Monday, 5 October 2026

Diablo 4 Players Found a Secret Horadrim Boss Fight Hidden Behind Three Lucky Coins


Diablo IV Season 15 has reached the stage where finding a strange coin is probably more exciting than finding a Mythic Unique.

Players have now completed another enormous hidden quest chain, this time connecting secrets spread across the base game, Vessel of Hatred and Lord of Hatred. The reward is a completely hidden encounter called the Horadrim Council, where players fight Echoes of Lorath, Neyrelle and Donan together.

And naturally, opening the encounter requires three mysterious pieces of jewellery, several obscure environmental conditions, four players killing monsters simultaneously and, at one point, waiting exactly 24 hours beside a pillow.

Season 15 remains committed to normal behaviour.

The Original Lucky Coin Starts the Chain

The first step actually predates Season 15. The original Lucky Coin can drop from special corpses created by large demons in the open world, but players need a sufficiently high Lucky Hit Chance while under the effect of a Greed Shrine.

Once the coin drops, take it to the Wishing Well in The Downs, Scosglen. Throwing it inside normally grants the Well-Wisher title, but the secret goes considerably deeper.

If five different classes throw Lucky Coins into the well, it can produce the Ring of Misfortune. Players do not necessarily need five separate people, since one participant can remain at the well while another swaps between different classes.

That sort of deliberately obscure ritual fits Season 15 rather well. We have already watched Wirt's Lucky Coin open the hidden Uber Tristram encounter, while Liquid Rainbow quietly leads players back into Whimsyshire. At this point, throwing apparently useless objects into suspicious scenery has become a legitimate Diablo IV endgame strategy.

The Luckier Coin Requires Following a Rat for Seven Minutes

The second item is the appropriately named Luckier Coin.

This one is found in Nahantu. Players must destroy certain outdoor containers while under the effect of a Blasting Shrine. That can spawn a rat, which then has to be followed for up to seven minutes and nine seconds.

Eventually the rat explodes and drops the Luckier Coin.

Because of course it does.

Take that coin south-west of the Samuk waypoint and interact with a Moss-covered Grave. The coin is consumed and rewards the Ring of the Jinx, the second piece of jewellery needed for the final encounter.

The Luckiest Coin Is Where Things Become Completely Unreasonable

The third step requires Lord of Hatred's Skovos region.

Four specific rare Elites appear around Skartara. A group of four players must kill all four within a few seconds of each other. If everything is timed correctly, the Luckiest Coin drops at the locations.

Then you take the coin to southern Temis and place it inside a pillow near The Aegoye dungeon.

And wait.

Exactly 24 hours later, a two-minute window opens where the same pillow can be looted for the Amulet of Dark Omens.

Miss the window and you get to experience one of Diablo's lesser-known endgame mechanics: regret.

The Ring of Misfortune, Ring of the Jinx and Amulet of Dark Omens complete the set.

Equip All Three and Visit Lorath's House

With all three jewellery pieces equipped, return to Lorath's old house in the Fractured Peaks.

A previously unavailable portal called Echo of the Damned appears.

Entering it leads to the Horadrim Council encounter, where players fight Echo of Lorath, Echo of Neyrelle and Echo of Donan.

It is another example of Season 15 using familiar characters in deliberately non-canonical anniversary encounters rather than pretending everybody involved has suddenly returned from the dead. The season has already done something similar with its returning Prime Evils and classic memories, turning Diablo's history into a gigantic supernatural museum where most of the exhibits are trying to kill you.

Defeating the Horadrim Council rewards another mysterious item: the Horadric Coin.

And this is where the secret currently stops.

Nobody Knows What the Horadric Coin Does Yet

The full purpose of the Horadric Coin has not yet been solved.

That should sound extremely familiar.

Season 15 repeatedly gives players an item before explaining why they should care. We saw exactly that pattern when Annihilus appeared before players understood how to summon Uber Diablo, and the Hellfire Torch followed the same basic pattern before the Uber Tristram chain was solved.

So selling the Horadric Coin because it apparently does nothing would be an unusually brave decision.

Keep it.

Season 15 has taught us that much.

A coin becomes a ring.

A rat becomes a quest objective.

A pillow becomes a 24-hour timer.

And three pieces of cursed jewellery summon the ghosts of the Horadrim.

Whatever the Horadric Coin does next, somebody is almost certainly standing beside an innocent-looking piece of furniture trying to feed it money.

Diablo 4 Season 15 Can Level an Alt to 70 With Two Whisper Caches


Diablo IV has traditionally handled alternate characters with the subtle efficiency of making you do almost everything again while wearing a different pair of trousers.

Season 15 is rather more generous.

Thanks to the current Gift of the Tree event, stronger Whisper Cache experience and the Wisdom of Whispers War Plan bonus, players are reporting that a fresh character can go from level 1 to level 70 after opening as few as two high-Torment Whisper Caches.

There are a few important conditions involved, so two caches should not be treated as an absolute guarantee. But properly prepared, this is currently one of the fastest ways to create a level 70 alt in Diablo IV.

Farm the Caches on Your Main Character

The basic trick is wonderfully simple. Use your strongest character to complete Whispers at the highest Torment difficulty you can comfortably farm, claim the Whisper Caches, place them in your stash and then open them on the new character.

Whisper Caches contain Experience Orbs, and Season 15 made those considerably stronger. As we covered when looking at the Season 15 Torment XP and cache buffs, high-Torment Whisper rewards now produce additional Experience Orbs on top of the general increase to endgame experience.

The difficulty where the cache was earned matters. Community testing shows that Torment XII caches provide dramatically more experience than caches collected at lower Torment levels.

So do not farm two caches on a character barely surviving Torment II and then angrily demand to know why your new Barbarian is level 34.

Use Wisdom of Whispers Before Opening Anything

The second important piece is the Tree of Whispers War Plan.

Wisdom of Whispers increases the Experience Orbs found inside Whisper Caches by 50%. Because Season 15 made War Plan progression account-wide within compatible character partitions, your new alt can immediately spend the progression already earned by your main.

Configure the alt's War Plan before opening the caches.

This is easy to forget because the progression is shared but individual War Plan layouts are not. Your level 1 character inherits the available points, not your main character's exact configuration.

Failing to activate Wisdom of Whispers first means leaving a very large chunk of free experience sitting on the table.

Gift of the Tree Makes the Method Ridiculous

The final ingredient is the current Gift of the Tree event, which runs until October 7.

During the event, opening a Whisper reward can produce additional Gift of the Tree caches. We have seen this event before, and previously looked at whether Gift of the Tree was actually worth farming. In Season 15 the answer becomes considerably easier when those additional caches are being opened by a level 1 character.

Players farming high-Torment caches with Wisdom of Whispers active are reporting that one strong cache can push a fresh character into the 60s. Opening the additional Gift caches can then finish the journey to level 70 almost immediately.

Others need two or three normal caches depending on difficulty, cache quality and available bonuses. The important point is not that exactly two boxes contain a magical fixed amount of experience.

The point is that the old leveling grind has almost disappeared.

Do This Before October 7

If you have been thinking about trying another Season 15 class, this is probably the moment.

Farm several high-Torment Whisper Caches on your main. Put them in the stash. Create the new character. Configure Wisdom of Whispers. Then open the caches and collect every Experience Orb.

Even after Gift of the Tree ends, Whisper Cache leveling should remain extremely strong because the underlying Season 15 XP buffs are permanent for the season. You will simply need more caches without the extra Gift rewards.

That makes the current event less of an entirely unique trick and more of an extremely efficient window.

Earlier in Season 15, the Tree of Whispers briefly became so broken that players could not claim rewards at all.

