War Plans have completely changed the way Diablo 4's endgame is played. First introduced with the Lord of Hatred expansion, the system continues to evolve in Season 14 with major upgrades, including the long-awaited Party Sync feature, faster activity XP, two new War Plan quests, and adjustments to Helltide progress mechanics.
This Season 14 guide covers how the updated War Plans system works, how to use the new Party Sync, the best leveling routes through War Plans, and a full ranking of every activity skill tree with optimal node setups for both solo and group play.
Updated on July 2nd for Diablo 4 Season 14.
How Does The War Plans Endgame Activity Work?
War Plans operate through a command table located in Temis, the new city within the Skovos region. At this table, you select a path of activities to complete in a specific order from top to bottom.
Choosing Your Path
Each time you approach the table, you're presented with a branching path with multiple rows you can pick one node from.
Pick your route based on the activities themselves and the rewards attached to each node.
Reward rarities go from magic (blue) to rare to legendary (orange). Orange rewards are the most valuable.
Some special rewards can be massive, players have reported seeing payouts as large as 5 billion gold and even mythics on certain paths.
A useful tip: try to pick paths where the same activity repeats two or three times in a row. Three Hell Tide nodes in sequence lets you stay in one tide for ~10 minutes and open every chest, while three Nightmare Dungeons in a row lets you complete an entire Escalation key in a single chained run.
Activity Experience & Skill Tree Leveling
Each activity has its own skill tree that levels from 1 to 7.
Nodes you invest in dramatically affect what drops, what spawns, and how rewarding each run becomes.
Leveling these trees outside of War Plans is nearly impossible — going from zero to the first threshold on Lair Bosses would require roughly 125 boss kills done independently, versus a single War Plan completion granting equivalent progress.
Rerolling Plans
You get three free rerolls per plan if you don't like your options.
After those three, you must complete whatever plan you have.
Once you commit and hit start, a new icon appears on your map, and you can teleport directly to each activity in sequence.
You don't have to commit to every activity — you can path past Infernal Hordes or anything else you want to skip.
Season 14 Activity XP Buffs
Blizzard increased all War Plan activity XP scaling to Torment VIII+, addressing the slow accumulation that plagued earlier seasons. The base activity XP for Infernal Hordes and Nightmare Dungeons with Escalation Sigils has also been raised.
General Routing Strategy
The rule of thumb is to pick activities that take the least amount of time but offer the greatest reward. When choosing path rewards, prioritize dungeon keys, obols, experience, and Horadric Cube upgrade materials. Everything else you pick up between those is a nice bonus.
How To Access War Plans
War Plans are only available if you own the Lord of Hatred expansion.
They become accessible after you complete the Lord of Hatred campaign at least once on a character.
On a fresh character, your first Path will only require finishing two activities before claiming rewards.
Completing more War Paths will increase the amount of activities required from future War Plans, with rewards scaling up accordingly.
The system starts small but grows into a massive progression framework over time.
War Plans Co-Op: The Season 14 Party Sync Revolution
Season 14 finally delivers the most requested War Plans feature: Party War Plan Sync.
How Party Sync Works in Season 14
The entire party needs to be in Temis.
A new option called New Plan for Party is available at the War Plans table.
Once selected, a party-wide reroll is initiated and a vote begins.
Once all players accept, a single synchronized War Plan is created for every member of your party.
Plans are synced regardless of War Plan Level or other states (Torment Level, campaign completion, etc.).
The Cost
The party leader (initiator) pays two Marks of El'druin to start the sync.
In a four-person party, this still leaves plenty of room for at least four full Party War Plan runs before needing to spend more marks.
All players must confirm before the sync occurs.
Why This Is a Huge Quality of Life Win
Previously, war plan paths were randomized independently for each player, so they almost never lined up between friends.
Non-leader party members only got an 80% activity XP cache and small participation rewards.
Now everyone progresses together no matter where they're at in the campaign or season.
One Still Open Request: Account-Wide War Plans
During the developer Q&A, lead systems designer Art Peshkov stated: "We hear you on the feedback for per-character War Plans. We are investigating making this be per-partition, which is how Paragon works when you start the season. We'll have more to discuss later." For now, every character still starts their War Plans progression from scratch.
Best War Plans & Activity Trees for Leveling
The addition of War Plans has changed how players interact with leveling content by adding customizations and bonus rewards per activity. Using these bonuses correctly can speed up your way to endgame dramatically.
