Sunday, 27 September 2026

A Diablo 4 Player Just Found a Seasonal Ber Rune on the Eternal Realm


Diablo IV's Eternal Realm is supposed to be the sensible part of Sanctuary. Seasonal characters can run around carrying Prime Evil soul fragments, reconstructing ancient Runewords and throwing valuable fish into the Horadric Cube, while Eternal characters remain safely outside the temporary madness. At least that is the theory. One Eternal-only player has now opened a War Plans Rune reward and received something that appears to have wandered through the wrong door: a Ber Rune marked “Seasonal Item.”

The same reward also produced an Amn Rune.

The player says they have never played the Seasonal Realm, posted a screenshot of the Ber and confirmed that it came directly from War Plans rune rewards. That makes the find considerably more interesting than an old seasonal character transferring an item somewhere it should not be. If the report is accurate, an Eternal Realm reward table directly generated Season 15 Rune content.

Whether it was supposed to do that is another matter entirely.

The Ber Rune Still Says “Seasonal Item”

The most important detail is printed directly on the item.

Seasonal Item.

That is why the Blizzard forum report immediately attracted attention. The player did not find an ordinary Rune that happened to share a name with one of Season 15's additions. The screenshot shows the same seasonal item designation players see while hunting the new Runes on seasonal characters.

Another player responded that everything they had read pointed toward those Runes being seasonal-only. Others immediately reached the more important scientific question: if Ber can drop on Eternal, can Eternal characters actually build the hidden Runewords?

Nobody has demonstrated that part yet.

Season 15’s Hidden Runewords Are Supposed to Be Part of the Anniversary Hunt

The new Runes became one of Season of Hell's Legacy's best surprises shortly after launch. Players discovered that familiar Diablo II combinations could once again be used through the Horadric Cube, leading to hidden Runewords including Stealth, Enigma and Grief.

That system has always been framed as part of the Season 15 anniversary content rather than one of the explicitly permanent additions to Diablo IV.

Blizzard's own Season 15 announcement makes a very clear distinction elsewhere. The nine new Legacy Uniques, including Stone of Jordan, Leoric's Crown, In-Geom and Messerschmidt's Reaver, are described specifically as permanent additions available on both Seasonal and Eternal realms.

The new seasonal Runes are not given that same declaration.

And unlike Stone of Jordan, this Ber Rune is literally carrying a Seasonal Item label.

That Makes a War Plans Drop Especially Strange

If the Rune had appeared from some obscure anniversary dungeon, it might be easier to blame a strange interaction between seasonal content and an Eternal location.

Instead, the player says Ber and Amn came from a War Plans Rune reward.

War Plans exist on both Seasonal and Eternal characters, and Blizzard specifically updated the system for Season 15 so reputation is shared between compatible characters inside the same realm partition. The official patch notes also continue to reference Rune rewards from War Plans and related activities.

In other words, this looks less like somebody sneaking through a seasonal portal and more like an Eternal reward chest reaching into the seasonal Rune pool when deciding what to hand out.

That sounds suspiciously like a loot-table bug.

But right now, “sounds suspiciously like” is as far as we can responsibly go.

There Is No Blizzard Confirmation That Season 15 Runes Are Becoming Permanent

This is where it would be very easy to turn one Ber Rune into an announcement Blizzard has not made.

There is currently no official confirmation that the new Season 15 Runes or hidden Runewords are being added permanently to Eternal Realm.

Blizzard has not published a note saying Ber, Jah, Amn or the other anniversary Runes are now Eternal drops. There has been no announcement that Season 15's hidden Runeword system is becoming part of Diablo IV's permanent itemization.

One Eternal player getting Ber therefore does not establish a policy change.

It establishes that one Eternal player got Ber.

That is still weird enough to write about.

Eternal Players Have Been Asking About This Exact Divide

The timing is particularly interesting because Eternal players have spent the past week discussing exactly which Season 15 additions they are supposed to receive.

The Legacy Uniques are permanent. The Bovine Sanctum can appear in parts of Eternal content, although not every seasonal interaction around it works the same way. Season-specific Prime Evil mechanics remain seasonal. The Runewords have generally been treated as part of the anniversary season.

That has created some understandable confusion, particularly because Season 15 contains a mixture of permanent game updates and temporary seasonal systems.

Blizzard deliberately made the distinction explicit for the Legacy Uniques. A Stone of Jordan dropping on Eternal is therefore normal.

A Ber Rune with “Seasonal Item” written underneath it is considerably harder to explain.

If Eternal Can Make Runewords, Things Get Much More Interesting

The next obvious experiment is whether the Runes actually function as ingredients for Season 15's hidden recipes on Eternal.

A Ber by itself is mostly a very prestigious rock.

Ber combined with the correct companions is where things become interesting.

Season 15's Runewords include several combinations imported directly from Diablo II, and those items can carry powerful effects. We recently covered the reports that Grief's enormous Weapon Damage affix may not currently be functioning correctly, while earlier in the season Blizzard had to repair an interaction where Stealth could inherit Enigma-level power.

If Eternal characters can suddenly create those Runewords too, this stops being a funny screenshot and becomes an unexpected extension of one of the season's largest systems.

There is currently no evidence that has happened.

But someone with a Ber Rune is inevitably going to try.

The Rune Could Simply Disappear Later

There is another reason Eternal players should probably avoid constructing an entire build around this discovery.

If the drop is unintended, Blizzard can fix the relevant reward table. What happens to Runes already generated on Eternal is less obvious.

They could remain as curiosities.

They could stop functioning.

They could be converted or removed during a future patch.

Blizzard has not said.

Players in the forum thread are already joking that the Ber may vanish with the next update, which is precisely why treating the drop as a permanent addition would be risky.

Season 15 has already produced enough strange item-state problems on Eternal. We have seen older Mythics unexpectedly receive Crafted restrictions and previously valid builds become impossible to equip. A Seasonal Ber Rune appearing there adds another object to the museum labelled Please Do Not Build Your Retirement Plan Around This Yet.

There May Be More Than One

The original player received both Ber and Amn, which is perhaps the most interesting small detail in the report.

If this were a single corrupted item or visual glitch, two different seasonal Rune rewards appearing together would be unusual. Getting multiple Rune types from the same Eternal reward source points more naturally toward the reward pool itself containing something it possibly should not.

That still needs reproduction.

If other Eternal players begin opening Rune rewards from War Plans and reporting Jah, Ber, Amn or other Season 15 Runes, the evidence becomes much stronger very quickly.

If nobody can reproduce it, then we may simply have one of Sanctuary's stranger individual loot accidents.

For Now, Eternal Has One Very Suspicious Ber Rune

That is where the story stands on September 27.

We have a screenshot.

We have a player who says they exclusively play Eternal.

We have a specific source: War Plans Rune rewards.

We have Ber and Amn.

And we have an item that openly identifies itself as seasonal while sitting in a realm where players did not expect it to exist.

What we do not have is Blizzard saying the rules have changed.

So no, Season 15 Runewords are not suddenly confirmed as permanent Eternal content.

But somewhere on the Eternal Realm, there is currently a Ber Rune that appears to have missed that particular memo.

Diablo 4 Players Love Season 15, but Switching Prime Evil Powers Is Becoming a Grind

Diablo IV Season 15 gives players three Prime Evils to choose from, three separate reputation tracks to complete and three different sets of activities that become stronger depending on which demonic fragment currently lives inside their jewelry. On paper, that sounds like an invitation to experiment. Run Helltides with Diablo. Switch to Baal before farming Lair Bosses. Equip Mephisto when it is time to push Nightmare Dungeons or The Pit. In practice, players are discovering that changing allegiance is considerably less casual. Every switch requires another Prime Evil Splinter, the Splinters are rare, duplicates do not stack nicely, and unlucky players can spend hours finding exactly the wrong one.

The frustration has become one of the louder community complaints around an otherwise surprisingly popular Season of Hell's Legacy. One recent discussion climbed past 300 upvotes after a player described spending roughly 28 hours in the season and receiving four Splinters of Destruction in a row while trying to switch to Mephisto. Other players have described leveling entirely new characters because selecting a different Prime Evil during the seasonal quest can sometimes feel easier than farming the consumable needed to change one character.

When creating another character becomes a quality-of-life feature, something has probably gone slightly wrong.

The Three Prime Evils Are Designed for Different Activities

The important part is that your Prime Evil choice is not merely cosmetic. As we explained in our Season 15 Prime Evil Splinter guide, each fragment modifies different sections of Diablo IV's endgame.

Splinter of Terror, tied to Diablo, modifies Helltides and Infernal Hordes. Splinter of Destruction, belonging to Baal, affects The Undercity and Lair Bosses. Splinter of Hatred, tied to Mephisto, modifies The Pit and Nightmare Dungeons. All three also change Tree of Whispers activities.

Those modifiers can be substantial. Baal can improve Undercity experience rewards. Mephisto can make Pit progression more efficient. Diablo enhances activities players may be farming for entirely different materials.

So the natural way to use the system is obvious.

Switch according to what you are doing.

Unfortunately, Season 15 then asks whether you brought the correct receipt.

Switching Requires Another Splinter

Blizzard deliberately made changing Prime Evil Powers require another Splinter from the larger Waking Nightmares. The official season description calls the switching material rare and tells players to return to the largest Waking Nightmares when they want to pursue another path.

