test in the Hero’s Journey. It presents a set of, well… temptations... that our Hero must either overcome or avoid. These temptations pick and pull at the insecurities of the Hero. A microcosm can be found in our own everyday lives with the simple act of getting out of bed.

The temptation to stay in the cozy confines of our comforters (and comfort zones) can be strong and sometimes overwhelming. This must be manifested in our story with some type of a cheap way out. Or an opportunity to throw in the towel. Our Hero must decline and press forward, nobly facing danger.

A Moment of Catharsis

9. atonement with the father.

Once they’ve thrown away their temptations, the Hero enters the “atonement with the father.” This is always an emotional part of the Hero’s Journey. It's a point in the monomyth where our protagonist must confront an aspect of their character from act one that has been slowing them down.

Something that could be fatal to their journey in the coming climactic stages. While this is actuated as a confrontation with a male entity, it doesn’t have to be.

The point here is that the Hero finds within themselves a change from who they were into someone more capable. Harry has to reconcile with the loss of his father figure, Dumbledore. Now take on Voldemort alone, using the lessons he’s learned on the way. Just like Luke...and every other hero ever. This is the emotional climax of the story.

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Darth Vader

"Tell your sister... you were riiiiiiiiiight..."

Death of the hero, 10. apotheosis.

With a new sense of confidence and clarity we must then make our Hero deal with “apotheosis.” This is the stage of the Hero’s Journey where a greater perspective is achieved. Often embodied by a death of the Hero’s former self; where the old Frodo has died and the new one is born.  

But this is sometimes interpreted as a more “a-ha!” moment — a breakthrough that leads to the narrative’s climax. This, too, can be tied to the death of Dumbledore and Harry’s reconciliation with the loss. This step is usually the final motivator for the Hero, driving the story into...

THe Hero Victorious

11. the ultimate boon.

This monomyth step is the physical climax of the story. This is often considered the MacGuffin of a film — the physical object that drives our Hero’s motivation. But it's a MacGuffin, to use Hitchcock's famous term, because ultimately... it doesn't matter.

In  Pulp Fiction , we never find out what’s in the briefcase, but it’s the briefcase that led them on the wild journey. When we find out what “Rosebud” actually means, it simply forms a lynchpin to help us understand who Charles Foster Kane was. The mission is accomplished and the world can rest easy knowing that it is safe from evil.

The Hero's Journey Home

12. refusal of return.

Upon a successful completion of the Hero’s Journey, and a transformation into a different person, the Hero has a “refusal to return.” The Shire seems so boring now and the last thing Harry wants is to go back to that drawer under the stairs. 

And, oftentimes, the return can be just as dangerous. This is the beginning of the third act of Campbell’s Hero’s Journey (known as the Return) and, while shorter, should still contain conflict. Our next step is an opportunity for that...

The Hero Transported

13. magic flight.

This is the point in the Hero’s Journey where they must get out alive, often requiring the help of individuals they met along the way. Dorothy still has to get back to Kansas, the solution to which may seem like a leap of faith.  

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Birds

The eagles rescue from without with a magic flight to Frodo and friends

The hero's rescue, 14. rescue from without.

Bringing us to the “rescuers from without” point in the monomyth. Just because Frodo destroyed the one ring to rule them all doesn’t mean he gets a free ride back to the Shire. Remember those giant eagles we met a while back in act two? Well their back just in time!

Homeward Bound

15. crossing the return threshold.

Once the Hero is back home, it’s time to acknowledge their change in character. “Crossing the return threshold” is the stage in the monomyth where the hero has left the chaos of the outer world and return home.

But it's hard to adjust to the old world. Remember that scene where Frodo tried to enjoy a beer back at the shire? Hard to go back to normal when you essentially live with Dark Lord PTSD.

A Triumphant Return

16. master of two worlds.

The hero survived an adventure in the chaos realm, and now survives in the normal order realm. This makes him or her the master of two worlds. Not many people come back and live to tell the tale.  

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Darth Vader

Frodo and Gandalf wandering off into the sunset post accomplishing their mission

Plus which, throughout the story, they’ve become someone much more capable and resilient than they were in act one. They've learned lessons, and brought what they learned home with them. 

Whatever issues they may have had before embarking on this chaotic tale (often the ones preventing from taking the call to action) now pale in comparison with what they’ve been through.

It’s easier to deal with your annoying cousin, Dudley, after you’ve defeated Voldemort. This, in turn, leads to...

The New Status Quo

17. freedom to live.

In many ways the Hero's Journey is about death and rebirth. The story may manifest as the death of an aspect of character, and the birth of some new way of life. But the metaphor behind any story is one about mortality.

Change is constant. Hero's living through the Hero's Journey are models for us. Models that we can travers the constant change of existence, face our mortality, and continue. In a religious sense, and religions are all part of the monomyth, this is about the eternal spirit. 

Look no farther than the prayer of St. Francis to understand this final step in the Hero's quest. "It is in dying that we are born to eternal life." 

The Hero’s Journey - 17 Steps to Craft the Perfect Screenplay - Star Wars Yoda

The Hero’s Journey Concludes

Cinematic heroes.

The monomyth is practically ubiquitous in Hollywood. As you’ve read earlier, Harry Potter , Star Wars ,   Lord of the Rings ,  and   Citizen Kane all follow the Hero’s Journey. But, because this concept was built upon the foundations of major mythologies, it's truly a "tale as old as time." 

Because Campbell discovered the Hero's Journey. He didn't make it up. Neither did those older myths. He realized as an anthropologist, that every culture all around the globe had the same story beats in all their myths. 

Sure, some myths, and some movies, use 10 of the 17, or even just 5. But throughout human history, around the world, these story beats keep showing up. In cultures that had nothing to do with one another. 

The Hero's Journey is a concept innate to being human. 

And if remembering these 17 steps may seem a little daunting, fear not. Make sure to check out Dan Harmon's abridged 8-step variation of the Hero's Journey monomyth.  Same structure, just made more digestible.

Dan Harmon’s Story Circle 

Practically speaking, the Hero’s Journey is an excellent tool for structuring an outline in a clear and familiar way. It has the power to make your script much more powerful and emotionally resonant. 

It’s circular, allowing for repeat adventures (which works well if you're learning how to write a TV pilot ) and each aspect drives the hero to the next. From the Goddess, the Hero finds temptation. From reconciling with the father, the Hero is now prepared for the final boon.

Story Circle  •  8 Proven Steps to Better Stories

Using a Hero’s Journey worksheet can help you write a treatment or create a well-structured outline , which is a valuable tool for creating a strong first draft.

By putting in the 17 steps of the Hero’s Journey before building the outline, you can ensure that the writing process will flow smoothly and efficiently. Let us know in the comments how the monomyth has helped you craft a story that escalates with every beat to an exciting climax.  

Up Next: Dan Harmon's Story Circle →

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The Hero’s Journey: A 17 Step Story Structure Beat Sheet

The Hero’s Journey is a classic plot structure made up of 17 steps. Learn how to craft an epic story using the Hero’s Journey story beats.

the hero's journey

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The Hero’s Journey is a story structure that tells how a hero starts in one place, goes on an adventure into an unknown world, and then returns to what they started with.

This blog post will explain the 17 steps of the Hero’s Journey and share how you can use this common plot structure to write your own story or novel.

What is the Hero’s Journey?

hero sea voyage

Joseph Campbell first introduced the Hero’s Journey in 1949. It is based on the idea that we can break down most stories into one basic story structure.

The plot structure of the Hero’s Journey is made up of 17 steps, all of which can be excellent guideposts for you when plotting your novel and planning your chapters.

To simplify the 17 steps of the Hero’s Journey, there are 3 main acts of the story: The Departure, The Initiation, and The Return.

17 steps of the hero's journey

Here’s an overview of all of the 17 steps of Joseph Campbell’s Hero’s Journey:

Act One: The Departure

The Call to Adventure

Refusal of the call, supernatural aid.

Belly of the Whale

Act 2: The Initiation :

The Road of Trials

The meeting with the goddess, woman as the temptress, atonement with the father/abyss, the ultimate boon.

Act 3: The Return:

Refusal of the Return

The magic flight, rescue from without, the crossing of the return threshold, master of the two worlds, freedom to live.

In this post, we will cover each step of the Hero’s Journey and what it includes. If you are writing a novel , think of this as the ultimate beat sheet to help you plan and plot your novel !

hero's journey beat sheet

To understand the 17 steps of the hero’s journey, we will share with you exactly what happens in each step and what it should include. We’ve divided the 17 steps into the three main acts: The Departure, The Initiation, and the Return.

Let’s dive on in, shall we?

The Departure

the departure

The Departure (Act 1) of the Hero’s Journey is all about your novel’s main characters and their ordinary lives. You want to show how they live before something happens that throws them into a world outside of what was normal for them.

In a nutshell, The Departure is when we see our heroes start in their current environment and set out on an adventure where they leave their comfort zone.

There are 5 steps of the Departure, each of which can help you base your chapters for your novel. Let’s look at these 5 steps in detail.

call to adventure

In the first 1 or 2 chapters of our book, our character is introduced and is given the call to adventure. Of course, the call to adventure is what sets our character on their journey. There is a moment when our hero realizes something isn’t right, and it’s time for them to become the hero of their own story.

The Call to Adventure should introduce your main characters and what part of life they are living before things start changing for them. You want this to be a scene that you can use to give your reader an idea of who they are and what their life is like.

The call to adventure is sometimes also called the inciting incident because it often comes from another character or situation in which our hero feels compelled to do something. This could come in the form of a problem or something that they’ve always wanted to accomplish.

Once we understand the character’s life and why they must go on their journey, we move onto the next crucial element: Refusal of the Call.

the refusal of the call

The Refusal of the Call sounds like it’s a bad thing, but in reality, it can help the hero grow and become more self-sufficient. In this step of the Departure, we see that our character isn’t sure if they are ready for such an adventure.

The refusal of the call is often used as a way for your reader to get more insight into some of your character’s weaknesses. It can also open up the character to seeing what they are missing in their life and get them a little more excited about going after it.

When writing your story, you will show your readers why your hero is reluctant to go on the journey. Why don’t they want to change? What are their fears? This step helps build your character arc, as well as builds some suspense in the story.

You also want to make sure in this step that the refusal of the call is resolved in some way. This can be through another character encouraging your hero or by realizing what they are missing out on if they don’t go on the journey.

Either way, you need to ensure this scene or chapter ends with the hero deciding to accept the challenge.

After your main character decides whether or not they want to go on this journey, we move onto Supernatural Aid.

supernatural aid

Supernatural aid is the hero’s first experience with a mentor or teacher. While we use the term supernatural here, it does not necessarily have to be some mystical being.

It could be a random stranger giving our hero advice or someone who has been to this magical place before and knows the path. The important thing is this character is someone who will help your protagonist in their journey.

Supernatural aid helps your audience understand there will be obstacles along the way. The hero will need help. You will need a strong supporting character willing to give our main character advice on how they should proceed through their journey.

In this scene, you want to show us why you chose these characters for mentors. What qualities do they possess? Do they have experience with adventures like this? Why can they help the hero, and more importantly, why do they want to help the hero?

Once this person is introduced, we are ready for the next stage of the Hero’s Journey: Crossing the First Threshold.

Crossing the First Threshold

crossing the first threshold

Crossing the first threshold is where your hero commits to going on the journey. They may have made some attempts at it before, but now they are fully committed and ready to go, even if that means leaving their comfort zone behind.

Your character will be doing something different than what they’ve done in the past, or perhaps this act will lead them into a dark and dangerous place.

For example, your hero may leave their home for the first time to go on this journey, or they are finally ready to go and confront someone who has been standing in their way of happiness.

In this 4th step of the Hero’s Journey, you want to show your reader why this is such a big change for the character.

You want to show your character scared and uncertain of what lies ahead for them while still being brave enough to continue on their journey! You don’t need to make this scene too long or spend time explaining every little detail; just put us in the headspace of your hero so we can understand what unknown dangers and fears are ahead.

Once our hero takes their first steps towards danger, we find ourselves in the Belly of the Whale.

belly of the whale

The Belly of the Whale is the last step before the hero breaks away from their normal existence and sense of self. When someone enters this stage, they are showing that they want to change.

A typical element of the Belly of the Whale Scene is displaying a small problem or threat. These problems aren’t the major conflict of the story, but it is enough of an obstacle that we see the hero absolutely cannot go back to where they used to be and must change.

In this scene, it’s common to show a “dark night of the soul.” This is where they feel like everything in their life has been turned upside down, and things seem hopeless. Yet, they must commit to making a change and continuing on their journey in this final step of the Departure stage.

Now that we’ve covered all the steps of the Departure state let’s move onto Act 2: The Initiation.

The Initiation

The second act of our story, the Initiation, is the part where things get interesting. The character is now deeper into their journey and facing new challenges that they must overcome.

Not only are we focusing on our hero’s personal development, but our protagonist’s character traits start to change. They will be showing how they’ve become different from who they were in Act One and developing the traits needed for a successful journey.

road of trials

The first scene or chapter of the Initiation stage of the Hero’s Journey is The Road of Trials. The Road of Trials is where the protagonist faces a series of tests that your hero must pass to move onto the next stage.

These trials will continue until our hero has shown they are ready for whatever is waiting ahead on their journey and have discovered what lessons they needed to learn along the way.

Usually, there is a series of 3 tests, and your hero will not ace all of them immediately. Sometimes, we will revisit the person introduced as a mentor or guiding force from Act One in these scenes, as the hero will certainly need some support in going through these trials.

In this scene, you want to make sure your reader sees how the hero experiences growth and changes. You want your reader to appreciate how far our hero has come along their journey, but there are still more experiences ahead for them!

meeting of the goddess

The next step of the Initiation stage is The Meeting with the Goddess/Saviour. This is where we are introduced to someone who will give our protagonist a sense of love, peace, safety, and unity.

This character is essential because they offer our protagonist something he didn’t have before and will be the support that helps them through whatever journey lies ahead. Sometimes they appear as a love interest, but not always.

The Goddess figure is often human but could also be an animal or nature spirit. They are someone who will help your hero become whole again. They are an equal opposite of your hero.

In this scene, we want our hero to feel everything is going to be okay now. They will learn that they don’t need to face their problems alone; someone here with them understands what they are going through.

Of course, this doesn’t last forever as we move into the next chapter: Woman as the Temptress.

temptation

In this next step, the hero faces physical temptations that might cause them to be distracted from their quest. Again, it’s important to understand this does not mean you need to introduce a female character in this scene – the woman is only a metaphorical symbol.

Many things can tempt our heroes to stray from their path. It might be money, power, or fame. It could even be something as simple as food and drink. But, of course, these temptations are not meant actually to distract the protagonist from their path. Our hero must resist them to gain a greater reward at the end of this stage.

Throughout this scene, they may face several such temptations until our hero learns how to resist them and stay focused on what they really want.

atonement

The word Atonement means “reparations for a wrong or injury,” and the Father is a symbol for an authority figure in the hero’s life. Finally, the Abyss represents death or darkness.

In this scene, the hero must confront whatever it is that holds the most power over them. This could be another character or it could even be internal conflict where the hero must come face-to-face with the dark side of their personality and be willing to embrace it.

The goal of this step in the Hero’s Journey is to make your protagonist question their entire being. Only when they confront the most powerful obstacle in their path and reconcile with it can they move forward on their journey.

As with most characters, the father does not have to be an actual father or even a male figure. The important thing is this figure is a person of power and authority over the hero.

There are many ways the hero can reconcile with the father figure – they can defeat this person, win this person’s approval, or reconcile with a part of themselves that is related to the father.

This step is important because it forces your protagonist to face their biggest fears and insecurities. It gives them the opportunity and confidence boost to overcome these obstacles once and for all.

apotheosis

Apotheosis is another word for “the highest point of a person’s spiritual, moral or intellectual development.” It is when the protagonist transcends their humanity and becomes something more than they were before.

In this step of The Hero’s Journey, your protagonist will undergo an important change that brings them closer to being the ideal self they set out to be at the beginning.

In this stage of the Hero’s Journey, our hero learns something new about themselves that prepares them for the hardest part of their journey. This revelation gives them the necessary knowledge to complete their quest.

This step is often referred to as “the answer.” The protagonist will usually gain this new insight from a character who embodies wisdom or spiritual power, such as their mentor figure.

Now that our character has finally grown to where they need to be to accomplish their quest, they are ready for The Ultimate Boon’s next step.

ultimate boon

The ultimate boon is the fulfillment of the purpose of the journey. This is when the hero finally achieves what they set out to accomplish.

All of the previous steps of the journey worked to this point to help the hero finally reach their goal.

In mythology, the “boon” is often something otherworldly. It could be the fountain of youth, an ancient scroll with sacred information, or a magical potion.

There are many ways to play out this step of The Hero’s Journey, so your character’s end goal will determine what the boon is.

This step of The Hero’s Journey often includes a battle with something that opposes your protagonist, such as an enemy or villain.

Our heroes might have to face their own dark side to achieve this final prize and complete their journey successfully. This could cause them to question whether or not they even want what the boon is.

When your protagonist achieves this final goal, it marks a major change in their life. Now we are ready to proceed to Act 3: The Return.

Act 3: The Return

the return

Act Three of the Hero’s Journey often moves faster than the other acts of our story. In The Return, we see how the protagonist’s newfound knowledge and achievement of their goal affect their life and world.

This step of The Hero’s Journey is crucial because it gives us a glimpse as to what our character has learned from this journey, which is the ultimate test of whether they have truly successfully achieved their quest or not.

Let’s dive into the remaining scenes of our story.

refusal to leave

The Refusal of the Return is when our protagonist does not want to return home after achieving their goal. They may be too frightened of what awaits them, or they may not want to give up the new life and world they have found themselves in.

Just as they were hesitant to go on the adventure in the beginning, they are also hesitant to go back.

They may be concerned with how their “boon” might affect the world – such as a magic potion or secret power that could get into the wrong hands. They may worry about what consequences they may face when they go back, or they may be afraid nothing is left for them to return to.

In some cases, our hero doesn’t want to leave because they have become comfortable with their new world and who they have become.

However, to truly finish the quest, our hero must return home. This refusal of return helps build up the tension to the final resolution of the story. This is when the reader questions whether the hero will return home – and wonders with great anticipation of what might happen when it happens.

magic flight

The Magic Flight is the final conflict to the story where our protagonist must escape danger, sometimes using their newfound knowledge or boon. This is a way of symbolically proving that they have truly learned from this journey and are ready to bring it back home with them.

This part of The Hero’s Journey often involves a chase scene or battle against an opposing force. However, this is the final push necessary push they need to realize they must make the journey home because it becomes apparent they cannot stay where they are.

rescue without

The Rescue From Without step of the Hero’s Journey is when the protagonist is rescued from danger by an outside source.

This outside source may be an ordinary person, or it might resemble deus ex machina, or god-like intervention, where something rescues our hero from an impossible situation, such as lightning striking that saves the day for our hero.

When you are writing the rescue scene, the circumstances of the rescue must be believable. Most people do not like the deus ex machina in writing simply because it’s too easy.

Those of us who have lived life long enough all know that a magic fairy godmother isn’t going to swoop us in, wave her wand and make all our problems disappear.

After being rescued, the hero truly has no other choice except to return home.

crossing the return threshold

The Crossing of the Return Threshold is when our protagonist finally returns home after completing their adventure and achieving their goal.

This is the part of The Hero’s Journey where we see what they have learned from this journey and how it affects them.

In this story scene, you will want to answer the following questions: How has the hero changed from their journey? How is their old world different from when they left? How do they acclimate to being back home? Finally, how do others react to their return?

master of two worlds

This is the part of The Hero’s Journey where our protagonist has reached their full potential. They have overcome their fears and grown in ways they could never have imagined.

They are a new person and have been forever changed by what they’ve experienced. Yet, it allows them to go back into society with heightened wisdom, power, skills, or resources that will help others in need when called upon again.

In this scene, we see the hero apply their knowledge and share it with the world.

freedom to live

After our hero has conquered all of their fears and has put their wisdom to good use, the hero finally has the freedom to do anything they want.

This is the resolution of our story – we see our heroes accomplish their “happily ever after.” Their fears or concerns no longer control them, and nothing exists between them and what they want.

More often than not, this closing chapter of the story gives the reader some closure. We want some type of affirmation that the story is truly complete. We get a glimpse of what our protagonist will do with their life now that they are free to live it.

If you’re looking for a story structure that is proven and effective, the Hero’s Journey might be perfect for you. With 17 stages of development, it will help you create an engaging plot with your readers and develop strong characters .

And of course, while the Hero’s Journey is the classic beat sheet for writers, remember you don’t always have to dedicate one chapter to each step. Sometimes you can combine 2-3 steps in one scene, while other steps might take several chapters to cover.

The important thing is you now know the Hero’s Journey! We hope this is helpful for you – whether you are writing your own novel or studying the Hero’s Journey arc in literature. Most of all, we hope that by breaking down each step of the Hero’s Journey, you can better understand all of it.

Do you have any thoughts or questions on the Hero’s Journey? We’d love to hear from you in the comments section below!

Chelle Stein wrote her first embarrassingly bad novel at the age of 14 and hasn't stopped writing since. As the founder of ThinkWritten, she enjoys encouraging writers and creatives of all types.

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A Practical Guide to Joseph Campbell and the Hero’s Journey

OVERVIEW: What are the hero’s journey steps? That is, what’s the psychological process we go through that can lead to inner transformation? This guide answers these questions.

