Blizzard Entertainment Inc.

10/16/2025 | Press release | Distributed by Public on 10/16/2025 11:12

The 2.5.0 PTR: What You Need to Know

The 2.5.0 Public Test Realm (PTR) for Diablo IV will be available from October 21, 10:30 p.m. PDT to October 28, 11 a.m. PDT, offering you the chance to test upcoming changes and features releasing with the next season for the base game, which revitalizes the way you play on both Eternal and Seasonal Realms.

The purpose of the PTR is to test updates and features before the launch of the next season, where we'll be focusing on major system updates to itemization, monster combat, an invasion of the Lesser Evils, 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 through the PTR, testing new features, and providing feedback to the team.

Here is what the 2.5.0 PTR will preview ahead of next season.

Codex

Item Journey Reworks: Tempering and Masterworking

Reach Untold Heights with Sanctification

Monster Combat Evolved

System Updates: Defense, Healing, Renown

Beat Back the Lesser Evils

Earn Divine Gifts

Ascend the Tower and Leaderboards (Beta)

Introducing Season Rank

Capstone Dungeons Return

New Unique Items

Features Offered for Testing

How to Provide Feedback

How to Install the PTR

2.5.0 PTR Patch Notes

Item Journey Reworks: Tempering and Masterworking

We are changing the item journey in a big way. Based on community feedback, we're overhauling your item journey through the many difficulty tiers of Diablo IV.

Tempering has changed in a few significant ways. Tempering is no longer randomly applied, Masterworking has a more distinct and linear path, leading on a far more direct item journey relative to the power you seek.

Developer's Note: Tempering and Masterworking have been refocused around their most core elements: customization, and prestige. Players now always get their desired Tempering Affix, and Masterworking has a direct path towards perfection.

Tempering

  • You can now select which specific affix you want to apply to your item from a Tempering Recipe. No longer will you have to have it randomly applied!
  • Items can now only have one tempered affix.
  • Tempering Charges can be restored indefinitely.

Masterworking

  • Masterworking no longer increases your item's affix values. Instead, it improves the Quality of an item, which gives a bonus to the base damage, armor, or resistance of an item.
  • Items can be Masterworked to a maximum Quality threshold of 20. Each time you Masterwork the item, it adds a random amount of Quality to the item (from 2-5 levels). Once at maximum Quality, you can roll it one last time for a Capstone bonus.
  • This Capstone bonus upgrades a random non-greater affix on your item into a Greater Affix. You can then choose to re-roll the Masterworked Greater Affix, without resetting your Masterworking Quality. Re-rolling the current Masterworked Affix will cost Obducite and Neathiron.

Additionally, we're increasing the amount of base affixes found on non-unique items from 3 to 4.

Back to Top

Reach Untold Heights with Sanctification

Your deeds in protecting the downtrodden have not gone unnoticed, wanderer. A fraction of power from The High Heavens has become available for your plight in the upcoming Season.

[Link]

Sanctification is your opportunity to take the ascendant power of the Angels and imbue that into your items.

  • Sanctifying your item has the chance to:
    • Apply a bonus Legendary power
    • Improve an Affix into a Greater Affix
    • Add a bonus Affix from a pool of special Sanctification affixes
    • Replace an existing Affix with a random Sanctification affix
    • Make your item indestructible, preventing it from losing durability
  • Sanctifying your item makes it unmodifiable, ending that item's journey. This should be the last upgrade you make to your item.

[Link]

There are a couple different ways to attain this celestial improvement:

  • In Pre-torment difficulties, after defeating a Lesser Evil within one of the gamemodes they've taken over (such as Helltide) you'll have a rare chance to sanctify an item at the Heavenly Anvil. If you choose not to use this at the time of invitation, you will not have the option to Sanctify your item again until you receive another divine invitation.
  • You can also obtain Heavenly Sigils, which can be used at will to transport you to the Heavenly Forge to undergo Sanctification. These are only needed to Sanctify items at Ancestral quality. These can only be earned in Torment difficulties.

Back to Top

Monster Combat Evolved

The many bloodlusted creatures that burrow beneath the many hovels and bogs of Sanctuary may seem mindless. But there's a reason they have not yet been eradicated from the land of Sanctuary, they mutate and adapt to overcome their prey... slowly becoming more formidable.

Improved Monster Behaviour

Monsters will better react and adapt to combat in their express desire to end your life:

  • Each monster should now have its own clear role and own identity when fighting.
  • Monster behavior was previously too predictable; they'll now be more dynamic in how they respond to you in combat.

Deadlier Enemies Lurk

  • Expect your defenses to be regularly tested by your enemies; you'll more regularly be dealt damage from these intelligent packs.
  • Monster affixes will also be more powerful, making them more necessary to deal with before moving on to other less important enemies.
  • Monster packs will also group up less, making them harder to take out in one fell swoop. Their tactics have improved, and so should yours.
  • Champion enemy rarity has been reworked to form champion packs.

Elite Enemy Updates

  • There are 20+ new monster affixes to learn and conquer.
  • Elites now spawn with minions that inherit some of their affixes.
  • We've updated enemy affixes to be more engaging, reduced overlap in their designs, and made some visual clarity improvements.

These changes apply to all monsters across Sanctuary. Take care the next time you encounter what you think will be a familiar pack of foes.

Back to Top

System Updates: Defense, Health, Renown

The 2.5.0 PTR is your first look at the upcoming changes to the way you defend, use Potions, and how Renown is changing across both Seasonal and Eternal Realms.

Defense Overhaul: Introducing Toughness

In an effort to better equalize effective Health across classes and builds, we're making several changes to the way effective Health interacts with Damage Reduction and how those individual stats are calculated. Our goal is to properly test you defensively as you climb through difficulty tiers, putting more emphasis on gearing your builds towards survivability.

  • Armor and Resistances will both become rating systems, with diminishing returns at higher values.
  • Armor now reduces all damage taken, both Physical and Non-Physical.
  • We're introducing a new type of Damage Resistance: Physical Damage.
  • The Armor and Resistance penalties per Torment Tiers have been removed.
  • Skills and Paragon Nodes are being reworked with these changes in mind. Paragon Nodes and Skills that provided various form of Damage Reduction now grant a multiplicative bonus to your armor or all resistances.

To help you understand your defenses better, we're adding a new stat called Toughness that represents the total amount of raw damage of each type you can take after considering all damage mitigation sources.

  • Toughness is displayed under your character stats beneath Attack Power.
  • The Toughness value summarizes your average defense against each damage type, hovering over this value will give a detailed view of how effective your defenses are against each specific damage type.

Healing Updates

Potions are changing significantly to make their use more impactful and tactical. These changes go in tandem with the Renown changes next, so keep that in mind when reading these changes.

  • Base Potion capacity has been reduced to 4 (regardless of previous Renown progress).
  • Potion healing is now an instant, percentage based heal. Using a Potion heals you for 35% of your total Health immediately on use.
  • In addition to the Potions you pick up, you'll also slowly regenerate a Potion every 30 seconds.
  • Life on Hit has been improved and re-added as a potential affix.
  • We've also increased values for Life Regeneration, Life on Kill, Healing %, and made them more readily available.
  • Healing Potion upgrades have been removed considering Potions are now a portion of your overall Health.

Fortify Re-design

To work in tandem with the changes to Healing and Potions, Fortify is shifting from a type of Damage Reduction to an additional reservoir of Life that's drained to heal you over time.

  • When you now gain Fortify, it will stack up to your Maximum Life. When you have Fortify under Maximum Life, you'll heal for a percentage of your Maximum Life per second in exchange for an equal amount of Fortify.
  • You will be considered Fortified as long as you have any amount of Fortify.
  • Specific changes to Skills, Passives, and items related to Fortify are detailed in the 2.5.0 PTR Patch notes found at the bottom of this blog.

Back to Top

Beat Back the Lesser Evils

[Link]

The Lesser Evils have been patient with their plans, waiting for the right time to find Sanctuary unaware and ripe for the taking. It will take the aid of the High Heavens to beat back their sinister plots in the next Season.

Sanctuary Invaded

Hellish gamemodes have been invaded by these baleful Lesser Evils in the Seasonal Realm, imbuing them with their distinct malice. Each of the Lesser Evils dominates a different game mode, Duriel in Helltide, Belial in The Pit, Andariel in the Kurast Undercity. Azmodan stalks across Sanctuary, appearing as a formidable new World Boss in multiple locations.

In addition to appearing as one of the World Bosses that can appear, in an area just south of Zarbinzet, Azmodan can also be summoned at will. You'll find three Summoning Altars to call Azmodan forth. Each Summoning Altar will invoke Azmodan with powers from one of the other three Lesser Evils.