That makes some thematic sense. Bearing part of a Prime Evil should perhaps feel more significant than selecting a loadout from the Wardrobe.

The problem is that the system becomes increasingly awkward after players understand how useful switching can be.

You might finish an evening of Helltides with Diablo equipped and decide to spend the next session leveling Glyphs in Nightmare Dungeons. Mephisto is the obvious choice. But unless you already have the correct Splinter of Hatred, that decision first becomes a farming project.

And finding a Splinter does not mean finding the one you wanted.

Players Keep Finding the Wrong Splinter

Community reports describe one of the system's most frustrating little loops: repeatedly earning Splinters for Prime Evils they are not currently trying to switch to.

One player reported four Destruction Splinters in succession while hunting Hatred. Others have accumulated several Terror or Destruction drops without seeing Mephisto once. Seasonal reputation caches can also provide Splinters, but again, the resulting type is not necessarily the one the player needs.

There is another small annoyance on top of that: duplicate Splinters are limited in inventory rather than behaving like a normal stackable currency.

So Diablo IV can create the extraordinary situation where the rare seasonal item finally drops, the player walks over to pick it up and the game effectively replies:

No thank you. You already own that particular demon.

Prime Evil Splinters Are Also Used for Uber Tristram

The problem becomes more interesting because these Splinters have another extremely important purpose.

Combine Terror, Destruction and Hatred in the Horadric Cube and they become Wirt's Lucky Coin, the key required for Season 15's hidden Uber Tristram encounter and Hellfire Torch.

That means the same rare resource serves two very different types of content.

One is basic seasonal flexibility. Change which Prime Evil modifies your activities.

The other is aspirational secret endgame content involving Diablo, Baal and Mephisto simultaneously.

Several players have pointed directly at that collision. They do not necessarily object to Wirt's Lucky Coin requiring valuable materials. Uber Tristram is supposed to be something players prepare for.

They object to using the same scarce materials every time they want to change which Nightmare Dungeon modifier is active.

Maxing All Three Reputation Tracks Does Not Make Switching Free

This is where the design becomes particularly strange.

Players can level all three Prime Evil reputation tracks separately. Each contains its own rewards, activity modifiers and six upgrades to the associated Iconic Power. We have already covered the separate problem where some players reach Rank 24 and still cannot unlock their final Prime Evil Power.

But even when everything works correctly, completing all three tracks does not appear to graduate the character into free switching.

That is what a growing section of the community wants Blizzard to change.

One popular suggestion is simple: make Splinters necessary while progressing the three tracks, but once all three reach Rank 24, let players swap freely between them.

That preserves the importance of discovering and leveling each Prime Evil while removing the repetitive farming once the seasonal progression has effectively been completed.

It also gives Rank 24 another meaningful reward.

You have mastered Diablo.

You have mastered Baal.

You have mastered Mephisto.

Congratulations. You may now use the menu.

Some Players Are Just Making Alts Instead

The funniest workaround may also be the strongest argument that the current system needs another look.

Prime Evil Powers that have already been unlocked are account-wide. New seasonal characters can also skip most of the seasonal story and select a Prime Evil relatively quickly.

As a result, some players are creating alternate characters dedicated to different Splinters rather than repeatedly farming switching consumables. Gear can then be transferred where appropriate.

That is obviously not convenient for every build or class, and character-specific progression still needs to be considered. But the fact that players are discussing character creation as an alternative to clicking from Baal to Mephisto says plenty about how expensive the intended switching method can feel.

The System Would Probably Feel Better With One Small Change

There are several obvious possibilities.

Splinters could stack.

Players could target a specific Splinter more reliably.

Changing Prime Evils could become free once the relevant reputation track is completed.

Or Blizzard could separate the currency used for seasonal power switching from the ingredients required to create Wirt's Lucky Coin.

None of those ideas require removing the progression system. They simply make the system better at encouraging the behaviour it was apparently designed around.

Blizzard explicitly gave Diablo, Baal and Mephisto different activity bonuses.

Players naturally want to use those bonuses.

The current implementation occasionally responds by asking them to go farm Baal for three hours first.

Season 15 Is Good Enough That the Friction Stands Out

There is an important detail buried inside many of the complaints: players actually like Season 15.

The most popular discussion about the Splinter grind begins by saying exactly that. The anniversary secrets, returning bosses, hidden Runewords, enormous list of hidden discoveries and new progression systems have given players plenty to chase.

That may be why the Prime Evil switching problem is attracting attention.

People want to interact with the system more than the system currently allows.

That is considerably easier to fix than having a seasonal mechanic nobody cares about.

Diablo IV has given players three different Prime Evils, three progression tracks and a reason to change between them depending on what they are doing.

Now it just needs to stop making changing your mind feel like another endgame activity.

Diablo 4 Players Are Maxing Their Prime Evil Powers, but the Final Upgrade Stays Locked


Diablo IV Season 15 asks players to make a fairly serious commitment to one of Sanctuary's three Prime Evils, grind thousands of reputation points in that demon's name and eventually unlock the strongest power on the entire progression track. There is only one small problem. A growing number of players are reaching Rank 24 and the full 20,000 reputation, watching Deckard Cain's table place a reassuring green checkmark beside the final reward, and then opening the Prime Evil Powers screen to discover that the capstone ability still says “Not Yet Unlocked.”

The issue has now been reported across several separate Blizzard forum threads, with players affected by more than one Splinter. Fever of Malice from the Hatred path and Thrill of Ruin from Destruction are among the final powers players specifically report being unable to equip despite completing the corresponding reputation track. Earlier powers such as Cold Blood and Consuming Blaze have also appeared in reports, suggesting this may be a broader synchronization problem between Deckard's reputation board and the actual Prime Evil Power interface rather than one broken ability.

Rank 24 Says Complete. The Power Screen Disagrees.

The most consistent version of the bug is wonderfully simple. Players reach Rank 24. Deckard's table displays the final reward as automatically claimed. The green completion mark appears exactly where it should. There are no remaining seasonal quests to finish.

Then they open the power menu.

Grey icon.

Red text.

Not Yet Unlocked.

One Blizzard forum report describes exactly that situation with Fever of Malice after reaching Rank 24 on the Splinter of Hatred track. Another dedicated thread reports the same thing with Thrill of Ruin after completely finishing Deckard Cain's reputation progression and the Season 15 questline.

Several players have tried relogging, changing difficulty, switching zones, disabling cross-play and changing Splinters without reliably solving it.

Apparently twenty thousand points of loyalty to a Prime Evil are not enough. The bureaucracy of Hell remains undefeated.

This Hits the Core Season 15 Progression System

That makes the problem more significant than a broken side reward. Prime Evil Powers are one of the defining mechanics of Season of Hell's Legacy. Our Diablo, Baal and Mephisto Splinter guide explains how each path changes both your character and the activities around Sanctuary.

Diablo's Splinter affects Helltides and Infernal Hordes. Baal focuses on The Undercity and Lair Bosses. Mephisto modifies The Pit and Nightmare Dungeons. Each track gradually unlocks additional Prime Evil Powers while reputation climbs toward Rank 24.

The final power is therefore not some decorative reward players discover after the meaningful progression has already ended. It is supposed to be the payoff for finishing the entire track.

Getting there and discovering that the last ability remains greyed out is roughly equivalent to completing a skill tree and finding somebody forgot to connect the final node.

Some Players Are Missing More Than the Power

A few reports make the situation even stranger. Players have also described reaching the final reputation tier without receiving other expected Rank 24 rewards, including Resplendent Sparks in earlier reports. Blizzard already addressed one separate Resplendent Spark problem through Hotfix 4, but the Prime Evil Power unlock issue continues to appear independently.

Other players report that changing to another Splinter and leveling that reputation track did not repair the missing capstone. One player maxed multiple Prime Evil paths and still found the final power locked.

There has been at least one community report where leveling another character eventually caused the missing unlock to appear on the original character too. That is interesting, but it is not consistent enough to call a workaround. Creating and leveling another character in the hope that a seasonal progression flag becomes embarrassed into functioning is probably not the official solution Blizzard intended.

Patch 3.2.2 Does Not List a Fix

This week's Patch 3.2.2 contains another substantial round of Season 15 repairs. Blizzard is fixing Worldstone Chamber progression, Lester's Farm, Chamber of Bone rewards, several Runeword problems, Nihlathak teleporting outside his arena and Henri's Perquisition crafting.

The Prime Evil Power unlock problem is not included in the published fix list.

That does not mean Blizzard cannot address it separately through a hotfix, and the absence of a line in the patch notes is not proof that the developers are ignoring the reports. But players stuck at Rank 24 should not currently assume that installing 3.2.2 will automatically unlock their missing power.

The Bug Also Makes Switching Splinters Less Attractive

This arrives at an awkward time because the entire Splinter system encourages experimentation. Players can eventually switch between Diablo, Baal and Mephisto depending on which activities they want to enhance. Those Splinters are also central to other Season 15 secrets, including the route toward Uber Tristram and the Hellfire Torch.

A progression system built around trying different Prime Evil paths becomes considerably less inviting when players are unsure whether finishing the next reputation board will actually provide its final reward.

Season 15 has been at its best when it asks players to experiment.

This bug encourages the opposite.

For Now, There Is No Reliable Fix

As of September 27, there is no broadly reproduced workaround that reliably unlocks the missing Prime Evil capstone. Restarting the client, changing difficulty, switching Splinters and revisiting Deckard's table have all failed for affected players.

