Monday, 17 August 2026

Diablo Immortal Player Says a 10,960-Orb Dye Setup Won’t Actually Change Colors


Diablo Immortal recently added proper dye customization to Temptation’s End.

One player says they have now discovered an unfortunate limitation.

The colors refuse to change.

A new Android bug report says the player unlocked every available dye option for the Temptation’s End cosmetic, including the variable color controls, only to find that the outfit continues displaying its default appearance regardless of which colors are selected.

The player estimates the complete dye setup cost 10,960 Eternal Orbs for that cosmetic.

That is a great deal of premium currency for a color picker currently behaving like a decorative button.

Blizzard Added Temptation’s End Dyeing on August 12

The dye system arrived with Diablo Immortal’s August 12 update.

Blizzard officially added color customization for both Temptation’s End and the Temptation’s End Collector’s Edition, allowing players to unlock expanded color options for 4,500 Eternal Orbs.

We covered that initial price in our look at Diablo Immortal’s new 4,500-Orb dye customization system.

That 4,500-Orb figure is the feature unlock Blizzard advertises.

The player behind the new bug report says continuing to unlock the full range of dye options, including the variable color bar, brought the total to 10,960 Orbs per cosmetic.

And after doing that, Temptation’s End apparently remained exactly the same color.

No Matter Which Color Is Selected, It Stays Default

The report was filed on August 16 by a player using a Samsung Galaxy S26 Ultra running Diablo Immortal version 5.0.0.

Diablo 4 Lowered the Skovos Requirement — Some Players Still Can’t Get the Mount


Diablo 4 fixed one of Skovos' most irritating exploration problems.

Then apparently forgot about some of the players who had already finished it.

The No Island Unturned achievement originally asked players to discover 67 areas in Skovos. Unfortunately, many players reached 65/67 and discovered there did not appear to be another two areas to find.

The requirement has since been changed to 65/65.

Problem solved.

Except players who had already explored those 65 areas before the change say the achievement can remain stuck at Not Started, preventing the associated Amazonian Charge mount from unlocking.

The Original Problem Was 65/67

The main bug report dates back to July 5.

The player had fully explored Skovos on Eternal Softcore and then repeated the process on Eternal Hardcore.

Both times, the map stopped at 65/67.

After Diablo 4 changed the requirement to 65/65, the exploration counter correctly updated.

The achievement did not.

The player says No Island Unturned remained incomplete despite the map now showing full exploration, which also meant the Amazonian Charge reward never arrived.

Other players immediately reported the same thing.

One described the challenge as showing Not Started despite all of Skovos being visible.

Another confirmed the problem still existed on July 17 after completing the regions during the earlier 65/67 bug.

65/65 Apparently Isn’t Enough for Some Accounts

A separate Technical Support report from July 29 describes the same situation in even simpler terms:

Exploration Progress: 65/65.

No Island Unturned: incomplete.

The player had also completed the Lord of Hatred campaign on both Softcore and Hardcore and said exploration was the only remaining challenge preventing full completion.

By August 17, the issue was still being reported.

One player said they had 65/65 on both Softcore and Hardcore before the fix and still had not received retroactive credit.

That makes the current problem less about discovering Skovos.

Players already did that.

The game just needs to notice.

The Likely Problem Is Retroactive Progress

Players have developed a fairly convincing theory.

If you discovered the 65 valid Skovos areas after the requirement changed, the final area can trigger the achievement normally.

If your account already had all 65 areas discovered beforehand, there may be no new exploration event left to trigger the achievement check.

That would explain why some players can reach 65/65 and receive the mount while others remain permanently stuck despite displaying the exact same number.

Blizzard has not publicly confirmed that technical explanation, so it remains a community diagnosis rather than an official cause.

The Community Workaround Is Not Especially Convenient

One workaround suggested by players is completing Skovos exploration on a fresh realm state, particularly Hardcore if the player has not already explored it there.

The idea is simple:

Start with fewer than 65 discovered areas.

Reach 65/65 naturally.

Let the final discovery trigger the achievement.

That has reportedly worked for some players.

It is less helpful for people who already explored Skovos on both Softcore and Hardcore before Blizzard changed the requirement.

Those players have effectively run out of fresh maps to complete.

That is an impressive achievement in itself.

Unfortunately it does not come with the mount.

The Amazonian Charge Is the Part Players Actually Care About

Achievement completion is nice.

The Amazonian Charge is nicer.

The mount is tied to No Island Unturned, which means this is not merely a challenge counter displaying the wrong percentage.

Players are being prevented from receiving a cosmetic reward attached to completing the exploration requirement.

That puts the bug in the same irritating category as several progression problems we have covered recently.

Some Eternal characters still cannot skip the Lord of Hatred campaign despite completing it elsewhere.

Players are still reporting that the Secret Cow Level quest can soft-lock during the Anger step.

And groups reaching Ultimate Nemesis can still finish the fight without everyone receiving the expected loot.

Different systems.

Same sentence:

I did the thing. Where is my reward?

Skovos May Have Another Tracking Problem Too

There is another fresh Skovos-related report from August 17.

One Eternal player says their Skovos World Event Master progress is stuck at 93/100 even after repeatedly killing the Skovos World Boss enough times that they believe the count should have reached 100.

That is currently only a single report, so there is no reason to assume the two problems share the same cause.

But it is another example of Skovos progression apparently not always registering the activity happening directly in front of it.

Season 14 Has Had a Strange Collection of Tracking Bugs

Diablo 4 is currently carrying several bugs where the underlying action seems to work while the progression or stat attached to it does not.

We recently covered a Block Chance problem where Greater Affixes and Masterworking reportedly leave the stat unchanged.

And today we looked at a Transfiguration report where a near-perfect amulet became Unmodifiable without any visible reward.

That is what makes No Island Unturned particularly frustrating.

There is no mystery about whether the player completed the requirement.

The game itself says:

65/65.

Blizzard Needs a Retroactive Check

Players affected by the old 65/67 state are asking Blizzard for a backend or retroactive progression check that recognizes accounts already sitting at 65/65 and grants the missing achievement and reward.

That sounds like the cleanest solution if the community diagnosis is correct.

Do not ask players to rediscover an area that is already discovered.

Do not ask them to create another character.

Do not ask them to explore an island for the third time.

Just look at the counter.

65.

Out of 65.

There are more complicated mathematical problems in Diablo 4.

This probably should not be one of them.

Sources

Diablo IV Forums: No Island Unturned Achievement and Amazonian Charge Mount Not Granted After Skovos Requirement Update

Diablo IV Forums: Unable to Complete No Island Unturned Achievement Despite 65/65 Exploration

Diablo IV Forums: World Boss Kills in Skovos Are Not Being Counted in Eternal

Diablo 4 Players Are Still Getting Locked Out of the Secret Cow Level Quest


Diablo has spent almost thirty years insisting that there is no cow level.

Diablo 4 has apparently found a new way to preserve the tradition.

There may be a cow level.

You just might not be allowed to reach it.

Players are still reporting that the hidden Secret Cow Level questline can become soft-locked during its Anger step, leaving them unable to obtain the required Amazon Training pieces, Mother’s Rose or activate the final brazier.

The main bug report began back on May 9 and was still receiving new complaints on August 17.

The Anger Step Can Apparently Stop Progressing

The original player had successfully collected and equipped all five pieces of the Amazon Training set.

While waiting for Vasha the Unbroken, they removed the Training Boots because of an inconvenient Fury-draining affix, returned to town and accidentally salvaged them.

That should have been annoying.

Instead, it apparently became permanent.

From that moment onward, Corrupted Amazons stopped dropping replacement Training pieces. The player salvaged the remaining set, restarted the Anger ritual, reacquired the initial helm from the training dummy and cleared multiple Celestia zones.

Nothing.

Vasha also refused to drop Mother’s Rose, and the Temple of Courage brazier remained non-interactable.

The player believes some hidden progression flag may remain set after the game registers the full armor set, preventing the quest from correctly resetting if part of the sequence is interrupted.

Blizzard has not confirmed that explanation.

Other Players Are Getting Stuck in Different Places

The worrying part is how many variations of the same problem have appeared.

One player reported collecting three Amazon Training pieces before a Helltide began, after which nothing except the helmet would drop.

Another said they killed more than 10,000 Corrupted Amazons while trying relogs, Cross Play changes, quest resets and different characters without fixing the problem.

