Remove all ads & support the site - Go PurePremium!

Diablo 4 Campfire Chat Recap – June 21

Diablo 4 Campfire Chat Recap for Season 5 Theme and PTR

Diablo 4 Campfire Chat Recap - June 21

During the Diablo 4 Campfire Chat on June 21st, Director of Community Adam Fletcher, Lead Season Designer Daniel Tanguay, and Lead Live Class Designer Adam Jackson talked about the changes that will be tested in the upcoming Season 5 PTR. This feature will be available to only PC users.

Please keep in mind that all the information shared below is still in development and anything could change bet ween now and the start of Season 5 in August.

Season 5 PTR

  • The Season 5 PTR will go live on Tuesday, June 25th, will run for one week through Tuesday, July 2nd, and will be available to PC users only.
  • The PTR will include the customary character boost options as well as the ability to copy current characters into the PTR.
  • The Devs will be looking for a much feedback from players as possible, including these specific areas:
    • Your overall experience with the Infernal Horde.
    • How do Boons and Banes feel?
    • Your experience with acquiring and upgrading compasses.
    • How do the differenc difficulty levels feel?
    • How are the rewards overall and which do you like the most or least?

Season 5 Run Time

Season 5 is currently scheduled to start on Tuesday, August 6th and will run for only nine weeks until the launch of the Season 6 Vessel of Hared expansion on Tuesday, October 8th.

Season 5 Theme

  • The theme for Season 5 will be the Infernal Hordes.
  • The availability of this activity will be unlocked in WT3 by completing a short questline.
  • This activity will be accessed from a portal in Zarbinzet.
  • Players will be fighting waves of minions from Hell on their own turf, who are rallying to Mephisto.
  • This will include the introduction of The Infernal Hordes feature on the PTR.
  • The Infernal Hordes will be a wave-based endgame activity, similar to Helltides, that will actually take place in the Burning Hells instead of in Sanctuary.
  • Access to this activity will require a new key called an Infernal Compass.
    • The Compasses will range in difficulty from Tier 1 through Tier 8.
    • Lower Tiers will run for about 10 minutes and higher Tiers can run as long as 15 to 20 minutes.
    • Low Tier Compasses will drop from NMDs, Helltide, and other activities.
    • High Tier Compasses can be obtained by upgrading Low Tier Compasses with a new consumable called Abyssal Scrolls.
  • Players will be rewarded with some drops in between waves of enemy spawns and will also need to make some survival-style choices with the Infernal Offer prior to proceeding with the next wave.
  • At the end of each Wave, players will select a one Boon and one Bane that will impact the remainder of the event.
  • Like NMDs, players will have only a limited number of revives during the event.
  • The event will culminate in an all-new Boss encounter that will feature the Fell Council (formerly the High Council in Diablo 2) with new designes and abilities.
  • Players will simultaneously have to battle with three of the five Fell Priests:

Fell Council 005 Fell Council 004 Fell Council 003 Fell Council 002 Fell Council 001

  • Certain enemies and mini-events will drop Burning Aether, which is a new currency that can be used to open chests at the end of the event.
  • Players can exchange the Burning Aether for different types of awards, including:
    • All new Legendary and Unique Items.
    • Masterworking materials.
    • Gold
    • One randomly rolled item with a guaranteed Greater Affix, including some new Unique Items.

Vox Omnium The The Rakanoths Wake The Third Blade The Basilisk

Unique Items

  • Many new updates will be included in Season 5.
  • All of the new Season 5 Unique Items will be included in the PTR.
  • All existing Unique Items will be updated when the Season starts.
  • New locations for target farming Unique items, including Mythic (Uber) Uniques :
    • Obol Vendors
    • Helltide Chests
    • Whisper Caches
  • Unique Items should be powerful and exciting that direct players to certain builds.
  • It should be easy to tell whether a Unique Item is good as soon as you pick one up, compared to Legendary items that need to be Tempered and Masterworked in order to realize their full value.
  • Players build their Legendary items and while they structure their character build around Unique items.
  • Players should ideally include two to four Unique items in their late endgame builds.
  • The game will move away from generics one-size-fits-all Unique items that end up dominating the META for every class.
  • Players should have more specific reasons for including any Unique item in their build.
  • The upper power for all Unique items will be increased and will drop on a broader range.
  • Stat Affixes will also be updated to be further simplified and even less conditional and may include stats that are currently available only from Tempering.
  • Stat power levels and effects that fit the theme of the Unique item will also be improved.
  • Uber Unique items will also be updated.
    • New purple color beam.
    • New drop sound.
    • New item UI.

Uniques 001

Uniques 002

Uniques 003

Uniques 004
Uniques 005
Uniques 006

General Updates

  • Invulnerability Skills now begin their cooldown when the Invulnerability ends rather than when the skill is activated.
  • This will lengthen the skill cooldown interval to prevent infinite invulnerability from happening.
  • The duration of enemy crowd control duration and frequency has been reduced.
  • Players will be able to use potions while crowd controlled or stunned.
  • The Devs have been looking closely at the issues associated with Tempering and they currently still approve of preserving the possibility of hard bricking items.
    • However, they are also looking at ways for players to sway the RNG.
    • One additional Tempering roll will be added per Greater Affix on an item up to a max of three additional roles.

Updates 001

Updates 002

QOL Updates

The Devs want to address some of the game’s major pain points during Season 5 so that they will be resolved prior to the start of the VoH expansion and Season 6.


  • The Summoning Pylon in Ladder Boss dungeons will automatically reset after killing the Boss without having to leave the dungeon.
  • This means that there will be no further need to have to repeatedly leave the dungeon, reset all dungeons, and then travel again to the Boss room when farming Ladder Bosses.
  • All Rare items will be removed from Ladder Boss loot drops and will be replaced with more Gold.
  • The sell value of all Ladder Boss summoning materials will be increased so players can get more Gold for any unwanted materials.


  • This Boss will no longer be summoned by crafting and activating a Glacial Fissure Nightmare Dungeon sigil.
  • The Beast will now reside in the same type of standard dungeon as do the other Ladder Bosses.
  • However, summoning the beast will still require the same quantity of Distilled Fear to be deposited into the Summoning Pylon.
  • The journey to the Beast boss room will be considerably shorter than before.
  • Players who have Leftover Glacial Fissure Nightmare Dungeon sigils in their Eternal stashes will still be able to use them to summon the Beast.


  • The summoning material required to summon this Boss will be consolidated from four different body parts into just one Malignant Heart.
  • Players who have leftover Gurgling Heads, Blackened Femurs, and Trembling Hands in their Eternal stashes will still be able transmute them into Malignant Hearts.


  • The Devs noticed that it has been taking player much too long to complete Grim Favor activities during Helltides.
  • The Grim Favor activities will be concentrated into only one of the zones in each Helltide region.
  • There will now always be enough Grim Favor activities to reward approximately 10 Grim Favor points, which players should be able to complete in about 15 minutes if they so choose.
  • The drop rate for Baneful Hearts was determined to be excessive and will be reduced to approximately three Hearts per ten Tortured Gift chests to make them more valuable.


  • The Devs want to make the Legendary Affixes that drop on gear more universally applicable to all the classes.
  • In particular, the damage affixes on weapons will drop with fewer class-specific conditions.


  • The Sorcerer class will be able to equip one-handed swords as maces, including Azurewrath and Doombringer.
  • The Druid class will be able to equip two-handed polearms as well as one-handed swords and daggers.
  • The Necromancer class will be able to equip one-handed and two-handed swords and axes, including the Butcher’s Cleaver.

QOL 001

QOL 002

QOL 003

QOL 004

QOL 005



Barbarian 001


Druid 001


Necromancer 001
Golem Hulk Smash


Rogue 001

Rogue 002


Sorcerer 001


Are there any new Class buffs coming with Season 5?
– The Devs are aware of current balance issues and will be working on various improvments for the future.

Will the Infernal Hordes become a permanent part of the game?
– The PTR will be testing the Eternal version of the Infernal Hordes.

