Saturday, 17 October 2026

Diablo Immortal Blessed Hunter Guide: How to Farm Better Set Items Before November 3

There is a particular kind of disappointment that every Diablo Immortal player knows. You finish a dungeon for the twentieth time, a beautiful green item finally appears, and for one glorious moment you believe your evening has been worthwhile. Then you identify it. Wrong Set, disappointing attributes, or simply another piece destined for the Blacksmith. Sanctuary may be full of demons, but sometimes the most persistent enemy is the equipment system itself. Fortunately, Blizzard has introduced something that might make those dungeon runs rather less exhausting. Blessed Hunter is now live, running from October 15 until November 3, 2026, and it gives dropped Set Items several opportunities to become considerably more useful.

The event builds on the older Set Hunter system but introduces additional ways to influence the equipment you receive. Instead of merely hoping the correct green item appears, players can now select preferred Sets for individual equipment slots, while newly dropped dungeon Set Items receive automatic blessing rolls. It is not quite the same as ordering your dream equipment from a catalogue, but after years of watching the wrong boots appear at precisely the wrong moment, the idea is certainly appealing.

How Blessed Hunter Works

During the event, Set Items obtained from dungeons automatically undergo four blessing rolls when collected. Each roll has a chance to improve the item, and an individual piece can receive up to four successful blessings. Those improvements can increase the item's quality by adding attributes or Magic Properties, raise an existing attribute's value, or convert the item into a different Set selected by the player.

The distinction between four rolls and four guaranteed improvements matters. Blizzard is not promising that every green item becomes a magnificent piece of equipment. The system provides four opportunities for improvements, with the actual outcome depending on the rolls. The item arrives fully identified in your inventory, so there is no additional identification process to complete before examining the result.

Players can check the blessing notification to understand what happened. Diamonds beneath the notification indicate the number of blessings received, while a heart means the item was converted into one of your selected Sets. For a more detailed account, open My Log in the chat channels, where the game records the blessings applied to the item.

Choose Your Set Items Before Entering the Dungeon

The most useful change may actually be the new selection system. Previously, Set Hunter required players to select the same Set across their equipment slots. Blessed Hunter allows different preferred Sets to be chosen for individual slots, making it much better suited to builds that combine bonuses from several equipment collections.

You can make these selections at any dungeon entrance or through the Random Dungeon interface. Before beginning a farming session, check which pieces your build needs and configure the corresponding slots. If your character uses a mixture of two Sets, there is no reason to treat every slot as though it belongs to the same collection.

This is particularly welcome after Blizzard's earlier attempts to make Set farming more manageable. In July, the developers removed four underused Set Items from the active loot pool, reducing the number of unwanted possibilities competing for dungeon drops. August brought another round of retirement with Issatar Imbued leaving the active Set collection. Blessed Hunter approaches the same problem differently: rather than simply removing unwanted equipment, it gives players more influence over what their remaining drops might become.

How to Get the Most From Blessed Hunter

The sensible approach is to treat Blessed Hunter as an opportunity to improve an existing build rather than an invitation to collect everything that happens to glow green. Check your current Set bonuses, identify the weakest pieces and select the Sets you actually need for those slots. Then concentrate on dungeon runs you can complete efficiently. The blessing system operates when Set Items drop inside dungeons, so spending the entire evening wandering around the open world is not the way to take advantage of this particular event.

Do not overlook items simply because their original Set name is wrong. One of Blessed Hunter's central features is the chance to convert an item into a preferred Set, and the notification will tell you when that happens. Likewise, a piece that initially looks ordinary may receive additional attributes or stronger values. Examine the finished item before deciding whether it belongs in your equipment collection or the recycling pile.

The event also arrives after two important equipment improvements. Blizzard's Patch 4.3 guaranteed maximum sockets on Set Items, while September's update gave every newly obtained green Set Ring a Versatile Socket. Together with Blessed Hunter, these changes remove several of the little disappointments that traditionally followed an otherwise promising dungeon drop. The perfect item is still difficult to find, but at least the game is gradually running out of unnecessary ways to spoil it.

Don't Confuse Blessed Hunter With Treasure Goblins

There is another reason October is becoming an interesting month for equipment collectors. Blizzard has also introduced five new Treasure Goblin varieties and a special Avarice dungeon encounter. The Mythstealer specializes in Set Item drops, making it particularly interesting to anyone hunting green equipment.

However, Blizzard specifically describes Blessed Hunter blessings as applying to Set Items dropped within dungeons. Players should not assume that every Set Item obtained from other activities automatically qualifies for the same treatment. The two systems may encourage similar farming habits, but they have different rules.

There is also Winds of Fortune, with its temporary reward bonuses and important activation rules, running until October 22. Players planning long dungeon sessions should examine that event as well, particularly before activating its 24-hour bonus. Several useful farming opportunities are overlapping, which is convenient for players and presumably rather less pleasant for Sanctuary's increasingly overworked dungeon bosses.

November 3 Is the Deadline

Blessed Hunter ends on November 3 at 3:00 a.m. local server time. Blizzard has not published exact probabilities for individual blessings, so there is no reliable basis for promising a particular number of runs or guaranteed perfect equipment. What players can do is prepare their preferred Set selections, use the event's automatic rolls and inspect the results carefully.

For a game that has spent years asking players to accept increasingly elaborate combinations of randomness, that is a welcome improvement. The familiar dungeon grind remains, naturally. Diablo would hardly be Diablo if you could simply request a perfect pair of boots and collect them from a helpful merchant.

But until November 3, at least those disappointing green drops have another chance to surprise you.

And after the twentieth run through the same dungeon, that might be exactly the encouragement you need.

Source: Blizzard Entertainment – Defy the Vessels of the Husk, Blessed Hunter Event.

Diablo 2 Is Closing Character Transfers to Reign of the Warlock, and Bots Are the Reason

Diablo II players have spent more than twenty-five years developing a remarkable talent for moving valuable objects from one place to another. Runes, charms, weapons, armour, entire collections of equipment that might become useful someday. Nothing is ever quite ready to be thrown away, and an old character can easily become a walking museum of Sanctuary's economic history. But Blizzard has decided that one particular form of moving things around has gone on long enough. Starting November 16, 2026, players will no longer be able to transfer existing Expansion characters into Reign of the Warlock. And the reason is a problem almost as old as Diablo II itself: bots.

The announcement appeared on Blizzard's official forums on October 6, explaining that the transfer system has become a way for items obtained through automated farming to enter the newer Reign of the Warlock environment. Blizzard wants to close that route to protect the game's economy and provide a fairer experience. It is a relatively small administrative change on paper, but for a game where the value of a single rune can become the subject of an evening's negotiations, the implications are rather more interesting.

Three Versions of Diablo II, but One Door Is Closing

When Reign of the Warlock arrived earlier this year, it did considerably more than introduce a new character class. Blizzard divided Diablo II: Resurrected into three separate eras: Classic, Expansion and Reign of the Warlock. Characters could move forward from one era to the next, bringing their equipment and progress with them, but could not travel backwards. It was an elegant way of preserving the old game while allowing the new expansion to develop its own rules.

That arrangement is now changing. Anyone with an eligible Expansion character they intend to bring into Reign of the Warlock must complete the transfer before November 16. Blizzard has not announced that existing characters will be deleted, nor is this a normal Ladder reset. The restriction concerns moving characters between the separate game eras. Players who are happy remaining in Expansion do not need to abandon their characters simply because the deadline arrives.

It is nevertheless worth checking your old characters now, particularly if you have spent the year playing both versions. Diablo II veterans are notoriously good at remembering where they found their first Stone of Jordan and remarkably bad at remembering which mule is currently holding their spare Enigma.

The Old Problem of Bots and the Diablo Economy

Blizzard's explanation goes straight to one of Diablo II's most persistent problems. Automated farming has existed in various forms for decades, allowing characters to repeat profitable activities without somebody necessarily sitting at the keyboard. When that equipment enters a trading economy, the consequences extend beyond the people operating the bots. Artificially increased supplies can affect item values, distort trading and make legitimate farming feel rather less rewarding.

The problem becomes particularly sensitive when different game versions share a route for transferring equipment. Reign of the Warlock has its own progression systems, new items and an expanded endgame. Blizzard clearly does not want its economy supplied through a doorway that allows equipment farmed in the older Expansion environment to enter indefinitely.

That separation also reflects how much Diablo II has changed during 2026. The expansion introduced new systems that would once have seemed unimaginable, while Season 15 brought eight previously Ladder-only Runewords into Non-Ladder. Blizzard is still trying to balance the traditions of the original game with an increasingly complicated modern item economy.

Not Everyone Is Happy About the Decision

The reaction on Blizzard's forums has been divided. Some players welcome the restriction as an overdue attempt to keep bot-farmed equipment out of Reign of the Warlock. Others argue that the change punishes ordinary players who deliberately maintained characters in the older Expansion environment and intended to transfer them later.

There is a reasonable question underneath those disagreements: should stopping automated farming require removing a legitimate feature from everyone? Closing the transfer route may prevent one method of introducing questionable equipment into Reign of the Warlock, but it does not automatically eliminate bots operating inside the newer version itself.

