Diablo 4 Season 5 Release Date and New Content: What We Know So Far

30.06.2024 - 15:05:00
Diablo 4 , Game Guides

Diablo 4 Season 5 Release Date and New Content: What We Know So Far

Diablo 4 developers recently did a campfire chat, where they divulged some juicy details about Season 5. Just like the current season, it seems that the developers want to shake things up in more ways than one.

If you want to know what is coming in the game next season, sit tight. Here are the things that we know so far about Diablo 4 Season 5:

Diablo 4 Season 5 Release Date

According to the developers, D4’s fifth season, aka Season of the Infernal Hordes, will begin on August 6. This means that you have roughly over a month to finish everything that you need to do in the current season before it concludes.

Now, it is important to point out that, unlike the previous seasons of this popular ARPG, Season 5 will only last a couple of months. This is to make way for the game’s first expansion, Vessel of Hatred, which is slated for release on October 8.

In short, Diablo 4: Season of the Infernal Hordes begins on August 6 and will end on October 8.

New Content: Infernal Hordes

Every new season, Blizzard introduces a new seasonal activity in Diablo 4 that you can do to your heart’s content. For Season 5, that will be the aptly named Infernal Hordes.

Infernal Hordes is a new roguelite mode in D4 where you will fight waves of increasingly difficult monsters. To participate in this new activity, you must be at World Tier III and have already finished the main campaign.

Before you can enter the Realm of Hatred – the area where the Infernal Hordes activity takes place, you have to get your hands on the Infernal Compass.

Infernal Compass

To obtain your very first Infernal Compass, you must complete a new questline called The Eyes of the Enemy. Head to the town of Zarbinzet in Hawezar to begin. Any subsequent Infernal Compasses can be obtained by defeating Helltides, Whispers, Nightmare Dungeons, and endgame bosses.

The Eyes of the Enemy Quest Line (Must be at World Tier 3)

Infernal Compass Tiers

The Infernal Compass has eight different tiers. The first tier is available at World Tier III, meaning, the quest, as well as the other content mentioned above, will reward you with the Tier I Infernal Compass.

Tier II is unlocked when you play in World Tier IV. This is more challenging to complete than the first one, albeit you can expect increased crafting materials and legendary/unique item drops.

Tier III is available at Level 100 and you must be playing at World Tier IV as well. That said, the Tier III Infernal Compass includes bonus affixes and Spoils of Greater Equipment at the end of the run, though enemies are a lot tougher than the two previous tiers.

The subsequent tiers for the Infernal Compass after Tier III can only be obtained by using Abyssal Scrolls. You can get your hands on the Abyssal Scroll by opening the Spoils of Materials.

At Tier VIII, you are going to be battling monsters that have a level of anywhere between 180 to 200. If you will run a Tier VIII Infernal Compass, make sure that you are well-prepared. Otherwise, the hordes from Hell are not going to have a problem destroying you!

Prepare for Battle

Once inside the Realm of Hatred, you will encounter a total of 10 waves in each run. After every wave, you will get an item called the Burning Aether, which you can use to open reward chests at the end. These chests are called the Spoils of Hell.

Each wave lasts for 90 seconds. You will know that you are about to finish a wave when a mini-boss appears. After obliterating all of the enemies in a wave, you will be given an Infernal Offer, which presents you with three options to choose from. Each option bestows a bane and a boon. The former makes subsequent waves even harder than the previous ones, while the latter increases the items you will get at the end of the run, promising more lucrative rewards.

Be careful in selecting options from the Infernal Offer. That is because each bane stacks until the run is complete. If you just select options without the right planning, you could end up fighting monsters that are just too powerful to overcome.

Infernal Offer (Three Options)

Failure to defeat a wave of monsters at the allotted time will result in a failed run. Fortunately, you are not going in alone because you can bring a group of friends with you!

Once you have eliminated all 10 waves, you will come across a set of familiar foes: the Fell Council, previously known as the High Priests of Zakarum in Diablo II! There are five members of the council, but you and your party will only fight three of them in a single run. Because of this, there are 10 possible variations of the boss fight in the Infernal Hordes.

Fight the Council

Despite the fact that you only engage with three of the five council members at a time, they are by no means a pushover. Each of them has different abilities that can make the boss fight challenging, so do coordinate with your group to ensure victory.