If your reputation track shows Rank 24 complete while the final power remains unavailable, the safest move is probably to avoid repeatedly changing progression states in an attempt to force it. The problem appears to be server-side progression failing to synchronize correctly with the power interface, and community experimentation has not produced a dependable cure.

Blizzard has already spent the first two weeks of Season 15 fixing portals, Sparks, Runewords, Cube recipes and progression blockers.

Now some players have reached the absolute end of the Prime Evil reputation grind.

The game has congratulated them.

Deckard's table has checked the box.

The Prime Evil apparently forgot to sign the paperwork.

Saturday, 26 September 2026

Diablo 2 Season 15 Is Forcing Some Chronicle Hunters Onto Ladder


Diablo II players have always been collectors. Some collect high runes. Some collect perfect Uniques. Some attempt the Holy Grail and spend several years discovering that Tyrael's Might has apparently taken their existence personally. Reign of the Warlock finally turned that obsession into an official system with the Chronicle, which records the Uniques, Sets and Runewords players discover and even remembers where and when they found them. There is just one small complication in Season 15: some of the items Chronicle hunters need are only available in their updated form on Ladder.

The issue surfaced again this week when a Non-Ladder player trying to finish the Chronicle asked why Pluckeye stubbornly refused to appear. The answer is hiding in Patch 3.3. Blizzard changed Pluckeye for Season 15 by adding 25% Increased Attack Speed, but the updated version is explicitly restricted to Reign of the Warlock Ladder. For somebody whose entire endgame currently consists of putting checkmarks beside increasingly obscure pieces of equipment, that is a rather important footnote.

The Chronicle Was Built for Diablo II Collectors

The Chronicle is one of Reign of the Warlock's smartest quality-of-life additions because it formalizes something Diablo II players have been doing outside the game for decades.

Blizzard describes it as an in-game record of every Unique, Set and Runeword you have collected. It tracks when and where an item was found and provides rewards for completing portions of the collection. In other words, the spreadsheet has finally been absorbed into Diablo itself.

That works particularly well for Non-Ladder players. Those characters are often years old. Their stashes contain equipment from several seasons, abandoned builds and objects kept for reasons nobody can remember anymore. Reign of the Warlock gave those permanent characters a new long-term project that does not disappear when the Ladder resets.

We looked at that tension recently when Season 15 players began asking why the Ladder population felt quieter. One possible reason is simply that Non-Ladder now has considerably more to do.

The Chronicle is a large part of that.

Which makes it slightly awkward when the collection tells you to go play Ladder.

Patch 3.3 Changed Several Old Items

The confusion comes from two different Season 15 item changes happening simultaneously.

First, Blizzard moved several previously Ladder-exclusive Runewords into Non-Ladder for Reign of the Warlock. We covered that when Season 15 unlocked eight older Ladder Runewords for permanent characters. That was good news for players who prefer building long-term collections rather than restarting every season.

But Patch 3.3 also updated several older Unique and Set items.

Those newly changed versions remain Ladder-only.

The list includes:

  • Bloodletter with 20% Faster Run/Walk
  • The Battlebranch with lower item and character level requirements
  • Rogue's Bow with Amazon skill bonuses
  • Pluckeye with 25% Increased Attack Speed
  • Bane Ash redesigned around Faster Cast Rate
  • Gravenspine with 10% Faster Cast Rate
  • Blinkbat's Form with improved Faster Run/Walk and Mana After Each Kill
  • The Ward with a socket
  • Manald Heal with 10% Faster Cast Rate
  • new bonuses for Angelic Raiment

Blizzard's wording is unusually clear: the changed versions are available only on Ladder in Reign of the Warlock.

Pluckeye Exposed the Chronicle Problem

The current discussion began with something delightfully Diablo II in nature.

A player was trying to finish the Chronicle.

Everything was going reasonably well.

Except Pluckeye would not drop.

The player wondered whether the original version could still satisfy the Chronicle on Non-Ladder, because old Pluckeyes obviously existed long before Season 15. Other players went back to Blizzard's Patch 3.3 notes and pointed out the restriction: the changed Season 15 Pluckeye exists only on Reign of the Warlock Ladder.

That means anyone hunting the current Chronicle entry tied to that version cannot simply remain permanently on Non-Ladder and wait for RNG to become cooperative.

RNG is innocent this time.

The item is somewhere else.

This Is Not the Same as Saying Pluckeye No Longer Exists on Non-Ladder

There is an important distinction here.

Old versions of these Diablo II items did not suddenly disappear from history. Existing Non-Ladder copies remain existing copies, and the older item definitions still belong to other Diablo II eras and rulesets.

What Season 15 restricts is the newly modified Reign of the Warlock version.

That distinction already caused confusion when Patch 3.3 launched. We covered it in our article about which Season 15 items actually moved to Non-Ladder. Players saw Blizzard announcing that previous Ladder items were becoming available permanently and reasonably assumed Season 15 was opening the gates.

It was.

It was also building another gate immediately beside them.

Blizzard Is Using Ladder to Test Item Changes

The design itself is not especially mysterious. Ladder has always given Blizzard a contained environment for new economies and new items. Season 15 appears to be applying that philosophy to balance experiments.

Pluckeye gaining Increased Attack Speed is not going to destroy the Diablo II economy. Neither is Blinkbat's Form becoming slightly less embarrassing. But Blizzard can introduce these updated versions to a fresh Ladder environment first, watch how players use them and later decide whether they should become permanent.

That is similar to how Runewords historically moved from seasonal exclusivity into the wider game.

As a development strategy, it makes sense.

As a collector staring at one empty Chronicle slot, development strategy is probably less comforting.

The Chronicle Makes Ladder Exclusivity More Noticeable

This is the interesting part.

Ladder-exclusive equipment is not new to Diablo II. For years, the entire point of Ladder was partly access to things Non-Ladder characters could not make or find.

The Chronicle changes the psychology.

Before Reign of the Warlock, a Non-Ladder player could simply decide they did not care about the latest seasonal item. Their permanent character had its own economy, gear and goals.

Now the game itself provides a collection interface encouraging them to complete everything.

An empty Chronicle entry is different from knowing some Ladder item exists somewhere theoretically. The missing space sits there quietly judging you.

Diablo II has discovered achievements.

This was probably inevitable.

It Also Complicates Diablo II’s New Three-Month Rhythm

The situation becomes more interesting alongside Blizzard's changing seasonal schedule. Beginning with Season 15, patches arrive shortly before the new Ladder starts, and Blizzard has indicated future seasons will follow a similar rhythm.

We have already seen players questioning whether modern Diablo II Ladder seasons are becoming too short, particularly now that Reign of the Warlock has added longer-term systems such as Chronicle and Colossal Ancients.

Collectors may increasingly face an odd choice.

Stay on Non-Ladder where the permanent collection lives comfortably.

Or restart on Ladder because Blizzard placed the newest version of one obscure level-five bow over there.

For competitive players, that is not a problem. Starting from nothing is why Ladder exists.

For Chronicle completionists, it can feel more like administrative travel.

The Good News Is That Ladder Items Eventually Have Somewhere to Go

There is at least a natural route back.

When a Ladder season ends, characters become Non-Ladder characters and their equipment follows them. That means a player can collect the seasonal versions while the Ladder is active and eventually bring those items into their permanent environment.

The changed Season 15 items therefore are not necessarily trapped forever inside the season.

But if the goal is to discover them personally for Chronicle credit, collectors need to pay attention to exactly how Blizzard handles discovery status across characters, seasons and future item migrations. Reign of the Warlock is still young enough that players are working out some of those boundaries in real time.

The safest rule right now is simple:

If an item received a new version in Patch 3.3 and your Chronicle insists you have not discovered it, do not spend another hundred hours farming Non-Ladder before checking whether Blizzard put that particular version on Ladder.

Diablo II Has Somehow Made Collecting More Complicated

That is almost impressive.

The Chronicle was supposed to simplify Diablo II collecting.

No spreadsheets.

No handwritten Holy Grail lists.

No trying to remember whether the Bonesnap in mule number seven was found in 2024 or bought from somebody called xXBaalkillerXx.

The game now records it all.

Unfortunately, Diablo II remains Diablo II.

So naturally one of the first things players discovered is that completing the collection requires understanding which version of a twenty-six-year-old Unique exists in which seasonal ruleset.

The spreadsheet may be gone.

The archaeology survives.

Diablo 4 Players Say Moophisto Can Eat Prime Ribs Without Dropping Any Loot


Diablo IV Season 15 has already established that cows can operate blacksmiths, run an occultist service and apparently maintain their own offshore sanctuary. It should therefore not be especially surprising that they have now discovered taxation. Players farming Moophisto, the Divine Bovine are reporting that the hidden boss can consume the five Prime Ribs required to summon him, die normally and then drop absolutely nothing. In some cases the problem disappears again several hours later, which has led players to wonder whether Moophisto has an undocumented loot cooldown similar to Uber Tristram. Blizzard has not confirmed that explanation, and right now this could just as easily be another Season 15 bug.

Either way, five Prime Ribs are still gone.

That matters because Prime Ribs require players to repeatedly visit the Secret Cow Level and defeat the Cow King. They are not ordinary boss materials spilling from every activity in Sanctuary. Each failed Moophisto payout therefore represents another trip back through one of Season 15's more elaborate secret chains.