It is also another reminder that Diablo II's different eras are becoming increasingly distinct. Players have already debated the absence of Legacy Graphics in Reign of the Warlock, while technical differences between the versions have created their own controversies. Blizzard is gradually turning the expansion into something more separate from the experience players have known for decades.

What Players Should Do Before November 16

For anyone still maintaining characters in Expansion, the sensible approach is to check which ones they eventually want to play in Reign of the Warlock. Review their equipment, confirm that the destination version offers the features you want, and complete any intended transfers before the deadline. Remember that the era-transfer system only moves characters forward, so the decision should not be treated as a reversible experiment.

This is separate from the familiar problem of managing Ladder characters and their shared storage. We have previously covered how easily old Ladder loot can disappear during a seasonal transition, and the subsequent reports that some players received misleading in-game stash deadlines. Those incidents involved different systems, but they demonstrate why it pays to read Blizzard's dates carefully whenever permanent characters and valuable equipment are involved.

Blizzard's official notice does not explain every possible edge case, including all questions surrounding future Classic character conversions. Players with unusual character arrangements should therefore consult the latest official guidance rather than assume a workaround will remain available.

For now, the message is simple. The door between Expansion and Reign of the Warlock closes on November 16, and Blizzard is giving players one final opportunity to move their eligible characters through it.

Whether that makes Sanctuary's economy healthier remains to be seen.

But if you have a twenty-year-old habit of keeping absolutely everything, now would be an excellent time to check which version of Hell you're keeping it in.

Sources: Blizzard's official character transfer announcement and Blizzard's Reign of the Warlock overview.

Diablo 5 Has Started Filming Its Cinematics, and Sanctuary Is Getting Ready for Another Disaster


There is something rather reassuring about knowing that, somewhere inside Blizzard, people are already preparing the next elaborate cinematic demonstration of why living in Sanctuary is a terrible idea. The Diablo series has spent thirty years turning demonic invasions into something approaching high art, and now the machinery behind its next great catastrophe is beginning to move. Diablo V has officially started shooting its cinematics, with Blizzard's cinematic director Neil David Carter offering our first glimpse behind the scenes. Admittedly, the glimpse consists mainly of an empty studio. But for Diablo fans, even an empty room can be interesting when you know what will eventually crawl out of it.

On October 14, Carter shared a photograph from a production stage on X with the wonderfully economical message: "First shoot #Diablo5." There were no actors, no recognizable characters, and certainly no enormous horned demon posing obligingly for the camera. Just the equipment and space where the performances behind Diablo V's cinematic sequences are beginning to take shape. After Blizzard's September announcement that Diablo V will arrive in Spring 2029, this is one of the first tangible signs of the work happening behind the curtain.

Diablo Has Always Known How to Make an Entrance

Blizzard's cinematics have been part of Diablo's identity almost as long as the games themselves. The original Diablo introduced players to a gloomy world of gothic architecture and miserable villagers, but Diablo II took the storytelling considerably further. Its cinematics followed Marius through a series of increasingly unfortunate decisions, culminating in the sort of revelation that would make most people reconsider their travelling companions. They remain some of the most memorable sequences Blizzard has ever produced.

Diablo III preferred grander gestures, with angels descending from the heavens, entire armies being reduced to glowing dust, and enough supernatural destruction to keep the High Heavens' rebuilding contractors employed indefinitely. Diablo IV returned to a more intimate kind of horror, particularly with Lilith's introduction and the extraordinary confrontation between Lilith and Inarius. The technology had changed, but the old trick remained the same. Blizzard knew how to make the end of the world look magnificent.

That tradition matters even more for Diablo V because Blizzard deliberately saved Diablo himself for the next chapter. The Lord of Terror is no longer merely threatening Sanctuary from somewhere beyond the next dungeon. This time, he has already won.

Filming Has Started, but Diablo V Is Still Years Away

It is worth keeping the excitement within reasonable limits. Beginning cinematic shoots does not mean the game is approaching completion. Blizzard was producing finished cinematic material for Diablo IV years before that game finally launched in June 2023. Large productions develop their storytelling, animation, environments and gameplay systems across overlapping schedules, and a camera appearing on a studio floor tells us remarkably little about the state of the inventory system.

We do know that Blizzard has ambitious plans. The developers have described their goal of creating the best Diablo campaign yet, which is a rather dangerous promise when your own back catalogue includes Diablo II. The new story takes place roughly a century after Diablo IV, in a ruined Sanctuary where the heroes have failed and civilization has largely collapsed. It is not exactly the sort of setting that calls for cheerful musical numbers.

And the changes go beyond the narrative. Blizzard is returning to a more procedural approach to Sanctuary's environments, while the developers are also looking back toward Diablo II's approach to loot and character progression. Even the class roster is becoming unusually ambitious, with more playable classes planned at launch than any previous Diablo game has offered.

That is an enormous amount of work to complete before Spring 2029, and plenty can change along the way. For now, Carter's photograph simply confirms that another important part of the production has begun. It does not reveal which characters are being filmed, whether the footage belongs to the opening cinematic or an in-game sequence, or how much of the script has been finalized.

Still, there is something charming about seeing the first physical traces of a game that currently exists mostly as promises, concept art and the knowledge that Diablo has finally managed to do his job properly.

Somewhere in that empty studio, Blizzard is preparing the next chapter of Sanctuary's history. We have no idea what the finished scenes will look like.

But judging by the previous thirty years, somebody is going to have a spectacularly unpleasant afternoon.

Sources: PureDiablo's report on the first cinematic shoot and Blizzard's official Diablo V announcement.

Friday, 16 October 2026

Diablo Immortal Adds Five New Treasure Goblins and a Surprise Portal to Avarice


There are few creatures in Diablo quite as universally appreciated as the Treasure Goblin. Demons are dangerous, skeletons are irritating, and bosses have an unfortunate habit of demanding several minutes of your attention before surrendering anything useful. A Treasure Goblin, on the other hand, has the decency to run away screaming while carrying a sack full of valuables. It is one of Sanctuary's more agreeable traditions, and Blizzard has now decided that Diablo Immortal needs considerably more of it.

The October update introduces five new Treasure Goblin varieties, a special dungeon event and changes to Avarice the Gold-Cursed. What initially sounds like a minor addition to the loot system could actually become one of the more useful improvements to everyday farming. For once, the little creatures are carrying something more interesting than another collection of gold and disappointment.

Five Goblins, Five Different Reasons to Chase Them

The most noticeable change is that Treasure Goblins now come with distinct specialties. The Mythstealer drops Set Items, while the Malevolent Tormentor carries Legendary Equipment. Gem Hoarders provide Gems, Odious Collectors drop Flowing Shards and other salvage materials, and Draff Gatherers carry Rhodolite and crafting resources. Blizzard has essentially divided the Goblin population into specialized departments, presumably without consulting anybody about working conditions.

There is a practical advantage to this arrangement. Diablo Immortal has become an increasingly complicated game of collecting, upgrading and replacing equipment. A player hunting for a missing Set piece has very different priorities from somebody gathering materials for another upgrade. Knowing that a particular Goblin specializes in the resources you need gives those sudden encounters a little more purpose.

Set Items are especially interesting right now. Blizzard recently changed the equipment system so that every newly obtained Set Ring comes with a Versatile Socket, removing one of the more irritating elements of ring farming. More opportunities to obtain Set Items fit rather neatly into that improvement, particularly for players still trying to complete their preferred equipment combinations.

The new Gem Hoarder is another welcome addition. Diablo Immortal's gem economy remains one of its longest progression grinds, even after Blizzard introduced Progressive Upgrades for Normal Gems beginning at Rank 6. Blizzard has not promised that every Goblin encounter will suddenly shower players with valuable gemstones, so expectations should remain sensible. But another potential source of Gems is hardly something Sanctuary's adventurers are likely to complain about.

Avarice Can Now Interrupt Your Dungeon Run

The more entertaining addition involves Avarice the Gold-Cursed, a creature whose entire personality can be summarized as an unhealthy attachment to valuable objects. Treasure Goblins will continue appearing randomly in outdoor zones and dungeons, but Blizzard has introduced the possibility of triggering a special Goblin event during a dungeon run. When that happens, a portal appears at the dungeon entrance and takes players directly to the final arena, where Avarice is waiting.

Defeating him grants rewards equivalent to those normally received from the dungeon's final boss. That is an important distinction. Blizzard is not promising an additional boss's worth of loot on top of every completed dungeon, nor has it published an exact probability for the portal to appear. This is a special encounter that can occur during ordinary dungeon farming, rather than a guaranteed shortcut players can activate whenever they feel like earning another Legendary item.

Avarice himself has also received some attention. His familiar portal dash has been restored, and several other attacks have been adjusted. Blizzard wants the encounter to feel more involved, which is probably reasonable when the opponent is an enormous treasure-obsessed monster who has spent much of his existence behaving like a walking bank vault.

Long-time players may remember that Avarice was already part of Diablo Immortal's anniversary plans alongside Baal. This latest appearance is different because it integrates the encounter into the regular dungeon experience rather than treating the boss simply as another returning attraction.

A Small Change That Could Make Farming More Enjoyable

What makes these additions interesting is how neatly they fit into Blizzard's recent attempts to smooth out Diablo Immortal's progression systems. Between the new Set Ring sockets, gradual Gem upgrades and the continuing adjustments to equipment acquisition, the developers have been removing some of the frustration surrounding familiar activities. There are still plenty of problems to solve, particularly in a game where even the Legendary Gem market has grown into a cross-server trading system, but the direction is encouraging.