The Fell Council

Open the Spoils of Hell

As mentioned earlier, the Burning Aethers you have collected during the course of the entire run can be spent opening the chests called the Spoils of Hell. That said, there are four different chests available to you, such as:

  • Spoils of Gold

  • Spoils of Materials

  • Spoils of Equipment

  • Spoils of Greater Equipment

Among the several chests above, two of them are worthy of note. The Spoils of Materials is an important one because it allows you to obtain Abyssal Scrolls, which you can use to upgrade Infernal Compasses.

In addition, Spoils of Greater Equipment will always drop an item with a Greater Affix. So, if you are on the lookout for new items in Diablo IV, then you might want to open the Spoils of Greater Equipment when it is available!

Spoils of Hell

Diablo 4 Season 5 New Unique Items

There are a bunch of new unique items that will be available once Diablo 4 Season 5 launches on August 6. Most of them are world drops, meaning, any monsters can potentially drop them. However, you could also target-farm them from Obol Vendors, Helltide Chests, and Whisper Caches. 

Anyway, here are just some of the unique items you can expect in Season of the Infernal Hordes: 

Crown of Lucion

The Crown of Lucion is a unique helmet that can be worn by just about any Diablo 4 class. This thing grants a huge amount of HP, which will help you survive in the higher World Tiers.

Another noteworthy bonus that Crown of Lucion provides is that it raises the level of your core skills by up to two. You can think of this as a watered-down version of the Harlequin Crest, albeit much easier to obtain.

Now, what makes this hemet interesting is its unique effect, where you gain up to 25% increased damage per stack (max 5) that lasts for 4 seconds after using a skill that costs a primary resource. The only downside here is that your skills cost 25% more resources to cast, but if you are okay with it, then the Crown of Lucion is a solid choice.

Endurant Faith

Another item that raises the level of your core skills, the Endurant Faith is definitely a pair of gloves worth considering if you are playing at the higher World Tiers. 

Endurant Faith not only makes your core skills more powerful, but it also increases their lucky hit chance by up to 8%. In case you do not know, Lucky Hit is basically a “proc” that adds a new effect on top of the skill you are using. So increasing Lucky Hit Chance allows you to proc that effect more often.

In addition, these unique gloves increase your stats by up to 42 points. This is pretty good, especially because it boosts your HP, damage, and mana just by wearing the Endurant Faith.

However, the main selling point of these gloves is that if you receive a hit that takes at least 40% of your maximum life, the damage will be reduced by up to 30%, and it will be distributed over a period of several seconds rather than being applied at once.

Endurant Faith’s unique effect can certainly help you survive longer on the battlefield. In fact, it might be the best-in-slot when engaging with the new seasonal activity, the Infernal Hordes!

Locran’s Talisman

When you look at this item’s stats and bonuses, you will find that they are actually not that bad. It gives you up to 115% critical strike damage, 9% attack speed, and 42 to all stats.

However, we do not know how to feel about its unique effect. For starters, you gain an increased critical strike chance per point of primary resource you have (up to 50%). Every point above 100 grants 1% of critical strike damage, which factors into the base of 115% mentioned earlier.

To maximize that effect, you also have to equip other items that improve your critical strike chance. And, even if the amulet already does that, it gets severely diminished after spending your primary resource on your core skills.

This was probably made to entice you to try more auto-attack builds in Diablo IV like the Lunging Strike Barbarian, for example.

Rakanoth’s Wake

Rakanoth’s Wake has a unique effect that you might want to have on your next build. These boots cause you to explode after casting a skill with a cooldown, dealing up to 450 fire damage to nearby enemies.

On top of that, Rakanoth’s Wake has an interesting set of bonuses, including 8% Cooldown Reduction (CDR), 35% resistance to all elements, and 75% non-physical damage.

If you have come up with a D4 build that deals elemental damage, do give Rakanoth’s Wake a try.

Shard of Verathiel

The Shard of Verathiel is a new unique sword that is likely meant for auto-attack builds. This weapon increases your basic attack speed by a whopping 25%. Getting a perfect roll on this one will make your character attack like a madman!

Aside from that, using the said sword empowers your basic skills to deal up to 300% increased damage! But, this effect also has a negative in that your basic skills now cost 25 primary resource to use.

If you are going to use Shard of Verathiel, you must be comfortable using basic attacks for resource generation instead of your basic skills.

New Barbarian Unique Items

The Third Blade

Do you like playing the Barbarian class in D4? If so, you might be interested in using The Third Blade. When equipped, this weapon causes the Barbarian’s Weapon Mastery Skills, such as Primal Axe, Rupture, Death Blow, and Steel Grasp, to become core skills with no cooldown.

