New Era Begins

Diablo 4 Season 11: PTR Details, Features, New Bosses and More

Different classes of Diablo 4.

Diablo 4’s Season 11 is just around the corner. We’ve gathered everything you need to know about its start date, theme, and new features.

Season 11 of Diablo 4 is gearing up for launch, and it’s going to be a big one. With a completely revamped item system, new bosses, the return of the “Lesser Evils,” and a fresh endgame event, Blizzard aims to significantly change how Sanctuary feels to play. Here’s everything you need to know about the start, theme, gameplay updates, and what awaits you this season.

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When does Season 11 start – and what can you expect?

The eleventh season is expected to launch in December 2025. The Public Test Realm (PTR) runs from October 22 to 28, giving players a preview while Blizzard collects feedback to fine-tune balancing and features before release.

Season 11 brings the biggest update to Diablo 4 since launch. It reworks core systems, introduces new reward paths and balance mechanics, and adds fresh challenges for both veterans and returning players. The focus this time is on the direct intervention of angels and demons in the battle for Sanctuary – manifesting as new powers and dangerous enemies alike.

The Season’s Theme: Powers of the High Heavens and the Lesser Evils

After the chaos-driven theme of Season 10, Diablo 4 returns to its classic mythology. In Season 11, the so-called “Lesser Evils” – Duriel, Belial, Andariel, and Azmodan – take an active role, spreading corruption across multiple game modes. Meanwhile, the forces of the High Heavens respond: you’ll gain the aid of the angel Hadriel, who grants you powerful “Divine Gifts.”

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A large green monster with four legs and armor.
We tell you all the details about Diablo 4 Season 11. © Blizzard

The tension between Heaven and Hell defines the entire season concept. You’ll fight invading bosses, wield divine blessings, and risk losing them if you lean too far into demonic power. The result is one of Diablo 4’s most thematic and mechanically rich seasons yet.

Reworked Item Systems: Tempering, Masterworking & Sanctification

Season 11 overhauls crafting from the ground up, addressing one of the community’s biggest complaints – too much RNG and not enough control.

Tempering

– You can now choose the exact affix you want to imprint on an item.
– Random rolls are gone, but only one tempered affix is allowed per item.
– Tempering charges can be refilled infinitely.

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Masterworking

– No longer boosts affix values but instead improves the item’s overall quality.
– Weapons, armor, and jewelry gain bonuses directly to base stats like damage, armor, or resistance.
– There are 20 quality tiers, with a final “Capstone” bonus that upgrades one affix into a “Greater Affix.”

Sanctification

This final stage of your item journey lets you sanctify gear to grant it a random, powerful effect – such as an extra legendary power, a holy affix, or even indestructibility. Once sanctified, an item can no longer be altered. Blizzard calls it the “final polish” to your equipment – with risk included.

Sanctifications add fresh excitement to crafting – similar to Path of Exile’s Vaal Orbs – but with more control, since you decide when and where to use them.

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Monster Combat Evolved: Smarter AI and Tougher Enemies

Monsters in Sanctuary are getting smarter. Blizzard has completely reworked enemy AI – they’ll dodge more often, reposition strategically, and make better use of terrain. Each type now fulfills clearer combat roles – ranged attackers, support demons, or controlling elite units.

More than 20 new affixes have been added, many of which alter your approach to combat. Elites can now summon minions that inherit parts of their powers, while champion groups gain new synergies. Dungeons, Helltides, and World Events will all feel noticeably tougher.

New Defense Mechanics: Toughness and Fortify Rework

Update 2.5.0 introduces a new attribute: Toughness. It clearly shows how much damage your character can withstand on average – factoring in armor, resistances, and all other mitigation sources.

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Other changes include:

  • Armor now reduces all damage, not just physical.
  • A new “Physical Resistance” joins the existing elemental resistances.
  • Diminishing returns prevent extreme values for better balance.
  • Fortify now acts as a temporary health pool that absorbs and heals instead of simply reducing damage.

The goal: make builds more defensive yet predictable – fewer one-shots, more tactical survival.

New Healing System: Fewer Potions, More Regeneration

Potions are getting a full overhaul in Season 11:

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  • You always start with four healing potions, regardless of Renown.
  • Each potion instantly restores 35 percent of your maximum health.
  • One potion regenerates automatically every 30 seconds.

Additionally, stats like life regeneration, life on hit, and life on kill have been improved. The aim is less spam, more tactical healing – making fights more deliberate and less gear-dependent.

Divine Gifts: Heavenly Blessings with a Risk

A core feature this season are Divine Gifts – heavenly blessings granted by Hadriel. Each Gift has two forms: a “Purified” and a “Corrupted” version.

  • Purified Gifts grant positive buffs and double rewards.
  • Corrupted Gifts increase difficulty but offer unique bonus loot.

Depending on which Lesser Evil (Duriel, Andariel, Belial, Azmodan) you face, you’ll collect different essences to unlock or upgrade new Gifts. Killing their minions raises your “Divine Favor” level, unlocking further rewards. You choose how much risk – and loot – to take on.

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Return of the Lesser Evils

Duriel, Belial, Andariel, and Azmodan are back – and each takes over an entire game mode:

  • Duriel corrupts the Helltide.
  • Belial twists the Pit with illusions and clones.
  • Andariel lurks in the Under-city of Kurast.
  • Azmodan emerges as a new world boss appearing across multiple zones.

Each boss features unique event mechanics – altered enemies, new dungeon affixes, or special summoning rituals. Their essences act as keys to the season’s strongest rewards and are vital for your Divine Gifts progression.

New Endgame Event: The Tower & Leaderboards

The Tower is a brand-new endgame mode where you climb layer after layer under time pressure, facing random monsters, affixes, and pylons. The goal is simple – climb as far as you can and earn your place on the leaderboards.

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Each season will introduce new Tower layouts and leaderboards. You can compare scores globally or within friends, clans, and platforms – with categories for solo classes and group runs.

The Tower focuses on skill and strategy over loot. Rewards are secondary for now, but Blizzard plans to make it a core part of the endgame experience.

Season Ranks: New Progression System Replaces Renown

The classic Renown system is being retired for the Seasonal Realm, replaced by Season Ranks.
Each rank requires completing a specific Capstone Dungeon; additional progress grants skill points, Paragon points, and cosmetic rewards. Instead of side quests or exploration, only performance matters.

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The Eternal Realm will keep the old Renown system, but Seasonal play now runs entirely on defined ranks with clear goals – a step toward more structure and long-term motivation.

New Unique Items

As always, there are fresh uniques that enable new playstyles:

  • Barbarian: Chainscourged Mail – enhances Brawling skills that lock after use but return with massive damage bonuses.
  • Druid: Khamsin Steppewalkers – boost movement speed and crowd-control skills.
  • Sorcerer: Orsivane – grants bonus effects for each defensive skill not equipped.
  • Necromancer: Gravebloom – lets you summon multiple small Golems instead of one large one.
  • Rogue: Death’s Pavane – empowers dagger-based dance attacks.
  • Spiritborn: Path of the Emissary – automatically channels core skills while moving.

These uniques encourage fresh build ideas and alternate playstyles – from support roles to speed-focused setups.

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Picture of Ilona Frank

Ilona Frank

Feels most at home in the worlds of horror, adventure, and platformers. Wishes there were trophies for everyday situations in real life, too.