Others successfully collected all five armor pieces but repeatedly killed Vasha without receiving Mother’s Rose.

One player tried the process on three separate alts.

Still no Rose.

At some point this stops being secret-content discovery and becomes bovine bureaucracy.

Moving Items Between Characters Can Make Things Stranger

Players have also discovered that the hidden quest appears unusually sensitive to which character completes each step.

One player eventually obtained the Amazon equipment and Mother’s Rose on a Warlock after their Barbarian became stuck.

They then placed the Rose in the stash and moved it to the Barbarian.

The Barbarian could not light the associated brazier.

Switching back to the Warlock allowed the brazier to activate, but introduced another progression problem afterward.

That player concluded that the safest approach may be completing all three ritual branches on the same character.

Again, that is community troubleshooting rather than confirmed Blizzard guidance.

There Are Workarounds, but They Don’t Work for Everyone

One July player reported a successful recovery without creating another character.

Instead of repeatedly resetting Anger, they completed another ritual branch first, returned to Anger afterward, activated the talisman again, reread the journal, equipped the Amazon Training armor and went directly to Vasha.

This time Mother’s Rose dropped.

Another player confirmed in August that the same workaround fixed their quest.

Unfortunately, later reports say even that method does not always work.

On August 11, one player said they had tried multiple characters, salvaged and refarmed the equipment four times, reread the notebook and restarted Anger repeatedly.

No Rose.

On August 17, the same player returned with a wonderfully concise summary of the entire situation:

They just wanted to moo.

Still no confirmed Blizzard acknowledgement.

Diablo 4 Has Had a Bad Run of Progression Bugs

The Cow Level problem fits an unfortunate pattern we have been following recently.

Just yesterday we covered how some Eternal characters still cannot skip the Lord of Hatred campaign months after players completed it elsewhere.

We have also covered an older progression problem where Diablo 4 removed Elixirs while an old Vessel of Hatred quest still appeared to require one.

And at the endgame, players continue reporting that Ultimate Nemesis parties can complete the encounter only for some members to receive no proper loot.

Different systems.

Same particularly unpleasant result:

The player does what the game asks, and progression simply stops.

Hidden Quests Are Especially Vulnerable to This

A normal quest bug is frustrating.

A hidden quest bug is worse because players are already working without normal guidance.

The Secret Cow Level chain deliberately relies on obscure objects, unusual drops and player experimentation.

When one step fails, it becomes extremely difficult to know whether you have discovered another secret condition or whether the game has simply broken.

Do you need another armor piece?

Did you perform the rituals in the wrong order?

Should Vasha drop something?

Is the brazier intentionally inactive?

Or did a hidden progression flag give up three hours ago?

That uncertainty is entertaining when solving a secret.

It is considerably less entertaining after 10,000 Amazon kills.

Don’t Salvage the Training Set Until You’re Finished

Until Blizzard clarifies the problem, the safest community advice is fairly conservative.

If you are working through the Anger sequence, keep the full Amazon Training set intact.

Try to complete the associated steps on the same character.

And avoid moving or salvaging quest-related items until Mother’s Rose has been used successfully.

Those precautions are based on player reports rather than an official fix, and even following them does not appear to guarantee success.

But they may reduce the chance of ending up in one of the broken states described in the forum thread.

The Secret Cow Level Should Be Difficult to Find, Not Impossible to Finish

There is something wonderfully Diablo about a hidden Cow Level quest requiring players to decipher strange rituals, wear ridiculous equipment and murder suspicious numbers of monsters.

That part should remain obscure.

The quest should feel like something the community collectively uncovers.

But once a player has figured out what to do, the challenge should be completing the secret.

Not determining whether the secret currently works.

Diablo has spent decades telling us there is no cow level.

Diablo 4 apparently added an asterisk.

There is no cow level if Mother’s Rose refuses to drop.

Sources

Diablo IV Forums: Cow Level Anger Step Soft-Locked — Amazon Training Set Drops Stop, Vasha Drops No Mother’s Rose, Brazier Non-Interactable

Diablo 4 Player Says Transfiguration Bricked a Near-Perfect Amulet and Gave Nothing Back



Diablo 4's Transfiguration system is supposed to be risky.

You take an excellent item.

You put it into the Horadric Cube.

You press the button.

And then you discover whether Sanctuary has decided to reward months of optimization or turn your prized possession into an expensive cautionary tale.

One player says the system has now discovered a third option.

Do absolutely nothing and lock the item anyway.

A fresh August 18 bug report describes a near-perfect Ancestral Legendary amulet becoming permanently Unmodifiable after Transfiguration despite receiving no visible new affix, no Item Quality increase, no Greater Affix upgrade, no Indestructible effect and apparently no other Transfiguration result.

This Was Not a Disposable Amulet

The player, Apokriphos, had already put a considerable amount of work into the item before attempting the final roll.

According to the report, the amulet had an enchanted +4 skill affix, several important Greater Affixes, finished Tempering and Masterworking, a finalized Legendary Aspect and a successful Kullean Transfiguration already applied.

In other words, this was not something picked up during a Helltide and thrown into the Cube because there was nothing interesting on television.

It was an endgame item.

The sort of item where every additional crafting step is preceded by a short conversation with yourself about whether greed is really worth it.

Apparently it was not.

The Final Transfiguration Locked It With No Visible Reward

The player then performed one final normal Transfiguration using Volatile Primordial Dust.

The result was immediate.

The amulet became Unmodifiable.

That part is not unusual. Transfiguration is intentionally capable of permanently locking an item from further modification.

What was unusual was everything that did not happen.

The player reports receiving:

  • No new affix
  • No Item Quality increase
  • No Greater Affix upgrade
  • No Indestructible result
  • No visible replacement or additional Transfiguration effect

The item simply became locked.

Bad RNG is one thing.

RNG forgetting to generate the R is another.

Transfiguration Is Already Diablo 4’s Final Gamble

This hurts because Transfiguration sits at the very end of the crafting process.

By the time players seriously consider using it on a valuable item, they may already have invested Enchanting, Tempering, Masterworking and substantial time finding the correct Greater Affixes.

Blizzard has continued integrating Transfiguration into high-end itemization, including Season 14 changes to Mythic crafting and fixes for several Cube interactions. The current patch notes still contain Transfiguration-specific fixes, including preventing non-functional Greater Affixes from being added to Mythic Unique items.

That is why a no-result roll feels different from simply receiving the wrong bonus.

The player was prepared to gamble the item.

The expectation was that the gamble would produce something.

This May Not Be the First Time

There is another reason the new report deserves attention.

A separate bug report from May describes a remarkably similar outcome on another amulet.

That player started with a four-star amulet, performed a basic Transfiguration and watched the item become Unmodifiable and display five stars.

But the player could not identify any actual stat increase or additional Greater Affix afterward.

Their theory was that Transfiguration may have selected an affix that was already Greater or already enhanced, resulting in no meaningful visible improvement.

Blizzard never publicly confirmed that explanation.

But it raises an uncomfortable possibility:

A Transfiguration outcome may occasionally select something that produces no useful change while still consuming the roll and locking the item.

Amulets Have Already Had Transfiguration Problems

This would hardly be Diablo 4's first strange interaction involving amulets and the Horadric Cube.

Players previously reported cases where changing a Legendary Aspect after using a Kullean Tuning Prism caused the Transfigured Aspect to disappear, sometimes leaving the amulet unable to be Transfigured again. Multiple players reproduced that problem in May.

Blizzard has fixed several Cube-related problems since then, but today's report suggests highly invested amulets may still have dangerous edge cases.

That fits a broader pattern we have been watching across Diablo 4's increasingly complicated item systems.

We recently covered how Block Chance may fail to improve through Greater Affixes and Masterworking, despite players investing heavily into the stat.

We have also looked at the enormous damage gap that extreme endgame scaling can create between builds.

Different problems.

Same underlying reality.

Modern Diablo 4 has an extraordinary number of systems stacked on top of each other.

The Risk Is Supposed to Be the Outcome, Not Whether There Is an Outcome

There is an important argument in favor of Transfiguration's brutality.

Endgame gear should probably have some risk.

If players could endlessly reroll every final modification until perfection appeared, there would eventually be very little tension left in the item hunt.

That is part of why Transfiguration has generated so much debate since Lord of Hatred introduced the modern Horadric Cube systems.