  • Select one of the Summoning Altars to summon Azmodan, who'll be influenced by powers from one of the other Lesser Evils. The monsters that rise to support him will also have affixes related to their corresponding Lesser Evil.
  • Defeating the enemies that initially spawn to summon Azmodan.
  • After slaying him, you'll find chests in his summoning area that can be opened with Corrupted Essence.

Duriel burrows into Helltide, spreading his parasitic presence:

  • Instead of the Blood Maiden, Duriel can be summoned within Helltide.
  • Upon reaching maximum threat level, Pangs of Duriel will spawn instead of the Hellborne. These Pangs of Duriel will be ever present in Helltide, symptoms of Duriels much lamented takeover. Slaying them will earn you Baneful Hearts to summon Duriel.
  • Monster packs in Helltide will feature monster family maggots, including new Portent of Pain mega-maggots.
  • The Hellwyrm spews maggots, and the meteors that plague Helltide will now be falling packs of maggots. Delicious.

[Link]

Belial slips into The Pit, manifesting confusion wherever he lies:

  • Belial Eyes will randomly appear within The Pit. Once destroyed, they'll stun nearby enemies and summon a pack of Belial Apparitions. Slaying these Apparitions will count towards your Pit progress.
  • Destroying several Eyes during your run will replace the final boss with Belial himself, killing him grants an additional Glyph upgrade and rewards.
  • Throughout The Pit, Belial's influence extends by creating clones of your enemies to sow confusion in your mind.

[Link]

Andariel burns into the Kurast Undercity:

  • Andariel's influence has corrupted the Undercity's Spirit Beacons, making them more dangerous, but yielding far more attunement than normal. Using these Tormented Spirit Beaons will grant additional attunement.
  • We are adding three new Undercity Tributes specific to Andariel. Each boost your Undercity rewards, guarantees Andariel spawns as the final boss. Beware, for these specific Tributes add Dungeon affixes to your run.
  • Shades of Andariel can also be found lurking in the recesses of the Undercity. This powerful shade has attacks that will sap your time.
  • Andariel can also appear as the final boss in the Undercity, who upon defeat will grant increased rewards.
  • Additionally, enemies within the Undercity can be imbued with Wailing Spirits, which launch attacks that hone in on your location.

Killing enemies with their respective Lesser Evil Purified or Corrupted Gift grants Divine Favor, which levels your Divine Gifts and used to progress through the Seasonal Reputation board.

Back to Top

Earn Divine Gifts

[Link]

In this Season, the Angel Hadriel has returned to Sanctuary to grant rare boons in the fight against the newly returned Lesser Evils. Hadriel provides a fraction of the power the High Heavens possess which manifest as Divine Gifts. These boons imbue you with great reward, and great opportunity.

Each Divine Gift has three components: a Reward, a Corrupted Gift, and Purified Gift.

  • Within the Divine Gifts panel within your inventory, Divine Gifts can be slotted in the interior to activate the Purified Gift, or the exterior to activate the Corrupted Gift.
  • When slotted, the Divine Gift will activate the reward bonus associated with each gift, increasing the rewards for that specific Divine Gift.
  • Corrupted Gifts will make each activity they relate to more difficult, but still grant the reward bonus on the Divine Gift.
  • Purified Gifts remove the negative affect, add a positive effect, and double the Reward gained.
  • Each Corrupted Gift slots are unlocked automatically. Progress through the Seasonal Reputation board to unlock the Purified Gift slots found for the Divine Gifts.

These Purified Gift slots are unlocked at the following Divine Favor ranks:

  • Rank II: Duriel
  • Rank IV: Andariel
  • Rank VI: Azmodan
  • Rank VIII: Belial

Killing a Lesser Evil for the first time drops their Corrupted Essence. Returning this Essence to Hadriel will unlock the two Divine Gifts associated with that Lesser Evil.

Once unlocked, you'll earn experience towards levelling up each of the related Divine Gifts by killing the Lesser Evil or any of their minions.

Essence of Pain

  • Rewards: Pangs of Duriel can drop Socketables in Helltide, doubled while Purified.
    • Rank Upgrades: Higher quality Runes and Gems drop.
  • Purified Gift: Briefly gain maximum Barrier after becoming Injured, every 20 seconds.
  • Corrupted Gift: Pangs of Duriel ambush you more often and have a 100% chance to shatter your Barriers or Fortified Life with their attacks.

Earned by battling Duriel in Helltide.

Essence of Squalor

  • Rewards: Maggots in Helltide can drop Experience Globes, doubled while Purified.
    • Rank Upgrades: More Experience Globes drop.
  • Purified Gift: Refill a Healing Potion every 20 seconds.
  • Corrupted Gift: Maggots spawn from falling meteors, and all maggot attacks will consume 1 of your Health Potions.

Earned by battling Duriel in Helltide.

[Link]

Essence of Lies

  • Rewards: Chance for an extra upgrade in the Pit, doubled while Purified.
    • Rank Upgrades: Extra upgrade chance increases.
  • Purified Gift: Fortify for 1% of your Maximum Life a second.
  • Corrupted Gift: Belial's Eyes are filled with malice and will focus you with beams that deal 10% of your Maximum Life a second.

Earned by battling Belial in the Pit.

Essence of Shadows

  • Rewards: Vanquish the Pit to earn immense amounts of Gold, doubled while Purified.
    • Rank Upgrades: Gold amount increases.
  • Purified Gift: Briefly become Unstoppable when Crowd Controlled every 12 seconds.
  • Corrupted Gift: Belial's Apparitions are empowered and their attacks can Daze you for 3 seconds or Knock you Back.

Earned by battling Belial in the Pit.

Essence of Sin

  • Rewards: Survive World Boss encounters to earn Activity Keys, doubled while Purified.
    • Rank Upgrades: Higher quality Dungeon Keys drop.
    • Rank 2: The Weekly cache awards a huge amount of Activity Keys.
    • Rank 5: More Compasses and Tributes drop across Sanctuary.
  • Purified Gift: Gain 20% increased Armor.
  • Corrupted Gift: You are Vulnerable while fighting World Bosses.

Earned by battling Azmodan in the Overworld.

Essence of Hellfire

  • Rewards: Survive World Boss encounters to earn Lair Boss Keys, doubled while Purified.
    • Rank Upgrades: Higher quality Lair Boss Keys drop.
    • Rank 2: The Weekly cache awards a huge amount of Lair Boss Keys.
    • Rank 5: More Lair Boss Keys drop across Sanctuary.
  • Purified Gift: Your direct damage has a 10% chance to Stun enemies for 1 second.
  • Corrupted Gift: Meteors rain down upon you while fighting World Bosses.

Earned by battling Azmodan in the Overworld.

Essence of Anguish

  • Rewards: Vanquish the Undercity to earn Obols, doubled while Purified.
    • Rank Upgrades: Obols amount increases.
  • Purified Gift: Gain 30% Movement Speed.
  • Corrupted Gift: Manifestations of Anguish lurk throughout the Undercity and attach lightning siphons to you that Slow you by 70% while you are close to them.

Earned by battling Andariel in the Undercity.

Essence of Screams

  • Rewards: Vanish the Undercity to earn Salvage Materials, doubled while Purified.
    • Rank Upgrades: Higher quality Salvage Materials drop.
  • Purified Gift: Gain 20% increased Resistance.
  • Corrupted Gift: Agonized Souls are enraged and will now form explosions that pull you inwards and generate electrified ground that deals 12% Maximum Life a second.

Earned by battling Andariel in the Undercity.

Back to Top

Ascend The Tower and Leaderboards (Beta)

[Link]

A new challenge arrives to test the mettle of the most battle-hardened warriors in Sanctuary. The Tower is a multi-stage timed dungeon that is meant to only be bested by the most elite of wanderers. While the Pit descends you to the greatest depths to galvanize your strength, the Tower rises in challenge to match you against others who think themselves worthy.

Our plan is to update The Tower and Leaderboards for multiple Seasons to come. This introduction of the Tower should be considered the first iteration of this gamemode. We look forward to reading your feedback on this mode to help shape it moving forward.

The Tower was distinctly built with the new monster combat changes in mind. Become an expert at outwitting the new tactics of these foes to gain the upper hand within The Tower.

  • Unlock the Tower through the Obelisk in Cerrigar. From there, you can run The Tower on any difficulty level already unlocked for The Pit.
  • You have 10 minutes from exiting the starting circle to complete the entire dungeon.

