The 2.3.0 PTR: What Factors Demand?

CBS Sports

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.
PTR Boost For this PTR, the trusty PTR Vendor—Mrak—will be available through the duration of the PTR.
Back to Top 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.
Back to Top 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.
Access the Battle Net client through the Xbox App, then continue to access the PTR through Battle Net.

POSITIVE

Entertainment company Blizzard.

The 2point 3. Diablo IV’s 0 Public Test Realm (PTR) will be accessible from May 27 to June 3, giving you the opportunity to test out changes and features that will be included in the base game’s upcoming season as well as some Vessel of Hatred updates.

Before Sins of the Horadrim, the upcoming season, where we’ll be concentrating on Dungeons and new Horadric Spellcraft, launches, the PTR is meant to test features and updates. Experience the return of Astaroth, new Horadric Strongrooms, Escalating Nightmares, a brand-new endgame activity, and more. Before the launch of our upcoming season, we will then make some changes based on your input. We can improve balance adjustments, fix bugs, and provide the greatest experience possible when testing new systems thanks to the feedback we get. We appreciate your participation in the PTR and your input to the team.

This is what 2.3 looks like. In advance of the upcoming season, 0 PTR will preview.

Codex.

Create Your Own Strong Horadric Spells.

Examine the Horadric Strongrooms.

Get Through the Increasing Nightmares.

Hasten its return with Astaroth.

Every Realm has dungeon content.

Jewels from Horadric.

Brand-new, distinctive products.

Features Are Available for Evaluation.

How to Give Input.

How the PTR is installed.

2–3. There are not any patch notes.

Personalize Strong Horadric Spells.

A new way to use your powers is introduced in Season 9: Sins of the Horadrim, which gives you access to strong Spellcrafting skills to make amazing new combinations. Horadric Spells offers new ways to personalize and grow power at your fingertips through three main pillars.

These powerful spells are a combination of three powerful ingredients: Arcana, Infusions, and Catalysts.

Catalysts: your spell’s base power.

The type of elemental damage your spell deals can be changed with infusions.

Changes the spell’s base power using arcana.

With the various combinations of catalysts, infusions, and arcana, the possibilities are endless. You can use three Arcana to enhance and construct your Horadric Spell, a primary Catalyst, and an infusion for support. You can experiment and create amazing possibilities because each component adds to your overall spell. You have the opportunity to truly try out and use Horadric magic with unimaginable possibilities.

The only way to obtain these Horadric Spellcraft components prior to the start of the Season is to use the PTR Vendor Mrak. The Seasonal Questline will be used to obtain the Wayfinder, Catalysts, and Infusions at the start of the season, while Nightmare Dungeon exploration will yield Arcana.

The catalysts.

The main source of your Horadric spell’s power.

the basis for your spell, giving it shape and purpose.

The Rank 10 Bonus, Lucky Hit, and Cooldown are unique to catalysts.

A particular Action Bar Skill will be activated by catalysts depending on which interface slot they are inserted into.

The purple magic will illuminate your Action Bar Skill while your Catalyst is ready to be activated.

Arcana and Infusions can be used to further customize these.

Heavenly Ascent.

Astral Magic.

All nearby enemies are drawn in when you awaken an oracular rune. The area is then randomly hit by a barrage of stars, each of which causes 20 damage.

Cooldown: 15 seconds (at rank 20, 11:2 seconds).

30% is the chance of a lucky hit.

Rank 10: You will be surrounded by stars that will crash around a nearby enemy for the same amount of damage.

Disintegrate.

magic that is arcane.

Create an Arcane Conductor that deals a steady barrage of damage over eight seconds by emitting a persistent beam between itself and you.

10 seconds is the cooldown (5.3 at Rank 20).

9 percent is the lucky hit chance.

Rank 10: 50% of the enemies inside the beam are slowed.

propulsion. .

Magic that is arcane.

Create a mana blast that has the ability to knock back all enemies and deal damage. When enemies collide, they sustain more damage.

9 seconds of cooldown (4.3 at Rank 20).

Chance of a Lucky Hit: 15%.

Rank 10: The knockback is enormous, and the first time it hits an enemy, it causes them to launch a Lesser Mana Blast into the ground.

cosmic anomaly.

Astral Magic.

Passively: Over a 4-second period, manifest up to five anomalies that release damaging particles.

Active: Give the order for your anomalies to merge and explode, delivering damage with each explosion.

Rate of Spawn: Every 5 seconds.

20% is the chance of a lucky hit.

Rank 10: You are unstoppable and the next implosion will deal double damage when you have five anomalies.

Astral Support Structure.

The Astral Magic.