Crafting materials deserve attention too. Anyone who remembers the recent player reports of enormous resource stacks disappearing after updates knows just how much effort can be tied up in an inventory full of apparently unremarkable materials. A Goblin carrying Flowing Shards or Rhodolite may not inspire the same excitement as a rare Legendary drop, but for somebody working toward an upgrade, those resources can be considerably more useful.

The timing also places the new Goblins alongside another return of Winds of Fortune, which gives players additional reasons to spend time farming Sanctuary's familiar activities. It makes for a busy October without requiring everyone to abandon their existing characters and start an entirely new progression system.

Whether the new Goblins become genuinely valuable farming targets will depend on their appearance rates and the quality of their drops. Those are questions players will answer through ordinary gameplay rather than promotional descriptions.

Still, the idea is sound. Treasure Goblins have always provided one of Diablo's simplest pleasures: spotting something valuable, abandoning whatever sensible task you were doing, and chasing it halfway across the map.

Now there are five more reasons to do exactly that.

And occasionally, an enormous golden monster waiting at the end.

Source: Blizzard Entertainment – Defy the Vessels of the Husk.

Diablo 4's Steam Comeback Is Losing Steam, but Sanctuary Is Far From Empty


Three weeks ago, Diablo IV was enjoying something it had not experienced for quite some time: a genuinely crowded Sanctuary. Season 15 had arrived, Blizzard had temporarily opened the gates for free, and a 75% discount persuaded thousands of players to give the game another chance. Steam's player counter climbed toward 50,000, and for a brief moment, the familiar arguments about Diablo IV being a dying game went rather quiet. Now October has arrived, the promotion is a distant memory, and those numbers are beginning to tell a different story.

According to Steam player statistics, Diablo IV recorded a daily peak of 18,483 concurrent players on October 14. Compare that with September 27, when the same tracking service recorded 48,620, and the decline is substantial. That's roughly 62% fewer players at the daily peak in just over two weeks. Not exactly the sort of graph Blizzard would print on a celebratory anniversary cake.

But there is a rather important detail hiding behind those numbers.

The September Comeback Was Real

At the beginning of September, we reported that Diablo IV had fallen to around 2,500 concurrent Steam players. Season 14 was winding down, most dedicated players had exhausted its rewards, and the community was waiting for something new. It was the familiar end-of-season wilderness, where even the Treasure Goblins seem to have packed their bags.

Then came Season of Hell's Legacy. Blizzard combined its anniversary celebrations with free access and an unusually aggressive Steam discount, and players returned in considerable numbers. By September 19, we were watching Steam peaks approaching 50,000. More importantly, those players did not immediately disappear when the free period ended.

On September 28, we examined what happened after the discount disappeared. The daily peak remained close to 50,000, suggesting that the surge had survived its first serious test. We also pointed out that the more revealing moment would arrive in mid-October, once the excitement surrounding the new season had begun to settle.

Well, here we are.

Season 15 Has Plenty to Offer, but the Honeymoon Is Ending

It would be tempting to blame the falling numbers on disappointment with Season 15, but that would be considerably more confident than the evidence allows. Seasonal action RPGs have always experienced sharp fluctuations. Players return for new content, spend a few enthusiastic weeks discovering everything, finish their characters, and gradually wander off to other games. Diablo has followed that rhythm for years, long before anybody thought to turn concurrent-player charts into a spectator sport.

And Season 15 has genuinely offered an unusual amount to discover. Players uncovered the return of Whimsyshire and its thoroughly ridiculous unicorn boss, Neigh'relle, alongside hidden Runewords, anniversary items and references to Diablo II that have kept the community investigating for weeks. There is something refreshing about a Diablo season where the conversation occasionally concerns a mysterious secret rather than which build can erase a boss in the fewest frames.

Not everything has been quite so charming, of course. Season 15 arrived with technical problems, missing rewards and progression bugs. Blizzard has spent much of the season repairing things, including issues addressed in Patch 3.2.2's extensive collection of fixes. Whether those problems have contributed to the falling Steam population is impossible to determine from the player chart alone.

18,000 Players Is Not the Same as an Empty Game

There is another distinction worth making before anyone starts preparing Diablo IV's obituary. These figures only cover Steam. They do not include players using Battle.net, PlayStation or Xbox, and Blizzard does not provide a public real-time total across every platform. Steam offers a useful window into player behaviour, but it is not a census of the entire population.

Even within that limited picture, the current numbers tell a more complicated story than simple collapse. October 14's daily peak of 18,483 is well below September's promotional highs, but still considerably above the low point we observed at the beginning of September. In other words, much of the anniversary crowd has gone home, yet Sanctuary has not returned to its pre-season silence.

The next few weeks will tell us whether that remaining audience represents a healthier long-term Steam baseline or simply the slower part of the usual seasonal decline. Blizzard has managed to bring players back through the gates. Keeping them interested after the anniversary surprises have been discovered is the harder part.

For now, the figures suggest neither a miraculous resurrection nor an impending funeral.

Diablo IV has simply reached that familiar point in every Diablo season when the excitement begins to fade, the loot becomes harder to improve, and players remember that other games exist.

Some of them even have fewer demons.

Diablo Immortal's Halloween Event Is Back With Free Headless Rewards and a Deadly Game of Betrayal


Halloween has returned to Sanctuary, although one might reasonably ask whether anybody would notice the difference. Diablo Immortal already has more walking corpses than most cemeteries, demons lurking in every cellar, and enough dismembered body parts to keep a particularly unpleasant butcher busy for several lifetimes. Still, Blizzard has decided that October deserves its own horrors, and Hallow's Wake is now underway, running from October 15 to November 12. There are free rewards to collect, familiar activities with a Halloween twist, and an opportunity to discover that the most dangerous monster in Sanctuary might be standing right beside you.

The celebration follows a rather eventful September, when Spawn arrived in Diablo Immortal alongside the Made to Suffer update. That crossover brought a comic-book visitor whose professional relationship with Hell is complicated even by Diablo standards. Hallow's Wake takes things in a more traditional direction, with ghostly enemies, suspicious adventurers and a slightly disturbing collection of headless cosmetics.

Survivor's Bane Gets a Halloween Makeover

The festivities begin with Survivor's Bane, available from October 15 until October 29 at 3 a.m. local server time. The familiar survival mode has acquired some seasonal visitors, including supernatural enemies that appear specifically during Hallow's Wake. Strange forces can also restrict visibility, making it considerably harder to see what is approaching. Given that most things approaching you in Diablo Immortal have fairly unpleasant intentions, this is something of a disadvantage.

Survivor's Bane has always been about making the best of whatever abilities and opportunities the game throws your way. It shares some of that improvisational spirit with Fractured Plane, although players will hopefully avoid the sort of technical complications we saw when retired Legendary Essences mysteriously continued appearing in Fractured Plane earlier this year. Halloween monsters are one thing. Equipment that no longer works is a rather less entertaining surprise.

Howler's Hunt Is Where Your Friends Become the Problem

On October 29, Survivor's Bane gives way to Howler's Hunt, which continues until November 12. Here Blizzard abandons the usual arrangement of putting a large monster in front of a group of adventurers and asking everyone to hit it. Instead, one member of the group is secretly a traitor, and the others must identify the culprit before too many innocent players meet an unfortunate end. Accuse the wrong person and your chances of survival become considerably worse.

It is a rather splendid idea for a Diablo event. Normally, arguments between players revolve around loot, class balance or whether Bout of Realms matchmaking gives ordinary teams a fighting chance. Howler's Hunt simplifies matters considerably. One of your companions wants you dead, and for once it has nothing to do with Resonance.

Free Headless Cosmetics and a Visit to the Crone

Both activities reward Hallowed Stones, which can be exchanged with the Crone in Westmarch. Her seasonal inventory includes Legendary Items, Legendary Crests and new Headless cosmetics. The latter allow characters to wander around Sanctuary without the inconvenience of possessing a head, which feels like a natural development for a franchise that has spent thirty years experimenting with increasingly elaborate armour designs. These appearances are temporary, however, so collectors should not mistake them for permanent cosmetic unlocks.

The returning Mythslayer cosmetic is also available separately through the in-game shop, with purchases starting at 1,000 Eternal Orbs. That distinction between gameplay rewards and premium purchases is worth remembering, particularly while Diablo Immortal's virtual currency systems are facing scrutiny from European consumer authorities. Hallow's Wake offers rewards earned by playing, but the premium wardrobe remains very much open for business.

And the Treasure Goblins Have Been Busy

Halloween also arrives alongside a broader update to Treasure Goblins. Five new varieties now specialize in different rewards, including Set Items, Legendary Equipment, Gems and crafting materials. Dungeon runs can even trigger a special Goblin event leading directly to Avarice the Gold-Cursed. For players already taking advantage of changes such as the introduction of Versatile Sockets on all newly acquired Set Rings, there are more reasons to keep hunting for equipment.

It is all part of an increasingly generous autumn schedule that also includes another Winds of Fortune event. We previously looked at why Winds of Fortune can be particularly valuable for Normal Gem farming, and the October return offers another opportunity to make ordinary activities more rewarding.

