Tuesday, 25 August 2026

Diablo 2 Necromancer Players Want What Blizzard Gave the Warlock

Diablo II's Necromancer has been commanding armies of skeletons since 2000.

Twenty-six years later, some of those skeletons still have trouble getting through a doorway.

Then Blizzard created the Warlock.

Suddenly Diablo II had a new summoner with built-in movement tools, better ways to reposition demons and minions that generally feel considerably less committed to standing behind each other while something murders their master.

Necromancer players have noticed.

A community discussion that became active again on August 24 is asking Blizzard to take some of the lessons learned from Reign of the Warlock and apply them to Diablo II's original summoning class.

The request is not necessarily:

Make Necromancer stronger than Warlock.

It is much simpler.

Please make the skeletons stop fighting the architecture.

The Warlock Has Exposed How Old Necromancer Summons Feel

This is one of the more interesting side effects of Blizzard adding Diablo II's first new class in 25 years.

The Warlock was designed in 2026.

The Necromancer was designed when Windows ME was considered a current operating system.

Put them next to each other and the difference is difficult to ignore.

Warlock's Demon tree allows the class to summon Goatmen, Tainted and Defilers, while Bind Demon can turn powerful existing demons into allies.

The class also has abilities that give players much more direct control over where those summons go.

Death Mark can reposition Warlock demons onto a selected area or enemy, while Blade Warp provides the class with its own movement skill without requiring Enigma.

That means a Warlock summoner can actively decide where the important part of the army should be.

Necromancer players frequently have another strategy.

Walk forward.

Wait.

Wonder why the Skeleton Mages are still standing in the previous doorway.

Necromancer Players Have Asked for Minion Control for Years

This is not a complaint invented after Warlock appeared.

There are Blizzard forum threads from 2022 asking for a dedicated Necromancer command or teleport ability for minions.

The argument was essentially the same then as it is now.

A Summon Necromancer can create a large army.

They cannot meaningfully tell that army what to do.

Players asked for something as simple as:

  • Click a location and order minions there
  • Click an enemy and make summons focus that target
  • Teleport only the summons rather than the Necromancer
  • Or simply improve pathfinding so minions stop blocking one another

One player made the point particularly well years ago:

For most Diablo II characters, Enigma's Teleport is primarily a movement upgrade.

For a Summon Necromancer, Teleport can feel like the ability that finally makes the army function correctly.

That has never been an ideal situation.

Skeleton Mages Are Still Excellent Doorstops

Body blocking is at the centre of the current complaint.

Diablo II's maps contain plenty of narrow spaces.

Doorways.

Dungeon corridors.

Bridges.

Tight corners.

A Skeleton Mage can stop in exactly the wrong place and prevent melee Skeletons from reaching the enemy.

Revives can make the problem even worse because some revived monsters are enormous.

The player's army may contain twenty or thirty creatures.

The actual frontline may contain three.

Everyone else is waiting behind a Necromancer traffic jam.

The original poster in the latest discussion says simply allowing Necromancer minions to stop blocking one another would dramatically improve the build.

No huge damage buff.

No new ultimate skill.

Just let the skeletons occupy enough overlapping space that they can actually reach whatever they were summoned to kill.

Warlock Minions Are Not Perfect Either

To be fair, Reign of the Warlock has not completely solved Diablo II minion AI.

Warlock players have reported their own problems with summons clumping together after teleporting.

There are cases where melee demons remain stacked on top of each other until the Warlock moves.

Players have asked Blizzard to make those demons spread out automatically when nearby targets exist.

So this is not a story where Warlock has perfect 2026 AI and Necromancer is trapped entirely in 2000.

Diablo II monsters remain Diablo II monsters.

Sometimes their deepest strategic insight is:

Stand here.

But Warlock at least gives the player tools to correct the problem.

That is what Necromancer players increasingly want.

Players Also Want Control Over Skeleton Mage Elements

The other remarkably old complaint is Raise Skeletal Mage.

Skeletal Mages can spawn using different elemental attacks.

Fire.

Cold.

Lightning.

Poison.

The Necromancer does not simply choose the element they want from the skill interface.

If you are trying to create a particular composition, you summon, inspect, dismiss and summon again.

That was quirky in 2000.

In 2026 it feels more like unpaid administrative work.

The newest discussion asks Blizzard to let players directly choose which Mage type they summon.

That would have obvious practical value.

A player could avoid Cold Mages when they do not want corpses being shattered.

They could build around enemy resistances.

They could create an intentionally specialised elemental army.

Or they could summon nine Poison Mages because they enjoy making questionable decisions.

The important part is that it would be a decision.

Blizzard Has Buffed Skeletal Mages Before

It is not as if Blizzard has completely ignored Necromancer summons since Resurrected launched.

Patch 2.4 gave Skeletal Mages substantial improvements.

Poison damage scaling increased by roughly 750%.

Cold damage scaling increased around 50%.

Lightning received a smaller improvement.

Their life scaling was increased.

Blood Golem and Fire Golem were also buffed as Blizzard tried to make lesser-used summons more competitive.

At the time, Blizzard explicitly said it saw an opportunity to improve underused Necromancer summons.

That was a balance solution.

The current complaint is slightly different.

The numbers may be better.

The controls remain ancient.

Some Players Think the Problem Goes Much Deeper

Once Necromancer players start discussing summons, things rarely stop at doorways.

The August 24 response that revived the current thread comes from a player who says they have:

  • A level 99 Summon Warlock
  • A level 92 Summon Necromancer
  • A level 92 Summon Druid

Their comparison is considerably more aggressive.

They argue Skeleton Warriors need better Attack Rating and damage.

Skeletal Mages need dramatically stronger elemental scaling.

Summons need better movement speed and AI.

Iron Golem should be easier to restore.

Revives should last longer.

And all summons need better PvP behaviour.

Other players push back against that scale of change.

Summon Necromancer remains perfectly capable of clearing Diablo II's endgame, particularly once Corpse Explosion enters the equation.

Giving the class every modern Warlock advantage could easily turn quality-of-life improvements into massive power creep.

That is where the discussion becomes useful.

The Necromancer Is Strong — But Is the Army Actually Doing the Work?

This question has been appearing repeatedly since Warlock launched.

Summon Necromancer is traditionally considered a safe and effective Diablo II build.

Skeletons form a wall.

The Mercenary kills something.

Amplify Damage goes up.

Corpse Explosion turns one dead monster into seventeen dead monsters.

Everything works.

But some players argue that description reveals the issue.

The strongest part of the so-called Summon Necromancer is often:

Corpse Explosion.

Not the summons.

A March discussion after Reign of the Warlock launched asked whether the Necromancer is truly an endgame summoner or simply a Corpse Explosion build surrounded by pets.

Warlock makes that comparison uncomfortable because its summons can contribute much more directly to the actual killing.

Even after Patch 3.3 dramatically reduced Bind Demon's unintended bonus damage, Warlock still has a summoning kit built around actively controlling and supporting its demons.

Necromancer often feels like it controls the battlefield around the army instead.

Death Mark Is the Feature Necromancers Keep Looking At

If Blizzard stole one Warlock idea for the Necromancer, players repeatedly come back to something resembling Death Mark.

Warlock can use it to place demons where they are actually needed.

That solves several problems at once.

Minions stuck behind doors?

Move them.

Boss hiding behind trash enemies?

Send the demons directly there.

Need summons on the other side of terrain?

Reposition them.

A Necromancer equivalent would not necessarily need to deal damage or debuff enemies.

It could simply be:

Command Minions.

Target location.

Skeletons go there.

Target monster.

Skeletons attack it.

That would be revolutionary technology by Diablo II standards.

The invention of pointing.

It Could Also Reduce Necromancer’s Dependence on Enigma

This is perhaps the strongest design argument.

Enigma is already one of the most dominant items in Diablo II because Teleport is extraordinarily useful.

Summon Necromancer gets an additional reason to depend on it.

Teleport instantly gathers the entire army onto the player.

Experienced Necromancer players use this aggressively to “telestomp” targets and force Skeletons, Revives and Mercenary onto the same enemy.

It is extremely effective.

It is also a workaround provided by a high-end Runeword rather than something inside the Summoning skill tree.

Giving Necromancer a limited minion-only repositioning ability would not necessarily replace Enigma.

The Necromancer still would not teleport.

It would simply make the summon build function better before Jah and Ber finally decide to exist.

Reign of the Warlock Has Created This Problem for Every Old Class

Necromancer is probably not going to be the last class to experience this.

Warlock was created with a quarter-century of hindsight.

Blizzard knows which parts of Diablo II feel awkward.

It knows players want mobility.

It knows summoners need control.

It knows modern players expect cleaner feedback and better quality-of-life systems.

Then that modern class gets placed beside seven characters designed under completely different assumptions.

Old mechanics suddenly become much more visible.

