The 2.3.0 Public Test Realm (PTR) for Diablo IV will be available from May 27—June 3, offering you the chance to test upcoming changes and features releasing with the next season for the base game, along with some Vessel of Hatred updates.
The purpose of the PTR is to test updates and features before the launch of the next season, Sins of the Horadrim, where we’ll be focusing on Dungeons and new Horadric Spellcraft. Delve into new Horadric Strongrooms, a new endgame activity called Escalating Nightmares, the return of Astaroth, and more. Then, using your feedback, we’ll make some adjustments before our next season goes live. The feedback we receive helps us to fine-tune balance changes, eliminate bugs, and create the best experience possible while testing new systems. Thank you for playing the PTR and providing feedback to the team.
Here is what the 2.3.0 PTR will preview ahead of next season.
Customize Powerful Horadric Spells

Season 9: Sins of the Horadrim introduces a new way to interact with your powers, granting access to powerful Spellcrafting abilities to create incredible new combinations. Through three key pillars, Horadric Spells provides novel ways to customize and build power at your fingertips.
Three different potent elements combine to create these intense spells: Catalysts, Infusions, and Arcana.
- Catalysts: base power of your spell
- Infusions: modifies the type of elemental damage your spell deals
- Arcana: modifies the baseline power of the spell
There are untold possibilities through all the different combinations of Catalysts, Infusions and Arcana. To build your Horadric Spell, you can equip a main Catalyst, an Infusion to support, and three Arcana to augment and build your spell. Each element contributes to your overall spell, allowing you to tinker and build incredible possibilities. This is your chance to really experiment and wield Horadric magic with untold potential.

Use the PTR Vendor Mrak to gain access to these elements of Horadric Spellcraft, which is the only way to access them before the Season starts. On Season launch the Wayfinder, Catalysts, and Infusions will be earned through the Seasonal Questline, while Arcana will be found through exploring Nightmare Dungeons.
Catalysts
The main source of power for your Horadric spell
- The foundation of your spell, providing it form and function.
- Catalysts have their own Cooldown, Lucky Hit, and Rank 10 Bonus.
- Catalysts will activate off a specific Action Bar Skill based on the interface slot they are placed into.
- Your Action Bar Skill will glow with purple magic while your Catalyst is available to activate.
- These can be customized further with Infusions and Arcana.
Celestial Surge
Astral Magic
- Awaken an Oracular Rune that Pulls In all surrounding enemies. A torrent of stars follow that randomly strike the area 20 times for damage each.
- Cooldown: 15 seconds (11.2 seconds at Rank 20)
- Lucky Hit Chance: 30%
- Rank 10: Stars periodically fall around you and are guaranteed to crash around a Nearby enemy for the same damage.
Disintegrate
Arcane Magic
- Form an Arcane Conductor that emits a persistent beam between itself and you, dealing a steady blitz of damage over 8 seconds.
- Cooldown: 10 seconds (5.3 at Rank 20)
- Lucky Hit Chance: 9%
- Rank 10: Enemies within the beam are Slowed by 50%.
Propulsion
Arcane Magic
- Generate a Mana Blast that delivers damage and Knocks Back all foes. Enemies that collide take another damage.
- Cooldown: 9 seconds (4.3 at Rank 20)
- Lucky Hit Chance: 15%
- Rank 10: The Knock Back is gargantuan and enemies slammed into terrain by it form a Lesser Mana Blast the first time it happens to them.
Cosmic Anomaly
Astral Magic
- Passive: Manifest up to 5 Anomalies that emit particles which deal damage over 4 seconds.
- Active: Command your Anomalies to converge and implode, dealing damage per detonation.
- Spawn Rate: Every 5 seconds
- Lucky Hit Chance: 20%
- Rank 10: While at 5 Anomalies, you are Unstoppable and the next implosion will deal double damage.
Astral Pillar
Astral Magic
- Shape an Ethereal Column that Taunts for 3.0 seconds. Piercing waves flow from it and deal damage, until you create another one or move too far away.
- Cooldown: 7 seconds
- Lucky Hit Chance: 12%
- Rank 10: The Taunted enemies become Vulnerable and move faster.

Infusions
These incantations imbue your Catalyst with power and magic.
- Modifies the type of damage or damage-over-time that your Catalyst deals.
- After levelling to Rank 5, each Infusion gains its own bonus that allows your Catalyst to deactivate specific monster affixes.
Smoldering Ember
Your Spell Catalyst now deals Fire and or Burning damage.
- Bonus: It destroys enemy structures and has a 10% chance to ignite the ground beneath enemies, dealing 150% Burning damage over 5 seconds. While equipped, your Fire Damage Bonus is equal to that of your highest Damage Type Bonus.
- Rank 5: Deactivates monster Chilling Winds effects for 5 seconds.
Nebulous Extract
Your Spell Catalyst now deals Shadow and or Corrupting damage.
- Bonus: Enemies hit by it deal 5-10% reduced damage for 7 seconds. While equipped, your Shadow Damage Bonus is equal to that of your highest Damage Type Bonus.
- Rank 5: Deactivates monster Summoner effects for 5 seconds.
Glacial Nimbus
Your Spell Catalyst now deals Cold and or Frostbiting damage.
- Bonus: Enemies damaged by it are Chilled for 15-25%. This effect happens once per enemy every 1 second. While equipped, your Cold Damage Bonus is equal to that of your highest Damage Type Bonus.
- Rank 5: Deactivates monster Explosive effects for 5 seconds.
Corrosive Vapor
Your Spell Catalyst now deals Poison and or Poisoning damage.
- Bonus: Enemies damaged by it take 150% Poisoning damage over 4 seconds. This effect can only happen on each enemy every 3 seconds. While equipped, your Poison Damage Bonus is equal to that of your highest Damage Type Bonus.
- Rank 5: Deactivates monster Vampiric effects for 5 seconds.
Thunderous Particle
Your Spell Catalyst now deals Lightning and or Sparking damage.
- Bonus: Enemies damaged by it arc 150% Lightning damage to a surrounding enemy. This effect can only happen on each enemy every 3 seconds. While equipped, your Lightning Damage Bonus is equal to that of your highest Damage Type Bonus.
- Rank 5: Deactivates monster Suppressor effects for 5 seconds.
Arcana
Equip up to three different Arcana to modify your Catalyst in many ways.
- There are 3 tiers of Rarity for Arcana: Magic, Rare, and Legendary.
- Legendary Arcana adjust their effects based on the Catalyst they are bound to. Discover the depth and complexity as you delve through the possibilities.
- Contain Specific spell tags that can be relied on to further modify your spell. Many powerful Horadric Jewels relate to these tags, incredible combinations await.
Magic
Tendrilous Bundle
- Lucky Hit: Damage from your Catalyst has up to a 35% chance to Immobilize for 5 seconds (+5% each rank).
Tranquil Stone
- Invoking your Catalyst grants Unstoppable for 3 seconds whenever it activates (+0.4 each rank).
Shifting Powder
- Your Catalyst increases your Movement Speed by 30% during its effect and for 5 more seconds after it ends (+8% each rank).
Luminous Gem
- Your Catalyst will Daze enemies it damages for 2 seconds (+1 each rank).
Murky Essence
- Invoking your Catalyst grants Stealth for 2 seconds whenever it activates (+0.4 each rank).
Invigorating Helix
- Once per enemy every 5 seconds, damage from your Catalyst will Fortify and Heal you for 5% of your Maximum Life (+1% each rank).
Bottled Wind
- Invoking your Catalyst grants a Barrier equal to 30% of your Maximum Life for 4 seconds. After it dissipates, its essence is bottled back up (+4% each rank).
Jagged Bramble
- Lucky Hit: Damage from your Catalyst has up to a 50% chance to deal 130% of your Thorns damage (+20% each rank).
Reactive Ooze
- After your Catalyst activates, you gain 5% Maximum Resource Generation per second for the next 10 seconds (+3% each rank).
