Exclusive For New Registered Users!

Sign Up and Verify Email for Coupon
Select Equipment Parts and Affixes:

Country / Region:

United States

Currency:

USD

USD

EUR

GBP

CAD

AUD

RUB

DKK

CHF

NOK

SGD

PLN

SEK

CNY

HKD

MXN

AED

IDR

BRL

CLP

COP

PEN

ARS

MYR

PHP

KRW

THB

JPY

SAR

ZAR

RON

KWD

HUF

UYU

VEF

BHD

ILS

QAR

INR

TRY

Cart
Total items

Subtotal:

Discount: -

Your cart is empty !

Continue shopping
Surplus Stock:

Popular Gift Cards

View More

Reviews

EZG Blog

View More
ARC Raiders New Patch Preview: Weapon Balance Changes, Major Bug Fixes, and Community - Requested Features
ARC Raiders New Patch Preview: Weapon Balance Changes, Major Bug Fixes, and Community - Requested Features

Since its launch in October 2025, ARC Raiders has seen a steady increase in player retention, thanks to its unique game setting, innovative enemy design, and new technological elements that keep different players engaged.

Most importantly, the developers are willing to respect and listen to player feedback, continuously optimizing the game to make it better.

Recently, ARC Raiders revealed that a new patch is coming soon. Because the developers being on holiday, the new patch is expected to be released around January 6th.

In the last patch, the developers fixed some issues with Cold Snap and added some new features, making the game experience smoother for players. This time, the developers directly solicited ideas and opinions from players on their official social media and promised to investigate and make changes promptly.

Content Changes

In the latest revealed information, the game’s development team is researching weapons and their performance in the game. This includes balancing adjustments for Trigger 'Nade and some bug fixes for Kettle. In addition, the developers will also fix some bugs reported by players.

Weapon Nerfs

This news was released on the developers'official social media. Someone asked the community manager when weapon balancing would be improved, and the CM said that they are researching some weapon changes, especially significant nerfs to Trigger 'Nade and Kettle.

While many players who love these two weapons don’t want the developers to change them, I still think the game needs some new balance adjustments and meta changes. As we all know, the core gameplay of ARC Raiders is PvP, so weapon balance is especially important. Some balance adjustments will give the game a fresh feel.

Given this, I think that while the developers are nerfing weapons like Trigger 'Nade and Kettle, they should also provide some positive compensation for the auxiliary functions of these weapons to make them more competitive.

Speaking of which, if the developers could make some changes to Bobcat, giving it a larger magazine capacity and making it more practical, I believe no one would object. It would be even better if they could improve Stitcher or restore Hullcracker to its original state, making the entire game more fun.

Bug Fixes

Next, let’s look at some bugs that the developers are investigating and fixing. First, there’s a problem that has existed since the game’s release: Achievements and Trophies don’t pop up correctly after completing a mission or winning. Many players have reported that this problem exists on both PS and Xbox. This bug might have a lower priority compared to other bugs, which is why it hasn’t been fixed for so long. However, leaving it unresolved is quite frustrating for players. A community manager said they would work on fixing it and would release a game announcement as soon as it’s resolved.

Additionally, more than one player has reported a bug on Stella Montis map where a door next to a medium-sized auditorium triggers a bug that prevents the character from moving.

Another bug exists in a different location on Stella Montis; when players interact with a door, a box prevents the interaction, forcing players to pause the game and surrender. The CM responded to this, asking for the specific location and stating that they are investigating the issue.

The last bug is an annoying one that appeared after the recent update. Whether you’re crafting ARC Raiders items in the game or in the main menu, the quantity resets, regardless of the number you previously set; it always reverts to 1.

The developers are aware of these bugs and have informed players that they are currently investigating them. The issues are expected to be addressed in the next update.

Player Wishlist

Besides fixing bugs and making some balance adjustments to weapons, players also hope the developers will add some new items, such as Raider decoys that mimic humans, which could distract enemies and greatly increase players’ chances of escaping or ambushing.

In addition, some players hope the developers will create gloves that can search other players’ Safe Pockets, which would add to the game’s fun, although this might be a terrifying prospect for new players. After all, if even Safe Pocket isn’t safe, where can you be safe?

Besides basic bug fixes, I also hope to see the developers make some adjustments to the sound design in this update.