Although that is the case, the Weapon Mastery Skills that you use with The Third Blade equipped can only deal up to 70% of their normal damage. Fortunately, the weapon itself provides you with up to 80% increased Weapon Mastery Damage to compensate for that.

Unbroken Chain

If you love using Steel Grasp so much, then this next unique item is something that you should definitely try. The Unbroken Chain is a new amulet in Diablo 4 that reduces the cooldown of Iron Maelstrom by up to 10 seconds when you cast Steel Grasp.

What’s more, the amulet itself grants Iron Maelstrom a significant damage increase. We are talking about a 300% boost if you are able to get your hands on a perfectly rolled Unbroken Chain!

On top of that, enemies that are hit by Iron Maelstrom will cause them to deal up to 30% less damage for the next six seconds, which is great from a survivability standpoint.

New Necromancer Unique Items

Path of Trag’Oul

Bone Prison is a Necromancer-exclusive skill that allows you to encase enemies for a short period of time. It is one of the more useful skills in the Necromancer’s kit, but the problem is that it has a very long cooldown of 18 seconds.

Well, to address that, you can wear the upcoming unique boots called Path of Trag’Oul. Just wearing these boots reduces the cooldown of Bone Prison by a considerable degree.

That’s not all! The prison itself now affects a larger area and enemies that are trapped within are damaged by up to 30 bone splinters. As if that is not enough to convince you to wear these boots, your maximum Essence is increased by two every time these bone splinters hit an enemy!

The Mortacrux

The Mortacrux is not as appealing as the Path of Trag’Oul, but you can make use of it if your build focuses on consuming corpses.

Whenever you have this dagger equipped, every time you consume a corpse, you have a small chance of creating a skeletal simulacrum. The simulacrum will seek out nearby enemies and will explode shortly after, dealing 450 shadow damage as a result.

Because the skeletal simulacrum is considered a Macabre skill, The Mortacrux will amplify its damage by up to 85%. This is true for the other Macabre skills in the Necromancer’s kit.

New Druid Unique Items

Björnfang's Tusks

Björnfang's Tusks might just be one of the most popular unique items in Diablo 4 Season 5. To understand why we think it is great, we must first talk about Cataclysm.

Cataclysm is one of the Druid’s ultimate skills. When cast, you create a massive storm that causes nearby enemies to be struck by lightning. Back then, the lightning strikes were a bit inconsistent, so you could imagine that its damage were not concentrated on the intended targets.

But, with Björnfang's Tusks, Cataclysm’s lightning strikes will now prioritize enemies, making sure that they have no chance to escape. Furthermore, while Cataclysm is wreaking havoc, you not only gain unlimited Spirit but you deal up to 100% increased damage as well.

Björnfang's Tusks were likely made as a way to make the Druid class more appealing. We hope that this will be the case once Season of the Infernal Hordes goes live.

The Basilisk

The Basilisk could potentially make the Druid the most overpowered class in Season 5. Why? Because every time you use an Earth Skill like Landslide or Earth Spike, it causes enemies to turn to stone for a few seconds. This means that these enemies will not be able to move for a brief period, making them ripe for the kill.

More importantly, enemies that are petrified will also suffer up to 600 physical damage. So if you think about it, not only will you make your foes unable to move for three seconds, but you cause them to take a considerable amount of damage as well! What’s not to love about The Basilisk?

New Rogue Unique Items

Shroud of Khanduras

Rogue is a class that specializes in agility and quick movement. The Shroud of Khanduras punctuates that point by providing the Rogue with up to 75% increased movement speed that lasts for a couple of seconds.

However, the major draw of this new body armor is that it makes Dark Shroud better in two ways. First, casting Dark Shroud causes you to become immune to all damage for three seconds. 

Second, using Evade while Dark Shroud is still active will leave a devastating explosion in your wake, dealing up to 1,350 shadow damage to nearby monsters. Besides that, enemies are pulled in, allowing you to use another AoE skill in the process.

The Umbracrux

This next unique item is suited for those who love a trapper playstyle for Rogues. The Umbracrux is a new unique dagger in D4 that causes you to spawn a Shade Totem every time you use a Subterfuge Skill like Concealment or Dark Shroud.

What makes these totems great is that any damage they receive, while they are on the ground, will cause them to replicate that onto surrounding enemies, albeit at a 30% effectiveness.