Construct a fanciful column that taunts for three seconds. Damage is dealt by piercing waves that emanate from it until you move too far away or create another one.

7 seconds is the cooldown.

Chance of a Lucky Hit: 12 percent.

Rank 10: The taunted adversaries move more quickly and become vulnerable.

mixtures.

These spells give your catalyst strength and enchantment.

alters the kind of damage your catalyst deals with or the damage it does over time.

Each infusion receives a unique bonus after reaching Rank 5, which enables your Catalyst to deactivate particular monster affixes.

Ember is smoldering.

Fire and/or Burning damage are now dealt by your spell catalyst.

Bonus: It deals 150 percent burning damage over 5 seconds and has a 10% chance of setting the ground beneath enemies on fire. It also destroys enemy structures. Your Fire Damage Bonus is equal to your highest Damage Type Bonus when you are equipped.

Monster Chilling Winds effects are deactivated for five seconds at rank five.

hazy extract.

Now, your Spell Catalyst can deal Corrupting or Shadow damage.

Bonus: For seven seconds, enemies it strikes take 5–10% less damage. Your Shadow Damage Bonus is equivalent to your highest Damage Type Bonus when you are equipped.

Rank 5: Turns off monster summoner effects for five seconds.

Nimbus Glacial.

Cold and/or Frostbiting damage is now dealt by your spell catalyst.

Bonus: It chills attackers for 15–25% of the time. Every second, one enemy experiences this effect. Your Cold Damage Bonus is equivalent to your highest Damage Type Bonus when you are equipped.

Monster Explosive Effects Are Deactivated for 5 Seconds at Rank 5.

Corrosive fumes.

Poison and/or poisoning damage are now dealt by your spell catalyst.

Bonus: It deals 150 percent poisoning damage to enemies over a 4-second period. Each enemy may only experience this effect once every three seconds. Your Poison Damage Bonus is equivalent to your highest Damage Type Bonus when you are equipped.

Monster Vampiric effects are deactivated for five seconds at rank five.

The thunderous particle.

Now, your spell catalyst can deal damage with lightning or sparks.

Bonus: It causes enemies to arc 150 percent lightning damage to an enemy nearby. Each enemy can only experience this effect once every three seconds. Your Lightning Damage Bonus, when equipped, is equivalent to your highest Damage Type Bonus.

Rank 5: Turns off monster suppressor effects for five seconds.

The arcana.

You can alter your catalyst in a variety of ways by equipping it with up to three different Arcana.

Arcana is divided into three rarity levels: Magic, Rare, and Legendary.

Depending on which Catalyst they are attached to, Legendary Arcana modify their effects. As you explore the options, you will find the depth and complexity.

contain specific spell tags that you can use to alter your spell even more. Numerous potent Horadric Jewels are associated with these tags; amazing pairings are possible.

Enchantment.

Bundle Tendrilous.

Lucky Hit: Your catalyst’s damage has a 35 percent chance of immobilizing you for five seconds, with an additional 5 percent for each rank.

Calm Stone.

When your Catalyst activates, it gives you Unstoppable for three seconds (+0.4 per rank).

powder for shifting.

During its duration and for an additional 5 seconds after it ends, your Catalyst boosts your Movement Speed by 30% (+8% per rank).

Bright Gem.

The enemies that your catalyst damages will be dazed for two seconds (+1 per rank).

Shadowy Nature.

Every time you activate your Catalyst, you gain 2 seconds of Stealth (+0.4 per rank).

A revitalizing Helix.

Your Catalyst’s damage will heal and fortify you for 5% of your Maximum Life (+1 percent per rank) once per enemy every 5 seconds.

Bottled Wind.

A Barrier equivalent to 30% of your Maximum Life is granted for 4 seconds when you activate your catalyst. When it evaporates, its essence is rebottled at a rate of +4% per rank.

Bramble Jaggedly.

Lucky Hit: Your Catalyst’s damage has a 50% chance of dealing 130 percent of your Thorns’ damage, plus each rank’s damage by 20%.

Ooze that reacts.

You receive a 5 percent increase in Maximum Resource Generation per second for the next 10 seconds after your Catalyst activates, plus 3 percent for each rank.

crystal that is volatile.

Following activation, your Catalyst gives the element of your infusion 10% Resistance and Maximum Resistance for 10 seconds (+2% per rank).

Not often.

Shining conduit.

This increases your catalyst’s effect size by 10% (+8% for each rank).

shattered core.

You take 10% more stacking damage for the same amount of time (+10.5 per rank) while your Catalyst deactivates the effects of the monster’s Damage Resistance Aura for 2.5 seconds.

Crux snatching.