We have already seen players ask whether Diablo II should finally receive a dedicated Charm Inventory now that Reign of the Warlock has modernised other parts of inventory management.

The same philosophical question applies here.

How much of Diablo II should Blizzard preserve because the inconvenience is genuinely part of the design?

And how much is simply old because nobody had gone back and rebuilt it yet?

Not Blocking Each Other Seems Like a Reasonable Place to Start

There are enormous Necromancer redesigns Blizzard could attempt.

More Skeleton damage.

More Mages.

Better Golems.

Permanent Revives.

New summon skills.

Different Corpse Explosion scaling.

Any of those would trigger weeks of arguments about whether Blizzard had destroyed Diablo II.

The current request is much smaller.

Make summons better at reaching enemies.

Give the player basic control.

Let Necromancers choose their Skeleton Mage element.

None of that requires turning the original summoner into Warlock 2.

It would simply mean applying 26 years of lessons to a class Blizzard clearly still intends people to play.

Necromancer does not need the Warlock's demons.

It does not need Blade Warp.

It does not necessarily need another 400% damage multiplier.

But perhaps the Skeleton Mage standing in the doorway could move slightly to the left.

We have the technology now.

Sources

Diablo II: Resurrected Forums: Warlocks Have Everything Necros Have Asked For

Diablo II: Resurrected Forums: Necro QoL — Control or Teleport Minion Skill

Diablo II: Resurrected Forums: Improve All Other Summoners

Blizzard: Rain Annihilation in Reign of the Warlock

Blizzard: Diablo II: Resurrected Patch 2.4 — Necromancer Summon Changes

```

Diablo 4’s Paragon Point Bug Is Still Making Earned Points Disappear



There are many acceptable ways to lose power in Diablo IV.

A balance patch.

A bad Transfiguration roll.

Replacing an item and forgetting where half your resistances came from.

Pressing Refund All on your Paragon Board and getting fewer points back than you started with is slightly harder to defend.

Fresh reports from both PC and PlayStation players say Diablo IV is still occasionally leaving characters with missing Paragon Points, including one particularly clear PS5 case where a player had 260 points allocated, refunded the entire board and received only 258 back.

Closing the game did not fix it.

Relogging did not fix it.

And remarkably, variations of this problem have been appearing on Blizzard's forums since June 2023.

Three years later, Diablo IV may still occasionally charge a small administrative fee for changing your build.

A PS5 Player Lost Two Points After Refund All

The cleanest recent example appeared on August 18.

A PlayStation 5 Barbarian on the Eternal Realm says they had 260 Paragon Points invested.

That total matched what they expected from their Paragon level and completed regional progression.

Then they selected Refund All.

The result:

258 points.

Two had apparently disappeared.

The player restarted Diablo IV and logged back in, but the missing points did not return.

They also noted something rather worrying:

This was not the first time they had heard of the problem.

A PC Player Says Blizzard Support Confirmed Points Were Missing

A separate PC report from August 16 describes an even stranger situation.

The player believed their character should have substantially more bonus Paragon Points from completed regional progression and Altars.

After counting everything, they concluded that several points were missing.

According to the player, they contacted Blizzard Customer Support and a Game Master confirmed that their character appeared to be missing Paragon Points, then directed them to file a bug report.

That does not tell us what caused the missing points.

But it makes the report harder to dismiss as someone simply miscounting a complicated Paragon Board.

The thread remained active through August 23 as other players discussed similar problems.

This Problem Goes All the Way Back to Diablo 4’s Launch

The truly impressive part is the age of the complaint.

Blizzard forum posts from June 2023 already contain players reporting characters with fewer Paragon Points than expected.

One player said they refunded two nodes and received only one point back.

Another reported removing and rearranging Paragon Boards before discovering that previously earned points had vanished.

More reports followed throughout 2023.

Then 2024.

Some players associated the problem with manually refunding nodes.

Others encountered it after using Refund All.

Others believed regional Renown or Altars had failed to award points correctly.

So we should be careful about calling this one single bug with one known trigger.

“Missing Paragon Points” appears to describe several possible progression or refund failures that produce the same final result.

Your build planner says you should have another point.

The game disagrees.

Refund All Was Added to Make Respecs Easier

There is an unfortunate irony here.

Blizzard introduced the Refund All button back in Patch 1.2.1 specifically because rebuilding a Paragon setup one node at a time was tedious.

The whole point was convenience.

Press one button.

Get everything back.

Build again.

Players have nevertheless reported Refund All-related missing points since shortly after that feature was introduced.

One November 2023 report describes a character going from 225 points before the reset to 224 afterwards.

A May 2024 player reported losing four after using Refund All.

And now, in August 2026, we have another PS5 report describing the same basic sequence.

At this stage the button has developed history.

Why Two Missing Paragon Points Can Actually Matter

Two points do not sound dramatic in a game where endgame builds involve hundreds.

But Paragon Boards are pathing systems.

One missing point can be the difference between reaching:

  • A Rare Node
  • A Legendary Node
  • A Glyph socket
  • A required stat threshold
  • Or the next Board connection

Modern Diablo IV endgame builds are already separated by enormous amounts of effective power. We recently looked at how Tower scaling magnifies seemingly small build differences at the highest tiers.

Losing one or two permanent points may not destroy a casual build.

For a tightly planned endgame board, it can be enough to force the entire route to change.

Do Not Immediately Assume Your Points Are Gone

There is an important warning before everyone starts counting nodes and panicking.

Diablo IV's Paragon system has changed dramatically since launch.

The maximum level changed.

The number of Boards changed.

Seasonal rewards can add additional points.

Regional progression differs depending on what content and expansions a player has completed.

And online build planners may include points your particular character has not earned yet.

So if your build comes up short, that does not automatically mean you encountered this bug.

The best evidence is a simple before-and-after comparison.

If the board visibly contains 260 allocated points before Refund All and the game returns 258 afterwards, something has gone wrong.

That is much stronger than:

Maxroll says I should have two more.

Players Still Don’t Have a Reliable Fix

Unfortunately, there is no universal workaround.

Old reports contain players who recovered missing points after multiple complete resets and relogs.

Others say restarting did nothing.

Customer Support historically has not been able to manually add missing Paragon Points to individual characters and instead directs players toward the bug-report system.

If you are planning a full respec, the safest approach is therefore surprisingly low-tech:

  • Record your total allocated Paragon Points before resetting
  • Take a screenshot
  • Use Refund All
  • Immediately verify the returned total
  • If points are missing, document the before-and-after numbers in a bug report

It feels slightly excessive.

So does losing permanent character progression because you wanted to try another build.

Diablo 4 Has Enough Reasons to Fear the Respec Button Already

Diablo IV increasingly encourages experimentation.

Balance changes create new builds.

New items create new builds.

Players find a 4GA drop and suddenly discover a class they had no intention of playing yesterday.

We have already seen players worry that Transfiguration can permanently turn a dream item into something they regret.

The Paragon Board should be the comparatively safe part.

Refund.

Rebuild.

Discover the new setup is terrible.

Refund again.

That is the normal Diablo process.

Losing two points somewhere between steps two and three should not be included.

Especially when players were reporting essentially the same problem in the game's launch month.

Diablo IV has changed enormously since 2023.

Apparently some bugs are running Eternal Realm characters too.

Sources

Diablo IV Forums: Missing Paragon Points — PS5, August 2026

Diablo IV Forums: Missing Paragon Points — PC, August 2026

Diablo IV Forums: Missing Paragon Points — June 2023

Diablo IV Forums: Missing Paragon Points After Respec

Blizzard: Diablo IV Patch 1.2.1 — Refund All Added

```

Diablo 4 Players Still Can’t Claim Rank IX Rewards Months After Blizzard’s Fix


Diablo IV Season Rank IX has a fairly simple instruction.

Complete ten objectives.

Get the rewards.

Some players have completed ten.

Others completed eleven.

Some reached twelve or thirteen.

The reward button has occasionally responded with the digital equivalent of:

No.

A long-running Diablo IV bug report about the Rank IX Capstone and Gilded Laurel of Hatred became active again on August 23, months after Blizzard shipped fixes specifically targeting Season Rank IX progression.

The thread now has around 1,600 views and more than 20 replies, with reports stretching all the way back to early May.

That would be frustrating enough on its own.

The awkward part is that Blizzard already told us this problem was fixed.

Rank IX Says Complete 10 Objectives

Rank IX sits at the very end of the Season Journey and is deliberately aimed at Diablo IV's most dedicated seasonal players.

Unlike the earlier ranks, it presents a large collection of difficult endgame objectives and asks you to complete any ten to unlock the Capstone reward.

Those objectives include high-Torment activities across the game's endgame systems.

War Plans.

Nightmare Dungeons.

Kurast Undercity.

Legion Events.

Helltides.

Lair Bosses.

The Tower.