Players Are Getting XP but No Items

The reports began appearing on Blizzard's forums shortly after players fully uncovered the Bovine Sanctum. Several players on high Torment difficulties described killing Moophisto successfully and receiving experience and reputation while no items appeared on the ground.

Others tried switching difficulty, disabling cross-play, changing instances and turning off loot filters. None of those steps consistently solved the problem.

One player reported running Moophisto successfully throughout the day before his drops suddenly stopped. Another said the first several summons worked normally before the final five produced nothing. The particularly interesting reports are from players who waited a few hours, returned and found that Moophisto had started dropping loot again, only for the rewards to stop after another couple of kills.

That pattern is why the community has started talking about a possible cooldown.

It is not proof.

But Season 15 has given everyone a very recent reason to be suspicious of invisible boss timers.

Uber Tristram Already Has a Hidden Loot Cooldown

Earlier this week we covered Uber Tristram's undocumented loot cooldown. Blizzard increased the time before the Prime Evil Council can reward players again to stop excessive farming, but the game still allows another Wirt's Lucky Coin to be consumed while the rewards are unavailable.

The result is remarkably similar to what players are now describing with Moophisto.

Spend rare summoning material.

Fight boss.

Kill boss.

Look at empty floor.

There is currently no evidence proving that Moophisto uses the same system. Blizzard has not documented a Bovine Sanctum loot cooldown, and no reliable community test has established a specific timer. The reports could instead represent a bug where the boss incorrectly stops generating loot after repeated kills.

But after Uber Tristram, “maybe there is an invisible timer” is no longer a particularly paranoid theory.

Five Prime Ribs Are Required for Every Summon

Moophisto is hidden behind one of Season 15's most elaborate cow rituals. Players first need access to the Secret Cow Level, where the Cow King can provide Prime Ribs. Five are then used at the altar inside the Bovine Sanctum to summon Moophisto.

The mainland Altar of the Heifer used to reach the sanctuary does not consume those ribs. The second altar, located inside the sanctuary itself, absolutely does.

Put five Prime Ribs into it and they are gone.

That is why repeated no-loot kills hurt considerably more than a normal world boss failing to provide anything exciting. Moophisto is effectively charging admission each time.

Our Bovine armor guide already covers the wider cow hunt, including the Sirloin, Hooves, Head and Brisket pieces. Moophisto himself is particularly important because he can provide Brisket of the Bovine as part of that secret cosmetic set.

Several players experiencing the current issue have reported something even stranger: ordinary loot disappeared while the cosmetic could still drop.

One Player Got Brisket and Nothing Else

A forum report from September 23 describes exactly that situation. After Moophisto stopped dropping normal items, the player returned several hours later and received loot again. After another couple of summons the ordinary drops disappeared once more.

On one of those kills, Moophisto still dropped Brisket of the Bovine.

Nothing else.

No normal equipment. No Charms. No Sigils. Just the cosmetic chest piece.

That detail could be important because it suggests cosmetic rewards may be handled separately from the boss's normal loot table. It also means players should not automatically assume a Brisket drop proves everything is functioning normally underneath.

Sometimes the cow may give you his shirt while keeping everything in his pockets.

The Loot Filter Does Not Explain Every Report

One obvious suggestion has been loot filters. Season 15's filtering system can hide items from the ground, and a boss appearing to drop nothing can occasionally mean the player has simply told Diablo IV that none of the items are interesting enough to display.

Several affected players have ruled that out.

Some report disabling the filter entirely. Others say they do not use a filter at all. There are also group reports where one player receives rewards while another gets nothing from the same Moophisto kill.

That does not tell us what the actual problem is, but it makes “everyone forgot about their loot filter” an increasingly incomplete explanation.

It Could Still Be an Anti-Farming Mechanic

There is a design reason Blizzard might limit repeated Moophisto rewards.

Once players have unlocked the Bovine Sanctum waypoint and accumulated enough Prime Ribs, the boss is extremely convenient to repeat. If his loot table is sufficiently strong, unlimited summons could become another situation similar to the Prime Evil Council, where players quickly find that one activity produces far more rewards than Blizzard intended.

A cooldown would solve that.

An invisible cooldown would create the problem we have now.

If Moophisto is deliberately limited, the altar needs to communicate that information before consuming five Prime Ribs. The obvious solution would be to disable the summon while loot is unavailable or display a message explaining when the player can earn rewards again.

We made exactly the same argument about Uber Tristram.

A hidden timer attached to free content is annoying.

A hidden timer that continues accepting expensive keys is considerably harder to defend.

Patch 3.2.2 Does Not Mention Moophisto

Blizzard has already published the next large Season 15 cleanup pass, Patch 3.2.2, with fixes for Runewords, seasonal progression, Cube crafting and several other problems.

Moophisto's disappearing loot is not listed.

That does not mean Blizzard is ignoring it. The issue could be handled through a separate server-side hotfix, or the developers may still be investigating whether the current behaviour is actually unintended.

But anyone planning a large Moophisto farming session should probably be aware that five successful summons do not necessarily mean the sixth will behave the same way.

For Now, Stop if the Loot Stops

Until Blizzard explains what is happening, the safest practical advice is wonderfully unsophisticated.

If Moophisto stops dropping loot, stop feeding him Prime Ribs.

Do not assume changing Torment difficulty will solve it. Do not assume another summon will magically reset the rewards. Community reports suggest waiting can restore drops, but there is not enough evidence to tell us how long to wait or whether time is actually the relevant factor.

We will update our Bovine coverage if Blizzard confirms a cooldown or fixes the problem as a bug.

Season 15 has already asked players to kill cows, collect their ribs, sail to a secret island and sacrifice the meat to summon a demonic bovine version of Mephisto.

That is already an unusual amount of trust to place in a cow.

If Moophisto stops dropping loot, there is no reason to give him another five ribs just to see whether he has changed his mind.

Diablo 4 Players Found Another Way Around Season 15’s Crafted Mythic Limit


Diablo IV Season 15 deliberately puts a restriction on its most predictable Mythic crafting method. Upgrade a carefully prepared Unique directly to Mythic through the Horadric Cube and the resulting item receives the Crafted tag. Characters can equip only one Mythic carrying that tag at a time. The idea is fairly clear: Blizzard will let you choose exactly which item becomes Mythic, but you do not get to fill every equipment slot with perfectly targeted upgrades. Players have now found another interpretation of that rule. Apparently, if you spend enough Resplendent Sparks, the Horadric Cube can be persuaded to forget where the item came from.

The first method appeared earlier this week. Players discovered that they could create three Crafted Mythic copies of the same Unique and then recycle them through the Cube, producing a new Mythic without the Crafted tag. Blizzard subsequently changed the original three-to-one interaction. That appeared to close the loophole.

It did not last very long.

Players now report that using the Cube's Recycle Unique option still produces a Mythic without the Crafted designation. The cost is enormous, the resulting affixes are rerolled, and Blizzard has not publicly confirmed whether this behaviour is intentional. But if the reports continue to hold, Season 15 currently contains an extremely expensive route from “you may equip only one of these” to “technically, this one isn't Crafted anymore.”

The Crafted Mythic Limit Is Intentional

The restriction itself is not a bug. Blizzard's final Season 15 notes are unusually explicit about how the new system works. The Horadric Cube's Upgrade Direct Item to Mythic recipe performs a one-to-one conversion. Put in the Unique you want, complete with its existing affixes, Tempering and Masterworking, and the Cube turns that exact item into its Mythic version.

That is a significant improvement over the older random conversion system we covered when Blizzard first revealed Season 15's direct Mythic upgrade. The player finally gets control over what the Cube produces.

The price for that control is the Crafted tag.

Blizzard says only Mythics produced through this specific direct-upgrade recipe are supposed to receive it, and a character can equip only one of them. Mythics produced through the Jeweler's Rune Crafting system, Blacksmith Mythic Caches or ordinary drops do not receive the tag and can be equipped alongside it.

In theory, that creates a fairly clean system.

One targeted Mythic.

Everything else comes with more randomness.

Then players found the recycling button.

The Original Three-to-One Trick Was Already Changed

The first workaround required a truly unreasonable commitment to avoiding randomness.

Players would start with three copies of the Unique they wanted. Each would be upgraded directly to Mythic through the Horadric Cube for five Resplendent Sparks, creating three Crafted Mythics at a total cost of 15 Sparks.

Those three items could then be fed back through the Cube's recycling system. The resulting Mythic was no longer carrying the Crafted tag.

It was not a free upgrade. The final item received randomized affixes, meaning players gave up the carefully selected stats, Tempering and Masterworking that made the direct upgrade attractive in the first place. They were essentially paying fifteen Sparks to preserve the item's identity while rerolling its details and removing the equipment restriction.

The method spread quickly enough that Blizzard appears to have altered the initial three-to-one interaction through a hotfix. Community testing then reported that the original route no longer behaved as it had earlier in the week.

That looked like the end of it.

Recycle Unique Apparently Still Removes the Crafted Tag

Then players tried the other recycling option.

According to multiple current community reports, choosing Recycle Unique with the three Crafted Mythics still returns a Mythic without the Crafted tag. Players have reproduced the process after the earlier change and are actively discussing it as a route for acquiring second, third or fourth targeted Mythics that can be equipped together.