Three weeks later, it can level a character from 1 to 70 before that character has had time to develop a personality.

Progress.

Diablo 4’s Bell of the Bovine Can Skip the Secret Sheep Level Grind


Diablo IV Season 15 has somehow turned cows into a progression system. There is a Secret Cow Level, a Cow King, a Bovine Sanctum, Moophisto, an entire set of cow cosmetics and, because apparently livestock was not complicated enough, a Secret Sheep Level hiding behind the same chain of increasingly suspicious farm animals.

Fortunately, players have now found a much faster way through one of the most annoying parts of that process. The key is Bell of the Bovine, the amulet that can once again drop from Moophisto after Blizzard fixed the Divine Bovine's broken loot table. Its Lucky Hit effect can summon an exploding cow, and those summoned cows count toward the hidden cow kills required for the early Secret Cow Level quest items.

In other words, you can manufacture your own cows.

Bell of the Bovine Turns Normal Enemies Into Cow Progress

The original hidden quest requires players to kill cows in three different regions until three special items eventually drop: Musty Tome in Scosglen, Intricate Metallic Fragment in Dry Steppes and Bloody Wooden Shard in Hawezar. That part of the process can be painfully slow because you are normally dependent on finding and killing actual cows in the correct regions.

Bell of the Bovine changes the equation. Equip the amulet and start attacking ordinary enemies. Its Lucky Hit effect can summon a cow that immediately explodes for Fire damage. More importantly, the game apparently counts that unfortunate temporary cow as a legitimate bovine kill for the hidden quest.

That means a dense combat area can produce cow progress considerably faster than roaming Sanctuary looking for livestock. Helltides are particularly useful because large enemy packs give you more opportunities to trigger the amulet. Considering we just covered how heavily Season 15 can stack Helltide farming systems, adding exploding cows to the process feels almost inevitable.

Farm All Three Hidden Cow Items

Once Bell of the Bovine is equipped, travel to each of the three required regions and keep triggering its effect until the corresponding hidden item drops. Get Musty Tome in Scosglen, move to Dry Steppes for Intricate Metallic Fragment, then head to Hawezar for Bloody Wooden Shard.

When you have all three, take them to the fountain in Ked Bardu and purify them. This allows you to interact with the nearby statues and obtain the Strange Key, which opens the Forlorn Hovel in Scosglen.

This is particularly useful for anyone who has looked at Diablo IV's Cow Level chain and decided that archaeology should probably not be required to fight farm animals. We have already covered players being soft-locked during the Hadopelagic Key portion of the wider cow quest, and Season 15 has continued adding more bovine branches rather than simplifying them.

The Forlorn Hovel Leads to the Secret Sheep Level

Inside the Forlorn Hovel, the cows can provide the Stamina Potion needed for the broader Cow Level questline. But the location also contains the doorway into one of Season 15's stranger discoveries: the Secret Sheep Level.

Interact with the dead sheep inside the Hovel and a portal can appear leading to the Temple of Baaaaaaal, a burning area populated by considerably angrier sheep than the name deserves. Inside, players can find the mysterious Map of the Stars, another deep Diablo reference that has returned as part of Season 15's anniversary obsession.

It fits neatly alongside the season's other hidden content. We have already watched players assemble an entire secret Bovine cosmetic set, while other corners of the season have brought back Whimsyshire and its murderous unicorns. At this point the strangest thing Blizzard could add would probably be a normal dungeon.

Get the Bell From Moophisto First

The obvious catch is that you need Bell of the Bovine before this shortcut becomes useful. With Moophisto's loot now working properly again, the amulet can once more appear among his rewards. Reaching him has also become easier because Season 15 provides an alternative source of the five Prime Ribs required to enter the Bovine Sanctum, meaning players no longer necessarily need to complete the entire Secret Cow Level first.

Once you have the Bell, however, one of the dullest parts of the cow quest becomes considerably faster.

Kill monsters.

Summon exploding cows.

Use those cows to find a secret sheep temple.

Diablo IV made perfect sense once.

Season 15 has successfully corrected that problem.

Sunday, 4 October 2026

Diablo 4 Finally Fixes Moophisto’s Loot and Shuts Down an Elite Farming Exploit

Diablo IV's latest hotfix contains exactly two fixes.

One makes a cow give players their loot again. The other stops players from turning a training room into an industrial Elite monster factory.

Season 15 continues to be magnificent.

Blizzard released Hotfix 1 for Patch 3.2.2 on October 2, fixing Moophisto's broken loot table and shutting down an exploit that allowed players to spawn Elite monsters inside Training Ground dungeons. It is a tiny hotfix on paper, but both changes affect surprisingly useful Season 15 farming methods.

Moophisto Is Dropping Loot Properly Again

The more important fix concerns Moophisto, the Divine Bovine. Blizzard says the boss was not dropping loot as intended, an issue we already mentioned when looking at the Season 15 problems Patch 3.2.2 had failed to resolve.

That was particularly irritating because Moophisto is not an ordinary boss you casually stumble across while looking for the blacksmith. Players must reach the Bovine Sanctum and spend Prime Ribs to summon him. Using those materials only to watch the Divine Bovine collapse without producing his intended rewards made the encounter considerably less divine.

The October 2 hotfix should restore his proper loot table.

Among the special rewards associated with Moophisto are Bell of the Bovine and Udder's Milk, items that had previously appeared during the pre-Season 15 Moophisto event but were reportedly missing from his modern encounter. The fix does not mean those rewards are guaranteed on every kill, only that Moophisto should now be capable of dropping his intended loot again.

That also matters for cosmetic hunters. We previously found that Brisket of the Bovine appears to come from Moophisto, making repeated kills part of Season 15's increasingly elaborate attempt to dress Diablo players as livestock.

The Training Grounds Elite Farm Is Dead

The second fix targets something rather more profitable.

Players had discovered an interaction involving Nemesis Bracers that allowed Elite monsters to be spawned repeatedly inside Training Ground dungeons. Because those Elites could provide loot and seasonal reputation, the Training Grounds stopped functioning purely as a place to test builds and became, briefly, one of Sanctuary's more convenient factories.

Blizzard has now closed that loophole.

The official hotfix notes simply state that players can no longer spawn Elite monsters inside Training Ground dungeons. Anyone using the interaction for repeatable Elite farming will therefore need to return to actual combat zones, where monsters traditionally live.

The Training Grounds have had an oddly eventful life in Diablo IV. They were originally introduced as a safe place to test damage against training dummies, and Blizzard later moved systems such as the Welcome Back Booster there. As we recently covered, even that supposedly simple returning-player feature has produced its own collection of problems.

Adding infinite Elites was perhaps asking too much of the room.

Patch 3.2.2 Is Still Being Repaired

The timing is notable because Patch 3.2.2 itself arrived only days ago with a lengthy collection of Season 15 bug fixes. Blizzard corrected quest progression, Rune interactions, Tower issues and several reward problems, but our original review noted that Moophisto's missing loot was still unresolved.

Now it is fixed.

That is the good news.

The less comforting interpretation is that Season 15 continues receiving fixes for systems that arrived only weeks ago. Hell's Legacy has been packed with secrets, anniversary content and genuinely entertaining discoveries, but it has also produced enough bugs to make every patch note feel slightly provisional.

For Moophisto farmers, though, the important part is simple.

The cow has loot again.

For Training Grounds farmers, the message is equally simple.

Find another cow.

Diablo 4 Season 15’s Helltide Multi-Farm Is Ridiculously Efficient

Diablo IV farming usually begins with a simple question: what do you need?