Hallow's Wake is hardly going to transform Diablo Immortal, nor does it need to. There is something rather charming about a Halloween celebration in a game where Halloween is effectively the normal state of affairs. A few strange costumes, some supernatural mischief and the chance to accuse your friends of being murderous impostors are perfectly respectable reasons to return to Sanctuary.

Just remember to collect your rewards before November 12.

Losing your head is one thing. Losing your free loot would be considerably worse.

Sources: Blizzard's Hallow's Wake announcement and Defy the Vessels of the Husk update notes.

Thursday, 15 October 2026

Diablo 3 Season 40 Altar of Rites Guide: Best Unlock Order, Materials and Mistakes to Avoid

Diablo III Season 40 has given the Nephalem another collection of Angelic Crucibles, ridiculous Sanctified Powers and perfectly reasonable excuses to spend the weekend exterminating entire demon populations. But before you get too distracted by all that divine weaponry, there is another system sitting quietly in New Tristram that can make your seasonal journey considerably easier. The Altar of Rites has returned, and while it does not attract quite the same attention as a Crusader casually summoning lightning from horseback, its bonuses are among the most useful things a seasonal character can unlock.

The Altar offers everything from equipment without level requirements to extra Death's Breaths, automatic loot collection and additional Primal Ancient drops. Naturally, none of this comes free. You must sacrifice increasingly inconvenient combinations of crafting materials, equipment and rare consumables, occasionally wondering whether the people who designed the system have a personal grievance against your inventory.

In this guide, we'll explain where to find the Altar of Rites in Season 40, which Seals to prioritise, every material requirement and how to avoid the mistakes that can delay your progression. If you are still getting your character established, our Season 40 Light's Calling overview explains the returning seasonal theme and the available Haedrig's Gift sets.

Where Is the Altar of Rites in Diablo 3 Season 40?

The Altar of Rites is located in Act I, New Tristram, and is available in Seasonal Adventure Mode from level 1. From the town waypoint, head towards the Slaughtered Calf Inn and follow the path around the building towards the exits leading to Wortham and the Weeping Hollow. The Altar sits along that route and is marked by a large golden symbol on the minimap.

It contains 26 regular Seals and three Legendary Potion Powers. Each unlock grants a permanent seasonal benefit shared across your characters in the relevant seasonal mode. You can eventually unlock everything, but individual choices cannot be undone, and the cost of each successive sacrifice increases regardless of which path you take through the tree.

That last point is important. The Altar does not punish you with more expensive materials because you chose the wrong branch. The sacrifices become progressively more demanding according to the number of unlocks you have completed. Choosing an efficient route therefore means collecting the most useful bonuses before the difficult material requirements begin.

Best Altar of Rites Unlock Order in Season 40

There is no single perfect route for every character. A player levelling a fresh seasonal hero benefits from different powers than someone already clearing Greater Rift 100. The following priorities offer a practical route for most players, with an emphasis on movement, easier farming and fewer trips back to town.

PrioritySealWhy It Matters
1Gateway (A)Doubles kill streak duration and reward bonus; mandatory first unlock.
2Anointed (C)Removes item level requirements, particularly useful when levelling.
3Mirror (B)Keeps Pools of Reflection active throughout the season.
4Uncapped Movement Speed (F)Makes farming and travelling more efficient.
5Double Death's Breaths (M)Accelerates crafting and Kanai's Cube progression.
6Double Bounty Caches (O)Improves material collection from Bounties.
7Progress Orb Pickup (P)Automatically collects nearby Rift progress orbs.
8Pet Pickup and Salvage (X)Lets pets collect and salvage unwanted normal, magic and rare equipment.
9Legendary Chance at Kadala (Z)Improves gearing through Blood Shard gambling.

This is a priority list, not a literal click-by-click path. The Altar is an interconnected tree, so you must unlock the necessary connecting Seals before reaching some of these bonuses. Check the connections in your Altar menu and adjust your route accordingly. The precise order between Anointed and Mirror is also flexible: take Anointed early if you are still levelling or plan to create another character, but consider Mirror first if you are already level 70 and want the long-term experience benefit.

Why Anointed Is So Powerful While Levelling

The Anointed Seal removes level requirements from equipment. That sounds convenient, but in practice it can completely change the levelling process. Once unlocked, a character can use powerful equipment that would ordinarily require a much higher level. A carefully chosen level 70 weapon becomes particularly entertaining when placed in the hands of someone who has only recently learned which end of it to hold.

There are two things to remember. First, the benefit applies to your seasonal characters, not followers. Second, item levels can display differently once the Seal is active, so pay attention to equipment names when crafting. Most level 70 rare weapons use the Sovereign naming convention, while the Necromancer's level 70 rare scythe is called the Grandmaster Saber.

For players already established in Season 40, Anointed is still excellent when levelling alternative characters. It is less urgent if you have no intention of creating another hero and are primarily interested in Greater Rift farming.

Every Altar of Rites Sacrifice in Season 40

The Altar's costs are determined by how many regular Seals you have unlocked, not by which specific Seal you choose. The table below gives the regular 26-step sacrifice progression, allowing you to prepare important materials before you reach the relevant stage.

UnlockRequired Sacrifice
110 Reusable Parts
21 Flawless Diamond or higher, 15 Arcane Dust, 20 Reusable Parts
31 Greater Rift Keystone, 10 Death's Breaths
4Any class-specific Set Helm
520 Forgotten Souls and 10 of each Act Bounty material
61 Leoric's Regret, 1 Vial of Putridness, 1 Idol of Terror, 1 Heart of Fright
71 crafted Reaper's Wraps
830 Forgotten Souls
91,100 Blood Shards
101 Flawless Royal Ruby, 20 Death's Breaths, 1 Ring of Royal Grandeur
111 Flawless Royal Emerald and 30 of each Act Bounty material
1220 Greater Rift Keystones, 1 Ramaladni's Gift
131,300 Blood Shards
141 Petrified Scream
151 unopened Challenge Rift Cache
16250 Forgotten Souls
171,400 Blood Shards
181 Ancient Hellfire Amulet
194 different Tome of Set Dungeon Pages from the same class
201 Ancient Puzzle Ring and 50 of each Act Bounty material
21500 Death's Breaths, 300 Forgotten Souls
221,500 Blood Shards
231 Rank 125 Whisper of Atonement
241 Augmented Weapon
251 Staff of Herding
261,600 Blood Shards

The five Act Bounty materials are Khanduran Runes, Caldeum Nightshade, Arreat War Tapestry, Corrupted Angel Flesh and Westmarch Holy Water. Whenever the table asks for a quantity of each material, you must provide that quantity for all five Acts.

The three Legendary Potion Powers use a separate currency rather than the regular sacrifice sequence. The first costs 55 Primordial Ashes, the second requires 110, and the third costs 165. You obtain these Ashes by salvaging Primal Ancient equipment. The Potion Powers also require you to reach the relevant connecting Seal in the Altar tree.

The Challenge Rift Cache Mistake That Can Delay Your Altar

If there is one mistake that deserves its own warning sign, it is the Challenge Rift Cache. The 15th regular Altar sacrifice requires an unopened Challenge Rift Cache, which means the usual advice to open your weekly cache immediately is not always the best decision.

At the start of a season, opening the cache provides Blood Shards, gold and crafting materials that can dramatically accelerate levelling. For casual players, that early boost is often worth taking. By the time they reach the 15th sacrifice, another weekly Challenge Rift may already be available.

Dedicated players can progress through the Altar much faster, however. If you expect to reach the 15th requirement before the next weekly reset, saving an unopened cache can prevent an otherwise unavoidable delay. Remember that only one Challenge Rift reward cache can be earned from each weekly challenge.

Season 40 began on October 2, so most players starting the season now face a slightly different decision than those competing during the opening weekend. If you are already level 70 and working towards your 15th unlock, do not open the next Challenge Rift Cache you intend to sacrifice. The Altar needs the cache itself, not the crafting materials inside it.

We previously covered the console Challenge Rift problem that prevented players from progressing through the Altar. That was a separate technical issue, but it illustrates just how important these weekly caches have become to the seasonal progression system.

How to Prepare the Difficult Materials

Reaper's Wraps and the Ring of Royal Grandeur

For the seventh sacrifice, you need an actual crafted pair of Reaper's Wraps, not merely the crafting plan. The plan is obtained from Malthael in Act V. Once you have learned it, craft the item at the Blacksmith and sacrifice the finished equipment.

The Ring of Royal Grandeur required at step 10 is most reliably pursued through Act I Horadric Caches obtained from Bounties. Players should consider saving the first ring they find for the Altar rather than immediately equipping or extracting its power. If you only have one copy and your build depends on it, secure a replacement before making the sacrifice.

Blood Shards and Greater Rift Capacity

Several sacrifices require large amounts of Blood Shards, eventually reaching 1,600. You must have enough storage capacity to hold the required amount, which means progressing through solo Greater Rifts to increase your Blood Shard cap.

For the standard progression thresholds, Greater Rift 60 supports a 1,100 cap, Greater Rift 80 supports 1,300, Greater Rift 90 supports 1,400, Greater Rift 100 supports 1,500 and Greater Rift 110 supports 1,600. Reaching those levels may be considerably easier once you have assembled your full class set and a few supporting Legendary items.