The current reported process is therefore:

  • Obtain three copies of the Unique you want as a Mythic.
  • Use Upgrade Direct Item to Mythic on all three.
  • Spend five Resplendent Sparks on each conversion, for fifteen total.
  • Use Recycle Unique on the three resulting Crafted Mythics.
  • Receive a new Mythic version without the Crafted tag.

The important downside is that the final item's affixes are random. You are no longer preserving the perfectly prepared base item that justified using Upgrade Direct in the first place.

So this is not fifteen Sparks for a guaranteed best-in-slot item.

It is fifteen Sparks for another appointment with Diablo's favourite design system.

Randomness.

Fifteen Resplendent Sparks Is an Absurd Price

This is probably why the workaround has generated as much debate about whether it should even be considered an exploit.

Fifteen Resplendent Sparks is a very large investment. A player could instead use the Blacksmith or Jeweler systems to chase unrestricted Mythics at considerably lower Spark costs, although those systems introduce much more uncertainty over the exact item produced. Blizzard explicitly designed those methods as the intended route for equipping multiple Mythics alongside the player's one direct Crafted upgrade.

The recycling route therefore occupies a strange middle ground.

It gives players more control than a fully random Mythic Cache.

It gives them much less control than Upgrade Direct.

And it charges enough Resplendent Sparks to make the Horadric Cube look like it has started offering financing.

One player described the cost rather efficiently after hearing the method required fifteen Sparks: “I am most. I am deterred.” That may be the strongest balance mechanism Blizzard has implemented all season.

We Do Not Know Whether Blizzard Intends This

This is where the story becomes less certain.

Some community comments claim developers have told streamers that the expensive conversion is intentional because the cost and randomized final affixes provide enough of a trade-off. We have not found a Blizzard post or patch note confirming that interpretation.

Until Blizzard says otherwise, the safest description is therefore simple: players have reproduced the behaviour, but its intended status is unconfirmed.

That distinction matters because the first version of the workaround changed almost immediately. Anyone about to turn fifteen Resplendent Sparks into an experiment should understand that Blizzard could alter the recycling interaction again.

There is also no guarantee that an item created through this route will remain unaffected if Blizzard later changes how Crafted status is assigned.

Season 15 has already demonstrated that Mythic history can become surprisingly complicated.

The Crafted Tag Has Been Messy Since Before Season 15

We have been following that problem for months. Season 14 originally restricted characters to one crafted Mythic, creating the slightly absurd situation where Diablo IV encouraged players to craft powerful items and then prevented them from using most of those items together. Blizzard eventually removed that limitation.

Then Season 15 brought it back in a narrower and much more defensible form.

As we explained in our final Season 15 Mythic crafting breakdown, only the new deterministic Cube recipe is supposed to produce the Crafted tag. That makes considerably more sense than placing the restriction on random Blacksmith and Jeweler results too.

Unfortunately, some older Eternal Realm Mythics also became caught by the returning restriction, leaving players unable to equip builds that had worked before Season 15.

The rule is simple.

The history attached to the items is not.

Recycle Unique Makes the Restriction Look Surprisingly Flexible

The current workaround also raises an interesting design question.

What exactly is Blizzard trying to prevent?

If the concern is that players should not deterministically manufacture every perfect Mythic in their build, the system already handles that fairly well. The one direct-upgrade slot provides enormous control, while additional unrestricted Mythics require random crafting or drops.

The recycling method technically respects that philosophy more than it first appears.

The player knows which Mythic they will end up with, assuming the reported process continues to work, but they sacrifice three expensive targeted Mythics and lose control of the final affixes. Fifteen Sparks disappear. Three items disappear. The resulting Mythic may still roll badly.

That is not exactly a shortcut.

It is more like taking the scenic route through bankruptcy.

There May Be Yet Another Route Through Craft Unique

The community has also discovered another wrinkle. Players report that the Cube's ordinary Craft Unique recipe can occasionally produce a Mythic rather than a normal Unique, and those surprise Mythics apparently do not carry the Crafted tag either.

That route is extremely random, but it reinforces Blizzard's broader Season 15 structure. The Crafted restriction appears specifically attached to Upgrade Direct Item to Mythic, not simply to every Mythic that happens to emerge from a crafting interface.

Blizzard's own season notes support exactly that interpretation: only the deterministic direct-upgrade recipe is supposed to apply the Crafted designation.

The question is whether deliberately recycling three direct-upgrade Mythics into an unrestricted one is part of that intended ecosystem or merely a side effect nobody expected players to turn into a fifteen-Spark production line.

For Now, Season 15 Has a Very Expensive Escape Hatch

So where does that leave players?

If you want one specific Mythic with preserved affixes, Tempering and Masterworking, Upgrade Direct Item to Mythic remains the obvious choice. That item receives the Crafted tag, and you can equip one.

If you want additional unrestricted Mythics, Blizzard's intended alternatives are naturally dropped items, Blacksmith Mythic Caches and Jeweler Rune Crafting.

If you have fifteen Resplendent Sparks, three matching Uniques and a philosophical objection to waiting for RNG, players currently report another option.

Upgrade all three.

Recycle them.

Hope the final rolls are good.

And enjoy the peculiar satisfaction of watching the Horadric Cube forget that the item was crafted approximately five seconds ago.

Diablo 4 Patch 3.2.2 Fixes More Season 15 Bugs, but Several Big Ones Remain


Diablo IV Season 15 has reached the familiar stage of a new season where Blizzard's patch notes begin looking less like maintenance and more like somebody walking through Sanctuary with a clipboard. Patch 3.2.2 is the next cleanup pass, fixing blocked seasonal progression, missing rewards, broken Runewords, Nihlathak escaping his own boss arena and a Horadric Post that apparently considered mounted adventurers beneath its notice. The good news is that several annoying launch problems are disappearing. The less comforting news is that some of Season 15's most discussed issues, including Grief's questionable Weapon Damage and broken Hellfire Torch set-count interactions, are not listed among the fixes.

Blizzard's official Patch 3.2.2 notes cover all platforms and continue the rapid repair work that began with Hotfix 4's fixes for Wirt's Lucky Coin, missing Resplendent Sparks and Infinite Butcher. Season of Hell's Legacy has produced some of Diablo IV's most entertaining secrets. It has also produced enough technical oddities to make the Horadric Cube look comparatively trustworthy.

Several Season 15 Progression Blockers Are Being Fixed

Two of the most important fixes involve players simply moving too quickly. Entering the portal to the Worldstone Chamber too fast could prevent the seasonal questline from completing, while descending through the hive at Lester's Farm too quickly could block dungeon progression. Both are addressed in 3.2.2.

The Chamber of Bone will also correctly provide rewards after completion. Nihlathak, meanwhile, should stop teleporting outside his boss arena, which is generally considered an important quality in a boss fight. Killing the boss becomes somewhat theoretical when the boss has discovered geometry.

These fixes matter particularly because Season 15 is built around exploration and hidden progression. Our running Season 15 secret checklist has grown into a small archaeological project, and progression bugs become much more frustrating when players cannot tell whether they have missed a clue or simply moved through a doorway with unreasonable enthusiasm.

Runewords Get Another Round of Repairs

The hidden Runeword system receives several fixes too. Edge will no longer let players receive two items at once from the Purveyor of Curiosities, while wearing a Lore Runeword Helm should stop making the helmet invisible. The Sorcerer's Incinerate Enchantment will correctly trigger the Tal Rune, and Sol's damage reduction should now activate when expected.

That continues what has been a slightly adventurous technical debut for Season 15's hidden Diablo II Runewords. Players have already found unexpected interactions involving Stealth, Enigma and several other recipes. Bringing old Diablo II combinations into Diablo IV has been one of the anniversary season's best ideas, but apparently thirty-year-old magic words still require modern debugging.

Henri’s Perquisition Can Finally Be Crafted Properly

Patch 3.2.2 also fixes a problem preventing the Henri's Perquisition Unique Charm from being crafted in the Horadric Cube. The Cube has become the centre of an extraordinary number of Season 15 systems, from Runewords to Wirt's Lucky Coin, secret fishing equipment and Mythic crafting, so anything blocking one of its intended recipes quickly becomes more than a minor inconvenience.

Other changes include fixing Pulverize indefinitely immobilizing Staggered bosses, restoring missing reward indicators for the Tower's Artificer's Obelisk and finally allowing mounted players to interact with the Horadric Post.

That final fix may not transform the meta.

It will, however, save several people from getting off a horse.

Grief Is Not Listed Among the Fixes

The most obvious omission for us is Grief. We covered the issue yesterday after players repeatedly reported that Grief's enormous +750 to +1,000 Weapon Damage affix does not appear to be applying correctly. Community testing has included comparisons against much weaker Rare weapons and Training Dummy results, yet the expected advantage from Grief's headline stat appears to be missing.

Patch 3.2.2 does not mention that problem.

That does not prove no separate hotfix is coming, and Blizzard has not officially confirmed every detail of the community diagnosis. But anyone waiting for the new patch specifically because their freshly crafted Grief feels suspiciously grief-like should not assume 3.2.2 contains the answer.

Hellfire Torch Set Bonuses Are Still Being Reported as Broken

The other conspicuous absence is Hellfire Torch. Players continue reporting cases where the Mythic Charm's +1 Set Count effect fails to activate the expected final set bonus. Fresh reports from September 25 include Berserker's Crucible falling from 5/5 back to 4/5 while the Torch remains equipped, along with Warlock reports involving the Mefis and Abaddon naming interaction.