What is the moster level on Tier 8 of the Infernal Hordes?
– The final Tier will be approximately equivalent to enemy level 180 to 200.

What changes will be made to the Pit to improve grouping of players?
– There will be no changes in the PTR but the team is very aware of this and they are looking at improvements for Season 5.

What is the team’s philosophy regarding the rate of power gain in the game?
– The Devs do want players to level quickly so that they can have fun in the endgame as soon as possible.

Will it be possible to Temper or imprint Unique items?
– Not at this time, but the team will always be looking at this.


The Diablo IV Season 5 PTR: What You Need to Know

Great forces gather beyond the gates of Hell, wanderer. Do you dare to cull their threat?

The second Public Test Realm (PTR) for Diablo IV is coming soon, offering you the chance to test upcoming changes and features for Season 5. PTR will be available from June 25 to July 2 for players with a PC account.

The purpose of the PTR is to test updates and features before the launch of Season 5. Then we’ll make adjustments to Season 5 using your feedback before it goes live for everyone. The feedback we receive helps us to fine-tune balance changes, eliminate bugs, and create the best experience possible. Having a PTR gives us a chance to test new systems, and we’re grateful for your time spent playing.

Your experience in Sanctuary is about to burn even hotter: here’s an overview of what you need to know.


Season 5 features a new story where enemies are cut-down, alliances shift, and unlikely friends emerge from the shadows. The PTR features a new Questline that takes place after the events of the Main Questline and is available on both Seasonal and Eternal Realms, and will remain on the Eternal realm once Season 5 has concluded.

Head to Hawezar in World Tier III and investigate a disturbance amongst the cityfolk there. Completing this Questline will allow you to battle the Infernal Hordes, the new gameplay activity coming with Season 5. Note that you only have to complete this Quest once across your Account.


Helltides were only the beginning of the horrors lying in wait. Confront seemingly endless waves of Hell’s Legions in the Realm of Hatred, as the Infernal Hordes grow more powerful with each passing day.

  • The Infernal Hordes is an activity where you slay hordes while earning Burning Aether to unlock powerful weapons and rewards. Successfully slay the Hordes and you’ll be able to fight the powerful Fell Council.
  • Enter the Realm of Hatred by using an Infernal Compass
    • Hell Compasses can be found by defeating Endgame Bosses, Helltides, Nightmare Dungeons, and Whispers.
    • A Hell Compass will be granted to you upon completing the newest Eternal quest.

Infernal Hordes


  • Infernal Hordes has time-limited waves, lasting 90 seconds each.
  • Collect Burning Aether during a wave to spend at the end of a successful Infernal run.
  • At the end of the 90 seconds, kill the remaining enemies and decide between three Infernal Offers. Once selected, the next wave will begin.
  • Successfully slay all waves in the Tier you are attempting to advance to the Well of Hatred then battle the Fell Council. Upon defeating the Fell Council, spend your Burning Aether on Spoils of Hell.

Infernal Offer


Upon defeating each wave, Hell will tempt you with an Infernal Offer.

  • The Infernal Offer gives you a choice of three different Boons & Banes that modify your run. Select one!
    • Ex: Elite damage increased, Elites grant increased Burning Aether
  • Choose wisely—Infernal Offers will stack across the duration of your Infernal Hordes run. Many can be active at the same time!
  • Infernal Offers are your chance to increase the difficulty in order to earn more Burning Aether, or select a more modest Infernal Offer if the intensity is too great.

Burning Aether

  • Earn Burning Aether by slaying Aether Fiends and Aether Lords, or by destroying Soulspires and Aetheric Masses.
  • Burning Aether is earned individually, regardless of playing solo or in a group. This lets you decide how to spend it at the end of your run.

Spoils of Hell


  • On a successful run, you’ll use Burning Aether to unlock Spoils of Hell. There will be four different Spoils of Hell available on completing your Infernal Hordes run.
    • Spoils of Equipment
    • Spoils of Materials
    • Spoils of Gold
    • Spoils of Greater Equipment
      • This Spoil of Hell guarantees an item with a Greater Affix!

Infernal Compass


  • There are 8 Tiers of Infernal Compasses, which scale in difficulty and World Tier.
  • Each Infernal Compass Tier increases the number of waves starting at five for Tiers I-III, increasing until a maximum of 10 waves with a Tier VIII Infernal Compass. It also increases the starting difficulty of Monsters, and increases the potency of your rewards while decreasing your number of revives.
  • Abyssal Scrolls can be earned and used to upgrade your Infernal Compass by upgrading their Tier. Infernal Compasses will only drop at Tiers I-III; Abyssal Scrolls will be needed to increase their level to a Max of Tier VIII.

Infernal Compasses can be used at the following levels and World Tiers:

  • Tier I
    • Available at World Tier III
  • Tier II
    • Available at World Tier IV
    • Includes Bonus Affixes which increase crafting materials, and Legendary and Unique Drop rates!
  • Tier III
    • Available at Level 100
    • Includes Bonus Affixes
    • Includes Spoil of Greater Equipment



  • If you manage to survive the Infernal Hordes, the Fell Council await. Originally meant to protect us from the Prime Evil Mephisto during the events in Diablo II, these noble priests were corrupted and became Champions of the very demon they swore to oppose.
  • There are 5 Fell Council Members in total, each equipped with different unique abilities. Every time you face the Fell Council, there will be 3 different members to fight you – each three will be selected to fight you at random. Be wary of their unique abilities in the various combinations you’ll encounter them.
  • Once you inflict enough damage on the Fell Council, the Priests will become more frenzied in their attacks. Stay on your guard if you wish to live.
  • Upon defeating the Fell Council, you can spend your Burning Aether on the Spoils of Hell.


The forges in the Burning Hells burn the fiercest, leading to incredible possibilities for the weapons they produce.

  • Season 5 introduces new Legendaries, Uniques, and items.
  • These new Legendaries and Uniques can be earned by slaying enemies across Sanctuary, but have the best chance of appearing when playing the Infernal Hordes.


We are making some overall quality-of-life improvements to the way endgame boss fights are accessed.

Endgame Bosses

  • You no longer need to reset the dungeon to replay the same boss. Upon killing them, the summoning Altar reappears and allows you to use more resources to play them again.
  • Summoning Varshan now only requires Malignant Hearts. Trembling Hands, Blackened Femurs, and Gurgling Heads have been removed from the game.
  • Endgame Bosses now drop additional gold instead of Rare items.

Beast in Ice

  • The Beast in Ice boss fight now functions as a standard dungeon; you no longer have to craft a sigil to enter the fight.
    • Any leftover Beast in Ice sigils held by previous Seasonal Realm or Eternal characters can be used to summon Beast in Ice instead of using Summoning Materials.
  • The boss fight is now much closer to the entrance, so you’ll no longer need to progress through the Dungeon before the fight.
  • Sigil Dust has been removed as a material cost to summon.

Helltide and Whispers

  • We’ve significantly reduced the time it takes to complete Whisper bounties. We’ve now made it so that there are always enough Whispers to earn 10 Grim Favors within a given Helltide, should now take significantly less time to complete. Additionally, icons have been updated to be consistent with other Whispers.
  • Increasing your Threat now consistently scales with the health of slain Monsters.
  • We’re adjusting Baneful Heart drop rates as they were dropping too frequently to feel valuable.
    • Chance to get one from a Tortured Gift starts at 13%, and increases each time you fail to get one. Once you are rewarded a Baneful Heart, the chance resets to 10%.
    • Hellborne and the Helltide Assassin starts at 1% chance to drop a Heart, and also increases each time you fail to get one. It now resets to 2%.
  • The Cull Demons Whisper Bounty now includes Fallen, Cull Fallen Whisper Bounty now replaced with Cull Cultists.

Loot Rewards

  • Resplendent Spark awards for defeating Tormented bosses can now be earned separately on both Hardcore and non-Hardcore.
  • Resplendent Sparks and Scattered Prisms will no longer be automatically picked up. Additionally, these items can now be found in the lost items Stash if forgotten when they drop.
  • Unique and Mythic Unique Items can now be acquired through Whisper Caches, the Purveyor of Curiosities, and Tortured Gifts in Helltide.
  • The chance to find Mythic Uniques through all non-boss drop locations has been increased.