And it is also why players have spent so much time debating whether Diablo 4's public testing process catches enough of these interactions before they reach live servers. We recently explored that question in our piece on whether Diablo 4's PTR solves problems or spoils too much before launch.

But risk only feels fair if players understand what they are risking.

Bad affix?

Fine.

Indestructible when you wanted damage?

Painful, but understandable.

Permanent lock with no observable reward?

That feels considerably less like gambling and considerably more like the machine ate your coin.

Season 15 Will Make Item Reliability Even More Important

Season 15 is already preparing another wave of buildcrafting changes through Soul Splinters, Legacy Uniques, Challenge Dungeons and further item-system adjustments.

We came away from the PTR particularly positive about Soul Splinters and their meaningful build tradeoffs.

But adding more interesting build choices also makes reliable item behavior more important.

Players can work around balance.

They can choose a different affix.

They can farm another item.

What they cannot easily plan around is a crafting system occasionally producing no identifiable result.

For Now, This Is Still a Player Report

There is no Blizzard response on the new August 18 thread at the time of writing.

We therefore cannot confirm that the Cube definitely failed to apply an outcome internally.

It is possible something changed that is not immediately visible.

It is possible the system selected an already-maximized or otherwise redundant result.

It is possible there is another explanation entirely.

That is exactly what the player is asking Blizzard to investigate.

But because a similar no-visible-change report exists from May, players with truly exceptional amulets may want to think carefully before using that final normal Transfiguration.

Diablo 4 has always encouraged greed.

The Horadric Cube has historically punished it.

Still, when it eats a near-perfect amulet, the least it can do is leave a receipt.

Sources

Diablo IV Forums: Transfiguration Bricked My Near-Perfect Amulet With No Result Added

Diablo IV Forums: Amulet Transfiguration — Greater Affix Bug?

Blizzard Entertainment: Diablo IV Patch Notes

Diablo 2 Told Players Their Old Ladder Stash Was Safe Until August 22 — Then It Disappeared on August 17


Diablo II: Resurrected players were warned that old Ladder stash items were about to disappear.

We warned about it too.

The problem is that Diablo II itself apparently gave at least one player a completely different deadline.

A new bug report says the game displayed an in-game message stating that players had until August 22 to remove items from the old Season 13 Withdraw Only stash.

Instead, when Ladder Season 14 ended on August 17, those Season 13 tabs were immediately replaced by Season 14's stash.

The items were gone.

Five days before the date the game itself had apparently displayed.

Blizzard’s Patch Notes Said August 17

There is an important complication here.

Blizzard's official Season 15 announcement actually got the mechanic right.

It clearly stated that when Ladder Season 14 ended on August 17 at 11:00 a.m. PDT, Season 14 characters would move to Non-Ladder and their Shared Stash would become the new Withdraw Only tabs.

Any Season 13 items still sitting in the previous Withdraw Only tabs would be lost at that moment.

That is why we published our earlier warning that Diablo II players had until August 17 to save their old Ladder loot.

If you followed Blizzard's web announcement, the deadline was clear.

If you followed the game itself, apparently not.

The In-Game Message Apparently Said August 22

The player behind the new report says that before Season 14 ended, logging into a Non-Ladder Reign of the Warlock character produced a popup telling them they had until August 22 to withdraw items from the previous season's Shared Stash.

That date makes sense from a player's perspective because August 22 is when Ladder Season 15 begins in Europe.

Blizzard recently changed the Ladder schedule so that the old season ends first, Patch 3.3 arrives separately, and the next Ladder does not begin until several days later. We covered that new structure in our Diablo II Season 15 Ladder reset schedule guide.

For Season 15:

  • August 17: Season 14 ended.
  • August 18: Patch 3.3 begins rolling out.
  • August 21: Season 15 begins in North America.
  • August 22: Season 15 begins in Europe and Asia.

So an in-game message using August 22 looks very much like somebody attached the stash deadline to the new season start instead of the old season end.

The Tooltip Makes It Even More Confusing

The popup is not the only problem.

The player also points out that the Withdraw Only stash tooltip says items in those tabs will be deleted when “the next season starts.”

That wording used to be much less dangerous when Ladder endings and launches happened close together.

Season 15's new staggered schedule exposes the ambiguity.

Season 14 ended on August 17.

Season 15 does not start until August 21 or August 22 depending on region.

If the tooltip says “when the next season starts,” a player could reasonably assume the stash remains available during that gap.

Apparently it does not.

Diablo II has always enjoyed hidden mechanics.

Stash deletion deadlines perhaps should not be one of them.

The Player Says They Deliberately Left Items Behind

This is what separates the report from somebody simply forgetting the usual Ladder rules.

The player says they had already begun removing Season 13 items but deliberately left some behind because the in-game message told them August 22 was the deadline.

Only after discovering the old tab had disappeared did they read Blizzard's Season 15 article and find the August 17 rule.

They are now asking Blizzard to temporarily restore access to the Season 13 Withdraw Only stash until August 22, or provide another way to recover those items.

Blizzard has not yet publicly announced such a restoration.

Season 15 Already Has Enough Stash Administration

The timing is unfortunate because players already have several Season 15 changes to keep track of.

Patch 3.3 is moving eight previously Ladder-only items into Non-Ladder, including Metamorphosis, Cure and Bulwark.

It is also making Worldstone Shards and Ancient Statues harder to find, while improving some Herald rewards.

And Blizzard even quietly changed Manald Heal's Season 15 buff from Faster Run/Walk to Faster Cast Rate before the Ladder began.

There is plenty for returning players to read.

That is precisely why the information shown inside the game needs to be reliable too.

This Is Not the Same as Blizzard Secretly Changing the Deadline

It is important not to overstate what happened.

Blizzard's official web announcement did not promise August 22 and then secretly delete the stash early.

The official Season 15 article said August 17 very clearly.

The problem is that the game itself appears to have contradicted that information.

That is still a meaningful problem.

Players should not need to decide whether the website or the software running on their screen contains the real deadline for permanent item deletion.

There Are Already More Stash Reports Appearing

The original thread is also no longer the only stash-related complaint appearing around the reset.

Another General Discussion thread about the Season 13 “Past” stash disappearing early quickly accumulated additional discussion, while a separate August 18 bug report says a player found their Shared Stash missing items after maintenance. The latter may be a different issue entirely, so it should not be treated as confirmation of the same bug.

For now, the strongest documented problem remains the contradiction between August 17 in Blizzard's official article and August 22 reportedly shown inside the game.

When Items Can Be Deleted Forever, the Date Needs to Be Right

There are plenty of places where Diablo II can afford to be vague.

Drop rates.

Hidden mechanics.

Whether Baal personally hates your account.

A deadline for permanent item deletion is different.

If Blizzard says August 17 on the website, August 22 in-game and “when the next season starts” in the tooltip, players are eventually going to choose the wrong one.

One player already says they did.

And unfortunately, the items sitting in that old Season 13 stash did not get to vote.

Sources

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 15 Coming Soon

Diablo II: Resurrected Forums: Season 13 “Past” Shared Stash Unavailable Earlier Than Expected

Diablo Immortal Player Says a Faction Reset Wiped 3.6 Million Stored Tower XP


Diablo Immortal players have discovered many creative ways to lose experience over the years.

Dying is the traditional method.

Logging in after a faction reset and discovering that roughly 3.6 million XP has apparently vanished from your Accursed Towers is considerably more unusual.

That is exactly what one player is reporting after Diablo Immortal's weekly reset on August 17. According to a newly filed bug report, three Legendary Accursed Towers that should have been almost completely full of accumulated Experience instead appeared to have reset at the same time the player's clan changed factions.

Blizzard has not confirmed the issue, so for now this is a single detailed player report rather than an established game-wide bug.

Three Towers Should Have Held Around 3.6 Million XP

The player, Meteorblade, says their clan controls three Legendary Accursed Towers: Tower of Secrets, Tower of Fortitude and Tower of Blessings.

According to the report, each tower takes roughly 36 hours to completely fill its stored XP bar and contains around 1.2 million XP when full.

The player had last collected the XP around midday on Saturday.

By Monday's weekly reset at 3:00 a.m. server time, approximately 39 hours had passed.

In other words, all three towers should have been full.

Three towers.

Approximately 1.2 million XP each.

Roughly 3.6 million XP waiting to be claimed.

At least, that was the plan.

The Faction Reset Happened at the Same Time

There was one additional complication that night.

The player's server had reached the end of an Immortal reign.