Here's how to master The Tower:

  • Fight through multiple floors, each with a randomized tile set and monster family.
  • Earn progress by killing monsters and collecting Orbs. The more experience monsters provide upon death, the more score they provide.
  • During your run, Pylons will appear after destroying Towers found throughout the level. You are guaranteed to see four Pylons across your Tower run. Use these to tactically empower you for a short duration. The first three Pylons will appear in a random order (while still guaranteeing each of the three options will appear at least once), but the fourth Pylons will be a random repeat of one of the prior Shrines.
  • You can also collect Orbs to earn progress in the Tower. These drop from killing Elites, Champions, or Goblins.

When enough progress has been made, a random Tower boss will spawn. Defeat them before the timer ends to complete the run and mark your spot on the Leaderboards.

The Leaderboards (Beta)

[Link]

With the arrival of The Tower, the Leaderboards have made their triumphant return to Diablo IV. This is where the elite will compete to see who can call themselves the pinnacle of all wanderers. The Leaderboard in the 2.5.0 PTR will be active for the duration of the PTR, from October 21, 10:30 p.m. PDT to October 28, 11 a.m. PDT.

Upon completing your Tower run, you'll see the Tower Tier you completed, and your final time.

  • You can visit the Artificer's Obelisk in Cerrigar to see where you place on the Leaderboard, or in the Collections menu.

We have plans for the Leaderboard following Season 11 launch, while this PTR will be more focused on introducing the overall functionality. Expect more details around the timeline and testing schedule for both The Tower and Leaderboards closer to Season 11 launch.

If you opt out of cross-platform play, you'll have limited access to the Leaderboards. Additionally, there will be two entirely separate entries of Leaderboards split by both Hardcore and Normal.

Leaderboards will be organized by the following categories:

  • Solo Barbarian
  • Solo Necromancer
  • Solo Sorcerer
  • Solo Rogue
  • Solo Druid
  • Solo Spiritborn
  • Party of 2
  • Party of 3
  • Party of 4

Additionally, entries on the Leaderboards will display the following:

  • Rank
  • Player Name
  • Tier Completed
  • Time
  • Date

You can also Filter the results by:

  • All Platforms or PC only
  • Hardcore and Normal
  • Friends
  • Clan

You can view the Leaderboards when interacting with the Artificer's Obelisk in Cerrigar.

Back to Top

Introducing Season Rank

The Season Journey is now shifting into a more challenging version stocked with even greater rewards, Seasonal Rank. Each Rank now requires you to complete a Capstone Dungeon before progressing to the next Rank. Similar to previous Capstone Dungeons, these can be attempted before the recommended level and difficulty.

Renown is changing in a big way on the Seasonal Realm as it's being removed in exchange for the Season Rank system, completing optional objectives with the Season Rank to earn Skill Points, Smoldering Ashes, and Cosmetics.

Renown Changes in the Seasonal Realm

Your Renown will now only stand permanently in the Eternal Realm.

  • Within the Seasonal Realm, you can still earn additional benefits associated with the former Renown system based on your progress in the new Season Rank system.
  • Season Rank rewards additional Skill points at Rank 1, 2, and 3.
  • Season Rank awards additional Paragon points at Rank 3, 4, 5, and 6.
  • Extra Potion capacity has been removed from the Renown reward tracks in the Eternal Realm, and replaced with a different bonus.
  • Altars of Lilith and Tenets of Akarat will still grant some Experience and minor rewards, rather than permanent stats and power.

Back to Top

Capstone Dungeons Return

The Capstone Dungeons have returned, aimed to challenge your progress through the many difficulty tiers as you gain power through your journey. Note that despite Capstone Dungeons stating a suggested Level to attempt them, they do not scale in difficulty with your current level.

There are five Capstone Dungeons to conquer:

Torrid Menagerie

  • Suggested level: 30
  • Difficulty Tier: Normal

Hellish Descent

  • Suggested level: 50
  • Difficulty Tier: Expert

Unseen Awakening

  • Suggested level: 60
  • Difficulty Tier: Torment I

Tempest Oasis

  • Suggested level: 60
  • Difficulty Tier: Torment II

Sins of the Many

  • Suggested level: 60
  • Difficulty Tier: Torment III

Back to Top

New Unique Items

These new Items storm into Sanctuary to dispatch demons with increased fervor.

Barbarian

Chainscourged Mail (Unique Pants)

Affixes:

  • +51-65 All Stats
  • +424-457 Maximum Life
  • 8.1-8.8% Cooldown Reduction
  • +2-3 to Brawling Skills

Unique Power:

  • Casting a damaging Brawling Skill disables it afterwards. When all of these Skills that are on your Action Bar are disabled, they become re-enabled with their Cooldowns refreshed. Your Brawling Skills deal 50-100%[x] increased damage for each disabled Skill.

Druid

Khamsin Steppewalkers (Unique Boots)

Affixes:

  • Inherent: Attacks Reduce Evade's Cooldown by 0.5 Seconds
  • +16.5-25.0% Movement Speed
  • +41.5-55.0% Crowd Control Duration
  • 16-25% Nature Magic Cooldown Reduction
  • +2-3 to Bad Omen

Unique Power:

  • Damaging 200-100 Enemies with Storm Skills grants a charge. Casting any Defensive Skill will grant Max Movement Speed and Unhindered for 1 second for each charge used. While charged, enemies you run into are Immobilized for 1 second.

Rogue

[Link]

Death's Pavane (Unique Pants)

Affixes:

  • Inherent: +15% Dodge Chance while Channeling Dance of Knives
  • +9.0-11.0% Critical Strike Chance
  • +16.0-25.0% Movement Speed
  • +2-3 to Dance of Knives
  • +62.5-85.0% Agility Damage

Unique Power:

  • Dance of Knives drops knives from enemies hit. Picking them up grants you 1 Charge and increases your Dance of Knives damage by 10-20% for 6 seconds, stacking up to 3 times.

Necromancer

Gravebloom (Unique One-handed Mace)

Affixes:

  • Inherent: 10% Attack Speed
  • +80-94 Intelligence
  • +424-457 Maximum Life
  • +36.5-50.0% Chance for Golem to Hit Twice
  • +1-2 Golem Mastery

Unique Power:

  • You raise 3 smaller Golems that each deal 40-60% of normal damage and gain 30%[+] Attack Speed. Your Golems respawn 50% faster.

Sorceror

[Link]

Orsivane (Unique One-handed Mace)

Affixes:

  • +99-113 Intelligence
  • +424-457 Maximum Life
  • +57.0-75.0% Non-Physical Damage
  • +3-4 to Core Skills

Unique Power:

  • For each Defensive Skill not on your Action Bar you deal 20-40%[x] increased damage and gain its associated Enchantment Effect.

Spiritborn

Path of the Emissary (Unique Boots)

Affixes:

  • Inherent: +30% Movement Speed
  • +16-25% Movement speed
  • +155-200% Core Skill damage
  • +1-2 Core Skill ranks
  • +26.5-40% Impairment Reduction

Unique Power:

  • Every 12-4 meters you move, invoke a Core Skill from your primary Spirit Hall.

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 major cities to aid you in the Public Test Realm.

PTR Boost

Similar to our previous Public Test Realms, 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 major cities. 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. Anything highlighted in bluehas been updated since the last PTR:

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
  • Unlock All Torment Tiers
  • Set Paragon to Level 200

Seasonal

  • Grant Divine Gifts
  • Maximize Divine Gift Ranks
  • Grant Seasonal Progression Items
  • Grant Sanctification Stones

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 that Season 11 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 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.

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.
  • 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 Character for any testing related to the Seasonal themes.
  • Enter the game and test the 2.5.0 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

2.5.0 PTR Patch Notes

2.5.0 PTR Build #69010 (PC Only)-October 21, 2025

Vessel of Hatred

Game Updates

Spiritborn

New Item

Path of the Emissary: Unique Boots

Affixes

  • +30% Movement Speed (Inherent)
  • +16-25% Movement speed
  • +155-200% Core Skill damage
  • +1-2 Core Skill ranks
  • +26.5-40% Impairment Reduction

Power

  • Every 12-4 meters you move, invoke a Core Skill from your primary Spirit Hall.

Skills

Rushing Claw

  • Damage increased from 80% to 160%.

Adaptable Concussive Stomp

  • Previous: When enemies recover from Concussive Stomp, you dodge their next 3 attacks.
  • Now: When enemies recover from a Concussive Stomp that you Cast, you block their next 3 attacks.

Poised Payback

  • Now consumes up to 500 Vigor.

Passives

Potent

  • Previous: Hitting enemies with Jaguar Skills increases the Damage they take from you by 0.1-0.3% up to 10-30%.
  • Now: Gain 2/4/6% Jaguar Skill Attack Speed and Cooldown Reduction.