______________

Treasure, love, reward, approval, honor, status, freedom, and survival … these are some of the many things associated with the hero’s journey.

However, we don’t find the meaning of the hero’s journey in slaying the dragon or saving the princess.

These are but colorful metaphors and symbols for a more significant purpose.

Battling inner and outer demons, confronting bullies, and courting your ideal mate symbolize a passage through the often treacherous path of self-discovery toward adulthood.

If you complete one of these “adventures,” you’re different. Sometimes visually, but always internally.

Here, we’ll explore the meaning of the hero’s journey steps and see how it applies to psychological development and our ability to actualize our potential.

Let’s dive in …

What is the Hero’s Journey?

The hero’s journey refers to a common motif, or set of patterns, found in many ancient mythologies around the world.

The hero’s journey steps are said to be universal and found throughout recorded history.

The popularization of the hero’s journey is attributed to the late mythologist Joseph Campbell.

These stages lead an individual (the would-be hero) through a challenging process of change that often includes great hardships.

This well-known story structure is used in many modern films and storytelling. However, the true meaning of the hero’s journey motif is psychological in origin.

What is the Monomyth?

Joseph Campbell was a curious mythologist. In the field of comparative mythology, most scholars examine how one culture’s myths are different than another.

Instead of focusing on the many differences between cultural myths and religious stories, however, Campbell did the opposite: He looked for the similarities.

His studies resulted in what’s called the monomyth . The monomyth is a universal story structure.

Essentially, it’s a story template that takes a character through a sequence of stages. Campbell began identifying the patterns of this monomyth (the hero’s journey steps).

Over and over again, he was amazed to find this structure in the cultures he studied. He also observed the same sequence in many religions including the stories of Gautama Buddha, Moses, and Jesus Christ.

Campbell outlined the stages of the monomyth in his classic book  The Hero with a Thousand Faces (1949).

What is the Hero?

The main character in the monomyth is the hero .

The hero isn’t a person, but an archetype —a set of universal images combined with specific patterns of behavior.

Think of a protagonist from your favorite film. He or she represents the hero.

The storyline of the film enacts the hero’s journey.

The Hero archetype resides in the psyche of every individual, which is one of the primary reasons we love hearing and watching stories.

What is a Myth?

We might ask, why explore the hero’s journey steps?

Sure, Hollywood uses it as their dominant story structure for its films (more on that later). But what relevance does it have for us as individuals?

Today, when we speak of “myth,” we refer to something that’s commonly believed, but untrue.

Myth, for minds like Campbell and Carl Jung however, had a much deeper meaning. Myths, for them, represent dreams of the collective psyche .

That is, in understanding the symbolic meaning of a myth, you come to know the psychological undercurrent—including hidden motivations , tensions, and desires—of the people and culture.

What is the Power of Myth?

Campbell explains to Bill Moyer in The Power of Myth : 1 Joseph Campbell, The Power of Myth , 1991, 193.

Mythology is not a lie, mythology is poetry, it is metaphorical. It has been well said that mythology is the penultimate truth–penultimate because the ultimate cannot be put into words. It is beyond words. Beyond images, beyond that bounding rim of the Buddhist Wheel of Becoming. Mythology pitches the mind beyond that rim, to what can be known but not told.

As Campbell eloquently puts it in The Hero with a Thousand Faces ,

Mythology is psychology misread as biography, history, and cosmology.

Because the hero’s journey steps represent a monomyth that we can observe in most, if not all, cultures, it represents a process that is relevant to the entire human family .

hero's journey steps joseph campbell quote

What is this Process Within the Hero’s Journey?

It’s the process of personal transformation from an innocent child into a mature adult.

The child is born into a set of rules and beliefs of a group of people.

Through the child’s heroic efforts, he must break free from these conventions (transcend them) to discover himself.

In the process, the individual returns to his soul.

If we think of the hero’s journey as a roadmap for self-development, it can hold a lot of value for us.

A Quick Note About Gender: Masculine vs Feminine

This psychological decoding is based on a “Jungian” understanding of the psyche.

The hero is ultimately a masculine archetype. The female counterpart would be the heroine. While the hero and the heroine certainly share many attributes, they are not the same.

Similarly, the hero’s journey is predominantly a process of development for the masculine psyche. The hero archetype is associated with autonomy, building structure, and learning about limitations, which are qualities associated with masculine energy.

However, note that “masculine” and “feminine” are not the same as “man” and “woman.” The psyche of a man has a feminine counterpart—what Jung called the anima . The psyche of a woman has a masculine archetype called the animus . For this reason, the hero’s journey does have universal relevance.

While Western culture seems riddled with gender confusion, there are distinct differences between the feminine and masculine psyche .

Okay, now back to our story …

The 3 Main Stages of the Hero’s Journey

Okay, so now let’s begin to break down the structure and sequence of the hero’s journey.

As Campbell explains:

The usual hero adventure begins with someone from whom something has been taken, or who feels there is something lacking in the normal experience available or permitted to the members of society. The person then takes off on a series of adventures beyond the ordinary, either to recover what has been lost or to discover some life-giving elixir. It’s usually a cycle, a coming and a returning.

This cycle of coming and returning has 3 clear stages:

Stage 1: Departure

Campbell called the initial stage departure or the call to adventure . The hero departs from the world he knows.

Luke Skywalker leaves his home planet to join Obi-Wan to save the princess. Neo gets unplugged from The Matrix with the help of Morpheus and his crew.

In the Departure stage, you leave the safety of the world you know and enter the unknown.

Campbell writes of this stage in The Hero with a Thousand Faces :

This first step of the mythological journey—which we have designated the “call to adventure”—signifies that destiny has summoned the hero and transferred his spiritual center of gravity from within the pale of his society to a zone unknown.

That is, the hero must leave the known “conventional world” and enter a “special world” that is foreign.

Stage 2: Initiation

Now the hero must face a series of trials and tribulations. The hero’s journey isn’t safe.

The hero is tested in battle, skill, and conflict. He may not succeed in each action but must press on.

The protagonist will meet allies, enemies, and mentors with supernatural aid throughout the initiation stage.

Stage 3: Return

Having endured the trials and hardships of the adventure, the hero returns home.

But the hero is no longer the same. An internal transformation has taken place through the maturation process of the experience.

Luke is now a Jedi and has come to peace with his past. Neo embraces his destiny and liberates himself from the conventions of The Matrix.

The Hero’s Journey in Drama

In Three Uses of a Knife , famed playwright David Mamet suggests a similar three-act structure for plays and dramas: 2 David Mamet, Three Uses of the Knife: On the Nature and Purpose of Drama , 2000.

Act 1: Thesis . The drama presents life as it is for the protagonist. The ordinary world.

Act 2: Antithesis . The protagonist faces opposing forces that send him into an upheaval (disharmony).

Act 3: Synthesis . The protagonist attempts to integrate the old life with the new one.

We note that problems, challenges, and upheavals are the defining characteristic of this journey.

Without problems, the path toward growth is usually left behind. (More on this topic below.)

Assessing Your Place in the Hero’s Journey

Before we explore the stages of the monomyth more closely, let’s look at what these three phases reveal about self-mastery and psychological development.

Stage 1 represents our comfort zone. We feel safe here because it is known to us.

Stages 2 and 3, however, represent the unknown . Embracing the unknown means letting go of safety.

Abraham Maslow points out that we are confronted with an ongoing series of choices throughout life between safety and growth, dependence and independence, regression and progression, immaturity and maturity.

Maslow writes in Toward a Psychology of Being : 3 Abraham Maslow, Toward a Psychology of Being , 2014.

We grow forward when the delights of growth and anxieties of safety are greater than the anxieties of growth and the delights of safety.

Is it now clear why so many of us refuse the call to adventure?

We cling to the safety of the known instead of embracing the “delight of growth” that only comes from the unknown.

hero's journey steps campbell

Campbell’s 17 Stages of the Hero’s Journey

Joseph Campbell didn’t just outline three stages of the monomyth. In The Hero with a Thousand Faces , he deconstructs every step along the journey.

The stages of the hero’s journey are the common sequence of events that occurred in the monomyth motif.

Technically speaking, Campbell outlined 17 stages in his The Hero with a Thousand Faces:

  • 1: The Call to Adventure
  • 2: Refusal of the Call
  • 3: Supernatural Aid
  • 4: The Crossing of the First Threshold
  • 5: Belly of the Whale
  • 6: The Road of Trials
  • 7: The Meeting with the Goddess
  • 8: Woman as the Temptress
  • 9: Atonement with the Father
  • 10: Apotheosis
  • 11: The Ultimate Boon
  • 12: Refusal of the Return
  • 13: The Magic Flight
  • 14: Rescue from Without
  • 15: The Crossing of the Return Threshold
  • 16: Master of the Two Worlds
  • 17: Freedom to Live

These 17 stages or hero’s journey steps can be found globally in the myths and legends throughout recorded history.

The Modified 12 Hero’s Journey Steps

Now, let’s review these stages of the hero’s journey in more detail.

I’m going to outline these steps below using a slightly simplified version from Christopher Vogler’s The Writer’s Journey: Mythic Structure for Writers .

Vogler’s model, which is used throughout Hollywood, only has 12 steps (compared to 17), and I think it does a solid job of keeping the essence of Campbell’s monomyth structure intact.

As you read these hero’s journey steps, see if you can determine how they apply to your development.

Step 1: The Ordinary World

Before a would-be hero can enter the special world, he must first live in the ordinary world.

The ordinary world is different for each of us—it represents our norms, customs, conditioned beliefs, and behaviors. The ordinary world is sometimes referred to as the “conventional world.”

In The Hobbit , the ordinary world is the Shire where Bilbo Baggins lives with all the other Hobbits—gardening, eating and celebrating—living a simple life.

Novelist J.R.R. Tolkien contrasts this life in the Shire with the special world of wizards, warriors, men, elves, dwarfs, and evil forces on the brink of world war.

Step 2: The Call to Adventure

The first hero’s journey step is the call to adventure.

The call to adventure marks a transition from the ordinary world to the special world. The hero is introduced to his quest of great consequence.

Obi-Wan said to Luke, “You must come with me to Alderaan.” That is, Luke is invited to leave the ordinary world of his aunt and uncle’s farm life and go on an adventure with a Jedi knight.

Joseph Campbell explains: 4 Joseph Campbell, The Hero’s Journey: Joseph Campbell On His Life And Work , 1990.

The call to adventure signifies that destiny has summoned the hero and transferred his spiritual center of gravity from within the pale of this society to a zone unknown.

Step 3: Refusal of the Call

Fear of change as well as death, however, often leads the hero to refuse the call to adventure .

The ordinary world represents our comfort zone; the special world signifies the unknown.

Luke Skywalker immediately responds to Obi-Wan, “I can’t go with you,” citing his chores and responsibilities at home.

mentor archetype heros journey steps

Step 4: Meeting the Mentor

Campbell called this archetype the “mentor with supernatural aid.”

Generally, at an early stage of the adventure, the hero is graced by the presence of a wise sage . Personified in stories as a magical counselor , a reclusive hermit, or a wise leader, the mentor’s role is to help guide the hero.

Think Obi-Wan, Yoda, Gandalf, Morpheus, or Dumbledore. Sometimes cloaked in mystery and secret language, a mentor manifests when the hero is ready.

Sadly, our modern world is depleted of wise elders or shamans who can effectively bless the younger generation. (A topic for a different day.) For most of us, it is best to seek wise counsel from your inner guide , the Self within.

Step 5: Cross the First Threshold

The hero resists change initially but is ultimately forced to make a critical decision: embark on the adventure or forever remain in the ordinary world with its illusion of security.

Although Luke refuses the call to adventure initially, when he returns home to see his aunt and uncle dead, he immediately agrees to go with Obi-Wan. He crossed the first threshold.

In one sense, the first threshold is the point of no return. Once the hero shoots across the unstable suspension bridge, it bursts into flames.

There’s no turning back, at least, not how he came.

The first threshold can mark a major decision in our personal lives:

  • “I’m going to travel around the globe.”
  • “I’m going to transform my physical health.”
  • “I am going to write a book.”
  • “I’m going to master the flute.”
  • “I’m going to realize my true nature.”

This first breakthrough is a feat within itself; however, it is only the first of many turning points.

Step 6: Tests, Allies, Enemies

Along the hero’s journey, the main character encounters many obstacles and allies.

Luke meets Obiwan (mentor), Han Solo, Princess Leia, and the rebel alliance while fighting many foes. Neo meets Morpheus (mentor), Trinity, and the rest of the Nebuchadnezzar crew while having to fight Agents in a strange world.

Some people may try to stop you along your quest—possibly saying you’re unreasonable or unrealistic. These “dream-stoppers” are often cleverly masked as friends and family who appear to have positive intentions but hinder your development nonetheless.

Your ability to identify obstructions on your path and align with support along your adventure is critical to your adventure.

Unfortunately, because few complete their hero’s journey to mature adulthood, most people will unconsciously attempt to sabotage yours.

Step 7: Approach to the Inmost Cave

The next significant threshold is often more treacherous than the first.

Entering the villain’s castle or the evil billionaire’s mansion, this second major decision usually puts the hero at significant physical and psychological risks.

Neo decides to go save Morpheus who’s being held in a building filled with Agents.

Within the walls of the innermost cave lies the cornerstone of the special world where the hero closes in on his objective.

For a man, the innermost cave represents the Mother Complex, a regressive part of him that seeks to return to the safety of the mother. 5 Robert Johnson, He: Understanding Masculine Psychology, 1989.  When a man seeks safety and comfort—when he demands pampering—it means he’s engulfed within the innermost cave.

For a woman, the innermost cave often represents learning how to surrender to the healing power of nurturance—to heal the handless maiden. 6 Robert Johnson, The Fisher King and the Handless Maiden: Understanding the Wounded Feeling Function in Masculine and Feminine Psychology , 1995.

hero's journey steps joseph campbell

Step 8: Ordeal

No worthwhile adventure is easy. There are many perils on the path to growth, self-discovery , and self-realization.

A major obstacle confronts the hero, and the future begins to look dim: a trap, a mental imprisonment, or imminent defeat on the battlefield.

It seems like the adventure will come to a sad conclusion, as all hope appears lost. But hope remains and it is in these moments of despair when the hero must access a hidden part of himself—one more micron of energy, strength, faith, or creativity to find his way out of the belly of the beast.

Neo confronts Agent Smith in the subway station—something that was never done before. The hero must call on an inner power he doesn’t know he possesses.

Step 9: Reward

Having defeated the enemy and slain the dragon, the hero receives the prize. Pulling the metaphorical sword from the stone, the hero achieves the objective he set out to complete.

Whether the reward is monetary, physical, romantic, or spiritual, the hero transforms. Usually, the initial prize sought by the hero is physical—the sword in the stone or a physical treasure of some kind.

Step 10: The Road Back

Alas, the adventure isn’t over yet. There usually needs to be one last push to return home. Now the hero must return to the world from which he came with the sacred elixir.

Challenges still lie ahead in the form of villains, roadblocks, and inner demons. The hero must deal with whatever issues were left unresolved at this stage of the journey.

Taking moral inventory, examining the Shadow , and performing constant self-inquiry help the hero identify weaknesses and blindspots that will later play against him.

Step 11:  Resurrection

Before returning home—before the adventure is over—there’s often one more unsuspected, unforeseen ordeal.

This final threshold, which may be more difficult than the prior moment of despair, provides one last test to solidify the growth of the hero. This threshold represents the final climax.

Neo is shot and killed by Agent Smith. And, he literally resurrects to confront the enemy one last time following his transformation.

The uncertain Luke Skywalker takes that “one in a million” shot from his X-Wing to destroy the Death Star.

Step 12: Return with the Elixir

Often, the prize the hero initially sought (in Step 9) becomes secondary as a result of the personal transformation he undergoes.

Perhaps the original quest was financially driven , but now the hero takes greater satisfaction in serving others in need. The real change is always internal .

In this final stage, the hero can become the master of both worlds , with the freedom to live and grow, impacting all of humanity.

Returning with the prize, the hero’s experience of reality is different. The person is no longer an innocent child or adolescent seeking excitement or adventure.

Comfortable in his own skin, he has evolved and is now capable of handling the demands and challenges of everyday life.

The Hero’s Journey in Films

Are you now more aware of how these hero’s journey steps play out in popular films and television series?

George Lucas was friends with Joseph Campbell. Lucas used these hero’s journey steps from Campbell’s The Hero with a Thousand Faces to produce the original Star Wars film. 7 https://billmoyers.com/content/mythology-of-star-wars-george-lucas/

It’s difficult to appreciate the impact Star Wars still has on American culture and around the world. It’s even more difficult to articulate how much of that impact is attributed to Campbell’s insights.

However, one challenge our culture faces is that many popular film franchises produce movies that, most often, never complete the hero’s journey.

Many popular characters in action films like Marvel and DC Comics superheroes, James Bond, Ethan Hunt (Mission Impossible), Indiana Jones, etc. never actually transform.

heros journey steps

These characters stay in the adolescent stage of development (and we tend to celebrate that reality).

These heroes don’t evolve into the warm, vulnerable, generative adults who no longer seek adventure and excitement.

That said, since I originally published this guide in early 2018, this has begun to change.

For example, in the final Bond film, No Time to Die (2021), James Bond did demonstrate some generative growth.

The same goes for Tony Stark’s character (Ironman) in Avengers: Endgame (2019).

Where Are You On Your Hero’s Journey?

More importantly, do you see how these hero’s journey steps are unfolding in your life?

Although each of our stories is unique, they have common threads—elements of this universal structure we all share.

Returning from the moment of despair—from inside the dragon’s lair—without the reward (or lesson), you are presented with a similar adventure repeated ad infinitum —until you either learn the lesson or give up.

In the beginning, the hero’s journey is about achievement.

Whether you’re trying to build a successful business, raise a family, write a screenplay, travel to a distant land, or become a skilled artist, these all represent external achievements that often launch us into our hero’s journey.

But through this external quest—if we become more conscious—the journey transitions to an emphasis on internal growth that leads to transformation.

The Hero isn’t an expression of mature adulthood. This archetype is a by-product of adolescence. The archetypes of adulthood are different, but to access them, we must complete the hero’s journey first .

The Primary Ingredient in Every Hero’s Journey

Compelling stories and real life comes down to one thing: problems .

The protagonist faces a problem and tries to overcome it. Problems represent the essence of drama and the key to good storytelling.  Without problems, there’s no story. Problems engage us, tantalizing the human mind.

The hero must face his problems, surmount his fears, resolve his tensions, or fail.

The same is true for our development: without problems and tensions, there can be no growth.

Psychological development is the process of overcoming setbacks, limitations, and conditioned behavior to reach maturity.

hero's journey call to adventure

Refusing the Call to Adventure

Few people ever fully embrace the Hero’s Journey, a psychological odyssey that leads the individual to wholeness .

Because of our fear of the unknown, many refuse the call to adventure. We delay our journey in many ways:

  • Put important things aside.
  • Procrastinate.
  • Distract ourselves with TV, social media, and other people’s lives.
  • Make excuses.
  • Stay stuck in the lazy part .
  • Focus on competing with others.

But something brews inside of us. An internal tension builds. The tension may be small at first, but it grows stronger in the darkness. Tensions are those opposing forces at play within us. This internal conflict creates disharmony.

Humans don’t like disharmony when it bubbles into consciousness, and so these internal tensions can catapult us out of the familiar. The feeling of discord can lead to action and ultimately, some resolution.

Maybe you’re currently embracing your hero’s journey. Or perhaps you’ve been refusing the call. It matters not. What matters is what you do today— right now .

How to Embrace Your Hero’s Journey, Step by Step

The main thing you need to do to embrace your hero’s journey is stay present.

Remember, as Campbell explained, “You are the hero of your own story.”

Psychological development is supposed to be a natural process. But we aren’t currently in a world that supports healthy development.

As such, it’s vital to listen within .

Here are a few guides that may serve you:

  • Access Your Inner Guide
  • How to Ground Yourself
  • How to Stay in Your Center
  • How to Overcome Internal Resistance

Ultimately, be mindful of your fears and aspirations.

Left unchecked, your fears can subconsciously lead you to endlessly refuse the call to adventure.

In contrast, your aspirations can help you embrace your adventure.

As Joseph Campbell often said,

Follow your bliss!

Videos Related to the Hero’s Journey Steps

Book related to the hero’s journey steps.

The hero’s journey steps are outlined in the books referenced throughout this guide:

joseph campbell the hero with a thousand faces

The Hero with a Thousand Faces by Joseph Campbell

the power of mytho joseph campbell

The Power of Myth by Joseph Campbell

mythos series joseph campbell

Joseph Campbell’s Mythos Lecture Series (DVD)

the writer's journey christopher vogler

The Writer’s Journey by Christopher Vogler

how to be an adult david richo

How to Be an Adult by David Richo

What Do You Think?

Are you going through the hero’s journey steps?

About the Author

Scott Jeffrey is the founder of CEOsage, a self-leadership resource publishing in-depth guides read by millions of self-actualizing individuals. He writes about self-development, practical psychology, Eastern philosophy, and integrated practices. For 25 years, Scott was a business coach to high-performing entrepreneurs, CEOs, and best-selling authors. He's the author of four books including Creativity Revealed .