Helltides and Hellwyrms - The Top Leveling Activity
Helltides remain one of the best XP sources in the entire game, so you'll want to spend a big portion of your leveling time inside them.
Stack as many Helltide nodes as possible into your War Plans early.
Level the Helltide tree quickly so you can grab the Hellmouth and Writhe and Rot (Wretched Vermin) nodes.
Once unlocked, your goal is to spawn and kill as many Hellwyrms as possible.
Hellwyrms start appearing at Threat Level 2 and drop XP globes when killed.
These XP globes provide an enormous chunk of experience, easily the fastest leveling fuel in the season.
Season 14 note: Helltide War Plan progress now comes from collecting Cinders (75 in Normal through Penitent, 250 in Torment I+) instead of opening chests, making the activity feel smoother and more rewarding to play normally.
Tree of Whispers - Don't Skip Corrupted Roots Early
Many players ignore the Tree of Whispers tree during leveling, but you should put your first point into Corrupted Roots.
Corrupted Roots are a powerful endgame farming tech that lets you spawn enemies repeatedly.
If you don't invest in this node, you'll never get them out of whisper caches.
By the time you reach Torment 8, 9, or 10, you'll already have a stockpile of Corrupted Roots in your inventory ready for instant super-farms.
Kurast Undercity - The Level 25 Power Spike
Kurast Undercity opens at level 25 and gives you a strong alternative to Helltide farming.
Once you have enough activity XP, get the Jade Epiphany node, which grants experience orbs as you gain Attunement levels.
The plan is simple: blast through the Undercity, destroy everything, and kill the boss.
Runs take about a minute each, so they chain into War Plans extremely well.
War Plans Bonus XP Rewards
When picking your War Plan path, prioritize nodes that offer bonus experience orbs.
These reward bonuses double-dip with Helltide and Undercity XP gains.
Nightmare Dungeons and The Pit are solid alternatives if no Helltides or Undercity nodes are available.
Avoid Infernal Hordes during leveling - they consume far more time than other activities, even with the Season 14 XP doubling.
By combining Helltides, Undercity, and well-chosen War Plan paths, you can level up rapidly and get ready for Torment progression.
Diablo 4 Best War Plans Skill Tree Builds & Upgrades for Each Activity
Season 14 keeps most of the War Plans framework intact from Season 13, with balancing, bug fixes, and a few stealth loot adjustments layered on top. PTR testing already showed some dungeons dropping different loot pools and affix reshuffles, so expect small tweaks past launch. The setups below give you a solid baseline for every tree, you can adjust based on what content you actually farm.
1. Tree of Whispers War Plans Skill Tree - Passive Progression, Ambushes & Tributes
Whispers level up in the background as you complete other activities, which makes this tree one of the easiest to fully invest in.
How to Set Up the Activity Skill Tree:
First Pick - Whisper Ambushes
Whisper Ambushes should be your opening point every season.
Each ambush drops a Collection of Chaos — a mixed reward bag of gold, materials, and general loot.
Whispers are also one of the best tribute sources in the game, including the mythic tributes that feed Undercity farming.
Also worth grabbing early: the boss-drop whisper embers node, which stacks nicely with Undercity content.
Middle Path - Cache Upgrades
Tree of Plenty (4th Cache Choice) - Lets you pick better ancestral or greater collection caches on turn-in.
XP Globes (Wisdom of Whispers) - Cache XP orbs are a huge deal early on. XP globes matter throughout the whole run - Hellwyrms, Ball Plants, Whispers, they all snowball your paragon.
Chaotic Favor - Chance for a free Collection of Chaos on whisper completion, similar to the ambush node without the fight.
Last Two Points - Flex Slots
Resplendent Spark - Sparks are nice with the new Season 14 mythic crafting, though drop rates in Season 13 were underwhelming. Take it if you plan to craft heavily.
Baron Ambush (Varshan) - Varshan is a giga chad and hits like a truck. The Collection of Chaos he drops is juicy, but hardcore players should think twice before triggering him.
Corrupted Roots Alternative
Drop one point into Corrupted Roots and forget about it for a while.
Root drop rates from whisper caches slowly ramp up over 1–2 weeks of passive play.
If a limited-time event brings back double whisper caches (or similar bonuses), respec into the payout tree and cash in with the Nightmare Dungeon shrine strat for massive returns.