Treasure Goblins

  • The loot Quality from Treasure Goblins has been improved. They can now drop 1-3 Legendary Items and 2-6 Rare Items. The higher the number of Legendary Drops, the lower the number of Rare Drops. The opposite is also true e.g. if 2 Legendary Items drop, then 4 Rares will drop in addition.
  • Now drop 1-2 Elixirs and are guaranteed to additionally drop Common Ore, Herbs, Leather, and Gem Fragments.
  • Increased the amount of Gold that drops.
    • Examples:
      • Level 1 in World Tier I: 40k Gold
      • Level 100 in World Tier IV: 150k Gold
  • In World Tiers III and IV, Treasure Goblins also drop Forgotten Souls.
  • Additionally, they now have a 10/20/30% chance to drop 1-2 Scattered Prisms in World Tiers I and II/World Tier III/World Tier IV respectively.


  • We’re now allowing more classes to use different weapon types. This includes updating innate affixes to be more useful across classes and adjusting their conditional requirements.
    • For instance, Sorcerers will now be able to use One-handed Swords and Maces.



In the Season 5 PTR, we have three large quality-of-life and accessibility features we’re looking for feedback on. These features are designed to allow players to easily navigate the world and find the destinations of their quests. They are work-in-progress features, so every piece of feedback helps us make adjustments prior to their official release in a later update.



This is a new feature that automatically drops a map pin on the destination of your selected quest or task from your in-game Journal . When a pin is dropped, your mini-map shows a route to follow to get to the chosen destination. This becomes the default when selecting quests, and further enables additional navigation features.

Audio Navigation Assistance

With this feature enabled, the player receives spatial audio pings that direct the player towards their placed pin on the overworld map. This feature, in conjunction with auto-pin navigation, allows players to navigate through quest content while having their destination tracked through audio navigation. For best results we recommend using headphones for the immersive sound. Players can adjust both the volume and the interval of the ping to find a level that meets their needs.


The compass feature enables an on-screen HUD element that circles around the player and points towards their placed in-world pin. In combination with auto-pin, this provides consistent guidance to the player. Players can change the color of the arrow to match their particular needs and ensure it is clearly visible while slaughtering the denizens of hell.

These features can be enabled by using your Accessibility Menu with the in-game Settings.


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

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

As so many of the changes apply to the endgame, the following features will be offered:

  • Instantly boost your character to Level 100.
    • Upon entering the PTR and arriving at Zarbinzet, there will be an NPC named ‘PTR boost’. They will only have one dialogue option, which is ‘Boost me to level 100.’
  • Upon boosting, you will receive:
    • All New Legendaries
    • 1 new Unique for each Class
    • 100 million gold
    • 1,000 Obols
    • Two random sets of Ancestral gear at item power 920
    • Upgraded Potions
    • Fully unlocked Paragon Glyphs
    • Up to 10 Tempering Manuals (class specific)
    • Base amount of all consumable materials
      • Does not include materials for resources specifically earned for Masterworking, Scattered Prisms and Resplendent Sparks.
      • Materials to enter the Pit and Nightmare Dungeons are granted.
    • Completed Class system mechanics (eg: enchantments for Sorceress, etc).
    • Note: This boost can be repeated with new characters on the PTR, and you can trade between characters as needed.
  • Fog of War will be completely cleared.

Please note: some things will be missing intentionally so we can test the flows we want to watch.


Your feedback on the changes you will see and experience in the PTR is important to us, and is vital in ensuring that Season 5 is the best it can be when it goes live in Diablo IV proper. If you participate in the PTR, please let us know what you think!

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


Here are the steps to join the PTR:

  • Open the Blizzard 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 option ‘Public Test Realm’
  • Click Install to Install the PTR client. This becomes a Play button when ready.
  • Click Play to log in to the PTR, and select any of the available Test Servers.
  • Create a new test character
    • Note: Create a Seasonal Mechanic for any testing related to the Seasonal themes
  • Enter the game and test Season 5!

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.


We have many quality-of-life changes coming with the Season 5 PTR, the full notes for the PTR are included below:


New Items and Tempering Recipes

All Classes

Tempering Recipes

Worldly Finesse – Offensive

  • +X% Critical Strike Damage
  • +X% Vulnerable Damage
  • +X% Overpower Damage
  • +X% Ultimate Damage


Unique Items

Unbroken Chain – Amulet

  • Casting Steel Grasp reduces Iron Maelstrom’s Cooldown by 5-10 seconds. Enemies damaged by Iron Maelstrom deal 15-30% less damage for 6 seconds.

Legendary Aspects

Aspect of Forward Momentum – Mobility

  • Knocking back an enemy grants 25-40% Movement Speed for 3 seconds.

Tempering Recipes

Slayer’s Finesse – Offensive

  • Vulnerable Damage
  • Bonus Damage against Injured
  • Bleeding Damage


Unique Items

Björnfang’s Tusks – Unique Gloves

  • Cataclysm is now guaranteed to strike anything in range and you deal 40-80%[x] increased damage for the duration of the effect. While Cataclsym is active, you gain unlimited Spirit.

Legendary Aspects

Aspect of the Rushing Wilds – Mobility

  • Casting a Companion Skill grants 5-15% Movement Speed for 5 seconds, up to 15-45%.

Tempering Recipes

Ultimate Efficiency – Resource

  • Cataclysm Cooldown Reduction
  • Lacerate Cooldown Reduction
  • Petrify Cooldown Reduction
  • Grizzly Rage Cooldown Reduction


Unique Items

Path of Trag’Oul – Unique Boots

  • Bone Prison traps a larger area and fires 20-35 Bone Splinters at enemies trapped within. Increase your Maximum Essence by 2 for 8 seconds each time these Bone Splinters hit an enemy.

Legendary Aspects

Aspect of the Unholy Tether – Mobility

  • Casting Golem’s active Skill creates a bond between you for 6 seconds. While the bond is active, both of you are Unhindered and gain 25-40% Movement Speed.

Inexorable Reaper’s – Mobility

  • Sever now dashes you forward to attack instead. It becomes a Mobility Skill and costs no Essence, but has a 22-7 second cooldown.

Aspect of Creeping Mist – Mobility

  • Gain 20-35% Evade Cooldown Reduction.
  • You can now Evade during Blood Mist, traveling twice as far. Entering or exiting Blood Mist resets your Evade Cooldown.

Imprisoned Spirit’s – Offensive

  • When Bone Spirit explodes inside a Bone Prison, it explodes an additional time, dealing 40-70% of normal damage.
  • Bone Spirit now prioritizes enemies inside a Bone Prison.

Tempering Recipes

Necromancer Wall – Defensive

  • Skill Ranks of Necrotic Carapace
  • Skill Ranks of Drain Vitality
  • Minion Damage Reduction
  • Chance for your Minion Attacks to Fortify you for 3% Maximum Life


Unique Items

Shroud of Khanduras – Unique Chest Armor

  • Dark Shroud grants Immune for 3 seconds, but your Evade Cooldown is increased by 9-3 seconds. Evading while Dark Shroud is active leaves behind an explosion that deals Shadow damage and pulls in enemies.

Legendary Aspects

Of Nebulous Brews – Mobility

  • Using a Healing Potion grants 35-50% Movement Speed for 3 seconds. After moving 30 meters, you spawn a Healing Potion.

Galvanized Slasher’s – Resource

  • Lucky Hit: Damaging an enemy with a Mobility Skill has a 15-30% chance to fully restore your Energy. Your Maximum Energy is increased by 10-25.

Of Iron Rain – Offensive

  • Smoke Grenade has a 35-50% chance to create an Arrow Storm where it explodes, dealing Physical damage over 3 seconds. Your Arrow Storms continuously apply Vulnerable.

Breakneck Bandit’s – Offensive

  • Flurry deals 15-30% increased damage and has a 20% chance to Stun enemies for 3 seconds with each hit.