Volatile Crystal
- After your Catalyst activates, it grants 10% Resistance and Maximum Resistance to the Element of your Infusion for 10 seconds (+2% each rank).
Rare
Gleaming Conduit
- The effect size of your Catalyst is increased by 10% (+8% each rank).
Fractured Core
- Your Catalyst deactivates monster Damage Resistance Aura effects for 2.5 seconds, but you take 10% more stacking damage for the same time (+0.5 each rank).
Sapping Crux
- Your Catalyst applies Vulnerable for 3 seconds (+1 each rank).
Potent Alloy
- Your Catalyst destroys enemy Barriers and Knocks them Down for 1.0 seconds after the removal (+0.8 each rank).
Siphoning Gizmo
- Lucky Hit: Damage from your Catalyst has up to a 40% chance to consume damage-over-time effects and deal 100% of their damage instantly (+8% each rank).
Legendary
Floaty Bobble
- Your Catalyst gains a specialized blink effect that grants Unhindered for 2.0 seconds. (+0.4 each rank).
- Floaty Bobble creates the following effects for each Catalyst:
- Celestial Surge: Blinks you to the center of its Oracular Rune when it forms and grants Unhindered.
- Disintegrate: Blinks you to your target but leaves its Arcane Conductor behind. You are Unhindered while the beam is active and for 2.0 seconds afterwards.
- Propulsion: Blinks you to the center of the blast and makes you Unhindered for 2.0 seconds. The melee variant blinks you to the Knocked Back enemies.
- Astral Pillar: Blinks you to your focused destination and grants Unhindered for 2.0 seconds while dropping the flare at your previous spot for ranged variants.
- Cosmic Anomaly: Blinks you to its implosion, grants Unhindered, and cleanses all your negative effects.
Nightmare Orb
- Your Catalyst gains a specialized Fear effect that lasts 4.0 seconds. (+0.4 each rank).
- Nightmare Orb creates the following effects for each Catalyst:
- Celestial Surge: Stars Fear unaffected enemies for 4.0 seconds. After the Fear ends, there is a 25% chance for another star to fall.
- Disintegrate: Fears unaffected enemies for 4.0 seconds. Killing affected enemies restores 5% Maximum Life and Primary Resource.
- Propulsion: Removes enemy Vulnerable effects to Fear unaffected enemies for 4.0 seconds. After the Fear ends, a Lesser Mana Blast is formed.
- Astral Pillar: Every 9th wave Fears for 4.0 seconds. Solar Flare automatically Taunts and lures enemies that are Feared.
- Cosmic Anomaly: Anomalies Fear and apply an 80% Slow to unaffected enemies they come into contact with.
Frigid Heart
- Your Catalyst gains a specialized Freeze effect that lasts 3.0 seconds. (+0.4 each rank).
- Frigid Heart creates the following effects for each Catalyst:
- Celestial Surge: The Oracular Rune from Celestial Surge explodes and Freezes enemies. A second one forms after the star strikes end.
- Disintegrate: Your Disintegrate beams Freeze all affected enemies for 3.0 seconds after you Evade and also grant 15% Dodge Chance for double that duration.
- Propulsion: Enemies that collide twice are Frozen for 3.0 seconds.
- Astral Pillar: The flare Freezes surrounding enemies for 3.0 seconds when removed. Each Freeze increases your Lucky Hit Chance by 10% for 5 seconds, up to 25%.
- Cosmic Anomaly: Anomalies have a 20% chance to preserve themselves instead of imploding and Freeze surrounding enemies.
Pressurized Steam
- Your Catalyst gains a specialized Stun effect that lasts 1.0 seconds (+0.4 each rank).
- Pressurized Steam creates the following effects for each Catalyst:
- Celestial Surge: The stars have a 25% chance to Stun and are guaranteed to Critically Strike Stunned enemies.
- Disintegrate: After being invoked, Disintegrate Stuns each enemy it damages one time. This Stun applies 100% more Stagger to Bosses.
- Propulsion: Enemies slammed into terrain by Propulsion are Stunned and have a chance to miss their next 2 attacks.
- Astral Pillar: Waves have a 30% chance to Stun for 1.0 seconds and are guaranteed to Overpower Stunned enemies.
- Cosmic Anomaly: The particles from your Anomalies deal their damage instantly and have a 25% chance to Stun.
Bloody Charm
- Your Catalyst gains a specialized Execute effect for non-Boss enemies with 10% or less Life. (+2% each rank).
- Bloody Charm creates the following effects for each Catalyst:
- Celestial Surge: The moon’s impact Executes non-Boss enemies with 10% or less Life. Successful Executions reduce your Cooldowns by 2 seconds.
- Disintegrate: Non-Boss enemies with 10% or less Life are immediately Executed. This threshold is doubled for non-Elite enemies.
- Propulsion: The Mana Blast from Propulsion will Execute non-Boss enemies with 10% or less Life. Successful Executions reset it.
- Astral Pillar: Will launch additional waves towards Executable non-Boss enemies to Execute them.
- Cosmic Anomaly: Executes non-Boss enemies with its implosion. Successful Executions increase your Attack Speed by 20% for 8 seconds.
Explore Horadric Strongrooms

Descend into micro-dungeons that hold powerful rewards and potent enemies, delve into these Horadric tombs and fight your way out.
Use your Wayfinder to search for these rare repositories of Horadric knowledge, then fight your way through the bloodthirsty demons within. Once the Strongroom is unsealed, there will only be a limited amount of time to complete the Strongroom before the valuables are sealed away forever. Slay demons and satiate Horadric Pillars within to bolster your ability to earn Horadric Attunement, which can be used to grant illustrious rewards.
There’s a few ways to improve your chances of finding a Horadric Strongroom within Nightmare Dungeons:
- Increase your difficulty level or Torment Tier.
- Upgrade your Wayfinder using Horadric Phials—the seasonal currency—to increase its ability to locate a Strongroom.
- Find and use a Nightmare Dungeon Sigil with an affix that guarantees a Horadric Strongroom will appear.
How to enter a Horadric Strongroom:
- As you navigate Nightmare Dungeons, look for the distinct flash and sound of a Horadric Gateway.
- Once you locate and activate the Horadric Gateway, monsters will ambush your location. Defeat them, and a Horadric Portal will appear to teleport you into the safeguarded Strongroom.

Once in the Strongroom, you’ll have a few decisions to make:
- Initiate the Horadric Artifact Pillar and slay the enemies to complete the initial ritual.
- You’ll be presented with Horadric Pillars that can augment the Strongroom by mutating the rituals necessary to satiate Horadric Pillars within. Some Pillars have held the bonds of their original intent, while others have been corrupted by Astaroth’s Influence and pose significant danger with vastly increased rewards.
- You will need to select Pillars to influence your Strongroom, choose wisely. The amount of Pillars you need to select, and the amount available to choose from will increase as you increase your difficulty level.

Within the Strongroom, you’ll have a limited-time to earn as much Horadric Attunement as possible.
- Slay monsters in the manner requested by the Horadric Pillars to satiate their need for demonic carnage. Upon completing each Pillar Ritual, all monster kills will grant +2 increased Horadric Attunement for 10 seconds.
- Locate Shrines within the Strongroom to aid your fight, all within are Sacrifice Shrines which spawn an ambush on your location. Rely on these blessings to enhance your demon slaying.
- Upon completion, you’ll need to fight the boss that spawns to leave the Strongroom.
On leaving the Strongroom, you’ll have the option to select a Horadric cache which scales its rewards based off the amount of Horadric Attunement earned within the Strongroom.
Survive the Escalating Nightmares

Nightmares have a way of seeping into the marrow of your mind, sinking you deeper into the gaping despair of their hold. In Sins of the Horadrim, a new endgame challenge beckons you to descend further into the depths of agony for the ultimate test.