The sort of things you are generally doing after your character has stopped worrying about finding boots and started worrying about whether a 4GA item will survive contact with the Horadric Cube.

The headline reward is the Gilded Laurel of Hatred, alongside several high-end crafting and progression rewards.

Complete ten objectives.

Claim the Capstone.

At least theoretically.

The Reports Started Almost Immediately

The main bug thread began on May 2.

The original player had already completed at least ten Rank IX objectives but could not claim the final reward.

Others quickly confirmed the same behaviour.

Ten objectives.

No reward.

Then eleven.

Still nothing.

Several players reached twelve completed challenges without unlocking Rank IX.

One eventually reported that the game recognised completion after objective number eleven.

Another says it finally worked after thirteen.

That immediately suggested the visible counter and the hidden progression system were not agreeing on which objectives actually counted.

Which is inconvenient when the entire requirement is:

count to ten.

Blizzard Specifically Fixed Rank IX on May 26

Blizzard clearly knew something was wrong.

Patch 3.0.3, released on May 26, included two remarkably relevant fixes.

Blizzard said it had fixed:

  • An issue where certain Season Objectives and Challenges did not give credit toward the ten objectives required for Rank IX Capstone rewards
  • Various cases where Season Rank objectives did not contribute correctly to Season Rank completion or could not be completed as expected

That sounds like the fix.

And for many players, it presumably was.

But the original thread did not disappear.

A player was still reporting the same basic issue on June 17, saying they had completed ten gold objectives plus another objective without receiving the Rank IX reward.

Then the thread became active again in August.

So whatever Blizzard corrected in May does not appear to have eliminated every possible failure state.

There May Actually Be More Than One Rank IX Bug

That becomes even clearer when looking at newer reports.

A separate PlayStation bug report from August describes a different Rank IX problem.

That player successfully completed the rank.

The interface even marked the rewards as Claimed.

There was just one small issue.

The rewards were not actually there.

The player checked inventory.

Stash.

Reward tabs.

Logged out.

Restarted.

Changed characters.

Nothing.

That suggests Rank IX may currently have at least two different ways to ruin your evening:

One where the game refuses to recognise that ten objectives are complete.

And another where the game recognises completion, says it gave you the reward and apparently forgets the middle part.

Some Objectives May Still Be the Real Problem

The original May reports suggest that not every completed objective was being counted equally.

Some players found that completing additional challenges eventually forced Rank IX to unlock.

That means a possible workaround remains:

keep completing Rank IX objectives beyond the required ten.

That is not a particularly satisfying workaround.

Rank IX contains some of the hardest seasonal objectives in the game.

If the UI says ten are enough, asking someone to casually complete three extra high-end challenges until one happens to register is not exactly elegant.

But if your Rank IX is currently stuck at ten completed objectives, it may be worth attempting another objective before assuming the entire character is permanently blocked.

Players should also make sure the objectives themselves are fully credited in the Season Journey rather than relying solely on having completed the underlying activity.

This Is Especially Annoying Because Rank IX Is Optional Prestige Content

There is an argument that Rank IX is not essential.

And that is true.

You can experience virtually all of Diablo IV's seasonal content without completing every final challenge.

The Gilded Laurel of Hatred is primarily a prestige reward.

It says:

I did the ridiculous endgame things.

That arguably makes a tracking bug worse, not better.

Nobody accidentally wanders into Rank IX completion.

You deliberately complete ten high-end objectives because you want the achievement and the reward attached to them.

Having the game fail to recognise that accomplishment defeats the entire purpose of the system.

If you complete something difficult and receive nothing, Diablo has stopped being a loot game and briefly become unpaid volunteer work.

Season 14 Has Had Several Progression Systems Fighting Their Own Counters

Rank IX is also not alone.

We recently covered how players can explore all 65/65 areas of Skovos and still fail to unlock No Island Unturned.

The map says complete.

The achievement says otherwise.

War Plans have produced similar frustrations, including players getting stuck at specific progression levels, while the broader debate over having to repeat War Plan progression on every alt continues.

Even the secret Cow Level currently has players dealing with hidden progression states that can soft-lock the Anger quest.

These are different bugs.

But they share the same particularly irritating flavour:

The player completes the task.

One part of Diablo IV knows they completed the task.

Another part apparently needs convincing.

There Is No New Rank IX Fix in the Latest Patch Notes

Blizzard has continued patching Diablo IV throughout the summer.

But the latest live fixes do not contain another specific correction for the Rank IX Capstone problem.

The May 26 patch remains the major official fix addressing Season Rank objective tracking.

Meanwhile, the original report was active again as recently as August 23.

That does not mean every player is currently unable to claim Rank IX.

Clearly many people have successfully earned and equipped the Gilded Laurel of Hatred.

The issue appears inconsistent.

Which may be precisely why it has survived.

What Can You Try If Rank IX Won’t Unlock?

There is no guaranteed community workaround, but based on the reports so far, affected players can try:

  • Verify that ten Rank IX objectives are actually marked complete in the Season Journey
  • Complete an additional Rank IX objective beyond the required ten
  • Log out and restart Diablo IV after completing another objective
  • Check whether the Capstone becomes claimable on the original seasonal character
  • If the reward says Claimed but is missing, document the missing items separately rather than repeatedly completing more objectives

Most importantly, screenshot the Rank IX page.

If ten or more objectives visibly show as complete while the Capstone remains locked, that gives Blizzard something much more useful than:

It doesn't work.

Ten Should Probably Mean Ten

Diablo IV is full of complicated mathematics.

Damage multipliers stack on damage multipliers.

Monster health rises exponentially.

Players are currently discussing builds that deal numbers large enough to require commas in places most calculators were not emotionally prepared for.

Rank IX should be simpler.

Complete ten objectives.

Get reward.

Blizzard already fixed several problems preventing those objectives from counting correctly in May.

Three months later, players are still reporting that the final step can fail.

Maybe objective eleven works.

Maybe objective thirteen works.

Maybe restarting helps.

But the Season Journey does not say:

Complete ten objectives, possibly several more, and see what happens.

It says ten.

At this point, Diablo IV's endgame has plenty of difficult challenges.

Counting them probably should not be one of them.