Gold? Run one activity. Boss materials? Run another. Reputation? Change your War Plan. Soul Splinters? Perhaps consult a spreadsheet, sacrifice a goat and discover that the Splinter you actually wanted dropped somewhere else entirely.

Season 15 has produced a much more attractive alternative. With the correct Helltide and Tree of Whispers setup, players can stack several farming systems on top of each other and turn one small section of Helltide into a conveyor belt of Soul Splinters, reputation, keys, Boss Trophies, Gold, crafting materials and ordinary loot.

The central trick is combining Pandemonium Ruptures with Corrupted Roots while using War Plan nodes that keep adding enemies and rewards to the same patch of Sanctuary.

Find Two Pandemonium Ruptures Close Together

Pandemonium Ruptures can appear inside active Helltide zones and continuously spawn enemies once activated. One is useful. Two sitting close enough together that both can feed the same killing area are considerably better.

The goal is not to wander around Helltide completing unrelated objectives. Find a strong cluster, activate the Ruptures and turn that location into your farm.

This works particularly well with Diablo's seasonal path. As we explained in our Diablo, Baal and Mephisto Splinter guide, Diablo's Splinter of Terror specifically modifies Helltides and Infernal Hordes. Season 15 therefore rewards you for actually building your War Plan around the content you intend to farm rather than simply selecting whatever node sounds least inconvenient.

Add Corrupted Roots to the Same Area

The second part comes from the Tree of Whispers.

Corrupted Roots can appear in Whisper Caches, and planting one attracts additional enemies. With Roots of Power active, those enemies receive increased Monster Power and provide improved Helltide rewards. Headrotten Feast can add bosses, while Grim Retribution, Colossal Foe and Malignant Invasion create further opportunities for ambushes and upgraded Whisper Cache rewards.

Stack that on top of two active Pandemonium Ruptures and the screen begins to resemble somebody accidentally enabled every Diablo event simultaneously.

That is precisely what we want.

Season 15 made this kind of experimentation considerably easier because War Plan progression is now shared across compatible characters. You still configure each character separately, but an alt no longer needs to repeat the entire reputation grind just to access the farming nodes your main character already earned.

Use the Helltide Nodes to Make the Spawn Loop Worse

Several Helltide nodes then push enemy density even further. Tainted Shrines doubles Threat progress from enemies killed while a Shrine buff is active. Hated Foe increases Monster Power for maximum-Threat enemies. Meat Brothers replaces the normal Hellborne ambush with two Butchers, while Hellmouth creates additional enemies through Hellwyrms.

Then it gets silly.

With Writhe and Rot, Hellwyrms continuously produce Maggots and can spawn Pangs of Duriel. Bursting Brood allows those creatures to drop Boss Trophies. The result is a farming loop where killing ordinary enemies creates more enemies, those enemies advance Helltide Threat, Threat creates more dangerous encounters, and several of those encounters can produce completely different reward types.

This is why the method is so efficient. You are not farming one currency quickly.

You are making several reward systems happen in the same place.

Splinter of Lies and Damnation Make It Even Better

The two particularly useful Soul Splinters for this setup are Splinter of Lies and Splinter of Damnation.

Splinter of Lies increases Gold and crafting material drops while also providing 25% bonus experience, although the trade-off leaves your character Weakened and Vulnerable. Splinter of Damnation rewards repeated Elite Pack kills with increased Monster Power and additional experience.

A farm built around endless enemy and Elite spawns is therefore almost comically well suited to both effects.

If you still need specific Soul Splinters rather than general farming efficiency, our Season 15 Soul Splinter, Rune and Gem farming guide covers the Cabochon Merchant route through Kurast Undercity. The Helltide method serves a different purpose. It is the route for players who want to farm almost everything at once rather than target one specific purchase.

The Best Farm Is the One Where Everything Overlaps

The ideal loop is straightforward: enter Helltide, find two nearby Pandemonium Ruptures if possible, plant Corrupted Roots in the same area, activate the appropriate Tree and Helltide War Plan nodes, then keep killing whatever the game throws at you until the screen becomes an accounting problem.

You will accumulate Splinters, seasonal reputation, Whisper rewards, keys, Boss Trophies, crafting materials, Gold and ordinary loot without repeatedly changing activities.

Diablo IV's endgame has spent years giving players more currencies than a small nation.

Season 15 has finally discovered the obvious solution.

Farm all of them at once.

Diablo 4 Has a Faster Way to Unlock the Bovine Sanctum


Diablo IV Season 15 has spent several weeks proving that cows are apparently one of Sanctuary's most complicated forms of endgame content.

Reaching the Secret Cow Level normally means working through one of the game's more elaborate hidden quest chains, defeating the Cow King and then farming enough Prime Ribs to continue toward the Bovine Sanctum and Moophisto. That is perfectly reasonable if your definition of reasonable includes secret relics, suspicious altars and livestock with boss mechanics.

Fortunately, there is a considerably faster route.

Players can obtain five Prime Ribs directly from a quest involving the Butcher in Old Tristram, allowing them to reach the Bovine Sanctum without first farming the Cow King inside the Secret Cow Level.

Start With the Wounded Townsman in Old Tristram

The shortcut begins in Old Tristram, so you still need access to Season 15's recreated version of the original Diablo town. We previously covered the route there while explaining how Old Tristram eventually leads into Uber Tristram and the Hellfire Torch.

Once inside Old Tristram, head toward the Cathedral in the northern part of town. Outside you can find the Wounded Townsman, another wonderfully unpleasant callback to the original Diablo.

Speak to him and pick up the quest to hunt down the Butcher.

The Butcher can be found inside The Labyrinth, Diablo IV's anniversary capstone dungeon in Scosglen. Kill him while completing the quest and the reward includes five Prime Ribs.

Five.

Exactly the number we need.

You Can Skip Farming the Cow King for Your First Five Ribs

Until now, the obvious source for Prime Ribs was the Cow King. He drops them inside Diablo IV's Secret Cow Level, alongside some of the stranger rewards Blizzard has attached to Season 15's enormous bovine conspiracy.

We have already looked at how players are assembling the hidden Bovine cosmetic set, with different pieces scattered across cow-related activities. The Cow King is also responsible for one of Diablo IV's finest joke items, the wonderfully ridiculous Cow King's Crown.

The problem is getting to him.

Diablo IV's Cow Level quest remains unusually complicated, and we have repeatedly covered players becoming soft-locked by the Hadopelagic Key portion of the hidden chain. For anyone stuck there, or simply more interested in Moophisto than solving the entire cow archaeology project first, the Butcher route is far more useful.

Take the Prime Ribs to the Altar of the Heifer

Once you have the five Prime Ribs, travel to Skovos and use the Tyrael's Encampment waypoint. Head east into Celestia until you find the Altar of the Heifer.

Interact with the altar while carrying all five Prime Ribs and you can enter the Bovine Sanctum.

Importantly, this first interaction does not consume the ribs.

Once inside, activate the Bovine Sanctum waypoint immediately. The area includes Bovine versions of a Blacksmith, Jeweler and Occultist, because apparently even supernatural cattle understand that every proper Diablo endgame hub needs crafting services.

North of the waypoint is another Altar of the Heifer. This is where the five Prime Ribs are actually consumed to summon Moophisto, the Divine Bovine.

The Cow Level Is Still Worth Visiting

This shortcut does not make the Secret Cow Level obsolete.

The Cow King still has unique rewards, Prime Ribs remain useful for additional Moophisto summons, and Season 15's broader cow mystery includes cosmetics, secrets and enough historical references to keep Diablo archaeologists occupied for considerably longer than any sensible game about killing demons should manage.