The clan had previously been Shadows and, according to the report, briefly returned to Adventurer status during the reset before subsequently joining the new Immortal alliance and becoming Immortals.

When the player logged in at approximately 3:15 a.m. server time and checked the towers, the stored XP was nowhere near full.

Instead, the amount available reportedly looked like only around 15 minutes of accumulation.

The player estimates the missing total at roughly 3.6 million XP.

Sanctuary apparently has taxation now.

The rate is concerning.

The Player Says It Happens When Reset and Faction Change Coincide

The most interesting part of the report is that the player does not describe this as a completely random disappearance.

They specifically claim the stored Tower XP is lost when the normal weekly reset coincides with a faction change.

That would suggest the problem may involve the transition between Shadow, Adventurer and Immortal states rather than Accursed Tower XP accumulation itself.

That is still speculation.

Blizzard has not identified the cause, confirmed that those systems are interacting incorrectly or announced a fix.

Accursed Towers Are Built Around Long-Term Clan Rewards

Accursed Towers were introduced as a clan-based system in which groups compete to claim and control towers around Sanctuary. Holding towers provides clan-wide benefits and recurring rewards, making ownership something players maintain over time rather than a one-off dungeon completion.

That is what makes an accumulation problem particularly irritating.

The reward is specifically something that builds while the player is away.

You leave it alone.

You let it fill.

You return later.

Finding the meter unexpectedly near empty rather defeats the administrative elegance of the arrangement.

This Could Matter During Paragon Pushes

Stored Tower XP is not trivial for players deliberately preparing for new Paragon thresholds.

Earlier this year, players openly discussed saving around 3.6 million XP from Accursed Towers as part of planned Paragon progression pushes.

That makes the amount in this new report particularly believable as something players intentionally bank rather than claim immediately.

If a faction transition can wipe that reserve, the safest time to discover it is definitely not after spending the weekend carefully saving everything.

For Now, This Is One Report

There is an important reason not to overstate this story.

As of August 17, the bug report has no replies and only a handful of views. The official Bug Report index confirms that it was filed today, but there is not yet a wave of other players reproducing the same behavior.

So we cannot say faction resets definitely erase Accursed Tower XP for everyone.

We can say one experienced player has documented a very specific sequence with exact tower names, timings, faction changes, expected accumulation and resulting XP loss.

That makes it worth watching.

Maybe Collect Before the Next Faction Change

Until more players reproduce the issue or Blizzard responds, there is no confirmed workaround.

But if your clan is approaching a faction transition and your Accursed Towers are sitting on a large amount of unclaimed XP, this report gives players at least one reason to consider collecting it beforehand.

Three million experience is difficult enough to earn.

It should not need an evacuation plan.

Sources

Diablo Immortal Forums: Faction Reset Causes XP Stored in Accursed Towers to Be Lost

Blizzard Entertainment: Reign Supreme in the Age of Falling Towers

Diablo 4 Players Say Greater Affixes and Masterworking Still Can’t Improve Block Chance

Diablo 4 players have found a remarkably stubborn problem with Block Chance.

Greater Affixes apparently do not improve it.

Masterworking apparently does not improve it either.

And according to a bug report that has now survived from December 2025 into August 2026, the problem is still happening in Season 14.

For most characters, that may sound like an obscure stat problem.

For builds actually designed around blocking attacks, it is considerably less academic.

A 5% Roll Apparently Stays at 5%

The original report was posted on December 16, 2025.

The player tempered 5% Block Chance onto Ancestral pants with a Greater Affix.

The expectation was that the Greater Affix would improve the value beyond the normal maximum roll.

It did not.

The item still displayed 5% Block Chance.

The player then Masterworked the item to 25 Quality.

Still 5%.

Even after hitting a Masterworking capstone bonus, the Block Chance remained unchanged.

At that point, the stat has achieved a level of stability normally reserved for geological formations.

The Bug Was Still There in Season 13

The report did not disappear with a new season.

On May 4, another player returned to the thread and said the issue still persisted in Season 13.

Another report followed on May 13 involving Heir of Perdition, with the player asking whether there was any workaround or whether Greater Affixes and upgrades were simply pointless for Block Chance.

There was no confirmed workaround in the thread.

Now It Is Being Reported in Season 14

On August 17, the same thread became active again.

A player said they had encountered the bug only a few days earlier in Season 14.

The timing matters because the player was using an Evade Hammerdin build that specifically relies on Block Chance.

According to their report, discovering that the stat could not be improved through Greater Affixes or Masterworking left the build effectively dead in the water.

That moves the issue beyond an ugly tooltip.

If Block Chance genuinely fails to scale when the item system says it should, players can invest substantial time into finding and upgrading the correct gear before realizing the central defensive stat never improved.

Why Block Chance Matters More Now

Diablo 4 has continued expanding itemization systems around Greater Affixes, Tempering and Masterworking, making high-end gear increasingly dependent on improving specific affixes rather than merely finding the right item base.

Blizzard continues to patch class, item and War Plan bugs regularly, with the latest August 12 update fixing issues across multiple classes and systems. But the current published patch notes do not list a specific correction for Block Chance failing to scale with Greater Affixes or Masterworking.

That is why this old report suddenly feels relevant again.

A stat that behaved strangely on an obscure build in 2025 can become much more important when a newer build starts depending on it.

This Looks Different From a Simple Display Error

There is one important uncertainty.

Blizzard has not officially confirmed whether the problem is purely visual or whether the underlying Block Chance calculation is genuinely failing to increase.

The players reporting the issue believe the stat itself is not scaling correctly, but we do not have a developer explanation confirming the exact technical cause.

That distinction matters.

A broken tooltip is irritating.

A broken defensive stat can ruin an entire build.

Until Blizzard comments on the issue, players should treat the community reports as evidence rather than final diagnosis.

Players May Want to Test Before Investing Heavily

If your Diablo 4 build depends on pushing Block Chance through Greater Affixes or Masterworking, this may be one stat worth checking carefully before pouring large amounts of resources into the item.

The same basic problem has now been reported across multiple seasons, from December 2025 through August 2026.

That does not prove every item, platform or Block Chance source is affected identically.

But it does make the issue difficult to dismiss as a single bad roll.

Diablo 4 asks players to hunt the perfect item.

Then it asks them to find the Greater Affix.

Then Temper it.

Then Masterwork it.

If the number at the end remains exactly 5%, somebody should probably have a look at that.

Sources

Diablo IV Forums: Block Chance Cannot Be Improved by GA or Masterworking

Blizzard Entertainment: Diablo IV Patch Notes

Diablo 4 Players Are Reaching the Ultimate Nemesis — Then Party Members Get No Loot

Diablo 4 has a fairly straightforward agreement with its players.

You kill the horrible thing.

The horrible thing drops loot.

It is one of gaming's more successful economic systems.

Unfortunately, players are still reporting that Diablo 4's Ultimate Nemesis Lair occasionally forgets the second half when played in a party.

A bug report that began in May has resurfaced again in August, with groups saying they can complete the entire Ultimate Nemesis encounter while only one party member receives the proper rewards.

Everyone else gets the satisfaction of having helped.

Which is lovely.

But traditionally not why people farm Diablo bosses.

The Bug Has Been Reported Since May

The original report appeared on May 4.

Two players had unlocked the relevant War Plan progression, including Two by Two, Greater Nemesis and Ultimate Nemesis.

According to the report, both players received loot normally from the earlier Nemesis and Greater Nemesis encounters.

Then they reached Ultimate Nemesis.

Only one received the expected loot.

The player said the same sequence happened three times in a row.

Other groups quickly reported similar results.

It Is Not Even Completely Clear Who Gets the Loot

The first theory was that the player who paid the required keys at the altar was the only one receiving rewards.

Several reports support that idea.

One group of three said only the player who spent the keys received loot.

Another player described opening the encounter personally and receiving the main rewards while their friend got only minor materials.

But other reports complicate the picture.

One player said their friend paid the keys while they entered the portal first, yet the person who did not pay received the reward.

So even the community has not found a perfectly consistent trigger.

Diablo loot science remains an exciting field.

The Problem Was Still Happening on August 15

This is what makes the issue current rather than an old launch-week curiosity.

On August 15, another player returned to the same bug thread and confirmed that the problem was still happening.

The group reportedly had enough Superior Lair Keys, but only the party member opening the Ultimate Nemesis portal received the proper loot while the others reached the end without the expected rewards.