Learn more >

I would like to understand the Hero’s journey. Joseph Campbell describes it as something that has been taken/lost or life giving. How do I know if my hero’s journey has been done?

If you’re examining the hero’s journey from the perspective of individuation — that is, the journey to mature adulthood — it takes many years to come to wholeness within oneself.

Psychologically speaking, the hero’s journey is inward. The characters you meet (like the Mentor) are within yourself. So it involves active imagination in bringing the archetype into some form of harmony within yourself.

You have mentioned a choice to stay in the comfort of safety or the unknow for growth. I am wondering if this is done in a Psychological manner where your life’s circumstances stay as they are or you physically live in a different environment, leaving your surroundings, people and material responsibilities etc.. Hope you can answer this for me.

If you’re a young adult, there’s often an external aspect to the hero’s journey — for example, leaving home and separating from one’s parents. But what Campbell was highlighting with the monomyth is ultimately a psychological process akin to Jungian individuation: https://scottjeffrey.com/individuation-process/

I want to share my thoughts on the heroes journey. After reading the twelve steps, and what you said- I quote “Step 12: Return with the Elixir Often, the prize the hero initially sought (in Step 9) becomes secondary as a result of the personal transformation he undergoes.

Perhaps the original quest was financially driven, but now the hero takes greater satisfaction in serving others in need.

The real change is always internal.

In this final stage, the hero can become the master of both worlds, with the freedom to live and grow, impacting all of humanity.”

My favorite movie for a while now has been The Peaceful Warrior, I have just watched Coach Carter. They seem to tell the same story and I think the story of The Heroes Journey. You have mentioned Star Wars, James Bond and the Matrix.

In the movies The Peaceful Warrior, and Coach Carter, the achievement earned is an inward spiritualism that is, I quote” impacting all of humanity.” Thank-you.

If The Peaceful Warrior is your favorite movie, read Dan Millman’s “The Way of the Peaceful Warrior” — the book the film is based on. Much deeper insights. It’s a magical book — especially when you’re just setting out on your self-discovery journey.

I have read about 25% so far, I am not a good reader. I give myself three pages each day, yet often I’m reading more. It is as if the movie is replaying and I’m able to go with it, imaging the main characters. There is more information from reading than watching the movie, though I am thinking there is a lot of fiction, as it has been described on the net. Though I just need to adhere to the believable parts. I don’t know if it is possible to remember the day’s events that happened during college. For example, what people said, what they were doing throughout the day. My college day’s I can only remember situations that happened all dispersed from one another, with only a few minutes recalled. Does someone like yourself able to recall conversations and put them as dialogs for a book? Or is it a writer’s privilege to invent these for the book?

“The Peaceful Warrior” is a work of fiction. The genre is technically called “visionary fiction.”

There is a passage in the book where Socrates say’s “Mind is an illusory reflection of cerebral fidgeting. It comprises all the random uncontrolled thoughts that bubble into awareness from the subconscious. Consciousness is not the mind; awareness is not mind; attention is not mind. Mind is an obstruction, an aggravation, a primal weakness in the human experiment. It is a kind of evolutionary mistake in the human being. I have no use for the mind.” I don’t think think this way because what we have as humans is natural and so it has a purpose. I am interested if you would give an opinion on this statement Socrates said.

For the most part, I agree with Millman’s statements. They are also consistent with much of the Eastern traditions. An essential aspect of the meditative traditions is to “pacify the mind”. They sometimes even use stronger longer of “killing the mind.” But at other times, they make the distinction between the “aware mind” versus the “monkey mind” or the “shining mind” versus the “stirring mind.” But in terms of the untrained mind (which is the mind of over 99% of people), I agree with Millman. I just wouldn’t call it “evolutionary.”

Millman would have already made ethical judgment towards any begger, so, he should not have thought twice about ignoring him. But because his story, is going through a transformation, he had these menacing mind talks. Do you think if you were in the same situation as him, would you give the begger money or use your self-consciousness to clear negative mind noise? I am wondering if a second time in the same situation would make one change their reaction…

This is quoted from the book; “A scrawny young teenager came up to me. “Spare some change, can’t you?” “No, sorry,” I said, not feeling sorry at all. As I walked away I thought, “Get a job.” Then vague guilts came into my mind; I’d said no to a penniless beggar. Angry thoughts arose. “He shouldn’t walk up to people like that!” I was halfway down the block before I realized all the mental noise i had tuned in to, and the tension it was causing – just because some guy had asked me for money and I’d said no. In that instant I let it go.”

I finished the peaceful warrior and found it enjoyable. The preview of Dan’s second book (Sacred Journey of the peaceful warrior) sums up what he was expressing through his life.

There was one part I have heard before where the dialog between Dan and Soc was flat, with no meaning. Thank-you.

I would like to balance the four functions Jung describes (thinking, feeling, sensation and intuition) in your Individuation Process page. How do I know when feeling and sensation are active in everyday events? Could you give me an example? Thank-you.

Brett, please use the related guide page to address your questions.

The Individuation process page has not got a comments section.

I was walking in the bush on a moonlit windy night. The moving branches displayed a moving shadow, I was startled at first thought someone was behind me. Then I put the moonlight and the moving branches together and summed up what had happened without turning around. Was my thinking a Feeling, thinking, intuition or sensation? Thank-you.

I didn’t realize the comment sections weren’t open on that other guide. The psychological types represent our dominant orientations for processing information. When you were startled, was your attention on your body or the fear itself? Was your mind focused on “what could that be”? No need to answer here.

But the main thing about psychological types, from a Jungian perspective, is to understand what your dominant and inferior types are so you can develop your weakest side. Taking an Enneagram assessment test can help you determine your dominant type. In that system, it’s either thinking, feeling, or sensing.

Thank-you for your reply. You gave me an example of what I believe would be my dominant (being the first impression of the event) type. The second instance you described, is that too my dominant type? I do already know what it was that brings me fear. Can you follow up with this scenario? I have done enneagram questions before, and I am hopeless in giving a true response as all multiple question apply to equally.

“I have done enneagram questions before, and I am hopeless in giving a true response as all multiple question apply to equally.”

In my experience, when people say things like this, it’s often because they are “out of center” and analyzing things in their heads. If, for example, you read detailed descriptions of each Type, there’s no way you’re going to relate equally to all of them. Only one (sometimes a few) will strike a deep cord within you. It may leave you feeling “raw” and exposed.

Using the example you provided isn’t really going to help in this context. Do you mostly live in your head (mind/thoughts/analysis), your body (gut/sensations/sensory perception), or feelings? We all use all of them, but one tends to be more dominant than the others.

Thank-you. I agree with you Quote “If, for example, you read detailed descriptions of each Type, there’s no way you’re going to relate equally to all of them”. You might think I’m procrastinating as I want to work this out. Quote” Superior Function versus Inferior Function We like to do things we’re good at and avoid doing things in which we feel inadequate. Thus, we develop specific skills while undeveloped capacities remain in the unconscious. Jung grouped these four functions into pairs: thinking and feeling, sensing and intuiting”. Follow me for a sec, I have determined my superior function is Thinking, that would leave my inferior function to feeling. I assume sensing and intuition would be in the middle. I’m going to give the answer that you will give to my question, how do I bring the four functions to the middle? Answer ; center yourself. Do you agree or tell me what I should be doing?

Brett, I can’t really speak to what you should be doing. From a Jungian perspective (as well as transpersonal psychology), you would develop your inferior function and grow in that line of intelligence. I borrow the concept of the Center from the Taoist tradition. Western psychology mainly seeks to build a healthy ego while Eastern traditions mainly focus on transcending the ego.

Is the answer to “center yourself”? Sure. But most likely you’ll only be able to do this temporarily (representing a “state” of consciousness), while if you develop via various practices, you establish different structural changes that become more stable.

How to Center Yourself.

I like this article and want to learn more. I’m sending you my questions in this article as there isn’t a comments section.

I have so many questions, do I really need these answered to be comfortable with learning? Or should I take a calming with acceptance approach, that will eventually find the answers I seek? Should I go ahead and ask… ok I will ask. In the four centers, take in information via the physical center, interpret experience via the emotional center, evaluate the world via the mental center. Could all be take in information? Thank-you.

Brett, I just opened the comment section on that centering guide. Please post your question there and then I’ll reply.

Is it always a Heroes journey to take on what seems an insurmountable task? I see this at the beginning of inspirational films. Thank-you.

Always be careful with the term “always.”

Remember that what Campbell was ultimately highlighting with his monomyth structure was a psychological process of development. So it’s best to keep that in context.

Insurmountable tasks can sometimes be a catalyst for one’s journey, but this is not always the case.

In films and storytelling, you need major a problem for the hero/protagonist to face. Otherwise, there’s no story.

With what you said in keeping the psychological process in context. I was thinking of the film where a football coach leaves a successful career in the city, to coach no-hoper orphans in the country. My first impression was that the coach is on a hero’s journey with much to lose but great inward comfort to gain. Now I think it is the orphan footballers who are on a hero’s journey, (by leading as an example of being an orphan and becoming successful to inspire them to do the same) to stand up with confidence to be equal to the rest of the world. The movie is twelve mighty orphans. Is this reasonable thinking and do you see different interpretation? Thank-you

I can’t really comment as I haven’t seen the film. In any decent film, multiple characters have “arcs.” In many cases, the coach in sports films plays the mentor/sage role but then has his own transformation as well. This is the case with Gandalf the Gray who has to “die” and be resurrected, transforming into Gandalf the White.

Merry Christmas Scott digital guide. Type to you soon:)

Does the hero’s journey have the same thoughts and feelings for a woman as a man?

From a Jungian perspective, the process would be different.

As Jungian Robert A. Johnson highlights in many of his books, the myths related to the feminine psyche are different than the myths related to the masculine. As such, they follow a different structure and aim.

That said, because there’s an anima in each male psyche and an animus in each female psyche, a part of us can relate to the hero’s journey in its totality. Hence, a heroine can go on a similar hero’s journey as a man.

What an excellent and thorough treatment. Thanks for these invaluable insights for my writing class.

Thank you for the feedback, Craig!

I love this observation about modern cinematic heroes: “Many popular characters in action films like Marvel and DC Comics superheroes, James Bond, Ethan Hunt (Mission Impossible), Indiana Jones, etc. never actually transform.”

Have you written elsewhere at greater length on this topic? I thought I read an article on this topic a few years back but don’t remember where! Certainly the weightiness of the observation was such a lightbulb moment.

Thanks and kind regards M.

You can find a more detailed archetypal decoding of the hero here:

https://scottjeffrey.com/hero-archetype/

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Helaman 1-6: The Hero's Journey

Come, follow me august 26-september 1: helaman 1-6.

In 2024, the Maxwell Institute will offer a weekly series of short essays on the Book of Mormon, in support of the Church-wide Come, Follow Me study curriculum. Each week, the Maxwell Institute blog will feature a post by a member of the Institute faculty exploring an aspect of the week’s reading block. We hope these explorations will enrich your study and teaching of the Book of Mormon throughout the coming year.

The Hero's Journey By Kimberly Matheson

Do you know this story? A young person of no special consequence happens across a seemingly nondescript object that turns out to be imbued with power. The object leads them on a journey through magical lands and unknown regions, toiling up forbidding mountains and facing their fears in murky forests. Along the way, they must discern friend from foe, spoiling enemy entrapments while yielding to the counsel of wise sages until, at last, they cross a final barrier to arrive at a palace where having discovered their true lineage, our young hero finds a permanent home.

Perhaps you know this story as the legend of King Arthur. Literature lovers might have pointed to Pilgrim’s Progress. Fairy tale aficionados could point to Sleeping Beauty, while science fiction fans would recognize the tale of Luke Skywalker. All these narratives rely on similar tropes, the familiar beats of beloved stories tucked snugly into our imaginations.

Mujeres hilando by Gabriela Buenrostro.jpg

Imagine my surprise, then, to find this same story in Helaman 3:

“ Yeah, thus we see … that whosoever will may lay hold upon the word of God, which is quick and powerful, which shall divide asunder all the cunning and the snares and the wiles of the devil, and lead the man of Christ in a strait and narrow course across that everlasting gulf of misery which is prepared to engulf the wicked, and land their souls—yea, their immortal souls—at the right hand of God in the kingdom of heaven, to sit down with Abraham and with Isaac and with Jacob and with all our holy fathers, to go no more out. ” (Hel 3:28–30)

The tale begins with an Everyman (“whosoever will”) who becomes a “man [or woman] of Christ” by picking up a sword. The sword is used at some moments to cut through the devil’s traps, and at others, it serves as a kind of compass, guiding our hero across the moat, separating her from the halls of her fathers. Relying on the power imbued in this object, however, she cuts through the obstacles and arrives to claim a throne.

This passage captures my imagination in much the same way that my childhood library card was a summer-long ticket to elves and magical spells and adventuresome wizards. There is something enchanting about an average hero facing larger-than-life obstacles. Fantasy is an exploration of other worlds and the transformative possibilities of lives we can’t imagine. Fairytales are captivating as much for their reassuring conventions as for their fantastical beauties. We are willing to face the terrors of the plot because we trust that convention will see our hero through safely in the end.

Rock Art by Patti Rockus.png

In these words from Helaman 3, I feel my own moral journey elevated to mythic proportions, and I feel the stakes of spiritual life clarified by the conventions of heroic imagery. Here, good and evil are clear opposites. The path, though difficult, is clearly laid out, and readers are assured of a happy ending. The passage presents spiritual truths with the soothing minimalism of a road map. I know that the real journey will feel much messier than the words and dotted lines suggest, but I am willing to risk that messiness precisely because of the clarity I hold in my hands.

As enchanting as the heroic stakes and moral clarity of this passage are for me, I find myself equally enchanted by the object at its center: it is “the word of God, which is quick and powerful.” This is an arresting description to me, mostly because I don’t feel very much like King Arthur when I reach for my scriptures in the morning. Chiefly, I just feel tired. I drag more than I rush, my hair is still tousled rather than coiffed. Scripture study is an exercise in yielding time on my to-do list, a daily struggle with the natural (wo)man who would like to get a jump on work and a shower.

Firm Foundation by Annie Poon.jpg

Still, this image resonates with my experience. Helaman 3 describes “the cunning and the snares and the wiles of the devil” as something to be “divide[d]” or cut “asunder.” This tells us something about the snares but also something about our hero. The snare is susceptible to falling apart with a single blow, and the hero, by the same token, refuses to deviate from his or her course, to go around the snare or avoid it by some detour. The best way to confront the “wiles of the devil,” we learn, is to hold to our path and trust that the word of God will make it possible to march straight through. Rarely have I resolved a doubt by reacting directly to the question when it first arises. My questions are resolved quickest when I hold a gospel course. Once I feel my steps confirmed by the Spirit—reminded all over again about the reality of the Holy Ghost and how the gospel conducts it into my life—I am grounded and steadied and only then equipped to approach my questions. With the aid of the Spirit and the confidence of my covenants, doubts and temptations always turn out to be made of flimsier stuff than I had first imagined.

The word of God is the road map that keeps our feet steady and reassures us of happy endings. We are the inconsequential Nobodies and Everymen of this story. There are swords and sages, friends and foes, crowns and castles awaiting us on our spiritual adventures. And the object that seems so unremarkable—that old, many-paged, faux-leatherbound thing on your bedside table? Pick it up and see what happens.

Gabriela Buenrostro, Mujeres hilando, 2020. The Book of Mormon Art Catalog, [bookofmormonartcatalog.org/catalog/mujeres-hilandomujeres-hilando/mujeres-hilando/mujeres-hilando/mujeres-hilando/mujeres-hilando/].

Annie Poon, Firm Foundation (Book of Mormon Series, 32), 2017. The Book of Mormon Art Catalog, [bookofmormonartcatalog.org/catalog/firm-foundation-book-of-mormon-series-32/.

Patti Rockus, Rock Art from How to Make a Family with Rock Art | Come Learn with Me video (www.youtube.com/watch?v=tjvcWXAMhPU&t=3s), 2023.

Rob Burrow: Ex-rugby star Kevin Sinfield says new book is friend's 'legacy piece'

Nearly three months after Burrow's death, the pair's children's book has been published. Titled Try, the book follows the journey of two boys looking to find out what makes someone a hero.

hero journey image

Chief North of England correspondent @GregMilamSky

Thursday 29 August 2024 15:38, UK

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Kevin Sinfield

For more than four years the former rugby league star Rob Burrow shared his experiences of living with motor neurone disease.

Nearly three months after he died, his final project, one that is a testament to his extraordinary friendship with ex-teammate Kevin Sinfield, has been published.

The children's book called Try is the story of two boys, Rob and Kevin, and their journey to find out what makes someone a hero.

In one of his first interviews since Rob's death, Kevin Sinfield has told Sky News that the book is his friend's 'legacy piece'. Its release had been scheduled for June but was put back after Rob's death.

"We spent a lot of time on it and a lot of laughing, putting it together. It's something that we can share in forever. To be here today to talk about probably the final thing we did together is pretty special.

"I miss him. The last couple of months have been a challenge. Whenever you lose somebody who you care deeply about and spent a lot of time with and been through some rough patches with, it hurts. But he wanted everybody to live their life and to get on with things."

Kevin Sinfield and Rob Burrow

Keep up with all the latest news from the UK and around the world by following Sky News

'He was my hero'

Rob was diagnosed with motor neurone disease in 2019, just two years after retiring from a stellar career with Leeds Rhinos, England and Great Britain. He was open about the impact of the disease on him and his family, wife Lindsey and children Macy, Maya and Jackson.

That openness, and Kevin's epic and ongoing fundraising challenges, have raised millions for research into motor neurone disease and support for sufferers.

The new book, Kevin says, aims to teach children that "actually heroes aren't always the biggest and strongest, they don't have to wear a cape, they're actually the people who are around us every day, who care about us and who support us and love us".

"Rob certainly was my hero, how courageous and brave he was throughout the four and a half years in particular. It just inspired me to be a better person."

Rob Burrow and Kevin Sinfield's children's book, Try

He said Rob's legacy, in particular for the MND community, would last forever. "I think he's shown what living looks like in the toughest and most difficult of circumstances and I think that's a wonderful legacy to leave."

Kevin, who is defence coach for England's rugby union team, plans to continue his fundraising work with his fifth challenge, Running Home for Christmas, in December, running 50km a day for seven days in seven regions of the UK. Rob wore the number '7' during his playing career.

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Kevin says he is determined to keep his ex-teammate's legacy alive.

" Even the last time I saw him, just two days before he passed, when I walked into the room, I was greeted with a big smile, and he wasn't in a great spot. But he found the strength and the energy and the courage to still show. And what a great way to live."

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A high-powered CEO puts her career and family on the line when she begins a torrid affair with her much younger intern. A high-powered CEO puts her career and family on the line when she begins a torrid affair with her much younger intern. A high-powered CEO puts her career and family on the line when she begins a torrid affair with her much younger intern.

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GoPro HERO12 Black - Waterproof Action Camera with 5.3K60 Ultra HD Video, 27MP Photos, HDR, 1/1.9" Image Sensor, Live Streaming, Webcam, Stabilization

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GoPro HERO12 Black - Waterproof Action Camera with 5.3K60 Ultra HD Video, 27MP Photos, HDR, 1/1.9" Image Sensor, Live Streaming, Webcam, Stabilization

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  • High Dynamic Range Video plus Photo: HERO12 Black takes its best-in-class image quality to the next level with HDR for both videos (5.3K and 4K) and photos. Great in environments with both shadows and bright light, HDR captures the subtle details of the scene that might typically blend into the darkness of shadows or disappear in the bright spots of your shot. The result is dynamic footage with true-to-life color and precision.
  • Unbelieveable Image Quality: With 5.3K video that gives you 91% more resolution than 4K and an incredible 665% more than 1080p, HERO12 Black captures the action with crisp detail and cinematic image quality with High Dynamic Range (HDR) while also taking 27MP photos. You can also grab stunning photos up to 24.7MP of your favorite shots from your videos using the GoPro Quik app.
  • Emmy Award- Winning HyperSmooth 6.0 Stabilization: HyperSmooth continues to set the bar for insanely smooth footage and has the hardware to back it up—a 2021 Emmy for In-Camera Sensor and Software Stabilization. HERO12 Black makes it even better by maximizing HyperSmooth AutoBoost performance with more stabilization while still delivering less image cropping. Bike, skate, ski, chase your kids through the park or get awesome pet POV shots—even the shakiest footage comes out silky smooth.
  • Rugged plus Waterproof to 33ft (10m): Completely waterproof and as tough as ever, HERO12 Black is ready to capture the fun on any adventure. Its legendary durability can take a beating and keep going, whether you’re ripping through mud, snow or water (down to 33ft/10m). A water-repelling lens cover even helps eliminate lens flare and other artifacts to make your photos and videos even more stunning.
  • What's Included: HERO12 Black, Enduro Rechargeable Battery, Curved Adhesive Mount, Mounting Buckle plus Thumb Screw, USB-C Cable

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  • HERO12 Black, Enduro Battery, Curved Adhesive Mount, Mounting Buckle + Thumb Screw, USB-C Cable

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Incredible image quality, even better HyperSmooth video stabilization and a huge boost in battery life come together in the latest and greatest GoPro—HERO12 Black. It takes best-in-class 5.3K video and adds High Dynamic Range (HDR) to capture once-in-a-lifetime journeys and amazing everyday moments in even more detail. Thanks to its improved power management, it delivers 2x longer continuous recording at 5.3K60 (70 minutes).[1] Tough, lightweight and easily mountable for hands-free recording, it’s ready for anything (on land or in the water) while advanced video stabilization keeps your footage smooth over rough terrain. After recording, simply plug in your GoPro. While it’s charging, your footage will automatically upload to the cloud and be sent to your phone as a highlight video that lets you relive your adventure and share the fun.[2] [1]Compared to HERO11 Black 5.3K60 recording time of 35 minutes before thermal shutdown at a temperature of 77°F (25°C) with a wind speed of 0.6m/sec. [2]Within your home Wi-Fi network. GoPro subscription required. GoPro subscription available in select territories. Cancel anytime. Visit gopro for info and availability.

