Compare Diablo 2: Lord of Destruction prices across 50+ stores and find the best deal. Developed by Blizzard Entertainment. Published by Activision Blizzard. Released on 5/1/2004. Available on PC. Genres: Action, Single Player, Multiplayer, Co-op, Bird View, Hack & Slash, RPG.

The expansion that turned Diablo II from a great hack-and-slash into an obsession. Two new classes, a fifth act, and a loot system deep enough to swallow years.

Diablo II: Lord of Destruction is not a sequel and not a standalone. It is the expansion that essentially completed Diablo II, adding enough mechanical weight and replayability that most players today can barely picture the base game without it. If you are picking up Diablo II for the first time, this is the version you play. There is no meaningful reason to run the original four acts without it installed. The headlining additions are two new character classes. The Druid is a genuine Swiss-army build: he can shift into Werebear or Werewolf for front-line melee, drop Tornado and Hurricane as a Wind Druid caster, or sit back and manage a menagerie of summoned wolves, ravens, and a grizzly bear. The class demands real commitment at character creation because his three discipline trees - elemental, shapeshifting, and summoning - pull stat points in entirely different directions. The Assassin, meanwhile, is built around a charge-up and finisher system where skills like Blades of Ice, Fists of Fire, and Cobra Strike stack combo charges that explode into finishing kicks - Dragon Talon and Dragon Flight among them. Phoenix Strike, the apex charge-up, cycles through Meteor, arcing lightning, and a Frozen Orb-style ice burst depending on how many charges you release. It rewards timing in a way most of Diablo II does not, though plenty of players will just spam Dragon Talon and call it a day. Both classes added to a roster - Amazon, Barbarian, Sorceress, Paladin, Necromancer - that was already offering meaningful build divergence within each class, making the total character variety at launch genuinely staggering for its era. Beyond the classes, Lord of Destruction introduced 33 tiers of runes that slot into socketed gear and stack into Runewords - a system that became the backbone of endgame theorycrafting for decades. Charms, which grant passive bonuses while sitting in your inventory, add a quiet inventory-management puzzle on top of everything else. The doubled stash size and the hotkey weapon-swap (primary and secondary gear sets toggled instantly) are quality-of-life additions that feel small until the moment you need them mid-fight. Mercenaries were overhauled too: they now follow you across all five acts, level independently, and can be equipped with armor and weapons of your choosing, making hireling selection a genuine build consideration. Act V itself - set around the Barbarian highlands of Mount Arreat as you hunt Baal, the Lord of Destruction - ends with one of the better designed boss gauntlets in the series, culminating in the fight against Baal in the Worldstone Chamber after clearing his minion waves in the Throne of Destruction. Community consensus is that Act V is slightly shorter than the earlier acts, and the climb up Arreat can start to feel repetitive on your third or fourth difficulty run - a fair criticism. Narrative depth has never been Diablo's strength and Lord of Destruction does nothing to change that. The story is a direct continuation, serviceable rather than compelling, and filler corridor sections do exist. It is worth noting that at release, the expansion drew some community frustration: a companion patch to the base game raised Nightmare and Hell difficulty considerably, leading some players to feel pressured into upgrading. That ship has long sailed, and the combined package is simply the standard way to experience Diablo II now. For loot hunters, build theorists, or anyone who wants to understand where the entire action-RPG genre's item economy framework came from, this remains one of the most influential packages in PC gaming history. It will not hold your hand with a story worth re-reading, and it will absolutely eat your evening in 45-minute increments while you chase one more Rune drop. If that sounds like a warning, it is also a recommendation. Monika, Scout Team

Diablo 2: Lord of Destruction
ActionSingle PlayerMultiplayerCo-opBird ViewHack & SlashRPG

Diablo 2: Lord of Destruction

May 1, 2004Blizzard EntertainmentActivision Blizzard
GamerScout Says

The expansion that turned Diablo II from a great hack-and-slash into an obsession. Two new classes, a fifth act, and a loot system deep enough to swallow years.