Sources

Diablo IV Forums: Season Rank IX Bugged — Can't Claim Gilded Laurel of Hatred

Diablo IV Forums: Season 14 Rank IX Rewards Marked as Claimed but Not Received

Blizzard: Diablo IV Patch 3.0 Notes

```

Monday, 24 August 2026

Diablo 4 Players Say Killing the Fathomless One Too Fast Can Break Saltwind Stronghold


Diablo IV normally rewards you for killing bosses quickly.

Saltwind Stronghold has apparently decided to experiment with a different philosophy.

Players fighting Grigg'sal'tosh, the Fathomless One in Skovos are continuing to report an extremely strange progression problem:

If you kill the boss before its scripted swallow mechanic happens, the Stronghold may refuse to complete.

The Fathomless One can be dead.

The boss arena can be empty.

The fight can still technically be running.

And the player may find themselves trapped on the beach with no way to activate the final Stronghold altar.

The latest report was posted on August 23.

And the workaround is wonderfully backwards.

Stop doing so much damage and let the monster eat you.

The Fathomless One Is Supposed to Swallow You

Saltwind is one of Skovos' three Strongholds and contains one of Lord of Hatred's more elaborate boss encounters.

The Fathomless One is a huge sea creature fought in a confined coastal arena.

But simply reducing its health to zero is apparently not the entire encounter.

During the fight, the boss is supposed to swallow the player.

You then find yourself inside the creature and must destroy four internal targets before being expelled back onto the beach.

After that sequence completes, you can finish the boss normally and cleanse the Stronghold.

It is a pretty memorable mechanic.

Assuming your build gives the boss enough time to perform it.

Players Have Been Killing It Before the Script Happens

The original bug report appeared back on April 29.

A player said they killed the Fathomless One three times in a row, only for the encounter to remain active after its death.

They could not complete the Stronghold and had to leave the area.

Another player immediately suspected the problem:

the boss was dying too quickly.

That theory has continued to fit later reports.

On August 20, another player confirmed the problem was still happening.

Their Fathomless One never swallowed them.

They killed it.

The Stronghold did not complete.

Then, on August 23, another player posted the clearest explanation yet after repeating the Stronghold around five times.

They eventually discovered that killing the boss was not enough.

They had to deliberately wait near its mouth until the swallow mechanic triggered.

Only after completing the internal phase and then killing the boss did the Stronghold finish correctly.

The Current Workaround Is: Let It Eat You

If your Saltwind Stronghold appears stuck, the latest community workaround is surprisingly simple.

Restart the boss encounter.

Then:

  • Do not burst the Fathomless One down immediately
  • Move around the beach and periodically approach its mouth
  • Wait for the boss to swallow your character
  • Destroy the four objectives inside the creature
  • Allow the game to spit you back into the arena
  • Then kill the boss

The player who posted the August 23 solution says the Stronghold completed properly after doing exactly that.

There is also an older workaround that has helped several players:

Lower the difficulty to Normal.

That may sound unrelated.

It probably is not.

Reducing the difficulty also reduces the chance that an endgame character deletes the boss before the scripted phase can happen.

Players on both PC and Xbox have reported that switching to Normal allowed them to complete the encounter.

In other words, Normal may not be fixing the boss.

It may simply be protecting the boss from you.

This May Be Half Bug, Half Terrible Communication

The newest player to solve the encounter argues that this is not technically a bug at all.

The swallow mechanic is simply mandatory.

The problem is that Diablo IV does very little to tell you that.

That distinction is worth making.

If the encounter requires a scripted phase, then waiting for the swallow is part of the intended fight.

But if the game allows the boss to die before that required script executes and then leaves the Stronghold permanently incomplete, the result still behaves like a progression bug from the player's perspective.

The game accepts the boss death.

It simply refuses to accept that you won.

There is also no obvious quest instruction saying:

Do not kill this boss yet. Please stand in front of its mouth until consumed.

That would probably help.

Strong Builds Make the Problem More Likely

This is one of those bugs — or encounter-state problems — that becomes more visible as Diablo IV's power level increases.

A freshly geared character may naturally spend enough time fighting the Fathomless One for every phase to occur.

A highly optimised Torment character may not.

The boss appears.

Cooldowns are pressed.

Several billion damage happens.

The Fathomless One dies before it has finished its theatrical presentation.

The Stronghold script then sits there waiting for a scene involving a creature that is already dead.

It is the same strange design tension we have seen elsewhere in Diablo IV:

Players spend the entire game becoming stronger.

Then one encounter quietly asks them not to be.

Saltwind Matters for More Than One Boss Fight

This is especially annoying because Strongholds are tied into broader Skovos progression.

Completing Saltwind contributes to Renown and full regional completion.

We have already seen how fragile that progression can feel when players reach 65/65 discovered areas and still fail to receive No Island Unturned.

Getting stuck inside one of the region's required Strongholds is therefore more than a funny boss glitch.

It can interfere with players trying to fully clear Skovos.

And because Saltwind unlocks as a permanent Stronghold after completion, anyone hitting the problem is effectively blocked from finishing that part of the map until they repeat the encounter correctly.

The Fathomless One Has Had Other Strange Issues Too

The swallow sequence itself has generated additional reports.

One April player says the camera went completely rogue after the internal section, flying far beyond the arena before eventually returning when the boss died.

So the mechanic clearly involves more scripting than an ordinary health-bar fight.

That makes sequence-breaking more plausible.

And it also explains why brute-forcing the encounter may not always work.

Diablo IV has recently produced several similar situations where progression and scripted events disagree about what the player actually accomplished.

We just covered a Legendary Escalation run that reportedly threw a player out before the final dungeon, while the secret Cow Level's Anger quest can become stuck around hidden item and kill-state requirements.

The individual causes differ.

The result feels remarkably similar.

You did the hard part.

The game is still waiting for paperwork.

There Is Still No Official Fix Listed

The Saltwind thread remained active through August 23.

Players were still able to reproduce the incomplete encounter months after the first April reports.

We could not find a current Blizzard patch note specifically saying the Fathomless One's early-kill progression issue has been fixed.

So if you have not completed Saltwind yet, the safest approach is simple:

Do not immediately vaporise the boss.

Let the swallow phase happen.

Complete the internal objectives.

Then resume the traditional Diablo activity of making the health bar disappear.

If the boss still refuses to cooperate, lowering the difficulty to Normal has worked for multiple players.

Diablo 4 Has Finally Created a Boss You Can Be Too Strong to Kill

There is something almost beautiful about this problem.

ARPG players spend hundreds of hours optimising characters for one purpose.

Kill things faster.

Find another multiplier.

Reduce another cooldown.

Delete bosses before they can move.

Then Diablo IV places one giant sea monster in front of them and quietly says:

Please stop.

The Fathomless One does not need another nerf.

It needs enough time to eat you.

Because apparently in Saltwind Stronghold, the correct boss strategy is:

lose the first phase on purpose.

Sources

Diablo IV Forums: Saltwind Stronghold — Fathomless One

KeenGamer: Diablo IV Lord of Hatred Skovos Region Guide

Icy Veins: Skovos and Saltwind Stronghold Overview

```

Diablo 2 Players Are Still Testing a Gloam Easter Egg That May Give 4,200% Magic Find


Diablo II has spent 26 years teaching players that Gloams are horrible.

They fire lightning across the screen.

They attack from places you cannot see.

And apparently, if you ask four of them very nicely not to kill you, they may give you 4,200% hidden Magic Find.

An obscure Diablo II easter egg has resurfaced again in 2026, with players continuing to test a bizarre ritual involving exactly four Gloams, Black Souls or Burning Souls.

If the conditions are correct, the monsters stop attacking, move into formation and begin drawing letters with their lightning.

The letters are references to members of the original Diablo II development team.

That part is real.

The considerably stranger part is what supposedly happens underneath it.

Community reverse-engineering and player testing indicate that completing the full ritual in Hell difficulty adds 4,200% Magic Find for the remainder of that game.

The bonus does not appear on the character sheet.

Because apparently 4,200% Magic Find was not quite weird enough already.

How the Gloam Easter Egg Works

The basic setup sounds like the sort of instruction somebody would have invented on a forum in 2003.

You need exactly four Gloam-type monsters nearby.

Other enemies must be cleared away.

You then stop attacking.

Your Mercenary and summons cannot attack them either.

Eventually, the four Souls stop behaving normally.

Instead of firing lightning directly at you, they begin moving into formations and using their attacks to draw letters on the ground.

After completing the sequence, they return to normal behaviour.

Which means the traditional reward for successfully performing the ritual is still:

Four Gloams trying to kill you.

Diablo II remains Diablo II.

The Hidden Magic Find Is the Really Strange Part

The easter egg became much more interesting when modders and players began examining what the game was actually doing during the sequence.

A long-running Blizzard forum report claims that every completed letter adds hidden Magic Find based on difficulty:

  • Normal: 50% per participating Soul per letter
  • Nightmare: 100%
  • Hell: 150%

With four Souls participating across seven letters, the Hell calculation becomes:

4 × 7 × 150 = 4,200% Magic Find.

The value is not displayed in Diablo II: Resurrected's normal stat interface.

Players instead noticed dramatic changes in item-quality distribution after performing the ritual, while members of the modding community say the relevant behaviour can be found in reverse-engineered Diablo II code.

That is much stronger evidence than simply killing Baal once and getting a Shako.

But Blizzard has never published an official modern explanation saying:

Yes, those four lightning ghosts just gave you 4,200 MF.

So the safest description remains community-documented rather than officially confirmed.

Players Are Still Doing It in 2026

This is not merely an old forum curiosity.

Players have continued experimenting with the ritual throughout 2026.

One February discussion shows players successfully triggering it and debating how the enormous hidden MF bonus was originally discovered.

Another player in July said they finally managed to complete the ritual and immediately began running high-value farming areas in the same game.

The original Blizzard thread was even bumped again on August 24.

Although, amusingly, the newest contribution was primarily to remind everyone that the monster is called a Gloam.

Not a Gloom.

Twenty-six years later, Diablo II's real endgame is spelling.

Why Would Anyone Need 4,200% Magic Find?

There is a major catch.

Magic Find has diminishing returns when determining Unique, Set and Rare item quality.

So 4,200% MF does not mean you suddenly receive forty-two times as many Unique items.

Far from it.

Once your Magic Find is already reasonably high, piling thousands more onto the character produces increasingly small improvements to Unique-item odds.

That means performing the entire ritual before every two-minute farming run would be spectacularly inefficient.

By the time the Gloams have completed their electrical PowerPoint presentation, a normal character could have killed Mephisto several times.

Reign of the Warlock May Have Made the Easter Egg More Useful

This is where modern Diablo II becomes interesting.

Reign of the Warlock encourages players to remain inside the same game for longer periods.

Heralds of Terror reward extended Terror Zone farming, and the newer endgame systems give players more reasons to keep clearing rather than immediately creating another game.

That changes the economics of the Gloam ritual.

If the hidden Magic Find lasts until you leave the current game, spending several minutes activating it makes more sense when you plan to stay in that session for a long time.

Especially now that Season 15 has reduced the effectiveness of ordinary Magic Find for Latent Sunder farming, players are once again looking carefully at every strange corner of Diablo II's loot systems.

The Gloam bonus will not improve every special drop system.

But for ordinary item-quality farming, several thousand hidden MF is at least interesting enough to experiment with.

You Can Apparently Stack It

And because Diablo II never knows when to stop, players say the ritual can be performed more than once in the same game.

A second successful pack of four Gloams can reportedly add another full bonus.