Unique Items

Ring of the Midday Hunt

  • Previous: Your Maximum Vigor is increased by 50%, and killing an enemy grants you 1 - 7 Vigor. While you have Ferocity, your Poisoning effects deal their damage across 33% of the normal duration.
  • Now: Your Maximum Vigor is increased by 50%, and killing an enemy grants you 1 - 7 Vigor. While you have Ferocity, your new Poisoning effects last 33% longer.

Ring of Writhing Moon

  • Previous: A Pestilent Swarm spawns from you every 4 seconds, dealing x Poison damage per hit. Your Pestilent Swarms now orbit around you and generate 3 Vigor per hit.
  • Now: A Pestilent Swarm spawns from you every 4 seconds, dealing x Poison damage per hit. Your Pestilent Swarms now orbit around you and reduce an equipped Eagle Skill's cooldown by 0.25 seconds per hit.

Peacemonger's Signet

  • Previous: While you have at least 4 stacks of Ferocity, you gain 1 - 7 Vigor per second. Gaining Ferocity also grants Resolve.
  • Now: While you have at least 4 stacks of Ferocity, you gain 5-15%[x] increased damage and Armor. Gaining Ferocity also grants Resolve.

Band of First Breath

  • Max Life percentage has been replaced with additive Max Life.
  • Critical Strike Chance replaced with Resolve generation rate.

Rod of Kepeleke

  • Can now only consume up to 500 Vigor.

Harmony of Ebewaka

  • Damage Reduction affix replaced with Dexterity affix.

Loyalty's Mantle

  • Damage Reduction affix replaced with Dexterity affix.

Wound Drinker

  • Damage Reduction from Poisoned Enemies affix replaced with Armor affix.

Jacinth Shell

  • Armor percentage affix replaced with All Resistance affix.
  • Damage Reduction while Injured affix replaced with Dexterity affix.

Protection of the Prime

  • Damage Reduction while Standing Still affix replaced with Armor affix.

Spirit Hall

All

  • All main Spirit Hall potency affixes changed to main Spirit Hall Damage.
  • Updated the tooltips to display the damage that scales with the above affix in blue.

Jaguar

  • Previous: Every 15th time you deal direct damage to an enemy with a Jaguar Skill, unleash additional slashes dealing 20% of the damage you have dealt to them in the last 0.5 seconds. All Skills are now also Jaguar Skills.
  • Now: Every 15th time you deal direct damage with a Jaguar Skill, unleash a Beast Strike for (100% Weapon damage), increasing all damage you deal by 3% and doubling Beast Strike's damage, stacking 5 times. You lose all stacks when you stop attacking for 1 second.

Eagle

  • Now scales damage rather than Vulnerable duration.

Gorilla

  • Now only scales Thorns damage.
  • Barrier per hit reduced from 5% to 2.5%.
  • No longer has a cap of 30% Barrier.
  • Updated the tooltip to clarify that Gorilla skills do not need to be Cast to gain the effect.

Centipede

  • Now scales damage rather than Slow and Damage reduction.
  • Damage Reduction per stack increased from 2% to 4%.
  • Increased the debuff duration from 6 to 8 seconds.
  • Increased the total poison amount from 70% to 160%.

Legendary Aspects

Reactive armor

  • Fixed the tooltip to clarify it invokes a free Concussive stomp rather than Casting.

Paragon

Sapping Legendary Node

  • Vigor Restoration changed from 15% to 15 Vigor.

Tempering

  • Mystic Circle Potency moved from Jaguar Finesse (Offensive) to Plains Augments (Weapon).

Mercenaries

Raheir

Shield Charge

  • Fortify reduced from 5% to .2% of Maximum Life.

Ground Slam

  • Required attacks increased from 3 to 20.
  • Healing increased from 5% to 8% of Maximum Life.

Subo

  • Seeker perk changed from restoring 50% Maximum Resource to 50 primary resource gained.

Miscellaneous

  • The chance to find pre-torment Tributes has been reduced.

Bug Fixes

Skills

  • Fixed an issue where the rank 5 Protector Thorns damage bonus was being applied less than intended.
  • Fixed an issue where Touch of Death didn't spawn a swarm if the target was killed by the initial strike damage.
  • Fixed an issue where Poised Touch of Death did not get applied when a Core Skill hit twice.

Paragon

  • Fixed an issue where the Convergency Legendary Node didn't scale properly with the Canny Glyph's legendary bonus.
  • Fixed an issue where the Drive Paragon Node could scale damage higher than intended.

Items

  • Fixed an issue where the Unyielding Hits Aspect didn't increase the damage of the Centipede Main Hall effect as expected.
  • Fixed an issue where Hesha E Kesungi would display as having one more Greater Affix than it had.
  • Fixed an issue where Aspect of Fleet Wings could occasionally not grant Unhindered.
  • Fixed an issue where Aspect of Fleet Wings could snapshot the damage buff from Unrestrained Power.
  • Fixed an issue where bonus Armor and Thorns gained from the Bruiser's Aspect did not display while in town.

Runes

  • Fixed an issue where Xal Rune would occasionally not properly maintain your current Life percentage when it triggered.
  • Fixed an issue where Moni Rune would reset its counter when Weapon Swapping.

Mercenaries

  • Fixed an issue where Subo's Bargaining Chips passive did not properly increase Overpower damage.
  • Fixed an issue where Subo's Ambusher Passive did not properly grant bonus Lucky Hit Chance.
  • Fixed an issue where Subo's Loaded Munitions did not consistently apply Vulnerable.

Base Game

Game Updates

New Items

Barbarian

Chainscourged Mail (Unique Pants)

Affixes

  • +51-65 All Stats
  • +424-457 Maximum Life
  • 8.1-8.8% Cooldown Reduction
  • +2-3 to Brawling Skills

Unique Power

  • Casting a damaging Brawling Skill disables it afterwards. When all of these Skills that are on your Action Bar are disabled, they become re-enabled with their Cooldowns refreshed. Your Brawling Skills deal 50-100%[x] increased damage for each disabled Skill.

Associated Lair Boss

  • Lord Zir

Druid

Khamsin Steppewalkers (Unique Boots)

Affixes

  • Inherent: Attacks Reduce Evade's Cooldown by 0.5 Seconds
  • +16.5-25.0% Movement Speed
  • +41.5-55.0% Crowd Control Duration
  • 16-25% Nature Magic Cooldown Reduction
  • +2-3 to Bad Omen

Unique Power

  • Damaging 200-100 Enemies with Storm Skills grants a charge. Casting any Defensive Skill will grant Max Movement Speed and Unhindered for 1 second for each charge used. While Charged, enemies you run into are Immobilized for 1 second.

Associated Lair Boss

  • Grigoire, the Galvanic Saint

Necromancer

Gravebloom (Unique One-Handed Mace)

Affixes

  • Inherent Affix: 10% Attack Speed
  • +80-94 Intelligence
  • +521-561 Maximum Life
  • +36.5-50% Chance for Golem to Hit Twice
  • +1-2 Golem Mastery

Unique Power

  • You raise 3 smaller Golems that each deal 40-60% of normal damage and gain 30%[+] Attack Speed. Your Golems respawn 50% faster.

Associated Lair Boss

  • Best in the Ice

Rogue

Death's Pavane (Unique Pants)

Affixes

  • Inherent: +15% Dodge Chance while Channeling Dance of Knives
  • +9.0-11.0% Critical Strike Chance
  • +16.0-25.0% Movement Speed
  • +2-3 to Dance of Knives
  • +62.5-85.0% Agility Damage

Unique Power

  • Dance of Knives drops knives from enemies hit. Picking them up grants you 1 Charge and increases your Dance of Knives damage by 10-20% for 6 seconds, stacking up to 3 times.

Associated Lair Bosses

  • Andariel
  • Duriel

Sorcerer

Orsivane (Unique One-Handed Mace)

Affixes

  • +99-113 Intelligence
  • +424-457 Maximum Life
  • +57.0-75.0% Non-Physical Damage
  • +3-4 to Core Skills

Unique Power

  • For each Defensive Skill not on your Action Bar, you deal 20-40% increased damage and gain its associated Enchantment effect.

Associated Lair Boss

  • Varshan

Balance Updates

All Classes

Unique Items

Melted heart of Selig

  • Previous: Gain 60 Maximum Resource. When taking damage, 75% is Drained as 2 Resource for every 1% of Maximum Life you would have lost.
  • Now: Each point in your Primary Stat increases your Primary Resource by 3%[+] but you have 75% reduced life. Any damage you would take is dealt to your Primary Resource before your life. If you have not taken damage in 6 seconds, your Resource regenerates to full over 3 seconds.