The player suggested that Diablo 4 could simply deduct the required keys from every eligible party member, similar to other group activities where each player pays their own entry cost.

At the very least, that would make the rules understandable.

The Key Names Have Changed, but the Problem Hasn’t

Older reports refer to Betrayer's Husks.

Blizzard later renamed these Tier 3 boss keys to Superior Lair Keys, because Belial is no longer the only boss using that tier of key.

The terminology changed.

The August report suggests the party-loot problem did not.

Some Players Are Missing the Reward Chests Entirely

There may also be a related but slightly different Ultimate Nemesis reward problem.

Separate reports describe completing the encounter and finding that the expected reward chest simply never appears.

That has happened in parties, and some players have even reported it while playing solo.

One July player described defeating the Ultimate Nemesis and receiving only a handful of ordinary items, with none of the expected reward chests appearing afterward.

That does not necessarily have the same cause as the party-specific problem.

But it adds to the broader impression that the final reward state of Ultimate Nemesis is not behaving consistently.

Blizzard Has Fixed Other Nemesis and War Plan Bugs

Blizzard has already repaired several War Plan and Nemesis issues since Lord of Hatred launched.

Patch notes have included fixes for Nemesis Lairs failing to trigger, Nemesis Lairs becoming infinitely farmable and War Plan activities failing to grant rewards or progress correctly.

More recent updates have also clarified how party-based War Plan board generation works.

So the surrounding system has received attention.

What we have not found in Blizzard's published notes is a specific fix for the recurring Ultimate Nemesis party-loot problem described in these reports.

This Is Exactly Where a Loot Bug Hurts Most

An Ultimate Nemesis Lair is not something players accidentally wander into while looking for a cellar.

It sits at the end of War Plan progression and requires players to work through the preceding Nemesis structure before reaching the final encounter.

That makes losing the reward considerably more frustrating than missing a random chest in the overworld.

Players have already invested time.

They have invested keys.

They have completed the bosses.

Then one member of the party gets paid.

The others apparently participated in a very elaborate volunteer program.

For Now, Parties Should Know the Risk

Blizzard has not publicly confirmed the exact cause of this specific issue or stated that Ultimate Nemesis is intended to reward only one party member.

Given how the preceding Nemesis encounters reward multiple eligible players, the people reporting the problem understandably believe the final behavior is a bug.

But until Blizzard clarifies or fixes it, groups attempting Ultimate Nemesis should at least know that the problem is still being reported.

Because there is one thing worse than finally reaching Diablo 4's ultimate boss encounter and getting terrible loot.

Getting no loot gives you nothing to complain about statistically.

Sources

Diablo IV Forums: Ultimate Nemesis Lair Not Providing Loot Despite Having the Node in the War Plan When in a Party

Diablo IV Forums: Ultimate Nemesis Lair Is Bugged/Broken

Diablo IV Forums: Is the Ultimate Nemesis Lair No Loot?

Blizzard Entertainment: Diablo IV Patch Notes

Diablo 4 Players Say a Campaign Skip Bug Has Trapped Eternal Characters for Months


Diablo 4 players are still reporting a particularly irritating Eternal Realm problem more than three months after Lord of Hatred launched.

Some existing characters simply cannot skip the expansion campaign.

That is despite the player already completing Lord of Hatred on another character.

Blizzard’s own pre-launch guidance says completing the campaign once should unlock the Skip Campaign option for all other characters, regardless of whether they are Seasonal or Eternal.

For some Eternal players, that is apparently not happening.

Some Characters Can Skip. Others Cannot.

The original bug report appeared on May 1.

The player had seven level 60 Eternal characters prepared for Lord of Hatred and completed the entire expansion campaign on one of them, including defeating Mephisto and progressing into War Plans. Yet six other Eternal characters still had no option to change their campaign state.

Other players quickly reported similar behavior.

One had six Eternal characters and found that three could skip while a Paladin and Barbarian could not. Another reported that some classes worked and others did not, making it difficult to identify any obvious class-specific pattern.

That is perhaps the most annoying version of a bug.

The button exists.

Just apparently not for Steve.

Players Suspect Older Campaign States Are Involved

Several affected players noticed a possible connection with characters that previously used the Vessel of Hatred campaign skip.

One player tested four old Eternal characters that had skipped Vessel of Hatred, completed Lord of Hatred on both Seasonal and Eternal characters and even leveled one Eternal alt to 70.

The skip option still did not appear on the remaining characters.

That does not prove the old Vessel of Hatred campaign state is the cause.

It does suggest the problem may involve how Diablo 4 stores campaign-completion data on older characters.

Blizzard Already Fixed a Campaign-State Display Bug

There was briefly hope that a May patch would solve the problem.

Blizzard’s patch notes included a fix for an issue where Character Select displayed incorrect campaign completion states.

Players in the original thread immediately tested again.

Several reported that the patch did not restore their missing Skip Campaign option.

Blizzard later expanded campaign-state information further, adding each character’s current campaign progression directly to Character Select.

Useful information.

Slightly less useful if the character is still being informed that it must complete a campaign you already completed elsewhere.

The Thread Is Still Active on August 17

This is what turns an old bug report into a current story.

The forum thread has continued receiving replies and, as of August 17, has reached 37 responses and more than 1,600 views. It remains one of the active PC Bug Report topics today.

There is also a separate fresh report from August 16 specifically concerning a level 60 Paladin with the Skip Campaign option missing, suggesting the general issue has not completely disappeared.

Why Eternal Players Care So Much

Seasonal players are used to creating fresh characters.

Eternal players often are not.

These are frequently characters with hundreds of hours behind them, carefully assembled gear and years of history.

The entire point of the Eternal Realm is that you can continue playing those characters rather than starting over every few months.

Blizzard explicitly positioned Lord of Hatred that way too, telling players they could return to an existing Eternal character and continue their journey.

If six old characters are unexpectedly required to replay the full expansion campaign, that undermines one of the Eternal Realm’s main attractions.

There Is Still No Confirmed Fix

At the time of writing, Blizzard has not publicly identified the precise cause of this specific long-running campaign-skip problem or announced a dedicated fix for the affected Eternal characters.

That distinction matters.

There have been several campaign-state and Character Select fixes since Lord of Hatred launched, and campaign skipping itself continues to receive updates. For example, the current patch notes state that skipping Lord of Hatred now automatically clears Fog of War around Capstone Dungeon locations.

The skip system clearly still exists.

The problem is getting every eligible Eternal character to actually see it.

For players sitting on six old characters and one completed campaign, the desired solution is not especially exotic.

They do not need another multiplier.

They do not need a new currency.

They just need the button Blizzard says they should already have.

Sources

Blizzard Entertainment: Prepare for the Reckoning — Lord of Hatred Draws Near

Blizzard Entertainment: Diablo IV Patch Notes

Diablo IV Forums: Can't Skip Campaign on Subsequent Eternal Characters

Diablo 2 Season 15 Is Bringing Eight Ladder-Only Items to Non-Ladder


Diablo II: Resurrected Ladder Season 15 is not only bringing another fresh race to level 99.

It is also freeing eight previously Ladder-only items.

When the new season transition is complete, the following items will become available in Non-Ladder:

  • Mania
  • Hysteria
  • Metamorphosis
  • Ground
  • Temper
  • Hearth
  • Cure
  • Bulwark

Blizzard confirms the change directly in the Patch 3.3 notes, saying previous Ladder-only items will become available in Non-Ladder with the new season.

For players who prefer keeping long-term characters rather than starting from nothing every few months, that is a surprisingly nice Season 15 bonus.

Several Familiar Rune Words Are Finally Escaping Ladder

Five names on that list will be particularly familiar to players who followed Diablo II: Resurrected's earlier seasonal additions:

Bulwark, Cure, Ground, Hearth and Temper.

Blizzard originally introduced these defensive Rune Words during the Patch 2.6 era, with each designed around different survivability needs. Bulwark focuses on physical protection and sustain, Cure helps against poison, while Ground, Hearth and Temper provide specialized protection against Lightning, Cold and Fire respectively.

Metamorphosis was introduced during the same period as an endgame option for shapeshifting Druids, built around separate Werewolf and Werebear marks.

These items have spent years associated with seasonal progression.

Season 15 finally loosens that restriction.

Why This Matters for Non-Ladder Players

Non-Ladder Diablo II is where characters go to become permanent projects.