But if your immediate goal is simply reaching the Bovine Sanctum, the Butcher quest provides a much cleaner route.

Go to Old Tristram.

Talk to the Wounded Townsman.

Kill the Butcher.

Take your five Prime Ribs to Skovos.

For once, Diablo IV's secret cow content has become simpler.

We should probably enjoy that while it lasts.

Friday, 2 October 2026

Diablo V Director Says the Right Build Should Beat Any Challenge

How much of an action game should Diablo actually be?

It sounds like a slightly ridiculous question about a series built around hitting demons until increasingly colourful objects fall out of them, but it has become one of the more interesting debates surrounding Diablo V. Path of Exile co-creator Chris Wilson recently questioned whether modern Diablo has drifted too far toward reflexes and moment-to-moment execution, and now Diablo V Senior Game Director Joe Shely has provided a surprisingly clear answer about where Blizzard wants the next game to sit.

Yes, Diablo V will require some player skill.

But the build is supposed to win the fight.

Diablo V Will Be More INT and STR Than DEX

Shely describes Diablo V's combat philosophy using traditional RPG attributes. There will still be what he calls DEX mechanics, meaning positioning, timing and moment-to-moment execution. But overall, Blizzard wants Diablo V to behave more like an INT/STR game, where planning, investment and character construction matter more.

Most importantly, Shely says Blizzard is designing around a fundamental ARPG principle: any challenge should be beatable with the right build.

That matters because Chris Wilson's surprisingly hopeful reaction to Diablo V came with one major reservation. He believes Diablo combat has become increasingly "arcadey" since Diablo III, shifting some of the emphasis away from character preparation and toward the player's ability to dodge, position and react quickly.

There is nothing inherently wrong with action-heavy combat. Diablo IV can feel excellent when movement, attacks and enemy mechanics all click together. The concern is what happens when mechanical execution becomes more important than the collection of skills, equipment and terrible statistical decisions you have spent 80 hours assembling.

Your Build Is Supposed to Be the Solution

Shely's answer suggests Blizzard understands the distinction.

A difficult boss may still require you to move out of something glowing ominously on the floor. You will probably still have to aim attacks, react to enemies and occasionally discover that standing directly underneath a giant demon's axe was not an advanced strategy.

But Diablo V wants character building to remain the actual solution.

That philosophy fits neatly with several other systems Blizzard has already discussed. We know Diablo V wants loot to borrow more ideas from Diablo II, including meaningful stat requirements and stronger item identity. Blizzard is also building a more procedural version of Sanctuary, where revisiting an area may not produce exactly the same layout or situation every time.

Then there is the enormous class roster. Diablo V is planned to launch with more classes than any previous Diablo game has ever contained, which only works if those classes support genuinely different ways of solving problems rather than simply providing different animations for the same dodge-and-attack rhythm.

This Does Not Mean Diablo V Is Becoming Diablo II Again

It is worth keeping expectations under control.

Diablo V is still targeting a Spring 2029 release, and Blizzard has repeatedly stressed that many systems remain early in development. Shely has not revealed how bosses work, how severe movement mechanics will become or whether Diablo V will reduce the sort of level scaling that Wilson has also criticised.

What we have is a design principle rather than a finished combat system.

Still, it is a useful principle.

Diablo has always been at its best when the answer to an impossible encounter is not simply "press dodge better."

Sometimes the answer should be finding a ridiculous sword, rebuilding half your character, discovering an interaction nobody sane would have predicted and returning twenty minutes later to turn the monster into soup.

According to Joe Shely, Diablo V still believes that is what an action RPG should be.

Diablo 4 Accidentally Gave Players Free Cosmetics, and Blizzard Says Keep Them


Diablo IV bugs have deleted rewards, broken quests, confused wardrobes and occasionally sent bosses wandering somewhere they were very clearly not supposed to be.

For once, though, a bug worked in the player's favour.

Shortly after Patch 3.2.2 went live on September 30, some Diablo IV players logged in and discovered cosmetics appearing on their accounts that they had never actually earned or purchased. Blizzard investigated, discovered that the items were being granted unintentionally, fixed the problem and then made the rarest possible live-service decision.

You can keep them.

Blizzard Says the Accidental Cosmetics Will Not Be Removed

Community Manager filthierich confirmed that the problem appeared around the launch of Patch 3.2.2 and caused certain cosmetics to be automatically awarded when affected players logged into Diablo IV. Blizzard has since stopped additional items from being granted, but anyone fortunate enough to receive something before the fix will retain it permanently.

So if you logged in after the patch and wondered why your wardrobe suddenly contained something unfamiliar, congratulations. Sanctuary has finally experienced a loot bug where the appropriate response is not opening a support ticket.

Blizzard's official clarification does not specify exactly which cosmetics were affected, how many players received them or whether every affected account received the same items. The important part is considerably simpler: the grants were accidental, the bug has been fixed, and Blizzard has no plans to claw the cosmetics back.

Diablo 4 Has Been Giving Away Quite a Lot of Clothing Lately

The timing makes the whole thing slightly funnier because Diablo IV has already spent the last few months distributing cosmetics through almost every method imaginable.

In August, players began finding random free cosmetics inside Diablo IV's personalized shop, although those legitimate gifts did not appear for everyone. One player might find a free wand, another a bow, while somebody else received the traditional Blizzard reward of absolutely nothing.

More recently, Game Pass subscribers were offered more than 50 Diablo IV cosmetics after connecting their subscription to Battle.net. Blizzard has also continued filling seasonal tracks, events and promotions with armour sets, weapons, portals and enough decorative skulls to suggest Sanctuary employs an entire department devoted exclusively to accessories.

The Patch 3.2.2 cosmetics are different because nobody was supposed to receive them this way at all.

This Is Probably the Best Kind of Diablo Bug

Patch 3.2.2 itself was mostly a repair job. Blizzard fixed problems with the Season of Hell's Legacy questline, Chamber of Bone rewards, Nihlathak teleporting outside his arena, several Rune interactions and various Tower and UI issues. None of those changes mentioned a surprise wardrobe lottery.

Then players logged in and discovered one anyway.

There is also a sensible reason for Blizzard not to remove the items. Taking cosmetics away from players after they appeared automatically would create considerably more frustration than simply allowing the lucky accounts to keep them, especially when players did nothing to exploit the issue.

It is a refreshingly simple solution.

The bug happened.

Blizzard fixed it.

The people who got free stuff keep the free stuff.

Check Your Wardrobe

Additional accidental grants have now stopped, so repeatedly logging in and out is unlikely to summon free armour through sheer optimism. But if you played around the release of Patch 3.2.2, checking your cosmetic collection may still be worthwhile.

Diablo IV players have spent years arguing about cosmetic prices, Battle Pass rewards and whether older seasonal cosmetics should eventually return.

This time Blizzard found an entirely new distribution model.

Make a mistake.

Give players cosmetics.

And, remarkably, leave everyone happier than before.

Diablo 3 Season 40 Starts Today: Light’s Calling and Angelic Crucibles Return

Diablo III is thirteen years old, has been replaced by Diablo IV, has another sequel officially waiting in 2029, and apparently has absolutely no intention of going quietly.

Season 40 begins today, October 2, at 5:00 PM CEST, bringing back the Light’s Calling seasonal theme and its wonderfully excessive Angelic Crucibles. At this point Diablo III is less a retired game and more that one Nephalem who keeps turning up for work despite nobody being entirely certain who is still paying them.

And honestly, there are worse problems to have.

Angelic Crucibles Are Back

Light’s Calling originally appeared in Season 27, and its central mechanic remains Angelic Crucibles. These consumable items allow players to Sanctify any equippable Legendary item, transforming it into Ancient-level quality while also giving it one of three special class-specific Sanctified Powers at random.