Developer's Note: Note that taking damage during the 3 second regeneration phase does not cancel the full regeneration.

  • Resource Generation increased from 15% to 100%.
  • Damage Reduction affix replaced with +% of primary stat.

Shattered Vow

  • Damage over time duration increased from 44% to 111%.

Tassets of the Dawning Sky

  • Maximum Resistance per element replaced with 20-40% Resistance per element.
  • Maximum Resistance to All Elements affix replaced with All Resistance %.

Tyrael's Might

  • All Resistance updated to 80 All Resistance.
  • Maximum Resistance affix replaced with Resistance % affix.

Andariel's Visage

  • Inherent Poison Resistance affix removed.
  • Maximum Poison Resistance affix replaced with 666 Poison Resistance affix.

Soulbrand

  • Damage Reduction while Healthy affix replaced with Armor affix.
  • Damage Reduction while you have a Barrier increased from 10-30% to 20-40%.

Temerity

  • Maximum Life % affix replaced with Maximum Life affix.
  • Damage Reduction while Healthy affix replaced with Armor % affix.

Tibault's Will

  • Maximum Life affix replaced with Critical Strike Chance affix.
  • Damage Reduction while Unstoppable affix replaced with Attack Speed affix.
  • Resource gain when becoming Unstoppable increased from 50 to 100.

Flickerstep

  • Inherent Evade grants Movement Speed affix removed.
  • Damage Reduction from Close affix replaced with Life affix.
  • Lightning Resistance affix replaced with All Resistance affix.

Banished Lord's Talisman

  • Maximum Life % affix replaced with Life affix.

Legendary Aspects

Aspect of Elements

  • Renamed to "Of Elemental Fate".
  • Previous: Gain 15-35% increased damage to a set of damage types for 7 seconds. This effect alternates between 2 sets:
    • Fire, Lightning, and Physical.
    • Cold, Poison, and Shadow.
  • Now: Gain 15-35% increased damage to a set of damage types for 7 seconds alternating randomly between 2 sets:
    • Fire, Lightning, and Physical.
    • Cold, Poison, and Shadow.
    • Fate can favor you granting the same bonus more than once, stacking up to 6 times. At Maximum, it's your lucky day!

Needleflair Aspect

  • Reduced its frequency in extreme situations.
  • Chance for Thorns to activate explosions increased from 25-45% to 40-60%.

Assimilation Aspect

  • Fortify reduced from 5-10% to 2-3% of Maximum Life.

Aspect of Inevitable Fate

  • Now has 21 ranks, up from 16.

Wildbolt Aspect

  • Now has 21 ranks, up from 16.

Sticker-thought Aspect

  • Now has 21 ranks, up from 16.

Aspect of Sly Steps

  • Now has 21 ranks, up from 16.

Aspect of the Dark Dance

  • Now has 21 ranks, up from 16.

Aspect of Creeping Death

  • Now has 21 ranks, up from 16.

Aspect of the Prudent Heat

  • Now has 21 ranks, up from 16.

Barbarian

Expertise

  • The rank 10 Weapon Expertise bonus now also applies when equipped to the Weapon Technique Slot.

Skills

Kick

  • Damage increased from 60% to 100%.

Power Kick

  • Previous: Kick is now also a Core Skill. If Kick damages an enemy, it consumes all of your Fury and deals an additional 25% damage per 10 Fury spent. Kick no longer Knocks Back enemies.
  • Now: Kick is now also a Core Skill. If Kick damages an enemy, it consumes up to 500 Fury and deals an additional 25%[x] damage per 20 Fury spent. Kick no longer Knocks Back enemies.

Mighty Kick

  • Increased collide damage from 54% to 100%.

Leap

  • Now scales with Attack Speed.

Upheaval

  • Can now be cancelled slightly earlier with another skill.

Iron Skin

  • Previous: Steel yourself, gaining a Barrier that absorbs 50% of your missing Life for 5 seconds.
  • Now: Steel yourself, increasing only your Maximum Life by 30% and gaining a Barrier that absorbs 80% of your missing Life for 5 seconds.

Enhanced Ground Stomp

  • Previous: Ground Stomp generates 60 Fury and has a 2 second increased Stun duration.
  • Now: Ground Stomp generates 60 Fury and Pulls in enemies.

Call of the Ancients

  • Duration increased from 6 to 10 seconds.

Iron Maelstrom

  • Two-Handed Bludgeoning damage increased from 75% to 150%.
  • Two-Handed Slashing initial damage increased from 20% to 40%.
  • Two-Handed Slashing bleeding damage increased from 120% to 240%.
  • Dual Wield damage increased from 43% to 86%.

Enhanced Bash

  • Fortify reduced from 20% to 10% of Maximum Life.

Strategic Iron Skin

  • Fortify reduced from 30% to 10% of Maximum Life.

Enhanced War Cry

  • Fortify reduced from 15% to 8% of Maximum Life.

Strategic Rallying Cry

  • Previous: Rallying Cry grants you 10% Maximum Life as Fortify. While Rallying Cry is active, you gain an additional 2% Maximum Life as Fortify each time you take or deal direct damage.
  • Now: While Rallying Cry is active, gain 1% Maximum Life as Fortify every second.

Passives

Counteroffensive

  • Previous: While you have Fortify for over 50% of your Maximum Life, you deal 4% increased damage.
  • Now: While Fortified, deal 4% increased damage.

Defensive Stance

  • Previous: While Fortified, you gain an additional 2% Damage Reduction and you Heal for .5% Maximum Life every second.
  • Now: While Fortified, gain 3% Damage Reduction.

Irrepressible

  • Fortify reduced from 10% to 3% of Maximum Life.

Thick Skin

  • Fortify reduced from .6% to .1% of Maximum Life.

Legendary Aspects

Aspect of the Veteran Brawler

  • Previous: Each time a Core Skill deals direct damage to an enemy, your next Charge, Leap, or Kick deals 4-10%[x] increased damage, up to 20-50%[x].
  • Now: Each time a Brawling Skill deals direct damage to an enemy, your Charge, Leap, or Kick deals 4-10%[x] increased damage for 5 seconds, up to 20-50%[x].

Aspect of the Dire Whirlwind

  • Previous: Whirlwind's Critical Strike Chance and Critical Strike Damage are increased by 6-10%[x] for each second it is channeled, up to 28-50%[x].
  • Now: Whirlwind's Critical Strike Chance and Critical Strike Damage are increased by 6-10%[x] for each second it is channeled, up to 28-50%[x]. This bonus persists for 5 seconds after Whirlwind ends.

Aspect of Numbing Wrath

  • Previous: Each point of Fury generated while at Maximum Fury grants 4-28 Fortify.
  • Now: Every 100 Fury generated while at Maximum Fury grants 2-3% Max Life Fortify.

Steadfast Berserker's Aspect

  • Previous: Gain 147-671 Fortify whenever you deal direct damage while Berserking.
  • Now: Gain .1-.3% Max Life Fortify whenever you deal direct damage while Berserking.

Aspect of Tempering Blows

  • Previous: After swapping weapons 5 times, gain 98-622 Fortify.
  • Now: After swapping weapons 5 times, gain 2-3% Max Life Fortify.

Aspect of Anger Management

  • Now has 21 ranks, up from 16.

Executioner's Aspect

  • Now has 21 ranks, up from 16.

Aspect of the Fortress

  • Now has 21 ranks, up from 16.

Unique Items

Bane of Ahjad-Den

  • Previous: Every 12 seconds, your next Mighty Throw detonates its pulses instantly as Fire Damage and deals 400-600%[x] increased damage.
  • Now: Every 6 seconds, your next Mighty Throw detonates its pulses instantly as Fire Damage and deals 200-300%[x] increased damage.

Paragon

Dominate Glyph

  • Reduced Overpower timer from 12 to 6 seconds.

Might Glyph

  • Legendary Bonus now includes damage to Injured enemies.

Weapons Master Legendary Node

  • Previous: Swapping Weapons restores 8% of your maximum Fury.
  • Now: Swapping Weapons restores 12 Fury.

Warbringer Legendary Node

  • Previous: For every 75 Fury you spend, gain 15% of your Maximum Life as Fortify.
  • Now: For every 300 Fury you spend, gain 10% of your Maximum Life as Fortify.

Druid

Spirit Boons

Bolster

  • Fortify reduced from 50% to 5% of Maximum Life.

Skills

Grizzly Rage

  • Stacking duration is no longer a part of the ability, and Cooldown doesn't start until the ability ends.
  • Stacking Damage per second removed and Damage Bonus increased to 60%.
  • Skill Ranks of Grizzly Rage now grant bonus damage instead of reducing Cooldown.