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Customers say

Customers like the video quality and ease of use of the camcorder. They say it's stunning, capturing crisp 5.3K footage with incredible detail. They also appreciate the simple instructions and appearance. However, some customers have reported issues with the camera overheating and shutting down. Customers have mixed opinions on quality, and battery life.

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Customers are satisfied with the video quality of the camcorder. They mention that it captures crisp 5.3K footage with incredible detail. They also appreciate the sharp pictures and the ease of use. Overall, customers are happy with the product's performance and recommend it to others.

"The GoPro is absolutely fantastic! The video quality is stunning , capturing crisp 5.3K footage with incredible detail and vibrant colors...." Read more

"I highly recommend this product. It fits snugly on my dog and records beautifully ...." Read more

"...The image quality is excellent and the battery life is much better than previous models I have owned...." Read more

"...Photos, videos and timelapse pictures are amazing . But star trails sold me right off. GoPro cameras are great." Read more

Customers find the camcorder easy to use. They mention the controls are easy to operate, the menu screen is easy to navigate, and the onscreen navigation and features are intuitive. Some say the cam is easy install on a helmet for motor cross riding.

"...The user interface is intuitive , and the voice control is a handy feature. Overall, this GoPro has exceeded my expectations and is worth every penny!" Read more

"...The price was good and it is very easy to use . I am not crazy about the exterior case as far as appearance, but it is excellent quality...." Read more

"...The features are numerous and the most common are easy to get to . I'm impressed with how the Quik phone app works so far...." Read more

"... Set up was annoying (required to download a phone app, install an update file before use), but went smoothly...." Read more

Customers like the appearance of the camcorder. They say it's stunning, has a nice screen on the front and back, and is easy to use. Some mention it takes gorgeous photos while camping with incredible detail and vibrant colors. They also say the picture couldn't be clearer and works well on multiple mounts.

"...stunning, capturing crisp 5.3K footage with incredible detail and vibrant colors ...." Read more

"...I am so satisfied with this camera as it took gorgeous photos while camping . And cool underwater videos of my dog. :)" Read more

"...to turn on or off things like WiFi, speech control, the front view screen is nice if you’re wanting to optimize battery life...." Read more

"...There is a speckled paint look (not sure how else to explain it) that I am not crazy about but ultimately it doesn’t matter so I still have 5 stars...." Read more

Customers are satisfied with the video stability of the camcorder. They mention that it takes all the shake out of their videos.

"...The HyperSmooth 4.0 stabilization is a game-changer, making even the most action-packed scenes look silky smooth...." Read more

"...'s starting to get warm very warm, but the quality its great i love the stabilization and the quality of the video, normally i record in 5.3k 30fps..." Read more

"...It's too good. It's a durable brick, camera stabilization . All of the bells and whistles..." Read more

"It works great and love the video from it, it takes all the shake out of your videos ." Read more

Customers are mixed about the quality of the camcorder. Some mention it's an excellent product, easy to use, and produces sharp videos and pictures. However, others say that it malfunctions and stops recording footage.

"The GoPro is absolutely fantastic ! The video quality is stunning, capturing crisp 5.3K footage with incredible detail and vibrant colors...." Read more

"...I paid for the GoPro's quality , its waterproof, great battery life and excellent performance as a whole. Great value for the money." Read more

"...12 for 12 minutes and it overheated and shut off and then lost the files I was recording . The quality of the GoPro 12 is ok but not like an iphone...." Read more

"...The price was good and it is very easy to use. I am not crazy about the exterior case as far as appearance, but it is excellent quality...." Read more

Customers are mixed about the battery life of the camcorder. Some mention that the quality is excellent and the battery is much better than previous models, while others say that it was horrible and burning out after 30 minutes. The battery went from 100% to 91% in a day. It barely records 40 minutes on a full charge and acts as though the battery was dead. It takes longer to charge and uses a lot of power so it is also hot when running.

"...through an hour concert without shutting down and the battery burning out after 30 minutes !!!..." Read more

"...I paid for the GoPro's quality, its waterproof, great battery life and excellent performance as a whole. Great value for the money." Read more

"...Oh yeah, first time GoPro owner. The higher the settings, the faster the battery drains ...." Read more

"...The battery seems to self-discharge even with the GoPro is completely OFF, maybe a 1% to 2% per day...." Read more

Customers are dissatisfied with the heat produced by the camcorder. They mention that it overheats, gets warm, and is too hot to touch after five minutes. The battery life is also impacted by the constant overheating.

"...Or, on many other occassions it has just got too hot and shut down. Today driving home just 40 minutes...." Read more

"...I was recording with my GoPro 12 for 12 minutes and it overheated and shut off and then lost the files I was recording...." Read more

"...of recording but 60fps reduces tu 30-40 minutos and it's starting to get warm very warm , but the quality its great i love the stabilization and the..." Read more

"...It's also rather prone to heating up ... I have no idea how people use this to capture any meaningful samples of video in high-temp environments...." Read more

Customers are dissatisfied with the shut down of the camcorder. They mention that it overheats while in use and shuts itself off. Some say that the camera would turn on and off randomly, and that it keeps auto heat shut down in 20 minutes non stop.

"...Camera lasted about 30 minutes and then shut down . It failed to record the second piece which I was performing in...." Read more

"...I turned it on and after about ten minutes it would overheat and shut itself off ...." Read more

"The camera overheated while in use and shut itself off . Very upset about it. I bought this camera for my daughter that is in aviation school." Read more

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The 2.0 PTR: What You Need to Know

The 2.0 PTR: What You Need to Know

The armies of the Burning Hells grow restless, anxious to inflict more wounds upon Sanctuary. Muster the strength to protect your home, wanderer.

The 2.0 Public Test Realm (PTR) for Diablo IV will be available from September 4–11 , offering you the chance to test upcoming changes and features releasing for the base game with the next Season and the Vessel of Hatred Expansion.

The purpose of the PTR is to test updates and features before the launch of Season 6. Then, using your feedback, we’ll adjust the content within before it goes live for everyone. The feedback we receive helps us to fine-tune balance changes, eliminate bugs, and create the best experience possible. Having a PTR gives us a chance to test new systems, and we’re grateful for your assistance.

The fires of Hell burn bright in their anticipation of your arrival! Here is what the 2.0 PTR will be previewing.

Why Make Systemic Changes?

Leveling adjustments, new difficulties system, paragon updates, item quality rework, new class skills and passives, runewords: a new source of power, wander boldly with party finder, features offered for testing, how to provide feedback, how to install the ptr, 2.0 ptr patch notes.

Please note that this is a preview for PTR content, which is subject to change. The content shown in this PTR will be accessible to all players upon launch and won’t require the Vessel of Hatred Expansion to experience (unless otherwise noted).

Developer’s Note: Our original vision for character progression was that you would have a grand journey, traversing through World Tiers, swapping out gear, gaining incremental strength through the Paragon system. We felt that was fun the first time, but on repeated play throughs, World Tier III and Sacred items felt artificial and added a lot of stat bloat that didn’t make the game more fun. Since launch we’ve added endgame features, like Infernal Hordes and The Pit of the Artificer. Vessel of Hatred will expand the endgame line up even further, adding Dark Citadel and Undercity to the mix. Our hope is that these new systemic changes allow for new characters to reach the endgame faster.

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The way Paragon Points function has been adjusted. Going forward, earned Paragon Points will now be tied to Realm versus Character Level. This means that all Paragon Levels earned will be shared across all your characters on the same Realm. To support this shift, we’ve made a variety of alterations to the leveling journey, other stats, and monster levels. Numbers and values are also more easily understandable.

Paragon and Character Level Split

Paragon and character levels are now split out, with Levels 1–60 representing character level. This means you can earn an additional 10 Skill Points, opening additional avenues of character customization. Starting at Level 60, players will begin to earn Paragon Levels which can be used to unlock Paragon Nodes.

Characters above Level 50 will have all their experience-based Paragon Points converted to a Paragon Level. Here’s an example of this change:

  • If your character is Level 100 currently, once these changes go into effect, your character level will be reduced to 50, and all 200 Paragon Points your character has earned with be converted to Realm-wide Paragon Levels. If your character is Level 50 and below, nothing will change for them.
Developer’s Note: The changes to leveling and Paragon were made with the intent of getting you to endgame activities and gear at a more rapid pace and making it easier to ramp up your alt characters for the fight ahead.

Stat Adjustments

In addition to splitting out character and Paragon levels, we've revisited stats like Health, Armor, and Core Stats.

Developer’s Note: We’ve received player feedback stating that the numbers used to depict stats and damage have gotten out of control. We’ve adjusted stats in a way that makes the information more consumable. This change has no bearing on the strength of your character.

Standard Difficulties

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Developer’s Note: Much of what drove these changes was noticing that it was more fun to be able to control your difficulty and reward pacing using Profane Mindcages and Tormented versions of bosses.

World Tiers have been changed to Difficulties, a new way to control your challenge and reward. The first 4 Difficulties—known as Standard Difficulties—are Normal, Hard, Expert, and Penitent. The purpose of Standard Difficulties tiers is to temper your character while you strive to hit character Level 60, the new maximum.

  • Normal is a slower-paced mode suited for those looking for a lighter challenge.
  • Hard and Expert offer an increased challenge for those looking to test their mettle and play at a faster pace.
  • Penitent isn’t for the faint of heart. Those looking to pave a path to the new Torment Difficulties will face off against heightened danger. Play at your own peril!

As you accelerate in Difficulty, the amount of Gold and experience you earn will rise too. Here’s how to unlock each Difficulty:

  • Normal and Hard are unlocked by default.
  • Expert is unlocked after completing Diablo IV’s prologue.
  • Penitent is unlocked upon reaching Level 50.

Your Gateway to Hell: Torment Difficulties

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Making it to the new Torment Difficulties is the mark of a veteran warrior—this is where the endgame truly begins. In Torment Difficulties, your progression is directly linked to the Pit. As you strive to higher Pit Tiers, the Torment Difficulty you have access to will also increase. The higher the Torment Difficulty, the more likely you are to encounter Legendary and Ancestral item drops. Here’s the breakdown of how to unlock each Torment Difficulty:

  • Reaching Level 60 unlocks the Pit and Tiers 1–20 of it. Beating Pit Tier 20 unlocks Torment Tier I.
  • Beating Pit Tier 35 unlocks Torment II.
  • Beating Pit Tier 50 unlocks Torment III.
  • Beating Pit 65 unlocks Torment IV.

As if danger wasn’t abundant enough in Sanctuary, Torment Difficulties foster a new hazard: Curses. While playing in Torment Difficulties, your armor and Resistances are reduced as follows:

  • Torment 1: -250 Armor and -25% All Resist
  • Torment 2: -500 Armor and -50% All Resist
  • Torment 3: -750 Armor and -75% All Resist
  • Torment 4: -1000 Armor and -100% All Resist

By adding more Difficulties and separating them out in this way, players now have increased choice in how they engage with the risk and reward style of Diablo IV going forward.

Monster Levels

Monsters will no longer have their level displayed and will scale to the Difficulty you’re playing on.

Developer’s Note: We received feedback at launch about level scaling and feeling weak. By removing monster levels entirely and leaning into Difficulty, you now have the freedom to more precisely choose your challenge level.
Developer’s Note: There were a few issues with Paragon Glyphs, the Pit, and Nightmare Dungeons. We received feedback that the Pit rewards were feeling lackluster. We wanted to make the action of upgrading Glyphs more satisfying, while simultaneously offering better rewards for pushing deep into the Pit. Our desire was to give Glyphsmore power, but the Glyph upgrading experience system did not scale well and was needlessly grindy. So, to achieve this goal, we moved Paragon Glyphs upgrading out of Nightmare Dungeons and into the Pit, and also redesigned the system to give more control over how quickly Glyphs can be upgraded.

Glyphs have undergone a metamorphosis to better meld with the other changes we’ve made.

  • Upgrading a Glyph is no longer driven by experience. Instead, you’re given attempts to increase your Glyph’s Rank by completing Pit Tiers.
  • Three attempts to upgrade your Glyph’s Rank are rewarded for successfully completing the Artificer’s Mastery, and a bonus attempt for not dying.
  • Each upgrade attempt can be used to increase any Glyph that isn’t already at max level. The chance to upgrade your Glyph is based on the level of the Glyph and the Tier of the Pit you complete. For example, completing a Pit Tier that is 10 higher than your Glyph’s Rank guarantees an upgrade Rank.
  • Completing a Pit Tier that is significantly higher than your Glyph’s current Rank grants bonus upgrade ranks per attempt.

Every 20-level difference between the completed Pit Tier and Glyph Rank grants a bonus upgrade per attempt. Here’s an example of this system in action:

Three deathless Pit Tier 30 runs would take a Glyph all the way up to Rank 19, rapidly unlocking the additional Radius Size increase:

First Pit Run

  • Attempt 1: Glyph Rank increases from 1 to 3.
  • Attempt 2: Glyph Rank increases from 3 to 5.
  • Attempt 3: Glyph Rank increases from 5 to 7.
  • Bonus Attempt 4: Glyph Rank increases from 7 to 9.

Second Pit Run

  • Attempt 1: Glyph Rank increases from 9 to 11.
  • Attempt 2: Glyph Rank increases from 11 to 12.
  • Attempt 3: Glyph Rank increases from 12 to 13.
  • Bonus Attempt 4: Glyph Rank increases from 13 to 14.

Third Pit Run

  • Attempt 1: Glyph Rank increases from 14 to 14 (Radius Size increase).
  • Attempt 2: Glyph Rank increases from 15 to 16.
  • Attempt 3: Glyph Rank increases from 16 to 17.
  • Bonus Attempt 4: Glyph Rank increases from 17 to 18.

The maximum level of a Glyph has been increased from 21 to 100. At Level 45, a Rare Glyph can be upgraded to a Legendary Glyph using Gem Fragments with the following bonuses:

  • The Glyph’s Radius Size has increased from 4 to 5.
  • The Glyph gains an additional affix.

Paragon Boards

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Each Class has received 1 new Paragon Board. These Paragon Boards each come with a new Legendary Node as well. Additionally, only 5 Paragon Boards can be equipped, including your starting board.

Developer’s Note: With the introduction of so many new sources of power, namely Legendary Glyphs, we wanted the focus to be more on which board and glyphs you want. By limiting the number of boards, we can inject more power into choices made within the system.

The number of Paragon Points that can be earned by leveling has increased from 200 to 300.

Developer’s Note: Limiting the number of Paragon Boards attached allows us to concentrate more of the power into the boards and Glyphs themselves. This puts more of the decision-making focus on boards and Glyphs that fit your build.
Developer’s Note: We felt Sacred and Ancestral Items lost their specialness and flair due to how common they became. These changes transform Ancestral items into mighty endgame items worth the chase.

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Ancestral Items

  • Ancestral items start dropping in Torment 1.
  • Ancestral items always drop at Item Power 800, the highest possible.
  • Greater Affixes only appear on Ancestral items.
  • Ancestral items always contain at least 1 Greater Affix.

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  • Sacred Items will no longer drop. Any Sacred Items you have on your character will be marked as ‘Legacy.’ They can continue to be used but cannot be upgraded.
  • Non-Ancestral items are capped at Item Power 750. Legendary items dropped when you’re Level 60 will always be Item Power 750.
  • Item Power 750 items can now be Masterworked up to 4 times.
  • Because Character Levels are being re-adjusted in the new Realm-wide Paragon system, items with Item Power over 540 are being adjusted to 540. Affixes on these adjusted items will be rerolled at the highest values in their respective ranges.

1 New Skill for Each Class

Martial experts in Sanctuary have developed new techniques to vanquish darkness. Now you must learn them for yourself. Each of these Skills uncovers a new direction to take your Class build.

  • Enhanced Mighty Throw: While a thrown weapon is out, gain 25%[+] increased Attack Speed.
  • Fighter’s Mighty Throw: Swapping weapons near any of your thrown weapons creates an additional pulse. Each extra pulse generates 3% of your Maximum Life as a Barrier for 5 seconds.
  • Warrior’s Mighty Throw: Mighty Throw's impact deals 200%[x] increased damage and Stuns enemies for 2 seconds.
  • Enhanced Stone Burst: Stone Burst's final explosion damage is increased by 25%[x] within the initial radius.
  • Primal Stone Burst: While Channeling Stone Burst, and for 2 seconds after it ends, gain 30%[+] Attack Speed.
  • Raging Stone Burst: Stone Burst costs 66%[x] more Spirit, and its final explosion deals 50%[x] more damage.

Necromancer

  • Supreme Soulrift: Every soul absorbed increases your damage by 1%, up to 30%. This bonus persists for 5 seconds after Soulrift ends.
  • Prime Soulrift: Enemies with their souls ripped out become Vulnerable for 2 seconds. Damaging enemies affected by Soulrift has a 5% chance for their souls to be ripped out and absorbed.
  • Enhanced Dance of Knives: Moving 30 meters while Channeling Dance of Knives grants 4 Charges.
  • Methodical Dance of Knives: When you stop Channeling Dance of Knives, drop up to 12 Stun Grenades, each dealing 20% Weapon damage. The Channeled duration determines how many are dropped.
  • Disciplined Dance of Knives: Dance of Knives Slows enemies hit by 25% for 3 seconds. Each Knife has a 20% chance to pierce the enemy.
  • Enhanced Familiar: Familiar passively applies an effect to nearby enemies, based on their element. Fire Familiar: Applies 94% Burning damage to enemies. Cold Familiar: Applies 15% Chill to enemies. Lightning Familiar: Stuns enemies for 1 second.
  • Summoned Familiar: While you have two or more different element Familiars summoned, gain 3% Damage Reduction. Familiar Element is no longer tied to your previous cast skill. Instead, the Familiar Element progresses in sequence. The sequence is Fire to Cold, Cold to Lightning and Lightning to Fire.
  • Invoked Familiar: While a Familiar is active, gain 10%[x] increased damage to skills that deal its damage type.

5 New Passives for Each Class

Refine your character into the ultimate agent of destruction with 5 new Passives for each Class. We’ve also added additional connections for some Passives in each Class’s Skill Tree. This means there are more avenues to unlock these Passives, allowing greater flexibility when leveling.

  • Belligerence: Damaging an enemy with a Basic Skill increases your damage by 3/6/9% for 4 seconds.
  • Heavy Hitter: Your Ultimate Skills deal 15/30/45% more damage.
  • Warpath: After Overpowering, you deal 4% increased damage for 4 seconds.
  • Irrepressible: Casting a Weapon Mastery Skill Fortifies you for 10% of your Maximum Life.
  • Barbed Carapace [Key Passive]: For every 25 Fury you spend, you gain 10%[+] Thorns for 8 seconds, up to 120%. Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as physical damage to Close enemies every second.
  • Humanity: You deal 5/10/15%[x] more damage while in Human form.
  • Catastrophe: You deal 5/10/15%[x] more damage for 8 seconds after casting an Ultimate skill.
  • Feral Aptitude: You deal 3%[x] increased damage while Healthy and 3%[x] increased damage while above 100% Movement Speed. These bonuses can stack.
  • Backlash: You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill.
  • One with Nature [Key Passive]: Your Companion Skills each gain 1 additional companion and deal 50%[x] increased damage. Gain the Passive Effect of Ravens, Wolves and Poison Creeper.
  • Necrotic Fortitude: Lucky Hit: Your damage has up to a 5/10/15% chance to grant a Barrier for 5% of your Maximum Life for 6 seconds.
  • Finality: You deal 5/10/15%[x] increased damage for 8 seconds after casting an Ultimate Skill.
  • Titan's Fall: While Fortified you deal 6/12/18%[x] increased damage to Elites.
  • Precision Decay: Your Lucky Hit chance is increased by 5/10/15%[+].
  • Affliction [Key Passive]: Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are infected with Affliction and take 15%[x] increased damage from you and your Minions. Your Curse Skills deal 80%(Weapon Damage) Shadow damage to enemies that have Affliction. This amount increases by 30%[x] of your damage to Crowd Control, Vulnerable, and Shadow Damage over Time combined.
  • Target Practice: Your Critical Strike Chance with Marksman and Cutthroat Skills is increased by 3/6/9%.
  • Balestra: Gain 4/8/12% increased Damage for 4 seconds after using Evade.
  • Evasive: After Dodging an attack, gain 2/4/6% Damage Reduction for 4 seconds.
  • Unto Dawn: Your Ultimate skills deal 15/30/45%[x] increased damage.
  • Alchemical Admixture [Key Passive]: Dealing 3 different types of non-physical damage increases the Potency of your Imbuement skills by 40% for 5 seconds. This Potency is further increased by 20% of the total amount of your Bonus Damage to Poison, Shadow, and Cold.
  • Evocation: Gain 4% Cooldown Reduction.
  • Energy Focus: You generate a 6 second Barrier for 0.5/1.0/1.5% of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health.
  • Dampen Layer: You gain 2/4/6% Damage Reduction while you have an active Barrier.
  • Elemental Synergies: Your Frost, Shock, and Pyromancy damage is increased by 1/2/3%[x] for each skill you have equipped of that type.
  • 25%[x] increased damage
  • 45%[+] Mana Regeneration
  • 20%[+] Attack Speed

Outside of the 2.0 PTR, Runewords are a feature that can only be accessed if you have the Vessel of Hatred Expansion.