There are always some crackling and distortion issues in voice chat, which is very annoying.

And while the cool music in the game sounds exciting, it lacks distinction. You can’t tell if the explosion sounds are coming from above or below, or which building they’re coming from, which significantly detracts from the game experience. Hopefully, the developers will address this and fix it promptly.

Overall, ARC Raiders is a game that is constantly improving the player experience and continuously releasing new content. Although there are some shortcomings, with the developers’ continuous improvements, it’s a game worth spending a lot of time and effort on. The above is all the information ARC Raiders developers have revealed about the latest patch plans. However, these are just speculations and suggestions from players regarding the update, and the exact changes in the new patch are still unknown.

We hope the developers will take the players’ suggestions into account and provide us with a smoother and more perfect gaming experience.

EA FC 26 New Year Overdrive Evolution Guide: Requirements & Player Recommendation
EA FC 26 New Year Overdrive Evolution Guide: Requirements & Player Recommendation

The new year has arrived, and EA FC 26 has launched this year's New Year Overdrive Evolution in Ultimate Team. This is the first evolution mission of the new year, so seize this opportunity to give your players a perfect start to the new year.

This EVO primarily targets right-back (RB) players. Evolution will improve a player's overall rating, speed, crossing, ball control, and other attributes, making the player a stronger RB.

Furthermore, this EVO is completely free and does not require any FC 26 coins or FC Points to unlock, so you definitely shouldn't miss it. Below, I will introduce the detailed information about this New Year Overdrive, hoping it will be helpful to you.

Evolution requirements

All evolutions in FC 26 have requirements; not all player cards are eligible. Player cards must meet the following requirements to participate in this New Year Overdrive Evolution:

  • Overall rating: Max 85
  • Position: RB (CB not allowed)
  • Defending: Max 82
  • PlayStyles: Max 10
  • PlayStyles+: Max one
  • Must not be: World Tour Silver Superstars Icon

Therefore, you need to find players who meet the requirements based on your existing player cards and evolve them. While it won't immediately create a super player with a rating over 90, this evolution allows player cards to develop in a balanced way, improving in all aspects and enhancing the player's on-field performance.

Upgrade details

Player Bonuses

The evolution system includes five levels. Each level is unlocked by playing one match with your currently active evolved player, making it easy for even casual players to get started. The following are the buffs provided to players at each level:

Level 1 Upgrade:

  • Overall: +15 (Max 87)
  • Ball Control: +15 (Max 88)
  • Skill Moves: +2 (Max 4 stars)
  • PlayStyle: Quick Step
  • Role: Attacking Wingback++

Level 2 Upgrade:

  • Dribbling: +15 (Max 87)
  • Long Passing: +25 (Max 85)
  • Reactions: +15 (Max 88)
  • Stamina: +15 (Max 88)
  • PlayStyle: Pinged Pass

Level 3 Upgrade:

  • Shooting: +30 (Max 83)
  • Defending: +10 (Max 80)
  • Aggression: +15 (Max 80)
  • Balance: +15 (Max 88)
  • Curve: +25 (Max 88)

Level 4 Upgrades:

  • Agility: +15 (Max 93)
  • Short Passing: +25 (Max 86)
  • Sprint Speed: +15 (Max 91)
  • Strength: +15 (Max 80)
  • Composure: +15 (Max 85)
  • Role: Wingback++

Level 5 Upgrades:

  • Acceleration: +15 (Max 91)
  • Crossing: +25 (Max 92)
  • Vision: +25 (Max 85)
  • PlayStyle+: Quick Step+
  • PlayStyle: Technical
  • Role: Inverted Wingback++

Once your player completes all upgrades, you'll create a well-rounded, modern RB, making him a more threatening force on the field.

Upgrade requirements

Each level upgrade requires you to play one match in Squad Battles mode on the lowest Semi Pro difficulty (or Rush, Rivals, Champions, or Live Events) using a currently active EVO player.

This means the entire evolution process only requires five matches, making it one of the easiest and fastest evolutions in FIFA 26.

New Year Overdrive player recommendations

Choosing the right starting player card is crucial to maximizing the evolution value, especially if you plan to continuously evolve him. Below are some players who are very suitable for this evolution, but they are not necessarily your best choices; you can use them as a reference.