Mired Sharpshooter’s – Utility

  • Caltrops is now a Marksman Skill that periodically throws 5-20 piercing daggers over its Duration, each dealing Shadow damage and applying Vulnerable for 3 seconds.

Tempering Recipes

Subterfuge Expertise

  • Increased Smoke Grenade damage.
  • Increased Smoke Grenade Size.
  • Increased damage for each Dark Shroud Shadow.
  • Increased damage on Next Attack after entering Stealth.

Rogue Persistence

  • Increased Maximum Life Percentage gained while Dark Shroud is active.
  • Increased Maximum and All Resistance Percentage for 5 Seconds from Health. Potions.
  • Increased Skill Ranks of Second Wind.
  • Increased Skill Ranks of Aftermath.


Unique Item

Axial Conduit – Unique Pants

  • Chain Lightning alternates between orbiting you and seeking up to 3 enemies. When it returns, it drains 6 Mana from you for each active Chain Lightning. After draining 66 total Mana, the bolt explodes for (270%-570%) Lightning damage.
  • Chain Lightning expires if you don’t have enough Mana for it to drain.

Legendary Aspects

Aspect Of Tenuous Agility

  • Gain 5-15% increased Movement Speed. This bonus is doubled if you haven’t used a Defensive Skill in 8 seconds.

Aspect Of the Firebird

  • Gain the Flame Shield Enchantment for free.
  • When Flame Shield activates, Meteorites fall around you dealing (50%-70%) Fire damage.

Lightning Rod Aspect

  • Chain Lightning has a 5-20% chance to chain an additional time when hitting Crowd Controlled enemies and Bosses, and will seek them as targets.

Aspect Of Elemental Acuity

  • Casting a Pyromancy, Shock, or Frost Skill increases your Mana Regeneration by 10-20% for 5 seconds, once per Element.
  • At maximum stacks, the total bonus is increased to 60-120% for 10 seconds, but all stacks expire after the duration.

Aspect Of the Orange Herald

  • Lucky Hit: Up to a 5-10% Chance when you damage an enemy with a Skill to reduce the Cooldown of your Ultimate Skill by 2 seconds. Can only happen once per Skill cast.

Tempering Recipes

Discharge – Weapon

  • +X% chance to cast an additional Charged Bolt (moved from Shock Augments).
  • +X% Teleport size (moved from Shock Augments).
  • +X% chance for Arc Lash to swipe twice.

Conjuration – Weapon

  • +1-2 Hydra Heads on Cast.
  • X% chance for another Ice Blade on Cast.
  • X% chance for another Lightning Spear on Cast.

Conjuration Fortune – Utility

  • +X% Hydra Lucky Hit Chance.
  • +X% Ice Blade Lucky Hit Chance.
  • +X% Lightning Spear Lucky Hit Chance.

Elemental Control – Utility

  • +X Skill ranks to Convulsions.
  • +X Skill ranks to Snap Freeze.
  • +X Skill ranks to Crippling Flames.

Existing Tempering Recipe Additions

  • +X Skill ranks to Conduction – Added to Sorcerer Motion.
  • +X Ice Armor Duration – Added to Frost Cage.






  • Adjusted functionality: After bashing enemies 4 times, your next Bash will Clobber, Stunning enemies for 1.5 seconds. Clobber twice as often while using a Two-Handed weapon.
  • Enhanced Bash
    • Adjusted functionality: Clobbering an enemy grants you 20% Maximum Life as Fortify.
  • Battle Bash
    • Adjusted functionality: Clobbering an enemy generates an additional 10 Fury.


  • Enhanced Flay
    • Vulnerable duration increased from 3 to 5 seconds.
  • Combat Flay
    • Damage Reduction increased from 3% to 4%.
    • Maximum stacks increased from 4 to 5.
    • Buff duration increased from 3 to 6 seconds.

Endless Fury

  • No longer requires Two-Handed weapons.
  • Fury gain from Basic Skills increased from 10/20/30% to 12/24/36%.

Imposing Presence

  • Maximum Health reduced from 6/12/18% to 5/10/15%.

Legendary Aspects

Wanton Rupture Aspect

  • Frequency increased from every 40-25 seconds to every 30-15 seconds.

Aspect of Grasping Whirlwind

  • Now pulls in new targets three times as frequently.

Steadfast Berserker’s Aspect

  • No longer requires a Lucky Hit, and now always triggers.

Unique Items

Gohr’s Devasting Grips

  • Explosion size is now affected by increases to Whirlwind’s size.

Paragon Nodes

Hemorrhage Legendary Node

  • Now bonus Bleeding damage now caps at 45%.

Weapons Master Legendary Node

  • Fury gain increased from 4% to 8% of Maximum Fury.


  • Passive Rank bonus for Clarity affix added to Amulets.



  • Damage per hit of Landslide increased from 37.% to 70%. Total damage increased.
  • Damage area increased from 1.5 to 2.
  • Doubled the amount of pillars.


  • 1st Attack Damage buffed from 28% to 52%.
  • 2nd Attack Damage buffed from 39% to 72%.
  • 3rd Attack Damage buffed from 77% to 143%.


  • Damage buffed from 50% to 92.5%.


  • Damage buffed from 35% to 65%.

Lightning Storm

  • Damage buffed from 40% to 74%.


  • Damage buffed from 187% to 346%.


  • Can now be cast while moving.

Poison Creeper

  • Can now be cast while moving.


  • Damage area increased from 1 to 2.
  • Casting Lacerate now teleports to the target instead of starting at the caster.


  • Lightning Strike rate is doubled.

Grizzly Rage

  • Cooldown for this ability now starts after Grizzly Rage ends.
  • Previous – Shapeshift into a Dire Werebear for 10 seconds gaining 20%[x] bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form. Kills extend the duration by 1 second up to an additional 5 seconds.
  • Now – Shapeshift into a Dire Werebear for 10 seconds gaining 30%[x] bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form, up to a maximum of 75%. Kills extend the duration by 1 second, but the duration cannot go above 10 seconds.

Debilitating Roar

  • Damage Reduction decreased from 70% to 40%.

Earthen Bulwark

  • Previous – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in damage.
  • Now – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Maximum Life in damage.

Cyclone Armor

  • Non-Physical Damage Reduction increased from 10% to 15%.



  • Previous – Core and Wrath Skills deal an additional 20% damage for each Companion you have.
  • Now – Companion Skills deal an additional 20% damage for each Companion you have.


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


  • Delay from second set of Landslides slightly decreased.

Lupine Ferocity

  • Reduced amount of hits from 6 to 3 to benefit from the effect.


  • Damage Reduction increased for each Skill Rank from 5% to 7%.

Iron Fur

  • Damage Reduction increased for each Skill Rank from 3% to 4%.

Heightened Senses

  • Damage Reduction increased for each Skill Rank from 2% to 3%.

Legendary Aspects

Metamorphic Stone Aspect

  • No longer removes Wrath skill tag from Boulder.


Thunderstruck Legendary Node

  • Now has a maximum bonus capped at 40%.

Human Glyph

  • Damage bonus increased from 6.6% to 9.9%.
  • Damage Reduction increased from 10% to 15%.

Protector Glyph

  • Damage Reduction increased from 10% to 15%.

Werebear Glyph

  • Damage bonus increased from 6.6% to 9.9%.
  • Damage Reduction increased from 10% to 15%.

Werewolf Glyph

  • Damage Reduction increased from 10% to 15%.


Book of the Dead

  • Necromancer Minion attacks can now Overpower.
  • Minions are now more aggressive and will automatically engage nearby enemies.


  • Active ability – If the Golem is far from the targeted location, it will now leap to the target.
  • Iron Golem – Slam size increased by 56%.



  • Primary damage increased from 80% to 110%.
  • Secondary damage increased from 30% to 45%.
  • Lucky Hit Chance increased from 20% to 25%.


  • Damage over time increased from 105% to 135%.

Blood Wave

  • Damage increased from 150% to 450%.



  • Hits required reduced from 10 to 8.
  • Damage increased from 22% to 44%.