Runewords are a way to take your character’s power to a new level by creating your own abilities. There are two types of Runes you’ll find in Sanctuary: Ritual and Invocation. Runes of Ritual specify actions you must take to trigger them, and Runes of Invocation grant a powerful effect when you meet said trigger.

Let’s take the Bac Rune of Ritual as an example. Its condition is for your character to move 5 meters.

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And then there’s the Jah Rune of Invocation. Its effect is: Replace your next Evade with the Sorcerer’s Teleport (2 sec cooldown).

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Runes work off a resource system called Offering, which is generated by Runes of Ritual upon meeting their listed condition. Runes of Invocation consume this Offering to activate their effects. The more demanding of a requirement, the more Offering the Rune of Ritual will generate. On the inverse, the Offering requirement to activate a Rune of Invocation scales with the strength of its effect.

You may generate more Offering than is required to activate your Rune of Invocation. This is where another mechanic, Overflow, comes into play. Many Runes of Invocation apply a bonus to their effects when more Offering than requires is generated, cranking them up a notch briefly.

To make a Runeword, you must socket a Rune of Ritual and a Rune of Invocation into an item containing two Sockets, such as Chest, Leg, and Two-Handed weapon slots. The Helm slot has also received an additional Socket and can now house a Runeword. Any Rune of Ritual is compatible with any Rune of Invocation. Runes come in 3 rarities: Magic, Rare, and Legendary. The higher a Rune’s rarity, the more potent its effect will be.

Here’s an example of how two Runes formed into a Runeword would function:

Let’s use the Bac Rune of Ritual as an example again: While equipped, every 5 meters your character moves will generate 50 Offering.

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And we’ll pair it again with the Jah Rune of Invocation, which has an effect of: Replace your next Evade with the Sorcerer’s Teleport (2 sec cooldown). Requires 500 Offering.

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Having both the Bac and Jah Runes equipped to an item you’re wearing created the BacJah Runeword. It also means that every time your character travels 5 meters, they will generate 50 Offering. Once they have generated at least 500 Offering, their next Evade is replaced with the Sorcerer’s Teleport.

Runewords can give you access to Skills from other Classes. They can also do things like temporarily increase your Movement Speed, Skills, and more. There are 17 Runes of Ritual and 28 Runes of Invocation available. With a multitude of ways to pair them, the sky’s the limit. Here are the tooltips for all 45 Runes:

Ritual Runes:

  • Gain: 50 Offering.
  • Cast a Skill with a Cooldown.
  • Gain: 25 Offering.
  • Cast the same non-Channeled Skill 3 times in a row.
  • Gain: 10 Offering.
  • Lucky Hit: Up to a 100% chance against Injured enemies.
  • Gain: 300 Offering.
  • Deal damage after not taking any within 5 seconds. (Resets if Invulnerable.)
  • Cast a non-Channeled Core Skill.
  • Gain: 150 Offering.
  • Evoke power from another Class.
  • Cast an Ultimate Skill.
  • Gain: 1000 Offering.
  • Become Injured or Crowd Controlled (Cooldown: 20 seconds).
  • Gain: 5 Offering.
  • Inflict a Crowd Control that isn't Slow or Chill.
  • Cast Evade.
  • Travel 5 meters.
  • Your Minion or Companion kills an enemy or dies.
  • Gain: 100 Offering.
  • Drink a Healing Potion.
  • Gain: 2 Offering.
  • Spend 5% of your Maximum Resource.
  • Cast a Skill after moving. (Cooldown: 0.2 seconds)
  • Lose 1% of your Maximum Life.
  • Stand still for 0.3 seconds.

Invocation Runes:

  • Requires: 800 Offering (Overflow: Increased Duration). Cooldown: 1 Second.
  • Evoke the Barbarian's Challenging Shout, reducing your damage taken.
  • Requires: 500 Offering (Overflow: Increased Duration). Cooldown: 2 Seconds.
  • Evoke the Barbarian's Enhanced War Cry, increasing your Movement Speed and damage dealt.
  • Requires: 400 Offering (Overflow: Increased Duration). Cooldown: 1 Second.
  • Gain +3 to all Skills for 5 seconds.
  • Requires: 25 Offering (Overflow: Gain Multiple Stacks). Cooldown: 1 Second.
  • Gain 2.5% Critical Strike Chance for 5 seconds, up to 25%.
  • Requires: 700 Offering Cooldown: 1 Second.
  • Your next Skill cast will be a guaranteed Critical Strike and Overpower.
  • Requires: 800 Offering (Overflow: Increased Duration) Cooldown: 1 second.
  • Evoke the Druid's Earthen Bulwark, granting yourself a Barrier.
  • 500 Offering Cooldown: 5 Seconds.
  • Evoke the Druid's Petrify, Stunning enemies and increasing your Critical Strike Damage against them.
  • Requires: 100 Offering (Overflow: Further Reduced Cooldowns) Cooldown: 1 Second.
  • Reduce your active Cooldowns by 0.25 seconds.
  • Requires: 5 Offering (Overflow: Increased Resource Restored) Cooldown: 1 Second.
  • Restore 1 Primary Resource.
  • 400 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
  • Restore an Evade charge and gain 6% Movement Speed for 5 seconds, up to 30%.
  • Requires: 200 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
  • Gain 20% Maximum Life for 4 seconds.
  • Requires: 100 Offering Cooldown: 1 Second.
  • Evoke the Necromancer's Horrid Decrepify, Slowing enemies, reducing their damage, and letting you Execute them.
  • Evoke the Necromancer's Abhorrent Iron Maiden, counterattacking damage from enemies and Healing you when they die.
  • Requires: 400 Offering (Overflow: Further Increased Damage) Cooldown: 1 Second.
  • Your next non-Basic Skill cast spends all of your Primary Resource to deal up to 100% increased damage.
  • Requires: 200 Offering (Overflow: Further Reduced Cooldown) Cooldown: 2 Seconds.
  • Reduce your active Ultimate Cooldown by 4 seconds.
  • Requires: 700 Offering (Overflow: Increased Duration) Cooldown: 6 Seconds.
  • Evoke the Rogue's Countering Concealment, gaining Dodge Chance, Movement Speed, Unstoppable, and Stealth.
  • Requires: 150 Offering (Overflow: Gain Multiple Shadows) Cooldown: 1 Second.
  • Gain a shadow from the Rogue's Dark Shroud, reducing damage taken per shadow.
  • Requires: 500 Offering Cooldown: 2 Seconds.
  • Replace your next Evade with the Sorcerer's Teleport, blinking further, dealing damage, and becoming Unstoppable.
  • Requires: 400 Offering (Overflow: Increased Size) Cooldown: 1 Second.
  • Evoke the Sorcerer's Mystical Frost Nova, inflicting Freeze and Vulnerable onto enemies.
  • Requires: 250 Offering Cooldown: 1 Second.
  • Evoke the Spiritborn's Concussive Stomp, dealing damage and Knocking Down enemies.
  • Requires: 500 Offering Cooldown: 3 Seconds.
  • Evoke the Spiritborn's Vortex, dealing damage and Pulling In enemies.
  • Requires: 25 Offering (Overflow: Increased Bolts Spawned) Cooldown: 1 Second.
  • Evoke the Druid's Dancing Bolts, seeking and dealing damage to enemies.
  • Requires: 100 Offering (Overflow: Increased Size) Cooldown: 1 Second.
  • Evoke the Barbarian's Earthquake, dealing damage to enemies within.
  • Requires: 100 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
  • You leave the Necromancer's Desecrated Ground behind you for 3 seconds, dealing damage to enemies within.
  • Requires: 100 Offering (Overflow: Increased Grenades Spawned) Cooldown: 1 Second.
  • Evoke the Rogue's Stun Grenades, Stunning and dealing damage to enemies.
  • Requires: 25 Offering (Overflow: Increased Meteorites Spawned) Cooldown: 1 Second.
  • Evoke the Sorcerer's Meteorites, dealing damage to enemies.
  • Requires: 100 Offering (Overflow: Increased Swarms Spawned) Cooldown: 1 Second.
  • Evoke the Spiritborn's Pestilent Swarm, dealing damage to enemies.
  • Requires: 100 Offering (Overflow: Summon Multiple Wolves) Cooldown: 1 Second.
  • Summon a Spirit Wolf to attack enemies for 8 seconds.

Keep these aspects about Runes in mind:

  • They are tradeable.
  • Runes stack and will be stored in a new socketable inventory tab.
  • A maximum of 2 Runewords can be equipped (4 Runes total).
  • The same Rune cannot be equipped twice.

Rune Crafting

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Runes can be used to craft other Runes.

  • You can use 3 Runes with the same name to craft a new Rune. The Rune created from crafting is guaranteed to be different than the ones used.
  • When non-Legendary Runes are used to craft, there is a chance to create a Rune of the next highest rarity.

Runes can also be used to craft Mythics at the Jeweler.

  • Each one requires: 1 Resplendent Spark, 10 Legendary Runes of a specific name, 10 Rare Runes of a specific name, and 10 Magic Runes of a specific name to craft.

How to Obtain Runes During the PTR

Runes of any rarity can be acquired throughout Sanctuary as a monster drop. For testing during the PTR, 2 caches containing each Rune can be acquired from the ‘PTR boost’ NPC located in Zarbinzet through a dialogue option. To give you enough time to experience everything the 2.0 PTR has to offer, Runes will not be available in the PTR until September 6 . We cannot wait to see the formidable Runeword combinations you come up with during the PTR.

Party Finder is here to help you locate the right allies! This new feature allows you to find wanderers of a similar mettle within Sanctuary.

Go Far, Go Together

Party Finder gives you the ability to list the type of party you’re looking for, set what game type or activity you’d like to run, where you’d like to play, and add preferences for both casual and completionist players alike.

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You can use Party Finder to list or find a party for multiple activities within Sanctuary: from slaying through Nightmare Dungeons, selecting Wings to complete in the Dark Citadel, and finding other players to share Materials to summon Endgame Bosses, to completing your Codex of Power. Party Finder can be accessed in a variety of ways, with quick access via the Map, in-game Menu, or through a pre-set action on your emote wheel.

We will have servers for PTR in our largest regions: North America, Europe, Korea and Japan, South America, and Australia. Characters on your account have been copied ahead of time to help prepare for the PTR, although some of their items may be out of date compared to how they are currently set up in-game. Once you log-in through Battle.net, your account will carry over the following account-based progress:

  • Campaign Completion
  • Mounts and Skill Points
  • Altar of Lilith Stat bonuses

As many of the changes in this PTR are systematic, the following features will be offered to aid players in testing everything. At the Boost NPC in Kyovashad you can:

  • There are options to increase yourself to Level 50 and 60.
  • This includes the Campaign, Strongholds, Waypoints, and Fog.
  • Complete your Class Mechanic
  • Unlock All Torment Tiers
  • Fully Upgrade Your Potion
  • Max All Aspects
  • Max All Paragon Glyphs
  • Generate Legendaries
  • Grant All Uniques
  • Grant All Runes
  • Grant All Temper Manuals
  • Grant All Materials and Gold and Obols
  • Upgraded Potions
  • Fully unlocked Paragon Glyphs

These commands can be ran all at once or individually. The Boost NPC will be available starting September 6. For the first bit of the 2.0 PTR, we want to be able to collect information and feedback about a player’s natural experience without any modifiers.

Your feedback on the changes you will see and experience in the PTR is important to us and is vital in ensuring the 2.0 PTR is the best it can be when it goes live in Diablo IV proper. If you participate in the PTR, please let us know what you think!

You can provide feedback through the in-game feedback tool or the Diablo IV PTR forums . Pressing the Esc key while in the in-game menu will bring up the Report a Bug menu. You can select the dropdown filter and select the In-game feedback tool to provide feedback without leaving the game.

Here are the steps to join the PTR:

  • Open the Blizzard Battle.net App and select Diablo IV from your Games list.
  • Select the Public Test Realm option.
  • Click Install to Install the PTR client. This becomes a Play button when ready.
  • Click Play to log in to the PTR, and select any of the available Test Servers.
  • Note: Create a Seasonal Mechanic for any testing related to the Seasonal themes.
  • Enter the game and test the 2.0 PTR!

If you’re a PC Game Pass or Game Pass Ultimate user, you’ll be able to access the PTR through the same flow as other Battle Net users. Access the Battle Net client through the Xbox App, then continue to access the PTR through Battle Net.

Game Updates

Accessibility.

  • Players may now enable Hybrid Targeting, a new feature that allows for proximity selection of interactables to be used when mouse movement is disabled. This is meant to assist with item selection in instances where cursor targeting could prove challenging.

Gem Changes

  • The drop quantity of Gem Fragments now increases as you ascend Difficulties.
  • Requires 100,000 gem fragments to craft.
  • Grand provides a 50% increase in power from the previous tier, Royal.
  • Ruby armor effect changed from % Max Life to + Strength.
  • Amethyst armor effect changed from +Strength to +% Barrier Generation.
  • Diamond armor effect changed from +% Barrier Generation to + All Stats.
  • Many Gem stat bonuses have been adjusted to better reflect Patch 2.0 numbers.
  • Ruby (+ Strength), Emerald (+ Dexterity), Topaz (+ Intelligence), Sapphire (+ Willpower): +25/50/75/100/150.
  • Amethyst (+% Barrier Generation): +2/4/6/8/12.
  • Diamond (+ All Stats): +8/16/24/32/50.
  • Skull (+% Healing Received): +4/6/8/10/15.

All Classes

Mythic Unique Items

Heir of Perdition - Mythic Unique Helm

  • Inherent: +200% Damage to Angels and Demons
  • +20% Critical Strike Chance
  • +20% Lucky Hit Chance
  • +20% Movement Speed
  • +2 to Core Skills
  • Succumb to hatred and earn Mother’s Favor, increasing your damage dealt by 60%[x]. Briefly steal Mother’s Favor from Nearby allies by slaughtering enemies.

Shroud of False Death - Mythic Unique Chest Armor

  • Inherent: +1 to All Passives
  • +111 All Stats
  • +222 Maximum Life
  • +333% Damage on Next Attack After Entering Stealth
  • 11.1% Resource Generation
  • If you haven't attacked in the last 2 seconds, gain Stealth and 40%[+] Movement Speed.

Shattered Vow - Mythic Unique Polearm

  • Inherent: +400% Damage to Healthy Enemies
  • +444 Maximum Life
  • +29.6% Attack Speed while Berserking
  • +444.4% Damage Over Time
  • Lucky Hit: Up to a +44.4% Chance to Become Berserking
  • Execute enemies afflicted by more Damage over Time than remaining Life.

New Recipe Sharpened Finesse

  • +X% Basic Skill Damage
  • +X% Core Skill Damage
  • +X% Ultimate Skill Damage (Moved from Worldly Finesse)

Elemental Surge Tempering Recipe has been split into two recipes

  • Lucky Hit: Chance to Deal Cold Damage
  • Lucky Hit: Chance to Deal Poison Damage
  • Lucky Hit: Chance to Deal Shadow Damage
  • Lucky Hit: Chance to Deal Physical Damage
  • Lucky Hit: Chance to Deal Fire Damage
  • Lucky Hit: Chance to Deal Lightning Damage

All class's Skill Trees have been updated to create new connections between nodes.

Active Skill

Mighty Throw - Weapon Mastery Skill - 12 second Cooldown

  • Base Skill: Hurl your weapon, dealing 60% Weapon damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals 15% Weapon damage every second for 4 seconds.
  • Enhanced Mighty Throw: While a thrown weapon is out, gain 25% [+] increased Attack Speed.
  • Fighter's Mighty Throw: Swapping weapons near any of your thrown weapons creates an additional pulse. Each extra pulse generates 3% of your Maximum Life as a Barrier for 6 seconds.
  • Warrior's Mighty Throw: Mighty Throw's impact deals 200%[x] increased damage and Stuns enemies for 2 seconds.

Passive Skills

Barbed Carapace

  • Key Passive: For every 25 Fury you spend, you gain 10%[+] Thorns for 8 seconds, up to 120%. Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as physical damage to Close enemies every second.

Belligerence

  • Damaging an enemy with a Basic Skill increases your damage by 3/6/9%[x] for 4 seconds.

Heavy Hitter

  • Your Ultimate Skills deal 15/30/45%[x] more damage.
  • After Overpowering, you deal 4/8/12%[x] increased damage for 4 seconds.

Irrepressible

  • Casting a Weapon Mastery Skill Fortifies you for 10/20/30% of your Maximum Life.

Unique Item

Ugly Bastard Helm - Unique Helm

  • +X% Resistance to All Elements
  • X% Wrath of the Berserker Cooldown Reduction
  • Lucky Hit: Up to a 40% Chance to deal +X Fire Damage
  • +X to Prolific Fury
  • Explode when activating Wrath of the Berserker, dealing [100-300% Weapon Damage] Fire damage to enemies. While Berserking, damage you would deal is converted to Fire damage and deal 10-30%[x] increased Fire damage.

Legendary Aspects

Aspect of Shattering Steel - Offensive Aspect

  • Steel Grasp and Iron Maelstrom launch up to 10 metal shards that deal (80-280% of Weapon Damage) Physical damage.

Aspect of the Flaming Rampage - Offensive Aspect

  • Charge gains an additional Charge. Each target hit by it explodes for [69-129% of Weapon Damage] Fire damage to surrounding enemies.

Tempering Recipes

Bleed Innovation – New Utility Recipe

  • +X% Rend Effect Size (Moved from Bleed Augments)
  • +X% Rupture Size (Moved from Bleed Augments)
  • +X Skill Ranks to Hamstring Passive

Barbarian Breach – New Utility Recipe

  • +X Skill Ranks to Expose Vulnerability Passive (Moved from Bleed Augments)
  • +X Skill Ranks to Pressure Point Passive (Moved from Bleed Augments)
  • +X% Kick Vulnerable Duration (Moved from Barbarian Innovation)

Brute Innovation – New Utility Recipe

  • +X% Hammer of the Ancients Effect Size (Moved from Furious Augments)
  • +X% Upheaval Size (Moved from Furious Augments)
  • +X% Mighty Throw Size

Core Augments – Barbarian New Weapon Recipe

  • +X% Chance for Hammer of the Ancients to Deal Double Damage
  • +X% Chance for Whirlwind to Deal Double Damage
  • +X% Chance for Upheaval to Deal Double Damage
  • +X% Chance for Double Swing to Hit Twice

Brawling Augments – New Weapon Recipe

  • +X% Chance for Charge to Deal Double Damage
  • +X% Chance for Kick to Deal Double Damage
  • +X% Chance for Leap to Deal Double Damage
  • +X% Chance for Ground Stomp to Hit Twice

Weapon Augments – New Weapon Recipe

  • +X% Chance for Mighty Throw to Hit Twice
  • +X% Chance for Steel Grasp to Deal Double Damage
  • +X% Chance for Death Blow to Deal Double Damage
  • +X% Chance for Iron Maelstrom to Hit Twice

Paragon Board

Legendary Node

  • Force of Nature: Your Earthquakes have a 75% chance to spawn a Dust Devil every second that deals 180% Weapon damage. Earthquake damage is increased by 30% of your Damage vs Close bonus, up to a maximum of 150%.

Rare Nodes:

  • Squall: +10.0% Dust Devil Damage, +10 Strength
  • Catalyst: +45.0% Earthquake Damage, +10.0% Physical Damage
  • Alloyed: +45.0% Earthquake Duration, + 20 Armor
  • Raw Power: +10.0% Physical Damage, +10 Strength
  • Denial: +3.0% Resistance to All Elements, +20 Armor
  • Tenacity: 4.0% Maximum Life, +20 Armor

Stone Burst - Earth Core Skill - 30 Spirit Cost

  • Base Skill: Gather stones beneath your enemies then detonate them dealing 80% Weapon damage. Channeling deals 20% Weapon damage and increases the size of the affected area, up to a 400% increase after 1.0 seconds.
  • Primal Stone Burst: While Channeling Stone Burst and for 2 seconds afterwards, you gain 30%[+] Attack Speed.

One With Nature

  • Key Passive: Your Companion Skills each gain 1 additional companion and deal 50%[x] increased damage. Gain the Passive Effect of Ravens, Wolves and Poison Creeper.
  • You deal 5/10/15%[x] more damage while in Human form.
  • You deal 5/10/15%[x] more damage for 8 seconds after casting an Ultimate skill.

Feral Aptitude

  • You deal 3%[x] increased damage while Healthy and 3%[x] increased damage while above 100% Movement Speed. These bonuses can stack.
  • You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill.

Stone of Vehemen - Unique Totem

  • Inherent: +X% Damage to Crowd Controlled Enemies
  • +X Willpower
  • +X% Critical Strike Damage
  • +X% Chance for Stone Burst Projectiles to Cast Twice
  • +X to Stone Burst
  • While Channeling Stone Burst, and for 2 seconds afterwards, gain 15% Damage Reduction.
  • Stone Burst's final explosion deals 10-15%[x] increased damage, further increased by 10-15%[x] for each size increase.