For three seconds (+1 for each rank), your catalyst applies Vulnerable.

strong alloy.

After removing enemy barriers, your catalyst knocks them down for 1 point 0 seconds (+0 points 8 per rank).

syphoning the device.

Lucky Hit: Your Catalyst’s damage has a 50% chance of consuming damage-over-time effects and instantly dealing 100% of its damage (plus 8% for each rank).

legendary. .

Bobble that floats.

Your catalyst receives a unique blink effect that gives them two point zero seconds of unhindered. +0 points per rank.

For every catalyst, Floaty Bobble produces the following effects.

When Celestial Surge forms, it grants Unhindered and blinks you to the center of its Oracular Rune.

Disintegrate: Returns its Arcane Conductor to the target while blinking you to it. While the beam is in operation and for two minutes after it ends, you are unhindered.

Propulsion: Brings you into the center of the explosion and grants you two point zero seconds of unhindered time. You are blinked to the Knocked Back enemies in the melee variant.

Astral Pillar: For ranged variants, drops the flare at your previous location and blinks you to your targeted location, granting you Unhindered for two point zero seconds.

Cosmic Anomaly: Cleanses all of your negative effects, grants unhindered, and blinks you to its implosion.

Orb of Nightmares.

A unique Fear effect that lasts for four and a half seconds is added to your catalyst. +0 points for every rank.

The following effects are produced for every catalyst by Nightmare Orb.

Celestial Surge: For 4:0 seconds, stars fear unaffected enemies. There is a 25% chance that another star will fall once the Fear is over.

Disintegrate: Fears enemies that aren’t impacted for four seconds. Restoring 5% of Maximum Life and Primary Resource is possible by eliminating impacted enemies.

Propulsion: Takes away an enemy’s vulnerability to fear for four seconds. A Lesser Mana Blast forms when the Fear subsides.

Astral Pillar: In every ninth wave, there is a 4-to-0 second fear. Enemies that are feared are automatically taunted and lured by Solar Flare.

Cosmic Anomaly: When an anomaly encounters an unaffected enemy, they fear them and apply an 80 percent slow.

hard heart.

A unique freeze effect that lasts three minutes is added to your catalyst. (+0.4 for every rank).

For every catalyst, the following effects are produced by Frigid Heart.

Celestial Surge: Celestial Surge’s Oracular Rune freezes enemies by exploding. After the star strikes stop, a second one forms.

Disintegrate: After you evade, your disintegrate beams freeze all impacted enemies for three point zero seconds and confer a fifteen percent dodge chance for twice as long.

In terms of propulsion, enemies who collide twice are frozen for three minutes.

When the flare is removed, the Astral Pillar freezes the enemies around it for three to zero seconds. For 5 seconds, each freeze raises your Lucky Hit Chance by 10%, reaching a maximum of 25%.

Cosmic Anomaly: Anomalies have a 20% chance of surviving rather than collapsing and freezing their adversaries.

Steam under pressure.

The special Stun effect that your catalyst receives lasts for 1 point 0 seconds (+0 point 4 per rank).

For every catalyst, pressurized steam produces the following effects.

Celestial Surge: The stars are guaranteed to Critically Strike enemies who are stunned and have a 25% chance of stun.

Disintegrate: Disintegrate stuns each enemy it damages once after it has been called. Bosses are given 100% more stun with this stun.

Propulsion: When enemies are struck by propulsion, they become stunned and may be unable to launch their next two attacks.

Astral Pillar: Waves are guaranteed to overpower stunned enemies and have a 30% chance of stunners lasting 1.0 seconds.

Cosmic Anomaly: With a 25% chance of stun, the particles from your anomalies deal damage instantly.

Charm, that blood.

A unique Execute effect is granted to your catalyst for non-Boss enemies with 10 percent or less life. +2% for every rank.

The following effects are produced for every catalyst by Bloody Charm.

Celestial Surge: Non-Boss enemies with 10 percent or less life are executed by the moon’s impact. You save two seconds on cooldowns when you execute successfully.

Decompose: Non-Boss enemies who have 10 percent or less life are instantly put to death. For enemies who are not Elite, this threshold is doubled.

Propulsion: Non-Boss enemies with 10 percent or less life will be executed by the Mana Blast from Propulsion. It is reset upon successful execution.

Additional waves will be launched by the Astral Pillar in an attempt to execute non-Boss enemies.

Cosmic Anomaly: Uses its implosion to kill non-Boss adversaries. For eight seconds, successful executions boost your attack speed by 20%.

Returning to the top.

Examine the Horadric Strongrooms.

Venture into these Horadric tombs and battle your way out of micro-dungeons that are filled with strong foes and significant rewards.