Rewards & Loot
Collections of Chaos are gold-heavy, mats-heavy reward bundles — great for gold economy and crafting reagents.
Tributes drop from whisper turn-ins, feeding directly into Undercity farming.
Passive XP orbs and legendary/ancestral cache upgrades make this a strong "background income" tree.
Party & Solo Viability
Fully soloable - whisper ambushes and Varshan encounters are all overworld and can be soloed on most builds.
In parties, cache and root progression is shared per-character but ambush spawns can be tag-teamed, making group play slightly faster.
Hardcore players in groups should let a tanky teammate pull Varshan first before committing.
2. Nightmare Dungeons War Plans Skill Tree - Escalations, Gold & Primordial Dust
Nightmare Dungeons carry serious sigil variety in Season 14: gem fragments, gold, materials, prisms, and more can roll as affixes. The new Escalation completion War Plan quest rockets this tree up fast and adds a bonus reward from Tural on turn-in.
How to Set Up the Activity Skill Tree:
The Season 13 Stronghold Bug Is Fixed
Opening a portal to a stronghold dungeon you hadn't completed no longer kicks you out of the run.
You can now chain escalations without doing every stronghold first.
Middle Path - Where the Juice Is
Branching Pathways is the single most valuable node in the tree. Full stop.
Two extra Horadric portals appear during escalation runs, offering Vile Splendor, Gold Reserve, Gem Reserve, Material Reserve, or Horadric Cube Reserve.
Escalation Floor Scaling
Rewards ramp from floor 1 → 2 → 3, and the same affix is roughly twice as valuable on floor 3 vs floor 1.
Not just more affixes appear — each individual affix's payout gets bigger too.
Stacking multiple good affixes on a floor 3 run produces absurd gold and gem fragment yields.
Early Points — Vault Bounty & Conviction Chest
Vault Bounty Chest is a great one-point pickup during early Torment progression when you're not yet farming escalations hard. Drops loot, mats, and sometimes prisms.
Conviction Chest is easy to unlock (only 3 points deep) and gives Attuned Primordial Dust. Note: with Season 14's new mythic-quality upgrade system, uniques will often roll maxed already, so dust is less impactful than in Season 13 but still useful.
Left Path Extras
Soul Shrine (respawn wave) + Nemesis Bracer Effect (up to 7 elites at once) is the sleeper combo — check for the shrine on entry and clear slowly for a huge end-of-dungeon respawn wave.
Excellent Leads at the end is fine but nothing wild.
Rewards & Loot
Gem fragments, gold, mats, and prisms scale hard with floor tier — floor 3 escalations are among the highest gold-per-hour activities in the game.
Attuned Primordial Dust is niche in Season 14 but still lets you optimize legacy uniques.
Vault Bounty and Horadric Reserve chests both spike your material stockpiles for crafting and runeword rerolls.
Party & Solo Viability
Fully soloable — escalations scale to your character and don't require party support.
In a group, escalation progress carries for all party members if the host has the correct sigil, making this one of the best "carry lower geared friends" activities.
Nemesis Bracer + Soul Shrine strat is easier in a group where one player can pull while another tanks the respawn wave.
3. Helltides War Plans Skill Tree - Paragon XP, Cinder Farming & Mine Cages
Helltides are still the top XP activity in the game. If leveling is your goal, rush the Maggot chain — it carries you to level 70 on its own.
How To Setup The Activity Skill Tree:
Middle Path - Hellwyrms & Maggots
Take Hellmouth and Wretched Vermin (Rats) as your first two points.
Go straight into Maggots: Hellwyrms will spawn maggots instead of rifts or blood seekers.
Post-70, Maggots remain the best paragon fuel outside of full-time Undercity farming.
The community has now mapped every Hellwyrm spawn location and figured out the specific triggers to spawn them, so route-farming worms is far more efficient than before.
Right Path - Cinder Machine
Season 14 changed Helltide War Plan objectives from "open 2 chests" to "spend X Cinders."
There's also a new long-form objective around 650–750 Cinders, similar in scale to the Nightmare Dungeon escalation quest.
Rats hand out hundreds of cinders per spawn, and Maggots contribute too. Combined with Harbingers spawning extra cinders, this side clears the new objective in no time.
Left Path - Threat Level & Hellborn
Extra threat level from shrines helps you sit at Threat 2+ for Hellborn spawns.