Aspect of the Agile Wolf - Utility Aspect

  • Shred gains a 4th attack that hits all surrounding enemies, deals 20-60%[x] increased damage and Knocks Down enemies for 2 seconds.

Aspect of the Rabid Bear - Offensive Aspect

  • While Grizzly Rage is active, Skills that Critically Strike apply Rabies and your Poison damage is increased by 30-90%[x].

Stormcrow's Aspect - Offensive Aspect

  • Ravens now deal Lightning damage which is increased by 30-50%[x]. Ravens Active deals its full damage in half the time, and enemies inside it are Stunned.

Aspect of Shattered Defenses - Offensive Aspect

  • Stone Burst causes enemies to take 30-50%[x] increased damage from your other Skills for 5 seconds. Stone Burst's Spirit cost is reduced by 10.

Aspect of Anticline Burst - Offensive Aspect

  • Stone Burst deals 15-35%[x] increased damage and when Cast at or above 75 Spirit, it is immediately at its maximum size.

Lightning Augments

  • +X% Chance for Stormstrike to Hit Twice
  • +X% Chance for Lightning Storm to Deal Double Damage
  • +X% Chance for Cataclysm to Deal Double Damage
  • Untamed: Casting a Companion Skill grants +4 Ranks to all Companion Skills for 5 seconds.
  • Apex: +25.0% Companion Damage, +6.5% Damage Reduction from Elites
  • Ferocity: +2.5% Companion Cooldown Reduction, +20 Armor
  • Fortune: +5.0% Lucky Hit Chance, +10 Willpower
  • Resolve: +3.0% Resistance to All Elements, +10 Willpower
  • Tempest: +10.0% Vulnerable Damage, +15.0% Critical Strike Damage
  • Superiority: +15.0% Damage to Crowd Controlled Enemies, +4.0% Maximum Life

Soulrift - Darkness Ultimate Skill - 50 second Cooldown

  • Base Skill: For 8 seconds, you corrupt surrounding enemies, dealing 65% Weapon damage per second.
  • Prime Soulrift: Enemies with their souls absorbed become Vulnerable for 2 seconds. When damaging enemies affected by Soulrift, you have a 5% chance to absorb their soul.
  • Key Passive: Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are infected with Affliction and take 15%[x] increased damage from you and your Minions. Your Curse Skills deal 30% (Weapon Damage) Shadow damage to enemies that have Affliction. This amount increases by 30%[x] of your damage to Crowd Control, Vulnerable, and Shadow Damage over Time combined.

Titan's Fall

  • While Fortified you deal 6/12/18% increased damage to Elites.

Precision Decay

  • Your Lucky Hit chance is increased by 5/10/15%.
  • You deal 5/10/15%[x] increased damage for 8 seconds after casting an Ultimate Skill.

Necrotic Fortitude

  • Lucky Hit: Lucky Hit: Up to a 5/10/15% chance to grant yourself a Barrier for 5% of your Maximum Life for 6 seconds.

The Unmaker - Unique Helm

  • X% Damage Reduction while you Have a Barrier
  • X% Resource Generation
  • +X to Soulrift
  • +X to Imperfectly Balanced
  • Soulrift's duration is increased by 0.5 seconds for every 30 Essence you spend while it is active, up to 8 seconds. Soulrift deals 100-200% of its Shadow damage per second to surrounding enemies for every 30 Essence you gain while it is active.

Reaping Lotus' Aspect - Offensive Aspect

  • Sever no longer returns and instead splits into 3 specters that expand out and back from its apex. Sever deals 80-120% of normal damage.

Phasing Poltergeist's Aspect - Offensive Aspect

  • When Bone Spirit explodes, it spawns 3 spirits that seek nearby enemies and deal 20-40% of its damage. This effect can only occur once per cast.

Aspect of Fel Gluttony - Offensive Aspect

  • Your Golem Active also causes your Golem to erupt, dealing (200-400% of Weapon Damage) Physical damage to surrounding enemies. Your Golem consumes Corpses to reduce its remaining Cooldown by 1 second.

Bone Innovation - New Utility Recipe

  • +X% Bone Storm Duration
  • +X% Bone Spirit Explosion Size
  • +X% Bone Prison Duration

Blood Innovation - New Utility Recipe

  • +X% Blood Surge Nova Size
  • +X% Hemorrhage explosion size
  • +X% Blood Lance Duration

Decay Innovation - New Utility Recipe

  • +X% Blight Size
  • +X% Decompose Explosion Size
  • +X% Soulrift Duration

Execution Innovation - New Utility Recipe

  • +X% Sever Effect Size
  • +X% Reap Effect Duration
  • +X% Skeleton Priest Effect Duration
  • Frailty: Cursed enemies take 10%[x] increased damage from you and your Minions, increased by 10%[x] each second they are Cursed, up to 40%[x].
  • Lingering Shadow: +10% Shadow Damage Over Time, +10% Shadow Damage
  • Shadow Resilience: +10% Shadow Resistance, 4% Maximum Life
  • Calculated: +15% Damage to Crowd Controlled Enemies, +20 Armor
  • Preservation: +10 Intelligence, +20 Armor
  • Eradicate: +10% Vulnerable Damage, +10 Intelligence
  • Relentless: +2.5% Attack Speed, +4% Maximum Life

Dance of Knives - Cutthroat Agility Skill - 6 Charges, 1 second Charge Cooldown

  • Base Skill: Channel to launch knives at surrounding enemies, consuming one Charge per second and each knife dealing 42% damage. You gain 20%[+] Movement Speed and 10% Dodge Chance while Channeling Dance of Knives.
  • Enhanced Dance: Moving 30 meters while Channeling Dance of Knives grants 4 Charges.
  • Methodical Dance: When you stop Channeling Dance of Knives, drop up to 12 Stun Grenades, each dealing 20% Weapon damage. The Channeled duration determines how many are dropped.
  • Disciplined Dance: Each Dance of Knives knife Slows enemies by 25% for 3 seconds and has a 20% chance to pierce.

Alchemical Admixture

  • Key Passive: Dealing 3 different types of Non-Physical damage increases the Potency of your Imbuement skills by 40% for 5 seconds. This Potency is further increased by 20% of the total amount of your Bonus Damage to Poison, Shadow, and Cold.

Target Practice

  • 3/6/9% [+] Critical Strike Chance with Marksman and Cutthroat Skills
  • 4/8/12%[x] Damage for 4 seconds after using Evade.
  • After Dodging an attack, gain 2/4/6% Damage Reduction for 4 seconds.
  • Your Ultimate skills deal 15/30/45%[x] increased damage.

Pitfighter’s Gull - Unique Ring

  • Inherent: +X% Shadow Resistance
  • Inherent: +X% Resistance to All Elements
  • +X% Critical Strike Chance
  • +X% Damage on Next Attack After Entering Stealth
  • X% Smoke Grenade Cooldown Reduction
  • +X to Mending Obscurity
  • Casting Smoke Grenade increases your Critical Strike Damage by 33[x] for 3-6 seconds and leaves behind a cloud of shadows. While within the cloud, you gain Stealth once per second.

Aspect of Poisonous Clouds: Offensive Aspect

  • When entering Stealth, create a cloud that deals (600-780% of Weapon Damage) Poison damage over 6 seconds.

Aspect of Splintering Shards: Offensive Aspect

  • Lucky Hit: Up to a 100% chance when hitting or killing a Frozen enemy to create an ice splinter that fires away from them dealing (25%-50% of Weapon Damage) Cold damage and Chilling for 20-30%.

Aspect of Star Shards: Offensive Aspect

  • Knives from Dance of Knives have a 50% chance to shatter into 6 shards of metal on hit, dealing 100-120% Physical damage. Dance of Knives now spends Combo Points, granting up to 3 additional Charges that can exceed the Maximum.

Agile Augments - New Weapon Recipe

  • +X% Chance for Flurry to Hit Twice
  • +X% Chance for Dance of Knives Projectiles to Cast Twice
  • +X% Chance for Dash to Deal Double Damage

Assassin Augments - New Weapon Recipe

  • Shadow Step Cleaves for +X% Damage
  • +X% Chance for Blade Shift to Deal Double Damage
  • +X% Chance for Smoke Grenade to Deal Double Damage

Warped Augments - New Weapon Recipe

  • +X% Chance for Twisting Blades to Hit Twice
  • +X% Chance for Rain of Arrows to Waves to Cast Twice
  • Invigorating Strike Cleaves for +X% Damage

Basic Augments — Rogue

  • Renamed to Marksman Augments — Basic to better reflect its existing contents

Core Augments — Rogue

  • Renamed to Marksman Augments — Core to better reflect its existing contents
  • Danse Macabre: Casting a Mobility or Subterfuge Skill increases the damage of your next Skill by 50%[x].
  • Assassin: +25% Damage to Healthy Enemies, +4% Maximum Life
  • Acrobat: +2.5% Mobility Cooldown Reduction, +10 Dexterity
  • Skulker: +2.5% Subterfuge Cooldown Reduction, +10 Dexterity
  • Giant Killer: +16% Damage to Elites, +3% Resistance to All Elements
  • Brawler: 4.5% Damage reduction from Close Enemies, +12% Damage to Close Enemies
  • Ranger: 6% Damage Reduction from Distant Enemies, +15% Damage to Distant Enemies

Familiar - Conjuration Skill - 3 Charges, 12 second Charge Cooldown

  • Summon a familiar matching the element of your last cast Skill for 8 seconds. It seeks enemies and periodically explodes, dealing 40% of its element's damage.
  • You may have up to 6 Familiars active at a time.
  • Fire: Applies 94% Burning damage over 4 seconds to enemies.
  • Cold: Applies 15% Chill to enemies.
  • Lightning: Stuns enemies for 1 second.
  • Your Familiars' elements no longer depends on your previous cast Skill, and instead follows a set sequence of Fire to Cold, Cold to Lightning, and Lightning to Fire.
  • While you have at least two different element Familiars active, you gain 3% Damage Reduction.
  • Invoked Familiar: While you have an active Familiar, you deal 10% increased damage of its type.

Enlightenment

  • 25% increased damage
  • 45% Mana Regeneration
  • 20% Attack Speed
  • Reduce all cooldowns by 4/8/12%.

Energy Focus

  • You generate a 6 second Barrier for 0.5/1.0/1.5% of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health.

Dampen Layer

  • You gain 2/4/6% Damage Reduction while you have an active Barrier.

Elemental Synergies

  • Your Frost, Shock, and Pyromancy Skills deal 1/2/3% increased damage for each Skill you have equipped of their type.

Sidhe's Bindings - Unique Gloves

  • +X% Non-Physical Damage
  • +X% Familiar Explosion Size
  • +X% Chance for Familiar to Hit Twice
  • +X to Familiar
  • Casting Familiar now summons all three elemental variants at once. Familiar's duration is increased by 25-50%[x] and its Cooldown is reduced by 2 seconds, but its maximum Charges are reduced by 1.

Aspect of Charged Flash - Offensive Aspect

  • After Charged Bolts hits enemies 50 times, your next 3 casts of Charged Bolts becomes waves that pierce and deal (200-240% Weapon Damage) Critical Shock Damage.

Aspect of Elemental Constellation - Offensive Aspect

  • Casting Pyromancy, Shock, and Frost Skills conjures a matching Elemental Dagger around you that pierces through enemies dealing (50-70% Weapon Damage) damage after 3 seconds. The damage increases by 100% per matching elemental skill you cast.

Aspect of Overheating - Offensive Aspect

  • After channeling Incinerate for 2 seconds it deals (30-70% Weapon Damage) Critical Fire damage per second for 5 seconds. Casting Incinerate refreshes and maintains this bonus.

Pyromancy Augments - Fiery - Weapon Recipe

  • +% Chance for Incinerate to do Double Damage.
  • +% Chance for Firewall to do Double Damage.
  • +% Chance for Meteorites to do Double Damage.

Frozen Augments - Frozen - Weapon Recipe

  • +% Chance for Blizzard to do Double Damage.
  • +% Chance for Ice Spike to do Double Damage.
  • +% Chance for Deep Freeze to do Double Damage.

Sorcerer Innovation - Utility Recipe

  • +% Frost Nova Size
  • +% Blizzard Size
  • +% Teleport Nova Size
  • Fundamental Release: Each Fire, Lightning, and Cold attack you make against an enemy increases the damage it takes from your attacks by 10%[x] per element, up to 30%[x].
  • +10% Vulnerable Damage / +10 Intelligence
  • +10% Non-Physical Damage / +10 Intelligence
  • 5% Damage Reduction from Burning Enemies / +20 Armor
  • 5% Damage Reduction from Vulnerable Enemies / +4% Maximum Life
  • +10% Damage to Burning Enemies / 16% Damage to Eiltes
  • 6.5% Damage Taken Over Time Reduction / 3% Resistance to All Elements

Balance Updates

  • Ultimate skills can now have additional ranks. Players can invest up to 5 skill points into their Ultimate Skill, and bonus ranks of Ultimate Skills now exist. The limitation of having one Ultimate Skill remains. Additionally, bonus to all skill ranks (i.e. from Harlequin's Crest) will only grant ranks to the Ultimate the player has learned.
  • Life Generation affixes now trigger when at Full Life, to contribute to Overhealing effects.
  • All Weapon Tempering affixes now grant multiplicative damage. See each class's section for more info.
  • Shield's inherent Blocked Damage Reduction reduced by 15%.

Deflecting Barrier

  • Previous: While you have a Barrier active, there is a 5-15% chance to ignore incoming direct damage from Distant enemies.
  • Now: You have a 5-12% chance after taking direct damage to gain a Barrier equal to 20% of your Maximum Life. This chance is doubled against Distant enemies.

Aspect of Slaughter

  • Previous: You Gain 20% Movement speed. This bonus is lost for 2.5-5.0 seconds after taking damage.
  • Now: You gain 20% Movement speed. Lose this bonus for 2.0-5.0 seconds after taking damage from a Close Enemy.

Starlight Aspect

  • Previous: Gain 25-40 Primary Resource for every 20% Life that you Heal.
  • Now: Gain 25-40 Primary Resource for every 20% Life that you Heal or every 200% that you Overheal when at Maximum Life.
  • Fury generation increased from 4 to 7.
  • Damage increased from 13% to 15%.

Enhanced Frenzy

  • Before – While Frenzy is granting 60% bonus Attack Speed, it also generates 3 additional Fury.
  • Now – While Frenzy is granting 60% bonus Attack Speed, the Fury costs of your Core Skills are reduced by 25%.

Combat Frenzy

  • Before – You gain 8% Damage Reduction for each stack of Frenzy you currently have.
  • Now – You gain 5% Damage Reduction and 5% Movement Speed per stack of Frenzy you currently have.

Battle Frenzy

  • Attack Speed per stack of Frenzy increased from 5% to 6%.

Ground Stomp

  • Damage increased from 9.5% to 20% Weapon Damage.

Enhanced Ground Stomp

  • Before – Increase Ground Stomp's duration by 1 second.
  • Now – Ground Stomp generates 60 Fury and has a 1 second increased Stun duration.

Tactical Ground Stomp

  • Before – Ground Stomp generates 60 Fury.
  • Now – Ground Stomp is now a Brawling Skill and deals 800% increased damage to Bosses. It also applies Vulnerable for 4 seconds.

Strategic Ground Stomp

  • Before – Reduce the Cooldown of your Ultimate Skill by 2 seconds for each enemy damaged by Ground Stomp.
  • Now – Reduce the Cooldown of your Ultimate Skill by 4 seconds per enemy damaged by Ground Stomp, up to 12 seconds.
  • Before – Your Bleeding effects Slow Healthy enemies by 20%.
  • Now – Your Bleeding effects have a 15% chance to Slow Healthy and Injured enemies by 70% each time they deal damage.

Slaying Strike

  • Damage to Injured reduced from 8% to 5%.

Unconstrained

  • Before – Increase Berserking's maximum duration by 5 seconds and increase its damage bonus to 60%.
  • Now – Berserking's damage bonus is increased to 60%. While below 65% Life, you are always Berserk and gain a 25% Physical Damage Reduction bonus.

The following lists all the affixes now available for each Tempering recipe.

Bleed Augments – Weapon Recipe

  • +X Skill Ranks to Cut to the Bone
  • +X% Chance for Rend to Hit Twice
  • +X% Chance for Rupture to Deal Double Damage

Furious Augments – Weapon Recipe

  • Bash Cleaves for +Y% Damage
  • +X% Chance for Frenzy to Hit Twice
  • +X% Chance for Lunging Strike to Deal Double Damage
  • +X% Flay Duration (Moved from Bleed Augments)

Berserking Augments

  • Changed to a Utility recipe.
  • Renamed to Berserking Innovation.

Berserking Finesse – Offensive Recipe

  • +X% Dust Devil Damage added to this recipe. (Moved from Sandstorm Augments)

Barbarian Innovation – Utility Recipe

  • +X% Earthquake Size (Moved from Wasteland Augments)
  • +X% Frenzy Duration
  • +X% Stun Duration (Moved from Barbarian Control)

Wasteland Augments – Changed to a Utility recipe

  • +X% Ground Stomp Size
  • +X% Leap Size
  • +X% Dust Devil Size (Moved from Sandstorm Augments)

Sandstorm Augments – Weapon Recipe

  • Renamed to Natural Augments.
  • +X% Dust Devil Damage (additive) removed.
  • +X% Chance for Dust Devils to Cast Twice
  • +X% Chance for Earthquakes to Cast Twice
  • +X% Earthquake Duration (Moved from Barbarian Innovation)

Demolition Finesse – Offensive Recipe

  • +X% Brawling Skill Damage
  • +X% Weapon Mastery Damage
  • +X% Damage While Iron Maelstrom is Active
  • The additive damage recipes for Death Blow, Charge, and Kick have been removed. Replacements have been added in new Weapon Tempering recipes.

Legendary Aspect

Of Giant Strides

  • Cooldown per enemy hit reduced from 2.5-5.0 to 1.3-2.5 seconds.
  • Maximum reduction reduced from 9 to 7 seconds.

Of Bul-Kathos

  • Earthquake damage increased by 30%. (From 105-165% to 137-217% Weapon Damage)

Of Earthquakes

  • Earthquake damage increased by 30%. (From 85-145% to 111-191% Weapon Damage)

Hemorrhage Board

  • Previous: 4% Damage Reduction from Bleeding Enemies / +10 Strength
  • Now: (Flayer) +10% Vulnerable Damage / +10 Strength
  • Previous: +10% Physical Damage Over Time / +10% Damage to Bleeding Enemies
  • Now: (Bloodbathed) 4% Damage Reduction from Bleeding Enemies / +10% Fire Resistance

Blood Rage Board

  • Previous: +10% Damage while Berserking / +15% Berserking Duration
  • Now: (Grit) 4% Damage Reduction from Bleeding / +4% Healing Received
  • Now: (Wrath) +10% Damage while Berserking / +10 Strength

Carnage Board

  • Previous: +5% Damage While Berserking / +16% Damage to Elites
  • Now: (Brash) 4% Damage Reduction from Close Enemies / +10% Fire Resistance
  • Previous: 4% Damage Reduction from Close Enemies / +10 Strength
  • Now: (Berserker) +16% Damage to Elites / +10 Strength

Decimator Board

  • Previous: 4% Damage Reduction from Vulnerable Enemies and +10 Strength
  • Now: (Destroyer) +10% Physical Damage and +10 Strength
  • Previous: +10% Damage with Two-Handed Slashing Weapons / +10% Vulnerable Damage
  • Now: (Arrogance) 4% Damage Reduction from Vulnerable Enemies / 4% Healing Received

Bone Breaker Board

  • Previous: +10% Damage with Two-Handed Bludgeoning Weapons / +45% Overpower Damage
  • Now: (Vigor) 5% Damage Reduction while Healthy / 4% Healing Received
  • Previous: 5% Damage Reduction while Healthy / +10 Strength
  • Now: (Bludgeoner) +10% Damage with Two-Handed Bludgeoning Weapons / +10 Strength

Flawless Technique Board

  • Now: (Wild Force) +10% Damage with One-Handed Weapons / +10 Strength

Warbringer Board

  • Previous: +3% Resistance to All Elements / +10 Strength
  • Now: (Brute Force) +10% Damage while Fortified / +10 Strength
  • Previous: +10% Damage while Fortified / +6.5% Fortify Generation
  • Now: (Conditioned) +3% Resistance to All Elements / +4% Healing Received

Weapons Master Board

  • Previous: +20 Armor / +10 Strength
  • Now: +16% Damage to Elites / +10 Strength

Innate Debilitating Roar reworked

  • Previous - Debilitating Roar also slows enemies for 65% for its duration.
  • Now - Debilitating Roar increases your damage by 15%[x] for its duration.

Preserving Debilitating Roar

  • Healing increased from 4% to 6% of your Maximum Life per second while active.