Console players should also be careful when approaching the required amount. Depending on the size of a Blood Shard pickup, it may not be possible to collect the pile if doing so would exceed the current cap. Spending a few Shards at Kadala before another Rift can solve that problem.

Petrified Screams and Ramaladni's Gift

The 12th sacrifice requires 20 Greater Rift Keystones and a Ramaladni's Gift, while the 14th requires a Petrified Scream. Both consumables are worth saving as you encounter them during normal farming. Petrified Screams can drop from Greater Rift Guardians, providing access to Echoing Nightmares and the Whisper of Atonement gems you will eventually need.

Do not use your only Petrified Scream immediately if you are approaching sacrifice 14. Likewise, keep a Ramaladni's Gift in reserve rather than automatically applying it to your first respectable weapon. There will be plenty of opportunities to optimise equipment later. Getting stuck because you consumed your only required item is a considerably less entertaining form of seasonal progression.

Step 19: How to Get Four Tome of Set Dungeon Pages

This requirement catches many returning players because older guides sometimes mention the Never Ending Questions lore item. That requirement was replaced. The current Altar asks for four different Tome of Set Dungeon Pages from one class.

To obtain them, collect the four traditional class sets associated with Set Dungeons. Equip one qualifying set, travel to Leoric's Manor in Act I, find the Tome of Set Dungeons and interact with it to receive the corresponding page. Repeat with the remaining three sets.

Here is the important Season 40 complication: none of this season's Haedrig's Gift sets has an associated Set Dungeon. That includes Aegis of Valor, Gears of Dreadlands, Horde of the Ninety Savages, Patterns of Justice, Masquerade of the Burning Carnival, Mundunugu's Regalia and Typhon's Veil.

Consequently, players must collect older qualifying sets rather than expecting the free seasonal set to provide a page. You do not need to complete the actual Set Dungeons, and you do not obtain these pages by searching inside them. The Tome in Leoric's Manor is the important interaction.

Start collecting extra Set pieces early instead of salvaging everything that does not belong to your primary build. This is especially useful in a season where Diablo III's fast seasonal progression makes it surprisingly easy to reach endgame long before you have gathered the equipment needed for every optional objective.

Can Angelic Crucibles Help With an Ancient Puzzle Ring?

Season 40 offers one particularly useful interaction between its main seasonal theme and the Altar. The 20th sacrifice requires an Ancient Puzzle Ring, and Sanctified items are treated as Ancient-quality equipment. Community testing indicates that a Puzzle Ring Sanctified with an Angelic Crucible can satisfy the Ancient Puzzle Ring requirement.

That gives players an alternative to repeatedly reforging a Puzzle Ring or hoping for a naturally dropped Ancient version. The cost is an Angelic Crucible and a Puzzle Ring, so it is best used when you can afford to sacrifice both. If you have only one Crucible and still need your desired Sanctified Power, you may prefer to finish your build first.

We explored the returning Crucible mechanic in our Season 40 Angelic Crucibles coverage. It is a good example of how the returning season theme can make an otherwise awkward Altar requirement easier.

The Final Grind: Whisper of Atonement, Staff of Herding and Primal Ashes

The last sacrifices are designed to keep even well-equipped characters busy. Step 23 requires a Rank 125 Whisper of Atonement, obtained by progressing through Echoing Nightmares. The next stage asks for an Augmented Weapon, which means using Kanai's Cube to apply an augment to suitable equipment. Those are useful endgame objectives in their own right, so neither needs to be treated as wasted effort.

The Staff of Herding at step 25 is another matter. This returning Diablo III curiosity demands its own collection of materials and crafting steps, and some components can take repeated attempts to find. Begin working on it before you reach the final sacrifices if you intend to complete the entire Altar. Waiting until the last moment can transform a relatively relaxed project into an extended search for materials that refuse to appear.

Legendary Potion Powers introduce another long-term objective. Primordial Ashes come from salvaging Primal Ancient items, so resist the temptation to salvage or spend important Primal drops carelessly. The Altar requires 330 Primordial Ashes in total across its three Potion Powers.

Don't Forget the Final Warning Seal

Even after completing all 26 regular Seals and unlocking the three Potion Powers, there is one final interaction. The Warning Seal at the bottom of the Altar becomes available when the requirements are satisfied. Activate it to receive the final benefit, which causes an additional random Primal item to drop whenever a Primal drops.

This also awards the Wings of Terror cosmetic. The additional Primal is a separate random item, not a duplicate of the original drop, and it is still subject to the normal rules governing the extra reward.

Several players have completed every visible sacrifice only to wonder why their double-Primal bonus has not activated. The reason is frequently that they have not clicked the final Seal itself. After all that farming, missing one final button would be a particularly Diablo III way to finish the season.

Common Altar of Rites Mistakes to Avoid

  • Opening your Challenge Rift Cache too early: Save an unopened cache when approaching the 15th sacrifice.
  • Sacrificing your only useful Set Helm: Keep a spare if your starter build still needs the item.
  • Salvaging every traditional class set: You will need four qualifying Tome of Set Dungeon Pages later.
  • Confusing a Reaper's Wraps plan with the item: The Altar needs the crafted bracers.
  • Using your only Petrified Scream or Ramaladni's Gift: Both are required for specific sacrifices.
  • Ignoring Blood Shard capacity: Later sacrifices demand up to 1,600 Shards at once.
  • Following an outdated Season 28 guide blindly: Some powers were adjusted when the Altar became a permanent seasonal feature.
  • Forgetting the final Warning Seal: Unlock it after completing the Altar to activate the additional Primal drops.

Is Completing the Altar of Rites Worth It in Season 40?

For players interested in seasonal progression, absolutely. The early unlocks improve levelling and farming, the middle of the tree provides valuable convenience and material bonuses, and the completed Altar offers long-term advantages that remain useful throughout the season. You do not need to rush through every sacrifice in your first weekend to benefit from it.

Season 40's Light's Calling theme makes the process especially entertaining because Angelic Crucibles give players powerful ways to improve their builds while working through the Altar. A fast farming character becomes even more effective when movement, loot collection and material bonuses begin stacking together. The result is Diablo III at its most efficient, which generally means spending less time managing inventory and more time making enormous groups of monsters regret their career choices.

Start with the useful quality-of-life powers, keep rare sacrifice materials when they drop, and plan ahead for the Challenge Rift Cache, Set Dungeon Pages and Staff of Herding. The Altar will still be there when your character becomes stronger, and unlocking everything is entirely achievable with a little patience.

Of course, this is Diablo III, where a little patience usually means killing several thousand demons while waiting for one specific object to fall out of a corpse. Some things never change.

References: Blizzard's official Altar of Rites rules and sacrifice requirements, updated Altar mechanics and Seal effects, and the Season 40 community tips and reminders.

Diablo Immortal Spawn Event Ends November 1: Last-Chance Guide to Free Rewards


Hell has never been particularly generous, but Diablo Immortal's collaboration with Spawn has managed to produce a surprisingly respectable collection of free rewards. Weapon cosmetics, Legendary Crests, a Legendary Gem and enough demonic accessories to make even the most enthusiastic Necromancer reconsider their wardrobe. The problem is that the event has a deadline, and Sanctuary's collection of temporary reward tracks has never been especially forgiving toward players who remember them a week too late.

The Diablo Immortal x Spawn collaboration ends on November 1, 2026, giving players a little over two weeks from October 15 to finish their remaining objectives. If you have been casually collecting Vengeance Marks without checking how much progress remains, now is an excellent time to open the event menu and find out exactly what you still need.

We previously covered Spawn's arrival alongside the Made to Suffer update. With the collaboration already underway, this is about something considerably more practical: which rewards are worth chasing before the event disappears, which activities help you earn them, and what you can safely ignore if you have no intention of spending money.

When Does the Diablo Immortal Spawn Event End?

Blizzard lists the main collaboration window as September 29 through November 1, 2026, at 2:59 a.m. PDT. The event includes Hellspawn's Vengeance, Hellspawn's Bane, The Eighth Circle and several limited-time cosmetics. Players outside North America should be careful when converting that deadline to their local time, particularly because seasonal clock changes occur near the end of October.

There is one important exception. Blizzard says the Necroplasmic Totem Legendary Gem remains in selected Elder Rift gem pools until November 4 at 3:00 a.m. PDT. That does not extend the entire collaboration. The free event reward track and its associated activities still end on November 1.

How to Earn Vengeance Marks Before the Event Ends

The most important activity is Hellspawn's Vengeance, the collaboration's reward track. Progress comes from completing weekly objectives and participating in Spawn-themed activities, particularly Hellspawn's Bane and The Eighth Circle. These award Vengeance Marks, which advance your progress toward the collaboration rewards.

If you have fallen behind, begin by opening Hellspawn's Vengeance and reviewing the objectives still available to your character. Prioritise activities that contribute directly to the reward track rather than assuming ordinary farming will automatically provide the same progress. Blizzard has not published a universal Vengeance Marks-per-hour calculation, so claims about one guaranteed fastest farming route should be treated with caution.

The sensible approach is to complete available weekly tasks, collect the rewards you unlock and then decide which remaining objectives are achievable with your available playing time. You do not need to turn every evening into a second job simply because a demon in a red cape has appeared on the event calendar.

