End Game Guide for Diablo 4 offers a range of valuable information to assist late-game players in understanding the fundamental mechanics of the game, along with providing recommendations on essential preparations to undertake End Game content. The end-game content of Diablo 4 is a vast territory to be uncharted, and this page will offer comprehensive guidelines for the activities that a player needs to undergo and eventually clear the gameplay scope available for the base game.
Endgame Guide for Diablo 4
End Game Guide Table of Contents
- Lord of Hatred New End Game
- What To Do Next? Beyond Level 70
- Improving your Damage
Helpful Pages for Endgame in Diablo 4
- War Plans
- Builds
- Fishing Guide
- Tempering Guide
- Difficulty Modes
- Echoing Hatred
- Nightmare Dungeons
- Horadric Cube
- Infernal Hordes
- The Jeweler
Diablo 4 Ultimate Endgame Guide
Lord of Hatred New End Game
With the release of the Lord of Hatred expansion, Diablo 4 enters its thirteenth season and reshapes the endgame experience. This guide begins by exploring the expansion’s new systems and activities from War Plans and Echoing Hatred to the Horadric Cube and fishing. These features were designed to give players new ways to progress once the campaign is complete. Whether the reader is a seasoned veteran looking for ways to optimize a build or a new or returning player who does not know what to expect from the endgame, this guide is here to help, starting with the newest Lord of Hatred End Game features.
Post Campaign in Diablo 4
What To Do Next? Beyond Level 70
End Game General Guide
Once you’ve cleared the campaign and explored the new Lord of Hatred features, the real climb begins once players reach level 70 (previously capped at level 60). This stage of the game is where the different endgame systems start to come in hand. In this guide, we'll focus on how to progress through the endgame of Diablo 4 and reach a character's maximum potential. End-game content starts when a player completed the main campaign and laid the foundation of the game's basic mechanics. Adapted in general exploration and covered the majority of the world. A vast majority of player base is not only mentally prepared by understanding the core gameplay of the game after completing the main campaign, but the said majority is also statistically prepared in terms of building their characters. During post-game content, players will have at least a decently built character with proper gears, levels, and skills which we will be touching on in the later sections and we call these post-main campaign builds.

Season Rank
As players often seem confused as what to do after reaching the level cap of 70, the Season Journey will be there as a guide for players. Objectively, one of the first ever goals during the end game is to complete through Rank 1 to 3 of the Seasons Journey. Completing up to the third rank ensures that you acquire all of the available Skill Points, Paragon Points, and acquire stronger gear.
What is Season Journey?
The Season Journey is the structured progression system for Diablo 4’s seasonal play. The Season Journey offers a linear path of objectives that players complete with their seasonal characters. Each Season is divided into several Ranks and within each chapter are multiple objectives tied to gameplay activities. Clearing individual objectives grants small rewards, while completing all objectives in a chapter unlocks larger milestone rewards.

What is Season Rank?
Season Rank essentially indicates what milestone you currently are in your Season's Journey. It serves as an indicator to your position within the Season Journey. Each Rank is tied to a set of goals, and moving forward often requires clearing a Capstone Dungeon. These dungeons act as gates: you cannot progress to the next Rank until you’ve completed the Capstone tied to your current stage. For example, advancing through Rank 2 requires finishing its Capstone Dungeon, which not only pushes you into Rank 3.

As mentioned earlier, it is imperative for new endgame players to push through Ranks 1 to 3 to easily improve their power levels and take on stronger foes. Additionally, the actualy main goal here is to complete Rank 2 by finishing its corresponding Capstone Dungeon, Hellish Descent. Completing the Hellish Descent will reward players with access to "The Pit" or The Pit of Artificers, which will lead us to our next Endgame goal. For reference, written below are all Capstone Dungeons in Diablo 4.
To learn more about Capstone Dungeons and its rewards, kindly head over to our Capstone Dungeons Page.
The Pit of Artificers
Once players unlock The Pit of Artificers by completing the Rank 2 Capstone Dungeon, it is recommended to gear up and prepare thoroughly before attempting higher tiers. Basically, The Pit is a timed, scaling challenge where difficulty increases with each level that tests both the strength and efficiency of your build. Inside, players will need to defeat as much enemies as they could before the 15-minute timer runs out and summon the final boss. Players will then need to defeat the boss before the timer runs out to upgrade your Glyphs and acquire their rewards.