Earthen Bulwark

  • Innate Earthen Bulwark's damage increased from 30% to 60% Weapon Damage.
  • Updated to more consistently Trample to your target destination, rather than stopping immediately upon hitting terrain.
  • Lightning Strike damage increased from 95% to 115% Weapon Damage.
  • Lightning Strikes now cannot hit the same target more than once every 0.5 seconds.
Developer’s Note: Cataclysm was previously updated to be guaranteed to hit an enemy with its lightning strikes, if one is in range. We really like how much better the skill feels to use with this change! However, It turned out to be a bit overpowered. Now we’re limiting how frequently Cataclysm's lightning strikes can repeatedly hit the same target to ensure that other Ultimate Skills can still be a competitive option in single target situations. The damage of the lightning strikes is being increased to compensate.

Ursine Strength

  • Damage bonus while Healthy reduced from 30%[x] to 15%[x].
  • Maximum Health bonus increased from 20%[x] to 30%[x].
  • Overpower damage bonus increased from 30%[x] to 45%[x].
Developer’s Note: Ursine Strength is one of the most popular Key Passives for Druids. It was designed with Werebear and or Overpower focused builds in mind. However, it is often being used in builds that have little interest in Werebear Skills or Overpower effects, simply because the 30%[x] Damage bonus while Healthy was generically powerful. We are reducing the power of this effect, while increasing the Maximum Health and Overpower damage bonuses to better support its Werebear and Overpower niche, and not be as generically appealing to other builds that it was not intended for.

Grizzly Rage

  • Overpowering Bosses now extends duration by 5 seconds.
  • Previous: When Shapeshifting into a new animal form, you deal 1/2/3%[x] increased damage for 8 seconds, up to 8/16/24%[x].
  • Now: Shapeshifting into a new animal form grants 1/2/3%[x] increased damage, up to 6/12/18%[x]. This bonus is lost after 3 seconds in Human form.

Heightened Senses

  • Previous: When Shapeshifting into an animal form, Werebear grants 3/6/9% Damage Reduction and Werewolf grants 2/4/6%[+] Movement Speed for 6 seconds. Bonuses are doubled while both are active.
  • Now: When Shapeshifting, Werebear grants 3/6/9% Damage Reduction and Werewolf grants 2/4/6%[+] Movement Speed. Both bonuses persist as long as you are in either animal form and are doubled while both are active. They are lost after 3 seconds in Human form.

Bestial Rampage

  • Previous: After being a Werewolf for 2 seconds, gain 30%[+] Attack Speed for 15 seconds. After being a Werebear for 2 seconds, deal 50%[x] increased damage for 15 seconds.
  • Now: When Shapeshifting, Werebear grants 30%[x] increases damage and Werewolf grants 20%[+] Attack Speed. Both bonuses persist as long as you are in either animal form, but are lost after 3 seconds in Human form.

Unique Items

Fleshrender

  • Damage increased from 100-300% to 200-400% of Weapon Damage.
  • Damage increase per 100 Willpower increased from 30%[x] to 50%[x].

Dolmen Stone

  • Boulders that are rotating in your Hurricane now Knockback enemies less to allow you to more consistently hit enemies with multiple Boulders. Boulders now more consistently hit enemies that are within your melee range.

Wildheart Hunger

  • Previous: When you Shapeshift into a Werewolf or Werebear, gain Wildheart for 5 seconds. Wildheart grants you 1-3%[x] stacking damage every 2 seconds, up to 20-60%[x].
  • Now: Shapeshifting into a new animal form increases the value of your Bestial Rampage bonuses by 2.0-5.0%, up to 20-50%[+]. This bonus decays by 2% per second.

Hunter’s Zenith

  • Previous: Gain a bonus when you kill with a Shapeshifting Skill: Werewolf: Your next Non-Ultimate Werebear Skill costs no Spirit and has no Cooldown. Werebear: Your next Werewolf Skill will Heal you for 104-522 when damage is first dealt.
  • Now: Every 30 seconds you spend in an animal form, your next Core Skill is guaranteed to Overpower and Critically Strike and deals 30-60%[x] increased damage. Casting Shapeshifting Skills reduces this timer by 1 second, or 2 seconds if you change to a new animal form.

All Weapon Tempering recipes have been updated with the following stats.

Storm Augments

  • +X% Chance for Wind Shear Projectiles to Cast Twice
  • +X% Chance for Tornado Projectiles to Cast Twice
  • +X% Chance for Hurricane to Deal Double Damage

Earth Augments

  • +X% Chance for Landslide Projectiles to Cast Twice
  • +X% Chance for Earth Spike Projectiles to Cast Twice
  • +X% Chance for Boulder Projectiles to Cast Twice

Werewolf Augments

  • +X% Chance for Shred to Hit Twice
  • +X% Rabies Duration
  • +X% Lacerate Duration
  • +X% Chance for Claw to Deal Double Damage

Werebear Augments

  • +X% Chance for Maul to Hit Twice
  • +X% Chance for Pulverize to Hit Twice
  • +X% Chance for Trample to Deal Double Damage

Companion Augments

  • +X% Chance for Wolves to Deal Double Damage
  • +X% Chance for Poison Creeper to Deal Double Damage
  • +X% Chance for Raven to Deal Double Damage

Moved or Removed Recipes

  • Companion Finesse Offensive Recipe converted to Companion Augments Weapon Recipe
  • Hurricane Damage and Cataclysm Damage removed from Storm Finesse
  • Boulder Damage and Earth Overpower Damage removed from Earth Finesse
  • Trample Damage, Rabies Damage, and Lacerate Damage removed from Shapeshifting Finesse
  • Grizzly Rage Duration moved from Werebear Augments to Shapeshifting Finesse
  • Hurricane Duration moved from Storm Augments to Nature Magic Innovation
  • Lightning Storm Duration Removed from Nature Magic Innovation

Starter Board

  • Previous: +3% Resistance to All Elements / +10 Willpower
  • Now: (Reclaim) +16% Damage to Elites / +10 Willpower

Thunderstruck Board

  • Previous: 4% Damage Reduction from Vulnerable Enemies / +10 Willpower
  • Now: (Concentrated) +16% Damage to Elites / +10 Willpower
  • Previous: +4% Potion Healing / 4% Maximum Life
  • Now: (Hubris) 4% Damage Reduction from Vulnerable Enemies / +4% Healing Received

Earthen Devastation Board

  • Now: (Crushing Earth) +15% Damage to Crowd Controlled Enemies / +10 Willpower
  • Previous: +10% Earth Damage / +15% Critical Strike Damage to Crowd Controlled Enemies
  • Now: (Resolve) +3% Resistance to All Elements / 4% Maximum Life

Survival Instincts Board

  • Previous: +2% Total Armor while in Werebear Form / +10 Willpower
  • Now: +16% Damage to Elites / +10 Willpower
  • Previous: +10% Damage while in Werebear Form / +45% Overpower Damage
  • Now: +2% Total Armor while in Werebear Form / 4% Maximum Life

Lust for Carnage Board

  • Previous: +4% Healing Received / +10 Willpower
  • Now: (Ripper) +15% Critical Strike Damage / +10 Willpower
  • Previous: +10% Werewolf Damage / +15% Critical Strike Damage
  • Now: +3% Resistance to All Elements / 4% Maximum Life

Heightened Malice Board

  • Previous: 4% Damage Reduction from Poisoned Enemies / +10 Willpower
  • Now: (Toxic Bane) +16% Damage to Elites / +10 Willpower
  • Previous: +10% Damage to Poisoned Enemies / +10% Poison Damage
  • Now: (Nature-born) 4% Damage Reduction from Poisoned Enemies / +4% Healing Received

Inner Beast Board

  • Previous: +100 Armor / +10 Willpower
  • Now: +15% Critical Strike Damage / +10 Willpower
  • Previous: +15% Critical Strike Damage / +10% Physical Damage
  • Now: (Wilds) +3% Resistance to All Elements / +4% Healing Received

Constricting Tendrils Board

  • Previous: 4% Maximum Life / +10 Willpower
  • Now: (Devastation) +10% Nature Magic Damage / +10 Willpower
  • Previous: +10% Nature Magic Damage / +16% Damage to Elites
  • Now: (Courage) 4% Maximum Life / +20 Armor

Ancestral Guidance Board

  • Previous: +4% Potion Healing / +10 Life per Second
  • Now: (Guidance) +10% Damage / +10 Willpower
  • Previous - Blight Slows enemies by 25%.
  • Now - Blight's radius is increased by 15%.
  • Previous - Blight has a 30% chance to Immobilize enemies for 2.5 seconds on impact.
  • Now - Blight Chills enemies for 15% every second.

Blood Lance

  • Blood Lance now always pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies beyond the first.
  • Previous - Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies beyond the first.
  • Now - After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
  • Previous - After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
  • Now - Blood Lance deals 15%[x] increased Critical Strike Damage and 15%[x] increased Overpower Damage.
  • Previous - Blood Wave Slows enemies by 50% for 4 seconds.
  • Now - Casting Blood Wave grants 20% Damage Reduction for 10 seconds.
  • Blood Orbs spawned increased from 3 to 6.

Transfusion

  • Cooldown for spawning a Blood Orb reduced from 4 to 2 seconds.

Death's Approach

  • Movement Speed increased from 4/8/12% [+] to 5/10/15% [+].

Aspect of Cursed Aura

  • Tooltip updated to clarify that Curses are not cast, and so the curses would not benefit from Tempering.

Tidal Aspect

  • Additional Blood Waves now deal 100-120% of normal damage instead of dealing 50-30% reduced damage.

The Mortacrux

  • Inherent: +50% Damage
  • +126-180 Intelligence
  • +98-125% Critical Strike Damage
  • +70-85% Vulnerable Damage
  • +3-5 Ranks of Hewed Flesh Passive
  • Inherent: +100% Macabre and Corpse Damage
  • +36.5-50% Chance For Corpse Explosion to Deal Double Damage
  • Hewed Flesh also grants a Barrier for 8-10% Maximum Life for 4 seconds

Black River

  • +126-180 Intelligence Affix replaced with +36.5-50% Chance for Corpse Explosion to Deal Double Damage.

Bone Augments

  • +X% Chance for Bone Spirit to Deal Double Damage
  • +X% Chance for Bone Splinter Projectiles to Cast Twice
  • +X% Chance for Bone Spear Projectiles to Cast Twice
  • +X% Chance for Bone Storm to Deal Double Damage

Blood Augments

  • +X% Chance for Blood Surge to Deal Double Damage
  • +X% Chance for Blood Lance to Hit Twice
  • +X% Chance for Hemorrhage to Hit Twice
  • +X% Chance for Blood Wave to Deal Double Damage

Shadow Augments - Decay

  • +X% Chance for Blight Projectiles to Cast Twice
  • +X% Chance for Decompose to Deal Double Damage
  • +X% Chance for Soulrift to Deal Double Damage
  • +X% Chance for Affliction to Deal Double Damage

Shadow Augments - Execution

  • +X% Chance for Sever Projectiles to Cast Twice
  • +X% Chance for Reap to Hit Twice
  • +X% Chance for Corpse Explosion to Deal Double Damage

Summoning Augments

  • +X% Chance for Army of the Dead to Deal Double Damage
  • +X% Chance for Skeleton Mages Attacks to Cast Twice
  • +X% Chance for Skeleton Warriors to Hit Twice
  • +X% Chance for Golem to Hit Twice

Other Tempering Updates:

  • +X% Corpse Explosion Damage removed from Shadow Finesse
  • +X% Bone Spirit Damage removed from Bone Finesse
  • +X% Blight Slow Potency Tempering affix changed to +X% Blight Chill Potency on the Profane Cage
  • Previous: +200 Armor / +10 Intelligence
  • Now: (Grasp) +16% Damage to Elites / +10 Intelligence

Cult Leader Board

  • Previous: 10% Damage Reduction for Your Minions / +10 Intelligence
  • Now: +15% Summon Crit Damage / +10 Intelligence

Hulking Monstrosity

  • Previous: +14% Golems Armor / +10 Intelligence
  • Now: +10% Summon Damage / +10 Intelligence

Flesh-Eater Board

  • Previous: +3% Resistance to All Elements / +10 Intelligence
  • Now: (Rend) +10% Damage / +10 Intelligence
  • Previous: +35% Ultimate Damage / +2.5% Attack Speed
  • Now: (Erudite) +3% Resistance to All Elements / 4% Maximum Life

Scent of Death

  • Previous: +100 Armor / +10 Intelligence
  • Now: (Seethe) +10% Damage / +10 Intelligence
  • Previous: +35% Ultimate Damage / +15% Crtitical Strike Damage
  • Now: 4% Damage Reduction from Vulnerable Enemies / +20 Armor

Bone Graft Board

  • Previous: 4% Maximum / +100 Armor
  • Previous: +15% Bone Critical Strike Damage / +10% Bone Damage
  • Now: +20 Armor / 4% Damage Reduction from Vulnerable Enemies
  • Now: (Splinter) +15% Bone Critical Strike Damage / +10 Intelligence

Blood Begets Blood Board

  • Previous: +5% Blood Orb Healing / +10 Intelligence
  • Now: (Aggression) +12.5% Damage while Healthy / +10 Intelligence
  • Previous: +45% Overpower Damage / +10% Damage
  • Now: (Blooddrinker) +5% Blood Orb Healing / 4% Maximum Life

Bloodbath Board

  • Now: 4% Damage Reduction while Fortified / +6.5% Fortify Generation
  • Previous: +4% Healing Received / +10 Intelligence
  • Now: +45% Overpower Damage / +10 Intelligence

Wither Board

  • Previous: +10% Shadow Resistance / +10 Intelligence
  • Now: (Gnawing Darkness) +10% Damage to Shadow Damage Over Time-Affected Enemies / +10 Intelligence
  • Previous: +10% Damage to Shadow Damage Over Time-Affected Enemies / +16% Damage to Elites
  • Now: (Gloom) +10% Shadow Resistance / +20 Armor

Enhanced Blade Shift

  • Previous: While Blade Shift is active you gain 20% Movement speed.
  • Now: While Blade Shift is active you gain 20% Movement speed. Moving through enemies refreshes its duration.

Fundamental Blade Shift

  • Previous: Moving through enemies while blade shift is active refreshes its duration. After moving through 3 enemies your next blade shift will daze enemies for 2 seconds.
  • Now: Casting a skill that isn't Blade Shift empowers your next Blade Shift to deal 100%[x] more damage.

Disciplined Shadow Step

  • Previous: Damaging an enemy with Shadow Step stuns them for 2 seconds and reduces its cooldown by 3 seconds.
  • Now: Shadow Step deals 200%[x] more damage. Casting Shadow Step reduces its cooldown by 3 seconds.

Concealment

  • Now also grants Unhindered.

Subverting Concealment

  • Previous: The Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds.
  • Now: The Skill that breaks Concealment is always a Critical Strike and makes enemies Vulnerable for 6 seconds.

Countering Concealment

  • Previous: The Skill that breaks Concealment will always be a guaranteed Critical Strike.
  • Now: Casting Concealment grants 10% Dodge Chance and increases the Movement Speed bonus to 60%[+] for 5 seconds.

Prime Shadow Clone

  • Previous: You are Unstoppable for 5 seconds after Casting Shadow Clone.
  • Now: You gain Stealth and Unstoppable for 5 seconds after casting Shadow Clone.
  • Baseline: If Death Trap kills an enemy, its cooldown is reduced by 10 seconds.

Supreme Death Trap

  • Previous: If Death Trap kills an enemy, its cooldown is reduced by 12 seconds.
  • Now: Enemies that resist Death Trap's pull in are hit again for 120% of Death Trap's damage.

Rain of Arrows

  • Baseline first wave knocks down enemies for 3 seconds.

Supreme Rain of Arrows

  • Previous: Rain of Arrows' first wave knocks down enemies for 3 seconds.
  • Now: Rain of Arrows deals 40%[x] increased damage to Crowd Controlled enemies.

Weapon Mastery

  • Tooltip now states: Gain a bonus based on the weapons used in your attack.

Close Quarters Combat

  • Now scales from 15% of Damage to Close rather than 10% of Damage vs Crowd Controlled.

Adrenaline Rush

  • Energy regen while moving increased from 5/10/15% to 7/14/21%.
  • Now gains damage to Basic skills along with Agility/Subterfuge while the buff is active.
  • Previous: Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing 62% of the damage to them and surrounding enemies. Victimize's damage is increased by 120%[x] of your Vulnerable Damage Bonus.
  • Now: Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing [80% weapon damage] damage to them and surrounding enemies. Victimize's damage is increased by 120%[x] of your Vulnerable Damage Bonus.
  • Now counts for Channeled Cutthroat Skills.
  • Now only removes stacks when casting Marksman skills.

Aspect of True Sight

  • Previous: You deal 70-100% Critical Strike Damage to enemies marked by Inner Sight.
  • Now: You deal 70-100% Critical Strike Damage to enemies marked by Inner Sight. While Inner Sight is full, you gain 21-30%[x] increased damage.

Resistant Assailant's

  • Now gives resistance on casting Concealment cast rather than when breaking stealth.

Uncanny Treachery

  • Previous: Dealing damage to a Dazed enemy with an Agility skill grants Stealth for 4 seconds. When Stealth breaks you gain 5-15% dodge chance for 2 seconds.
  • Now: Dealing direct damage with a non-Agility Skill after casting an Agility skill grants Stealth for 2 seconds. When Stealth breaks you gain 10-18% dodge chance for 2 seconds.

Opportunists

  • Grenades now drop on your target if exiting Stealth with Shadow Step.

Trap Augments

  • +X% Chance for Caltrops to Consume No Charges
  • +X% Chance for Death Trap to Deal Double Damage
  • +X% Poison Trap Duration

Basic Augments - Rogue

  • +X% Chance for Puncture Projectiles to Cast Twice
  • +X% Chance for Heartseeker Projectiles to Cast Twice
  • +X% Chance for Forceful Arrow Projectiles to Cast Twice

Core Augments - Rogue

  • +X% Chance for Barrage Projectiles to Cast Twice
  • +X% Chance for Rapid Fire Projectiles to Cast Twice
  • +X% Chance for Penetrating Shot Projectiles to Cast Twice

Agile Augments

Assassin Augments

  • +X% Chance for Rain of Arrows Waves to Cast Twice

Other Tempering Changes:

  • Smoke Grenade Damage removed from Subterfuge Expertise Recipe.

Devious Glyph

  • Now applies its damage bonus against Bosses.
  • Previous: +200 Armor / +10 Dexterity
  • Now: (Outlaw) +16% Damage to Elites / +10 Dexterity

Eldritch Bounty Board

  • Previous: +15% Imbued Damage / +10% Non-physical Damage
  • Now: +3% Resistance to All Elements / +20 Armor
  • Previous: +4% Potion Healing / +10 Dexterity
  • Now: (Concoction) +10% Non-physical Damage / +10 Dexterity

Tricks of the Trade Board

  • Previous: +100 Armor / +10 Dexterity
  • Now: (Surgical) +10% Damage / +10 Dexterity
  • Now: (Haven) +20 Armor / 4% Maximum Life

Cheap Shot Board

  • Previous: 6% Damage Reduction from Slowed Enemies / +10 Dexterity
  • Now: (Artificer) +10% Vulnerable Damage / +10 Dexterity
  • Previous: +15% Damage to Crowd Controlled Enemies / +15% Critical Strike Damage to Crowd Controlled Enemies
  • Now: (Deviant) +3% Resistance to All Elements / 4% Maximum Life

Deadly Ambush Board

  • Previous: 4% Damage Reduction from Enemies Affected by Trap Skills / +10 Dexterity
  • Now: (Ensnarement) +15% Critical Strike Damage / +10 Dexterity
  • Previous: +100 Armor / +4% Potion Healing
  • Now: (Cunning) 4% Damage Reduction from Enemies Affected by Trap Skills / +3% Resistance to All Elements

Leyrana’s Instinct Board

  • Previous: +12.5% Damage for 4 Seconds After Dodging an Attack / +10 Dexterity
  • Now: (Essential) +14% Core Damage / +10 Dexterity
  • Previous: +3% Resistance to All Elements / +10 Dexterity
  • Now: (Punishment) +10% Physical Damage / +10 Dexterity
  • Previous: +12.5% Damage for 4 Seconds After Dodging an Attack / +16% Damage to Elites
  • Now: (Targeted) +14% Core Damage / +16% Damage to Elites

No Witnesses Board

  • Previous: 4% Maximum Life / +10 Dexterity
  • Now: (Deliverance) +35% Ultimate Damage / +10 Dexterity
  • Previous: +35% Ultimate Damage / +15% Critical Strike Damage
  • Now: (Training) 4% Maximum Life / +10% Poison Resistance

Exploit Weakness Board

  • Now: (Misery) +16% Damage to Elites / +10 Dexterity
  • Previous: +16% Damage to Elites / +14% Movement Speed for 4 Seconds After Killing an Elite
  • Now: (Revitalize) +4% Healing Received / +20 Armor

Cunning Stratagem Board

  • Now: (Fundamentals) +10% Damage / +10 Dexterity
  • Previous: +35% Basic Damage / +10% Damage
  • Now: (Lawless) +20 Armor / 4% Maximum Life

Enhanced Charged Bolts

  • Lightning surge now also hits the original target as well as surrounding enemies.

Enhanced Fireball

  • Old: Casting Fireball increases its radius by 50%.
  • New: Casting Fireball increases its radius by 50% and Burns enemies for 10% damage over 6 seconds.

Chain Lightning Enchantment's

  • Cooldown reduced from 4 seconds to 1 second.

Hydra Enchantment

  • Duration increased from 5 to 10 seconds.

Arc Lash Enchantment

  • Stun duration increased from 0.5 to 1 second.