That would theoretically take the player to 8,400% additional Magic Find.

At that point, the practical benefit is increasingly questionable because of diminishing returns.

But practical benefit has never stopped Diablo players from making a number larger.

If Blizzard accidentally added a button labelled:

+0.3% efficiency, but the number becomes enormous

somebody would press it.

The Hardest Part Is Keeping Four Gloams Alive

Actually performing the ritual is less relaxing than the word “easter egg” suggests.

You need to:

  • Find a zone containing Gloam-type monsters
  • Leave exactly four alive
  • Remove every other nearby enemy
  • Prevent Mercenaries and summons from attacking
  • Avoid killing the Gloams yourself
  • Survive long enough for the entire animation to complete

Popular locations include the Great Marsh, Swampy Pit, Plains of Despair, Worldstone Keep and Throne of Destruction.

High Lightning Resistance is strongly recommended.

Possibly also emotional preparation.

You are deliberately leaving four Souls alive and waiting for them to do something.

Every instinct developed while playing Diablo II is screaming at you to do the opposite.

Is the 4,200% Magic Find Bonus Actually Real?

The evidence is unusually good for something this ridiculous.

The monster behaviour itself is well documented.

Players have repeatedly reproduced it in Diablo II: Resurrected.

The Magic Find effect has been tested using characters with deliberately manipulated negative Magic Find values, while Diablo II modders have pointed toward the corresponding logic in reverse-engineered game code.

Still, we would draw an important line between:

community verification

and

official Blizzard documentation.

Blizzard has never given players a nice tooltip explaining the Gloam ritual or its hidden loot bonus.

And considering the easter egg has survived for decades, perhaps nobody should encourage them to look at it too closely.

Diablo II Still Has the Best Kind of Weird Secrets

This is why the Gloam ritual remains fascinating even if performing it is not mathematically optimal farming.

Modern games tend to document everything.

Systems have tooltips.

Quests have markers.

Patch notes explain the mechanics.

Diablo II contains four floating lightning monsters that suddenly stop murdering you, spell out developer references and apparently alter your hidden loot calculations by several thousand percent.

And players are still arguing about it decades later.

Reign of the Warlock has turned Diablo II into a living game again, complete with new classes, new items and debates over things like a dedicated Charm Inventory.

But sometimes the best Diablo II content is still something Blizzard quietly buried inside the game before many of today's players had broadband.

Four Gloams.

Seven letters.

Potentially 4,200% hidden Magic Find.

And somehow the least believable part is that you have to resist killing them.

Sources

Diablo II: Resurrected Forums: Old Easter Egg Allows You to Get Huge MF Boost

The Phrozen Keep: D2MOO Diablo II Reverse-Engineering Project

Diablo II Community: Gloam Easter Egg Testing and Code Discussion

```


Diablo 2 Season 15 Players Are Already Asking Where Everyone Went

Diablo II: Resurrected Ladder Season 15 has been running for barely two days.

Players are already asking whether everyone went somewhere else.

A new discussion on Blizzard's forums claims the latest Ladder feels like the least populated reset some longtime players can remember, with fewer public games and considerably less excitement around starting from scratch.

There is one rather important problem with declaring Season 15 dead:

We do not have official player-count data.

And other players looking at the same European servers say the new Ladder looks perfectly healthy.

So this is not evidence that Diablo II has suddenly lost its audience.

What it does reveal is a more interesting question.

After Reign of the Warlock brought players back in force, has Blizzard given them enough reason to reset again?

“Never Have I Seen a Ladder This Dead”

The newest discussion appeared on August 24, just over two days after Season 15 began in Europe.

The opening post is not subtle.

The player describes it as the quietest Ladder they have personally seen and calls for Blizzard to announce something substantial for Diablo II at BlizzCon.

Other players quickly offered possible explanations.

One says this is the first Ladder in a long time they had zero motivation to play, arguing that Season 15's item changes simply are not significant enough to justify another full reset.

Another points toward changes that have made Non-Ladder more attractive.

And another simply says:

EU looked alive enough yesterday.

Welcome to population analysis without population numbers.

There Are Actually Signs That Plenty of People Are Playing

A separate forum discussion from the Season 15 launch weekend paints a very different picture.

One European player checked the Ladder rankings shortly after launch and found themselves around rank 9,791 after killing a single monster in the standard Expansion Softcore Ladder.

By the following day, the same player reported more than 11,000 characters having reached at least level 2 in that specific European Ladder category.

They also posted ranking information suggesting very substantial activity in the separate Reign of the Warlock Ladder.

Those numbers cannot be converted directly into unique players.

One person can create multiple characters.

Different regions, Hardcore, Softcore, Expansion, Pre-Expansion and Reign of the Warlock split the audience into separate pools.

And Blizzard does not currently publish a convenient live counter showing exactly how many individual people are playing Diablo II: Resurrected.

But they do make one thing clear:

Season 15 is not literally empty.

The Playerbase Is More Fragmented Than It Used to Be

This may explain part of the perception.

Modern Diablo II is no longer one simple online population.

You can play:

  • Pre-Expansion Ladder
  • Pre-Expansion Hardcore Ladder
  • Lord of Destruction-style Ladder
  • Hardcore Ladder
  • Reign of the Warlock Ladder
  • Reign of the Warlock Hardcore Ladder
  • Non-Ladder versions of those eras
  • Offline

Then split all of that between regions.

A healthy total population can therefore still produce a surprisingly quiet-looking public game list in one particular mode.

And Diablo II players increasingly do not need public games for ordinary progression.

Many farm solo.

Others play with established groups.

Public games concentrate around familiar activities such as Tristram runs, Tomb runs, Chaos Sanctuary and Baal.

A quieter lobby does not necessarily mean nobody is playing.

Sometimes it means everybody is somewhere else killing Mephisto alone.

Non-Ladder Has Become Much More Attractive

This is perhaps the strongest explanation offered in the current discussion.

Historically, Ladder had a very obvious advantage.

Fresh economy.

Fresh leaderboard.

Exclusive items.

Exclusive Runewords.

If you wanted the newest toys, you restarted.

That distinction has softened.

Season 15 just moved eight former Ladder-only Runewords into Non-Ladder, including Cure, Bulwark, Metamorphosis, Ground, Temper and Hearth.

Reign of the Warlock has also given permanent characters considerably more long-term progression to pursue.

For someone sitting on years of equipment, perfect bases, crafted gear and high-level characters, the question becomes reasonable:

Why throw all of that away again?

Season 15’s New Items May Not Be Enough of a Hook

Blizzard did make balance and item changes for Patch 3.3.

Several Uniques and Set items were redesigned.

There are Terror Zone adjustments.

Sunder farming changed.

And Warlock received another round of fixes.

But there is no new class.

No new Act.

No enormous new endgame system.

No equivalent of Reign of the Warlock's original surprise.

For some players, that is fine.

Ladder itself is the content.

The joy is racing through Normal, Nightmare and Hell with nothing.

A cracked sash feels useful again.

A Spirit sword feels exciting again.

Someone finds the first Shako and briefly becomes a regional economic power.

But for players who recently performed that entire journey, another reset needs a stronger reason.

The Timing May Be Working Against Blizzard

Another criticism is simply that players are not ready to restart.

One forum response argues that Diablo II is a slower-progression game than Diablo IV, yet its seasons are beginning to feel similarly frequent.

That matters more now that Reign of the Warlock has expanded the amount of long-term progression available.

A player may still be developing their Non-Ladder Chronicle.

Still hunting Colossal Ancients.

Still trying new Warlock builds.

Still collecting the expansion's newer chase items.

Then Ladder appears and says:

Excellent work. Please delete your wealth and begin with a club.

There is a particular kind of Diablo player for whom that sentence is irresistible.

Not everyone is that player every three or four months.

Patch 3.3 Also Hit One of Warlock’s Popular Builds

Season 15 did not arrive without controversy either.

Patch 3.3 corrected an unintended damage bonus on Bind Demon.

Blizzard calls it a bug fix.

Players running dedicated Demon Summoners call it something rather more dramatic.

As we covered in our look at the Bind Demon changes in Patch 3.3, some summoners are reporting enormous practical damage losses against endgame targets.

That does not determine the health of Ladder.

But it does mean some Warlock players entered the new season with their planned build suddenly looking less attractive.

Likewise, Blizzard changed Sunder Charm farming for Season 15, reducing the value of the Magic Find route while pushing players more heavily toward Heralds.

Season 15 contains changes.

The debate is whether they are changes people wanted badly enough to restart for.

BlizzCon Is Sitting in the Background of This Entire Discussion

There is another elephant in the Blood Moor.

BlizzCon is approaching.

Multiple players in the current discussions say they are waiting to see what Blizzard announces before investing heavily in another Ladder.

That makes sense after Reign of the Warlock.

Before that expansion, expecting substantial new Diablo II content would have sounded optimistic.

Now Blizzard has proved it is willing to build new classes, systems and items for a game originally released in 2000.

That changes expectations.

If players believe another significant announcement could be weeks away, some will naturally stay on their established characters until they know what comes next.

Diablo II Has Always Had a Population That Comes and Goes

This is also worth remembering whenever another “Is Diablo II dead?” thread appears.

The game has been doing this for more than two decades.

Players disappear.

A Ladder resets.

They return.

A major patch arrives.

They return.

A new Diablo game launches.

They disappear.

Someone mentions Diablo II at dinner.

Three weeks later they are farming Ancient Tunnels at 2 a.m.

It is a remarkably difficult game to permanently stop playing.

Season 15 May Have a Motivation Problem, Not a Population Crisis

That is probably the fairest conclusion this early.

There is simply not enough reliable data to claim Diablo II: Resurrected has suffered some enormous Season 15 population collapse.

The current evidence is anecdotal and contradictory.

Some players see quiet public games.

Others report active European servers.

Ladder rankings already contain thousands upon thousands of characters.

And the community remains fragmented across multiple game eras, difficulties and regions.

But the complaints still tell us something useful.

A Ladder reset works best when players desperately want an excuse to begin again.

Season 15 seems to have some players asking why they should.

That is a different problem.

And perhaps a more interesting one for Blizzard.

Diablo II does not necessarily need more people.

It may need to make starting naked in the Rogue Encampment for the fifteenth time feel irresistible again.

Sources

Diablo II: Resurrected Forums: Lowest Population I Have Ever Seen

Diablo II: Resurrected Forums: How Many Players Are Playing the Game?

Blizzard: Diablo II: Resurrected Ladder Season 15 and Patch 3.3