Locate these uncommon stores of Horadric wisdom using your Wayfinder, then battle your way through the ferocious demons inside. The time allotted to finish the Strongroom before the valuables are permanently sealed away will be limited once it is unlocked. To improve your chances of gaining Horadric Attunement—which can be used to bestow prestigious rewards—slay demons and satiate Horadric Pillars inside.

There are several strategies to increase your chances of discovering a Horadric Strongroom in Nightmare Dungeons.

Raise the Torment Tier or difficulty level.

Enhance your Wayfinder’s ability to find a Strongroom by using Horadric Phials, the seasonal currency.

Locate and use a Nightmare Dungeon Sigil that has an affix that ensures the appearance of a Horadric Strongroom.

The Horadric Strongroom: How to Enter It.

Watch for the characteristic flash and sound of a Horadric Gateway as you traverse Nightmare Dungeons.

There will be monsters waiting for you once you find and activate the Horadric Gateway. A Horadric Portal will open to teleport you into the protected Strongroom once you defeat them.

Upon entering the Strongroom, you will need to make several choices.

Slay the enemies and start the Horadric Artifact Pillar to finish the first ritual.

You’ll be presented with Horadric Pillars that can augment the Strongroom by mutating the rituals necessary to satiate Horadric Pillars within. While some Pillars have maintained the ties of their original purpose, others have been tainted by Astaroth’s influence and now present a serious risk at greatly elevated rewards.

Make a thoughtful choice when choosing the pillars that will impact your strongroom. The amount of Pillars you need to select, and the amount available to choose from will increase as you increase your difficulty level.

You will have a limited amount of time to acquire as much Horadric Attunement as you can in the Strongroom.

To satisfy the Horadric Pillars’ craving for demonic carnage, slay monsters the way they ask. Every monster killed during a Pillar Ritual will result in a 10-second +2 increase in Horadric Attunement.

Find Shrines in the Strongroom to help you fight; all of the shrines are Sacrifice Shrines that will ambush you. Use these blessings to help you slay more demons.

After finishing, you must battle the spawning boss in order to exit 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.

Return to the Top.

Overcome the Growing Nightmares.

Nightmares have a way of penetrating your mental wall and drawing you further into the utter hopelessness of their grip. A brand-new endgame task in Sins of the Horadrim invites you to go deeper into the depths of suffering for the ultimate test.

A brand-new endgame activity called Escalation Nightmares drops you into a series of three Nightmare dungeons. As you progress through the Dungeons, the nightmares get worse because each Nightmare Dungeon adds to the subsequent Dungeons. The rewards also get harder as the difficulty rises. If you can persevere through all three, a date with Astaroth’s exalted form awaits you at the conclusion.

An Escalation Sigil, which is required to begin an Escalating Nightmare, can be acquired as a reward from Horadric caches that are given out by Strongrooms beginning in Torment I. You can enter the first Nightmare Dungeon in the chain by activating this dungeon sigil.

After completing the Escalation’s first Nightmare Dungeon, a Horadric Portal will appear, displaying the affix details for the subsequent dungeon. After finishing the third consecutive Nightmare Dungeon, you will eventually be taken to Astaroth’s Lair.

Back to Top.

Send Astaroth to run it back.

Your Nightmare Escalation will end with a familiar face and one incredibly good boy.

Take a fresh, difficult approach to Astaroth and the hideous Amalgam. Astaroth will separate from his mount during the battle, becoming two fearsome bosses. To beat Astaroth, maneuver and master their new lethal combos.

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. In a short while, the Amalgam will recover and get back into the fray. Fear this Mephisto acolyte and the destructive power he possesses; killing these two will be a test of your combat skills.

Return to the Top.

All Realms’ Dungeon Content.

Sanctuary’s dungeons are frequently left unoccupied, allowing the evil forces inside to gradually change and produce new horrors to conquer. 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 Affixes for Nightmare Dungeon.

In addition to Strongrooms and Escalating Nightmares, a new set of Affixes have been added to Nightmare Dungeons to make them more rewarding. A positive affix will now be included in every basic Nightmare Sigil from this updated and enlarged collection 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.

Back to Top.

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 percent[+] Control Duration and 30 percent[+] Lucky Hit Chance.

Seal of Power.

While you have two or more Arcana from the School of Power equipped, gain 25 percent[+] Movement Speed and 15 percent[+] Critical Strike Chance.

Seal of Denial.

While you have two or more Arcana from the School of Denial equipped, gain 30 percent[x] more Barrier, Fortify and Thorns.

Horadric Crest.

For each Arcana from a unique School you have equipped, gain 5 percent[+] Damage Reduction and 1 percent[+] Maximum Resistance to All Elements.