You keep the gear.

You keep the levels.

You keep the stash tab containing seventeen items you absolutely intend to organize one day.

The tradeoff has traditionally been that the newest seasonal toys remain on Ladder for a while before eventually becoming available elsewhere.

Patch 3.3 moves another batch across that line.

That means players maintaining established Non-Ladder characters gain access to several build options without having to abandon years of accumulated gear and start over.

Season 15’s Newly Changed Items Are Staying Ladder-Only

There is an important distinction.

The older items are moving to Non-Ladder.

The newly changed items in Patch 3.3 are not.

Blizzard says the modified versions of items including Bloodletter, Battlebranch, Rogue's Bow, Pluckeye, Bane Ash, Gravenspine, Blinkbat's Form, The Ward, Manald Heal and Angelic Raiment will only be available in the Reign of the Warlock Ladder.

So Non-Ladder players are getting yesterday's exclusives.

Ladder players still get first access to tomorrow's experiments.

The ancient seasonal circle of life continues.

That Includes the New Manald Heal

This distinction is especially relevant because Blizzard has been tinkering with several forgotten Diablo II items ahead of Season 15.

We recently covered the last-minute change to Manald Heal, where Blizzard replaced its originally announced Faster Run/Walk buff with 10% Faster Cast Rate.

That modified Manald Heal will remain a Ladder item for now. The same applies to The Ward gaining a socket, Bloodletter gaining Faster Run/Walk and the various other Patch 3.3 item updates.

Season 14 Ends Today

The timing is important.

Ladder Season 14 ends today, August 17 at 11:00 a.m. PDT, which is 20:00 CEST for European players.

Patch 3.3 begins rolling out tomorrow, August 18.

The actual Season 15 Ladder race does not begin until August 21 at 5:00 p.m. PDT, or August 22 at 2:00 a.m. CEST in Europe. Blizzard says future seasons will use a similar separated Patch-and-Ladder schedule.

So there is now a small transition period between the old Ladder ending and the new one beginning.

Don’t Forget the Old Withdraw-Only Stash

There is also one last piece of housekeeping to handle before Season 14 disappears.

When Season 14 ends, its characters move into their appropriate Non-Ladder groups, and their Shared Stash becomes a new set of Withdraw Only tabs.

But anything still sitting inside the older Season 13 Withdraw Only tabs will be permanently lost when that happens.

If you have been ignoring that little Past checkbox for months, today would therefore be an excellent time to stop ignoring it.

Diablo II has many legitimate ways to lose valuable items.

Letting a calendar delete them is one of the less heroic ones.

Non-Ladder Gets a Little Bigger With Season 15

Season 15 is primarily about the new Ladder, Patch 3.3 balance changes and another race through Sanctuary.

But the movement of eight older Ladder-only items into Non-Ladder is a useful reminder that seasonal content does not always remain trapped there forever.

Mania.

Hysteria.

Metamorphosis.

Ground.

Temper.

Hearth.

Cure.

Bulwark.

Eight more pieces of Diablo II's expanding modern item pool are about to become available to characters who have absolutely no intention of starting over again.

Some heroes race to level 99.

Others have been wearing the same boots since 2023.

Sanctuary has room for both.

Sources

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 15 Coming Soon

Blizzard Entertainment: Diablo II: Resurrected PTR 2.6

Sunday, 16 August 2026

Diablo 4 Players Are Finding Random Free Cosmetics in the Shop — But Not Everyone Gets One

If you are playing Diablo 4 this weekend, there may be one more activity worth adding to your routine.

Check the shop.

Not because Blizzard has released another enormous armor bundle containing enough decorative spikes to endanger nearby pedestrians.

Because some players are finding completely free cosmetic items waiting for them.

The strange part is that not everyone is getting one.

Players on the official Diablo IV forums have reported different free weapon cosmetics appearing in their individual shops over the last few days, suggesting Diablo 4's personalized shop system may once again be quietly distributing account-specific gifts.

One Player Found a Free Wand

The discussion began on August 14 when a player noticed a weapon cosmetic in the shop priced at exactly the best possible amount:

Free.

The item was a simple wand cosmetic.

The player had no idea why it had appeared and wondered whether it might have been related to not logging into Diablo 4 for a while.

Other players immediately went to check their own shops.

Some found nothing.

Which is where things became interesting.

Another Player Got a Bow Instead

A second player reported receiving a free bow cosmetic earlier in the week.

This was particularly useful because, according to the player, they had only played Paladin and Barbarian.

Neither class is famously dependent on bows.

Still.

Free is free.

By August 16, another player said they had noticed a couple of similar freebies during the previous week and had assumed everyone was receiving them.

Apparently not.

These Appear to Be Account-Specific

The inconsistent reports strongly suggest this is not a traditional Diablo 4 giveaway where every player receives the same cosmetic on the same day.

Instead, the items appear to be associated with Diablo 4's personalized shop system.

That would not be unprecedented.

Blizzard has officially used personalized free gifts before.

In November 2024, Blizzard specifically told players to check the in-game shop for free personalized gifts alongside discounted Fortunate Finds.

The wording matters.

Personalized.

Different accounts can receive different offers.

One player gets a wand.

Another gets a bow.

A third gets the ancient and respected Diablo reward known as absolutely nothing.

This Is Different From the Anniversary Giveaway

Diablo 4 has also distributed universal free cosmetics through the shop this year.

During the game's June 2026 anniversary celebration, Blizzard released a new free weapon skin each day between June 2 and June 6.

Those included Blood Raven's Talon, King Kanai's Last Stand, Nangari Wounder, Overlord's Odium and Flamefinger's Claws.

Everyone had the same opportunity to claim those items before the event ended.

What players are seeing now appears different.

There is no matching August announcement listing a new set of universal free cosmetics, and the reported rewards are not identical across accounts.

Fortunate Finds May Explain Part of It

Players in the current discussion have also connected the freebies with Fortunate Finds, Diablo 4's personalized shop selections.

Those offers can vary between accounts, which would explain why checking somebody else's shop does not necessarily tell you what will appear in yours.

Blizzard has previously paired Fortunate Finds with free personalized gifts, so the current reports fit an established system.

What we do not currently have is an official Blizzard announcement explaining why these particular free items are appearing in August 2026, how accounts are selected or how frequently the offers rotate.

There May Be No Notification

This is the useful part.

If these freebies are being delivered through personalized shop rotations, waiting for Blizzard to send you a giant notification may not be the best strategy.

The players discussing them found the items by looking through the shop.

That makes this one of those rare Diablo situations where opening the premium store without intending to spend money may actually be financially responsible.

Do not tell anyone we said that.

Check Before the Shop Rotates

We do not yet know how long individual free offers remain available.

And because Blizzard has not announced a dedicated August giveaway, there is no confirmed event end date to work from.

So if you are logging into Diablo 4 anyway, checking the cosmetic shop costs very little.

You may find nothing.

You may find a weapon your class cannot use.

Or you may discover Blizzard has quietly left you a free cosmetic.

Sanctuary does not hand out many gifts without eventually asking you to kill something.

Take the victories where you can get them.

Sources

Diablo IV Forums: Free Item in Shop Today (At Least for Me)

Blizzard Entertainment: Return to Sanctuary for a Brilliant Boost

Blizzard Entertainment: Celebrate the DIV Anniversary

Diablo Immortal Players Say the New Warlock Essence Overwrote an Old One


Diablo Immortal's August 12 update added a new Warlock Essence called Itinerant Spite.

Some Warlock players now think it may have accidentally moved into somebody else's house.

Players are reporting that an existing Spiteful Sacrifice setup has suddenly changed its tooltip after the update and now describes mechanics belonging to the brand-new Inferno XIV Essence, even when the new Essence has never been acquired or equipped.

The old skill configuration still appears to behave partly like the old version.

Unfortunately, players say it no longer deals the damage they expect either.

The New Tooltip Looks Suspiciously Familiar

The new Inferno XIV Pants Essence is called Itinerant Spite.

Blizzard says it changes Spiteful Sacrifice so that Primary Attacks hurl swords of dark magic, damage enemies and apply Malignant Shadows. Every third Primary Attack also causes the Warlock to blink forward in the direction of movement.

That is a fairly specific collection of mechanics.

Which is why players became suspicious when essentially the same description suddenly appeared on an older Spite Bolts setup after the August 12 patch.