Which Spawn Rewards Can You Earn for Free?

The Hellspawn's Vengeance reward track includes several items that would normally be tempting additions to Diablo Immortal's premium shop. Blizzard lists the following rewards:

  • Hellspawn's Guise weapon skins: A collection of ten Spawn-inspired weapon appearances across the event.
  • Necroplasmic Totem: A one-star Legendary Gem available through event progression.
  • Hellspawned Dominion Avatar Frame: An exclusive collaboration-themed portrait frame.
  • Six Hellspawn emotes: Additional cosmetic rewards associated with the event.
  • Legendary Crests: Useful resources for Elder Rift progression.
  • Legendary and Set equipment: Further rewards for players progressing through the track.

One detail deserves attention: Blizzard advertises ten weapon appearances in the overall collection, not a guarantee that every individual character automatically receives all ten. Check the available selections and claiming rules in the event interface before choosing a skin, particularly if you regularly switch classes.

Free cosmetic rewards are always more interesting when players can actually obtain them through normal gameplay. We previously saw a similarly welcome approach with Diablo Immortal's free Immortal King armour. The Spawn collaboration requires considerably more participation, but at least its basic reward track does not demand that players open their wallets first.

Hellspawn's Bane: A Useful Activity for Event Progress

Hellspawn's Bane is a special version of Survivor's Bane that incorporates abilities inspired by Todd McFarlane's antihero. Players battle waves of demons while collecting temporary powers, including Hell Chains, the K7-Leetha Cloak, Necroplasm and Hell Fire.

For anyone familiar with Survivor's Bane, the general idea should feel comfortable: survive increasingly unpleasant enemy groups while building a combination of abilities capable of keeping the screen under control. The special Spawn powers add the visual spectacle, but the practical objective remains staying alive long enough to complete the relevant challenges.

Because Hellspawn's Bane contributes to Hellspawn's Vengeance progression, it is worth checking which weekly objectives currently require participation. Do not assume that repeating an activity indefinitely will continue awarding the same event progress after its objectives have been completed.

The Eighth Circle: Don't Forget the Malebolgia Reward

The Eighth Circle sends players against Malebolgia, the demonic ruler responsible for turning Al Simmons into Spawn. It is a group-oriented encounter supporting parties of up to four players, with rewards connected to performance and rankings.

There is also a special cosmetic objective that is easy to overlook: earn MVP four times cumulatively while participating with a party of at least three players. Blizzard identifies this as a route to an additional unique cosmetic reward.

That makes The Eighth Circle worth organising before the final weekend. If you want the MVP reward, do not leave all your attempts until the final evening and assume a suitable group will magically appear. Find other players, check the event's current objectives and give yourself enough opportunities to complete the requirement.

Free Spawn Rewards vs Premium Cosmetics

Not everything in the collaboration can be unlocked through Hellspawn's Vengeance. The more elaborate Spawn-inspired Crimson Cloak appearance is connected to the limited-time Hellspawn's Guise Phantom Market, while the Lil' Violator Familiar Transmogrification is part of the paid Hellbound Leash Bundle.

These are separate from the free weapon appearances and progression rewards. Players interested only in earning cosmetics through gameplay do not need to purchase those premium items to participate in the event activities.

The distinction is especially relevant given the wider discussion around Diablo Immortal's monetisation and European consumer protection scrutiny. A limited-time collaboration can offer worthwhile free content while simultaneously selling expensive optional cosmetics. Both things can be true, and players deserve to know which rewards belong to which system.

What About the Necroplasmic Totem Legendary Gem?

Necroplasmic Totem is a one-star Legendary Gem with effects inspired by Spawn's supernatural energy. Dealing damage can grant Necroplasm, which increases damage temporarily and can consume harmful periodic effects. Under the appropriate conditions, it also releases an explosive Necroplasmic Bolt that burns nearby enemies.

The gem is available through the Hellspawn's Vengeance reward track, making event progression a useful option for players who want to obtain a copy without relying entirely on Elder Rift drops. Blizzard also added it to selected Legendary Gem drop pools until November 4.

Remember that being available in an Elder Rift drop pool does not mean the gem is guaranteed to drop. Players should review the current pool selection and available resources before spending Legendary Crests simply because the event is ending.

Your Last-Chance Spawn Event Checklist

  1. Open Hellspawn's Vengeance and check your remaining Vengeance Marks and unclaimed rewards.
  2. Complete available weekly objectives before the event ends.
  3. Use Hellspawn's Bane and The Eighth Circle to work toward relevant reward-track milestones.
  4. If you want the special Malebolgia cosmetic, work toward four MVP results in parties of at least three.
  5. Claim available weapon appearances, the Necroplasmic Totem, Legendary Crests and other unlocked rewards.
  6. Distinguish free rewards from Phantom Market cosmetics and paid Familiar bundles.
  7. Finish event-specific progression before November 1 rather than relying on the November 4 gem-pool extension.

Don't Leave Sanctuary's Free Spawn Loot Behind

Diablo Immortal has become exceptionally good at filling its calendar with overlapping events, and the Spawn collaboration is one of the more entertaining examples. It has a proper demonic boss, a Survivor's Bane variation with distinctive abilities and a collection of cosmetics that actually fit the atmosphere of Sanctuary. More importantly, several worthwhile rewards are accessible through gameplay rather than premium purchases.

There is still time to make progress, but the clock is running. Check your Vengeance Marks, finish the objectives that matter to you and collect anything you have already unlocked. The collaboration ends on November 1, and while Necroplasmic Totem has a slightly longer Elder Rift availability window, the rest of the event will not wait.

Spawn spent years fighting to escape Hell's contracts. It would be unfortunate if you lost his weapon cosmetics because you forgot to check a reward menu.

Sources: Blizzard's Spawn collaboration announcement and the full Spawn event and reward details.

Diablo 4 Patch 3.2.3 Is Live: Horadric Cube Rerolls, Baal Loot and Boss Fixes Explained


Diablo IV's latest update has arrived, and for once, the most interesting changes have nothing to do with making an already powerful build even more ridiculous. Patch 3.2.3, released on October 14, 2026, is a relatively modest collection of bug fixes aimed at some particularly irritating problems in Season of Hell's Legacy. The Horadric Cube can once again reroll several missing affixes, Baal is becoming slightly less awkward about handing over his possessions, and two familiar bosses have apparently been reminded how dungeon encounters are supposed to work.

The patch also prevents a seasonal quest bug involving Prime Evil Splinters, although characters already affected still require a workaround. We covered that particular problem in our earlier Season 15 reporting. The more interesting question now is what the remaining fixes mean for players who have already progressed beyond the seasonal storyline and are spending their evenings crafting equipment, farming bosses and trying to get Sanctuary to behave itself.

Horadric Cube Rerolls Finally Work With Four Missing Affixes

One of the most useful changes concerns the Horadric Cube. Blizzard has corrected a problem that prevented four specific affixes from being rerolled through the Cube's crafting system. The affected stats are Impairment Reduction, Barrier Generation, +Healing and Critical Strike Damage.

That final entry is particularly notable. Critical Strike Damage remains relevant to a wide range of offensive builds, and having it excluded from an otherwise flexible reroll system is the sort of problem players generally discover only after spending far too long preparing the perfect item. Barrier Generation and healing-related bonuses are equally important for characters relying on defensive mechanics.

Season 15 introduced significant changes to the Cube's equipment systems, including the expanded crafting options we discussed in our guide to the new Unique Charms and item reroll mechanics. Those systems are only useful if the stats players want can actually participate in the recipes. Patch 3.2.3 should therefore remove an unnecessary limitation from several crafting strategies.

Blizzard has not announced new affix values or additional crafting recipes in this update. The change corrects access to the existing reroll system rather than introducing a new method for creating more powerful items.

Baal's Loot Should Be Easier to Collect

Baal has spent more than two decades tormenting Diablo players, so perhaps it was inevitable that his return would introduce a new way to make collecting loot unpleasant. In Season 15, Tyrael could appear in a position that made retrieving Baal's dropped equipment difficult after the boss was defeated.

Patch 3.2.3 fixes that positioning problem. Players should no longer have to treat Tyrael as an additional obstacle between themselves and whatever Baal happened to drop.

It is a small adjustment, but one that matters in a season built around returning bosses and repeated encounters. Our earlier look at the Diablo, Baal and Mephisto Splinters explained how each Prime Evil changes particular endgame activities. Baal's path has become a natural part of that progression, which makes any improvement to the associated encounters welcome.

The Countess and Sandstone Golem Get Their Own Repairs

Two other dungeon encounters have received fixes. In the Forgotten Tower, the Countess could pass through the fog wall and prevent players from progressing through her boss fight. Blizzard has corrected that behaviour, allowing the encounter to proceed normally.

Meanwhile, the Sandstone Golem in the Horadric Library could fail to respawn if the player died during the battle. That problem has also been addressed. Dying to a difficult boss is unfortunate, but at least it belongs to the accepted rules of Diablo. Having the boss vanish afterward and take the dungeon's progression with it is considerably harder to defend.

These changes are particularly relevant because Season 15 has embraced the series' past through its returning enemies and Waking Nightmares. As we explored in our coverage of the classic bosses returning to Diablo IV, much of the season's appeal comes from revisiting familiar encounters with modern mechanics.