Don’t be fooled by that measly percentage because the unique effect states any damage. So, if the Shade Totems get bombarded by attacks from all sides, then they can deal significant amounts of pain because of the damage they can potentially get.

As a way to prevent things from getting out of hand, the Diablo 4 developers have put a cap on the number of Shade Totems you can have at a time.

New Sorcerer Unique Items

Axial Conduit

Chain Lightning seems to be getting better and better with each new season, and the upcoming season will be no different thanks to the new unique item, Axial Conduit.

When you have this unique body armor equipped, Chain Lightning will behave much differently in that it will alternate between hitting monsters and orbiting around you. When it does the latter, you drain mana gradually while the Chain Lightning is active.

Once the skill drains a total of 66 mana, the lightning bolt will cause an AoE explosion that deals up to 900 lightning damage.

It remains to be seen how powerful this new effect actually is, but it certainly warrants a try.

Vox Omnium

If you did not find the Axial Conduit enticing, perhaps this next Sorcerer unique item will tickle your fancy. Vox Omnium is a new unique staff that greatly increases the attack speed of Sorcerer Core Skills, including Fireball, Frozen Orb, Incinerate, Ice Shards, Charged Bolts, and Chain Lightning.

However, what makes Vox Omnium really shine is its unique effect, where casting a Core Skill will fire two instances of Frost Bolt, Spark, or Fire Bolt, whichever matches the element of your last two non-Core skill casts.

Aside from that, the projectile skills just mentioned will gain a 90% damage boost as well, making them a lot more destructive than they originally were.

It will not come as a surprise if Vox Omnium is one of the more favorable new unique items in Diablo 4 Season 5.

Unique Item Changes in Diablo 4 Season 5

The current season of D4 brought about many item changes that make the game even more enjoyable to play. However, it seems that the developers are not done yet because they are set to make even additional adjustments come Season 5.

If Season 4 introduced a way for you to add affixes to non-legendary equipment via the Tempering System, Season 5 will be more centered around improving unique items. Here are the changes that you can expect:

Uber Uniques Refresh

In case you are a complete beginner in Diablo 4, you have to be acquainted with the class of items known as “Uber Uniques.” These are ultra-rare items that have an abysmally low drop chance. But, that is intended because Uber Uniques contains an impressive suite of affixes that you cannot find anywhere else.

A famous example of this is the Harlequin Crest, affectionately known in the D4 community as the “Shako.” This thing has a notable effect where the damage you receive is reduced by 20%. Besides that, wearing the Harlequin Crest effectively raises the level of all of your skills by four!

Since Uber Uniques are a cut above the rest, it is only fitting for the developers to make them stand out even more. For this reason, Uber Uniques will be known as “Mythic Uniques” in Season 5.

Mythic Unique New UI

They not only get a new classification, but they also have a new drop sound, a new item UI, and a new purple color beam to signify that the item on the ground is a Mythic Unique worthy of picking up!

Mythic Unique Drop

Target Farming Uniques

Tired of doing endless Nightmare Dungeons just to get the unique item that you really want for your build? Don’t worry! In Season 5, you will be able to target-farm unique items from three additional sources, namely the Obol Vendors, Helltide Chests, and Whisper Caches.

Among the three new sources, it looks like farming Murmuring Obols is the way to go because the vendor is found in a safe zone, so you can gamble in peace.

Anyway, target-farming unique items in Diablo 4 are only reserved for armors and weapons. For instance, if you have been dying to get your hands on Windforce for your Rogue, then maybe you can finally snag one up by gambling through the Obol Vendor (aka Purveyor of Curiosities).

Higher Roll Variability

Unique items contain some good affixes, but they are usually trumped by a tempered and masterworked legendary item, at least, for now.

The developers intend to increase the upper power of unique effects (maximum number) and the roll ranges from about 10 to 20 rolls in Season of the Infernal Hordes.

This means that a unique item that can roll 40-80% increased damage will have its maximum number pumped up to 40-120%.

Comparable to Tempered Weapons

As of now, weapons that have gone through the Tempering System in Diablo IV fare much better than their unique item counterparts. The affixes that you can add to a legendary item are just so powerful and incredibly tough to beat that most unique items have been pushed to the wayside as a result.

Well, the developers want you to understand that unique items should have a place on your character. Ideally, they want you to equip at least two to four pieces of uniques to complete your endgame build. Of course, for that to become possible, unique items have to be appealing to use to begin with.