Completing one run will consequently unlock the next Tier. Players will also be rewarded depending on the difficulty of the tier. Successfully completing a run will grant you the following:
- 4 Glyph Upgrade Attempt
- 1 Extra Attempt for not dying
- Up to 4 extra nodes in the War Plans Skill Tree.
While the Pit of Artificers grants you amazing Glyph upgrades, the main reason for clearing the Pit of Artificers is to climb its Tiers and unlock the other Difficulty Levels. Players will need to continuously climb up the Tiers to gain access to the higher difficulty levels, specifically starting with Pit - Tier 10. Completing Tier 10 will unlock Torment 1, which will grant you even greater rewards for your endgame character.
Additionally, climbing up higher Tiers will also unlock the other Torments. Below is a guide to the corresponding Pit Tier and its Unlockable Torment.
- Torment 1 - Pit 10
- Torment 2 - Pit 15
- Torment 3 - Pit 20
- Torment 4 - Pit 25
- Torment 5 - Pit 30
- Torment 6 - Pit 40
- Torment 7 - Pit 50
- Torment 8 - Pit 60
- Torment 9 - Pit 70
- Torment 10 - Pit 80
- Torment 11 - Pit 90
- Torment 12 - Pit 100
To learn more about the Pit of Artificers, kindly head over to The Pit Page.
Difficulty Level
As you've unlocked Torment 1, you'll learn that there are 11 more Torments to climb. These Torments represent Diablo 4's primary endgame progression system and are designed for players who have completed the campaign and begun optimizing their builds. As each Torment gets progressively more difficult, the rewards also ramp up, allowing you access to stronger gear and rarer materials. Torment progression also ties directly into farming rare materials and preparing for harder challenges.
| Torment Difficulty | Notable Reward Unlocked |
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| Torment 1 |
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| Torment 2 |
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| Torment 3 |
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| Torment 4 |
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| Torment 5 |
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| Torment 6 |
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| Torment 7 |
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| Torment 8 |
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| Torment 9 |
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| Torment 10 |
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| Torment 11 |
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| Torment 12 |
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Do note that, while the difficulty rating can reach up to Torment 12, there won't be much difference in rewards from Torment 10. The only real difference would be the value of gold and experience they give, so it is only recommended for players who wish to test their builds to the limit.
Nightmare Dungeons
Nightmare Dungeons are end-game activities that increase the difficulty and add new challenging conditions to pre-existing dungeons. These require Nightmare Sigils to be activated and will ONLY be accessible to the Dungeon that used the Sigil. Each Nightmare Dungeon comes with unique affixes, modifiers that can drastically alter enemy effects, the environment, or player conditions.
While the difficulty ramps up significantly, the rewards scale accordingly. Nightmare Dungeons are one of the most reliable sources of high‑end loot, including rare gear, crafting materials, and progression items tied to endgame systems. Additionally, Nightmare Dungeons also integrate seamlessly into War Plans, allowing players to slot them into their chosen progression path. Because they can be completed easily, they are an efficient way to advance through War Table objectives while simultaneously strengthening your build.
To learn more about Nightmare Dungeons, kindly head over to our Nightmare Dungeons Page.
Escalation Sigils
Escalation Sigils are Dungeons that you complete back-to-back until you reach the Boss Astaroth. Just like the Nightmare Dungeons, Escalation Sigils will also have unique affixes tied to a dungeon. Players will then need to complete a series of Dungeons to reach the final boss. Escalation Sigils are especially good for players looking for Uniques for their build, as Astaroth provides a number of them.
Target Farming Astaroth will grant players a chance to get one of the following Unique Items:
All Classes
Infernal Hordes
The Infernal Hordes is a survival mode in Diablo 4 where players will deal with wave after wave of enemies, which will eventually lead them to a Boss fight at the end. It is a relentless mode in a timed roguelike format where players must endure as the waves grow progressively harder. This is a good end-game activity where players can earn Aether and then later on turn them in for rewards. Additionally, it is recommended to use an Infernal Compass when playing in Infernal Hordes, as the compass will grant players 4 additional waves that will boost the rewards given at the end. Players should also aim to fight Bartuc at the end of Infernal Hordes, as he will provide players with overall better rewards compared to other Bosses.
To learn more about the Infernal Hordes, kindly head over to our Infernal Hordes Page.