Escalation Nightmares are a new endgame activity that throws you into a chain of three Nightmare dungeons. The nightmares escalate as you go through each Dungeon, as each Nightmare Dungeons affixes stacks onto the next Dungeons as you continue through. As the difficulty increases, so do the rewards. Manage to fight your way through all three, and waiting for you at the end is a date with the Exalted version of Astaroth himself.
To start an Escalating Nightmare, you’ll first need an Escalation Sigil which can be obtained as a reward from Horadric caches granted from Strongrooms starting in Torment I. Activating this dungeon sigil grants you access to the first Nightmare Dungeon in the chain.
On completion of the first Nightmare Dungeon in the Escalation, a Horadric Portal will spawn which displays the affix information for the next dungeon. On completion of the third sequential Nightmare Dungeon, you’ll finally be transported to Astaroth’s Lair.
Run it Back with Astaroth

A familiar face and one hellishly good boy await you at the end of your Nightmare Escalation.
Face Astaroth and the monstrous Amalgam with a new, challenging twist. As the battle unfolds, Astaroth will shed his mount, splitting into two terrifying bosses. Maneuver and learn their new deadly combos to defeat Astaroth.

If you slay the Amalgam before Astaroth, the hound of Hell goes into a resurrection state but the Amalgam can’t be slayed will his Master still lives. After a brief time, the Amalgam will recover and rise to rejoin the fight. Slaying these two be a test of your mettle on the battlefield, fear this acolyte of Mephisto and the destructive power he wields.
Dungeon Content for all Realms
The dungeons of Sanctuary often sit idle, allowing the monstrous forces within to slowly mutate, changing slowly and providing new horrors to slay through. In Sins of the Horadrim, we are shaking up Dungeons in several ways that affect Sanctuary far beyond the Season.
First off, you can now activate Nightmare Sigils from within Nightmare Dungeons once the dungeon is complete. You no longer need to exit the dungeon to enter a new Nightmare Dungeon.
New Nightmare Dungeon Affixes
In addition to Strongrooms and Escalating Nightmares, a new set of Affixes have been added to Nightmare Dungeons to make them more rewarding. Each basic Nightmare Sigil will now include a positive affix from this refreshed and expanded pool of positive affixes.

Affix Types
Horadric Reserves
- Spawns in loot chests with specialized rewards.
- Rewards Gem Fragments, Gold, Obols, Seasonal Currency, Resources.
Equipment Delve
- Spawns in collectible items which upgrade a cache of equipment when found.
- Rewards Weapons, Jewelry, Armor.
Power Shrines
- Spawns in additional shrines of the specified type.
- Spawns the following Shrines: Artillery, Blast Wave, Channeling, Lethal, Protection.
Miscellaneous
- Forgotten Wisdom: Experience will have a chance to spawn on kill, and an experience well will spawn somewhere in the dungeon.
- Increase Experience motes on Kill.
- Treasure Breach: A number of gilded gremlins will invade the dungeon.
Horadric Jewels
Known for their incredible ability as Mages, the Horadrim possess the ability to refine stone into powerful artifacts to aid them in their quest.
Upon reaching Torment I, Horadric Tomes can appear as rewards from completed Strongrooms. Horadric Tomes are consumable items that give you the ability to craft socketable Horadric Jewels at Wayfinders. These powerful gems grant a variety of alluring powers and effects, from empowering your Horadric Spell, making enemies explode with elemental damage, and more.
Horadric Jewels can be crafted using Horadric Phials and Gem Fragments, and can be socketed in Amulets and both Ring slots.

The following Horadric Jewels are available:
Seal of Control
While you have two or more Arcana from the School of Control equipped, gain 45%[+] Control Duration and 30%[+] Lucky Hit Chance.
Seal of Power
While you have two or more Arcana from the School of Power equipped, gain 25%[+] Movement Speed and 15%[+] Critical Strike Chance.
Seal of Denial
While you have two or more Arcana from the School of Denial equipped, gain 30%[x] more Barrier, Fortify and Thorns.
Horadric Crest
For each Arcana from a unique School you have equipped, gain 5%[+] Damage Reduction and 1%[+] Maximum Resistance to All Elements.
Reverie Horn
After you injure or kill an enemy, your Summons are empowered, growing larger and dealing 30%[x] more damage for 4 seconds.
Scornful Light
You deal 20%[x] and take 10%[x] more Elemental damage.
Tyrant Bane
After you deal damage over time to an enemy, they take 0.33%[x] more damage over time from you forever.
Liminal Echo
If you would take fatal damage, instead prevent that damage, invoke Propulsion, and become Invulnerable for 3 seconds. This can only occur once every 75 seconds.
Idol From Below
You gain 6%[x] primary stat, 8%[x] maximum life and you are always Unhindered. However, you will be hunted in Sanctuary’s darkest places by Jewel Guardians who were entombed to protect this relic.
Myriad Stone
After you cast your Catalytic Skill, if it is an Ultimate, gain 30%[+] Attack Speed for 10 seconds.
Spark of Creation
After you cast your Catalytic Skill, gain 10 Primary Resource.
Luminate Eye
Your Catalytic Skill gains 25%[+] Cooldown Reduction.
Brilliant Sigil
Your Infusions are 150%[x] more potent.
Elemental Brand
Your Catalytic Skill deals 33% damage of your Infusion’s element over 3 seconds. Lucky Hit: Dealing damage of your Infusion’s element has up to a 33% chance to trigger its secondary effect.
The Starflux
Your Catalysts deal 100%[x] more damage. However, you lose control over Horadric Spellcraft, causing your Catalysts to inherit Infusions randomly.
New Unique Items
New powerful Unique Items enter the fray to amplify your ability to dispatch demons at fabled speed.
Barbarian
Hooves of the Mountain God (Unique Boots):
Affixes:
- Inherent - Attacks Reduce Evades Cooldown by 2.5 Seconds
- +17.5-23% Movement Speed
- +16-25% Basic Attack Speed
- +7-10 Fury Per Seconds
- +2-3 Ranks to Belligerence
Unique Power
- When reaching Maximum Fury, your Fury will rapidly drain until you run out and all your Basic skills now cleave and deal 70-100%[x] increased damage.
Druid
Noxious Spine-Breaker (Unique Two-Handed Weapon):
Affixes:
- Inherent: 110% Damage to Poisoned enemies
- 14-18% Willpower
- 114-150% Poison Damage
- 26-35% Chance for Pulverize to Hit Twice
- 26-35% Resource Cost Reduction
Unique Power
- Every 10 seconds, Pulverize forms a puddle that deals 200-400% of its damage as Poisoning damage over 6 seconds. Pulverizing the puddle splashes an additional 20-40% of the puddle’s total damage within the area and around it.
Necromancer
The Hand of Naz (Unique Gloves):
Affixes:
- 77.5-100% Skeletal Mage Damage
- 10.5-15% Attack Speed
- +424-457 Maximum Life
- +2-4 Skeletal Mage Mastery
Unique Power
- Sacrificing both Skeletal Warriors and Golems grants an additional Skeletal Mage for each Minion sacrificed.
- When a Skeletal Mage attacks enemies 25 times without dying it upgrades to a Skeletal Arch-Mage.
- Skeletal Arch-Mages teleport to safety when attacked and their attacks occasionally shatter on impact dealing 50-100% increased damage to the target and up to 3 additional targets.
Rogue
Deathmask of Nirmitruq (Unique Helm):
Affixes:
- +424-457 Maximum Life
- +2-3 Skillranks to Flurry
- +16-25 Movement Speed
- +224-296 Armor
Unique Power
- You can now overexert yourself while Casting Flurry, spending 10% life when you don’t have enough Energy. Spending life to Cast Flurry increases its damage by 30-50% and your Attack Speed by 50% for 5 seconds.
- Developer’s Note: Flurry will fail to cast when the player has neither enough energy or health available.
