Blizzard Entertainment invited several fansites, content creators, and gaming outlets to play Diablo: Lord of Hatred several days before its official launch. We had access to play the Warlock character, the entire Lord of Hatred campaign, cutscenes, and features such as the War Plan and the Horadric Cube.

This coverage goes over some of the gameplay systems and observations I experienced, but keep in mind that what you see in this review does not reflect the final product. This review is based on a review build from last week. Diablo: Lord of Hatred launches on April 28, 2026 with an updated build.

This Diablo: Lord of Hatred video was released by Blizzard Entertainment just a few minutes ago in celebration of the review embargo lifting today.

Diablo: Lord of Hatred Hands-On Review

The story picks up some time after the Vessel of Hatred finale. Akarat was in Ked Bardu (Dry Steppes), a few days before you arrived. This fact aligns with the story of Titan Comics’ Diablo: Dawn of Hatred # 1-4 as the expansion’s prequel. In the review gameplay, players create a character and choose one of three options: start the base campaign, the Vessel of Hatred campaign, or the Lord of Hatred campaign as a level 1 character.

We meet Lorath in Ked Bardu. He summons you to inform you that Mephisto has headed to the Skovos Isles. This was the cradle of civilization, where Archangel Inarius and Lilith first created the Firstborn. Neyrelle has been researching ancient Yshari scripts and Rathma’s prophecy. This old Kehjistani research is crucial for what the player and Lorath must do in Skovos Isles.

In the Yshari Archive, you will find an interactive item that gives a little text about Rathma’s Prophecy. One that has echoed throughout the base campaign and the Vessel of Hatred campaign. Except it briefly reveals what it meant all along. That’s the current focus to stop Mephisto’s plan.

A couple of weeks ago, Blizzard Entertainment shared gameplay video of the intro questline that starts the journey to the Skovos Isles.

In my hands-on gameplay experience I was able to finish the Lord of Hatred campaign. There is a final cutscene and an epilogue with its own cutscene. My lips are sealed on what to expect there.

The Lord of Hatred campaign contains a lot of Diablo lore from novels, the chronicle-like media like Book of Lorath, comic books, Diablo III, and even Diablo Immortal. In a nutshell, I rate Diablo IV: Lord of Hatred expansion a 9.5/10 for the vast amount of Diablo lore scattered throughout the campaign. If you are a devout Diablo lore reader and player, I recommend recording gameplay video or taking screenshots as you go. You might find something familiar every now and then and learn something new or implied.

Another thing that is implied multiple times during the campaign is Lorath’s adventures in the Skovos Isles with Queen Adreona, Tyrael, and Donan many years ago when Lorath’s hair was still brown. You don’t need to read Diablo IV: The Lost Horadrim novel, but those in-game comments surely invite the willing.

The Talisman is a Horadric relic of ancient power. The UI is accessed from your inventory’s tab area. Defeating dangerous enemies has a chance to drop Seals and Charms. The Seals vary in quality. The blue and rare Seals may allow you to unlock 3-5 Charm slots. Legendary Seals unlock up to 6 Charm slots. That means you can place two Sets (3-slots each).

This Talisman feature is probably the most customizable because you might find multiple copies of a specific Horadric Set Charm (with the same name), but hardly any of the copies have the same stats or stat numbers. This gives you an incentive to hit content that drops them until you find a desired stat or upgrade.

Nightmare Dungeons still contain Horadric Strongrooms. Raw Primordial Dust drops from killing enemies in the Nightmare Dungeon. This new material is used for the Horadric Cube. Nightmare Dungeon bosses have a chance to drop any quality of Magic Seals (must be placed in the Talisman’s Seal slot to unlock 2-6 Charm slots in The Talisman).

Lair Bosses got a big change to the system behind items required to unlock access to their reward cache. Most Lair Bosses need the same item: a Greater Lair Key.

The Butcher is now a new Lair Boss with a chance to drop Unique items and Mythic Unique Items. His Broiler Lair gate is located within Gea Kul. Lord Zir’s gate has been moved out of The Darkened Way and placed outdoors — a little bit to the east.

In Diablo IV: Lord of Hatred, the difficulty tier has been increased to Torment XII.