Reverie Horn.

After you injure or kill an enemy, your Summons are empowered, growing larger and dealing 30 percent[x] more damage for 4 seconds.

Scornful Light.

You deal 20 percent[x] and take 10 percent[x] more Elemental damage.

Tyrant Bane.

After you deal damage over time to an enemy, they take 0.33 percent[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 percent[x] primary stat, 8 percent[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 percent[+] 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 percent[+] Cooldown Reduction.

Brilliant Sigil.

Your Infusions are 150 percent[x] more potent.

Elemental Brand.

Your Catalytic Skill deals 33 percent damage of your Infusion’s element over 3 seconds. Lucky Hit: Dealing damage of your Infusion’s element has up to a 33 percent chance to trigger its secondary effect.

The Starflux.

Your Catalysts deal 100 percent[x] more damage. However, you lose control over Horadric Spellcraft, causing your Catalysts to inherit Infusions randomly.

Back to Top.

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 percent Movement Speed.

+16-25 percent 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 percent[x] increased damage.

Druid.

Noxious Spine-Breaker (Unique Two-Handed Weapon):.

Affixes:.

Inherent: 110 percent Damage to Poisoned enemies.

14-18 percent Willpower.

114-150 percent Poison Damage.

26-35 percent Chance for Pulverize to Hit Twice.

26-35 percent Resource Cost Reduction.

Unique Power.

Every 10 seconds, Pulverize forms a puddle that deals 200-400 percent of its damage as Poisoning damage over 6 seconds. Pulverizing the puddle splashes an additional 20-40 percent of the puddle’s total damage within the area and around it.

Necromancer.

The Hand of Naz (Unique Gloves):.

Affixes:.

77.5-100 percent Skeletal Mage Damage.

10.5-15 percent 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 percent 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 percent life when you don’t have enough Energy. Spending life to Cast Flurry increases its damage by 30-50 percent and your Attack Speed by 50 percent 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 percent Resistance to all Elements.

Inherent: Casted Hydras Have +2 Heads.

+11.5-15.7 percent Intelligence.

+5.2-6.0 Critical Strike Chance.

+77.5-100 percent 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 percent[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 percent of your Thorns and also deals 100 percent 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 percent, up to 300 percent.

Back to Top.

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 and 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.

Back to Top.

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.

Back to Top.

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.

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.

Back to Top.

2.3. 0 PTR Patch Notes.

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 percent of your Thorns and deals 100 percent 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 percent, up to 300 percent.

Skills.

Thrash.

Damage increased from 18 percent to 40 percent.

Third hit damage increased from 27 percent to 70 percent.

Withering Fist.

Damage Over Time increased from 36 percent to 65 percent.

Thunderspike.

Damage increased from 15 percent to 45 percent.

Third hit damage increased from 32 percent to 65 percent.

Rock Splitter.

Damage increased from 20 percent to 50 percent.

Third hit damage increased from 28 percent to 80 percent.

Exalted Hunter.

Previously: Killing an enemy while The Hunter is present has a 40 percent 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 percent of the total Poisoning instantly to them and 20 percent of it to surrounding enemies before removing the Poisoning effect from the primary target. This damage is increased by 30 percent of your Critical Strike Damage bonus.

Now: Your Critical Strikes cause your Poisoning on an enemy to burst, dealing 180 percent of the total Poisoning instantly to them and 20 percent 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 percent[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 percent[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 percent of Counterattack’s Base damage on impact.

Now: While active, Counterattack reflects incoming Razor Wings back out again with 30-50 percent[x] increased damage. Other Small Missiles are also deflected back at enemies and deal 30-50 percent of Counterattack’s Base damage on impact.

Sepazontec.

Damage bonus reduced from 80-130 percent[x] to 50-100 percent[x].

Paragon.

In-Fighter.

Previously: When you Dodge or Block an attack you gain 2.0 percent[+] increased Attack Speed and 1.0 percent[x] increased Damage for 5 seconds, stacking up to 9 times.

Now: When you Dodge or Block an attack, gain 20 percent[+] increased Attack Speed and 15 percent[x] increased Damage for 5 seconds.

Drive.

Each stack no longer has an individual timer.

Convergence.

Previously: You deal bonus damage equal to 20 percent[x] of your 2 highest bonuses to Damage with Physical, Fire, Lightning, Cold, Poison, and Shadow combined, up to 30 percent total.

Now: You deal bonus damage equal to 3.5 percent[x] of all your bonuses to Damage with Physical, Fire, Lightning, Cold, Poison, and Shadow combined, up to 30 percent 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 percent Movement Speed.

+16-25 percent 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 percent[x] increased damage.