Necromancer Quest Progression Also Gets a Fix

Necromancers receive a smaller but worthwhile correction. During Call of the Underworld, certain monsters were not dropping the Unbroken Bones needed to progress through the class mechanic quest. Patch 3.2.3 fixes the problem, removing an unnecessary obstacle for players unlocking their class systems.

There are also general stability, performance, visual and user-interface improvements, although Blizzard has not provided a detailed breakdown of those changes.

What About the Prime Evil Quest Bug?

The most serious correction in the patch prevents players from using a Splinter of a Prime Evil before completing the seasonal questline. Previously, doing so could leave a character unable to finish the story or access Prime Evil Powers.

Unfortunately, the patch prevents new cases without repairing the quest progress of characters that were already affected. Blizzard's official workaround remains to create another character in the same partition, matching Normal or Hardcore and Normal or Solo Self-Found, then complete the seasonal questline. That unlocks Prime Evil Powers for the affected characters in that partition.

This is separate from the other problems players have reported with seasonal progression. For example, our investigation into Prime Evil Powers remaining locked after reaching Rank 24 described another frustrating issue. Blizzard's October 14 notes do not specifically identify that Rank 24 problem as fixed, so players should not assume the two bugs share the same solution.

A Small Patch That Makes Season 15 Less Annoying

Patch 3.2.3 does not introduce new Legendary items, redesign the endgame or dramatically rearrange the class balance. It is maintenance work, and Diablo IV needs maintenance work just as much as it needs spectacular new monsters.

The Horadric Cube now handles four previously excluded affixes, Baal's treasure is easier to reach, two returning boss encounters have received progression fixes and Necromancers should have fewer problems collecting the bones needed for their class quest. Individually, none of these changes is particularly revolutionary. Together, they remove several opportunities for a normal evening of demon hunting to end with somebody staring angrily at a broken objective.

Diablo has always been very good at giving players reasons to suffer. Ideally, those reasons should have horns, claws and an unreasonable number of hit points, rather than a malfunctioning crafting menu.

Source: Blizzard's official Diablo IV Patch 3.2.3 notes, October 14, 2026.

Wednesday, 14 October 2026

Diablo 2 Could Rework Over 200 Unique Items, but Should Blizzard Touch the Classics?

There was a time when finding a Unique item in Diablo II felt like receiving a personal invitation from the loot gods. The golden lettering appeared, your heart skipped a beat, and for a few seconds you imagined discovering something genuinely extraordinary. Then Deckard Cain identified it as another item you would never use. Some Diablo traditions have survived remarkably well.

Now Blizzard is considering whether that disappointment has become too much of the game's identity. During a September 12 conversation with Diablo II streamer MrLlamaSC, lead producer Matthew Cederquist discussed the possibility of updating approximately 211 existing Unique items, potentially refreshing around 25 at a time in future patches. These were exploratory development ideas, not a confirmed roadmap, but the scale of the discussion suggests Blizzard is thinking beyond the small item adjustments introduced with Ladder Season 15.

And that raises an unusually difficult question for a game that has survived more than 25 years: how do you improve its loot without changing the very thing people love about it?

Season 15 Was Apparently Just the Beginning

Blizzard has already started experimenting. As we covered when Season 15 introduced buffs to forgotten Unique items, Patch 3.3 made modest adjustments to equipment such as Bloodletter, Pluckeye, Bane Ash, Blinkbat's Form and Manald Heal. The changes were hardly revolutionary. A little Faster Cast Rate here, some additional movement speed there, and suddenly several ancient items had at least a chance of being useful again.

According to accounts of Cederquist's conversation, that first batch was partly intended to gauge player reaction. The team has reportedly identified a much larger collection of items worth examining, ranging from early levelling equipment to valuable endgame Uniques. The possibility of updating roughly 25 items per future patch was discussed, although Blizzard has not formally committed to that pace or published a list of the 211 candidates.

The important point is not that every old Unique needs dramatically higher numbers. Some items simply arrive too late in character progression. Others have bonuses that no longer suit the builds players actually use. A relatively small adjustment can make an item interesting without turning it into mandatory equipment.

Spirit and Stealth Are Part of the Problem

The discussion becomes more controversial when Runewords enter the picture. Spirit and Stealth are among Diablo II's most familiar recipes, largely because they provide so much practical value for relatively accessible ingredients. Spirit offers powerful caster bonuses, while Stealth provides an excellent collection of early-game utility. Neither requires the sort of financial planning usually associated with creating Enigma.

That accessibility is wonderful for new characters, but it creates a problem for Unique items competing for the same equipment slots. Why get excited about a moderately useful staff when a Spirit sword provides such an efficient package of skills, casting speed and other bonuses? Why experiment with an unusual chest piece when Stealth already solves several common levelling problems?

Spirit's influence continues well into the endgame. Our recent look at a Magic Warlock capable of destroying Players 8 Baal featured Spirit as part of an established high-level equipment setup. Twenty-five years of Diablo II have produced countless alternatives, yet some of the same Runewords remain almost automatic choices.

Cederquist's discussion included whether players would welcome changes affecting dominant Runewords such as Spirit and Stealth. That does not mean nerfs have been announced. There is an enormous difference between asking the community whether an item is too powerful and actually reducing its bonuses.

Buffing Alternatives Might Be Better Than Nerfing Classics

There are two broad ways to create more equipment diversity. Blizzard could weaken exceptionally efficient Runewords, forcing players to reconsider the alternatives. Or it could improve underused Unique items until those alternatives become genuinely attractive.

The second approach is arguably more interesting. Diablo II has never needed every item to be equally strong, and it certainly does not need another generation of equipment where damage bonuses simply grow larger every season. What it needs is meaningful choice. A Unique shield might offer better protection against particular enemies. A rare weapon might support an unusual skill combination. An overlooked armour piece might become the sensible option for a character that values survivability over casting speed.

The challenge is doing that without making established gear feel worthless. Spirit is popular because it works, and thousands of players have built characters around it. Removing that reliability would change the early-game experience considerably. Improving alternatives would preserve the familiar progression while offering reasons to occasionally take a different route.

There Is Also the Problem of Ladder and Non-Ladder

Any major item overhaul would need to account for Diablo II's increasingly complicated equipment economy. Patch 3.3 restricted its newly modified Unique and Set item versions to Reign of the Warlock Ladder, even while eight older Ladder Runewords became craftable in Non-Ladder.

That distinction has already caused confusion among collectors. As we explained in our coverage of Season 15's Ladder-only Chronicle items, players pursuing a complete collection can encounter different item versions depending on which mode they play.

Expanding the rework program to dozens of additional Uniques would make those distinctions even more important. Blizzard would need to explain how new versions enter the economy, what happens to older copies and which game modes receive the changes. Those details have not been announced.

Diablo II's Greatest Strength Is Also Its Biggest Balancing Problem

Diablo II is unusual because its players have spent decades studying a remarkably persistent equipment system. They know the recipes, remember the breakpoints and can identify a worthless Unique almost before Cain finishes speaking. That accumulated knowledge is part of the game's culture. It is also the reason many items have little opportunity to surprise anyone.

A careful overhaul could change that. Imagine finding an obscure Unique during Nightmare difficulty and genuinely having to consider whether it is better than your current Runeword. Not because Blizzard has attached an absurd damage multiplier to it, but because the item offers something different and useful.

For now, the reported list of approximately 211 candidates remains a possibility rather than a promise. There is no official schedule for 25 item changes per patch, and no confirmed Spirit or Stealth nerf. What Blizzard has demonstrated with Season 15 is a willingness to revisit equipment that has spent far too long collecting dust.

Perhaps that is the right direction for Diablo II: Resurrected. Keep the familiar Runewords, preserve the game's peculiar item economy, but make discovering an old Unique exciting again.

After all, Deckard Cain has identified enough disappointing equipment for several lifetimes. The man deserves a pleasant surprise occasionally.

Sources: MrLlamaSC's September 2026 developer discussion, the community's summary of Cederquist's remarks, and Blizzard's official Patch 3.3 notes.

Diablo 3 Season 40: How to Farm Angelic Crucibles Fast

Diablo III Season 40 has brought back Angelic Crucibles, those rather generous gifts from the High Heavens that allow players to transform ordinary Legendary equipment into something capable of embarrassing the Prime Evils. The catch, naturally, is finding enough of them. One Crucible might give you exactly the Sanctified Power your build needs. The next six might offer excellent opportunities to reconsider your relationship with random number generators.

Fortunately, Angelic Crucibles can drop from several endgame activities once you reach level 70, and you do not need to unlock a secret dungeon or defeat a particular boss. The real challenge is farming efficiently. With the right approach, you can collect Crucibles while also earning Paragon experience, Greater Rift upgrades and the equipment needed to improve your character.

We previously covered the return of the seasonal mechanic in our Season 40 Light's Calling overview and examined the available abilities in our complete Sanctified Powers guide. This time, the focus is on finding the consumables themselves, choosing efficient activities and making sure you do not waste them when they finally appear.

Where Do Angelic Crucibles Drop in Diablo 3 Season 40?

Blizzard's original Light's Calling rules confirm that Angelic Crucibles can drop anywhere in Sanctuary once your seasonal character reaches level 70. That includes ordinary Adventure Mode activities rather than one special encounter. The returning Season 40 theme uses the same core mechanic, which means you can encounter Crucibles while progressing through the game's usual endgame.