Tajon Buchanan - 85 OVR

Tajon Buchanan is a good choice. His Thunderstruck card has an OVR of 85, indicating excellent athleticism and unlimited attacking potential. Although the card is marked as RM, most players prefer to place him in RB position, where he performs exceptionally well.

Timothy Weah - 85 OVR

Timothy Weah's Ultimate Scream card has an OVR of 85, but his Shooting is only 79. This upgrade will raise it to 83, a significant improvement, allowing him to be gradually developed into an all-around RB.

Wesley - 85 OVR

Wesley's World Tour card has an OVR of 85. This right-footed RB from Brazil possesses exceptional speed and dribbling ability, excelling in offensive transitions and defensive runs. This evolution will enhance his passing ability.

Alistair Johnston - 85 OVR

Alistair Johnston's Winter Wildcards SBC card has a rating of 85. This card is more versatile, allowing him to choose between RB and RM positions. Speed ​​and stamina are his strengths, and this evolution will significantly improve his Shooting.

Julian Araujo - 85 OVR

Julian Araujo World Tour card has an OVR of 85. This card's overall stats are quite balanced, with the only weakness being its Shooting ability at only 46. Therefore, choosing Julian Araujo for this evolution will greatly compensate for this deficiency.

Marcos Llorente Moreno - 84 OVR

Marcos Llorente's Gold Rare card has an OVR of 84. He is an all-around player who performs well in multiple positions on the team. This evolution perfectly suits the inside-cutting RB position. You can choose to enhance him to make Marcos Llorente even more perfect.

Malo Gusto - 84 OVR

Malo Gusto's TOTW card boasts an OVR of 84. This French RB is known for his speed, stamina, and modern fullback style. This evolution will also significantly improve his shooting ability.

Besides the players mentioned above, these are also good choices:

  • Max Aarons: 84 OVR - UEL Primetime card;
  • Niamh Charles: 84 OVR - Squad Foundations card;
  • Jeremie Frimpong: 83 OVR - Gold Rare card;
  • Idrissa Toure: 83 OVR - TOTW card;
  • Lewis Miley: 83 OVR - TOTW card.

In short, New Year Overdrive Evolution is one of the most popular evolutions in EA FC 26, not only free but also quick to complete. So whether you're preparing to build a competitive team or planning for future evolutions, this Evolution is definitely worth a try.

Path of Exile 2 Patch 0.4.0c Hotfix 13 Explained | Temple Nerfs, Divine Orb Farming Controversy, and Player Reactions
Path of Exile 2 Patch 0.4.0c Hotfix 13 Explained | Temple Nerfs, Divine Orb Farming Controversy, and Player Reactions

Recently, after the release of Path of Exile 2 0.4.0c patch, many players have started to exploit the bug caused by the developers’ excessive enhancement of Temple to farm Divine Orbs and high-value loot. Soon after, the developers themselves discovered the problem and made further adjustments in the latest hotfix 13.

Unsurprisingly, this change caused a tremendous uproar among players in the community. So far, these opinions have split into two main camps: high-level players feel that their channel for earning substantial rewards has been closed; while non-competitive players feel that this effectively curbs inflation in transactions.

Which type do you belong to? If you don’t yet have an obvious conclusion, you might as well draw your own judgment based on all the comments that EZG.com has dug up from the community and major social media. Furthermore, here will also explore some speculations about further improvements to the 0.4.0 patch in PoE 2.

Specific Changes

To fully understand why the comments are so polarized, it’s essential to first understand the details of the changes included in this hotfix.

The first change is that a Diminishing Returns to Modifier Values ​​applied by Rooms has been added, and this mechanism will only take effect if four or more rooms of the same type are placed.

However, this is not the focus of the changes. Instead, the developers fixed a bug that caused an unexpectedly high number of magical and rare monsters to be generated in Temples, especially in low-level Temples, which will prevent players from focusing all their efforts on a particular category and achieving explosive results.

On the surface, this hotfix aims to address the age-old problem of unbalanced drop rates by re-examining and restricting the way these affixes are stacked. However, in reality, it’s too late and insufficient; POE 2 currency inflation is a foregone conclusion, and this adjustment is simply a drop in the ocean.

Player Feedback

Next, let’s look at the specific opinions of the two camps regarding this change.