Incinerate Enchantment

  • Cooldown reduced from 14 to 8 seconds.

Endless Pyre

  • Previous: You deal increased Burning damage to enemies for each second they remain Burning, up to 5%[x] after 5 seconds.
  • Now: You deal 6/12/18%[x] increased Burning damage. This bonus is increased to 25/50/75%[x] to enemies while they are affected by more Damage Over Time than their total Life.

Conjuration Mastery

  • Now caps its bonuses at 30 active Conjurations. Tooltip updated for clarity.

Storm Swell Aspect

  • Previous: You deal 15-30% more damage to Vulnerable enemies while you have a barrier.
  • Now: You deal 15-35% increased damage while Ice Armor is active. This amount is increased by another 15% against Frozen enemies.

Aspect of Engulfing Flames

  • Previous: You deal 30-45%[x] increased Burning damage to enemies below 50% Life. Additionally, you deal 70-100%[x] increased Burning damage to enemies while they are affected by more Damage Over Time than their total Life.
  • Now: You deal 6%[x] increased Burning damage to enemies for each second they remain Burning, up to 30%[x] after 5 seconds. Additionally, you deal 10-30%[x] increased Burning damage to enemies below 50% Life.

Aspect of Armageddon

  • Now drops more Meteorites.

Meteorites from Aspect of Armageddon and Aspect of Shattered Stars now more consistently land around or on the enemies near the cast target.

Tal Rasha's Iridescent Loop

  • Previous: For each type of Elemental damage you deal, gain 10-15% increased damage for 4 seconds, up to 40-60%. Dealing Elemental damage refreshes all bonuses.
  • Now: Casting a Pyromancy, Shock, or Frost Skill increases your damage by 10-25% for 5 seconds, stacking once per element. Casting again refreshes all bonuses if the previous skill was a different Element.

Axial Conduit

  • +X% Chance for Chain Lightning Projectiles to Cast Twice affix changed to +X% Chance for Chain Lightning to Hit Twice.
  • Gloves of the Illuminator
  • Effect reworded, but functionality unchanged.
  • Previous: Fireball now bounces as it travels, exploding each time it hits the ground, but its explosion deals 30-0% less damage.
  • Now: Fireball now bounces as it travels, exploding each time it hits the ground, but its explosion deals 70-100% of normal damage.

Pyromancy Augments

  • +X% Chance for Fire Bolt Projectiles to Cast Twice
  • +X% Chance for Fireball Projectiles to Cast Twice
  • +X% Chance for Meteor to do Double Damage

Pyromancy Augments - Fiery

  • +X% Chance for Incinerate to do Double Damage
  • +X% Chance for Firewall to do Double Damage
  • +X% Chance for Meteorites to do Double Damage

Frozen Augments - Frozen

  • +X% Chance for Blizzard to do Double Damage
  • +X% Chance for Ice Spike to do Double Damage
  • +X% Chance for Deep Freeze to do Double Damage

Frost Augments

  • +X% Chance for Frost Bolt Projectiles to Cast Twice
  • +X% Chance for Frozen Orb Projectiles to Cast Twice
  • +X% Chance for Ice Shards Projectiles to Cast Twice

Conjuration Augments

  • Casted Hydras have +X Heads
  • +X% Chance for a Second Ice Blades when Cast

Shock Augments - Discharge

  • +X% Chance for Teleport to Hit Twice
  • +X% Chance for Arc Lash to Swipe Twice
  • +X% Chance for Charged Bolts Projectiles to Cast Twice

Shock Augments - Surge

  • +X% Chance for Spark Projectiles to Cast Twice
  • +X% Chance for Chain Lightning to Hit Twice
  • +X% Chance for Ball Lightning Projectiles to Cast Twice
  • Incinerate Size, Meteor Size, and Firewall Size removed from the Pyromancer Augments Recipe
  • Blizzard Damage and Ice Spike Damage removed from the Frost Finesse Recipe
  • Teleport Damage removed from the Shock Finesse Recipe
  • Chance for Chain Lightning Projectiles to Cast Twice affix changed to Chance for Chain Lightning to Hit Twice
  • Teleport Nova Size moved from Shock Augments - Discharge recipe to the new Sorcerer Innovation Utility recipe
  • Frost Nova Size moved from Sorcerer Control recipe to the new Sorcerer Innovation Utility recipe
  • Blizzard Size moved from Frost Augments recipe to the new Sorcerer Innovation Utility recipe
  • Conjuration Damage replaced with Familiar Damage on the Conjuration Finesse Offensive recipe
  • Fire Damage Over Time removed from the Pyromancy Finesse recipe
  • Familiar Lucky Hit Chance added to the Conjuration Fortune Utility recipe

Starting Board

  • Now: (Studied) +16% Damage to Elites / +10 Intelligence

Searing Heat Board

  • Previous: +10% Fire Resistance / +10 Intelligence
  • Now: (Explosive) 15% Critical Strike Damage / +10 Intelligence
  • Now: +4% Potion Healing / +25 Life per 5 Seconds
  • Previous: +10% Fire Damage / +10% Fire Damage Over Time
  • Now: (Ashes) +10% Fire Resistance / +25 Life per 5 Seconds

Burning Instinct Board

  • Previous: +6.5% Damage Reduction from Elites / +100 Armor
  • Now: +6.5% Damage Reduction from Elites / +20 Armor
  • Now: (Smoldering Embers) 5% Damage Reduction from Burning Enemies / +4% Healing Received
  • Previous: 5% Damage Reduction from Enemies / +10 Intelligence
  • Now: (Explosive) +15% Critical Strike Damage / +10 Intelligence

Frigid Fate Board

  • Previous: +10% Cold Resistance / +10 Intelligence
  • Now: (Elemental Favor) +10% Non-physical Damage / +10 Intelligence

Icefall Board

  • Previous: +10% Cold Damage / 4% Chill Application
  • Now: (Frigid) 6% Damage Reduction from Chilled / 4% Maximum Life
  • Previous: 6% Damage Reduction from Chilled / +10 Intelligence
  • Now: (Cryomancy) +10% Cold Damage / +10 Intelligence

Static Surge Board

  • Previous: +15% Damage to Stunned Enemies / +16% Damage to Elites
  • Now: +10% Lightning Resistance / +20 Armor
  • Previous: +10% Lightning Resistance / +10 Intelligence
  • Now: +10% Vulnerable Damage / +10 Intelligence

Ceaseless Conduit Board

  • Now: (Shock Resistant) +10% Lightning Resistance / 4% Maximum Life
  • Now: (Shelter) 4% Maximum Life / +20 Armor
  • Now: (Devastate) +17% Critical Strike Damage / +10 Intelligence

Elemental Summoner Board

  • Now: (Keeper of Elements) +10% Non-physical Damage / +10 Intelligence
  • Previous: +10% Non-physical Damage / +3% Resistance to All Elements
  • Now: (Resistant) +3% Resistance to All Elements / +20 Armor

Enchantment Master Board

  • Now: (Tactical) +16% Damage to Elites / +10 Intelligence
  • Previous: +10% Non-physical Damage / 4% Maximum Life
  • Now: (Toughened) +20 Armor / 4% Maximum Life
  • Now: (Blessing) +3% Resistance to All Elements / +4% Healing Received

Shrine Updates

The following Shrines now scale off of Weapon Damage, similar to Skills.

  • Artillery Shrine
  • Blast Wave Shrine
  • Conduit Shrine

Loot Updates

All Unique items now have a single boss for target farming.

  • Ramaladni's Magnum Opus
  • Ancients' Oath
  • Mjölnic Ring
  • Blood Artisan's Cuirass
  • Rage of Harrogath
  • Gohr's Devastating Grips
  • Mad Wolf's Glee
  • Vasily's Prayer
  • Greatstaff of the Crone
  • Deathless Visage
  • Greaves of the Empty Tomb
  • Eyes in the Dark
  • Grasp of Shadow
  • Iceheart Brais
  • Staff of Endless Rage
  • Raiment of the Infinite
  • Penitent Greaves
  • The Butcher's Cleaver
  • 100,000 Steps
  • Battle Trance
  • Fields of Crimson
  • Insatiable Fury
  • Hunter's Zenith
  • Waxing Gibbous
  • Howl from Below
  • Deathspeaker's Pendant
  • Bloodless Scream
  • Condemnation
  • Word of Hakan
  • Esu's Heirloom
  • Staff of Lam Esen
  • Mother's Embrace
  • The Butcher's Cleaver now drops for Necromancers from Grigoire.
  • Mjölnic Ring moved from Grigoire to Lord Zir.

User Interface and User Experience

  • The icon denoting that there are additional Skill/Paragon points to spend now also displays how many points are available to spend.
  • The tooltips for Dungeons viewed in the Map have been improved to have more information at a glance.
  • New settings have been added in the gameplay options menu to hide certain warning messages and announcements, such as "You need more mana".
  • The sound that plays when arriving at a pinned destination has been made more prominent.

Miscellaneous

  • The number of available character slots has been increased from 12 to 13.
  • Dodge chance can no longer reach 100% through any means. The Dodge Chance bonuses from the handful of related aspects have been swapped from additive to inverse multiplicative, matching typical Dodge Chance modifiers.
  • The Gauntlet will be disabled for Season 6 while the meta settles with the introduction of the Spiritborn and all other system updates.
  • Fixed an issue where excessive skill ranks of Martial Vigor and Guttural Yell could result in 100% Damage reduction.
Developer’s Note: This was only possible on the eternal realm since the tempering recipe for additional ranks of these skills was removed in the Season of Infernal Hordes. The Damage Reduction from these passives is now capped at 80%, which requires 20 ranks of the skill.
  • Fixed an issue where Leap had to fully complete its animation before being able to cast Leap again.
  • Fixed an issue where the Dust Devil's Aspect could activate more frequently if Whirlwind was cancelled.
  • Fixed an issue where the tooltip for Call of the Ancients showed a higher damage value than it was actually dealing.
Developer’s Note: Call of the Ancients has been slightly rebalanced to compensate for this issue, dealing slightly less damage for low level Barbarians, and dealing slightly more damage for Barbarians with stronger late game gear.
  • Fixed an issue where assigning a skill point to Tactical Rallying Cry did not upgrade the tooltip for Rallying Cry.
  • Fixed an issue where the buffs from Clarity and Vigilance could be unexpectedly lost.
  • Fixed an issue where the cooldown reduction from the Virulent aspect was inconsistent between Bosses and Elites.
  • Fixed an issue where the Iron Fur buff would persist after swapping between Insatiable Fury and Mad Wolf's Glee.
  • Fixed an issue where bonuses to Poison Creeper Duration did not properly update all related tooltips for duration.
  • Fixed an issue where bonuses to Lightning Bolt Damage didn't properly update all related tooltips for damage.
  • Fixed an issue where the Aspect of Vocalized Empowerment didn't grant resource generation when using Blood Howl.
  • Fixed an issue where the Aspect of the Blurred Beast did not gain damage against targets poisoned by Poison Creeper.
  • Fixed an issue where Blood Orbs would remain after dying during an Encounter.
  • Fixed an issue where killing a vulnerable enemy with a Bone Skill could not generate essence when using the Aspect of Exposed Flesh.
  • Fixed an issue where the bonus from the Deadly Ambush legendary node could affect non-critical strike damage.
  • Fixed an issue where Rapid Fire used with Scoundrel's Kiss couldn't fire through Chilling Winds.
  • Fixed an issue where the damage modifier for Destructive Fireball was additive instead of multiplicative.
  • Fixed an issue where the Ball Lightning Enchantment did not properly benefit from the Gravitational Aspect.
  • Fixed an issue where Crackling Energy motes would remain after dying during an Encounter.
  • Fixed an issue where Blizzards from the Blizzard Enchantment did not benefit from the duration increase granted by Mage's Blizzard.
  • Fixed an issue where Flickerstep triggered inconsistently with Teleport Enchant evades.
  • Fixed an issue where Crackling Energy triggers chained to additional enemies in the opposite way as intended. I.e. 70% chance was a better chance for it to happen than 90%. 100% chance was actually 0% chance. (Joke? 100% of the time, it works none of the time)
  • Fixed an issue where active Chain Lightnings would not dissipate after the player died when Axial Conduit was equipped.
  • Fixed an issue where Mythic Unique Items could not drop for lower-level players.
  • Fixed an issue where the damage over time from Andariel's Visage didn't trigger if an affected monster was far away from the player.
  • Fixed an issue where the Aspect of Voracious Rage did not refund resource in all expected contexts.
  • Fixed an issue where Yen's Blessing could be triggered by collecting volatile blood dropped by the Blood Boiling aspect.
  • Fixed an issue where players would not gain the elemental resistance of Tassets of the Dawning Sky when taking damage from damage over time effects.
  • Fixed an issue where the objective to slay the infernal tormentor in Túr Dúlra wouldn't complete properly if Baelgemoth was killed too quickly.
  • Fixed an issue where quest progression for the Depths of Despair could be blocked if Demotath was killed too quickly.
  • Fixed an issue where Incense could be dispelled by talking to a side quest NPC.
  • Fixed an issue where enemies with post-death effects, such as Bloated Corpsefiends exploding, could delay wave completion for the Sole Survivor Event.
  • Fixed an issue where the Vampire Boss affix in the Pit did not appear in Pit Tiers 31 and above.
  • Prudent Heart
  • Assimilation
  • Concussive Strikes
  • Fixed an issue where an error could occur that would prevent progression in the Onyx Watchtower Stronghold.
  • Fixed an issue where Item names in the Transmutation tab were inconsistent.
  • Fixed an issue where the tooltip for Ground Stomp didn't display the modifiers for the Enhanced and Tactical upgrades.
  • Fixed an issue where the Blast-Trapper's and Infiltrator's Aspects weren't associated with the Trap keyword when searching the Codex of Power.
  • Fixed an issue where the Aspect of Bursting Venoms and the Toxic Alchemist Aspect weren't associated with the Poison keyword when searching the Codex of Power.
  • Fixed an issue where the tooltips for Boss summoning items were inconsistent between the inventory and the summoning menu.
  • Fixed an issue where the highlighting of Necromancer Minions was inconsistent throughout various tooltips.
  • Fixed an issue where the Aspect of Vocalized Empowerment was still labeled as Aspect of Echoing Fury in the Delver Challenge aspect list.
  • Fixed an issue where Frostburn's Lucky Hit to Freeze was not displayed in Character Stats.
  • Fixed an issue where several aspects would not properly show up when using the keyword search filter in the Codex of Power.
  • Fixed an issue where there wasn't a quest marker over the Medical notes dropped by the witch in Alcarnus.
  • Fixed an issue where Life total could display as slightly above or slight below max health when affixes with bonus maximum life were present.
  • Fixed an issue where the quest pin would disappear after running away from the Frightened Pilgrims during the To Walk a Dark Path quest.
  • Fixed an issue where items could become un-droppable after interacting with the stash while sitting on a chair.
  • Various performance, stability, and visual improvements.

Next Article

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IMAGES

  1. 12 Hero's Journey Stages Explained (Free Templates)

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  2. Hero's Journey Lesson

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  3. Joseph Campbell's Hero's Journey: A Better Screenplay in 17 Steps

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  4. Hero's Journey: Get a Strong Story Structure in 12 Steps

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  5. The Hero's Journey

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  6. 12 Hero's Journey Stages Explained (Free Templates)

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COMMENTS

  1. 12 Hero's Journey Stages Explained (+ Free Templates)

    The very first hero's journey arc was created by Joseph Campbell in 1949. It contained the following 17 steps: The Call to Adventure: The hero receives a call or a reason to go on a journey. Refusal of the Call: The hero does not accept the quest. They worry about their own abilities or fear the journey itself.

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  4. File:Heroesjourney.svg

    English: This image outlines the basic path of the monomyth, or "Hero's Journey". The diagram is loosely based on Campbell (1949) and (more directly?) on Christopher Vogler, "A Practical Guide to Joseph Cambell's The Hero with a Thousand Faces" (seven-page-memo 1985).. Campbell's original diagram was labelled "The adventure can be summarised in the following diagram:" and had the following ...

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    of 100 pages. Try also: in images in videos in templates in Premium. Search from thousands of royalty-free Hero Journey stock images and video for your next project. Download royalty-free stock photos, vectors, HD footage and more on Adobe Stock.

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    Browse 3,300+ heros journey stock photos and images available, or start a new search to explore more stock photos and images. Successful hero businessman climbing on stair , ambitions concept . An ancient and mythical sword set against a dramatic landscape. Fantasy background 3d mixed media.

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  12. Hero's journey

    Illustration of the hero's journey. In narratology and comparative mythology, the hero's journey, also known as the monomyth, is the common template of stories that involve a hero who goes on an adventure, is victorious in a decisive crisis, and comes home changed or transformed.. Earlier figures had proposed similar concepts, including psychoanalyst Otto Rank and amateur anthropologist Lord ...

  13. Heros Journey Pictures

    Download the perfect heros journey pictures. Find over 100+ of the best free heros journey images. Free for commercial use No attribution required Copyright-free

  14. Hero's Journey: Get a Strong Story Structure in 12 Steps

    9. Reward (Seizing the Sword) In which the Hero sees light at the end of the tunnel. Our Hero's been through a lot. However, the fruits of their labor are now at hand — if they can just reach out and grab them! The "reward" is the object or knowledge the Hero has fought throughout the entire journey to hold.

  15. What is the Hero's Journey?

    Illustration by Valentina Forni @cloudandcowfish Step 1: The Ordinary World. The Journey begins in the Hero's ordinary world, where we are introduced to their daily life, relationships, and ...

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    Hero Journey Photos. Images 90.06k Collections 4. ADS. ADS. ADS. Page 1 of 100. Find & Download the most popular Hero Journey Photos on Freepik Free for commercial use High Quality Images Over 51 Million Stock Photos.

  17. The Hero's Journey Explained: A Breakdown of its Different Stages

    The Hero's Journey is a narrative pattern identified by Joseph Campbell, most notably outlined in his book The Hero with a Thousand Faces . This pattern of adventure and transformation is a universal one that runs through all kinds of mythic traditions across the world. Christopher Vogler has si

  18. The Hero's Journey: 12 Steps That Make Up the Universal Structure of

    Learn more: Hero's Journey Character archetypes that will make your story awesome. 5 Hero's Journey Symbols to Use. A Hero's Journey Symbol, also known as a symbolic archetype, is an object, location, or image in a story that contains more than one functional meaning. It has both a physical meaning in the story world and a thematic meaning for ...

  19. Joseph Campbell's Hero's Journey: A Better Screenplay in 17 Steps

    The Hero's Journey Home 12. Refusal of Return. Upon a successful completion of the Hero's Journey, and a transformation into a different person, the Hero has a "refusal to return." The Shire seems so boring now and the last thing Harry wants is to go back to that drawer under the stairs. And, oftentimes, the return can be just as dangerous.

  20. The Hero's Journey: A 17 Step Story Structure Beat Sheet

    Here's an overview of all of the 17 steps of Joseph Campbell's Hero's Journey: Act One: The Departure. The Call to Adventure. Refusal of the Call. Supernatural Aid. The Crossing of the First Threshold. Belly of the Whale. Act 2: The Initiation: The Road of Trials.

  21. Hero's Journey Steps: Campbell's 12 Vital Stages Explained

    Step 2: The Call to Adventure. The first hero's journey step is the call to adventure. The call to adventure marks a transition from the ordinary world to the special world. The hero is introduced to his quest of great consequence. Obi-Wan said to Luke, "You must come with me to Alderaan.".

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  23. Helaman 1-6: The Hero's Journey

    The Hero's Journey By Kimberly Matheson. Do you know this story? A young person of no special consequence happens across a seemingly nondescript object that turns out to be imbued with power. ... Still, this image resonates with my experience. Helaman 3 describes "the cunning and the snares and the wiles of the devil" as something to be ...

  24. Rob Burrow: Ex-rugby star Kevin Sinfield says new book is friend's

    The children's book called Try is the story of two boys, Rob and Kevin, and their journey to find out what makes someone a hero. In one of his first interviews since Rob's death, Kevin Sinfield ...

  25. Babygirl (2024)

    Babygirl: Directed by Halina Reijn. With Nicole Kidman, Harris Dickinson, Antonio Banderas, Sophie Wilde. A high-powered CEO puts her career and family on the line when she begins a torrid affair with her much younger intern.

  26. Watch: 'Whiplash' returns to theaters Sept. 20

    Sony Pictures Classics released a new trailer for the re-release of "Whiplash" on Tuesday. The film returns to theaters Sept. 20.

  27. GoPro HERO12 Black

    GoPro HERO11 (Hero 11) Black - Waterproof Action Camera with 5.3K Ultra HD Video, 27MP Photos, 1/1.9" Image Sensor, Live Streaming, Webcam + 50 Piece Bundle with 2 Extra Batteries and Charger dummy GoPro HERO9 Black - Waterproof Action Camera with Front LCD and Touch Rear Screens, 5K Ultra HD Video, 20MP Photos, 1080p Live Streaming, Webcam ...

  28. The 2.0 PTR: What You Need to Know

    Why Make Systemic Changes? Developer's Note: Our original vision for character progression was that you would have a grand journey, traversing through World Tiers, swapping out gear, gaining incremental strength through the Paragon system.We felt that was fun the first time, but on repeated play throughs, World Tier III and Sacred items felt artificial and added a lot of stat bloat that didn ...