Sorcerer
Ophidian Iris (Unique Amulet):
Affixes:
- Inherent: +30% Resistance to all Elements
- Inherent: Casted Hydras Have +2 Heads
- +11.5-15.7% Intelligence
- +5.2-6.0 Critical Strike Chance
- +77.5-100% Pyromancy Damage
- +1-2 to Devouring Blaze
Unique Power
- Hydra is now a Core Skill and always Summons a 3-headed Hydra whose attacks explode on impact.
- For each head above 3 that it would have had, the Hydra instead grows larger and deals 50-100%[x] increased damage.
Spiritborn
Balazan’s Maxtlatl (Unique Pants):
Affixes:
- +107-121 Dexterity
- +424-457 Maximum Life
- +268-373 Thorns
- +2-3 Ranks to Bastion
Unique Power
- Each attack damages Close enemies for 200-300% of your Thorns and also deals 100% of this damage as Poisoning over 3 seconds.
- Each time you’ve retaliated with Thorns, for 5 seconds the Poisoning damage is increased by 100%, up to 300%.
Features Offered for Testing
We will have servers for PTR in our largest regions: North America, Europe, Korea and Japan, South America, and Australia. Use the PTR Boost NPC in Kyovashad to aid you in the Public Test Realm.
PTR Boost
For this PTR, the trusty PTR Vendor—Mrak—will be available through the duration of the PTR. You can find our hot footed friend next to the main Waypoint in Kyovashad. Mrak has received some substantial upgrades, now offering segmented boosts if you want to focus on a specific item for testing.
The following items are available through the PTR Boosts:
Crafting & Materials
- Grant Gold
- Grant Obols
- Grant All Materials
- Unlock Masterworking
- Grant All Temper Manuals
- Grant Lair Keys
- Grant Tributes
- Grant Infernal Compasses
- Grant Nightmare Escalation Sigils
Equipment
- Grant All Runes
- Max All Aspects
- Grant Random Legendaries
- Grant All Uniques
Paragon
- Grant All Glyphs
- Max All Glyphs
Progression
- Complete Campaign & All Strongholds (Unlocks Whispers)
- Set Level to 50
- Set Level to 60
- Unlock All Waypoints & Reveal Map
- Grant All Renown Rewards
- Fully Upgrade Potion
- Unlock All Torment Tiers
- Set Paragon to Level 300
Seasonal
- Grant Horadric Spellcraft
- Grant Horadric Phials
- Grant Horadric Jewels
Selecting ‘Apply All Boosts’ will grant all the boosts referenced above.
How to Provide Feedback
Your feedback on the changes you will see and experience in the PTR is important to us and is vital in ensuring the 2.3.0 PTR is the best it can be when it goes live in Diablo IV. If you participate in the PTR, please let us know what you think!
You can provide feedback through the in-game feedback tool of 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.
Blizzard Research
The Blizzard Research team wants to hear your feedback on all things Blizzard. By signing up to participate, you’ll hear about upcoming content, exclusive sneak peeks, local and remote playtests, and more.
If you would like Sign up and be a part of Blizzard Research to give feedback on all of our games, you can do so by following the link here.
How to Install the PTR
Here are the steps to join the PTR:
- Open the Blizzard Battle.net App and select Diablo IV from your Games list.
- In the selector above the Play button, there is a game version drop down menu.
- 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.
- Create a new test character.
- Note: Create a Seasonal Mechanic for any testing related to the Seasonal themes.
- Enter the game and test the 2.3.0 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.
2.3.0 PTR Patch Notes
[2.3.0 PTR Build #65258 (PC Only)—May 27, 2025](#2.3.0 PTR)
Vessel of Hatred
Game Updates
Spiritborn
New Item
Balazan’s Maxtlatl: Unique Pants
Affixes
- +107-121 Dexterity
- +424-457 Maximum Life
- +268-373 Thorns
- +2-3 Ranks to Bastion
Power
- Each attack damages Close enemies for 200-300% of your Thorns and deals 100% of this damage as Poisoning over 3 seconds.
- Each time you’ve retaliated with Thorns, for 5 seconds the Poisoning damage is increased by 100%, up to 300%.
Skills
Thrash
- Damage increased from 18% to 40%.
- Third hit damage increased from 27% to 70%.
Withering Fist
- Damage Over Time increased from 36% to 65%.
Thunderspike
- Damage increased from 15% to 45%.
- Third hit damage increased from 32% to 65%.
Rock Splitter
- Damage increased from 20% to 50%.
- Third hit damage increased from 28% to 80%.
Exalted Hunter
- Previously: Killing an enemy while The Hunter is present has a 40% chance to instantly reset its Cooldown. This chance is halved after each consecutive reset.
- Now: Killing an enemy while The Hunter is present reduces this cooldown by 5 seconds. Hitting a boss reduces its cooldown by 1 second.
Passives
Noxious Resonance
- Previously: Your Critical Strikes cause your Poisoning on an enemy to burst, dealing 100% of the total Poisoning instantly to them and 20% of it to surrounding enemies before removing the Poisoning effect from the primary target. This damage is increased by 30% of your Critical Strike Damage bonus.
- Now: Your Critical Strikes cause your Poisoning on an enemy to burst, dealing 180% of the total Poisoning instantly to them and 20% of the burst to surrounding enemies before removing the Poisoning effect from the primary target.
Nourishment
- Damage bonus now applies to all Poison damage instead of just Poisoning Damage.
Acceleration
- Previously: Gain 1 additional Evade Charge. After you Evade, your Eagle Skills deal 8%[x] increased damage for 2 seconds.
- Now: Gain 1 additional Evade Charge. After you Evade or use a Mobility Skill, your Eagle Skills deal 8%[x] increased damage for 3 seconds.
Items
Deflection Aspect
- Previously: While active, Counterattack reflects incoming Razor Wings back out again. Other Small Missiles are also deflected back at enemies and deal 26-54% of Counterattack’s Base damage on impact.
- Now: While active, Counterattack reflects incoming Razor Wings back out again with 30-50%[x] increased damage. Other Small Missiles are also deflected back at enemies and deal 30-50% of Counterattack’s Base damage on impact.
Sepazontec
- Damage bonus reduced from 80-130%[x] to 50-100%[x].
Paragon
In-Fighter
- Previously: When you Dodge or Block an attack you gain 2.0%[+] increased Attack Speed and 1.0%[x] increased Damage for 5 seconds, stacking up to 9 times.
- Now: When you Dodge or Block an attack, gain 20%[+] increased Attack Speed and 15%[x] increased Damage for 5 seconds.
Drive
- Each stack no longer has an individual timer.
Convergence
- Previously: You deal bonus damage equal to 20%[x] of your 2 highest bonuses to Damage with Physical, Fire, Lightning, Cold, Poison, and Shadow combined, up to 30% total.
- Now: You deal bonus damage equal to 3.5%[x] of all your bonuses to Damage with Physical, Fire, Lightning, Cold, Poison, and Shadow combined, up to 30% total.
Loot Updates
Runes
- The drop chance of Legendary Runes has slightly increased.
- Lair Bosses have an additional small chance of dropping a Legendary Rune.
- All Undercity runs now reward at least one Rune.
Undercity of Kurast
Runes Tribute
- Drop rate slightly reduced across the board.
Developer’s Note: This change was made because we saw how this Tribute was stockpiling heavily in player inventories.
- Rewards more Runes per attunement, scaling with Torment Level.
Tribute of Titans
- Drop rate significantly reduced from Lair Bosses.
- Drop rate heavily increased from all randomized tribute sources. Now, when a player gets a random tribute in Torment Difficulty, there is an equal chance to reward either a Tribute of Harmony or a Tribute of Titans.
Tribute of Harmony
- This tribute can now infrequently drop from all random tribute sources.
- Drop rate in Nightmare Dungeons has been slightly reduced.