  • Normal: For new and returning players. This is the standard Diablo IV experience.
  • Hard: For experienced Diablo players. Monster kills grant 75% more Experience. Earn 25% more Gold.
  • Expert: For skilled Diablo IV players that have acquired several Legendary items. Monster kills grant 125% more Experience. Earn 50% more Gold.
  • Penitent: For players that have mastered Diablo IV and have acquired several Legendary items that have been enhanced by Tempering. Monster kills grant 175% more Experience. Earn 75% more Gold.
  • Torment I: The flame ignites. For characters with the highest level of skill and equipment. The beginning of Diablo IV’s Endgame – New activities and items become available. Monster Kills grant 300% more Experience. Earn 100% more Gold. Increased Legendary, Uniques, and Mythic Unique items per Torment tier. Ancestral quality items become available.
  • Torment II: Test your mettle. For characters with the highest level of skill and equipment. Monster kills grant 400% more Experience. Earn 120% more Gold. Legendary Temper Manuals and Scrolls of Restoration now drop more frequently. Increased chance for items to be of Ancestral quality per Torment tier.
  • Torment III: Evil rises. For characters with the highest skill and equipment enhanced by Tempering and Masterworking. Monster kills grant 500% more Experience. Earn 140% more Gold. Set Charms now drop more frequently.
  • Torment IV: The fires burn hotter. For characters with the highest level of skill and Ancestral equipment enhanced by Tempering and Masterworking. Monster kills grant 600% more Experience. Earn 160% more Gold. Neathiron now drops more frequently.
  • Torment V: (The Pit 30) Hone your skills. For the most skilled and powerful wanderers of Sanctuary. Monster kills grant 700% more Experience. Earn 180% more Gold. Legendary Runes now drop more frequently.
  • Torment VI: (The Pit 40) The world trembles. Monster kills grant 800% more Experience. Earn 200% more Gold. Greater Lair Keys now drop more frequently.
  • Torment VII: (The Pit 50) The blaze erupts. Monster kills grant 900% more Experience. Earn 225% more Gold. Volatile Primordial Dust now drops more frequently.
  • Torment VIII: (The Pit 60) Unleash your power. Monster kills grant 1000% more Experience. Earn 250% more Gold. Unique Charms now drop more frequently.
  • Torment IX: (The Pit 70) The abyss stares back. Monster kills grant 1100% more Experience. Earn 275% more Gold. Kullean Tuning Prisms now drop more frequently.
  • Torment X: (The Pit 80) The inferno rages. Monster kills grant 1200% more Experience. Earn 300% more Gold. Mythic Horadric Seals now drop more frequently.
  • Torment XI: (The Pit 90) Stand against all. For paragons and fools. Monster kills grant 1300% more Experience. Earn 300% more gold.
  • Torment XII: (The Pit 100) Sanctuary shatters. For paragons and fools. Monster kills grant 1400% more Experience. Earn 300% more Gold.

I only engaged the Infernal Hordes once. I didn’t see many changes there. The Chaos Offering continues to spawn in Diablo IV: Lord of Hatred’s Infernal Hordes as a fourth offering option to start a Chaos Wave. These are needed to summon Bartuc if the requirements are met. The Fel Council drops Tempering Manuals and a chance to drop a Set Charm for the Talisman. Infernal Compasses can be found in Helltide, Nightmare Dungeons, and The Pit.

The War Plan is a new feature in Diablo IV: Lord of Hatred that becomes available at the end of the campaign. The content creator community was able to talk with the developers in Discord. This was their response to the War Plan feature inquiry.

“We’re super excited for new players to try out War Plans. War Plans provides a clear-cut entry to the endgame for everyone, from completely new players to veteran players that have been with us the whole time. It **always** gives you an answer to “what should I be doing?” in a fun, rewarding way. It’s easier than ever to hop in for any amount of time and progress your character.”

The War Plan is simple. You locate the War Plan table in Temis and click it to open the UI. From there, you can choose one of two paths. You can choose a Nightmare Dungeon or Helltide. If you pick Nightmare Dungeon and complete it, then you can move down to the second task of the War Plan. It might be a Lair Boss or an Infernal Horde.

Build your War Plan by choosing activities. The higher the rarity, the greater the reward! Complete all chosen activities to claim rewards from the War Chest, near the War Plan table. War Plans grant Activity Experience and unlock new ways to modify Activities. Sometimes you get variable amounts of Obducite along with Activity Experience for completing a War Plan task.

When you choose a path, click the Start button to initiate a quest in your journal — which provides objective updates until you complete the War Plan. At that point, the War Plan is locked in. The map now shows these two War Plan choices and a teleport button to jump in at any time.

If I’m not mistaken, every day there is a reset. You obtain 3 tokens. Each token allows you to change the War Plan’s objectives. For example, you don’t like either of the two initial options: Nightmare Dungeon or Helltide. Use the token to switch the War Plan. Now you are presented with a random War Plan: Undercity or The Pit.

I am not done with the review. I’m working on other gameplay experiences as I rewatch my private videos. Follow @blizzplanetcom on Twitter (X) for updates.