Extra monster power is a filler node, take it if you have the point.
Final pick is your call:
Meat Brothers, spawns two butchers who almost always drop a Profane Mine Cage. Stack up to 3 cages for +monster power in the open world. Warning: their flaming chains are brutal and can catch you between spawns, so hardcore players should be extremely careful.
Hellborn in Nightmare Dungeons, safer route, still yields mine cages.
Hellborn Uniques, more uniques feeds the mythic upgrade pipeline. Hellborn themselves still hit hard though.
Rewards & Loot
XP throughput from Hellwyrms + Maggots is unmatched — this is your paragon leveling engine.
Cinders convert into Baneful Hearts, Fiend Roses, and other endgame crafting mats via chests and vendor buys.
Mine Cages boost monster power, meaning better loot and XP across the entire open world session.
Uniques from Hellborn are one of the more reliable sources for mythic upgrade materials.
Party & Solo Viability
Great in both solo and group play, but Helltides scale better in groups — Threat Level fills faster, and Hellborn/Meat Brothers packs melt with focus fire.
Party members share cinder-spawn events like Harbingers, but each player picks up their own cinders.
Solo players should stick close to town for cinder-safe deposits when threat spikes to Threat 5.
For hardcore, Meat Brothers is safer in a group where a tank can bait chain patterns.
4. Undercity War Plans Skill Tree - Mythic Farming, XP Orbs & Forgotten Souls
Undercity is one of the most rewarding War Plan investments in the game, even after Season 14's Portal Prankster nerf.
Left Path - Portal Pranksters (Non-Negotiable)
The Prankster node is the whole reason to spec this tree.
Every Prankster you kill adds an extra chest at the end matching the tribute type you ran (mythic tribute → mythic chest).
Season 13 had cases of 4 mythics dropping from a single run. Season 14 removed the guaranteed drop — community estimates place the new proc rate around 25–50% at T12.
Even post-nerf, this multiplies whatever loot pool you're targeting, so it stays a must-have.
XP Orbs - Priority During Leveling
The Jade Epiphany (XP Orbs) node is the foundation of the Undercity leveling strategy.
A single point here at level 25 basically carries you to level 70 on Undercity spam, with the occasional vendor buy for weapon upgrades.
After level 70, XP orbs matter less — focus on Pranksters first, then head right.
Right Path - Extra Loot Layers
XP globes → assorted small drops (prisms, mats) → Six Unfortunate Wisps at the end.
Wisps hand out Forgotten Souls and crafting materials that are extremely hard to farm anywhere else.
Great for players who don't grind Undercity nonstop — you naturally build up rare/legendary tributes over time, and this path amplifies every one you cash in.
Skip the Middle Path
The middle tribute-drop path is bait — three points deep, and in Season 13 testing tributes almost never actually dropped.
Respec cost is steep, so committing three points here is rough.
If you want the theoretical stockpile strategy (park middle, hoard tributes, respec later), you'd need a lot of gold for it to be worthwhile.
Rewards & Loot
Mythic uniques are the headline reward, with mythic-tier tributes producing 1–3+ mythics per run when Prankster procs hit.
Forgotten Souls and rare crafting mats from the Six Wisps make this the best supplementary crafting-mat farm.
XP orbs during leveling turn Undercity into a competitor to Helltides for pre-70 XP.
Prisms, gold, and gem fragments show up consistently across the tribute pool.
Party & Solo Viability
100% soloable, though tribute costs are the same whether you run alone or in a group, so party play is significantly more efficient.
In a 4-player group, each player earns their own end-of-run rewards, meaning group Undercity runs give 4x the loot for the same tribute cost per person.
Timer-based objectives are much easier to clear in a party, unlocking better reward tiers.
Best group activity in the game for mythic farming, consider joining an Undercity party finder for the highest returns.
5. Lair Bosses War Plans Skill Tree - Nemesis Loot Explosions & Free Mythics
Lair Bosses has multiple strong nodes, but the middle Nemesis chain is where the real payoff lives.
How to Set Up the Activity Skill Tree:
First Four Points
Nemesis Lair (2x2) - Opening a horde chest during a Lair Boss fight can spawn a red portal with two free initiate lair bosses inside. Proc rate is roughly 1 in 10 to 1 in 20. Season 13 mythic drop rates from these were absurd, and mythics matter more than ever in Season 14.