```

Diablo 4’s Secret Cow Level Quest Has a Nasty Soft-Lock Problem


Diablo players spent decades insisting there is no Cow Level.

Diablo IV has apparently found a new way to preserve the tradition.

There may be a Cow Level.

You just might not be able to finish unlocking it.

Players working through Diablo IV's elaborate secret Cow Level puzzle are continuing to report problems with the Anger portion of the questline, including Amazon Training items refusing to drop, Mother's Rose failing to appear and progression becoming stuck after seemingly innocent actions such as salvaging the wrong piece of equipment.

The longest-running bug report became active again on August 23.

And because this is a secret Diablo quest involving hidden conditions, unusual drops and very little explanation from the game itself, figuring out whether you have encountered a bug or simply failed one invisible requirement can become an adventure of its own.

The cows may not be the hardest part of the Cow Level.

The Anger Step Requires a Full Amazon Training Set

The problematic section revolves around the Anger path.

Players first activate the appropriate Anger ritual, follow its clues and eventually begin collecting pieces of the Amazon Training set from Corrupted Amazons.

The process includes obtaining the Training Helm through the associated training-dummy step and then farming the remaining Amazon equipment.

Once the full set is equipped, players can defeat Vasha the Unbroken, who is supposed to drop the quest item known as Mother's Rose.

That Rose is then used at the Temple of Courage as part of the wider Cow Level puzzle.

At least when everything works.

One Player Salvaged the Boots — And the Drops Stopped

The original bug report describes a Barbarian who successfully collected and equipped all five pieces of Amazon Training gear.

While waiting for Vasha, the player removed the boots because of an inconvenient Fury-draining effect.

Then they returned to town to clear their inventory.

And accidentally salvaged the boots.

Normally that should be annoying but recoverable.

Farm another pair.

Continue the quest.

Instead, the player says Corrupted Amazons completely stopped dropping replacement Training Boots.

They tried resetting the Anger ritual.

They salvaged the remaining Training pieces.

They reread the relevant journal.

They repeated the training-dummy step.

They disabled their Loot Filter.

They cleared multiple areas full of Corrupted Amazons.

Nothing.

This is generally the point where a secret puzzle stops feeling mysterious and starts feeling personal.

Mother’s Rose Is Another Failure Point

Even players who successfully rebuild the entire Amazon Training set can encounter the next problem.

Vasha sometimes does not drop Mother's Rose.

Reports have continued through August on both PC and console.

One PlayStation player reported on August 20 that they had the complete five-piece set equipped, repeatedly killed the required Amazon elite and still received no Rose.

Trying alternative characters did not help.

Repeating earlier steps did not help.

Even temporarily abandoning Anger and working on another portion of the Cow Level mystery failed to solve it for that player.

Other affected players describe spending hours repeating the same sequence.

Which is thematically appropriate.

The step is called Anger.

A New Workaround Suggests the Killing Blow May Matter

There is, however, a particularly interesting new player-discovered workaround.

On August 23, a player who had been stuck across two separate characters reported finally getting Mother's Rose to drop after changing one thing:

they removed anything capable of stealing the killing blow.

That meant dismissing the Mercenary.

Removing the Reinforcement.

Disabling summons.

Then personally landing the killing blow on Vasha.

Mother's Rose dropped.

The player's partner reportedly tried the same method and also succeeded.

That does not prove the killing blow is the underlying cause of every Mother's Rose failure.

We are dealing with a community workaround, not a Blizzard-confirmed mechanic.

But if you have the full Amazon Training set equipped and Vasha repeatedly refuses to cooperate, it is one of the easiest things worth trying.

There is another useful detail:

Mother's Rose reportedly appears at the player's feet rather than inside Vasha's normal loot pile.

So check the ground carefully before assuming it failed again.

Other Players Have Fixed It by Resetting the Entire Anger Sequence

The killing-blow method is not the only workaround players report.

Another commonly successful sequence is:

  • Salvage every Amazon Training piece you currently have
  • Reactivate the Anger ritual
  • Read the relevant journal again
  • Hit the training dummy until the Amazon Training Helm drops
  • Equip each Training item as you refarm the full set
  • Keep the complete set equipped when fighting Vasha

Several players say this forced the quest state to recognise their progress again.

One August player reported destroying all the quest equipment, restarting the sequence and then equipping each new piece immediately as it dropped.

Vasha finally dropped Mother's Rose.

Another player fixed the issue by completing a different Cow Level sin first, then returning to Anger and repeating the sequence.

There is also an August 17 report where switching equipment through the Armory before re-equipping the complete Training set appeared to trigger a successful Rose drop.

None of these methods works for everyone.

Which is precisely the problem.

Using an Alt May Actually Make Things Worse

Creating another character sounds like the obvious solution to a broken quest state.

But players have discovered another complication.

Parts of the secret Cow Level progression may need to remain on the same character.

The original bug reporter eventually managed to obtain Mother's Rose using a Warlock after failing on the Barbarian.

They transferred the Rose through the stash.

The Barbarian then tried to use it at the appropriate brazier.

Nothing happened.

The Warlock could activate the brazier.

That suggests simply farming the missing item on another character and transferring it may not preserve all the hidden progression flags associated with the quest.

Again, Blizzard has not publicly documented the exact hidden-state rules.

But based on the current reports, the safest approach is to complete each major branch on the same character whenever possible.

The Brazier Can Become Another Dead End

Mother's Rose is not necessarily the end of the trouble.

Some players report reaching the Signal Brazier at the Temple of Courage only to find it non-interactable.

Others have seen the Rose consumed without the expected follow-up behaving correctly.

That creates several possible failure points inside one branch:

  • Training Helm does not drop
  • Amazon Training set stops progressing
  • A salvaged piece cannot be reacquired
  • Mother's Rose does not drop
  • Mother's Rose works only on the character that earned it
  • The brazier refuses to activate
  • The brazier consumes the item without advancing correctly

There are secret quests.

Then there are secret QA departments.

Blizzard Has Not Publicly Confirmed a Fix

The main PC bug report has now passed 1,000 views and remained active as recently as August 23.

Separate Mother's Rose reports have appeared on both PC and PlayStation this month.

We could not find a Blizzard response confirming a cause or a permanent fix for the Anger soft-lock.

That means the workarounds remain entirely community-driven.

If you are currently progressing the Cow Level mystery, there are therefore a few sensible precautions:

  • Do not salvage Amazon Training items until Anger is completely finished.
  • Keep all five pieces equipped when fighting Vasha.
  • Try to complete the entire Anger branch on one character.
  • If Mother's Rose refuses to drop, remove Mercenary, Reinforcement and summons and personally land the killing blow.
  • If progression appears completely stuck, resetting the Anger ritual and refarming the entire Training set has worked for some players.

None of those guarantees success.

But they are considerably better than repeatedly killing Amazons for four hours while questioning every decision that brought you here.

The Secret Cow Level Is Becoming Almost Too Diablo

There is something wonderfully appropriate about Diablo IV's Cow Level mystery being this complicated.

The original Secret Cow Level grew from rumours, obscure rituals and players insisting something existed long before Blizzard openly acknowledged the joke.

Diablo IV has taken that spirit and apparently added hidden quest flags, salvaging hazards and a boss who may care who personally delivers the killing blow.