Seasonal Nightmare Dungeon Rotation
- Beast Graveyard
- Farai Cliffs
- Feeding Grounds
- Forge of Malice
- Forgotten Remains
- Hallowed Stones
- Hierophant Pyre
- Iron Cenotaph
- Murmuring Spiral
- Putrescent Larder
- Razak’s Descent
- Remnants of Rage
- Ruined Wild
- Seething Underpass
- Sleepless Hollow
- Ularian Sepulcher
- Vile Hive
Bug Fixes
- Fixed an issue where the Rank 5 bonus to Thorns damage for the Protector did not properly apply.
- Fixed an issue where the Stealth effect from Shroud of False Death didn’t properly work when an enemy was marked by Nesekem, The Herald.
- Fixed an issue where the map Icon for the Lair of Loathing didn’t update after defeating the boss.
- Fixed an issue where Vessel of Hatred exclusive items could not be marked as Favorite while equipped.
Base Game
Game Updates
New Items
Barbarian
Hooves of the Mountain God: Unique Boots
Affixes
- Inherent: Attacks Reduce Evades Cooldown by 2.5 Seconds
- +17.5-23% Movement Speed
- +16-25% Basic Attack Speed
- +7-10 Fury Per Second
- +2-3 Ranks to Belligerence
Power
- When reaching Maximum Fury, your Fury will rapidly drain until you run out and all your Basic skills now cleave and deal 70-100%[x] increased damage.
Druid
Noxious Spine-Breaker: Unique 2H Weapon
Affixes
- Inherent: 110% Damage to Poisoned enemies
- 14-18% Willpower
- 114-150% Poison Damage
- 26-35% Chance for Pulverize to Hit Twice
- 26-35% Resource Cost Reduction
Power
- Every 10 seconds, Pulverize forms a puddle that deals 200-400% of its damage as Poisoning damage over 6 seconds. Pulverizing the puddle splashes an additional 20-40% of the puddle’s total damage within the area and around it.
Necromancer
The Hand of Naz: Unique Gloves
Affixes
- 77.5-100% Skeletal Mage Damage
- 10.5-15% Attack Speed
- +424-457 Maximum Life
- +2-4 Skeletal Mage Mastery
Power
- Sacrificing both Skeletal Warriors and Golems grants an additional Skeletal Mage for each Minion sacrificed.
- When a Skeletal Mage attacks enemies 25 times without dying it upgrades to a Skeletal Arch-Mage.
- Skeletal Arch-Mages teleport to safety when attacked and their attacks occasionally shatter on impact dealing 50-100% increased damage to the target and up to 3 additional targets.
Rogue
Deathmask of Nirmitruq: Unique Helm
Affixes
- +424-457 Maximum Life
- +2-3 Skillranks to Flurry
- +16-25 Movement Speed
- +224-296 Armor
Power
- You can now overexert yourself while Casting Flurry, spending 10% life when you don’t have enough Energy. Spending life to Cast Flurry increases its damage by 30-50% and your Attack Speed by 50% for 5 seconds.
Developer’s Note: Flurry will fail to cast when the player has neither enough energy nor health available.
Sorcerer
Ophidian Iris: Unique Amulet
Affixes
- Inherent: +30% Resistance to all Elements
- Inherent: Casted Hydras Have +2 Heads
- +11.5-15.7% Intelligence
- +5.2-6.0 Critical Strike Chance
- +77.5-100% Pyromancy Damage
- +1-2 to Devouring Blaze
Power
- Hydra is now a Core Skill and always Summons a 3-headed Hydra whose attacks explode on impact.
- For each head above 3 that it would have had, the Hydra instead grows larger and deals 50-100%[x] increased damage.
Balance Updates
General
Shard of Verathiel
- Damage bonus reduced from 50-200%[x] to 50-150%[x].
Paingorger’s Gauntlets
- Damage bonus reduced from 100-200%[x] to 75-125%[x].
Aspect of the Moonrise
- Damage bonus reduced from 40-100%[x] to 40-60%[x].
- Legendary Ranks increased from 16 to 21.
Aspect of Adaptability
- Previously: When used below 50% Maximum Resource, Basic Skills generate 3 of your Primary Resource, once per Skill. When used at or above 50% Maximum Resource, Basic Skills deal 20 – 100[x]% increased damage.
- Now: Basic Skills generate 5 additional Primary Resource, once per Skill. Basic Skills deal 0.4-0.6%[x] increased damage for each point of Primary Resource you have.
Barbarian
Skills
Frenzy
- Damage increased from 30% to 70%.
Lunging Strike
- Damage increased from 33% to 90%.
Battle Lunging Strike
- Bleed damage increased from 20% to 40%.
Bash
- Damage increased from 33% to 90%.
Flay
- Damage Over Time increased from 48% to 115%.
Hammer of the Ancients
- Damage increased from 98% to 110%.
Leap
- Previously: Leap forward and slam down, dealing damage to and knocking back surrounding enemies.
- Now: Leap forward and slam down, dealing damage and slowing surrounding enemies by 70%.
Mighty Leap
- Previously: Enemies Damaged by Leap are slowed by 70%.
- Now: Leap deals 40%[x] increased damage. Enemies damaged by Leap are knocked back.
Whirlwind
- Movement Speed penalty while Whirlwinding is now additive instead of multiplicative.
Passives
Outburst
- Barbarian’s Outburst passive now grants at least 1 Thorns per bonus Maximum Health threshold regardless of player level.
Developer’s Note: It’s intended that the bonus Maximum Health threshold dynamically updates as the player levels, and that remains unchanged.
Unique Items
Ugly Bastard Helm
- Now Requires Wrath of the Berserker, instead of only Berserking, to be active to convert your damage to Fire.
Twin Strikes
- Updated the tooltip to make it more obvious that the Double Swing is doing 2 additional applications of damage per hit, per power instance, over the course of that 3 second window.
Tempering
Furious Augments
- Chance for Bash to Cleave changed to Chance for Bash to Hit Twice.
Paragon
Hemorrhage
- Previously: Your Bleeding damage is increased by 15%[x] of your Vulnerable Damage Bonus, up to a maximum of 45[%].
- Now: Applying a Bleed to a Vulnerable target deals 45%[x] increased damage.
Blood Rage
- Previously: Killing a Bleeding enemy has 10% chance to grant Berserking for 5 seconds. Your damage is increased by 10%[x] of your Damage while Berserking bonus, up to a maximum of 45%[x].
- Now: Killing a Bleeding enemy has 10% chance to grant Berserking for 5 seconds. You gain 45%[x] increased damage while Berserking.
Carnage
- Previously: While Berserking, Critical Strikes increase your Attack Speed by 2%[+], up to 16%[+], for 6 seconds.
- Now: Berserking now additionally grants 15%[+] Attack Speed.
Decimator
- Previously: Each time you make an enemy Vulnerable, your damage is increased by 20%[x] for 5 seconds. Overpowering a Vulnerable enemy grants an additional 20%[x] bonus for 5 seconds.
- Now: You deal 20%[x] increased damage to Vulnerable enemies. Your Overpower deals 20%[x] increased damage.
Flawless Technique
- Previously: Damaging enemies with One-Handed Weapons increases your Critical Strike chance by 1% for 4 seconds, up to 8%. This can only happen once per Skill cast, or twice per second while channeling Whirlwind.
- Now: Consecutive attacking with the same weapon increases your Critical Strike chance by 15%[+] for 4 seconds.
Force of Nature
- Previously: Your Earthquakes have a 75% chance to spawn a Dust Devil every second that deals 180% Weapon damage. Earthquake damage is increased by 40% of your Damage vs Close bonus, up to a maximum of 200%.
- Now: Your Earthquake deals 45%[x] increased damage and have a 75% chance to spawn a Dust Devil every second that deals 180% Weapon damage.
Druid
Skills
Earth Spike
- Damage increased from 19% to 90%.
Wind Shear
- Damage increased from 20% to 60%.
Storm Strike
- Damage increased from 20% to 60%.
Maul
- Damage increased from 26% to 80%.
Claw
- Damage increased from 28% to 80%.