That makes Season 40 considerably more interesting than a simple numerical reset. Sanctified Powers can fundamentally change how familiar builds behave, and they encourage exactly the sort of ridiculous experimentation Diablo III has become very good at during its later life.

Blizzard is no longer pretending these recurring seasons represent enormous new chapters for the game. Diablo III is firmly in its rotating-season era, something we discussed when asking whether Diablo III is still worth playing in 2026. What keeps the system working is that some of those old themes were genuinely fun, and Light’s Calling belongs near the top of that pile.

Season 40 Haedrig’s Gift Sets

As always, completing Chapters II, III and IV of the Season Journey rewards Haedrig’s Gifts containing pieces of a class set. You only get one complete set this way per season across Hardcore and Non-Hardcore, so opening everything on the character you actually want to play remains highly recommended.

  • Barbarian: Horde of the Ninety Savages
  • Crusader: Aegis of Valor
  • Demon Hunter: Gears of Dreadlands
  • Monk: Patterns of Justice
  • Witch Doctor: Mundunugu’s Regalia
  • Wizard: Typhon’s Veil
  • Necromancer: Masquerade of the Burning Carnival

The seasonal Conquests also rotate again, including Speed Demon, Boss Mode, Curses!, Years of War and the challenge to level three Legendary Gems to 65.

Diablo III Somehow Reached Season 40

The number itself deserves a moment.

Season 40.

When Season 38 launched earlier this year, Diablo III already felt like a fascinating survivor from another era of Blizzard. Six months later, we are starting Season 40 while Diablo IV is deep into its own seasonal cycle and Diablo V is officially scheduled for Spring 2029.

Blizzard has increasingly described Diablo as a franchise where older games do not necessarily disappear when the next one arrives. We have already seen that philosophy applied to Diablo IV, with the studio confirming that Diablo IV seasons are expected to continue after Diablo V launches as long as players remain interested.

Diablo III is the evidence that this can actually work.

It no longer receives giant expansions or completely new endgame systems. Instead, Blizzard rotates some of its strongest seasonal ideas back into circulation and gives players another excuse to create a fresh character, rediscover an old build and spend a weekend turning Greater Rifts into brightly coloured particle soup.

Season 40 Begins Today

Blizzard’s official Season 40 preview confirms that Light’s Calling begins today, October 2, with Angelic Crucibles, returning seasonal rewards and the latest Haedrig’s Gift rotation.

There is a new Diablo game coming in three years. Diablo IV is still receiving major seasonal content. Sanctuary currently has considerably more modern ways to consume your free time.

And yet somewhere this evening, thousands of people are going to create another level-one Diablo III character.

Season 40 has arrived.

Apparently Hell still has monsters left.

Thursday, 1 October 2026

Diablo 4 Season 15: How to Turbo Farm Soul Splinters, Runes and Gems

Kurast Undercity has a merchant that can turn spare Gold and crafting materials into one of Season 15’s fastest shortcuts for socketable power.

Diablo 4 Season 15 has created a familiar endgame problem: the game gives you several excellent new toys, then quietly asks whether you have enough time to farm all of them. Soul Splinters are central to the seasonal buildcrafting, Runes matter more than ever, and high-tier Gems can devour resources at a rate normally associated with small infrastructure projects.

There is, however, a remarkably direct shortcut hiding inside Kurast Undercity. With the right War Plan nodes, a Portal Prankster can unlock the Cabochon Merchant after the District Boss. The node description says this merchant sells Runes and Gems for Gold. That is true, but it undersells the interesting part: the current shop can also stock Soul Splinters, and the inventory can be refreshed. If your account already has a healthy pile of Gold and crafting materials, this becomes less of a normal farming route and more of a controlled shopping spree.

The Cabochon Merchant can stock Soul Splinters alongside Runes and Gems. Lesser Soul Splinters shown here cost 400,000 Gold each.

The Cabochon Merchant can stock Soul Splinters alongside Runes and Gems. Lesser Soul Splinters shown here cost 400,000 Gold each.

1. Unlock the two War Plan nodes that make the farm possible

The loop starts in the Undercity War Plan tree. You want Gutter Filth and Bauble Day. Season 15 finally made War Plan progression much friendlier for alt-heavy accounts, and our guide to the account-wide War Plans change explains how that progression is shared. The important thing here is that the character you are using still needs the correct Undercity setup.

Gutter Filth gives every Beacon activation inside the Undercity a small chance to summon a Portal Prankster. That means Beacons are no longer merely part of the Attunement route. They are lottery tickets with legs. Hit as many as you reasonably can, and when the goblin appears, stop pretending the timer is your biggest problem and kill it before it escapes.

Gutter Filth gives Beacon activations a chance to summon a Portal Prankster. This is the node that creates the opportunity.

Gutter Filth gives Beacon activations a chance to summon a Portal Prankster. This is the node that creates the opportunity.

Bauble Day is the second half of the machine. If you kill a Portal Prankster during the run, the Cabochon Merchant appears after the District Boss. That merchant sells Runes and Gems for Gold. We have already covered how War Plans can turn Kurast Undercity into a loot machine, but for this route the merchant is the real prize.

Bauble Day makes the Cabochon Merchant appear after the District Boss when a Portal Prankster has been killed during the run.

Bauble Day makes the Cabochon Merchant appear after the District Boss when a Portal Prankster has been killed during the run.

2. Run the Undercity for Beacons, not sightseeing

Once the two nodes are active, the actual run is simple. Enter Kurast Undercity, keep moving, activate Beacons, and watch for a Portal Prankster. The goblin behaves like a Treasure Goblin with an advanced degree in being irritating: it can move through portals and waste precious seconds if your build lacks burst damage or mobility. A fast speed-farming setup is therefore ideal. You do not need to kill every demon that expresses an interest in your personal space. You need enough time, enough Attunement to make the run worthwhile, and the goblin dead.

After killing the Portal Prankster, finish the District Boss. The Cabochon Merchant will then be available, and that is when the run changes from dungeon farming into economics. If the Prankster never appears, there is no merchant trigger to cash in at the end, so the whole method is naturally streaky. The advantage is that each successful appearance can be squeezed for far more than one purchase.

3. Buy Soul Splinters first when the price is absurdly good

The most striking item in the shop is the Soul Splinter. The current inventory shown during testing offered Lesser Splinters for just 400,000 Gold each. For an established endgame character, that is barely money. It is especially attractive when you need several copies for upgrading or simply want to test different seasonal trade-offs without farming the exact drop again.

That matters because Season 15’s Splinters are not generic stat sticks. Some completely change how a build behaves, and the choice of Diablo, Baal or Mephisto and their associated seasonal paths can push you toward different endgame activities. The Cabochon Merchant does not replace the entire seasonal progression system, but it is an excellent way to fill gaps in the socketable part of your setup.

Do not assume every merchant inventory will look identical. Stock is randomized, and that is precisely why refreshes matter. The useful rule is simple: when a Splinter you actually want appears for pocket-change Gold, buy it. Diablo has offered considerably worse investment opportunities.

4. Use Rune prices as a target farm, not an excuse to buy everything

Runes occupy the middle ground between wonderfully cheap and 'perhaps we should consult the accountant.' Current merchant stock demonstrates several price bands: some Runes appear at around 500,000 Gold, others at 5 million, and high-end examples can reach 50 million. The exact value depends on what the shop rolls, so the best use of the merchant is targeted purchasing rather than clearing the shelves because they are there.

Rune prices can vary dramatically by tier. This stock shows examples at 500,000, 5 million and 50 million Gold.