Druid.

Noxious Spine-Breaker: Unique 2H Weapon.

Affixes.

Inherent: 110 percent Damage to Poisoned enemies.

14-18 percent Willpower.

114-150 percent Poison Damage.

26-35 percent Chance for Pulverize to Hit Twice.

26-35 percent Resource Cost Reduction.

Power.

Every 10 seconds, Pulverize forms a puddle that deals 200-400 percent of its damage as Poisoning damage over 6 seconds. Pulverizing the puddle splashes an additional 20-40 percent of the puddle’s total damage within the area and around it.

Necromancer.

The Hand of Naz: Unique Gloves.

Affixes.

77.5-100 percent Skeletal Mage Damage.

10.5-15 percent 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 percent 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 percent life when you don’t have enough Energy. Spending life to Cast Flurry increases its damage by 30-50 percent and your Attack Speed by 50 percent 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 percent Resistance to all Elements.

Inherent: Casted Hydras Have +2 Heads.

+11.5-15.7 percent Intelligence.

+5.2-6.0 Critical Strike Chance.

+77.5-100 percent 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 percent[x] increased damage.

Balance Updates.

General.

Shard of Verathiel.

Damage bonus reduced from 50-200 percent[x] to 50-150 percent[x].

Paingorger’s Gauntlets.

Damage bonus reduced from 100-200 percent[x] to 75-125 percent[x].

Aspect of the Moonrise.

Damage bonus reduced from 40-100 percent[x] to 40-60 percent[x].

Legendary Ranks increased from 16 to 21.

Aspect of Adaptability.

Previously: When used below 50 percent Maximum Resource, Basic Skills generate 3 of your Primary Resource, once per Skill. When used at or above 50 percent Maximum Resource, Basic Skills deal 20 – 100[x] percent increased damage.

Now: Basic Skills generate 5 additional Primary Resource, once per Skill. Basic Skills deal 0.4-0.6 percent[x] increased damage for each point of Primary Resource you have.

Barbarian.

Skills.

Frenzy.

Damage increased from 30 percent to 70 percent.

Lunging Strike.

Damage increased from 33 percent to 90 percent.

Battle Lunging Strike.

Bleed damage increased from 20 percent to 40 percent.

Bash.

Damage increased from 33 percent to 90 percent.

Flay.

Damage Over Time increased from 48 percent to 115 percent.

Hammer of the Ancients.

Damage increased from 98 percent to 110 percent.

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 percent.

Mighty Leap.

Previously: Enemies Damaged by Leap are slowed by 70 percent.

Now: Leap deals 40 percent[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 percent[x] of your Vulnerable Damage Bonus, up to a maximum of 45[ percent].

Now: Applying a Bleed to a Vulnerable target deals 45 percent[x] increased damage.

Blood Rage.

Previously: Killing a Bleeding enemy has 10 percent chance to grant Berserking for 5 seconds. Your damage is increased by 10 percent[x] of your Damage while Berserking bonus, up to a maximum of 45 percent[x].

Now: Killing a Bleeding enemy has 10 percent chance to grant Berserking for 5 seconds. You gain 45 percent[x] increased damage while Berserking.

Carnage.

Previously: While Berserking, Critical Strikes increase your Attack Speed by 2 percent[+], up to 16 percent[+], for 6 seconds.

Now: Berserking now additionally grants 15 percent[+] Attack Speed.

Decimator.

Previously: Each time you make an enemy Vulnerable, your damage is increased by 20 percent[x] for 5 seconds. Overpowering a Vulnerable enemy grants an additional 20 percent[x] bonus for 5 seconds.

Now: You deal 20 percent[x] increased damage to Vulnerable enemies. Your Overpower deals 20 percent[x] increased damage.

Flawless Technique.

Previously: Damaging enemies with One-Handed Weapons increases your Critical Strike chance by 1 percent for 4 seconds, up to 8 percent. 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 percent[+] for 4 seconds.

Force of Nature.

Previously: Your Earthquakes have a 75 percent chance to spawn a Dust Devil every second that deals 180 percent Weapon damage. Earthquake damage is increased by 40 percent of your Damage vs Close bonus, up to a maximum of 200 percent.

Now: Your Earthquake deals 45 percent[x] increased damage and have a 75 percent chance to spawn a Dust Devil every second that deals 180 percent Weapon damage.

Druid.

Skills.

Earth Spike.

Damage increased from 19 percent to 90 percent.

Wind Shear.

Damage increased from 20 percent to 60 percent.

Storm Strike.

Damage increased from 20 percent to 60 percent.

Maul.

Damage increased from 26 percent to 80 percent.

Claw.