The mystery is fun.

The bugs are less charming.

A secret quest can ask players to solve strange clues.

It can make them hunt obscure equipment.

It can absolutely make them perform ridiculous rituals in pursuit of cows.

But once the player has solved the puzzle correctly, the game should probably let them continue.

There is a difference between:

There is no Cow Level.

And:

There is a Cow Level, but you accidentally salvaged its boots.

Sources

Diablo IV Forums: Cow Level Anger Step Soft-Locked

Diablo IV Forums: Mother's Rose Not Dropping During Anger Quest

Diablo IV Forums: Mother's Rose and Cow Level Problem

Diablo IV Forums: Amazon Cow Level Problem

```

Diablo 4 Players Say Royal Gem Salvage Is Still Losing Materials


Diablo IV has already fixed a bug where salvaging expensive high-tier Gems returned fewer fragments than intended.

Apparently the Jeweler may not have received the memo.

A long-running Diablo IV bug report became active again on August 23 after more players reported Royal Gems apparently disappearing or returning far fewer Gem Fragments than expected when salvaged.

One player says they salvaged six Royal Rubies and initially appeared to receive enough materials for only two of them.

Then they left the Jeweler.

When they returned, the game showed even fewer craftable Gems.

Another player claims to have salvaged 140 Royal Sapphires purchased from a vendor before discovering that most of the expected fragments were missing.

There is one important complication:

some of what players are seeing may be caused by Diablo IV's confusing Gem crafting interface rather than fragments literally vanishing.

Either way, something about the system is making players understandably nervous about putting months of shiny rocks into the salvage window.

The Latest Report Came on August 23

The original bug thread dates back to early July.

At the time, one player reported salvaging stacks of ten Royal Rubies, Royal Skulls and Royal Diamonds.

Instead of receiving what they believed should have been the full equivalent in Gem Fragments, they said the game credited only enough for roughly one Gem from each stack.

Other players quickly reported similar behaviour.

One PS5 player said they experienced the same problem.

Another reported salvaging 60 Royal Gems and receiving effectively nothing useful back.

Then came the fresh August 23 report.

The player says:

Six Royal Rubies went in.

Materials equivalent to roughly two appeared to come back.

They left the Jeweler and returned.

The number of Gems the interface said they could craft dropped again.

That is not the sort of magic trick anyone visits a Jeweler for.

Blizzard Already Fixed a High-Tier Gem Salvage Bug in June

This makes the situation particularly interesting because Blizzard has already acknowledged a very similar problem.

Patch 3.1.0, released on June 30, specifically included this fix:

Fixed an issue where salvaging high-tier Gems returned fewer fragments than intended.

That means high-tier Gem salvage definitely has had a documented bug during the current Diablo IV era.

If the August reports represent the same underlying problem, it may have returned.

If they represent something different, the Gem system has managed to invent a sequel remarkably quickly.

But There Is a Big Catch: Crafting Requires More Than Gem Fragments

This is where we need to be careful.

A player looking at the Jeweler does not necessarily see a direct display of how many Gems their fragments alone can produce.

Crafting high-tier Gems also requires other materials.

Grand Gems, for example, require Gem Fragments alongside Forgotten Souls and Gold.

That means the number displayed as craftable can suddenly fall because you are short on Forgotten Souls or Gold even if your Gem Fragment total is correct.

One player responding to the August 23 reports argues that this is exactly what is happening.

And there is precedent for the confusion.

An earlier July thread began with a player convinced that salvaging ten Royal Rubies had failed.

After checking the numbers more carefully, they discovered that the fragments were actually present.

They simply did not have enough Forgotten Souls to craft the Grand Gem they wanted.

The thread title was eventually changed to:

“Nope just me being stupid!”

Diablo IV itemisation occasionally provides its own fact-checking service.

Not Every Report Can Be Explained That Easily

That does not mean every complaint should be dismissed as user error.

Several players specifically say they watched their Gem Fragment totals, rather than merely the Jeweler's craftable-item number.

One player spent several days tracking their fragments after noticing unusual changes.

They reported cases where salvaging Gems failed to increase the stored fragment total at all.

They later saw the numbers behave normally again, only for the apparent totals to drop after crafting another Gem.

The behaviour appeared inconsistent rather than simply being a fixed salvage ratio.

That makes the current bug difficult to diagnose from player reports alone.

There may be multiple things happening:

  • A genuine Gem Fragment accounting bug
  • A regression of the previously fixed high-tier salvage issue
  • Confusing crafting limits caused by Forgotten Souls or Gold
  • UI values failing to update correctly
  • Or some combination of the above

None of those options inspires tremendous confidence before salvaging a stack of Royal Gems.

Royal Gems Are Too Expensive for Players to Experiment Casually

The frustration makes sense because these are not Chipped Gems picked up while leveling.

Royal and Grand Gems represent substantial resource investment.

Players farm Gem Fragments across Nightmare Dungeons, Helltides, Infernal Hordes and other endgame activities.

Higher-tier crafting also consumes Gold and Forgotten Souls that compete with Diablo IV's numerous other crafting systems.

Losing even a handful of Royal Gems hurts.

Losing dozens is exactly the sort of event that makes someone stop testing whether the bug still exists.

One July player explicitly said they refused to salvage additional Royal Gems until they knew the system had been fixed.

That remains fairly sensible advice today.

The Safest Approach Is to Test One Gem First

Until Blizzard clarifies the latest reports, players planning a large conversion should probably avoid dropping an entire stack into the Jeweler at once.

If you need to salvage Royal Gems:

  • Check your exact Gem Fragment total first
  • Check your Gold and Forgotten Souls
  • Salvage a single Gem
  • Verify the fragment total changed correctly
  • Leave and reopen the Jeweler to make sure the value persists
  • Only then consider salvaging a larger stack

That will also help distinguish a real fragment-loss bug from the UI simply telling you that another crafting material is missing.

And if the fragment number itself genuinely decreases or fails to increase, screenshots or video showing the before-and-after totals would be particularly useful in Blizzard's bug report forum.

There Is No New Fix Listed Yet

Blizzard's latest live patch, 3.1.3 from August 12, contains fixes for classes, War Plans and several encounters.

It does not list another Gem salvage fix.

So the June 30 correction remains the latest official acknowledgement we could find regarding high-tier Gem salvage.

The August 23 reports therefore leave us with an awkward situation.

Blizzard says the old problem was fixed.

Some players say they are still losing materials.

Other players say the crafting interface is simply misleading them.

The difference matters enormously when a stack of Royal Gems is sitting in the salvage window.

For now, the most sensible strategy may be the least exciting one:

count everything before pressing the button.

The demons are allowed to steal your loot.

The Jeweler probably shouldn't.

Sources

Diablo IV Forums: Gem Bug — No Mats After Destroy

Diablo IV Forums: Gem Salvage Still Broken?

Diablo IV Forums: Gems Disappearing From Inventory

Blizzard: Diablo IV Patch Notes

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Sunday, 23 August 2026

Diablo 4 Players Say War Plans Are Making Alts Feel Like Work


Diablo IV gives players twelve classes to experiment with.

War Plans are apparently making some of them wonder whether one is enough.

A fresh round of community discussion is once again asking Blizzard to make War Plan progression account-wide, with players arguing that rebuilding the system from scratch on every alt turns what should be an exciting new character into another endgame checklist.

One player summed up the problem this weekend after looking at a stash full of gear they could use on alternative characters.

They wanted to make more characters.

Then they remembered they would have to progress another War Plan.

The enthusiasm disappeared.

That does not mean everyone wants War Plans shared.

Some players actually like having another progression system to develop separately on each character.

And Blizzard itself has already acknowledged the debate.

The studio says it is investigating moving War Plan progression away from being purely per-character.

For now, however, every alt still gets its own paperwork.

War Plans Were Supposed to Give Diablo 4 Endgame More Structure

War Plans arrived with Lord of Hatred as one of Diablo IV's biggest endgame overhauls.

The basic idea is genuinely good.

Instead of repeatedly choosing unrelated activities from across Sanctuary, players create chains incorporating things such as:

  • Nightmare Dungeons
  • Helltides
  • The Undercity
  • Lair Bosses
  • Infernal Hordes
  • The Pit

Completing activities progresses their respective War Plan trees, unlocking modifiers and rewards that make those parts of the endgame more interesting or lucrative.

Blizzard originally described War Plans as a way to create a playlist of activities while targeting the rewards you actually want.

On a first character, that gives the endgame another progression layer.

You are not merely running Helltides.

You are improving what Helltides can become.

You are not merely clearing Nightmare Dungeons.

You are building toward stronger versions of that activity.

The problem appears when the player creates character number two.

Your Alt Starts With None of That Progress

War Plan progression currently belongs to the individual character rather than being shared across the seasonal account.

That means a player can spend a substantial amount of time developing activity trees on their main, create an alt and discover that their shiny new Barbarian, Sorcerer or Warlock has none of it.

The gear can be waiting in the stash.

Gold is waiting.

Materials are waiting.

Paragon progression has account-wide elements.

But the War Plan?

Back to work.

This complaint has existed since the system launched, but it is resurfacing again in August as players approach the later parts of Season 14 and begin considering additional characters.