Natural Boulder

  • Critical Strike Chance while Fortified increased from 20% to 25%.

Enhanced Maul

  • Fortify reduced from 8% to 2% of Maximum Life.

Enhanced Debilitating Roar

  • Fortify reduced from 20% to 15% of Maximum Life.

Preserving Earthen Bulwark

  • Fortify reduced from 18% to 10% of Maximum Life.

Fierce Earth Spike

  • Fortify reduced from 12% to 3% of Maximum Life.

Supreme Grizzly Rage

  • Fortify per second reduced from 8% to 2% of Maximum Life.

Natural Trample

  • Fortify reduced from 12% to 3% of Maximum Life.

Ferocious Wolf Pack

  • Fortify reduced from 8% to 3% of Maximum Life.

Passives

Bad Omen

  • Now also calls Lightning Strikes when applying Immobilize and Stun.
  • Ranks in this passive now increase the damage of the Lightning Bolts instead of the chance to strike enemies.

Energize

  • Now restores 100 spirit instead of fully restoring Spirit.

Earthen Might

  • Now restores 100 spirit instead of fully restoring Spirit.

Stone Guard

  • Previous: While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal 4% increased damage.
  • Now: While Fortified, your Earth Skills deal 4% increased damage.

Unrestrained

  • Previous: Reduce the duration of Control Impairing Effects by 5%. Double this effect while you have Fortify for over 50% of your Maximum Life.
  • Now: Reduce the duration of Control Impairing Effects by 5%. Double this effect while Fortified.

Defensive Posture

  • Previous: Increases the amount of Fortify you gain from all sources by 5% and you gain 3% Damage Reduction while Fortified.
  • Now: Increases the amount of Fortify you gain from all sources by 5%.

Safeguard

  • Fortify reduced from 3% to .1% of Maximum Life.

Natural Fortitude

  • Fortify reduced from 2% to .2% of Maximum Life.

Legendary Aspects

Skinwalker's Aspect

  • Previous: When you use a Shapeshifting Skill that changes your form, Heal for 5-20% of your Maximum Life. If you are at full Life, gain the same amount as Fortify.
  • Now: When you use a Shapeshifting Skill that changes your form, Fortify for 2-3% of your Maximum Life.

Aspect of Calm Breeze

  • Now restores 100 spirit instead of fully restoring Spirit.

Rejuvenating Aspect

  • Now has 21 ranks, up from 16.

Spirt Bond Aspect

  • Now has 21 ranks, up from 16.

Unique Items

Vasily's Prayer

  • Fortify reduced from 2-5% to .2-.5% of Maximum Life.

Mjölnic Ring

  • Now restores 500 spirit instead of fully restoring Spirit.

Necromancer

Book of the Dead

Golem

  • Respawn timer reduced from 20 seconds to 10 seconds.
  • If the Golem's active ability targets an enemy, your Skeletal Warriors and Mages will focus their attacks on that target.
  • Unstoppable duration when using Golem's active increased from 1.5 to 3 seconds.

Skeleton Mage, Bone

  • Fortify on attack reduced from 3% to .1% of Maximum Life.

Skills

Corpse Explosion

  • Damage increased from 85% to 110%.

Blighted Corpse Explosion

  • Damage increased from 110% to 145%.

Bone Spirit

  • Now will only consume up to 500 Essence.

Passives

Kalan's Edict

  • Previous: Your Minions gain 3%[+] Attack Speed and 3%[x] increased damage for each active Minion. When one of your Minions die, your other Minions enrage, dealing 20%[x] increased damage for 3 seconds.
  • Now: Your Minions gain 40%[+] Attack Speed and 40%[x] increased damage. When one of your Minions die, your other Minions enrage, dealing 20%[x] increased damage for 3 seconds.

Necrotic Carapace

  • Fortify reduced from 5% to .2% of Maximum Life.

Drain Vitality

  • Fortify reduced from 2.5% to .5% of Maximum Life.

Supernatural Blood Surge

  • Previous: Each time an enemy is hit by Blood Surge's nova, you are Fortified for 1% of your Maximum Life. While you have Fortify for over 50% of your Maximum Life, Blood Surge deals 50% increased damage.
  • Now: While Fortified, Blood Surge deals 65% increased damage.

Initiate's Hemorrhage

  • Previous: Hemorrhage grants 1.6% of your Maximum Life as Fortify each time it hits an enemy, and has a 1.5% chance per enemy hit to Fortify you for 100% of your Maximum Life.
  • Now: Hemorrhage grants 1% of your Maximum Life as Fortify, and has a 3% chance to Fortify you for 100% of your Maximum Life.

Legendary Aspects

Aspect of Hungry Blood

  • Previous: Each Cast of Blood Lance will launch an additional Blood Lance at a Nearby enemy when it first hits an enemy that is already lanced, dealing 60-100% of normal damage.
  • Now: Each Cast of Blood Lance will launch an additional Blood Lance at a Nearby enemy when it first hits an enemy, dealing 60-100% of normal damage.

Aspect of the Cursed Aura

  • Now has 21 ranks, up from 16.

Shademist Aspect

  • Now has 21 ranks, up from 16.

Unique Items

Mutilator Plate

  • Fortify reduced from 1-4% to 1% of Maximum Life.
  • Maximum Life % affix replaced with Maximum Life affix.
  • Damage Reduction from Enemies affected by Blood Skills replaced with Intelligence affix.

Kessime's Legacy

  • Inherent Blood Wave Fortifies affix removed.
  • Damage Reduction while Fortified affix replaced with Intelligence affix.

Indira's Memory

  • Previous: Blood Wave is additionally a Bone Skill. It spawns a Bone Prison at its end point and increases your Blood Skill damage by 20-40% for 8 seconds when Cast. All Bone Spears are additionally Blood Skills. Your Bone Spears consume a Corpse to launch another Bone Spear and drain 10% of your Maximum Life.
  • Now: Bone Spear deals 20-40% additional damage and is a Blood Skill. Casting Bone Spear will launch another Bone Spear if it can consume a nearby Corpse and 5% of your Maximum Life.
  • The Inherent affix where Bone Spear reduces Blood Wave's cooldown has beenremoved.
  • Damage Reduction while Injured affix replaced with Intelligence affix.
  • Maximum Life % affix replaced with Life.

Greaves of the Empty Tomb

  • Damage Reduction from Corrupted Enemies affix replaced with Intelligence.

The Unmaker

  • Damage Reduction while you have a Barrier affix replaced with Cooldown Reduction.

Cruor's Embrace

  • Maximum Life % affix replaced with Intelligence.

Tempering

  • Minions Chance to Fortify reduced from 15.5-20% to 5-7%.

Paragon

Gravekeeper Glyph

  • Legendary Bonus now includes damage to Injured enemies.

Blood-drinker Glyph

  • Fortify reduced from 10% to 3% of Maximum Life.

Exhumation Glyph

  • Fortify reduced from 4% to 1% of Maximum Life.
  • Damage Reduction increased from 4% to 6%.
  • Duration increased from 4 to 8 seconds.

Rogue

Specialization

Inner Sight

  • Previous: Attack enemies to fill your Inner Sight gauge. Marked enemies fill it faster. When full, gain unlimited Energy and 25%[+] Critical Strike Chance for 4 seconds.
  • Now: Attack enemies to fill your Inner Sight gauge. Marked enemies fill it faster. When full, restore 300 Energy, and gain 100% Energy Cost Reduction, 25%[+] Critical Strike Chance, and 25%[x] Critical Strike Damage.

Skills

Shadow Clone

  • Shadow Clone's copied skills will now more consistently target the initial target of the skill.

Legendary Aspects

Aspect of Star Shards

  • Dance of Knives damage increased by 30% per Combo Point spent.

Galvanized Slasher's Aspect

  • Now restores 100 energy instead of full restoring.

Unique Items

Beastfall Boots

  • Now can only consume up to 500 Energy.

Scoundrel's Leathers

  • Damage Reduction from Trapped Enemies affix replaced with Dexterity.

Eyes in the Dark

  • Damage Reduction from Trapped Enemies affix replaced with Dexterity.

Bands of Ichorous Rose

  • Maximum Poison Resistance affix replaced with Dexterity.

Paragon

Deadly Ambush

  • Previous: You deal 50%[x] increased Critical Strike Damage to enemies affected by your Trap Skills.
  • Now: You deal 50%[x] increased Critical Strike Damage and Damage Over Time to enemies affected by your Trap Skills.

Sorcerer

Skills

Teleport

  • Damage increased from 35% to 90%.

Mystical Teleport

  • Previous: Teleport deals 500% increased damage. It also forms Crackling Energy for each enemy it hits, up to 3.
  • Now: Teleport generates 3 Charges of Crackling Energy.