Damage increased from 28 percent to 80 percent.

Fierce Claw.

Poison Damage increased from 20 percent to 40 percent.

Pulverize.

Damage increased from 92 percent to 110 percent.

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 percent to 30 percent.

Innate Debilitating Roar.

Damage bonus increased from 15 percent to 25 percent.

Grizzly Rage.

Damage bonus per second in the form increased from 3 percent to 4 percent.

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 percent of their Base damage as Poisoning damage over 4 seconds.

Now: You deal 5/10/15 percent increased Poison damage.

Vigilance.

Damage Reduction reduced from 7/14/21 percent to 5/10/15 percent.

Abundance.

Basic Skill Spirit generation bonus increased from 10/20/30 percent to 15/30/45 percent.

Nature’s Fury.

Previously: Casting or Channeling an Earth Skill has a 40 percent 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 percent chance to trigger a free Storm Skill of the same category, and vice versa. In addition, you deal 20 percent more Earth and Storm damage and these free Skills count as both.

Ursine Strength.

Previously: Gain 30 percent additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal 15 percent increased damage, and 70 percent increased Overpower damage.

Now: Gain 30 percent Maximum Life, 20 percent more damage, and a 100 percent 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 percent 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 percent.

Now: While Grizzy Rage is active, your direct damage is converted into Poison damage, you deal 20-40 percent 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 percent[x] for every 100 Willpower you have.

Now: Your Lightning Bolts deal 25-40 percent increased damage.

Unique Items.

Mjölnic Ryng.

Damage bonus reduced from 40-100 percent to 20-40 percent.

Necromancer.

Skills.

Reap.

Damage increased from 20 percent to 50 percent.

Hemorrhage.

Damage increased from 40 percent to 80 percent.

Decompose.

Damage increased from 60 percent to 150 percent.

Enhanced Decompose.

Damage increased from 40 percent to 100 percent.

Bone Splinters.

Damage increased from 15 percent to 30 percent.

Soul Rift.

Soul Rift no longer grants a Barrier.

Damage bonus on Prime Soul Rift reduced from 75 percent to 15 percent.

Passives.

Affliction.

Damage bonus capped at 400 percent.

Ossified Essence.

Previously: Your Bone Skills deal 0.5 percent increased damage for each point of Essence you have above 50 upon cast. Current Bonus: X percent.

Now: Your Essence Generation is increased by 50 percent and your Bone Skills deal 0.5 percent increased damage for each point of Essence you have when Cast, up to 100 percent[x]. Current Bonus: X percent.

Shadowblight.

Base damage increased from 60 percent to 200 percent.

Damage scaling reduced from 100 percent to 20 percent.

Damage bonus capped at 300 percent.

Now also scales with Shadow damage.

Rathma’s Vigor.

Overpower bonus reduced from 120 percent to 100 percent.

Legendary Aspects.

Aspect of Swelling Curse: Renamed to Aspect of Decaying Humerus.

Previously: Bone Spirit’s Critical Strike Chance is increased by 10-30 percent. 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 percent 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 percent 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 percent increased damage while Bone Prison is active.

Blighted.

Previously: You deal 35-55 percent[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 percent[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 percent Corrupting damage per second. Gain +20 percent 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 percent Corrupting damage per second. Gain +30 percent 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 percent 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 percent 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 percent to 20-40 percent.

Indira’s Memory.

Damage bonus reduced from 40-80 percent to 20-40 percent.

Bloodless Scream.

Previously: Your Darkness Skills Chill enemies for up to 100 percent and deal 100-200 percent increased damage to Frozen enemies. Lucky Hit: Your Darkness Skills have up to a 100 percent chance to generate 15-25 additional Essence against Frozen targets.

Now: Your Darkness Skills Chill enemies for up to 100 percent and deal 100-200 percent 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 percent[x] to 40 percent[x].

Rogue.

Skills.

Puncture.

Damage increased from 21 percent to 45 percent.

Heartseeker.

Damage increased from 24 percent to 50 percent.

Forceful Arrow.

Damage increased from 33 percent to 50 percent.

Invigorating Strike.

Damage increased from 45 percent to 65 percent.

Blade Shift.

Damage increased from 30 percent to 45 percent.

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 percent to 60 percent.

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 percent of your Maximum life.

Now: Casting Flurry dashes you to the target and Heals for 10 percent 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.

percent of Damage to Close reduced from 25 percent to 10 percent.

Damage bonus is capped at 90 percent.

Precision.

Damage bonus is capped at 360 percent.

Alchemical Admixture.

percent of Cold, Poison, Shadow reduced from 40 percent to 12 percent.

Potency bonus capped at 150 percent.