Fierce Claw
- Poison Damage increased from 20% to 40%.
Pulverize
- Damage increased from 92% to 110%.
Enhanced Pulverize
- Previously: Your next Pulverize will Overpower every 12 seconds while you remain Healthy.
- Now: Every 10 seconds, your next Pulverize will Overpower.
Enhanced Debilitating Roar
- Fortify amount increased from 22% to 30%.
Innate Debilitating Roar
- Damage bonus increased from 15% to 25%.
Grizzly Rage
- Damage bonus per second in the form increased from 3% to 4%.
Prime Grizzly Rage
- Previously: Grizzly Rage makes you Unstoppable for 6 seconds.
- Now: You are Unstoppable while Grizzly Rage is active.
Passives
Toxic Claws
- Previously: Shred and Lacerate deals an additional 24/48/ 72% of their Base damage as Poisoning damage over 4 seconds.
- Now: You deal 5/10/15% increased Poison damage.
Vigilance
- Damage Reduction reduced from 7/14/21% to 5/10/15%.
Abundance
- Basic Skill Spirit generation bonus increased from 10/20/30% to 15/30/45%.
Nature’s Fury
- Previously: Casting or Channeling an Earth Skill has a 40% chance to trigger a free Storm Skill of the same category, and vice versa. In addition, these free Skills count as both Earth and Storm Skills.
- Now: Casting or Channeling an Earth Skill has a 40% chance to trigger a free Storm Skill of the same category, and vice versa. In addition, you deal 20% more Earth and Storm damage and these free Skills count as both.
Ursine Strength
- Previously: Gain 30% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal 15% increased damage, and 70% increased Overpower damage.
- Now: Gain 30% Maximum Life, 20% more damage, and a 100% Overpower bonus while in Werebear form and for 5 seconds after leaving it.
Legendary Aspects
Of The Ursine Horror
- Previously: Pulverize is now also an Earth Skill. After Casting Pulverize tectonic spikes continue to deal damage over 2 seconds.
- Now: Pulverize is now an Earth Skill. After it Overpowers, your Earth Skill Cooldowns are reduced by 1.0-4.0 seconds.
Mangled
- Previously: While in Werebear form, you gain 10-25 Spirit every 8 seconds.
- Now: While in Werebear form, you gain 5-10% Maximum Spirit Generation per second.
Of the Rabid Bear
- Previously: While Grizzy Rage is active, Skills that Critically Strike apply Rabies and your Poison damage is increased by 60-105%.
- Now: While Grizzy Rage is active, your direct damage is converted into Poison damage, you deal 20-40% more Poison damage, and you passively spread Rabies.
Runeworker’s Conduit
- The secondary effect has been changed.
- Previously: Your Lightning Bolt damage is increased by 15%[x] for every 100 Willpower you have.
- Now: Your Lightning Bolts deal 25-40% increased damage.
Unique Items
Mjölnic Ryng
- Damage bonus reduced from 40-100% to 20-40%.
Necromancer
Skills
Reap
- Damage increased from 20% to 50%.
Hemorrhage
- Damage increased from 40% to 80%.
Decompose
- Damage increased from 60% to 150%.
Enhanced Decompose
- Damage increased from 40% to 100%.
Bone Splinters
- Damage increased from 15% to 30%.
Soul Rift
- Soul Rift no longer grants a Barrier.
- Damage bonus on Prime Soul Rift reduced from 75% to 15%.
Passives
Affliction
- Damage bonus capped at 400%.
Ossified Essence
- Previously: Your Bone Skills deal 0.5% increased damage for each point of Essence you have above 50 upon cast. Current Bonus: X%.
- Now: Your Essence Generation is increased by 50% and your Bone Skills deal 0.5% increased damage for each point of Essence you have when Cast, up to 100%[x]. Current Bonus: X%.
Shadowblight
- Base damage increased from 60% to 200%.
- Damage scaling reduced from 100% to 20%.
- Damage bonus capped at 300%.
- Now also scales with Shadow damage.
Rathma’s Vigor
- Overpower bonus reduced from 120% to 100%.
Legendary Aspects
Aspect of Swelling Curse: Renamed to Aspect of Decaying Humerus
- Previously: Bone Spirit’s Critical Strike Chance is increased by 10-30%. Each enemy hit by Bone Spirit increases your Essence by 2 for 15 seconds, up to 50.
- Now: Your Bone Skills now deal Shadow damage instead of Physical. Enemies take 15-25% increased Shadow damage after being hit with a Bone Skill.
Of Plunging Darkness
- Previously: Bone Prison is now a Darkness Skill and spawns a pool of Blight that deals 80-140% bonus damage over 6 seconds.
- Now: Bone Prison is now a Darkness Skill and spawns a pool of Blight for 6 seconds. Your Blights deal 40-60% increased damage while Bone Prison is active.
Blighted
- Previously: You deal 35-55%[x] increased damage for 6 seconds after the Shadowblight Key Passive damages enemies 10 times.
- Now: Consecutive hits with the Shadowblight Key Passive deal 15-25%[x] increased damage for each hit, resetting 6 seconds after the first.
Blood Soaked
- Previously: Blood Mist leaves a trail of Desecrated Ground that lasts for 4 seconds and deals 45-65% Corrupting damage per second. Gain +20% Movement Speed while Blood Mist is active.
- Now: Blood Mist leaves a trail of Desecrated Ground that lasts for 8 seconds and dealing 35-55% Corrupting damage per second. Gain +30% Movement Speed while Blood Mist is active and while standing on Desecrated Ground.
- Is now a Mobility Aspect rather than offensive.
Of Creeping Mist - Renamed to Creeping Cadaver
- Previously: Gain 20-40% Evade Cooldown Reduction. You can now Evade during Blood Mist, traveling twice as far. Entering or exiting Blood Mist resets your Evade Cooldown.
- Now: Consuming a Corpse increases your Movement Speed by 20-40% for 8 seconds.
Coldbringer’s
- Time between Blizzard casts reduced from 6 to 4 seconds.
Unique Items
Deathless Visage
- Echo damage reduced from 40-80% to 20-40%.
Indira’s Memory
- Damage bonus reduced from 40-80% to 20-40%.
Bloodless Scream
- Previously: Your Darkness Skills Chill enemies for up to 100% and deal 100-200% increased damage to Frozen enemies. Lucky Hit: Your Darkness Skills have up to a 100% chance to generate 15-25 additional Essence against Frozen targets.
- Now: Your Darkness Skills Chill enemies for up to 100% and deal 100-200% increased damage to Frozen enemies, and Bosses. Every 800 times you damage enemies with Darkness Skills, all Nearby enemies are Feared for 0.25 seconds before Freezing for 3 more seconds.
Paragon
Bloodbath
- Overpower damage bonus reduced from 100%[x] to 40%[x].
Rogue
Skills
Puncture
- Damage increased from 21% to 45%.
Heartseeker
- Damage increased from 24% to 50%.
Forceful Arrow
- Damage increased from 33% to 50%.
Invigorating Strike
- Damage increased from 45% to 65%.
Blade Shift
- Damage increased from 30% to 45%.
Enhanced Dance of Knives
- Meters required to gain charges increased from 30 to 34.
Developer’s Note: This will slightly increase the movement speed requirement needed to make Dance of Knives infinite.
Supreme Death Trap
- Damage to enemies who resist the pull reduced from 180% to 60%.
- Now properly damages unstoppable enemies.
- Deals twice as much damage instead of an extra hit from the Rank 5 pull.
Improved Flurry
- Previously: Casting Flurry dashes you to the target and Heals for 10% of your Maximum life.
- Now: Casting Flurry dashes you to the target and Heals for 10% of your Maximum life over 1.5 seconds.
Subverting Concealment
- Previously: The Skill that breaks Concealment will always be a guaranteed Critical Strike and makes enemies Vulnerable for 6 seconds.