Rune prices can vary dramatically by tier. This stock shows examples at 500,000, 5 million and 50 million Gold.

Season 15 also gave Runes a second life through the hidden Diablo II-style recipes inside the Horadric Cube. If you are hunting a specific combination, the merchant can save an enormous amount of random drop farming. Our guide to Season 15’s hidden Diablo II Runewords covers why familiar names such as Tal, Eth and Jah suddenly matter in a very different way.

5. Gems are the Gold sink, so buy with a purpose

Gems are where the Cabochon Merchant stops pretending to be charitable. The current pricing ladder shown in the shop is brutally clear: a Flawless Gem can cost around 5 million Gold, Royal Gems around 50 million, and Grand Gems around 500 million. That is not a farming method for a fresh seasonal character. It is a conversion tool for accounts sitting on billions and wondering what the pile is actually for.

The Gem ladder gets expensive quickly: Flawless examples at 5 million Gold, Royal Gems at 50 million and Grand Gems at 500 million.

The Gem ladder gets expensive quickly: Flawless examples at 5 million Gold, Royal Gems at 50 million and Grand Gems at 500 million.

Still, there are situations where that price makes sense. High-end Gems have become a major part of character power, and we have already looked at how filling top-end Gem slots can become its own endgame grind. If the only thing separating your build from the next upgrade is one Gem and your Gold reserve resembles a telephone number, buying the problem away is perfectly rational.

The wrong approach is buying expensive Gems merely because the merchant finally appeared. The right approach is arriving with a shopping list. Know the Gem type and tier you need before you start rerolling. Sanctuary already contains enough gambling without turning grocery shopping into another one.

6. The first refresh is cheap. The next ones are paid in Forgotten Souls

The merchant’s inventory can be refreshed. The first refresh is the pleasant one: you get a free reroll of the stock. After that, additional restocks cost 666 Forgotten Souls each. At that point the bottleneck stops being Gold and becomes one of Diablo 4’s most useful crafting materials.

This is why the farm can feel spectacular for a well-stocked account and terrible for a character still trying to fund basic enchanting. Forgotten Souls are used elsewhere, so repeatedly throwing 666 of them at the merchant is not free just because no Gold leaves the wallet. Use the free refresh every time. Use paid refreshes only when you are actively targeting something valuable enough to justify them.

7. Convert Baleful Fragments into Forgotten Souls when you need more rerolls

There is one useful pressure valve. At the Alchemist, Baleful Fragments can be transmuted into Forgotten Souls. The current recipe converts 100 Baleful Fragments into 10 Forgotten Souls and charges 250,000 Gold. This lets you turn a large stockpile of Baleful Fragments into more merchant refreshes instead of simply waiting for Souls to accumulate naturally.

At the Alchemist, 100 Baleful Fragments can be converted into 10 Forgotten Souls for 250,000 Gold.

At the Alchemist, 100 Baleful Fragments can be converted into 10 Forgotten Souls for 250,000 Gold.

The numbers also show why you should not treat paid rerolls casually. Starting from zero Forgotten Souls, one 666-Soul merchant refresh requires 67 transmutations to get at least 666 Souls. That consumes roughly 6,700 Baleful Fragments and 16.75 million Gold before you have bought a single item from the new stock. It is a useful conversion, not a licence to mash the Restock button until your materials file for bankruptcy.

8. Farm Forgotten Souls from the activities you already run

The better long-term plan is to collect Forgotten Souls as part of normal endgame play and reserve conversion for emergencies. The material tooltip itself lists several sources: salvaging Ancestral equipment, Salvage Spoils from War Plans, Legion Events, Tortured Gifts in Helltides, Tree of Whispers caches, Infernal Hordes and Kurast Undercity. In other words, you do not need a separate full-time career in Forgotten Soul production.

Forgotten Souls come from multiple endgame sources, including salvaging Ancestral gear, War Plans, Helltides, Whispers, Infernal Hordes and Kurast Undercity.

Forgotten Souls come from multiple endgame sources, including salvaging Ancestral gear, War Plans, Helltides, Whispers, Infernal Hordes and Kurast Undercity.

That makes this merchant route fit naturally into the broader endgame instead of replacing it. Diablo 4 now has so many overlapping activities that almost every endgame road eventually feeds another progression system. Here, the elegant loop is to earn Souls and Baleful Fragments while doing the things you already wanted to do, then spend those reserves only when the Cabochon Merchant gives you a genuine shortcut.

9. The best farming loop

For most endgame players, the efficient version looks like this: set the Undercity War Plan to include Gutter Filth and Bauble Day, enter with a fast build, activate Beacons aggressively, kill the Portal Prankster when it appears, finish the District Boss, buy any useful Soul Splinters, Runes or Gems, use the free stock refresh, and only then decide whether a 666-Forgotten-Soul reroll is worth the price. When Souls run low, rebuild them through normal endgame play or convert excess Baleful Fragments at the Alchemist.

1. Unlock Gutter Filth in the Undercity War Plan.

2. Unlock Bauble Day so a killed Portal Prankster can summon the Cabochon Merchant after the boss.

3. Activate as many Beacons as practical during the run.

4. Kill the Portal Prankster before it escapes.

5. Defeat the District Boss and open the merchant.

6. Prioritize cheap Soul Splinters and specific Runes you actually need.

7. Treat high-tier Gems as deliberate Gold sinks, not impulse purchases.

8. Always use the free stock refresh.

9. Spend 666 Forgotten Souls on extra restocks only when the target is worth it.

10. Convert 100 Baleful Fragments into 10 Forgotten Souls at the Alchemist when necessary.

The real trick is knowing when to stop

This farm is powerful because it converts resources you can control into rewards that are normally random. Gold becomes Runes and Gems. Gold plus Forgotten Souls becomes repeated chances at better shop stock. Baleful Fragments can become more Forgotten Souls. The whole thing is very Diablo: kill monsters, collect several currencies, feed them into increasingly suspicious machines, and eventually emerge with the exact purple rock you wanted.

But the farm is at its best when used surgically. If you need one Rune, a handful of Soul Splinters, or a specific high-tier Gem, the Cabochon Merchant can be one of Season 15’s fastest shortcuts. If you are simply refreshing because the button exists, the merchant will happily convert a week of crafting materials into a valuable lesson about self-control.

Two Weeks Into Diablo 4 Season 15, Warlock Still Rules the Tower

Two weeks ago, Diablo 4 Season 15 launched with one fairly obvious question hanging over it.

Did Blizzard actually fix the Warlock?

During the PTR, the class was producing numbers that looked less like damage and more like somebody had accidentally pasted a bank account into the combat log. We covered Warlock builds reportedly hitting 80,000 trillion damage, and by early September we were already asking whether Warlock might completely dominate Season 15.

At the time, there was an important disclaimer: it was the PTR. Numbers could change. Bugs could be fixed. Blizzard still had time to adjust the class before millions of players were allowed near it.

Well, we have live data now.

The Warlock is still ridiculous.

1,000 Warlocks Have Already Cleared Tower 150

The current Tower leaderboard paints a fairly brutal picture. All 1,000 players displayed on the Warlock leaderboard have cleared Tower Tier 150. That means clearing the highest listed Tower tier is no longer enough to make you unusual among serious Warlock players. It is effectively the entry requirement for appearing on the leaderboard at all.

Blazing Scream is the main culprit. The build that looked terrifying during testing has survived into the live season as the defining Warlock setup, combining enormous damage with enough consistency to make Tower 150 look considerably less frightening than Blizzard probably intended.