Power-gamers

When patch 0.4.0 significantly enhanced Temples, these players were incredibly excited, unanimously agreeing that this was the best time in the entire The Last of the Druids league to earn massive amounts of experience and POE 2 Divine Orbs, which were crucial for advancing the game and achieving the best experience.

Even advanced players who have played both games in Path of Exile series have stated that the rewards brought by this change are comparable to the rewards in Affliction league, Necropolis league, and Legacy of Fresia events in the original work, which has greatly satisfied them. After all, no one dislikes a massive influx of loot.

Therefore, the hotfix 13 of 0.4.0c patch significantly reduced the amount of rewards, which caused dissatisfaction among these players. They were furious at the developers for making changes that disrespected player feedback, while also lamenting that there would never be a better opportunity to farm high-value rewards again.

Non-Powergamers

For players who focus on leisure and killing time, this adjustment to Temples in this hotfix is definitely good news. Before this, they could only watch helplessly as the trade economy in the current PoE 2 league continued to expand, which led to them falling further and further behind the campaign progress of most players.

For example, a player can spend a maximum of 40 times a day farming Temples, which will yield over 4,000 Path of Exile 2 Divine Orbs, which are more than enough to craft items with better affixes or to trade for desired items directly on Suppliers/Auction Houses.

Of course, this is calculated from the perspective of casual players; advanced players will only get more rewards, which means that the gear you are eyeing may be acquired by these players at a high price because their currency reserves are always plentiful.

Typically, these items, whose value increases daily, are very rare and cannot be provided by Temples, for example, Lineage Support Gems, which can only be obtained from certain bosses. These are often important options that can differentiate the character build strength between these two types of players.

So, upon learning that the inflationary situation was expected to change in POE 2 0.4.0c hotfix 13, these casual players applauded, and some players who had quit the game due to this bug began to return to try out the revamped in-game trading economy.

Should Continue Playing or Wait for 0.5.0 Patch?

Based on the developers’ original league update frequency, the next major patch 0.5.0 is likely to be released in late April 2026, which raises a very important question: continue or wait?

The advice here is that if you’re just killing time and not really focused on the rewards, Path of Exile 2 is still playable for now; but if you’re aiming for the leaderboards or want to build up your inventory, forget it and wait for the developers’ major fixes in the next patch.

Of course, true to the developers’ tradition, this completely broken loot system won’t be fixed anytime soon, unless they directly restrict the mechanism of infinitely stacking monster rarity, or set a cap to protect the game’s economy from collapsing quickly and completely.

The above is a summary of player feedback regarding the changes to Temples in the latest hotfix for Path of Exile 2, and a simple speculation about the game’s future development. In summary, this sequel, which has been under scrutiny from many players since its early access release, can only be hoped for in the late 2026 release of the official version.

ARC Raiders Trials Controversy | Why So Many Players Abandon Trial Missions?
ARC Raiders Trials Controversy | Why So Many Players Abandon Trial Missions?

Trials are weekly recurring missions in ARC Raiders, requiring players to complete them weekly to earn rewards. The game developers reset Trials weekly, and these missions include, but are not limited to, finding a specific item, defeating an ARC, or achieving certain achievements.

Trials also have a rating system; to get the best rewards, you need to strive for a three-star rating in every ARC Raiders Trial mission. Since its release, Trials have been a hot topic and highly popular among players.

However, over time, more and more players have become disappointed with Trials. Originally intended to keep players engaged and reward their efforts, the current missions have made it increasingly difficult for solo and casual players to compete, leading more and more players to ignore Trials and stop participating.

Trial mission "Throw Snowballs at Rocketeers," released in Week 10, seems to have brought player discussions about the trials to a fever pitch. Therefore, I'd like to delve deeper into the trial system in ARC Raiders, including its mission mechanics, existing flaws, and suggestions for improvement.

Balance

First and foremost is the balance of solo players completing Trials. I believe nearly half of ARC Raiders players experience the game solo, except for certain missions that are too difficult and require a group. Most players generally choose to act alone.

Therefore, the gap and imbalance between solo and group players in Trials becomes quite apparent. The advantage of group players is obvious, as all members share mission progress, essentially meaning three or four people complete a mission together. This is unfair to solo players.

For example, if a mission requires you to defeat an ARC, it becomes much easier for team players because the enemy's strength doesn't adjust to the team size. The more players there are, the faster the kill speed, and the safer the players themselves are.