Shimmering Teleport

  • Previous: After Teleporting, you gain 30% Damage Reduction for 4 seconds.
  • Now: Teleport Dazes enemies at its end point for 1.5 seconds.

Frozen Orb

  • Chill amount reduced from 9% to 5%.

Enhanced Frozen Orb

  • Previous: While Healthy, the explosion of Frozen Orb deals 45% increased damage.
  • Now: Frozen Orb's explosion deals 50% more damage.

Shimmering Frost Nova

  • Now restores 20 mana per enemy instead of 10% per enemy.
  • Now restores 200 mana instead of fully restoring mana when hitting a boss.

Passives

Primordial Binding

  • Previous: Gain a stacking bonus for each active Summon, up to 10 stacks: 2/4/6% Summon Damage, 2/4/6% Movement Speed, 4/8/12% Mana Regeneration.
  • Now: Gain 6/12/18% Summon Damage.

Legendary Aspects

Aspect Of Tenuous Destruction

  • Changed from an Offensive to a Defensive Aspect.
  • Renamed to Aspect of Tenuous Survival.
  • Previous: Deal 30-50% increased damage while you have no Defensive Skills on your Action Bar.
  • Now: Gain 100-600 increased Armor and Heal 5% Maximum Life a second while you have no Defensive Skills on your Action Bar.

Aspect of Tenuous Agility

  • Previous: Gain 5-20% Movement Speed. This bonus is tripled if you haven't used a Defensive Skill in the last 8 seconds.
  • Now: Gain 20-80% Movement Speed. This bonus is removed for 10 seconds after you Cast any Defensive Skill.

Developer's Note: Free-casted Defensive Skills will no longer remove this Movement Speed bonus.

Snowveiled Aspect

  • Previous: Casting Ice Armor makes you Unstoppable and grants 25% Damage Reduction for 3.5-5.5 seconds.
  • Now: Ice Armor makes you Unstoppable and grants 200-400 Armor.

Developer's Note: Free-casted Defensive Skills will now interact with this aspect.

Aspect of the Firebird

  • Previous: Gain the Flame Shield Enchantment for free. When Flame Shield activates, Meteorites fall around you dealing Fire damage.
  • Now: While Flame Shield is active, Meteorites cascade around you and deal Fire damage. Your Meteorites gain 2% Lucky Hit Chance.

Jolting Aspect

  • Now has 21 ranks, up from 16.

Winter Touch Aspect

  • Now has 21 ranks, up from 16.

Unique Items

The Oculus

  • Inherent Affix
    • Previous: Attacks reduce Evade's Cooldown by 1 second. Gain 1 Evade Charge.
    • Now: 55% Teleport Nova Size.
  • Unique Power
    • Previous: Gain the effect of the Teleport Enchantment for free. When you Evade using Teleport Enchantment you are taken to a random location.
    • Now: Casting Teleport grants a stack of Galvanization, increasing its damage by 30-50% for 8 seconds. Becoming Injured Teleports you to a random location.

Fractured Winterglass

  • Ranks of Primordial Binding changed to 2-4 Skill Ranks of Frozen Orb.
  • Previous: Casting Frozen Orb has a 35-65% chance to spawn a random Conjuration on your Action Bar when it explodes. Lucky Hit: Your Conjurations have up to a 50-90% chance to launch a Frozen Orb at Nearby enemies.
  • Now: Frozen Orbs deal 4-8% more damage per active Summon and have a 65% chance to create a random Conjuration when Cast. Lucky Hit: Your Summons have up to a 90% chance to launch a Frozen Orb at a Nearby enemy.

Developer's Note: We are making changes that will allow this Unique Item to, first and foremost, serve as a Frozen Orb Item for scaling its damage. We've also updated it to function better with Summons as a whole.

Raiment of the Infinite

  • Previous: After using Teleport, Close enemies are Pulled to you and Stunned for 2-3 seconds, but Teleport's Cooldown is increased by 20%.
  • Now: After Casting Teleport, Close enemies are Pulled Inwards and it has a 10-30% chance to reset from each enemy it kills.

Axial Conduit

  • Resource Generation and Maximum affix replaced with Resource Generation.
  • Damage Reduction affix replaced with Intelligence affix.

Okun's Catalyst

  • Damage Reduction for each Active Ball Lightning affix replaced with Intelligence.

Esadora's Overflowing Cameo

  • Damage Reduction per Crackling Energy charge affix replaced with Cooldown Reduction affix.

Helm of Verglas

  • Inherent Maximum Cold Resistance affix removed.
  • Inherent Cold Resistance affix increased to 300.

Enchantments

Ice Armor Enchantment

  • Previous: Upon getting hit, you have a 5% chance to apply Ice Armor.
  • Now: Healing Potions apply Ice Armor and have a 25% chance to refund themselves.

Frost Nova Enchantment

  • Previous: Lucky Hit: Your Conjuration Skills have up to a 35% chance to unleash a Frost Nova when hitting enemies.
  • Now: Lucky Hit: Up to a 10% chance to unleash a Frost Nova after hitting an enemy.

Teleport Enchantment

  • Previous: Evade is replaced with a short range Teleport on a 17 second Cooldown. This version does not make you Unstoppable.
  • Now: Evade becomes a Teleport with a 5 second Cooldown that cannot be reduced.

Frozen Orb Enchantment

  • Previous: Whenever you Cast a non-Basic Skill, you have a 30% chance to launch a Frozen Orb at a Nearby enemy.
  • Now: Casting a Skill has a 30% chance to launch a Frozen Orb at a Nearby enemy.

Enemy Updates

Elites

  • Dungeon and Overworld content have had their Elite densities adjusted to compensate for the new rarities of Champion and Rare.
  • The Undercity Afflicted Monsters now use the new rarity system, resulting in fewer places to get additional time, presenting more of a challenge.
    • For more details on Monster changes, please see the section above.

Economy Updates

Developer's Note: With the changes to Renown, the pace of the early leveling journey is a fair bit slower. With the longer time to level, players were spending long periods of time where only one rarity of item was dropping. To combat this, we adjusted the level-over-level shift in item frequency to be more gradual for Normal, Legendary, and Rare Items.

Item Rarity

  • Normal Items will continue dropping for longer while leveling.
  • Magic Items will more frequently have a bonus affix.
  • Rare Items will be rarer before Level 30.
  • Legendary Items will be rarer before Level 40, and rapidly increase in frequency after.
    • The legendary rate for a Level 40 character in season 11 will be equivalent to the legendary rate for a level 25 character in season 10.
    • The legendary rate is unchanged for a Level 60 character.
  • Legendary Items have an additional Affix for a total of 4.

Monster Loot

  • Killing the last Champion in a pack, or any Elite, will always drop equipment and gold, in addition to their standard reward chances.
  • In addition to dropping Gem Fragments, Monsters have a chance of dropping a level-appropriate Gem.

Altars of Lilith

  • Altars of Lilith no longer grant permanent character rewards, such as stats or paragon points.
  • Instead, discovering a statue for the first time will award a small amount of gem fragments, obols, and gold.

Crafters

General

  • Material costs no longer scale with Item Power. Gold cost has remained unchanged.

Developer's Note: Crafting Costs will generally never cost more than two types of crafting materials.

Alchemist

  • Eternal-only conversion recipes for legacy materials will no longer appear for seasonal character.
  • Added new recipes for converting Salvage Materials.
    • Enrich Scrap: Convert Rawhide and Iron Chunks into Veiled Crystals.
    • Refine Materials: Convert Veiled Crystals into Forgotten Souls or Legendary Salvage.

Occultist

Imprinting

  • Material cost for Imprinting has been adjusted.
  • Examples:
    • Previous:
      • Rare: 5-10 Common Salvage (Iron Chunk, Silver Ore/Superior Leather, Rawhide), 3-7 Veiled Crystals, 0-3 Legendary Salvage(Abstruse Sigil/Baleful Fragment/Coiling Ward), and 5000-200,000 gold.
      • Ancestral Legendary: 25 Common Salvage, 15 Veiled Crystals, 8 Legendary Salvage, 5 Forgotten Souls, and 325.000 gold.
    • Now:
      • Rare: 5 Veiled Crystals and 5000-200,000 gold.
      • Ancestral Legendary: 5 Forgotten Souls and 1,000,000 gold.

Enchanting

  • Material cost for Enchanting has been adjusted.
  • Examples:
    • Previous:
      • Rare: 5-10 Common Salvage 2-5 Veiled Crystals, and scaling(with re-rolls) gold.
      • Ancestral Legendary: 30 Common Salvage, 20 Veiled Crystals, 2 Legendary Salvage, 5 Forgotten Souls, and scaling(with re-rolls) gold.
    • Now:
      • Rare: 10 Veiled Crystals and scaling(with re-rolls) gold.
      • Ancestral Legendary: 10 Forgotten Souls and scaling(with re-rolls) gold.