- Now: Breaking Concealment causes all Skills for 4 seconds to be guaranteed Critical Strikes and make enemies Vulnerable for 3 seconds.
Passives
Close Quarter’s Combat
- % of Damage to Close reduced from 25% to 10%.
- Damage bonus is capped at 90%.
Precision
- Damage bonus is capped at 360%.
Alchemical Admixture
- % of Cold, Poison, Shadow reduced from 40% to 12%.
- Potency bonus capped at 150%.
Victimize
- % of Vulnerable damage reduced from 150% to 20%.
- Victimize damage bonus capped at 300%.
- Victimize base damage increased from 60% to 90%.
Legendary Aspects
Energizing Aspect
- Previously: Damaging an Elite enemy with a Basic Skill generates 4 Energy. Gain 10-45 Energy after killing an Elite enemy with a Basic Skill.
- Now: Damaging an enemy with a Basic Skill generates 6 Energy. Gain 10-30 Energy after killing an Elite enemy.
Infiltrator’s
- Previously: Poison Trap no longer breaks Stealth and triggers no Cooldown or arm time while you are in Stealth. All Poison Traps activate when you exit Stealth and Poison Trap’s Cooldown will be 8-4 seconds per trap placed.
- Now: Poison Trap no longer breaks Stealth and triggers no Cooldown or arm time while you are in Stealth. All Poison Traps activate when you exit Stealth and begin Poison Trap’s Cooldown. Poison Trap’s Cooldown is reduced by 10-50%.
- Now a Utility Legendary rather than Offensive.
Cheat’s
- Previously: You take 10-30% less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain 15% Movement Speed for 2 seconds.
- Now: You have 5-15% increased Damage Reduction and 10% increased Movement Speed, doubled while below 50% Maximum Life.
Of Volatile Shadows
- Previously: When a Dark Shroud shadow is removed you trigger an explosion that deals x Shadow damage and applies Shadow Imbuement to each enemy it hits.
- Now: Shadow Imbuement deals 10%[x] increased damage per Skill Rank of the Imbued Skill. Every 10 seconds, when your imbued Skill hits an enemy you trigger a large explosion dealing x Shadow damage and applying Shadow Imbuement to each enemy it hits.
Aspect of Bursting Venoms
- Previously: Lucky Hit: Poison Imbued Skills have up to a 15% chance to create a toxic pool that deals [280-364]% Poisoning damage over 3 seconds to enemies within. While standing in the pool, your Poison Imbuement Skill has no Cooldown and no Charge limit.
- Now: Lucky Hit: Poison Imbued Skills have up to a [15-35]% chance to deploy a Poison Trap while you have Poison Trap equipped.
Of The Dark Dance
- Damage bonus is now multiplicative instead of additive.
Unique Items
Eaglehorn
- Previously: Penetrating Shot makes enemies vulnerable for 2 seconds. Every 4th Penetrating Shot bounces off walls and deals 50-150%[x] increased damage.
- Now: Penetrating Shot bounces off walls and deals 40-80%[x] increased damage.
Eyes in the Dark
- Previously: Death Trap deals 50-150% increased damage and will rearm itself once after activating.
- Now: Your next Death Trap will deal 100-200% increased damage and rearm itself after activating. This can only happen once every 10 seconds.
Paragon
Danse Macabre
- Previously: Casting a Mobility or Subterfuge Skill increases the damage of your next Skill by 75%[x].
- Now: Casting a Mobility or Subterfuge Skill increases your damage by 30%[x] for 10 seconds.
Tricks of the Trade
- Previously: Your Marksman Skills grant your Cutthroat Skills 25%[x] increased damage for 8 seconds. Your Cutthroat Skills grant your Marksman Skills 25%[x] increased damage for 8 seconds.
- Now: Enemies damaged by your Marksman Skills take 30% increased damage from your Cutthroat Skills, and vice versa.
Eldritch Bounty
- Previously: When you attack with an Imbued Skill you gain 3% Maximum Resistance and 30% increased damage for that Imbuement’s Element for 9 seconds.
- Now: Each equipped Imbuement Skill grants 3% Maximum Resistance and 30% increased damage for that Imbuement’s Element.
Sorcerer
Skills
Frost Bolt
- Damage increased from 38% to 90%.
Arc Lash
- Damage increased from 42% to 80%.
Fire Bolt
- Damage Over Time increased from 44% to 90%.
Spark
- Damage increased from 12% to 25%.
Enhanced Spark
- Damage increased from 9% to 20%.
Lightning Spear
- Damage increased from 16% to 80%.
Invoked Lightning Spear
- Stun Duration reduced from 2 seconds to 0.5 seconds.
Hydra
- No longer has a Mana cost.
- Damage increased from 23% to 35%.
- Lucky Hit Chance increased from 2.5% to 5%.
Firewall
- Base damage increased from 230% to 300%.
Incinerate
- Starting damage increased from 120% to 150%.
- Maximum ramp up damage increased from 162% to 203%.
Inferno
- Damage increased from 354% to 425%.
Passives
Combustion
- Previously: Your Burning effects deal 60%[x] increased damage, and an additional 25%[x] of your Burning Damage and Damage to Burning target bonuses.
- Now: Your Burning effects deal 50%[x] increased damage, and an additional 20%[x] of your Burning Damage and Damage to Burning target bonuses, up to 100%[x].
Vyr’s Mastery
- Previously: While Charged: Critical Strikes have a 15% chance to arc as Lightning damage to another nearby enemy, or if there are no other targets you hit the target again for 500% of the damage.
- Now: While Charged: Critical Strikes have a 25% chance to arc as Lightning damage to up to 3 other surrounding enemies or if there are no other targets you hit the target again for 300% of the damage.
Enlightenment
- Previously: While Enlightened your Damage Bonuses with Fire, Lightning, and Cold are equal to them combined and you gain:
- 25%[x] Damage
- 45%[+] Mana Regeneration
- 20%[+] Attack Speed
- Now: While Enlightened your Damage Bonuses with Fire, Lightning, and Cold are equal to the highest bonus among them and you gain:
- 70%[x] Damage
- 45%[+] Mana Regeneration
- 30%[+] Attack Speed
Legendary Aspects
Serpentine Aspect
- Previously: You may have 1 additional Hydra active, and Hydra’s duration is increased by 10-30%.
- Now: Casting Hydra Consumes all your Mana to increase its damage by 0.5-2.5% per Mana spent.
Aspect of Three Curses: Renamed to Flash Fire Aspect
- Previously: Increases the Critical Strike Damage of Fireball and Meteor by 25-45%[x]. Double this bonus against Healthy targets.
- Now: Increases the Critical Strike Damage of Pyromancy Skills by 25-45%[x]. Double this bonus against Healthy targets.
Battle Caster’s Aspect
- Maximum stacks increased from 5 to 10.
Shivering Aspect
- Updated wording to reference how much Chill or Staggering they have built up instead of how much they are Chilled or Staggering.
Aspect of Splintering Energy
- Previously: Critical Hits with Lightning Spear cause the spear to arc to the target and up to 5 other enemies. This damage is increased by 60-100%[x] of your Critical Strike Damage Bonus.
- Now: Critical Hits with Lightning Spear cause the spear to arc to the target and up to 5 other enemies, dealing 60%[x] of normal damage. Lightning Spear deals 20-40%[x] increased damage.
Tempering
Conjuration Fortune
- Magic Rarity
- Conjuration Lucky Hit Chance increased from 2.5-4.0% to 6.0-8.0%.
- Rare Rarity
- Conjuration Lucky Hit Chance increased from 3.0-5.0% to 8.0-10.0%.
- Legendary Rarity
- Conjuration Lucky Hit Chance increased from 4.0-6.0% to 8.0-12.5%.
User Interface and User Experience
- Descriptions for Aspects in the Codex of Power now explain that Aspects get increased power on Amulets, Two-Handed Weapons, and Ancestral items.
- A new setting has been added to disable floating text for gaining seasonal reputation.