Hellbent Commander

  • Previous – Your Minions deal 15/30/45%[x] increased damage while you are Close to them.
  • Now – While you control at least 7 Minions, they deal 10/20/30%[x] increased damage.

Legendary Aspects

Blighted Aspect

  • Bonus damage after triggering Shadowblight 10 times reduced from 60-120%[x] to 35-50%[x].

Developer’s Note: Blighted Aspect has been a disproportionately large source of damage for Shadowblight based Necromancers, giving far more power than we normally give for a single Aspect. To compensate for this change, we are increasing the baseline power of the Darkness Core Skills and Shadowblight with the goal of keeping these builds at approximately the same overall power level.

Aspect of Bursting Bones

  • Bone Prison Burst damage increased from 9-12.2% to 75-120% of Weapon Damage.

Aspect of Empowering Reaper

  • Chance for Sever to create Blight increased from 10-25% to 15-30%.
  • Blight bonus damage increased from 40-100%[x] to 60-120%[x].

Aspect of Hungry Blood

  • Additional Blood Lance damage increased from 33-48% to 40-70%.

Aspect of Grasping Veins

  • Critical Strike Chance after casting Corpse Tendrils reduced from 10-25% to 5-20%.
  • Critical Strike Damage to enemies damaged by Corpse Tendrils reduced from 20-50% to 10-40%.
  • Critical Strike Damage bonus now lasts for 6 seconds, rather than indefinitely.

Cadaverous Aspect

  • Previous – Consuming a Corpse increases the damage of your next Core Skill by 5-10%[x], up to 25-50%[x].
  • Now – Consuming a Corpse increases the damage of your Core Skills by 3.5-6%[x] for 5 seconds, up to 17.5-30%[x].

Torturous Aspect

  • Previous – Iron Maiden is now also a Darkness Skill and deals Shadow damage. Enemies afflicted by Iron Maiden have a 10-25% chance to be Stunned for 1 second when they deal direct damage.
  • Now – Iron Maiden is now also a Darkness Skill and deals Shadow damage. Enemies have a 10-25% chance to be Stunned for 1 second when they take damage from Iron Maiden.

Unique Items

Blood Moon Breeches

  • Bonus Overpower Damage to Cursed enemies increased from 70%[x] to 100%[x].

Cruor’s Embrace

  • Core Skill Damage Affix replaced with Ranks to Tides of Blood Passive.

Ring of Mendeln

  • Lucky Hit Chance Affix replaced with Summoning Skill Damage.

Deathspeaker’s Pendant

  • Summoning Skill Damage Affix replaced with Movement Speed.


Wither Legendary Paragon Node

  • Intelligence scaling is now capped at 1200 Intelligence.


  • Maximum Arrow Storms increased from 5 to 7.
  • Preparation
    • Previous – Every 75 Energy you spend reduces your Ultimate Skill’s Cooldown by 5 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills.
    • Now – Spend 75 Energy to reduce your Ultimate Skill’s Cooldown by 5 seconds. Ultimate Skills reset other Cooldowns and grant 15% Damage Reduction for 8 seconds.


Blade Shift

  • Damage increased by 50% (0.2 to 0.3).
  • Previous – Quickly stab your victim for damage and shift, allowing you to move freely through enemies for 4 seconds.
  • Now – Quickly stab your victim for damage and shift, making you Unhindered for 4 seconds.

Developer’s Note: Unhindered allows you to move through enemies and prevents your Movement Speed from being lowered.

  • Fundamental Blade Shift
    • Enemies moved through needed to activate Daze reduced from 5 to 3.
  • Primary Blade Shift
    • Control Impairing Effect Duration Reduction increased from 20% to 30%.

Invigorating Strike

  • Damage increased by 20%.

Enhanced Twisting Blades

  • Return damage bonus increased from 30% to 35%.

Shadow Step

  • Damage increased by 11% (0.72 to 0.8).
  • Enhanced Shadow Step
    • Previous – Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by 8% for 3 seconds.
    • Now – Damaging an enemy with Shadow Step Dazes and applies Vulnerable to them for 3 seconds.
  • Methodical Shadow Step
    • Previous – Enemies damaged by Shadow Step are Stunned for 2 seconds.
    • Now – After Shadow Stepping, you gain 20% Damage Reduction for 3 seconds.
  • Disciplined Shadow Step
    • Previous – Shadow Step’s Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds.
    • Now – Damaging an enemy with Shadow Step Stuns them for 2 seconds and reduces its Cooldown by 3 seconds.


  • Damage increased by 25% (0.32 to 0.4).
  • Additional functionality: Dash Slows enemies hit by 30% for 3 seconds.
  • Enhanced Dash
    • Previous – Enemies damaged by Dash take 15% increased Critical Strike Damage from you for 5 seconds.
    • Now – Casting Dash increases your Critical Strike Chance by 10% for 5 seconds.
  • Disciplined Dash
    • Previous – Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead.
    • Now – At the end of Dash, Knock Down surrounding enemies for 2 seconds and deal 350% of its damage to them.
  • Methodical Dash
    • Previous – Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 4 seconds per cast.
    • Now – Dash has 1 additional Charge and its Charge Cooldown is reduced by 2 seconds.


  • Lucky Hit Chance increased from 10% to 13%.

Enhanced Flurry

  • Previous – Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
  • Now – Each time Flurry damages an enemy, it has a 10% chance to apply Vulnerable for 3 seconds and deals 1% increased damage for 5 seconds after hitting a Vulnerable enemy, up to a total of 50%.

Advanced Flurry

  • Previous – Evading through an enemy will cause your next Flurry to deal 30% increased damage and Stun enemies hit for 2.5 seconds.
  • Now – Successive casts of Flurry increase its damage by 15% and reduce its Energy cost by 10%, up to 3 times.

Improved Flurry

  • Previous – Flurry deals 20% increased damage to Vulnerable targets. If Flurry hits any Vulnerable enemy, it will make all enemies hit by that cast Vulnerable for 3 seconds.
  • Now – Casting Flurry dashes you to the target and Heals 10% of your Maximum Life.


  • Damage increased by 13% (0.4 to 0.45).
  • Disciplined Caltrops
    • Critical Strike Chance bonus increased from 5% to 10%.

Dark Shroud

  • You can now only lose 1 Dark Shroud shadow every 1.5 seconds.
  • Enhanced Dark Shroud
    • Previous – Dark Shroud’s shadows have a 14% chance to not be Consumed.
    • Now – Each active Dark Shroud shadow grants you 5% increased Movement Speed and also has a 15% chance to not be Consumed.
  • Subverting Dark Shroud
    • Previous – Each active shadow from Dark Shroud grants you 4% increased Movement Speed.
    • Now – You Heal for 10% of your Maximum Life when a Dark Shroud shadow is removed.
  • Countering Dark Shroud
    • You only need 1 active shadow to get the bonus Critical Strike Chance instead of 2.
    • Critical Strike Chance increased from 8% to 10%.

Smoke Grenade

  • Additional functionality: Smoke Grenade now deals 45% Physical damage, has a 25% Lucky Hit Chance, and its Skill Ranks now give increased damage and Cooldown Reduction.
  • Enhanced Smoke Grenade
    • Previous – Enemies affected by Smoke Grenade take 25% increased damage from you.
    • Now – Enemies hit by Smoke Grenade take 25% increased damage from you for 5 seconds.
  • Countering Smoke Grenade
    • Previous – Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable.
    • Now – Hitting an Elite or Boss with Smoke Grenade reduces its Cooldown by 5 seconds.
  • Subverting Smoke Grenade
    • Previous – If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.
    • Now – Smoke Grenade now deals Poison damage and applies another 45% Poisoning damage over 5 seconds.

Poison Imbuement

  • Poisoning Duration increased from 5 to 6 seconds.
  • Enhanced Poison Imbuement
    • Previous – Poison Imbuement’s Poisoning Duration is increased by 1 second.
    • Now – Casting Poison Imbuement generates 30 Energy, increased by 2 for each Nearby Poisoned enemy.