The principal activities worth considering are Nephalem Rifts, Greater Rifts and Bounties. Crucibles are less common than ordinary Legendary and Set items, and there is no guarantee that completing an individual Rift will award one. Blizzard increased the original Season 27 drop rate during that theme's lifetime, but it has not published a precise Crucible drop percentage for Season 40.

That means advice promising a guaranteed Crucible every few runs should be treated with suspicion. What you can control is your farming speed, your character's ability to clear content and the amount of downtime between attempts.

Best Farming Method: Fast Greater Rifts

For an established level 70 character, repeatedly clearing Greater Rifts at a comfortable difficulty is one of the most practical approaches. Greater Rifts reward you with equipment, Legendary Gem upgrades and substantial experience while giving you another opportunity to find Angelic Crucibles. You are progressing several parts of your character at once instead of dedicating an entire evening to a single consumable.

Choose a Greater Rift level you can complete consistently in roughly two to three minutes. This is a farming target, not a special Crucible drop-rate breakpoint. If Greater Rift 90 takes you two minutes but Greater Rift 110 takes eight, the faster runs may be a better use of your time. You will complete more attempts and continue improving your character without turning every elite encounter into a lengthy negotiation.

The ideal Greater Rift level depends on your build. Start with one that feels easy, then increase the difficulty gradually while watching your completion times. If a higher tier noticeably slows you down, return to the quicker setting. There is little point farming at the maximum level your character can survive when a lower tier allows you to finish several runs in the same amount of time.

A Simple Greater Rift Farming Routine

  1. Reach level 70 on a seasonal character and assemble a reliable farming build.
  2. Collect Greater Rift Keystones by completing ordinary Nephalem Rifts.
  3. Select a comfortable Greater Rift tier that you can finish quickly and consistently.
  4. Run several Greater Rifts consecutively, focusing on large enemy groups and quick Guardian kills.
  5. Collect your rewards and upgrade Legendary Gems before preparing the next run.
  6. Review your results after several attempts and adjust the difficulty if your runs have become unnecessarily slow.

Movement speed, reliable area damage and minimal downtime are generally more valuable here than a build designed exclusively for maximum Greater Rift pushing. The purpose is not to prove how difficult a Rift you can complete. It is to collect useful rewards efficiently.

Nephalem Rifts: The Best Place to Build Your Farming Supply

Greater Rifts require Keystones, which makes ordinary Nephalem Rifts an essential part of the process. At level 70, their Guardians award Greater Rift Keystones, allowing you to keep the Greater Rift cycle running. They also provide equipment and another opportunity to find Angelic Crucibles during normal gameplay.

For most players, the sensible strategy is to farm Nephalem Rifts at the highest Torment difficulty they can clear comfortably. If you can destroy everything in Torment XVI without slowing down, use it. If Torment XVI still takes too long, a slightly lower difficulty with faster clears is preferable to struggling through individual monster packs.

This is where class selection and equipment matter. Our Season 40 starter builds guide explains how to get useful farming setups running with Haedrig's Gift. Aegis of Valor Crusader is particularly interesting this season because its Fist of the Heavens setup can become an exceptionally comfortable farming build with the corresponding Sanctified Power.

Gears of Dreadlands Demon Hunter is another fast-moving option, while other well-equipped classes can farm efficiently using their own mobility and area-damage abilities. Choose a build you can play comfortably for repeated runs. Theoretical damage output means very little if you spend half the evening waiting for cooldowns or walking between enemies.

Are Bounties Worth Farming for Angelic Crucibles?

Bounties can produce Angelic Crucibles, but that does not automatically make them the most efficient way to farm the consumables. Completing an entire Act's objectives frequently involves travelling across large maps, locating individual enemies and waiting through encounters that offer relatively little reward for the time invested.

Bounties remain useful when you need their associated rewards and materials. If you already have a reason to complete them, Crucibles are an additional possible benefit. But if your only objective is to obtain more Angelic Crucibles, repeated fast Rift runs are generally a more practical starting point than a dedicated Bounty circuit.

There is also no verified evidence that a particular Act, Bounty boss or Horadric Cache guarantees an Angelic Crucible. Players should be wary of farming routes that claim otherwise without clear supporting evidence.

Should You Farm on Higher Difficulties?

Difficulty matters for Diablo III's general reward economy, but there is a difference between improving overall loot efficiency and proving a specific Angelic Crucible drop formula. Higher difficulties can offer better normal loot rewards, yet Blizzard has not published a Season 40 table showing exactly how each Torment or Greater Rift tier affects Crucible drops.

The safest approach is therefore to concentrate on efficient rewards per hour. Increasing your difficulty makes sense when your clear time remains nearly unchanged. It becomes counterproductive when the additional enemy health turns a fast run into a struggle. An extra few seconds per pack may not seem important, but across dozens of Rifts it adds up quickly.

Do not feel compelled to farm Greater Rift 90 or 100 simply because other players recommend those tiers. They are useful benchmarks for established characters, not compulsory entry points for finding Angelic Crucibles. A new level 70 seasonal character should focus on assembling a functioning build before trying to imitate someone with considerably better equipment.

How Many Angelic Crucibles Do You Need?

Each use of an Angelic Crucible gives the selected eligible Legendary item one of your class's three Sanctified Powers at random. You can use another Crucible to reroll a Sanctified item, but there is no guarantee that the next attempt will produce your preferred ability.

That means the number of Crucibles you need depends on luck and how particular you are about the resulting item. If you simply want to try the mechanic, one Crucible is enough. If you are chasing a specific Sanctified Power on an important equipment piece with suitable affixes, you may need considerably more.

Do not confuse getting the correct Sanctified Power with getting the perfect item. Sanctification replaces the item's existing affix values, and a result can provide the right special ability while still leaving you with attributes that are not ideal for your build. Players pursuing high-level Greater Rifts may consequently continue using Crucibles long after obtaining their first desirable power.

Before committing to repeated rerolls, check our breakdown of all 21 Sanctified Powers. Several classes receive abilities that work extremely well with particular builds but offer little direct benefit to others. There is no reason to spend ten Crucibles chasing a skill bonus your character barely uses.

What Item Should You Sanctify First?

Choose a level 70 Legendary item that is important to your current build, preferably one you can replace if the Sanctification result is disappointing. A useful weapon, ring or armour piece can be a good candidate depending on your equipment requirements. The item's Legendary Power is preserved, but its original stats are not, so avoid experimenting recklessly with the only excellent copy of a vital item.

Remember that you can only equip one Sanctified item at a time. Sanctifying an entire wardrobe will not let you combine several of the special powers. Crafted items cannot be Sanctified, followers cannot equip Sanctified items, and the seasonal consumables and Sanctified equipment will not carry over to non-seasonal characters when the season ends.

The sensible early-season strategy is to obtain one genuinely useful Sanctified item before worrying about perfection. A strong ability that makes your normal farming faster may help you acquire the resources and equipment needed to optimise everything else.

Why Isn't My Angelic Crucible Dropping?

First, check the basics. Are you playing a seasonal character? Have you reached level 70? Are you farming eligible activities rather than expecting the consumable to appear during early levelling? If those requirements are satisfied, a long stretch without a Crucible does not automatically indicate a bug.

Angelic Crucibles are random drops, and random drops have an unfortunate habit of ignoring personal schedules. Two players running similar content can experience very different results over a small number of attempts. Previous Light's Calling seasons also produced plenty of community discussions from players who believed their characters were unusually unlucky.

There is no established method for forcing a particular Crucible drop, and restarting the game has not been verified as a way to reset or improve your chances. The practical solution is to continue farming efficiently, improve your character and avoid making claims about broken drop rates based on a handful of unsuccessful runs.

Diablo 3 Season 40 Angelic Crucible Farming Checklist

  • Play a seasonal character and reach level 70.
  • Complete Haedrig's Gift objectives to obtain your first class set.
  • Build around mobility, consistent damage and fast clearing.
  • Farm ordinary Nephalem Rifts for Greater Rift Keystones.
  • Run Greater Rifts at a difficulty you can clear comfortably in roughly two to three minutes.
  • Use Bounties when you also need their other rewards.
  • Keep spare copies of valuable Legendary items before Sanctifying.
  • Choose your desired class power before spending multiple Crucibles on rerolls.
  • Do not assume one specific dungeon or Rift tier guarantees a Crucible.

The Best Angelic Crucible Farm Is the One You Can Repeat

There is no hidden altar that rains Angelic Crucibles from the sky, no confirmed boss that carries a guaranteed supply and no officially established trick that removes the randomness from Season 40's most interesting consumable. What players do have is Diablo III's familiar endgame loop, which remains exceptionally good at rewarding fast, consistent play.

Build a character that moves quickly, farm Nephalem Rifts for Keystones, clear Greater Rifts at a comfortable pace and improve your equipment as you go. Crucibles will become another part of your overall seasonal progression rather than the only thing worth chasing.

And when the right Sanctified Power finally appears, enjoy it. The demons of Sanctuary have suffered through forty seasons of increasingly unreasonable Nephalem builds, and the angels have once again decided to make their situation worse.

Sources: Blizzard's official Season 40 preview and the original Light's Calling rules and patch notes.