Diablo II: Resurrected Lands on Steam and Game Pass, Brings Warlock with Reign of the Warlock
On the series' thirtieth anniversary, Blizzard introduces a new class to Diablo II: Resurrected and updates the endgame, while the Warlock archetype is also extended to Diablo IV and Diablo Immortal.
Diablo II: Resurrected is making headlines again with a dual and very practical operation: it debuts on Steam and arrives on Xbox Game Pass with the base game, while Blizzard releases the DLC Reign of the Warlock which adds the Warlock, the first new class introduced to Diablo II in over 25 years. This choice carries weight because it intervenes in a title that thrives on balance, so even a "single" addition tends to reflect on progression, farming routes, and endgame priorities.
Here it's important to immediately distinguish between access and content, without ambiguity. Only the base version is available on Game Pass, and Blizzard explicitly states this, while Reign of the Warlock is separate and, for new players, is also offered via the Infernal Edition, which includes the base game and DLC. In the same package, Blizzard includes cross-game rewards, such as content for Diablo IV and a housing item for World of Warcraft, plus functional bonuses for Diablo II: Resurrected like 2 stash tabs and 2 character slots.
Regarding the merits, the Warlock is described as a class built around three distinct paths: Demon to command demons as allies, Eldritch to channel magic that transforms weapons into vehicles of destruction, Chaos to project "hell, fire, and shadow" from a distance. It's a design that aims for readability, but also internal differentiation, and Blizzard presents it as an extension of Diablo II's lexicon rather than a modern "reinterpretation."
The expansion is not limited to the class. Blizzard introduces new long-term levers: on one hand, new items, sets, and runewords, and on the other, a system called Chronicle that account-wide records collected items, including uniques, sets, and runewords, even indicating where and when they were found, and linking completion to rewards. This type of intervention speaks directly to players who measure Diablo II's value by the endurance of the hunt and the memory of items, rather than by "one-off" content.
The endgame chapter is the most sensitive, and here the official materials are richer than they seem at first glance. Terror Zones become more controllable: consumables can be obtained to choose which Act becomes "terrorized," and in Hell difficulty, Heralds of Terror appear, hunters who pursue the player and, by design, become progressively more dangerous. Following runs in Terror Zones, a new pinnacle encounter also enters, the Colossal Ancients, unlockable by combining statues in the Horadric Cube after terrorized bosses, with specific rewards like Unique Jewels tied to level 75 and with an "one at a time" equip limit, explicitly similar to Gheed's Fortune.
The quality of life block concludes, which here is not an embellishment but a directional choice. Blizzard introduces an integrated loot filter that affects what appears when using the Alt key, with the ability to create filters, share them, and use community presets on PC, and updates the stash with dedicated tabs and stacking for categories like gems, materials, and runes, in addition to the extra tabs and slots linked to the DLC purchase. The overall effect is clear: less logistical friction, more control, but without shifting the focus to conveniences that change the nature of the game.