There are also gathering missions where the number of plants on the map is limited, and many are scattered. Team players can flexibly allocate tasks, explore more areas, and gather resources much faster - something solo players can't do.

However, the biggest problem lies here: solo players' mission progress is nowhere near as fast as team players'. But the trial ultimately compares the scores of solo players with those who primarily participate in the trial in teams. After a week, the score difference is obvious.

This scoring system has caused dissatisfaction among many solo players, with many posting complaints and saying they've almost given up on participating in the trial missions.

Suggestions

Regarding this balance issue between solo and group players, I think studios could implement a tiered system. Either directly separate solo and group players, comparing solo players against each other and group players against each other.

Alternatively, adjust the difficulty of quests, appropriately increasing the difficulty for group players. For example, the kill difficulty in ARC could be adjusted based on the number of players challenging the quest, and the required completion amount for gathering quests could also be adjusted. Separating solo and group players would prevent unfairness.

Trial missions are tedious and boring

Most of the Trials seem to require only enough time to complete perfectly, but not everyone can dedicate enough time to the game, especially working players. While ARC Raiders has done a good job in other aspects, adequately considering time constraints, this is the case with Trials.

Take the previous Wasp defeating mission as an example. The best way to get a high score was to spend several hours collecting enough Snitch Scanners, then take them to the trial map and throw them to detonate, thus continuously spawning Wasps.

The same applies to gathering missions; they offer no challenge and are simply tedious. These missions require players to invest a significant amount of time to achieve high scores.

However, the problem is that many players cannot dedicate that much time to the game; they have other things to do in real life. Most trial missions are designed based on the time players spend in the game, not actual gameplay skills.

Suggestions

Perhaps the studio could try changing the trial scoring mechanism, moving beyond simply repeating mission objectives to award points based on player performance.

More missions that test players' skills could be released, with scores based on in-game performance. I believe this would be welcomed by players with limited time.

Randomness of leaderboard

The key to the trials lies in the randomness of the leaderboard. Although the trial tasks reset weekly, not all players log in immediately on the reset day. Some players choose to log in a day or two later.

This is because the game system matches players with others in real time and generates a leaderboard containing 100 players during the trial. To get rewards on the leaderboard, you need to climb as high as possible.

However, the problem is that if you log in on the reset day, good luck! Your leaderboard will be filled with the best players in the game. If you're a casual player, this is terrible. But if you can wait a day or two, your trial will be much easier. This is essentially a bug in the leaderboard generation; I also choose to wait a day or two before logging in to complete the tasks.

However, not everyone can freely choose when to log in. If you happen to only have time on the trial reset day, then you're really out of luck.

Suggestions

Perhaps the official team could adjust the leaderboard generation mechanism. The system could group players based on their performance in previous trials or average daily playtime to generate leaderboards. This would prevent casual players from competing with skilled players on the same leaderboard.

Rewards not enticing enough

The first three problems seem to stem from players' time commitment, while the remaining issue lies in the trial rewards. A large part of the reason players tirelessly invest time and effort in trials is for the rewards.

The simplest and most effective way for the official team to maintain player engagement is through generous rewards. Players who complete all tasks and achieve a three-star rating within a week can obtain 15 ARC Raiders items, but most of these are cosmetic items, which may not be very appealing to some players.

In fact, the studio could adjust the weekly rewards in real-time. If the tasks are difficult, the quality of the reward items could be appropriately increased. This would not only make the reward system more interesting but also make players feel they are getting more value for their money.

Of course, all the suggestions above are just personal opinions, but these issues with Trial system do exist. Perhaps as ARC Raiders develops further, the development team will refine all the game's mechanics based on player feedback.

Ultimately, we all hope that all raiders can have a perfect gaming experience. Let's look forward to it together!

Diablo 4 Season 11 All 6 Capstone Dungeons Guide: Locations, Requirements, Bosses, and Rewards
Diablo 4 Season 11 All 6 Capstone Dungeons Guide: Locations, Requirements, Bosses, and Rewards

Capstone Dungeons, a special type of Dungeon in Diablo 4, are not like regular or Nightmare Dungeons with randomized content. Instead, ir difficulty, layout, enemies, and objectives are all fixed. They are designed by the game developers to test whether players have the strength to challenge higher difficulty content.