Victimize.

percent of Vulnerable damage reduced from 150 percent to 20 percent.

Victimize damage bonus capped at 300 percent.

Victimize base damage increased from 60 percent to 90 percent.

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 percent.

Now a Utility Legendary rather than Offensive.

Cheat’s.

Previously: You take 10-30 percent less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain 15 percent Movement Speed for 2 seconds.

Now: You have 5-15 percent increased Damage Reduction and 10 percent increased Movement Speed, doubled while below 50 percent 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 percent[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 percent chance to create a toxic pool that deals [280-364] percent 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] percent 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 percent[x] increased damage.

Now: Penetrating Shot bounces off walls and deals 40-80 percent[x] increased damage.

Eyes in the Dark.

Previously: Death Trap deals 50-150 percent increased damage and will rearm itself once after activating.

Now: Your next Death Trap will deal 100-200 percent 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 percent[x].

Now: Casting a Mobility or Subterfuge Skill increases your damage by 30 percent[x] for 10 seconds.

Tricks of the Trade.

Previously: Your Marksman Skills grant your Cutthroat Skills 25 percent[x] increased damage for 8 seconds. Your Cutthroat Skills grant your Marksman Skills 25 percent[x] increased damage for 8 seconds.

Now: Enemies damaged by your Marksman Skills take 30 percent increased damage from your Cutthroat Skills, and vice versa.

Eldritch Bounty.

Previously: When you attack with an Imbued Skill you gain 3 percent Maximum Resistance and 30 percent increased damage for that Imbuement’s Element for 9 seconds.

Now: Each equipped Imbuement Skill grants 3 percent Maximum Resistance and 30 percent increased damage for that Imbuement’s Element.

Sorcerer.

Skills.

Frost Bolt.

Damage increased from 38 percent to 90 percent.

Arc Lash.

Damage increased from 42 percent to 80 percent.

Fire Bolt.

Damage Over Time increased from 44 percent to 90 percent.

Spark.

Damage increased from 12 percent to 25 percent.

Enhanced Spark.

Damage increased from 9 percent to 20 percent.

Lightning Spear.

Damage increased from 16 percent to 80 percent.

Invoked Lightning Spear.

Stun Duration reduced from 2 seconds to 0.5 seconds.

Hydra.

No longer has a Mana cost.

Damage increased from 23 percent to 35 percent.

Lucky Hit Chance increased from 2.5 percent to 5 percent.

Firewall.

Base damage increased from 230 percent to 300 percent.

Incinerate.

Starting damage increased from 120 percent to 150 percent.

Maximum ramp up damage increased from 162 percent to 203 percent.

Inferno.

Damage increased from 354 percent to 425 percent.

Passives.

Combustion.

Previously: Your Burning effects deal 60 percent[x] increased damage, and an additional 25 percent[x] of your Burning Damage and Damage to Burning target bonuses.

Now: Your Burning effects deal 50 percent[x] increased damage, and an additional 20 percent[x] of your Burning Damage and Damage to Burning target bonuses, up to 100 percent[x].

Vyr’s Mastery.

Previously: While Charged: Critical Strikes have a 15 percent chance to arc as Lightning damage to another nearby enemy, or if there are no other targets you hit the target again for 500 percent of the damage.

Now: While Charged: Critical Strikes have a 25 percent 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 percent of the damage.

Enlightenment.

Previously: While Enlightened your Damage Bonuses with Fire, Lightning, and Cold are equal to them combined and you gain:.

25 percent[x] Damage.

45 percent[+] Mana Regeneration.

20 percent[+] 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 percent[x] Damage.

45 percent[+] Mana Regeneration.

30 percent[+] Attack Speed.

Legendary Aspects.

Serpentine Aspect.

Previously: You may have 1 additional Hydra active, and Hydra’s duration is increased by 10-30 percent.

Now: Casting Hydra Consumes all your Mana to increase its damage by 0.5-2.5 percent 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 percent[x]. Double this bonus against Healthy targets.

Now: Increases the Critical Strike Damage of Pyromancy Skills by 25-45 percent[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 percent[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 percent[x] of normal damage. Lightning Spear deals 20-40 percent[x] increased damage.

Tempering.

Conjuration Fortune.

Magic Rarity.

Conjuration Lucky Hit Chance increased from 2.5-4.0 percent to 6.0-8.0 percent.

Rare Rarity.

Conjuration Lucky Hit Chance increased from 3.0-5.0 percent to 8.0-10.0 percent.

Legendary Rarity.

Conjuration Lucky Hit Chance increased from 4.0-6.0 percent to 8.0-12.5 percent.

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.

Back to Top.

scroll to top