This is not completely surprising. Our Season 15 PTR review already highlighted the enormous gap between competitive builds, and Warlock was the clearest example. What is surprising is how much of that gap survived the journey from test server to live game.

Paladin Is Still Looking Up at Tier 150

Then there is Paladin.

At the time of the latest leaderboard review, Paladin remained the only class without a Tower 150 clear. The top three Paladins had reached Tier 148, and every single top-20 clear was using Shield of Retribution.

That last part may actually be the more worrying statistic.

We already looked at Blizzard's attempts to improve the class when Judgement received double single-target damage for Season 15. Paladin also received broader scaling improvements, yet the live leaderboard suggests those changes have not produced the same range of competitive endgame options enjoyed by some other classes.

Season 15 even removed some possibilities before launch, including Paladin's ability to use X'Fal's Corroded Signet, which becomes particularly interesting now that Damage over Time has become one of the season's defining mechanics.

Season 15 Is Becoming the Season of Damage Over Time

Warlock is not the only class telling us something interesting about the current meta.

Sorcerer has dozens of Tower 150 clears, with Firewall and Burning effects playing a major role. Druid's strongest pushes revolve heavily around Rabies. Rogue's Penetrating Shot builds are using Poison Imbuement. Spiritborn's leading Stinger setups are also built around Poison.

The common language is Damage over Time.

Season 15 introduced new ways for DoT effects to scale, including Deadly Strike mechanics and powerful interactions with seasonal systems. The result is a leaderboard where poison, burning and other lingering damage effects keep appearing wherever players are pushing the absolute limit.

Warlock simply appears to have received the largest flamethrower.

The PTR Warning Was Correct

This is the interesting part.

Back in August, it would have been easy to dismiss Warlock's absurd PTR numbers as exactly what a test realm is supposed to uncover. Players find broken interactions, Blizzard collects the data, numbers are adjusted and everyone starts again on launch day.

Except the basic prediction survived.

Warlock entered Season 15 enormously powerful. Blazing Scream became the dominant build. Tower 150 clears multiplied until the entire visible Warlock leaderboard was filled with them, while Paladin still had not crossed the same finish line.

Blizzard did not necessarily need every class to perform identically. Diablo has never worked that way, and perfect balance would probably be considerably less entertaining than players imagine.

But there is a difference between having a strongest class and having 1,000 Warlocks sitting at Tower 150 while another class is still trying to reach it once.

We asked before launch whether Season 15 would become the season of Warlock.

Two weeks later, the Tower has supplied its answer.

Diablo Immortal Is Under EU Consumer Protection Scrutiny Over Virtual Currency and Game Design


Diablo Immortal has spent four years developing increasingly elaborate ways to separate demons from their limbs and players from their Eternal Orbs. Now some of those systems are receiving attention from European consumer authorities. The EU's Consumer Protection Cooperation Network has confirmed that it launched a coordinated action against Microsoft and Activision Blizzard earlier in 2026 covering both Diablo Immortal and Call of Duty Mobile.

This is not a fine, a court ruling or a declaration that Diablo Immortal has broken EU law. The process is still at the dialogue stage. But the list of practices being examined is broad enough to make this considerably more interesting than another argument about whether one cosmetic costs too much.

Virtual Currency Is Only Part of the Investigation

The CPC Network says its concerns include the use and sale of in-game virtual currencies, collection of consumer data, potentially addictive game design, preselected parental-control settings, direct exhortations to children, insufficient information before purchases and unilateral blocking of gaming accounts.

That is an unusually wide net. Diablo Immortal's economy has always relied heavily on virtual currencies, bundles and layered purchasing systems, but European authorities are not looking only at the price of Eternal Orbs. They are examining how players are presented with purchases, how vulnerable consumers are treated and whether the structure surrounding those transactions complies with EU consumer law.

The timing is particularly interesting because Diablo Immortal has just launched its large Spawn collaboration. As we covered in our look at the divide between the Spawn event's free content and premium cosmetics, much of the actual crossover is free while the full Crimson Cloak cosmetic sits inside a Phantom Market and Lil' Violator appears in a separate bundle.

That does not automatically make either system illegal.

It does make the broader discussion about how games communicate prices considerably less theoretical.

The EU Wants Virtual Currency Prices to Be Clearer

The CPC Network has already published broader principles for virtual currencies in games. Its position is that players should receive clear and transparent pricing information, including information that makes the real-world cost of digital content understandable before a purchase is made.

That sounds simple until you remember how many games place an intermediate currency between your credit card and the object you actually want. A skin does not cost €17. It costs 1,700 Shiny Demon Coins, which arrive in bundles of 1,250 or 2,600 because apparently arithmetic is now part of the endgame.

The EU's principles specifically warn against practices that obscure the cost of digital content or effectively force consumers to purchase more virtual currency than they need.

Diablo Immortal is hardly alone here. The CPC Network announced new coordinated actions against several other game companies on September 30, covering titles including Minecraft, Valorant, Clash of Clans and Candy Crush Saga. The wider message is therefore aimed at the industry rather than Diablo specifically.

Children and Addictive Design Are Also Part of the Conversation

The investigation becomes more serious once it moves beyond price presentation. The CPC Network's Diablo Immortal action also lists potentially addictive design and practices affecting children among its concerns.

European regulators have increasingly focused on systems that use urgency, repeated prompts, reward loops or other design techniques capable of influencing spending behaviour, particularly when younger players are involved. The EU's broader consumer policy work now treats those questions as part of digital fairness rather than simply leaving them to parental judgement.

Again, that does not mean the CPC Network has concluded Diablo Immortal deliberately exploits players. It means those systems are among the issues being discussed with Microsoft and Activision Blizzard.

Diablo Immortal Has Also Been Improving Its Less Commercial Systems

It would be equally misleading to reduce

Diablo 5 Says the Right Build Should Beat Any Challenge, Not Just Fast Reflexes

Diablo V is going to have dodging, positioning and all the other moment-to-moment decisions modern action RPGs have taught us to expect. But Blizzard has now drawn a surprisingly clear line around what it does not want the game to become. According to Senior Game Director Joe Shely, Diablo V should fundamentally be a game where planning your character, investing in the right systems and building intelligently matter more than possessing the reflexes of a caffeinated teenager.

Shely described Diablo V as having some “DEX” mechanics, meaning moment-to-moment execution, but said the game will ultimately be much more of an “INT/STR game” built around planning and investment. More importantly, he spelled out what Blizzard considers a core rule for the genre: any challenge should be beatable with the right build.

That is one sentence, but it tells us an awful lot about what Blizzard thinks Diablo V is supposed to be.

Diablo V Is Not Supposed to Be a Reflex Test

The timing is particularly interesting because Path of Exile co-creator Chris Wilson recently raised almost exactly this concern. Wilson said he was cautiously optimistic about Diablo V, but worried that the series had increasingly moved toward a more arcade-like style where player dexterity mattered more than the RPG machinery underneath. We covered Wilson's surprisingly hopeful reaction to Diablo V, including his enthusiasm for the game's darker presentation and more traditional inventory ideas.

Shely did not directly name Wilson in his statement, so this should not be treated as an official back-and-forth between the two developers. But the design philosophy he described addresses the same question almost perfectly.

You should still need to move out of the fire.

You just should not need to become Elden Lord before Diablo lets you finish the campaign.

The Build Is Supposed to Be the Answer

The important part is not that Diablo V will contain less action. It is that Blizzard apparently wants character construction to remain the primary way players solve problems. If a boss is destroying you, the answer might be better resistances, different skill interactions, another weapon, a redesigned passive setup or simply more investment into the character.