That is particularly painful because obtaining the Torch requires one of Season 15's longest secret chains. Players must access Old Tristram, assemble Wirt's Lucky Coin and complete the hidden Uber Tristram encounter. A Mythic reward that occasionally forgets it is part of the set is not quite the ending anyone had in mind.

Again, Patch 3.2.2 does not list a Hellfire Torch set-count fix.

Patch 3.2.2 Is Progress, Not the End of the Bug List

That is probably the fairest way to look at this update. Blizzard is fixing real progression blockers, broken rewards and Runeword interactions, and several of these problems absolutely needed attention. But Season 15's bug list remains larger than the patch notes.

The official forums still contain reports involving Hellfire Torch, Grief, Moophisto rewards, seasonal portals, Prime Splinters and other interactions. Some will turn out to be separate bugs. Some may be misunderstood mechanics. Some may quietly disappear in hotfixes before another numbered patch arrives.

Patch 3.2.2 therefore moves Season of Hell's Legacy in the right direction.

It just does not finish the job.

And if you spent twenty hours farming Grief, that distinction may currently feel rather important.

Friday, 25 September 2026

Diablo 4 Players Say Grief’s +1,000 Weapon Damage Isn’t Actually Working


Diablo IV Season 15 brought back Grief, one of Diablo II's most famous Runewords, complete with a recipe expensive enough to make every Rune involved feel personally important. There is just one small problem. Players increasingly believe one of the weapon's biggest affixes is doing absolutely nothing. Grief can roll up to +1,000 Weapon Damage before Masterworking, yet multiple player tests suggest that bonus is not actually being added to the weapon's damage. One player spent more than twenty hours farming the Runeword before discovering that a considerably less impressive Rare weapon appeared to hit harder.

The reports have been circulating since shortly after Season 15's hidden Diablo II Runewords were discovered, but the issue has resurfaced on Blizzard's forums on September 25. That makes Grief an increasingly awkward member of the anniversary collection. It has the correct name, the familiar Rune recipe and an extremely attractive tooltip. The numbers underneath may simply have forgotten to participate.

Grief Is Supposed to Add Up to 1,000 Weapon Damage

Season 15's version of Grief uses the classic Eth + Tir + Lo + Mal + Ral combination and can be created from compatible one-handed Swords and Axes through the Horadric Cube. Its current affixes include Attack Speed, Deadly Strike, damage against demons and, most importantly for this problem, +750 to +1,000 Weapon Damage.

Its Unique effect also makes direct damage inflict 40% bonus Poisoning damage over five seconds, giving Grief an obvious place in aggressive melee builds.

On paper, this should be a serious weapon.

That is why players noticed when the paper stopped agreeing with the game.

A +1,225 Grief Lost to a Rare Flail

One of the clearest community tests involved an Item Power 925 Grief that had been Masterworked until its Weapon Damage affix reached +1,225.

The weapon displayed 2,182 DPS and a damage-per-hit range of 1,417 to 1,493.

The same player compared it with a Rare Item Power 925 Flail carrying only +168 Weapon Damage. That considerably less impressive weapon displayed 2,274 DPS and a damage range of 1,607 to 2,183.

The player then checked skill tooltips and tested the weapons against the Training Dummy, reporting that the Rare still produced higher overall damage.

That does not constitute an official Blizzard diagnosis, and differences between weapon bases, attack speeds and skill interactions always need to be considered when players compare equipment. But several people have independently reported the same basic issue: Grief's Weapon Damage number is visible on the item while the expected increase does not appear to materialize in actual character damage.

Players Have Been Reporting This Since September 17

The first Blizzard forum report we found dates back to September 17, only two days after Season of Hell's Legacy launched. The original poster said they had farmed for more than twenty hours to make Grief before concluding that it simply did not work correctly.

Additional players joined the report over the following days, and on September 25 another discussion appeared specifically asking why Grief's +1,000 Weapon Damage was not being applied.

That is important because Blizzard has already touched Grief in a hotfix.

Hotfix 4 corrected an unintended damage interaction between Grief and the five-piece bonus from the Old Mountain Talisman set. Blizzard therefore clearly has Grief on its radar.

The official Hotfix 4 notes, however, do not mention the basic Weapon Damage affix failing to apply.

Grief Has Already Been Involved in One Damage Bug

This gives the Runeword a slightly strange Season 15 history.

When combined with Song of the Old Mountain's five-piece bonus, Grief could contribute to unintended damage and Blizzard stepped in to correct the interaction. At the same time, players are claiming that Grief's ordinary Weapon Damage affix is underperforming or not functioning at all.

So depending on which system is involved, Grief has apparently managed to deal both too much damage and not enough damage during the same season.

That is impressive range.

Grief Was Supposed to Be One of the Big Anniversary Runewords

The problem matters more because this is not an obscure recipe nobody intended to use.

Grief is one of Diablo II's iconic Runewords. In the older game it became famous for its enormous flat damage contribution and its ability to turn several melee builds into extremely efficient killing machines. Seeing Eth Tir Lo Mal Ral return inside Diablo IV immediately gave veterans a very specific expectation.

Season 15 deliberately leans into that recognition. Blizzard has hidden nineteen Diablo II-style Runewords inside the Horadric Cube, allowing players to rediscover combinations such as Stealth, Enigma, Spirit, Infinity and Grief rather than simply reading them from a seasonal tutorial.

The idea has worked remarkably well. Players have spent days experimenting with bases, Ancestral versions and Transfiguration.

Unfortunately, experimentation has also revealed several things Blizzard presumably did not intend.

The Hidden Runewords Have Had a Rough Technical Debut

Grief is not the first returning Runeword to cause trouble.

We already covered how three Ancestral Stealth armors could accidentally create a Stealth carrying Enigma's power. Blizzard removed that interaction through Hotfix 2 after players briefly discovered that Tal Eth could negotiate its way into Jah Ith Ber territory.

Enigma has also generated fresh reports involving its resource conversion, while Grief has now been involved in both the Old Mountain interaction and the current Weapon Damage complaints.

Some instability is perhaps inevitable. Season 15 is combining old Rune recipes, entirely new Diablo IV item implementations, Transfiguration, Masterworking, class systems and several mechanics that were deliberately hidden from the PTR.

That creates exactly the sort of environment where one number can look perfectly correct on the tooltip while doing something considerably stranger underneath.

Blizzard Has Not Confirmed the Weapon Damage Bug Yet

This is the important qualification.

As of September 25, Blizzard has not publicly confirmed that Grief's +Weapon Damage affix itself is broken. The official hotfix notes acknowledge the Old Mountain interaction, but not this separate complaint.

What we have are repeated player reports, damage comparisons and Training Dummy testing that point toward a problem deserving investigation.

That means players should not assume every Grief is definitively broken in every configuration. Different weapon bases, classes and builds may expose the issue differently, and Blizzard may have additional information that is not visible from community testing.

But if you are currently farming the Runes specifically because Grief's massive flat Weapon Damage looks attractive, this is worth knowing before Eth Tir Lo Mal Ral disappears into the Cube.

Twenty Hours Is a Long Time to Farm a Tooltip

That is ultimately why this particular bug report has some teeth.

Season 15 has produced plenty of funny technical problems. Messerschmidt's Reaver briefly healed monsters. Stealth stole Enigma's homework. Dance of Knives discovered numbers large enough to become philosophical.

Grief is different because players deliberately farm several specific Runes to create it.

The entire point of a hidden Runeword is the moment where remembering or discovering the recipe finally pays off.

You gather Eth.

You find Tir.

You protect Lo as if it were a family heirloom.

You collect Mal and Ral.

You put everything into the Horadric Cube.

The famous name appears.

And according to some players, the most important number on the weapon then quietly goes on holiday.

Grief has returned to Diablo.

Now Blizzard may need to make the damage return with it.

Why Diablo Himself Never Became Diablo 4 DLC


There is something slightly strange about Diablo IV. The game is called Diablo, it has now spent several years expanding Sanctuary, introduced Lilith, brought Mephisto back to the centre of the story and even reached its final traditional expansion without ever doing the most obvious thing imaginable: making Diablo himself the main villain. Blizzard has now explained why. According to Diablo V Senior Art Director John Mueller, the Lord of Terror was simply too important to squeeze into another Diablo IV expansion. Or, as Mueller put it rather more efficiently: “Diablo’s very demanding.”

Speaking to Kotaku at BlizzCon 2026, Mueller explained that Diablo changes the scale of the story. Diablo IV began with Lilith and gradually developed a much more personal relationship between the player character, Lilith and Mephisto. Bringing Diablo into that framework later as another expansion villain would have meant attaching the franchise's defining antagonist to a story that had originally been built around somebody else.

Blizzard decided that was not enough.

Diablo Needed to Be the Centre, Not the Next Boss

Mueller's explanation is unusually revealing because the problem was apparently not that Blizzard lacked room for another expansion. The studio had freedom to decide whether the next big idea should become DLC, an expansion or an entirely new game. What changed the equation was Diablo himself.

Once Diablo became the character the developers wanted to build around, Mueller says the story needed to become bigger, bolder and more ambitious. He could not simply arrive after Lilith and Mephisto as the next name on Sanctuary's increasingly unfortunate appointment calendar.