Loot Updates
Whispers
General
- Various changes to improve the overall consistency of Whisper Cache rewards.
Collection of Gold
- Now rewards substantially more Gold.
Collection of Crafting Materials
- Reduced the chance of this reward appearing.
- Now awards substantially more crafting materials.
Collection of Gems
- Now drops more Gems.
- In Torment III and greater, this cache awards a random Royal Gem or higher.
Helltide
- Kixxarth now drops significantly more Cinders.
Nightmare Dungeons
- Completion rewards no longer drop Magic and Rare items in Torment Difficulties.
Infernal Hordes
- The Materials Chest now awards more Gems.
World Bosses
- World Bosses are now guaranteed to drop an Infernal Compass.
Crafted Caches
- Ring and Amulet Caches at the Jeweler have been combined into a single Jeweler Cache.
- The Jeweler Cache provides 2 Legendary Amulets and 3 Legendary Rings. Previously, each Ring and Amulet Cache respectively offered a single item.
- The cost of this Cache was reduced from 100k fragments (Ring) / 150k fragments (Amulet) to a combined cost of 30k Fragments.
- Blacksmith Cache now grants 5 item drops, up from 1. The resource cost has been increased proportionally.
Developer’s Note: These changes were made to create harmony between the two Cache types, reduce the number of clicks players must perform to receive their Blacksmith Cache items, and to make Blacksmith Caches feel more impactful.
General
- Ancestral chance now scales with Difficulty Tier.
Nightmare Dungeons
New Affixes
Horadric Reserves
- Spawns in loot chests with specialized rewards: Gem Fragments, Gold, Obols, Seasonal Currency, and Resources.
Equipment Delve
- Spawns in collectible artifacts which upgrade a cache of equipment rewards when found. Rewards are: Weapons, Jewelry, and Armor.
Power Shrines
- Spawns in additional shrines of the specified type.
- Spawns in the following Shrines: Artillery, Blast Wave, Channeling, Lethal, Protection.
Forgotten Wisdom
- Experience Motes will have a chance to spawn on kill, and an experience well will spawn somewhere in the dungeon.
Treasure Breach
- Several treasure goblins will invade the dungeon…
Seasonal Rotation
- Black Asylum
- Caldera Gate
- Dead Man’s Dredge
- Derelict Lodge
- Forbidden City
- Forsaken Quarry
- Hallowed Ossuary
- Hoarfrost Demise
- Kor Dragan Barracks
- Light’s Watch
- Maulwood
- Mercy’s Reach
- Nostrava Deepwood
- Zenith
- Calibel’s Mine
- Domhainne Tunnels
- Garan Hold
- Hive
- Howling Warren
- Luban’s Rest
- Maddux Watch
- Mariners Refuge
- Oldstones
- Sarat’s Lair
- Sunken Ruins
- Whispering Pines
- Ancient’s Lament
- Betrayer’s Row
- Bloodsoaked Crag
- Buried Halls
- Carrion Fields
- Champion’s Demise
- Charnel House
- Grinning Labyrinth
- Komdor Temple
- Mournfield
- Path of the Blind
- Sealed Archives
- Seaside Descent
- Akkhan’s Grasp
- Ancient Reservoir
- Bastion Of Faith
- Belfry Zakara
- Blind Burrows
- Earthen Wound
- Endless Gates
- Faceless Shrine
- Haunted Refuge
- Heathens Keep
- Iron Hold
- Leviathans Maw
- Lost Keep
- Maugan’s Works
- Oblivion
- Witchwater
- Abandoned Mineworks
- Collapsed Vault
- Conclave
- Corrupted Grotto
- Deserted Underpass
- Forgotten Ruins
- Hakan’s Refuge
- Halls of the Damned
- Heretic’s Asylum
- Inferno
- Putrid Aquifer
- Shivta Ruins
- Sirocco Caverns
- Sunken Library
- Tomb of the Saints
- Uldur’s Cave
Miscellaneous
- Summons, such as the Druid’s Companions and the Necromancer’s Minions, now inherit Lucky Hit and Overpower bonuses.
- Any unintentional instances of the Met rune, which was removed before Season of Hatred Rising, have been converted to a Yom rune.
- Adjusted multiple tooltips across the game to clarify the difference between Drain and Consume.
- Added three loading screen tips to help players understand the difference between Spending, Draining and Consuming Resource.
- Spending Resource is the act of casting skills and your resource being reduced by an amount. Some mechanics in the game interact with spending and the amount spent can be reduced with the Resource Cost Reduction stat.
- Consuming Resource counts as spending resource for the purposes of interacting with ability mechanics. The amount Consumed is fixed and cannot be lowered by Resource Cost Reduction.
- Draining Resource does NOT count as spending for the purposes of interacting with ability mechanics. The amount Drained is fixed and cannot be lowered by Resource Cost Reduction.
Bug Fixes
Gameplay
Barbarian
- Fixed an issue where Fighter’s Mighty Throw extra pulses would deal twice as much damage as intended.
- Fixed an issue where Fighter’s Mighty Throw would grant its Barrier without putting points into the upgrade.
- Fixed an issue where Barbarian Fighter’s Mighty Throw would snapshot bonuses when swapping weapons.
- Fixed an issue where the Earthquake damage buff from Executioner’s Aspect remained after removing the item.
- Fixed an issue where the Ugly Bastard Helm would occasionally not increase some sources of Fire damage.
Druid
- Fixed an issue where the buff from Runeworker’s Conduit Aspect would not be removed when unequipping the item.
- Fixed an issue where the bonus movement speed from Malefic Crescent did not properly stack with bonus movement speed from Mad Wolf’s Glee.
- Fixed an issue where the bonus damage from Waxing Gibbous after exiting stealth did not apply for certain other sources of Stealth, such as Shroud of False Death.
Necromancer
- Fixed an issue where Bone Mages could generate echoes from the power of Deathless Visage.
- Fixed an issue where Skeleton Warrior Mastery, Skeleton Mage Mastery, and Golem Mastery ranks from Ring of Mendeln and Sanguivor, Blade of Zir would fail to function if you did not already have ranks of those Passives.
- Fixed an issue where Shadowblight was not gaining scaling from Multiplicative Corrupting damage bonus sources.
- Fixed an issue where Howl from Below did not grant the Summon tag to Corpse Explosion.
- Fixed an issue where some Book of the Dead Upgrades would occasionally stop working.
- Fixed an issue where Decompose would not spawn Corpses when used against certain enemies.
Rogue
- Fixed an issue where Crown of Lucion’s damage bonus didn’t apply while Inner Sight was active.
- Fixed an issue where Preparation would sometimes apply the incorrect amount of Cooldown Reduction when combined with other effects, such as those from Beastfall Boots.
Sorcerer
- Fixed an issue where Splintering Energy would snapshot Overpower procs for an entire instance if it procs on its first Lightning Spear cast for the instance.
- Fixed an issue where Inferno was incorrectly consuming the Overpower bonus from Blood Boiling Aspect, despite being a Damage Over Time effect which cannot Overpower.
- Fixed an issue where the descriptions for Lightning Spear and Ice Blades did not mention the maximum number of active Summons allowed.
- Fixed an issue where skill ranks of Primordial Binding from Sidhe’s Binding granted more ranks of the skill than intended when amplified by Masterworking.
General
- Fixed an issue where rare spawn enemies could drop lower quality equipment than expected.
User Interface and User Experience
- Fixed an issue where the “New” icon pip would remain on the Map Tab and Quest panel after receiving and viewing an Introduction Quest.
- Fixed an issue where the Aether counter did not properly display in Infernal Hordes under certain conditions.
- Fixed an issue where the tooltip for describing the Injured Key Word displayed with the description for Druid’s Lupine Ferocity Key Passive.
Miscellaneous
- Various performance, stability, visual, UI, and audio improvements.
May you descend to new depths to ascend to your greatest heights.
—The Diablo IV Team