Blacksmith

  • Yields for Item Salvage has been adjusted.
  • Examples:
    • Previous:
      • Salvaging a Rare item provides 1 Common Salvage(Iron Chunk, Silver Ore/Superior Leather, Rawhide) and 2 Veiled Crystals.
      • Salvaging an Ancestral Legendary Item provides 10 Common salvage, 10 veiled crystals, and 10 Legendary salvage(Abstruse Sigil/Baleful Fragment/Coiling Ward).
      • Salvaging a Mythic Unique provides 100 Common Salvage, 100 veiled crystals, 100 legendary salvage, and a Resplendent Spark.
    • Now:
      • Salvaging a Rare item provides 5 Common Salvage and 2 Veiled Crystals.
      • Salvaging an Ancestral Legendary Item provides 5 Legendary Salvage and 1 Forgotten Soul.
      • Salvaging a Mythic Unique provides 1000 legendary salvage, 100 Forgotten Souls, and a Resplendent Spark.

Tempering

  • Tempering has been redesigned. Instead of randomly gaining an affix from the desired Temper Manual, any learned temper affix can be selected specifically and rolled onto the item.
  • The number of Temper rolls available on an item has changed.
  • Rare
    • Previous: 5 Tempers
    • Now: 1 Temper
  • Legendary and beyond
    • Previous: 5 Tempers, plus one per Greater Affix.
    • Now: 3 Tempers, plus one per Greater Affix.
  • Scrolls of Restoration have been redesigned.
    • Scrolls of Restoration no longer restore all temper charges to an item. Instead, they restore 1 temper charge.
    • There is no limit to the number of times a Scroll of Restoration can be used on an item.
  • Material cost for Tempering has been adjusted.
    • Previous:
      • Rare: 10-25 Common Salvage and 2-5 veiled Crystals.
      • Legendary: 10-25 Common Salvage, 2-10 Veiled Crystals, and 0-1 Legendary Salvage.
      • Ancestral Legendary: 40 Common Salvage, 15 Veiled Crystals, 2 Legendary Salvage, and 1 Forgotten Soul.
    • Now:
      • Rare: 25 Common Salvage and 5 veiled Crystals.
      • Legendary: 15 Veiled Crystals and 5 Legendary Salvage.
      • Ancestral Legendary: 25 Legendary Salvage and 25 Forgotten Souls.

Masterworking

  • Masterworking has been redesigned. Items have a new stat, Refinement, which is displayed on the item tooltip.
  • Each time the player Masterworks an item, the refinement value of the item is increased by a random tunable amount (1-3%), up to a Max Refinement Threshold (20%).
  • Once at the cap, the item is considered Masterworked.
  • The base properties of an item are scaled by Refinement at a 1:1 bonus.
  • Example:
    • A Chest item with 100 armor
    • Refinement 0% = 100 Armor
    • Refinement 5% = 105 Armor
    • Refinement 20% = 120 Armor
  • A Masterworked item can be refined one more time to upgrade an affix to a GA.
  • Players may re-roll the Masterworked Greater Affix by spending Neathiron, a returning resource to once again discover in Sanctuary.
  • The quantity of Obducite you ear has been adjusted. Players will earn 85% less Obducite, and recipes requiring Obducite have been similarly reduced.
  • Items no longer need to have been tempered to be masterworked.

Vendors

  • The sell value of items has been reduced by 60%.
  • The gold cost of items has been reduced by 90%.

Healing Updates

Healing Potion Changes

  • Healing potions now heal 35% max Life instantly, and no longer grant Healing over Time.
  • Potions no longer need to be upgraded.
  • Potion charges will refill once every 12 seconds.

Healing Affix Changes

  • Potion Count affix can now be found on leg armor.

Life Regen

  • "Lesser" Life Regen available on Chest, Helm, Legs, Boots, Shield.
  • "Greater" Life regen available on Amulet, Rings, Gloves.
  • Increased healing effectiveness of both.

Life on Kill

  • "Lesser" available on Chest, Helm, Legs, Boots, Shields.
  • "Greater" available on Amulet, Rings, Gloves, Weapons.
  • Increased healing effectiveness of both.

Life Per Hit

  • Re-added to the base affix pool, available on glove, weapons, shields, amulets, rings.

Healing %

  • Available on Chest, Helm, Legs, Boots, Amulet, Rings, Shields.
  • Increased healing % amount.

Nightmare Dungeons

  • The chance to get another Nightmare Dungeon sigil when completing a Nightmare Dungeon has been reduced. When a sigil does not drop, Sigil Powder will drop.

Horadric Strongrooms

  • Improved loot quality and loot quality scaling as the player climbs Torments and reaches higher tiers within Horadric Strongrooms.
  • Added a moderate amount of gold, scaling with higher tiers within the Strongroom.
  • Increased the chance for a Nightmare Escalation Sigil to drop from a Horadric Strongroom.
  • Reduced the base likelihood of a Strongroom appearing within a Nightmare Dungeon. The likelihood of the Horadric Strongroom affix appearing on a Nightmare Sigil is unchanged.

Miscellaneous

  • Instances of single element resistance affixes can now roll higher values than instances of All Resistance affixes.
  • A Jeweler and an Occultist have been added to the training grounds.
  • There is no longer a cost to enter The Pit.
  • Maximum Capacity of Murmuring Obols has been increased by 500.
  • Renown has been removed on the Seasonal Realm. All previous rewards related to Renown have either been made obsolete or shifted into the Season Rank.
    • For more details on Season Rank, please read the section detailing the new system above.

Bug Fixes

Accessibility

  • Fixed an issue where the Screen Reader did not read the interact buttons during conversations with NPCs when playing on controller.
  • Fixed an issue where the Screen Reader did not read controller buttons for Upgrading and Reallocating Blessings.

Gameplay

  • Fixed an issue where Barbarian's Rumble Glyph did not accurately track the number of active Earthquakes.
  • Fixed an issue where there was no UI indicator for the buff duration for Wrath of the Berserker.
  • Fixed an issue where the third attack for Iron Maelstrom could occur twice.
  • Fixed an issue where Ring of Red Furor would occasionally track resources spent inconsistently.
  • Fixed an issue where the Damage Bonus from Supernatural Blood Surge applied twice to the explosion from Blood-Bathed Aspect.
  • Fixed an issue where Essence Per Enemy Drained by Blood Surge affix was not properly granting Essence.
  • Fixed an issue where Rogue's Cunning Stratagem Paragon Node would not increase the damage of non-Core Skills that used Combo Points.
  • Fixed an issue where Aspect of Quickening Fog did not properly grant both bonuses from Aspect of Synergy.
  • Fixed an issue with Infiltrator's Aspect where Poison Traps placed before entering Stealth would not properly detonate when exiting Stealth.
  • Fixed an issue where Ambush did not increase damage when Stun Grenades deal damage with Explosive Verve Aspect equipped.
  • Fixed an issue where Shadow Clone was not properly benefiting from the increased Penetrating Shot damage from Eaglehorn.
  • Fixed an issue where Lightning Familiar would not properly trigger the Charged effect from Vyr's Mastery.
  • Fixed an issue where Barbarian Earthquakes could spawn Chaos Portals in Infernal Hordes.
  • Fixed an issue where Belial's transition between phases could be delayed if recovering from Stagger during transition.

Miscellaneous

  • Fixed an issue where quest progression could be blocked for Inside the Black Tomb if the player's character was killed by Locran's Fire.
  • Fixed an issue where the associated item for the Raising Spears quest didn't spawn, which would block quest progression.
  • Fixed an issue where the Portal when using Leave Dungeon sometimes didn't properly appear.
  • Fixed an issue where the Stockades Dungeon's gate was inoperable in the Eternal Realm.
  • Fixed an issue where newly dropped items could despawn when there was a lot of loot on the ground.
  • Fixed an issue where players on PlayStation could not use Trade Chat.
  • Various performance, stability, UI, visual, and audio improvements.

It will take the might of the Heavens to staunch this evil scourge. Do not forsake their blessings.
-The Diablo IV Team

Back to Top

Blizzard Entertainment Inc. published this content on October 16, 2025, and is solely responsible for the information contained herein. Distributed via Public Technologies (PUBT), unedited and unaltered, on October 16, 2025 at 17:12 UTC. If you believe the information included in the content is inaccurate or outdated and requires editing or removal, please contact us at [email protected]