The original bug reporter specifically says they do not own or have the new Itinerant Spite Essence equipped.

Yet their existing Spiteful Sacrifice setup now describes Primary Attacks, piercing dark blades, Malignant Shadows and a teleport on every third attack.

Diablo Immortal appears to have handed one Essence another Essence's instruction manual.

The Old Skill Has Not Completely Become the New One

That would almost be simpler.

According to the report, the existing skill still appears as a three-charge ability, rather than becoming the five-second Primary Attack empowerment expected from the new mechanic.

The player's Primary Attack also continues to fire Lunatic Rush instead of the dark swords described in the new tooltip.

So the game is apparently displaying one mechanic while running something else underneath.

And neither side seems especially happy about the arrangement.

Damage Appears to Be Missing Too

The problem is not purely cosmetic.

The original reporter says using their old Spiteful Sacrifice / Spite Bolts charges now deals little or none of the expected damage, while Malignant Shadow damage on the training dummy appears missing, inconsistent or dramatically lower than before.

Another Warlock player replied on August 15 and reported the same basic problem, saying their existing Pyrestorm pants now display the description of the newly introduced Essence instead.

That gives the bug a little more weight than a single corrupted tooltip.

Two players are describing an existing Essence changing after the same patch, and both connect the new description to Itinerant Spite.

The August 12 Update Changed a Lot of Warlock Powers

The timing is important.

Blizzard added six new Warlock Legendary Affixes in the August 12 update, including Itinerant Spite, Hardened Heart, Harmonized Screams, Unending Darkness, Griefmuzzle and Undreamt Calamity.

The same patch also retired a large number of older Legendary Essences across every class as part of Blizzard's ongoing attempt to keep the Essence pool manageable.

That is a substantial amount of data moving around in the same system at once.

We have already seen another consequence of that update, with retired Essences accidentally continuing to appear inside Fractured Plane after their powers had been disabled.

Now Warlock players may be looking at another migration problem.

We Still Don’t Know the Exact Cause

Blizzard has not yet replied publicly to this Warlock bug report or confirmed that Itinerant Spite literally overwrote another Essence.

That means the headline remains a player interpretation of what the symptoms suggest, not an established technical diagnosis.

The issue could involve a mismatched tooltip.

It could involve the wrong Essence data being referenced.

It could be a separate mechanical problem that merely happens to display the new description.

Until Blizzard investigates, we do not know.

Warlock Players Should Check Their Old Spite Builds

If you were using Spiteful Sacrifice before August 12, it may be worth checking the Essence description and testing the build against the training dummy.

The problem currently appears limited to player reports rather than a confirmed widespread bug, so there is no reason to assume every Warlock setup is affected.

But if your old Spite build suddenly starts describing magical swords you never equipped and dealing considerably less damage than yesterday, you are probably not imagining things.

The August update gave Warlocks a new Essence.

It may just have given it to the wrong pair of pants.

Sources

Blizzard Entertainment: Burn Through the Darkening Decades

Diablo Immortal Forums: Warlock Spite Bolts / Pyrestorm Not Working After Aug 12 Patch

Diablo 2 Season 15 Is Nerfing Worldstone Shard and Ancient Statue Drops

Diablo II: Resurrected Season 15 is about to make two pieces of Reign of the Warlock's endgame economy harder to find.

Worldstone Shards.

Ancient Statues.

Patch 3.3 reduces the drop rate of both when it arrives on August 18, just a few days before Ladder Season 15 begins. Blizzard has not revealed the new percentages, so we do not yet know how severe either reduction will be.

But players planning to spend another season farming Colossal Ancients may want to prepare for a little more actual farming.

Worldstone Shards Are Getting Rarer

Worldstone Shards are central to the modern Terror Zone system introduced with Reign of the Warlock. Patch 3.3 simply states that their drop rate is being reduced.

There is one consolation.

Whenever a Worldstone Shard does drop, an additional item will now drop alongside it.

So Blizzard appears to be moving the system toward fewer Shard drops with slightly more value attached to each successful drop.

Less frequent button.

Slightly better confetti.

This Comes After Blizzard Previously Helped Solo Players

The change is interesting because Worldstone Shards were adjusted in the opposite direction earlier this year.

Season 14 removed player-count scaling from their drop chance, which Blizzard described as an effective increase for solo players. Patch 3.2 also fixed Western Worldstone Shards dropping more frequently than the other variants from high-level Terrorized monsters.

Season 15 now pulls the overall rate back down.

Blizzard has not explained exactly why, although community reaction suggests some players felt Shards had become plentiful enough to justify a reduction. Others are already happily mentioning that they stocked up before the patch.

Ancient Statues May Be the More Controversial Nerf

The second change is potentially more painful.

Patch 3.3 also reduces the drop rate of Ancient Statues.

These statues are required to open the Colossal Ancients encounter. Reign of the Warlock introduced five statues tied to the Act bosses, which are combined through the Horadric Cube to access the pinnacle fight.

Season 14 made statues somewhat easier to acquire by allowing them to drop from non-Terrorized Act bosses at a reduced rate.

Now Blizzard is reducing their overall drop rate again.

And that has already made some players nervous.

Diablo and Baal Statues Are the Ones Players Worry About

Community reaction is not uniformly negative.

Some players feel Worldstone Shards became too common and welcome that adjustment. Ancient Statues are receiving considerably more skepticism.

Several players specifically point to the Diablo and Baal statues as pieces they already struggle to collect. One concern is that reducing their rates could turn access to the Colossal Ancients into even more repeated boss runs before players get another attempt at the encounter.

That matters because the statues are not the reward.

They are the ticket to the thing that might reward you.

Diablo has always respected layers.

Heralds Are Getting Better Normal Loot

Patch 3.3 is not simply reducing rewards everywhere.

Blizzard is simultaneously increasing the chance that Tier 3 and higher Heralds drop Rare-quality or better items.

That follows months of adjustments to Heralds after Blizzard admitted the original Reign of the Warlock implementation made both Herald encounters and Latent Sunder Charms too rare.

The broader direction seems fairly clear.

Blizzard wants Terror Zones and Heralds to remain rewarding, but it also does not want Worldstone Shards, Ancient Statues or Sunder Charms becoming so common that their chase disappears.

We Need the Actual Drop Rates

The unanswered question is how large these nerfs actually are.

A reduction from 10% to 9% is one story.

A reduction from 10% to 2% is a very different weekend.

Blizzard has not provided those numbers.

So until Patch 3.3 goes live and players begin gathering data, there is no reason to declare Worldstone Shards or Ancient Statues impossibly rare.

We only know they will be rarer than they are now.

Season 15 begins August 21 at 5 p.m. PDT, with the European start arriving August 22 at 2 a.m. CEST. Patch 3.3 rolls out August 18.

If you still need statues before then, however, perhaps this is not the weekend to develop a sudden interest in another game.

Sources

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 15 Coming Soon

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 14 Now Live

Blizzard Entertainment: Rain Annihilation in Reign of the Warlock

Diablo Immortal’s New Necromancer Mount Has One Problem: It Breaks Corpse Lance


Diablo Immortal finally gave the Necromancer something every responsible practitioner of forbidden magic obviously needed.

An undead Bone Beast to ride around Sanctuary.

Unfortunately, the new mount appears to come with an unexpected feature.

It may turn off Corpse Lance.

Players testing the new Khemsklet Khud Legendary Essence report that activating its Bone Beast transformation disables Corpse Lance while mounted, leaving one of the Necromancer’s other skills unusable until the mount ends.

Blizzard has not officially confirmed the bug, so this remains a player-reported issue. But the problem has now been reproduced after the latest patch, and the original report includes video evidence.

Khemsklet Khud Turns Bone Spikes Into a Mount

Khemsklet Khud arrived with Diablo Immortal’s huge August 12 batch of new Legendary Affixes.

The Head Essence transforms Bone Spikes into something considerably more ambitious.

Activating it summons an undead Bone Beast that the Necromancer mounts.

While riding, the player becomes immune to knockback and takes reduced damage. The Bone Beast charges forward, damages and knocks back enemies in its path, and generates a stacking absorb shield for every enemy hit.

Bone Spikes also gets an 18% damage increase.

It is one of the stranger and more visually distinctive additions among the 60 new Legendary Affixes introduced in the August update.

There is nothing in Blizzard’s official description suggesting that mounting the beast should interfere with Corpse Lance.

