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The 2.3.0 PTR: What You Need to Know

Patch Notes

Last Updated:May 25, 2025

On May 22nd during the Campfire Chat, Blizzard announced the 2.3 PTR and Season 9! Discover here everything you need to know about the 2.3 PTR! Season 8: Belial's Return and the patch 2.2 have been released only a few weeks ago but it is already time to set our eyes on next season!

2.3.0 PTR: What You Need to Know

The 2.3.0 Public Test Realm (PTR) for Diablo IV will be available from May 27—June 3, offering you the chance to test upcoming changes and features releasing with the next season for the base game, along with some Vessel of Hatred updates.

The purpose of the PTR is to test updates and features before the launch of the next season, Sins of the Horadrim, where we’ll be focusing on Dungeons and new Horadric Spellcraft. Delve into new Horadric Strongrooms, a new endgame activity called Escalating Nightmares, the return of Astaroth, and more. Then, using your feedback, we’ll make some adjustments before our next season goes live. The feedback we receive helps us to fine-tune balance changes, eliminate bugs, and create the best experience possible while testing new systems. Thank you for playing the PTR and providing feedback to the team.

Customize Powerful Horadric Spells

Season 9: Sins of the Horadrim introduces a new way to interact with your powers, granting access to powerful Spellcrafting abilities to create incredible new combinations. Through three key pillars, Horadric Spells provides novel ways to customize and build power at your fingertips.

Three different potent elements combine to create these intense spells: Catalysts, Infusions, and Arcana.

  • Catalysts: base power of your spell
  • Infusions: modifies the type of elemental damage your spell deals
  • Arcana: modifies the baseline power of the spell

There are untold possibilities through all the different combinations of Catalysts, Infusions and Arcana. To build your Horadric Spell, you can equip a main Catalyst, an Infusion to support, and three Arcana to augment and build your spell. Each element contributes to your overall spell, allowing you to tinker and build incredible possibilities. This is your chance to really experiment and wield Horadric magic with untold potential.

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Use the PTR Vendor Mrak to gain access to these elements of Horadric Spellcraft, which is the only way to access them before the Season starts. On Season launch the Wayfinder, Catalysts, and Infusions will be earned through the Seasonal Questline, while Arcana will be found through exploring Nightmare Dungeons.

Catalysts

The main source of power for your Horadric spell

  • The foundation of your spell, providing it form and function.
  • Catalysts have their own Cooldown, Lucky Hit, and Rank 10 Bonus.
  • Catalysts will activate off a specific Action Bar Skill based on the interface slot they are placed into.
  • Your Action Bar Skill will glow with purple magic while your Catalyst is available to activate.
  • These can be customized further with Infusions and Arcana.

Infusions

These incantations imbue your Catalyst with power and magic.

  • Modifies the type of damage or damage-over-time that your Catalyst deals.
  • After levelling to Rank 5, each Infusion gains its own bonus that allows your Catalyst to deactivate specific monster affixes.

Arcana

Equip up to three different Arcana to modify your Catalyst in many ways.

  • There are 3 tiers of Rarity for Arcana: Magic, Rare, and Legendary.
  • Legendary Arcana adjust their effects based on the Catalyst they are bound to. Discover the depth and complexity as you delve through the possibilities.
  • Contain Specific spell tags that can be relied on to further modify your spell. Many powerful Horadric Jewels relate to these tags, incredible combinations await.

Explore Horadric Strongrooms

Descend into micro-dungeons that hold powerful rewards and potent enemies, delve into these Horadric tombs and fight your way out.

Use your Wayfinder to search for these rare repositories of Horadric knowledge, then fight your way through the bloodthirsty demons within. Once the Strongroom is unsealed, there will only be a limited amount of time to complete the Strongroom before the valuables are sealed away forever. Slay demons and satiate Horadric Pillars within to bolster your ability to earn Horadric Attunement, which can be used to grant illustrious rewards.