Kurast Undercity
Kurast Undercity is a multi‑floor, timed dungeon that combines speed‑run mechanics, Tribute customization, and unique bosses into one mode. Its core mechanics start off by selecting Tributes to choose a difficulty and reward type. While choosing a greater Tribute will increase the difficulty of the run, players, however, will get better rewards at the end. This is especially the case for Mythic Tributes, where players can obtain Mythics once they are completed.
After choosing a Tribute, players will then start the run and will be given a timer. You'll now have to reach the Boss at the end before the countdown ends. Players will have 100 seconds to collect Attunement and reach the District Boss. Additionally, players are required to reach Attunement 1 before entering the boss area. Each consequent Attunement will also grant you better rewards at the end. Attunement can be obtained from the Spirit Beacons you see on the map. Players can also increase their timer by defeating Afflicted enemies located throughout the run.
To learn more about the Kurast Undercity, kindly head over to our Kurast Undercity Page.
Helltide
Helltides are large‑scale events that transform entire zones into warzones. During this event, the world undergoes a sinister transformation as the sky turns red, meteors begin to fall, and new monsters appear in the area. Everything will be more challenging, and killing monsters drops Aberrant Cinders. These Aberrant Cinders can then be exchanged for Tortured Gifts containing different loot. These tortured Gifts have a fairly high chance of dropping Legendary and other rare items. Additionally, enemies defeated can also drop random gear and items. This makes Helltide a great event to farm for items. Overall, Helltide is the game mode for players who wish to obtain numerous pieces of gear in one run.
To learn more about the Helltide, kindly head over to our Helltide Page.

Improving your Damage
Unique and Mythic Farming
Lair Bosses and Greater Lair Bosses
Lair Bosses serve as one of the most reliable methods of farming uniques in Diablo IV’s endgame. Each boss has a fixed drop table tied to specific Unique items. This means players can intentionally hunt down the exact unique gear they need rather than relying on random world drops. For example, Duriel, King of Maggots, is the exclusive source of the Ward of the White Dove, making him a priority target for builds that require that item.
Additionally, players can also receive Mythic Uniques by defeating Lair Bosses and Greater Lair Bosses. The only caveat here is that you'll need numerous Lair Boss Keys to flash farm the bosses.
Horadric Cube
Another way to obtain Uniques is by using the Horadric Cube by stripping away all of the affixes of an item (ideally, an Ancestral one) until it's white, and then using your resources to upgrade the item into a Unique. Do note that it is recommended to only use this to get uniques that have a low pool for that class to easily obtain your desired Unique. (Items with a pool of 8 or more Uniques will give you a lesser chance to acquire your desired Unique, leading you to use more resources than you have to.
To learn more about the Horadric Cube, kindly head over to our Horadric Cube Page.
Kurast Undercity
As mentioned earlier, Kurast Undercity is a great way to obtain Mythic Uniques. This can be done by using a Mythic Tribute. Getting your Attunement to level 4 will also increase your chance of obtaining Mythics at the end of the run. This is the recommended way to farm Mythics quickly, but only do this when you already have an optimized build, as the Mythic Enchantment will turn the Kurast Undercity significantly harder.
Mythic Crafting at the Jeweler
Players can also craft Mythic Uniques at the Jeweler using a Resplendent Spark and the various Runes per item. While the Mythics obtained using this method won't be able to get Greater Affixes, it is still a great way to acquire a specific Mythic for your build.
To learn more about the Jeweler, kindly head over to our Jeweler Page.
Paragon Board and Glyphs
The Paragon Board, Legendary Nodes, and Glyphs are another major component of endgame build optimization. The stat increases from Paragon Nodes improve the class’s main stat multiplier, while many Glyphs and Nodes provide additional Global Damage scaling. Because these bonuses are calculated near the end of the damage formula, even small increases can result in substantial damage gains.
Even though the 0.1 increase in damage per Glyph level may seem insignificant, fully upgraded Glyphs make a major difference in overall performance. If progressing through Torment tiers becomes difficult despite strong gear, leveling Glyphs through The Pit is highly recommended.
To learn more about the Paragon Board and Glyphs, kindly head over to their respective pages.
Gear Modification
Endgame activities reward large amounts of gear, and a considerable amount of time is spent sorting through items in search of the ideal combination of affixes. While much of this gear will eventually be discarded, salvaging Rare items remains valuable because it provides crafting materials needed for Tempering and Masterworking.
Although Ancestral gear with Item Power 900 is the ultimate loot farming goal, these items rarely appear before reaching Torment Tier VI. Until then, Item Power 850 equipment must be used to progress through Torment tiers, and these pieces should still be upgraded because they can remain useful for a long time. Each gear piece can contain up to four affixes, all of which greatly influence the effectiveness of a build. The goal is to obtain combinations that maximize either offensive power or survivability. For example, a Fire-based build may prioritize affixes such as (+) Fire Damage, (x) All Damage Multiplier, (+) Weapon Damage, and either (+) Vulnerable Damage or (x) Damage Over Time.
Finding equipment with perfect affix combinations from loot drops rarely happens, if at all. Fortunately, several systems allow affixes to be modified.
The first method is through Enchanting at the Occultist, which rerolls one selected affix into another. This allows undesirable affixes to be replaced with more suitable options.
The second major system introduced with the Lord of Hatred Expansion is the Horadric Cube. The Cube allows affixes to be manipulated through adding, removing, and rerolling them using special materials called Primordial Dust. Different recipes require different types of Primordial Dust obtained from various endgame activities.
This allows affixes to be added to gear, making it possible to upgrade lower-rarity items into stronger pieces with additional affixes.