Corpse Lance Becomes Disabled While Mounted

The first bug report appeared on August 14.

A Necromancer player demonstrated that before activating Khemsklet Khud, Corpse Lance could be used normally.

After mounting the Bone Beast, however, Corpse Lance became disabled.

The player specifically noted that the interaction had previously worked before the Essence changes and rework.

Another community member helped embed the accompanying video directly into the forum thread, making the reported behavior relatively easy to see.

Mount beast.

Corpse Lance stops working.

Dismount.

Necromancer remembers how corpses work again.

There are more complicated Diablo bugs.

This one has the advantage of being wonderfully direct.

A Patch Apparently Didn’t Fix It

The report became more interesting on August 15.

Another player asked whether a recently released patch had addressed the problem, noting that the Essence had also been discussed as bugged elsewhere in the community.

The original reporter tested Khemsklet Khud again afterward.

According to that follow-up, Corpse Lance was still disabled while mounted.

So whatever the recent patch changed, this specific interaction apparently remained.

That Is a Big Problem for Hybrid Builds

On its own, the Bone Beast sounds like a useful mobility and defensive tool.

Knockback immunity.

Damage reduction.

A stacking shield.

Forward movement through enemies.

That combination has obvious appeal in crowded PvE encounters.

But if activating the mount temporarily removes access to Corpse Lance, the Essence becomes much harder to combine with builds relying on both skills.

Instead of providing another tool, it effectively asks the player to trade one skill away while the Bone Beast is active.

That might be an interesting design decision if Blizzard actually described it that way.

At the moment, it does not.

The August Update Has Created a Few Strange Essence Problems

Khemsklet Khud is also arriving during an unusually messy week for Diablo Immortal’s Legendary systems.

The August 12 update introduced dozens of new Affixes while simultaneously retiring older Legendary Essences.

We have already seen retired Essences accidentally remain available inside Fractured Plane, despite their powers being inactive.

Now one of the brand-new Necromancer powers appears to be interfering with an entirely different skill.

Live-service games have many moving parts.

Diablo Immortal currently seems determined to demonstrate all of them at once.

For Now, Necromancers Should Test Before Committing

There is still no official Blizzard response confirming the cause or announcing a fix for Khemsklet Khud.

That means we should not assume every Necromancer, platform or configuration will reproduce the issue identically.

But the existing report is specific, includes video evidence and was retested after an additional patch.

If your build relies heavily on Corpse Lance, it is therefore worth testing Khemsklet Khud before restructuring everything around the new Bone Beast.

The mount itself looks excellent.

It charges through monsters.

It protects the rider.

It is made of bones.

For a Necromancer, that is basically transportation perfection.

It would just be nicer if getting on it did not make another button stop working.

Sources

Blizzard Entertainment: Burn Through the Darkening Decades

Diablo Immortal Forums: Khemsklet Khud Breaks Corpse Lance

Diablo 4’s Paladin Can Lose a 500% Damage Bonus Just by Changing Zones


Diablo 4 Paladins have discovered a remarkably efficient way to lose damage.

Walk through a door.

Players are reporting that the five-piece bonus from the Light’s Epiphany Charm Set can stop applying its enormous 500% multiplicative damage bonus after loading screens, zone transitions and other changes in game state.

The bonus is supposed to increase Discipline Skill damage by 500% while Arbiter of Justice is active.

When it works, that is obviously enormous.

When it does not, players say their damage can collapse until they manually reset their Oath.

Blizzard has not publicly confirmed the cause, so this remains a player-reported bug. But multiple reports stretching back into July describe remarkably similar behaviour.

Light’s Epiphany Is Built Around a Huge 500% Multiplier

The five-piece Light’s Epiphany bonus is supposed to transform Arbiter of Justice into one of the Paladin’s biggest damage windows.

Casting Arbiter triggers the Paladin’s Ultimates, replaces Arbiter of Justice with Zenith temporarily and makes all Ultimates count as Discipline Skills.

Most importantly, Discipline Skills receive 500%[x] increased damage for the duration of Arbiter of Justice.

This is not a decorative little 8% passive hiding somewhere on the character sheet.

The multiplier is basically the reason you wear all five pieces.

Which makes it rather noticeable when it disappears.

Loading Screens Can Apparently Break It

A detailed bug report posted on August 12 describes several situations where the bonus reportedly stops functioning.

The player says ordinary loading screens can trigger the issue.

Distinct sub-zones can trigger it too, including boss rooms and treasure rooms, even when there is no traditional loading screen.

The player also reports that if the Arbiter buff expires and is later reapplied, the five-piece damage bonus sometimes fails to reactivate with it.

The result is a Paladin that still appears to have the correct set equipped and can still activate Arbiter of Justice, but suddenly deals dramatically less damage.

Everything looks normal.

Except the part where the demons stop dying.

Switching Oaths Temporarily Fixes It

Players have found a workaround.

Switch away from Disciple Oath.

Then switch back.

According to several reports, doing this forces the game to recalculate something connected to the Oath or set bonus, restoring the missing 500% multiplier.

An August 1 reproduction report describes the same behaviour: entering new content can leave the multiplier inactive, while toggling Disciple Oath off and back on causes the expected damage increase to return.

Unfortunately, the fix only lasts until the next transition if the reports are accurate.

Change area again and you may have to repeat the ritual.

Apparently maintaining divine power now requires turning Paladin off and on again.

Some Activities Make the Workaround Impossible

This becomes much more serious in content where players cannot freely change their build.

The August report specifically highlights The Tower and Kurast Undercity.

If the bonus breaks after entering an area where Oath switching is disabled, the player cannot use the temporary workaround.

They may simply be stuck with dramatically reduced damage until leaving the activity.

That is particularly unpleasant in timed content such as Kurast Undercity, where losing the central damage multiplier from a five-piece set can turn a perfectly normal run into an emergency surprisingly quickly.

This Problem Has Been Reported Since July

The August reports are not the first.

A console bug report from July 5 describes Light’s Epiphany failing to activate its 500% Discipline damage bonus and says switching Oaths restores it.

Another report from July 14 describes essentially the same test: equip all five Light’s Epiphany pieces, enter combat content, activate Arbiter and compare the damage with the set disabled.

The player reported that damage remained unexpectedly similar until the Oath was refreshed.

An even earlier July discussion includes players describing enormous practical differences after toggling the Oath, with one saying a boss could go from taking more than a minute to dying almost immediately.

These are community observations rather than controlled Blizzard testing, but the consistency is difficult to ignore.

A 500% Bonus Should Not Be Easy to Miss

That is what makes this particular report unusually compelling.

Small multipliers can be difficult to verify inside Diablo 4’s avalanche of Critical Strikes, Vulnerable damage, Paragon bonuses and temporary buffs.

A 500% multiplicative bonus is somewhat less subtle.

If players are repeatedly seeing similar damage before and after activating what should be one of the build’s largest multipliers, something deserves investigation.

And because manually refreshing Disciple Oath appears to restore the expected increase, players naturally suspect the set bonus is failing to initialize correctly rather than merely displaying the wrong tooltip.

That suspected cause has not been confirmed by Blizzard.

Paladin Has Enough Math Problems Already

The timing is also unfortunate for the class.

We have already covered Paladin players questioning whether Judgement remains strong enough despite substantial Season 15 PTR buffs.

Light’s Epiphany represents a different problem entirely.

This is not players asking Blizzard for a larger multiplier.

The multiplier is already enormous.

They just want the one written on the item to remain attached to their character after walking into another room.

That seems like a reasonable theological position.

For Now, Paladin Players Should Watch Their Damage

Until Blizzard confirms the issue or provides a fix, Light’s Epiphany users may want to pay attention after loading screens and area transitions.

If Arbiter of Justice suddenly feels dramatically weaker, players report that toggling away from Disciple Oath and back can restore the bonus in content where build changes are allowed.

In locked activities, there may be no equivalent workaround.

Again, Blizzard has not officially confirmed the bug or its exact cause.

But after multiple reports over more than a month, one thing seems increasingly clear:

A Paladin should probably not lose 500% damage because Sanctuary needed to load the next room.

Sources

Diablo IV Forums: Paladin’s 5-Piece Light’s Epiphany Bonus Frequently Breaking

Diablo IV Forums: Light’s Epiphany 5 Set Bonus Is Bugged

Diablo IV Forums: Charm Set of Light’s Epiphany — The 5 Piece Bonus Is Not Active