That distinction helps explain why Blizzard decided to stop making traditional Diablo IV expansions after Lord of Hatred even though Diablo IV itself is not being abandoned. Seasonal content continues, new classes such as the Amazon are coming, and Blizzard has repeatedly said the live game will remain active. The numbered sequel exists because the next story required a different foundation.

Diablo V Begins After Diablo Has Already Won

The result is considerably more dramatic than simply putting Diablo at the end of another campaign.

As Blizzard revealed when Diablo V was announced for Spring 2029, the game begins roughly a century after Diablo IV in a Sanctuary where the Lord of Terror has already won. Humanity's heroes failed. Westmarch has fallen. Civilization survives in fragments, and the player begins the game inside a world that Diablo has already reshaped rather than one waiting for him to eventually emerge from a portal during Act VI.

Blizzard's official description is almost aggressively simple: Sanctuary has fallen. Diablo won.

That premise immediately gives the villain something Diablo has surprisingly rarely received across the series: time.

We normally meet Diablo while trying to stop a plan. Diablo V starts after the plan worked.

A Sequel Let Blizzard Change the Framework

Mueller also points to a more practical reason for making a sequel. The team wanted to change the actual framework of the game rather than continue extending Diablo IV's structure. That freedom is visible in almost everything Blizzard has shown so far.

Traditional towns and safe hubs are largely gone. Instead, players travel with a caravan of survivors. Dungeons remain procedurally generated, but now the overworld itself can change as well. Dread Commanders reshape regions through “terror-forming”, affecting terrain, monsters and landmarks. Blizzard is rethinking level scaling, itemization, inventory and progression while simultaneously promising more classes than any previous Diablo launch.

Those are not small additions to an existing expansion framework.

They are the sort of changes that become much easier when the development team is allowed to call the project Diablo V and rebuild around them.

The Story Is Supposed to Be More Personal Too

There is another part of Mueller's explanation that is easy to overlook. He is proud of the way Diablo IV's storytelling became increasingly personal, particularly the relationship between the player character and major figures such as Lilith and Mephisto. Diablo V intends to take that idea considerably further.

Mueller says the characters should matter like the cast of a favourite television show. The caravan is central to that philosophy because its inhabitants travel with you instead of waiting permanently in town with punctuation floating above their heads.

That fits Blizzard's slightly terrifying internal ambition of creating the “best campaign ever” with Diablo V. It is not a claim that the unfinished game has already achieved that. It is the target the team has set for itself.

And again, Diablo is the centre of it.

Diablo IV Was Never Really His Story

Looking backward, the decision makes more sense than it initially appears.

Diablo IV belonged to Lilith from its opening cinematic. Even when Mephisto moved into the foreground, the story remained rooted in decisions, relationships and consequences established around Lilith's return. Dropping Diablo into the final expansion simply because the title says Diablo would have risked making the franchise's biggest villain feel like post-launch content.

Instead, Blizzard has given him an entire game whose opening situation exists because of him.

That may also explain why the sequel is willing to jump so far forward in time. A century gives Blizzard room to let Diablo's victory become history rather than a temporary cliffhanger. Towns disappear. Cultures change. The landscape itself bears the consequences. Players do not merely hear that Diablo is powerful because an NPC tells them so.

They begin inside the world he broke.

Diablo Was Apparently Too Big for DLC

There is something wonderfully appropriate about all of this.

Diablo IV could have ended by opening another portal, introducing the Lord of Terror and giving players a new raid-sized problem to solve. It would have been easy to understand and probably easy to market.

Blizzard instead decided the character demanded a new game, a different world structure and another multi-year development cycle.

Whether that ambition produces a better Diablo will not be clear until 2029. Diablo V is still early enough that Blizzard is openly showing systems it expects to change, and the game was revealed this early specifically so more player feedback can shape development.

But at least we now know why Diablo never arrived as Diablo IV's final expansion boss.

Apparently the Lord of Terror does not do supporting roles.

Diablo Immortal’s Spawn Event Lets You Fight Malebolgia and Use Spawn’s Powers


When Blizzard first announced that Spawn was coming to Diablo Immortal, the collaboration almost felt too obvious. Sanctuary already contains demons, cursed souls, impossible bargains, chains, capes and enough red lighting to concern an electrician. Spawn could probably walk into Westmarch without anyone asking for identification. What Blizzard did not tell us at the time was what the crossover would actually involve. We now have the answer, and it is considerably larger than a cosmetic bundle. Beginning September 29, players will be able to use Spawn-inspired powers, fight through a special version of Survivor's Bane, challenge Malebolgia with a four-player group, earn event rewards and even turn their Familiar into Violator.

The full Diablo Immortal x Spawn event reveal confirms that the collaboration runs from September 29 after maintenance until November 1 at 2:59 AM server time. Blizzard calls the overarching event Hellspawn's Vengeance, and rather than simply placing Spawn beside the Battle Pass shop, it builds several limited-time activities around the character's powers and enemies.

This is considerably more ambitious than what we knew when Blizzard first revealed the Spawn crossover earlier this month.

Hellspawn’s Bane Lets You Fight With Spawn’s Powers

The most interesting addition is Hellspawn's Bane, a Spawn-themed version of Survivor's Bane. Instead of simply taking your normal Diablo Immortal build into another event arena, players gain abilities based directly on Spawn's powers.

That includes his chains, living crimson cloak and necroplasmic energy.

Blizzard describes the activity as a limited-time survival challenge where players carve through waves of demons using those powers before eventually being dragged deeper into Hell for an additional confrontation. Survive that encounter and you return to the battlefield strengthened by whatever you managed to earn along the way.

Survivor's Bane has always been one of Diablo Immortal's better event formats because it temporarily strips away some of the normal build routine and lets players assemble power during the run. Spawn fits remarkably well into that structure. There is no need to pretend your Wizard suddenly developed a sentient cape through ordinary class progression. The event simply hands you several weapons from another universe and invites you to make a mess.

It is probably the correct amount of lore explanation for this particular problem.

You Can Fight Malebolgia With Four Players

The crossover also brings one of Spawn's most important villains into Sanctuary. Malebolgia gets his own activity called The Eighth Circle, designed for groups of up to four players.

For anyone less familiar with Spawn mythology, Malebolgia is the ruler of the Eighth Circle of Hell who transformed Al Simmons into Spawn in the first place. His plan involved turning powerful human souls into Hellspawn soldiers. As employment arrangements go, it had several contractual weaknesses.

Diablo Immortal turns him into a repeatable boss encounter with daily performance goals. Blizzard says players will be ranked based on how quickly they defeat him, with higher ranks producing better rewards and more event points. The encounter also includes an MVP challenge: earn MVP four times while playing with a group of at least three people and an additional cosmetic reward becomes available.

Malebolgia can summon Hellspawn during the encounter and uses large-area attacks, meaning Blizzard is doing more than simply reskinning an existing dungeon boss and changing the health bar.

It also creates the pleasingly ridiculous situation of Sanctuary's heroes temporarily taking time away from Diablo's Hell to solve staffing problems in somebody else's Hell.

Vengeance Marks Drive the Event Rewards

The central progression currency is called Vengeance Marks. Players earn them by completing weekly tasks and participating in Hellspawn's Bane, The Eighth Circle and other collaboration activities.

Accumulating enough unlocks a reward track containing both collaboration items and normal progression rewards. Blizzard currently lists:

  • Selectable Hellspawn Arsenal weapon cosmetics
  • Six Spawn-themed emotes
  • Hellspawn Avatar Frame
  • Necroplasmic Totem Legendary Gem
  • Reinforced Immortal Keys
  • Legendary equipment
  • Set equipment

The important detail is that this is not purely a premium cosmetic event. There are actual gameplay rewards mixed into the collaboration, including a new Legendary Gem that has a direct combat effect.

Necroplasmic Totem Turns Damage Into More Damage

The new Necroplasmic Totem Legendary Gem is appropriately subtle in the way Diablo Immortal gems usually are, which is to say it surrounds your character with supernatural energy and begins throwing explosions at nearby enemies.

Dealing damage causes Necroplasm to surround the player, temporarily increasing damage dealt. Every few seconds, that Necroplasm attempts to consume a harmful periodic effect currently affecting the character. Successfully consuming one, or simply killing an enemy, launches a Necroplasmic Bolt toward a nearby target.

The bolt explodes on impact and Burns enemies around it.

There are internal cooldowns preventing the effect from constantly triggering, but it gives the collaboration something more permanent than an event costume. Players who obtain the gem will still have an item inspired by Spawn's necroplasm after Malebolgia has returned to his own franchise.

That is worth noting because Diablo Immortal's gem economy has just undergone several significant changes. Blizzard recently introduced Progressive Upgrades for higher-rank Normal Gems, while 5-Star Legendary Gems entered a global cross-server marketplace. Adding another event-linked Legendary Gem therefore lands in a progression system already moving quite rapidly.

Violator Can Become Your Familiar

Then there is Violator.

Blizzard has apparently looked at Spawn's grotesque demonic nemesis and decided that what Diablo Immortal players really need is to take him for a walk.

Violator is available as a Familiar transmog.

The cosmetic uses a Shapeshift trait based on the character's ability to disguise himself in Spawn lore. Blizzard has not turned Violator into an entirely new Familiar progression system. It is a transformation for an existing companion, which is probably sensible considering how many systems Diablo Immortal already expects a player to remember before breakfast.