Poison Trap

  • Damage increased by 36% (0.11 to 0.15).
  • Subverting Poison Trap
    • Poison damage bonus increased from 10% to 15%.
  • Countering Poison Trap
    • Chance to reset Imbuements increased from 30% to 40%.

Penetrating Shot

  • New functionality: Now deals 10% increased damage per enemy it pierces.
  • Enhanced Penetrating Shot
    • Previous – Penetrating Shot deals 10% increased damage for each enemy it pierces.
    • Now – Casting Penetrating Shot and hitting a Boss or Elite with it has a 25% Chance to fire an additional shot for free.

Rain of Arrows

  • Casting Speed has been increased by 30%.
  • Lucky Hit Chance increased from 2% to 4%.
  • Cooldown reduced from 55 to 50 seconds.



  • Renamed to Unstable Elixirs.
  • Previous – After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance for 4 seconds.
  • Now – Using a Healing Potion Stuns surrounding enemies for 2 seconds and increases your damage by 6% for 5 seconds.

Rapid Gambits

  • Previous – Your Evade Cooldown is reduced by 0.5 seconds when you Daze an enemy.
  • Now – Evading through an enemy Dazes them for 2 seconds. Your Evade Cooldown is reduced by 0.25 seconds when you Daze an enemy.

Trick Attacks

  • Previous – When you Critically Strike a Dazed enemy they are Knocked Down for 0.5 seconds.
  • Now – Dazing or Stunning an enemy increases your Critical Strike Chance by 2% and Critical Strike Damage by 2% for 5 seconds, both up to 12%.


  • New functionality: Added visuals to show when the effect is ready.
  • Previous – After moving 12 meters, your next Non-Basic attack deals 7% increased damage.
  • Now – After moving 15 meters, your next Core or Ultimate attack deals 8% increased damage. While the damage bonus remains, your Agility and Subterfuge Skills deal 4% increased damage.


  • Previous – You deal 3% increased damage to Vulnerable enemies.
  • Now – You deal 4% increased damage to Vulnerable or Knocked Down enemies.

Alchemical Advantage

  • Previous – You gain 1% increased Attack Speed for each enemy you’ve Poisoned, up to 15%.
  • Now – Dealing Poison damage increases your Attack Speed and Lucky Hit Chance by 1% for 8 seconds, up to 5%.

Developer’s Note: The maximum stack potential increases by 5% with each Skill Rank.

Second Wind

  • Previous – Every 100 Energy you spend grants you 5% increased Lucky Hit Chance for 5 seconds.
  • Now – Every 100 Energy you spend grants 15% of your Maximum Life as a Barrier for 3 seconds.


  • Previous – After using an Ultimate Skill, restore 30 Energy.
  • Now – While an Ultimate Skill is on your Action Bar, you Heal for 0.5% Maximum Life every second. After using an Ultimate, restore 25 Energy.

Weapon Mastery

  • Dagger damage to Healthy enemies increased from 5% to 6%.

Key Passives


  • The Explosion damage of Victimize has been increased by ~50% to compensate for a bug fix, detailed below.


  • Previous – Cutthroat Skills grant a stack of Momentum for 8 seconds if they either hit a Stunned, Dazed, or Frozen enemy, or hit any enemy from behind. While at 3 stacks of Momentum you gain 20% increased Damage Reduction, 30% increased Energy Regeneration, and 15% increased Movement Speed.
  • Now – Casting a Cutthroat Skill grants a stack of Momentum. Casting a Non-Cutthroat Skill removes a stack of Momentum. For each stack of Momentum, you gain 3% Damage Reduction, 3% Maximum Energy, 3% Energy Regeneration, 3% Movement Speed, up to 30%.

Legendary Aspects

Enshrouding Aspect

  • Previous – Gain a free Dark Shroud shadow every 3 seconds when standing still. Each Dark Shroud shadow grants 2.5-4.0% increased Damage Reduction.
  • Now – Using a Healing Potion makes a free Dark Shroud shadow. Each shadow grants 2.5-4.0% increased Damage Reduction.

Of Arrow Storms

  • Previous – Lucky Hit: Your Marksman Skills have up to a 25% chance to create an Arrow Storm at the enemy’s location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 30-40% increased damage.
  • Now – Lucky Hit: Your Marksman and Cutthroat Skills have up to a 25% chance to create an Arrow Storm at the enemy’s location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 45-60% increased damage.


  • Arrow Storm Damage increased from 25-40% to 45-60%.


  • Damage bonus to Shadow Step increased from 2.5-10% to 4.5-12%.


  • Previous – Caltrops also throw a cluster of exploding Stun Grenades that deal total Physical damage and Stun enemies for 1 second. Your Stun Grenades deal 25-40% increased damage.
  • Now – Caltrops and Smoke Grenade receive Stun Grenade benefits and throw Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Stun Grenades deal 25-40% increased damage.

Of Noxious Ice

  • Poison damage bonus to Frozen enemies increased from 15-30% to 20-35%.

Of Bursting Venoms

  • Toxic Pool Poisoning damage increased by 24%.

Of Volatile Shadows

  • Dark Shroud shadow Explosion damage increased by 50%.

Of Stolen Vigor

  • Previous – Each stack of the Momentum Key Passive Heals you for Life per second and grants you 5% Damage Reduction.
  • Now – While at maximum stacks of the Momentum Key Passive, your Cutthroat Skills deal 20-35% increased damage and you become Unstoppable for 3 seconds every 8 seconds.

Unique Items

Saboteur’s Signet

  • Previous – Casting Flurry has a 15-30% chance to release Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills have a 2% Lucky Hit Chance.
  • Now – Casting a Core Skill has a 15-30% chance to throw Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Stun Grenades gain 5% Lucky Hit Chance.


  • Ranks of Concussive changed to Ranks of Malice.
  • Vulnerable Damage changed to Dexterity.
  • Previous – Lucky Hit: Hits with this weapon have up to a 30-40% chance to deal double damage and Knock Back the target.
  • Now – Barrage has a 30-40% chance to Knock Back or Knock Down enemies with each hit and deal double damage.

Scoundrel’s Kiss

  • Explosion radius increased by 10%.
  • The visual effect for the Physical damage has been improved to be more consistent.

Writhing Band of Trickery

  • Decoy Trap damage increased by 8%.

Word of Hakan

  • Previous – Your Rain of Arrows is always Imbued with all Imbuements at once.
  • Now – Your Rain of Arrows is always Imbued with all Imbuements at once and receives your Arrow Storm benefits.


Tricks of the Trade – Legendary Node

  • Previous – Your Marksman Skills grant your next Cutthroat Skill 25% increased damage. Your Cutthroat Skills grant your next Marksman Skill 25% increased damage.
  • Now – Your Marksman Skills grant your Cutthroat Skills 25% increased damage for 8 seconds. Your Cutthroat Skills grant your Marksman Skills 25% increased damage for 8 seconds.

Cheap Shot – Legendary Node

  • Previous – You deal 5% increased damage for each Nearby enemy that is Crowd Controlled, up to 25%.
  • Now – You deal 5% increased damage for each Nearby enemy that is Crowd Controlled, up to 25%. A Nearby Staggered Boss provides the maximum bonus.

Exploit Weakness – Legendary Node

  • Previous – Whenever you deal damage to a Vulnerable enemy, they take 1% increased damage from you for 6 seconds, up to 25%.
  • Now – Lucky Hit: Direct damage to a Vulnerable enemy has up to a 45% chance to increase your damage by 1% for 25 seconds, up to 50%. At 50 stacks, this bonus resets and you Execute all Nearby Non-Boss enemies.

No Witnesses – Legendary Node

  • Is now capped at a maximum damage bonus of 35%.

Developer’s Note: This is to compensate for increased sources of Ultimate Skill Damage added to the Rogue Paragon Board this season.

Leyrana’s Insinct – Legendary Node

  • Is now capped at a maximum damage bonus of 35%.

Culler – Rare Node

  • Execute Chance changed to Ultimate Damage.
  • Magic Nodes in this cluster that gave Execute Chance now give Ultimate Damage.

Ruin – Rare Node

  • Damage to Healthy changed to Ultimate Damage.
  • Magic Nodes in this cluster that gave Damage to Healthy now give Ultimate Damage.