Although Capstone Dungeons were removed in previous seasons because of their excessive difficulty, they have returned with the introduction of Paladin, the strongest class in Diablo 4’s history. However, they are no longer tied to difficulty levels, but are used to unlock higher seasonal ranks and reward skill points and Paragon points.

This guide will introduce the six Capstone Dungeons in Diablo 4 Season 11 and guide you on how to complete them.

Vault of the Crucible

Vault of the Crucible is located in Kehjistan and is a prerequisite for unlocking Season Rank 2. Here is its basic information and completion rewards:

Requirement:

  • Hard difficulty

Monster Level:

  • 30

Unlocks:

  • Season Rank II

Objectives:

  • Enter Gateway
  • Collect Animus from Animus Carriers
  • Deposit Animus into Animus Urn
  • Defeat Demonic Automaton
  • Travel to Scorching Furnace
  • Slay Barrier Wardens x3
  • Travel to Besieged Vault
  • Slay Enemies
  • Travel to Curator’s Forge
  • Defeat Curator

Rewards:

  • Skill Points x2
  • Smoldering Ashes x1
  • Seasonal Rewards

Vault of the Crucible is the first Capstone Dungeon in D4S11. It looks similar to other dungeons. However, when you approach Scorching Furnace, you will receive a warning that “the area is swelteringly hot” and will continuously take heat damage.

To counter this mechanic, you need to go to Ice Aegises to be protected from heat damage. To ensure player safety, Ice Aegises will continue to protect you for 10 seconds after you leave. Of course, if your Life on Hit or Life on Kill attributes are high, you can ignore the heat damage and continue.

To complete Vault of the Crucible, you must defeat the dungeon’s final boss, Curator. It attacks with a large scythe, and when its health is reduced to half, it will summon a Demonic Automaton to assist it.

However, there are two Ice Aegises in Curator’s room, so this fight is not very difficult. Defeating Curator and Demonic Automaton will complete this Capstone Dungeon.

Hellish Descent

Hellish Descent is located in Wailing Hills of Scosglen. It is a prerequisite for unlocking Season Rank 3. Here is its basic information and completion rewards:

Requirement:

  • Penitent difficulty

Monster Level:

  • 50

Unlocks:

  • Season Rank III
  • Pit
  • Tower

Objectives:

  • Slay Door Wardens: x3
  • Defeat Hellfire Adherent
  • Travel to Hunting Ground
  • Charge Sacrificial Altars: x3
  • Find and Enter Summoned Hell Breach
  • Destroy Demonic Corruption: x3
  • Travel to Sanctum of Hatred
  • Defeat Xol’noct
  • Defeat Tordak

Rewards:

  • Skill Points x2
  • Smoldering Ashes x1
  • Seasonal Rewards

Before entering Capstone Dungeons, Burning Butchers will continuously spawn on the map, and you will be constantly attacked by them. To fill the altars, you need to lure enemies into the red circles and kill them; otherwise, it won’t count towards your progress.

When you reach Hellish Descent, continuous meteor showers will inflict fire damage, so it’s best to increase your fire resistance before entering. The final boss of this level is Elias. After defeating him, you can unlock Season Rank 3 and subsequent Capstone Dungeons.

Enclave of Darkness

Enclave of Darkness is located in Westering Lowlands of Scosglen. You can reach it by walking from Firebreak Manor to Donan’s Storehouse, or by using the season rank tab. This level is a prerequisite for unlocking Season Rank 4. Below is its basic information and completion rewards:

Requirement:

  • Torment I difficulty

Monster Level:

  • Pit Tier 15

Unlocks:

  • Season Rank IV

Objectives:

  • Travel to First Khazra Outpost
  • Destroy Sacrificial Flesh x3
  • Defeat Malgoth
  • Enter Unknown Portal
  • Slay Door Wardens x3
  • Travel to Bastion of Darkness
  • Charge Soul Siphons x3
  • Slay Khazra Defenders x3
  • Travel to Coliseum of Shadows
  • Defeat Entwined Souls

Rewards:

  • Paragon Points x4
  • Smoldering Ashes x1
  • Seasonal Rewards

Due to the pitch-black darkness inside Enclave of Darkness, navigation is very difficult. To see your way forward, you need to interact with the illuminators in different areas of the map. They are usually blue, but only provide light for 20 seconds.