Greekwall's Gambit (Helltide) - Opening a Helltide chest triggers a Greekwall Knight ambush that drops a war chest with build-relevant uniques and mythic potential. Since you'll be in Helltides for paragon farming anyway, this is basically free real estate.
Knight Penance (Beast in the Ice) - Beast in the Ice ambush that doesn't even really fight you. Just drops loot, more mythics, done.
Amalgam of Rage (Nightmare Dungeons) - Extra loot from your escalation runs, which stacks with everything else you're already doing there.
Last Three Points
Greater Nemesis Lair - Second-tier portal with Greater Lair Bosses (Duriel, Balile, etc.). More free stuff, more mythics.
Double Horde Chest (Left Path) - Speeds up how fast you burn through Grigoire/Zir/etc. keys. Useful if you rely on War Plans to chip away at your key stockpile.
Downside of the Double Chest - The second chest doesn't proc Nemesis (still not fixed as of Season 14). If Nemesis efficiency matters most, skip it. Otherwise, cycling keys faster is generally the better trade, and you also grab bonus runes that help with jeweler mythic crafting.
Rewards & Loot
Free mythics from Nemesis portals, this tree has one of the highest mythic-per-hour ceilings in the game when portals proc.
Build-defining uniques from Greekwall ambushes and Beast in the Ice.
Extra runes stack up quickly, feeding jeweler mythic crafting for guaranteed target mythics.
Double Horde Chest doubles gold, gem fragments, and boss materials on every non-Nemesis kill.
Party & Solo Viability
Solo-friendly for every node — none of the ambushes require multiple players.
Lair Bosses themselves are usually easier to farm solo since loot instances are per-player anyway.
In parties, only the summoner spends materials/keys, which lets the group split summoning cost across four players. Nemesis portals still proc from the host's chest, so groups get shared value.
Greater Nemesis fights are significantly easier in a group when hardcore or under-geared.
6. Infernal Hordes War Plans Skill Tree - Talisman Chests, Gem Fragments & 6-Wave Clears
Hordes remain the slowest War Plans activity, but Season 14 roughly doubled its base XP and buffed gem fragment drops in Patch 2.10 — the material chest here is probably one of the biggest hidden winners. Combined with other stacking buffs, effective XP throughput is closer to 3x Season 13.
How to Set Up the Activity Skill Tree:
6-Wave Strategy (Recommended for Most Players)
If you just want to clear the War Plan objective and progress toward rank 10 (and that mythic Season 14 War Plans reward), the 6-wave map teleport version is the way to go.
Six waves is too short to build a full strategy around Soulspires or Aether Lords, so lean into chaos waves.
Chaos wave nodes + exile events give the best per-minute return for quick clears.
Left Path - Chest of Talismans (MVP)
Only costs 100–200 Aether, drops a mix of seals and charms, and has a shot at mythic seals.
Best cheap value node in the entire tree.
10-Wave Middle Path
Method of Madness + Black Pact + Impending Doom lets you build a real strategy (Soulspire, Aether Lords, Masses, or Hellborn).
Confirmed Aether income at 10 waves lands around 1,200–1,800 per run without chaos waves.
Skip These
Doomsayers, Scaled Toughness, and the +200 Flat Aether challenge on the right side are inconsistent and generally not worth the investment.
Gem Fragment Adjustment
With the 2.10 gem fragment buff, consider pulling a point from Impending Doom or Black Pact and shifting it into the conversion node.
Aether income wasn't an issue in Season 13, so the trade should still leave you well-funded.
Rewards & Loot
Gem fragments are the standout reward after the 2.10 buff — the material chest has become one of the best fragment sources in the game.
Mythic seals from the Talisman Chest let you target specific mythic uniques through jeweler crafting.
Doubled XP payouts make Hordes a legitimate paragon activity again, especially in the 100+ paragon range.
Runeshards and rare crafting mats fill up secondary reward chests consistently.
Party & Solo Viability
Fully soloable, and probably the tree least improved by party play since Aether income is per-player and doesn't scale with group size.
In parties, wave clears are much faster, so groups can push 10-wave strategies with more consistency.
Elite Aether Lord and Soulspire strats are considerably safer in a group — one player triggers the mechanic while others clear adds.
Solo hardcore players should stick to 6-wave runs to minimize risk from stacked wave modifiers.