  • Crackling Energy base damage increased from 20% to 30%.


Ice Armor

  • Max Life Base Shield amount increased from 25% to 40%.
  • No longer gains increased Shield based on damage.

Charged Bolts

  • Base damage increased from 30% to 38%.
  • Enhanced Charged Bolts
    • Explosion damage increased from 150% to 175% of Charged Bolt’s damage.


  • Base damage per hit increased from 10% to 12%.
  • Enhanced Spark
    • Damage increased from 8% to 10%.
  • Glinting Spark
    • Previous: Spark grants 2% increased Critical Strike Chance per cast for 5 seconds, up to 8%.
    • Now: Spark grants 2% increased Critical Strike Chance per cast for 5 seconds, up to 8%. At max stacks, your Spark hits grant 1 Mana.


  • Base damage increased from 130% to 150%.
  • Enhanced Blizzard
    • Blizzard damage to Frozen enemies increased from 25% to 40%.


  • Base damage increased from 14% to 16%.
  • Summoned Hydra
    • Burn damage increased from 60% to 100%.


  • Base damage increased by 20%.

Flickering Arc Lash

  • Previous: Gain 6% Movement Speed for 5 seconds for each enemy hit with Arc Lash, up to 18%.
  • Now: Arc Lash grants 5 Mana if your swipe hits at least one enemy. When you hit 3 or more enemies or a Boss, your next swipe also deals 50% more damage.

Chain Lightning

  • Now tracks how many Chain Lightnings are out.
  • Greater Chain Lightning
    • Previous: Each time Chain Lightning bounces, it deals 5% increased damage for its duration.
    • Now: Each time Chain Lightning bounces, it deals 10% increased damage for its duration, up to 30%.
  • Chain Lightning Enchantment
    • Now has a 4 second Cooldown.
    • No longer tracks Mana or sends out Chain Lightnings if the instance of Mana Drain is from an Auto Cast skill.

Ice Armor

  • Max Life Base Shield amount increased from 25% to 40%.
  • No longer gains increased Shield based on damage.

Flame Shield

  • Cooldown begins when Invulnerability ends.

Enhanced Lightning Spear

  • Previous: After Critically Striking, Lightning Spear gains a 5% increased stacking Critical Strike Chance for its duration.
  • Now: Casting Lightning Spear spawns an additional Lightning Spear and increases their Critical Strike Chance by 15%.

Wizard’s Blizzard

  • Previous: While Blizzard is active, your Core Skills cost 20% less Mana.
  • Now: While Blizzard is active, you gain 1 Mana Regeneration for every 20 Maximum Mana.


  • Cooldown increased from 11 to 14.
  • Base damage increased from 25% to 35%.



  • Stun chance increased from 5% to 7%.

Crippling Flames

  • Immobilize chance increased from 5% to 7%.

Snap Freeze

  • Freeze chance increased from 5% to 7%.

Static Discharge

  • Chance to spawn Crackling Energy increased from 5% to 6%.

Shocking impact

  • Damage for each Rank increased from 40% to 50%.


  • Base Burning damage increased from 20% to 40%.

Vyr’s Mastery

  • Previous: Close enemies take 15% increased damage from your Shock Skills and deal 20% less damage to you. Critical Strikes increase these bonuses to 20% and 25% respectively for 3 seconds.
  • Now: When you Critical Strike an enemy with a Shock Skill you become Charged and take 25% less damage for 5 seconds. While Charged, Critical Strikes have a 10% chance to causes the damage to arc as Lightning damage to another Nearby enemy, or if there are no other targets you hit the target again for 250% of the damage.

Developer’s Note: Shock Sorcerer is often highly incentivized to play in close combat. This rework aims to open up the Shock Sorcerer playstyle, allowing for both close and ranged options while maintaining the defensive capability of the original design that players love.

Legendary Aspects

Charged Aspect

  • Movement Speed bonus increased from 10-20 to 15-25.

Aspect Of Efficiency

  • Mana Cost Reduction increased from 10-25% to 35-50%.

Aspect of Engulfing Flames

  • Burning damage to enemies below 50% Life increased from 15-30% to 30-45%.

Aspect Of Abundant Energy

  • Previous: Crackling Energy has a 35-50% chance to chain to an additional enemy.
  • Now: Crackling Energy has a 35-50% chance to deal 40%|x| increased damage and chain to an additional enemy.

Aspect Of Splintering Energy

  • Previous: Casting Lightning Spear always spawns an additional Lightning Spear and increases your damage with Shock Skills by X for Y seconds.
  • Now: Critical Hits with Lightning Spear cause Lightning to arc from it dealing X damage to its target and up to 5 other enemies. This damage is increased by your Critical Strike Damage Bonus.

Aspect of Binding Embers

  • Previous: Flame Shield lets you move unhindered through enemies. Enemies you move through while Flame Shield is active are Immobilized for X seconds.
  • Now: Flame Shield grants you unhindered for its duration. Enemies you move through while Flame Shield is active are Immobilized for X seconds.

Aspect Of the Frozen Wake

  • Ice Spike damage increased from 60%-80% to 80%-100%.
  • Now has 15% extra damage to Ice Spikes instead of 15% extra Chill.

Aspect Of the Frozen Tundra (Deep Freeze)

  • Ice Spike damage increased from 60%-80% to 100%-120%.

Glacial Aspect

  • Now has 15% extra Chill with Ice Spikes instead of 15% extra Damage.


Burning Instinct

  • Burning Instinct Critical Strike bonus reduced from 1% per 25 Intelligence to 1% per 50 Intelligence and now caps at 40%|x|.

Ceaseless Conduit

  • Crackling Energy damage reduced from 3% per 20 Intelligence to 1% per 25 Intelligence and now caps at 60%|x|.

Elemental Summoner

  • Now caps at its damage bonus at 30%|x|.


  • Damage with Frost Skills increased from 15%|x| to 18%|x|.

Unleash Glyph

  • Increased the damage bonus from 7% to 8%.
  • Increased the Mana Regeneration from 7% to 25%.

Tempering Updates

  • The following Tempering Affixes have been moved from existing Tempering Recipes onto new Recipes in the Utility Category.

    Developer’s Note: We are looking to expand what Affixes are available within the Utility Category to bring more depth and variety to Tempering.

    • Barbarian Innovation – Barbarian Utility Recipe
      • Earthquake Duration – from Wasteland Augments
      • Kick Vulnerable Duration – from Furious Augments
      • Frenzy Duration – from Berserking Augments
      • Flay Duration – from Bleed Augments
    • Nature Magic Innovation – Druid Utility Recipe
      • Hurricane Size – from Storm Augments
      • Lightning Storm Duration – from Storm Augments
      • Petrify Duration – from Earth Augments
      • Cyclone Armor Active Size – from Nature Magic Wall
    • Rogue Innovation – Rogue Utility Recipe
      • Invigorating Strike Duration – from Basic Augments
      • Twisting Blades Return Time Reduction – from Core Augments
      • Flurry Size – from Core Augments
      • Heartseeker Duration – from Basic Augments

Endgame Bosses

  • For updates on our Endgame Bosses, you can read more about those changes here.


  • For updates on Helltide, you can read more about those changes here.

Loot Rewards

  • For updates on Loot Rewards, you can read about those changes above here.

User Interface and User Experience

  • Floating Combat Text has been updated to be more consistent and be more legible.
  • Settings for Floating Combat Text have been added to allow players to further customize what sort of floating text they want to see.
  • The Stats window now has a highlight for when the Armor Cap has been reached.
  • The sections in the Stats window can now be collapsed and expanded as desired.
  • Mythic Unique Items now have new visual effects and have a unique look in the Inventory for them to stand out more.
  • Legendary Aspects can now be favorited and filtered while interacting with the Occultist.
  • Shift-clicking a skill will now add 5 points (or as many as possible) to it in the Skill tree.
  • The notification for unlocking and upgrading Aspects has been improved to be more prominent.