In the final battle, you will encounter Dorfnast and Telsyan. Their room has three lights, which you need to light simultaneously to see and attack them. Upon completing this dungeon, in addition to the regular rewards, you will also receive Season Rank Laurel.

Den of the Apostate

Located in Southern Expanse of Kehjistan, Den of the Apostate is a prerequisite for unlocking Season Rank 5. Below is its basic information and completion rewards:

Requirement:

  • Torment II difficulty

Monster Level:

  • Pit Tier 30

Unlocks:

  • Season Rank V

Objectives:

  • Destroy Tempest Altars x3
  • Travel to Tempest’s Respite
  • Defeat Enthralled Specter
  • Travel to Perilous Passage (aka Chaotic Passage)
  • Slay Barrier Wardens x3
  • Travel to Perilous Passage (aka Balfour’s Den)
  • Slay Tormented Druids x3
  • Travel to Profaned Altars
  • Defeat Balfour, Disciple of Airidah

Rewards:

  • Paragon Points x4
  • Smoldering Ashes x1
  • Seasonal Rewards

This Capstone Dungeon doesn’t have any special mechanics compared to the previous ones; you simply fight Rift Fiends and Warp Hounds. As long as your equipment is properly configured, you can easily defeat them. However, the ultimate boss is Balfour, Disciple of Airidah, located in a room with 3 Tempest Altars.

Every time you reduce Balfour’s health by one-third, the altar will release 2 Tormented Druids and a Chaos Bringer. Defeating these elite and champion monsters weakens the altar’s energy. To successfully complete this dungeon, you must defeat both Balfour and all three altars simultaneously.

Upon completing Den of the Apostate, you will also receive Paragon Points and a Smoldering Ashes, which can be used to enhance your character’s abilities.

Breach of Sin

Breach of Sin is located in Southern Expanse of Dry Steppes. Completing this quest will grant you Season Rank 6. Here is its basic information and completion rewards:

Requirement:

  • Torment III difficulty

Monster Level:

  • Pit Tier 45

Unlocks:

  • Season Rank VI

Objectives:

  • Destroy Demon Gates x3
  • Travel to Dominion of Sin
  • Destroy Demon Gate
  • Defeat Azmodan

Rewards:

  • Paragon Points x4
  • Smoldering Ashes x1
  • Seasonal Rewards

In this Dungeon, you must destroy 4 Demon Gates before facing the final boss, Azmodan. During this time, you can ignore the enemies blocking your path to Demon Gates, as damaging them does not count towards the quest objectives.

When you destroy the last Demon Gate, Azmodan will appear and unleash large fire effects, attacking you with its legs. Therefore, you must keep moving and deplete its health as much as possible. Defeating it completes Breach of Sin.

Echo of Hatred

Echo of Hatred is located in Fractured Peaks. You can find it near Nevesk Waypoint in Desolate Highlands of Fractured Peaks. Here is its basic information and completion rewards:

Requirement:

  • Torment I difficulty

Objectives:

  • Approach Throne
  • Defeat Echo of Lilith

Reward:

  • Resplendent Spark

Echo of Hatred is one of the most difficult Capstone Dungeons in Diablo 4 Season 11. Before challenging it, you need to enhance your movement speed and immunity attributes to be fully prepared.

When entering Echo of Hatred labyrinth, you must first head north and cross several bridges to find the throne room, where you will face the ultimate boss, Lilith. She is the ultimate enemy in Diablo 4, possessing immense attack power and health. You will need to defeat her in two phases to overcome her.

In the first phase, Lilith will create Blood Blisters and generate Blood Orbs around them. You must avoid these Blood Orbs, as they will inflict debuffs on you. Towards the end of this phase, Lilith will summon Oppressors to assist her, but these Oppressors have low health, so defeating them shouldn’t be a problem.

In the second phase, Lilith will generate four Blood Pools, which will continuously produce Blood Orbs. Besides avoiding these Blood Orbs, you must also dodge Lilith’s various attacks. At this point, movement speed bonuses become very important. While constantly moving, you need to continuously attack Lilith until you defeat her.

Defeating Lilith for the first time with a character will reward you with a Resplendent Spark, which is crucial for crafting Mythic Uniques. 

With this, you have completed all Capstone Dungeons in Diablo 4 Season 11. We hope this guide has been helpful to you in the game.

loadings