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About Diablo 2: Lord of Destruction

Diablo II: Lord of Destruction is not a sequel and not a standalone. It is the expansion that essentially completed Diablo II, adding enough mechanical weight and replayability that most players today can barely picture the base game without it. If you are picking up Diablo II for the first time, this is the version you play. There is no meaningful reason to run the original four acts without it installed. The headlining additions are two new character classes. The Druid is a genuine Swiss-army build: he can shift into Werebear or Werewolf for front-line melee, drop Tornado and Hurricane as a Wind Druid caster, or sit back and manage a menagerie of summoned wolves, ravens, and a grizzly bear. The class demands real commitment at character creation because his three discipline trees - elemental, shapeshifting, and summoning - pull stat points in entirely different directions. The Assassin, meanwhile, is built around a charge-up and finisher system where skills like Blades of Ice, Fists of Fire, and Cobra Strike stack combo charges that explode into finishing kicks - Dragon Talon and Dragon Flight among them. Phoenix Strike, the apex charge-up, cycles through Meteor, arcing lightning, and a Frozen Orb-style ice burst depending on how many charges you release. It rewards timing in a way most of Diablo II does not, though plenty of players will just spam Dragon Talon and call it a day. Both classes added to a roster - Amazon, Barbarian, Sorceress, Paladin, Necromancer - that was already offering meaningful build divergence within each class, making the total character variety at launch genuinely staggering for its era. Beyond the classes, Lord of Destruction introduced 33 tiers of runes that slot into socketed gear and stack into Runewords - a system that became the backbone of endgame theorycrafting for decades. Charms, which grant passive bonuses while sitting in your inventory, add a quiet inventory-management puzzle on top of everything else. The doubled stash size and the hotkey weapon-swap (primary and secondary gear sets toggled instantly) are quality-of-life additions that feel small until the moment you need them mid-fight. Mercenaries were overhauled too: they now follow you across all five acts, level independently, and can be equipped with armor and weapons of your choosing, making hireling selection a genuine build consideration. Act V itself - set around the Barbarian highlands of Mount Arreat as you hunt Baal, the Lord of Destruction - ends with one of the better designed boss gauntlets in the series, culminating in the fight against Baal in the Worldstone Chamber after clearing his minion waves in the Throne of Destruction. Community consensus is that Act V is slightly shorter than the earlier acts, and the climb up Arreat can start to feel repetitive on your third or fourth difficulty run - a fair criticism. Narrative depth has never been Diablo's strength and Lord of Destruction does nothing to change that. The story is a direct continuation, serviceable rather than compelling, and filler corridor sections do exist. It is worth noting that at release, the expansion drew some community frustration: a companion patch to the base game raised Nightmare and Hell difficulty considerably, leading some players to feel pressured into upgrading. That ship has long sailed, and the combined package is simply the standard way to experience Diablo II now. For loot hunters, build theorists, or anyone who wants to understand where the entire action-RPG genre's item economy framework came from, this remains one of the most influential packages in PC gaming history. It will not hold your hand with a story worth re-reading, and it will absolutely eat your evening in 45-minute increments while you chase one more Rune drop. If that sounds like a warning, it is also a recommendation. Monika, Scout Team

Tags

Rune CraftingRunewordsShapeshifter ClassTrap AssassinWind DruidEndgame Loot HuntIsometric ARPGMercenary SystemThree-Difficulty LoopClassic ARPG

System Requirements

Minimum

Memory
32 MB RAM
Storage
4 GB
Graphics
GeForce FX 5500 / Radeon Xpress 1200
Processor
300 MHz - Pentium II
System requirements
Windows XP

Recommended

Memory
256 MB RAM
Storage
4 GB HD
Graphics
GeForce FX 5500 / Radeon Xpress 1200
Processor
1.3 GHz - Pentium 4 / Athlon MP
System requirements
Windows XP

Reviews & Ratings

No ratings available

Game Info

Developer
Blizzard Entertainment
Publisher
Activision Blizzard
Release Date
May 1, 2004

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