That fits remarkably well with what Blizzard has already revealed about Diablo V's attempt to make loot feel more like Diablo II. Items are supposed to have stronger visual and mechanical identities, Sets and Runewords are returning, and Blizzard has even experimented with old-fashioned stat requirements. None of those systems matter very much if every difficult encounter ultimately boils down to whether the player can press dodge at precisely the correct millisecond.

The RPG needs to be allowed to win occasionally.

That Does Not Mean Standing Still and Holding One Button

There is an obvious opposite danger here. Diablo II fans sometimes romanticize older combat to the point where one could imagine Diablo V consisting entirely of spreadsheet preparation followed by a character standing in one spot while Hell politely explodes around them.

That is not what Shely said either.

Diablo V will still contain those DEX elements. Positioning, reacting to enemy attacks and making decisions during combat remain part of the formula. The difference appears to be one of balance. Execution can improve how well you perform, but Blizzard does not want execution to replace the character-building game underneath it.

That distinction could become particularly important if Diablo V really does succeed in making character progression feel meaningful again. A world only feels dangerous if your decisions about equipment, skills and preparation visibly change how dangerous it is.

This Is Starting to Look Like a Pattern

Individually, Blizzard's Diablo V comments can look like disconnected design notes. Put them together, however, and a fairly coherent picture is beginning to appear.

We have a game where the world itself is supposed to tell stories through its ruins and survivors. We have loot moving back toward stronger identities. We have progression being reconsidered. We have more playable classes planned than any previous Diablo game. And now Blizzard is saying that the correct build should be capable of overcoming every challenge.

None of this guarantees Diablo V will suddenly become Diablo II wearing a very expensive 2029 coat. The game is still years away, and design philosophies have a habit of encountering production schedules, balance patches and millions of players doing things developers never anticipated.

But the language matters.

Blizzard is not describing Diablo V as an action game with some RPG systems attached. It is describing an ARPG where the build remains the machine at the center of everything.

You can still dodge the demon.

But apparently, the real victory

Diablo 4’s Annihilus Mystery Is Finally Cracked: Uber Diablo Walks the Earth


For almost two weeks, Diablo IV players have known that Annihilus exists somewhere inside Season 15. We found the item in the data. We found a hidden Stone of Jordan salvage counter. We found references to Uber Diablo and the wonderfully familiar warning “Diablo Walks the Earth.” What nobody could do was make the thing actually happen. That changed on September 30. Players are now encountering Uber Diablo immediately after World Boss kills, and when the Lord of Terror goes down, he drops the long-missing Annihilus.

The Season 15 mystery is therefore half solved in the most Diablo II way imaginable.

We finally know who has Annihilus.

We still do not know what makes him show up.

“Diablo Walks the Earth” Is Finally Happening in the Live Game

The first wave of confirmed reports arrived after World Boss encounters on September 30. Players defeated bosses such as Azmodan, received the message “Diablo Walks the Earth”, and then watched Uber Diablo appear directly afterward.

Killing him produced Annihilus as a Unique Seal.

More reports quickly followed. One player initially failed to get Uber Diablo after a World Boss, then successfully spawned him after a later kill. Others reported Annihilus dropping on different Torment levels, including Torment VII, which tells us this is not simply a Torment XII reward reserved for the absolute top end.

That finally confirms the central theory behind our original Annihilus investigation. The Season 15 item was not unused data or an unfinished reward waiting for some future patch.

Uber Diablo really was standing behind the curtain.

World Bosses Are Involved, but They Are Not the Whole Trigger

This is where things remain interesting.

A World Boss kill appears to provide the opportunity for Uber Diablo to spawn, but it does not guarantee him. Several players have killed the same World Boss during the same general period and received nothing unusual afterward. Others immediately saw “Diablo Walks the Earth.”

So the recipe is not simply:

Kill World Boss. Receive Diablo. Collect Annihilus.

Something else appears to determine whether the Uber Diablo event fires.

And that brings us straight back to the biggest clue we found last week.

The Stone of Jordan Counter Is Suddenly Even More Suspicious

Datamining previously revealed that Diablo IV secretly records how many Stones of Jordan an individual character has salvaged. That was already almost impossible to ignore because Diablo II tied Uber Diablo directly to players sacrificing Stones of Jordan.

Now we know Uber Diablo genuinely exists in the live game.

That makes the hidden counter considerably more interesting.

We still cannot say that salvaging Stone of Jordan triggers him. Players have encountered Uber Diablo without being able to identify anything unusual they personally did beforehand, and some reports suggest another player in the World Boss group may have satisfied whatever requirement matters.

One player even said they were wearing Stone of Jordan “just to be safe,” which is excellent Diablo science but unfortunately not yet peer-reviewed.

The possibility of a shared trigger also fits the old Diablo II joke rather nicely. Diablo Clone was never purely an individual event. Enough Stone of Jordan sales across the relevant server eventually caused him to invade games and announce that Diablo walked the earth.

Season 15 may be doing something spiritually similar without copying the original mechanic exactly.

Annihilus Is Exactly as Ridiculous as We Expected

The reward explains why people have been chasing this secret so aggressively.

Annihilus is not merely a nostalgia trophy. Diablo IV's version is a Unique Horadric Seal capable of rolling enormous universal bonuses, including up to +10 to All Skills, alongside All Stats, resistance and bonus experience.

Those bonuses echo the original Diablo II Annihilus while translating the item into Season 15's Talisman system.

In practical terms, it is the kind of drop that causes a build planner to stop whatever it was doing and quietly open another spreadsheet.

Players are already discovering the next layer of the problem: Annihilus can roll with Set bonuses that may not match the build you are actually playing. So even after solving one of Season 15's largest mysteries, Diablo has thoughtfully preserved the traditional endgame question:

Excellent item.

Wrong version.

The September 30 Patch May Have Enabled the Encounter

The timing is difficult to ignore. Confirmed Annihilus drops began appearing after the September 30 update, and players on Blizzard's forums immediately wondered whether the patch silently enabled Uber Diablo.

There is no Annihilus or Uber Diablo line in the published Patch 3.2.2 notes.

That does not mean nothing changed server-side. Season 15 has already relied heavily on hidden content, undisclosed triggers and systems Blizzard deliberately chose not to explain. Quietly enabling the final major anniversary secret would be entirely consistent with the season's philosophy.

For now, the safest wording is that Annihilus began dropping after the update.

Whether the patch itself unlocked the encounter has not been officially confirmed.

Season 15’s Secret Checklist Just Lost Its Biggest Question Mark

Our Season 15 secret checklist has spent most of September accumulating increasingly strange discoveries. Hidden Runewords led to Diablo II equipment. Wirt's Lucky Coin opened Uber Tristram. Ogden handed out a guaranteed Harlequin Crest. Mefishto required fishing equipment because apparently somebody at Blizzard had been waiting thirty years to make that joke.

Annihilus remained the big unresolved item.

Not anymore.

We now know the final step of the chain:

Uber Diablo drops Annihilus.

What remains is discovering how Season 15 decides when Uber Diablo gets invited to the World Boss afterparty.

Do Not Salvage Your Entire Stone of Jordan Collection Yet

That warning from our previous article still stands.

The hidden SoJ salvage counter is more suspicious than ever, but nobody has yet demonstrated a reproducible sequence such as “salvage ten Stones of Jordan, kill the next World Boss and Uber Diablo appears.”

Until somebody can repeat the process deliberately, destroying valuable rings remains an experiment rather than a guide.

We finally have Annihilus.

We finally have Uber Diablo.

We finally have “Diablo Walks the Earth” appearing in actual live games rather than datamined text.

Now Season 15 has one last trick left to explain.

What, exactly, makes Diablo start walking?

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