  • Tortured Gifts in Helltide no longer contain Obols.
  • This season’s Nightmare Dungeon rotation remains the same as the previous season.
  • World Bosses are now more resilient to damage.
  • Experience rewards for side quests, including Priority Quests(i.e. Gem Crafting Quest) and Class quests, have been increased.
  • Skills that grant Immunity, e.g. Flame Shield and Blood Mist, now only go on cooldown once the Immunity effect ends.
  • Potions can now be used while Crowd Controlled.
  • Certain tutorial quests, e.g. the quest for crafting a gem, are now tracked account-wide for completion status.
  • Various Dungeons have had tweaks to their layouts to further streamline them.
  • More Weapon Types are now available to more Classes.
    • Druids can now use Polearms, 1-handed Swords, and Daggers.
    • Necromancers can now use Maces and Axes. This includes Butcher’s Cleaver being usable for Necromancers.
    • Sorcerers can now use 1-Handed Swords and 1-Handed Maces. This includes Azurewrath and Doombringer being usable for Sorcerers.
  • Inherent Affixes on multiple Weapon Types have been changed.
    • Axes inherent Affix changed from Damage to Healthy Enemies to Damage Over Time.
    • Wands inherent Affix changed from Lucky Hit Chance to Vulnerable Damage.
    • Scythes inherent Affix changed from Life on Kill to Summoning Damage.
    • Staffs inherent Affix changed from Damage to Crowd Controlled Enemies to Damage Over Time.
    • Bows inherent Affix changed from Damage to Distant Enemies to Critical Strike Damage.
    • Polearms inherent Affix changed from Damage to Injured Enemies to Vulnerable Damage.
    • Focus and Totem inherent Affix changed from Cooldown Reduction to Lucky Hit Chance.




  • Fixed an issue where Fury Regeneration would malfunction when assigning the Tactical Rallying Cry Upgrade.
  • Fixed an issue where the 5 second internal Cooldown for the Aspect of Ancestral Echoes was not listed in the Aspect’s description.
  • Fixed an issue where stack granted by the Aspect of Limitless Rage could be inconsistently acquired.
  • Fixed an issue where Charge could be used to bypass interaction channels, such as opening Helltide Chests.
  • Fixed an issue where Earthstrikers Aspect could waste its guaranteed Overpower trigger on autocast instances. This includes triggers from Overkill and Ring of the Ravenous.
  • Fixed an issue where bonus Fury generated by the Aspect of Berserk Fury didn’t grant Fortify when used in conjunction with the Aspect of Numbing Wrath.
  • Fixed an issue where Whirlwind didn’t scale with Passive and temporary Attack Speed.
  • Fixed an issue where the damage modifier for the Rumble Glyph was additive when fighting Crowd Controlled enemies. Rumble’s Damage bonus is now capped at 30%[x].
  • Fixed an issue where Death Blow wasn’t being consistently reset when enemies were killed by shockwaves created by Overkill.


  • Fixed an issue where the tooltip for Aspect of the Changeling’s Debt was missing the damage type indicator when using advanced tooltips.
  • Fixed an issue where projectiles from Tyrael’s Might behaved erratically when used with Shred.
  • Fixed an issue where the tooltip description for Enhanced Poison Creeper was missing information.
  • Fixed an issue where the Rabies did not fully benefit from the Toxic Claws Passive.
  • Fixed an issue where the the pull effect from Airidah’s Inexorable Will had a larger area of effect than intended.
  • Fixed an issue where Enhanced Rabies was scaling beyond the 60% bonus if the Damage over time duration was extended.
  • Fixed an issue where weapon drops for Druids were skewed towards 2-Handed Weapons.
  • Fixed an issue where Lightning Storm didn’t scale with Passive and temporary Attack Speed.


  • Fixed an issue where Skeleton Reapers could get both bonuses when using the Second upgrade option.
  • Fixed an issue where the bonus Critical Strike chance from Supreme Bone storm did not trigger if Bone Storm was recast while another Bone Storm was still active.
  • Fixed an issue where the Grasping Veins Aspect could apply its bonus without using Corpse Tendrils.
  • Fixed an issue where Hellbent Commander’s effect could still function when removing points after entering a new zone.
  • Fixed an issue where the Aspect of Frenzied Dead had an irrelevant addition of “Summoning” to its description.
  • Fixed an issue where the Cooldown Reduction granted by Rapid Ossification didn’t apply to Bone Spirt when cast with 100 or more Essence.
  • Fixed an issue where the Untimely Death Aspect was not gaining stacks when the player Healed values smaller than 1% of your max life.
  • Fixed an issue where Reap didn’t scale with Passive and temporary Attack Speed.


  • Fixed an issue where the Methodical Dash upgrade didn’t reduce the Cooldown of Dash by the full, intended amount.
  • Fixed an issue where Puncture could generate multiple combo points when additional resource generation was high.
  • Fixed an issue where Rapid Fire used with Scoundrel’s Kiss and the Repeating Aspect behaved inconsistently.
  • Fixed an issue where Shadow Clone didn’t deal damage with Rapid Fire.
  • Fixed an issue where Rapid Fire did not have a range limit when used with Scoundrel’s Kiss.
  • Fixed an issue where Scoundrel’s Leathers would properly function when a Core Skill hit a target that wasn’t explicitly aimed at.
  • Fixed an issue where Forceful Arrow made targets Vulnerable after 2 hits instead of 3.
  • Fixed an issue where Caltrops didn’t trigger Movement Speed from the Aspect of Explosive Verve.
  • Fixed an issue where Improved Penetrating Shot didn’t display its duration on the Skill icon on your Action Bar.
  • Fixed an issue where Victimize was double dipping its damage multiplier. A compensatory buff to Victimize was made here, as mentioned above.


  • Fixed an issue where Vyr’s Mastery applied to Non-Shock Skills.
  • Fixed an issue where Ice Armor’s tooltip suggested the Barrier value would increase when dealing damage.


  • Fixed an issue where the Aspect of the Crowded Sage was calculating using base Life instead of Maximum Life.
  • Fixed an issue where Damage over Time effects were receiving the bonus from the %Damage Stat twice.
  • Fixed an issue where Needleflare Aspect was doing excessive amounts of damage to bosses when you were being hit a smaller enemies.
  • Fixed an issue where the Elixir of Antivenin could be active alongside other Elixirs.
  • Fixed an issue where Evade could trigger Yen’s Blessing.
  • Fixed an issue where Elite Scorpion enemies with the Teleporter Affix didn’t actually teleport.
  • Fixed an issue where the High Velocity Aspect was not restricted to Rogues.
  • Fixed an issue where Items could disappear when opening many caches at once.
  • Fixed an issue where Starlight did not properly work with Overhealing effects.
  • Fixed an issue where Aspect of Frosty Strides couldn’t be imprinted onto Pants.

User Interface and User Experience

  • Fixed an issue where there was no indication on how to unlock Tempering if the player failed to pick up their first recipe. The quest now properly guides the player to pick up the free recipe.
  • Fixed an issue where, in certain circumstances, Legendary materials could appear in the Lost Items Stash but could not be withdrawn.
  • Fixed an issue where certain tooltips, such as for Berserking, did not properly indicate whether or not their damage was additive or multiplicative.
  • Fixed multiple instances where Aspect tooltips had inconsistent info in their descriptions.
  • Fixed an issue where many Unique Items did not display Class restrictions.
  • Fixed an issue where incompatible Mount armors could be selected in the Stablemaster menu.


  • Fixed an issue where materials from Season of the Malignant could drop in the Malignant Burrow.
  • Various performance, visual, and stability improvements.

Watch The Livestream

Notify of
Newest Most Voted
Inline Feedbacks
View all comments
1 month ago

woah, I didn’t expect such a big update so close to 1.4.0

Not having to farm Duriel and Andy to get the Mythic Uniques is a relief.

Helltides with Whispers looks like being the best way to get them. You get your helltide chests and your whispers and if there are events in the helltide complete them for the Obols.

1 month ago

Thank you for copying our existing characters to the PTR. This is so much better than using one of Blizzard’s premade characters.

Share your thoughts Nephalem.x