A new August 22 discussion calls account-wide War Plan points essential and argues that repeating the entire grind on multiple characters simply does not feel worthwhile.

Another player responded that the system is currently “single handedly preventing any motivation to play an alt.”

That is one person's experience rather than a universal verdict.

But similar posts have been appearing for months.

Players Say They Are Finishing Characters Before Finishing War Plans

One of the more interesting complaints is not simply that War Plans take time.

It is that character progression can move faster than War Plan progression.

Players report reaching the point where a build is geared, functional and approaching the end of its seasonal journey while several War Plan trees remain unfinished.

That creates an odd incentive.

You have finished building the character you wanted.

You now want to try another class.

But the game asks you to remain on the first character long enough to finish progression systems whose rewards you may barely need anymore.

Or start again on the alt.

One current forum response argues that many War Plan nodes are simply not attractive enough to justify that repeated grind.

That player said they would not mind rebuilding War Plans on alts if every point felt exciting.

At the moment, they do not even consider completing every tree worthwhile on the main.

That may be the more fundamental problem.

The grind is easier to tolerate when the destination is irresistible.

Blizzard Has Already Made War Plans Faster

Blizzard is not ignoring the system.

Recent updates increased War Plan Activity XP scaling at higher Torment difficulties.

Infernal Hordes received increased base Activity XP.

Helltide objectives were reworked.

New War Plan options were added for Helltides and Escalating Nightmares.

Patch 3.1 also introduced Party War Plan synchronization.

A group can now generate the same War Plan board and share objectives and progression while playing together.

That is a substantial quality-of-life improvement.

It also makes the alt problem slightly stranger.

Four different players can coordinate one War Plan.

Two characters belonging to the same player cannot share their progression.

Sanctuary believes strongly in teamwork.

Just apparently not with yourself.

Blizzard Says It Is Investigating Account-Wide Progression

The important part is that Blizzard has already acknowledged exactly what players are asking for.

During the June 23 developer Q&A, Lead Systems Designer Art Peshkov was asked whether War Plans could become account-wide.

The answer was essentially:

Blizzard is investigating it.

The team specifically mentioned potentially making War Plan progression work per partition, similar to Paragon, rather than purely per hero.

That would potentially allow Seasonal characters to share progression with other Seasonal characters while keeping Eternal, Hardcore and other partitions separate where appropriate.

Blizzard did not announce a release date.

It did not promise the change for Season 15.

And as of August 23, War Plans remain character-specific.

But this is no longer merely a community wishlist item Blizzard has never discussed.

The developers know.

The question is what implementation they eventually choose.

Not Everyone Wants Fully Shared War Plans

There is a legitimate argument against simply making everything account-wide.

An alt that inherits every completed progression system risks having surprisingly little left to do.

Diablo IV already makes subsequent characters considerably easier to establish than the first.

Your stash can contain powerful equipment.

Materials and currencies are available.

Various account progression systems have already been completed.

If the alt also arrives with every War Plan activity tree finished, some players argue that another piece of character progression disappears.

One current discussion suggests a better compromise:

do not share the progression completely — add a substantial catch-up bonus.

If your main has heavily developed War Plans, every later character could gain War Plan Activity XP much faster until they approach that level.

The alt still develops its own board.

It simply does not need to repeat the original grind at full speed.

That is probably the most interesting middle ground.

Shared Points Could Be Better Than Shared Builds

Another compromise appears repeatedly in the current discussions:

share the points, not the selected nodes.

That distinction solves several problems.

A Sorcerer may want very different activities from a Barbarian.

Your main might be built around Pit pushing.

Your alt might need Nightmare Dungeons for Glyph progression.

A third character might want Infernal Hordes.

If every character inherited exactly the same configured War Plan, account-wide progression could actually remove flexibility.

Instead, Blizzard could make earned activity progression account-wide while allowing each hero to spend or configure those points independently.

That keeps character identity.

It removes duplicate grinding.

And it would still allow War Plans to function as actual plans rather than a permanent account-wide template.

There Is Another Problem: Players Want More Choice Over the Activities

The account-wide debate is now merging with another long-running War Plan complaint.

Players want more control over which activities appear.

War Plans are supposed to encourage players to diversify their endgame routine.

That is intentional.

If Blizzard allowed everyone to select only their favourite activity every time, the system could quickly become:

Run the mathematically best thing forever.

Which Diablo players are perfectly capable of doing without assistance.

But forcing an activity someone actively dislikes creates the opposite problem.

Several players say they simply stop engaging with a War Plan when it asks them to perform too many activities they do not enjoy.

That is particularly noticeable on alts.

A fresh alt may desperately need Glyph progression.

The player therefore wants the Pit or Nightmare Dungeons.

The War Plan decides it is time for something else.

Technically, that creates variety.

Emotionally, it creates chores.

The Best Version May Be Incentives Rather Than Restrictions

One of the better proposals from the latest discussion would let players assemble more of their own War Plan while using rewards to encourage variety.

Blizzard could still highlight certain activities with:

  • Better reward tiers
  • Bonus War Plan XP
  • Higher chances of special rewards
  • Temporary activity bonuses

Players could therefore run whatever they actually want.

Choosing a more varied plan would simply be more profitable.

That is fundamentally different from saying:

You are doing Infernal Hordes now because the board said so.

Choice plus incentives generally feels better than restriction plus rewards.

Diablo 4 Already Has Enough Reasons to Make Alts

This is why the current criticism matters beyond War Plans themselves.

Diablo IV has become increasingly alt-friendly in other areas.

There are more classes.

More build-defining Uniques.

More ways to transfer useful gear between characters.

And Season 15 is already forcing players to reconsider class choices through another major round of balance changes.

We have recently seen Warlock PTR builds producing completely absurd Season 15 damage numbers, while other classes are receiving substantial changes of their own.

That naturally makes players want to experiment.

Maybe the main is finished.

Maybe another class suddenly looks interesting.

Maybe a perfect item drops for something you are not currently playing.

Maybe your stash contains a ridiculous 4GA base, assuming you can resist letting Transfiguration turn it into a permanent life lesson.

Those are exactly the moments when an ARPG should make creating another character irresistible.

A progression system should not be the thing that makes you decide against it.

War Plans May Be Solving the First-Character Problem Twice

War Plans make a lot of sense on the first character of a season.

The endgame needs structure.

It needs long-term progression.

It needs reasons to rotate between activities.

War Plans provide all three.

The question is whether the second character needs the same lesson.

The player already learned how War Plans work.

They already completed the progression.

They already demonstrated willingness to run the activities.

Repeating all of it does not necessarily create another meaningful journey.

Sometimes repetition is progression.

Sometimes repetition is just repetition.

Blizzard Already Has Several Ways to Fix This

The good news is that none of the proposed solutions requires removing War Plans.

The system itself has plenty of potential.

Blizzard could:

  • Make War Plan progression account-wide within each seasonal partition
  • Share earned points while keeping each character's node choices separate
  • Add a large catch-up multiplier for alts
  • Let completed War Plans generate account-wide XP tomes for other characters
  • Give players more control over activity selection
  • Make every War Plan node valuable enough that rebuilding genuinely feels rewarding

Any of those could preserve the system without asking someone with four characters to complete effectively the same progression four times.

Blizzard has already said it is investigating the problem.

That makes this less a question of whether the feedback has been heard.

It has.

Now players are waiting to see what Blizzard does with it.

An Alt Should Feel Like a New Character, Not a New Shift at Work

Diablo is built around starting again.

New seasons.

New characters.

New builds.

New items that suddenly make you want to level a class you ignored for six months.

Repetition is fundamental to the genre.

But good repetition gives you a different experience the second time.

A Sorcerer should not feel like a Barbarian.

A Warlock should not feel like a Rogue.

Leveling a new build should change how you approach Sanctuary.

Grinding the same War Plan progression again?

That part feels considerably more familiar.

War Plans were created to give Diablo IV's endgame more purpose.

If players are avoiding alts because they cannot face doing those War Plans again, the system may have succeeded slightly too well.

The first character needed an endgame plan.

The fifth probably just wants to kill demons.

Sources

Diablo IV Forums: How to “fix” Warplans

Diablo IV Forums: Shared War Plans

Diablo IV Forums: Account-Wide Progression vs Activity Choice

Diablo IV Developer Update Q&A Notes: Account-Wide War Plans

Blizzard: Season of Death Awakening — War Plan Updates

Blizzard: Lord of Hatred — War Plans Explained

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