There’s a few ways to improve your chances of finding a Horadric Strongroom within Nightmare Dungeons:

  • Increase your difficulty level or Torment Tier.
  • Upgrade your Wayfinder using Horadric Phials—the seasonal currency—to increase its ability to locate a Strongroom.
  • Find and use a Nightmare Dungeon Sigil with an affix that guarantees a Horadric Strongroom will appear.

How to enter a Horadric Strongroom:

  • As you navigate Nightmare Dungeons, look for the distinct flash and sound of a Horadric Gateway.
  • Once you locate and activate the Horadric Gateway, monsters will ambush your location. Defeat them, and a Horadric Portal will appear to teleport you into the safeguarded Strongroom.

Once in the Strongroom, you’ll have a few decisions to make:

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

  • Slay monsters in the manner requested by the Horadric Pillars to satiate their need for demonic carnage. Upon completing each Pillar Ritual, all monster kills will grant +2 increased Horadric Attunement for 10 seconds.
  • Locate Shrines within the Strongroom to aid your fight, all within are Sacrifice Shrines which spawn an ambush on your location. Rely on these blessings to enhance your demon slaying.
  • Upon completion, you’ll need to fight the boss that spawns to leave the Strongroom.

On leaving the Strongroom, you’ll have the option to select a Horadric cache which scales its rewards based off the amount of Horadric Attunement earned within the Strongroom.

Survive the Escalating Nightmares

Nightmares have a way of seeping into the marrow of your mind, sinking you deeper into the gaping despair of their hold. In Sins of the Horadrim, a new endgame challenge beckons you to descend further into the depths of agony for the ultimate test.

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Escalation Nightmares are a new endgame activity that throws you into a chain of three Nightmare dungeons. The nightmares escalate as you go through each Dungeon, as each Nightmare Dungeons affixes stacks onto the next Dungeons as you continue through. As the difficulty increases, so do the rewards. Manage to fight your way through all three, and waiting for you at the end is a date with the Exalted version of Astaroth himself.

To start an Escalating Nightmare, you’ll first need an Escalation Sigil which can be obtained as a reward from Horadric caches granted from Strongrooms starting in Torment I. Activating this dungeon sigil grants you access to the first Nightmare Dungeon in the chain.

On completion of the first Nightmare Dungeon in the Escalation, a Horadric Portal will spawn which displays the affix information for the next dungeon. On completion of the third sequential Nightmare Dungeon, you’ll finally be transported to Astaroth’s Lair.

Run it Back with Astaroth

A familiar face and one hellishly good boy await you at the end of your Nightmare Escalation.

Face Astaroth and the monstrous Amalgam with a new, challenging twist. As the battle unfolds, Astaroth will shed his mount, splitting into two terrifying bosses. Maneuver and learn their new deadly combos to defeat Astaroth.

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If you slay the Amalgam before Astaroth, the hound of Hell goes into a resurrection state but the Amalgam can’t be slayed will his Master still lives. After a brief time, the Amalgam will recover and rise to rejoin the fight. Slaying these two be a test of your mettle on the battlefield, fear this acolyte of Mephisto and the destructive power he wields.

Dungeon Content for all Realms

The dungeons of Sanctuary often sit idle, allowing the monstrous forces within to slowly mutate, changing slowly and providing new horrors to slay through. In Sins of the Horadrim, we are shaking up Dungeons in several ways that affect Sanctuary far beyond the Season.

First off, you can now activate Nightmare Sigils from within Nightmare Dungeons once the dungeon is complete. You no longer need to exit the dungeon to enter a new Nightmare Dungeon.

New Nightmare Dungeon Affixes

In addition to Strongrooms and Escalating Nightmares, a new set of Affixes have been added to Nightmare Dungeons to make them more rewarding. Each basic Nightmare Sigil will now include a positive affix from this refreshed and expanded pool of positive affixes.

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Horadric Jewels

Known for their incredible ability as Mages, the Horadrim possess the ability to refine stone into powerful artifacts to aid them in their quest.

Upon reaching Torment I, Horadric Tomes can appear as rewards from completed Strongrooms. Horadric Tomes are consumable items that give you the ability to craft socketable Horadric Jewels at Wayfinders. These powerful gems grant a variety of alluring powers and effects, from empowering your Horadric Spell, making enemies explode with elemental damage, and more.