So, in the next season, the developers will add Tempering stats that suit the theme of the unique item. For example, a unique bow may come with bonus projectiles in order to have enough power to compete with Tempered Weapons.

In addition, you can expect the power level upgrades of a unique item to be more in line with its theme. So, if you have a unique item that is centered around fire damage, perhaps the developers will add a new effect that also has something to do with the said element.

Centered Around Archetypes

The Diablo 4 developers want you to use unique items for their notable effects. As such, they will make adjustments so that you can build your character around these uniques. As to what these exact changes are, that remains to be seen.

Diablo 4 Season 5 General Quality of Life Updates

The D4 development team plans to implement a plethora of QoL improvements in Season 5, mostly focusing on loot, Helltides/Whispers, and endgame bosses.

Whisper Bounties Now Made Easy

It appears that the developers want to give you an easy way to target-farm unique items in Diablo 4 Season 5. Why is that, you ask? If you recall, you will be able to acquire unique items via Whisper Caches, right? 

Well, Whisper Bounties are going to be much easier to complete in the next season because there are always enough things to do within a Helltide Dungeon to earn 10 Grim Favors.

For the uninitiated, you can exchange 10 Grim Favors for a reward cache in the Tree of Whispers. So, in addition to gambling from Obol Vendors, you will be able to get your hands on unique items more easily in Season 5 by completing Whisper Bounties!

Whisper Caches (from the Tree of Whispers)

Changes to Resplendent Spark

The Resplendent Spark is a crafting material in Diablo 4 that is an essential component of creating a new unique item from the Alchemist. You can obtain this material by salvaging useless uniques or by defeating “Tormented” versions of Uber Bosses, including Lord Zir, Echo of Varshan, The Beast in Ice, Grigoire, Andariel, and Duriel.

Having said that, you will be able to earn a Resplendent Spark by defeating the Tormented Bosses separately on both Non-Hardcore and Hardcore versions in Season 5.

Great Change for Endgame Bosses

The Endgame Bosses in Diablo 4 have to be summoned by interacting with an altar. This is situated at the end of a dungeon, so you can imagine how time-consuming it is to run it all back just to fight the same boss.

In the next season, there is some good news! Whenever you defeat the head honcho of the area, you no longer have to reset and complete the dungeon again. Instead, the altar will reappear after defeating the boss, allowing you to place the resources needed to summon them once more.

Beast in Ice Less Cumbersome

Another notable QoL improvement in the upcoming season is that the place where the Beast in Ice resides will function as a regular dungeon. This means that you no longer have to craft Nightmare Sigils to enter the Glacial Fissure.

Moreover, the developers have made it so that the Beast in Ice now situates itself closer to the entrance. Gone are the days when you have to complete the entire dungeon just to fight the said boss!

To make your life easier, you also do not need to farm Sigil Powers (or Sigil Dust) just to summon the fearsome foe. All you need is Distilled Fear, which is an item that you can farm from Tier 30+ Nightmare Dungeons.

More Access to Different Weapon Types

Since the game’s inception, classes in Diablo 4 can only wield certain weapon types. The Sorcerer, for example, only specializes in using wands. The Necromancer can utilize scythes and not much else.

In Season 5, the developers are now allowing more classes to wield different weapon types of weapons. Ever want to play as a sword-wielding Sorcerer? Well, you definitely can in the upcoming season!

New Accessibility Features

The game’s development team is testing a few new features that may be implemented in Season 5. The first is the Auto-Pin Navigation feature which, when enabled, automatically drops a pin on the map that tells you where you need to go.

The second is called Audio Navigation Assistance. This works in conjunction with Auto-Pin Navigation to make it easier for you to navigate through quest content. This feature will provide you with spatial audio cues so that you can pinpoint the exact location of a quest item or whatnot.

If you favor more visual cues, then the Compass can be helpful. When you have this feature turned on, an on-screen element will be visible on your heads-up display (HUD) that points you to the direction of the map pin you have placed. As you can surmise, this goes hand-in-hand with Auto-Pin Navigation as well.

To ensure maximum visibility, you can adjust the color of the arrow as you see fit.