Still, the idea of Violator obediently following a Necromancer around Westmarch is difficult to dislike.

Spawn Weapon Cosmetics Are Part of the Free Event Track

Players can also obtain Spawn-inspired weapon appearances through the Hellspawn Arsenal. Blizzard says at least one selectable weapon skin can be earned through the Vengeance Marks progression.

The designs draw directly from Spawn's exaggerated arsenal, which makes them unusually well suited to Diablo's equipment silhouette. Spawn has never been associated with restrained design. Neither has a Diablo Barbarian carrying something approximately the size of a small bridge.

Alongside the weapon appearance, the event offers the six emotes and the avatar frame, providing several ways to keep using the collaboration cosmetics after the actual activities disappear in November.

This Is More Than the Crossover Blizzard Originally Teased

When we first wrote about the collaboration on September 11, Blizzard had essentially given us a logo, Spawn and the promise of more information later. The crossover accompanied the larger Made to Suffer update, which brought a new part of Lut Gholein, additional story content, Legendary Gems and major systems work.

At that point, it was entirely reasonable to assume Spawn might amount primarily to cosmetics.

That is clearly not what Blizzard built.

Hellspawn's Bane changes the player's available powers. The Eighth Circle introduces an actual Spawn villain as a multiplayer boss. The event has its own progression currency and reward track. Necroplasmic Totem adds a usable Legendary Gem. Violator becomes a Familiar transmog.

Whatever else can be said about Diablo Immortal, it remains impressively committed to refusing the quiet option.

The Event Begins September 29

The Spawn crossover begins after maintenance on September 29 and runs until November 1 at 2:59 AM server time. Blizzard says additional details will arrive with the full patch notes on September 28, so balance values and some reward specifics may still become clearer before the event opens.

For now, though, the shape of the collaboration is finally clear.

Spawn is not simply visiting Sanctuary.

Players are borrowing his chains.

They are borrowing his cape.

They are borrowing his necroplasm.

They are fighting the demon who created him.

And, because this is Diablo Immortal and apparently somebody correctly decided restraint was unnecessary, Violator can follow them home afterward.

Diablo 4’s Annihilus Mystery Just Got Its Biggest Clue Yet


Five days ago, Diablo IV's Annihilus mystery consisted mostly of one extremely suspicious coincidence. Annihilus was sitting in the Season 15 data. Stone of Jordan had returned. Diablo II veterans knew perfectly well what happened when those two items occupied the same game, but nobody had found anything proving Blizzard had rebuilt Diablo Clone around them. That has now changed. The mystery is still unsolved, but dataminers have uncovered the strongest clue yet: Diablo IV secretly tracks how many Stones of Jordan each individual character has salvaged.

That would already be odd enough. It becomes considerably more interesting because the Season 15 data also contains a separate Echo of Uber Diablo, its own loot table and references to the famous “Diablo Walks the Earth” event. Nothing currently known in the live game appears to activate that encounter.

We still do not have the recipe.

But for the first time, we may actually have part of the mechanism.

Diablo IV Is Secretly Counting Salvaged Stones of Jordan

The key discovery comes from the current community examination of Season 15's game data. According to the regularly updated Season 15 secrets tracker, Diablo IV contains a counter that records the number of Stone of Jordan rings salvaged by an individual character. It is not described as a global community counter, and it apparently does not simply track every Stone of Jordan acquired. Specifically, it tracks salvaging.

That is extremely difficult to ignore.

When we originally investigated the hidden Season 15 Annihilus, Stone of Jordan was already the obvious historical suspect. In Diablo II, selling enough Stones of Jordan to merchants eventually triggered Diablo Clone. The message “Diablo Walks the Earth” appeared, Uber Diablo entered the world and killing him awarded Annihilus.

Diablo IV does not appear to be copying that system literally. But salvaging a valuable Stone of Jordan is remarkably close in spirit to selling one permanently in Diablo II.

There Is Apparently a Separate Uber Diablo Waiting Somewhere

The second clue makes the first considerably stronger. Datamined Season 15 information contains an Echo of Uber Diablo that is separate from the ordinary Echo of Diablo encounter. It also has a separate loot table, yet the community has not identified anything in the known quest chains, Cube recipes or event systems that actually spawns it.

That matters because it makes the idea of another hidden encounter much harder to dismiss as players seeing patterns where none exist.

Season 15 has already done this once. The Hellfire Torch was visible before anybody understood how to obtain it. Then players connected Deckard's Journals, Old Tristram, the three Prime Evil Splinters and Wirt's Lucky Coin until Uber Tristram finally opened.

Annihilus now looks increasingly similar. We know the reward exists. We appear to have the boss. We have the historical ingredient. What we are missing is the number on the lock.

How Many Stones of Jordan Does It Take?

Nobody knows.

And that sentence is important because the internet has already begun doing what Diablo communities do whenever a hidden counter appears: inventing numbers with enormous confidence.

In Diablo II, the original Uber Diablo event generally required dozens of Stones of Jordan to be sold across the relevant server environment. Diablo IV's newly discovered counter appears to be per character, which makes simply transplanting the old numbers questionable. Requiring one player to destroy 75 or 100 valuable Stone of Jordan drops would certainly qualify as faithful nostalgia, but perhaps in the same way that recreating dial-up internet would.

Players are already experimenting. Community discussions on September 25 contain people stockpiling SoJs, salvaging them and comparing results. So far there is no verified number that triggers Uber Diablo. Several players have salvaged Stones without seeing anything happen. That could mean the required total is high. It could also mean salvaging is only one part of the ritual, or that the counter serves another purpose entirely.

“Diablo Walks the Earth” Is Apparently in the Data Too

The most wonderfully suspicious piece is the event language.

The same community investigation reports data associated with the classic warning “Diablo Walks the Earth.” Anyone who hunted Diablo Clone in Diablo II knows those words immediately. They were the signal that something considerably less friendly than the normal local population had just entered the game.

The current data tracker also describes a limited window associated with the hidden event once it begins, although that information is datamined rather than something Blizzard has officially documented. Until somebody actually triggers the encounter in a live game, we should treat those technical details as clues rather than instructions.

Still, put everything beside each other and the list is becoming rather difficult to explain away:

  • Stone of Jordan has returned in Season 15.
  • The game secretly tracks how many a character salvages.
  • Annihilus exists as a Season 15 Horadric Seal.
  • A separate Echo of Uber Diablo exists.
  • That encounter has its own loot table.
  • “Diablo Walks the Earth” appears in the associated data.

At some point, coincidence begins to require more imagination than the theory.

Do Not Start Salvaging Your Entire SoJ Collection Yet

This is also where we recommend some restraint.

There is still no confirmed acquisition method for Annihilus.

The hidden salvage counter is real enough to be interesting, but nobody has yet demonstrated that reaching a particular value summons Uber Diablo. We also do not know whether another requirement must be active first. Perhaps the character needs to pledge to Diablo. Perhaps the event only works in a particular location. Perhaps another hidden item or quest flag is involved. Perhaps Blizzard has constructed something considerably more unreasonable because Season 15 has clearly given somebody permission to behave like it is 2001 again.

Stone of Jordan is also useful in its own right. As we covered when Stone of Jordan returned for Season 15, it is one of the permanent Legacy Uniques added during Diablo's anniversary celebration. Season 15 even allows the item to participate in the new Charm system.

Destroying a pile of them on the basis of a theory is therefore a genuinely expensive experiment.

Somebody will absolutely do it.

It does not have to be you.

Why the Salvage Counter Changes the Investigation

Before this discovery, the Stone of Jordan theory rested almost entirely on history. Annihilus came from Diablo Clone in Diablo II. Diablo Clone was connected to Stone of Jordan. Therefore players naturally assumed the newly returned Stone of Jordan might matter again.

That was reasonable speculation, but speculation nonetheless.

A dedicated hidden counter changes the quality of the evidence. Games do not generally need to remember how many copies of one particular Unique ring a character has destroyed unless something cares about the answer.

It still does not tell us what cares.

But it gives the community something measurable to investigate.

Season 15 Keeps Using Old Diablo Knowledge as a Password

The theory also fits remarkably well with how Season 15's other hidden discoveries have worked. Blizzard has repeatedly taken something veterans remember and changed just enough of the old ritual that historical knowledge points toward the answer without simply providing it.

The secret Diablo II Runewords use combinations veterans already recognize. Uber Tristram reuses familiar names and ideas with new materials. Ogden's Sign recreates a Diablo I quest and even rewards the same famous item three decades later. Mefishto turns fishing into a Prime Evil joke while hiding another real encounter behind seemingly absurd experimentation.

Annihilus would fit that philosophy perfectly.

Diablo II says: sell Stones of Jordan.

Diablo IV may be saying: close, but this time bring a hammer.

The Hunt for Annihilus Is Properly On Now

There is still a possibility that the final trigger is not currently accessible or that Blizzard intends to activate part of the encounter later in Season 15. Community members have raised that possibility too, and nothing in the available evidence completely rules it out.

But the investigation has moved beyond simply knowing Annihilus exists.

We now have a hidden counter.

We have an apparently unused Uber Diablo encounter.

We have the old warning message.

And we have the same ring that started this entire ritual twenty-five years ago.

Nobody has made Diablo walk the earth yet.

But somebody has apparently found the footprints.