Horadric Jewels can be crafted using Horadric Phials and Gem Fragments, and can be socketed in Amulets and both Ring slots.

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New Unique Items

New powerful Unique Items enter the fray to amplify your ability to dispatch demons at fabled speed.

Barbarian

Hooves of the Mountain God (Unique Boots):

Affixes:

  • Inherent - Attacks Reduce Evades Cooldown by 2.5 Seconds
  • +17.5-23% Movement Speed
  • +16-25% Basic Attack Speed
  • +7-10 Fury Per Seconds
  • +2-3 Ranks to Belligerence

Unique Power

  • When reaching Maximum Fury, your Fury will rapidly drain until you run out and all your Basic skills now cleave and deal 70-100%[x] increased damage.

Druid

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

Affixes:

  • Inherent: 110% Damage to Poisoned enemies
  • 14-18% Willpower
  • 114-150% Poison Damage
  • 26-35% Chance for Pulverize to Hit Twice
  • 26-35% Resource Cost Reduction

Unique Power

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

Necromancer

The Hand of Naz (Unique Gloves):

Affixes:

  • 77.5-100% Skeletal Mage Damage
  • 10.5-15% Attack Speed
  • +424-457 Maximum Life
  • +2-4 Skeletal Mage Mastery

Unique Power

  • Sacrificing both Skeletal Warriors and Golems grants an additional Skeletal Mage for each Minion sacrificed.
  • When a Skeletal Mage attacks enemies 25 times without dying it upgrades to a Skeletal Arch-Mage.
  • Skeletal Arch-Mages teleport to safety when attacked and their attacks occasionally shatter on impact dealing 50-100% increased damage to the target and up to 3 additional targets.

Rogue

Deathmask of Nirmitruq (Unique Helm):

Affixes:

  • +424-457 Maximum Life
  • +2-3 Skillranks to Flurry
  • +16-25 Movement Speed
  • +224-296 Armor

Unique Power

  • You can now overexert yourself while Casting Flurry, spending 10% life when you don't have enough Energy. Spending life to Cast Flurry increases its damage by 30-50% and your Attack Speed by 50% for 5 seconds.
  • Developer's Note: Flurry will fail to cast when the player has neither enough energy or health available.

Sorcerer

Ophidian Iris (Unique Amulet):

Affixes:

  • Inherent: +30% Resistance to all Elements
  • Inherent: Casted Hydras Have +2 Heads
  • +11.5-15.7% Intelligence
  • +5.2-6.0 Critical Strike Chance
  • +77.5-100% Pyromancy Damage
  • +1-2 to Devouring Blaze

Unique Power

  • Hydra is now a Core Skill and always Summons a 3-headed Hydra whose attacks explode on impact.
  • For each head above 3 that it would have had, the Hydra instead grows larger and deals 50-100%[x] increased damage.

Spiritborn

Balazan's Maxtlatl (Unique Pants):

Affixes:

  • +107-121 Dexterity
  • +424-457 Maximum Life
  • +268-373 Thorns
  • +2-3 Ranks to Bastion

Unique Power

  • Each attack damages Close enemies for 200-300% of your Thorns and also deals 100% of this damage as Poisoning over 3 seconds.
  • Each time you've retaliated with Thorns, for 5 seconds the Poisoning damage is increased by 100%, up to 300%.

2.3.0 Patch Notes

For the complete 2.3.0 PTR Patch Notes, take a look at the end of the Blizzard Blog Post here!

What's Up Recently?

What's Next?

We hope you enjoy the Season of Belial's Return with the aid of our Season 8 updates. Our focus for the rest of Season 8 is to make sure our Build Guides are solid with all the new Item updates, new features and mechanic changes. We're continuing to work on more updates for D4Planner!

With that said, head over to our Discord to stay up to date with our content development and to make the most of your Season 8 experience! Also don't forget to check out our Youtube channel!

Written by: Maxroll Team

2.3.0 PTR

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