To reduce randomness, Tuning Prisms can be used to influence which types of affixes appear. Aggressive Tuning Prisms increase the likelihood of offensive affixes, while Protector’s Tuning Prisms favor defensive affixes.
Using both Enchanting and the Horadric Cube together makes it possible to create gear with ideal stat combinations for progressing through the early Torment tiers.

Once Ancestral gear with Greater Affixes begins appearing, these systems become even more valuable. Greater Affixes roll higher values than standard affixes and are essential for tackling the highest Torment tiers.
There is one important interaction between the Occultist and the Horadric Cube. If a piece of gear contains multiple desirable affixes of the same category, such as Critical Strike Chance and Physical Damage, rerolling through the Cube can unintentionally modify the wrong affix. To prevent this, an affix can be “locked” through the Occultist by selecting the No Change option while Enchanting. This prevents the chosen affix from being modified by the Horadric Cube.

Even though Legendary Aspects play a huge role when putting a build together, the Codex of Power allows you to make use of aspects you have already unlocked through either salvaging items with the aspects on them or obtaining them through clearing dungeons by simply imprinting them upon a yellow rarity “Rare” item. As such when putting your gear together you do not need to worry about keeping an item with a Legendary Aspect intact and try to re-roll its affixes and sometimes, it is more “cost-effective” to put on a Legendary Aspect of your choice on an item with a good affix combination that you’ve crafted through the Horadric Cube.
Tempering and Masterworking
Tempering in Diablo 4 is a gear upgrade system that grants massive early and late game improvements. It allows items of Rare, Legendary, and Unique rarities to add Affixes using Temper Manuals. This allows players to customize their characters to suit their game style and improve their specific builds. Tempering adds an additional affix with a variable value range. These affixes also have a chance to roll as Greater Affixes with significantly higher values. Although Tempering normally has limited rerolls, Scrolls of Restoration allow repeated rerolling as long as sufficient materials are available. This makes Tempering one of the most reliable ways to obtain Greater Affixes.

Masterworking further improves affix values. Each Masterworking rank grants a 1% to 3% increase to the item’s stats, and each gear piece can be upgraded multiple times.At the maximum level, one affix receives an additional bonus improvement. This bonus can be rerolled using materials such as Baleful Fragments or Neathiron.