7. The Pit War Plans Skill Tree - Glyph Upgrades & Paragon XP
The Pit is the fastest and most reliable glyph-leveling activity in the game, and it stays that way in Season 14.
How to Set Up the Activity Skill Tree:
Left Path - Free Glyph Upgrades
Chronos' Haste - +2 glyph upgrades on any reasonable speed clear.
Heart of Stone - Extra progression orbs at the start, plus another upgrade when deposited at the Chrono Pedestal.
Old Thieves (Orb Thieves) - More progression orbs, faster runs.
These are always your first three picks - glyph leveling is faster, run timers get shorter, no downside.
Middle Path - Total 9 Upgrades
Another +1 glyph upgrade chance stacks with the left side for up to 9 total upgrades per run.
Even at 4–8% upgrade chances, this reliably pushes your glyphs 10–20 levels above the Pit tier you're currently farming.
XP Conversion Node — Once glyphs hit 150, unused upgrade chances convert to paragon XP. It's basically XP glyphs at home — great for pushing paragons higher.
Right Path - Now Worth Considering
Season 14 added mini-map indicators for cursed events, which fixes the "I always miss them" problem from Season 13.
Cursed Machines can drop Trace of Echoes and other high-value materials.
If your build clears Pit 110+ in under 5 minutes, consider swapping the last three left/middle points for Colon's Wager, Cursed Machines, and Cursed Offerings.
Butcher Chance (Skippable)
The ~1 in 30 Pit Butcher spawn ends the run early with full rewards, but the three points on that side of the tree are less impactful than the alternatives above.
Best Builds for the Pit
Speed-focused clears matter more here than in any other activity — Ball Lightning Sorcerer, Spiritborn speed builds, and other high-mobility AoE builds get the most out of Chronos' Haste.
Note that perma-teleport Sorcerer builds may skip over Heart of Stone progress orbs, slightly reducing that node's value.
Rewards & Loot
Glyph upgrades are the primary reward — 9 upgrades per run is by far the highest glyph-per-hour rate available.
Paragon XP from the conversion node once glyphs cap at 150 keeps this tree relevant deep into the endgame.
Cursed Machines drop Trace of Echoes and other rare mats that don't appear elsewhere.
Runeshards, gold, and gem fragments still show up in every Pit chest.
Party & Solo Viability
Solo-friendly and often preferred solo since Pit is a race against the clock — a slow party member drops your clear tier.
In parties, glyph upgrades apply per-player based on your own glyph slotted, so grouping does share the reward.
Coordinated 4-player Pit runs can push 20+ tiers higher than solo, making this the best way for undergeared characters to piggyback on faster builds for high-tier glyph upgrades.
Cursed event chances are per-player, so groups don't dilute your rewards from those nodes.
Recommended Overall War Plan Route (Season 14)
With all trees ranked and Season 14 changes accounted for, here's the optimal approach when selecting your five activities:
Always include The Pit - Fast (2-3 minutes), universal glyph value, and a Trace of Echoes source via cursed offerings.
Take Hell Tides whenever available - Maggot XP + Lair Boss keys + Profane Mine Cages stack into the season's best paragon farm. Season 14's Cinder-based progress makes them even smoother.
Nightmare Dungeons as quick filler - Soul Shrine + respawn synergy makes them surprisingly loot-dense, and the new Escalation Sigil quest in Season 14 is loaded with XP.
Undercity whenever possible - One-minute runs, Initiative for 50% extra rewards, and 2-4 mythics per Prankster-juiced T8+ run.
Lair Bosses for build-specific farming - Set spawn locations to target uniques you actually need; now with Asteroth and Bartk transmutable trophies.
Tree of Whispers passively - Levels itself, and Corrupted Roots + Whisper Ambushes are sleeper picks.
Avoid Infernal Hordes unless you specifically want Talisman Chests - they consume far more time than alternatives, even with doubled XP.
Season 14 delivered the most requested War Plans feature with Party Sync, doubled the XP of slower activities, added two new long-form quests, and added Cinder-based Helltide progress. Combined with the new Solo Self-Found mode, raised obol and gold caps, and boss trophy target farming for Asteroth and Bartk, this season's War Plans rework is the largest quality-of-life patch since Lord of Hatred launched.
Apply the routing philosophy - minimum time, maximum reward - and your character's power and wealth will grow rapidly throughout Season 14.