New Accessibility Features

Improved Treasure Goblins

Treasure Goblins are a joy to eliminate because they can occasionally drop some pretty good stuff. When Diablo 4: Season of the Infernal Hordes drops on August 6, you can expect the following changes to be implemented:

  • Treasure Goblins will now drop up to three legendary items and six rare items

  • The quantity of items you get is an inverse of their rarity. In other words, the higher the number of rare drops, the lower the number of legendary drops (the opposite is also true). For instance, if you receive two legendary items, you’ll get more rare items

  • Treasure Goblins are now guaranteed to drop common ore, leather, herbs, and gem fragments

  • You can expect them to drop at least one to two elixirs every time you kill them

  • The amount of gold they drop is increased relative to the World Tier you have set. For example, you get substantially more gold at World Tier IV (150,000) as opposed to World Tier I (40,000)

  • Speaking of which, there is now more incentive to fight Treasure Goblins at higher difficulty levels. This is because they now drop Forgotten Souls in World Tiers III and IV as well

  • Are you looking for Scattered Prisms? If so, you better hunt these devious creatures! Treasure Goblins now have an increased chance to drop one to two Scattered Prisms. You can find the exact values below:

    • World Tiers I and II: 10% Chance

    • World Tier III: 20% Chance

    • World Tier IV: 30% Chance

New Legendary Aspects and Tempering Recipes

The developers are really bent on shaking things up in Diablo 4 Season 5. Aside from the groundbreaking changes to unique items, you can also expect a number of new Legendary Aspects and Tempering Recipes, which can aid you in creating awesome builds that have never been seen before!

Anyway, here are the Legendary Aspects and Tempering Recipes that will be introduced in Season of the Infernal Hordes:


Legendary Aspects

Tempering Recipes



Worldly Finesse - Offensive

+X% Vulnerable Damage

+X% Critical Strike Damage

+X% Overpower Damage

+X% Ultimate Damage


Aspect of Forward Momentum - Mobility

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

Slayer’s Finesse - Offensive

  • Bonus Damage Against Injured

  • Bleeding Damage

  • Vulnerable Damage


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 to cast, but now has a cooldown of 22-7 seconds

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 the cooldown of Evade

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 trapped inside a Bone Prison

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% of your maximum life


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

Subterfuge Expertise

  • Increased Smoke Grenade size

  • Increased Smoke Grenade damage

  • Increased damage for each Dark Shroud Shadow

  • Increased damage on next attack after entering Stealth

Rogue Persistence

  • Increased skill ranks of Second Wind

  • Increased skill ranks of Aftermath

  • Increased maximum life percentage gained while Dark Shroud is active

  • Increased maximum and all resistance percentage for 5 seconds from Health Potions


Aspect of the Rushing Wilds - Mobility

  • Casting a Companion Skill grants 5-15% movement speed for 5 seconds, up to 15-45%

Ultimate Efficiency - Resource

  • Cataclysm cooldown reduction

  • Petrify cooldown reduction

  • Lacerate cooldown reduction

  • Grizzly Rage cooldown reduction


Aspect of the Firebird

  • Gain the Flame Shield Enchantment for free

  • When Flame Shield activates, meteorites fall around you, dealing 50-70% fire damage

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

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 Shock, Frost, or Pyromancy 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

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

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

Elemental Control - Utility

  • +X skill ranks to Snap Freeze

  • +X skill ranks to Crippling Flames

  • +X skill ranks to Convulsions

Existing Temering Recipe Additions:

  • Sorcerer Motion: +X Skill ranks to Conduction

  • Frost Cage: +X Ice Armor Duration

Class Balancing Changes

Aside from the new unique items, all of the classes in Diablo 4 will receive balancing adjustments come Season 5. You can refer to the changelog below for more information:




  • 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 Devastating 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.


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].

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 1,200 Intelligence.



  • Maximum Arrow Storms increased from 5 to 7.


  • 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.

  • 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%.

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%.

Leyrana's Instinct – 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.

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%.


So there you have it! These are the things that you can expect to come in Diablo 4’s next season!

The new unique items have certainly caught our attention because some of them could make certain classes shine brighter than the rest. If we are to guess, it is possible that both the Druid and Sorcerer will become very popular in Season 5 due to The Basilisk and Vox Omnium, respectively.

How about the change to Whisper Bounties? That is very helpful, especially considering that you can target-farm unique items by simply opening the Whisper Caches.

If you are into fighting endgame bosses, you might like the change where you no longer have to run the entire dungeon all over again because the summoning altar will reappear once the boss has been defeated.

With all of that said, which of the new things in Diablo 4 Season 5 has piqued your interest the most?

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