Both Tempering and Masterworking are extremely resource-intensive processes that require large amounts of crafting materials and gold.When progressing through Torment tiers, prioritizing offensive upgrades first helps increase damage output quickly. However, defensive upgrades eventually become equally important to survive incoming damage in higher-tier content.
How to Calculate your Damage?
Diablo 4 has an interesting system for calculating damage, and understanding it plays a major role when putting a build together. While it is not necessary to pay close attention to every stat and bonus damage affix during the campaign—where simply equipping higher damage gear is usually enough—careful gear optimization becomes essential during the later stages of the endgame.
Diablo 4’s damage system works through what is commonly referred to as the “Damage Buckets” theory. For players more familiar with mathematics, the formula functions through separate damage brackets. Like all formulas, the equation requires a starting point, which comes from Base Damage.
The primary source of Base Damage is weapons. The higher the Item Power and weapon damage stat, the higher the overall damage output. This serves as the starting point of the damage formula. When a skill is used, the weapon’s Base Damage is multiplied by the skill’s damage percentage and further modified by the class’s main stat multiplier, which can be seen in the skill tooltip.
This Base Damage is then enhanced through several “Damage Buckets” or multipliers that affect final damage output. These include Additive Modifiers, Multiplicative Modifiers, Vulnerable Damage Bonus, Conditional Damage Bonuses, Critical Strike Damage, and Global Multipliers. These bonuses can come from affixes on gear, Legendary Aspects, skill passives, and Paragon Glyphs. Whether a damage bonus is Additive or Multiplicative can be determined by the (+) or (x) icons shown in its tooltip description. Advanced Tooltip Information must be enabled in the options menu to display these icons.

Additive Modifiers simply add a percentage of Base Damage as a single multiplier. This means the damage formula becomes:
- (Base Damage × Additive Modifiers)
For example, a +25% Physical Damage affix changes the equation into:
- (Base Damage × 1.25)
Multiplicative Modifiers substantially increase damage output because they multiply the result of the first Damage Bucket. Continuing from the previous example, if there is both a +25% Physical Damage affix and a (x) 25% Physical Damage multiplier, the formula becomes:
- (Base Damage × 1.25) × 1.25
If a weapon has 1000 weapon damage, the calculation becomes:
- [(1000 × 1.25) × 1.25 = 1562.5]
This demonstrates why focusing only on Additive or only on Multiplicative bonuses is inefficient. Multiplicative modifiers scale after Additive bonuses, meaning combining both results in significantly higher damage output.
The important thing to note is that Multiplicative bonuses of the same type are additive within their own bucket, while different multiplier types are calculated sequentially. For example, three (x) 9% Physical Damage multipliers and one (x) 8% All Damage multiplier are calculated separately:
- (Base Damage × 1.27 × 1.08)
The next major variable is the Vulnerable Damage Bonus. Vulnerable damage uses both Multiplicative and Additive modifiers because the base Vulnerable effect grants a (x) 20% damage multiplier while additional Vulnerable bonuses are additive. This bucket follows the formula:
- (Damage × 1.2 × Additive Bonuses)
All conditional damage bonuses, such as bonus damage against Close enemies, bonus damage while Berserking, or bonus damage against Crowd Controlled enemies, are Additive Modifiers. However, they are calculated in separate sequential buckets, allowing them to further scale overall damage output.
Critical Strike Damage is another independent multiplier. Its base value is a (x) 50% damage multiplier, while additional Critical Strike Damage bonuses from gear are additive. This results in another separate damage calculation bucket:
- (Damage × 1.5 × Additive Bonuses)
After all previous modifiers are applied, the formula concludes with a final Global Damage Multiplier. This multiplier is commonly affected by Paragon Nodes, Charm Sets, and Mythic Uniques.
Taking all variables into account, the final formula becomes:
- [{(Base Damage × Additive Modifiers) × Multiplicative Modifiers} × Vulnerable Damage Bonus × Conditional Damage Multipliers × (Skill % × Main Stat Multiplier) × Critical Strike Damage Bonus] × Global Multiplier
Although the system initially appears complex, the general goal is straightforward: balance Additive (+) and Multiplicative (x) modifiers across multiple damage categories to ensure every damage bucket receives scaling bonuses.
Another important stat is Attack Speed. While Attack Speed does not increase damage per hit, it significantly increases overall Damage Per Second (DPS). Certain channeling skills such as Whirlwind are not affected by Attack Speed, but builds that rely on repeated skill casts benefit greatly from investing in it.




