The player was trying to quickly obtain The Grandfather for a new Warlock and used the Jeweler's Mythic crafting system rather than waiting for the correct drop. According to the report, the English-language recipe explicitly described the output as a Two-Handed Sword. They spent the required materials and received a Two-Handed Mace instead. Another forum user pointed out that Mythic crafting works through broader equipment slots rather than guaranteeing one exact item family, which would make the Mace a legal result. The original player's response was difficult to argue with: if the recipe is really rolling a random Two-Handed Weapon, perhaps it should say Two-Handed Weapon rather than Sword. (Blizzard forum report)
The Craft May Be Correct Even If the Tooltip Is Wrong
This distinction matters because it would be easy to turn the report into “Diablo IV Mythic crafting gives the wrong item,” which is probably not what happened. Blizzard's own explanation of Season 14's Mythic system says crafting returns a random class-usable Mythic from the same equipment slot, not necessarily the same Unique or exact subtype used to start the process. Blizzard even provides an explicit example for One-Handed Weapons, Offhands and Shields, which share a slot category: a Necromancer can use a One-Handed Weapon and receive a Focus or Shield. In other words, the system's internal idea of a slot is sometimes broader than the item label a player sees in their inventory.
That randomness has been one of Season 14's central Mythic debates. We covered it when Blizzard announced that Season 15 would already rewrite much of Season 14's Mythic crafting structure. Players were willing to grind rare materials; what frustrated them was putting a valuable item into a supposedly targeted crafting system and still receiving something fundamentally different. Blizzard's solution for Season 15 is to separate the philosophies more clearly. Jeweler crafting remains the cheaper random route. The Horadric Cube gets the expensive deterministic route. That makes sense. A slot machine can be perfectly good entertainment when the button says “slot machine.”
The Player Was Trying to Craft The Grandfather
The September 8 player says the goal was simple: their Warlock needed The Grandfather, so they went to the Jeweler and selected the recipe that appeared to offer a Mythic Unique Two-Handed Sword. They were not expecting The Grandfather with absolute certainty merely because they pressed a Grandfather-shaped button; the argument in the thread quickly became about what the category itself represented. If multiple Two-Handed Weapon families are valid outputs, then a Two-Handed Mace may be functioning correctly under Blizzard's slot rules. What becomes misleading is presenting that lottery as specifically a Sword recipe.
This is particularly important because Mythic crafting is expensive enough that players reasonably read the wording carefully. Season 14's Jeweler method uses Resplendent Sparks and specific Runes, resources that represent significant farming time and, in the case of Sparks, often the remains of Mythics players already sacrificed. We have previously looked at why players are desperate for more useful ways to spend surplus Resplendent Sparks, but “surplus” does not mean disposable. When a recipe consumes endgame currency, its possible outputs should be described with considerably more precision than a Treasure Goblin's employment contract.
Season 14 Made Every Unique Potentially Mythic
Part of the confusion comes from just how radically Blizzard changed Mythics this season. Season 14's Mythic Uniques 3.0 system transformed Mythic from a separate rarity into an item quality that can appear on every Unique. Mythic versions are always Ancestral, receive stronger Unique Powers and roll their other affixes at maximum values. They can drop naturally, come from caches or be created through the Horadric Cube and Jeweler. It is a much broader system than the old arrangement where “Mythic Unique” essentially meant a tiny collection of famous chase items such as Harlequin Crest, Ring of Starless Skies and The Grandfather. (Blizzard's Season 14 explanation)
The redesign has produced interesting buildcraft, but also enough terminology to make even experienced players occasionally stop and inspect the paperwork. There are ordinary Uniques, Mythic-quality Uniques, Iconic Mythics, Crafted tags, slot-specific random crafting, direct upgrades, Resplendent Sparks and several acquisition methods that follow slightly different rules. Some players are already arguing that Mythics no longer feel genuinely Mythic, while others welcome a system where powerful gear is something they can actively work toward rather than merely hope to see before the season ends.
Neither side benefits when the recipe description introduces another layer of ambiguity.
Season 15 Is Making the Difference Much Clearer
Blizzard's current Patch 3.2.0 PTR documentation makes the future structure refreshingly explicit. The Jeweler will continue to use Rune Crafting → Mythic Uniques, allowing players to choose a slot — Blizzard gives examples such as One-Handed Weapon or Ring — and receive a random class-specific Mythic from that slot. The Horadric Cube, meanwhile, gains Upgrade Direct Item to Mythic. That recipe is more expensive, but Blizzard describes it as a complete 1:1 transfer: put in the exact Unique you care about and receive the Mythic version of that exact item while preserving its affixes and modifications. (official Patch 3.2.0 PTR guide)
That is the direction we welcomed when Blizzard revealed that Season 15's Cube would finally preserve the Unique you actually chose. It turns the two crafting methods into understandable alternatives. The Jeweler is cheaper and random. The Cube is expensive and deterministic. Players can decide whether they want to gamble or pay extra for certainty. Diablo is allowed to contain both. In fact, the genre would become rather suspicious without at least one machine that consumes rare materials and quietly laughs.
But that clearer design also makes the September tooltip report easier to diagnose. If Jeweler output is selected from a broader weapon slot, the interface should name that broader slot. A player clicking “Two-Handed Sword” should not need prior knowledge of Blizzard's internal category structure to understand that “Sword” may include a Mace.
This Is More Than Cosmetic Wording When Sparks Are Involved
Normally, a tooltip mismatch would sit fairly low on Diablo IV's current emergency list. This week alone we have covered The Resounding Scream leaving players locked out of Echoing Hatred despite possessing multiple Traces and Nemesis portals still disappearing while players attempt to collect boss loot. Nobody loses access to an entire activity because the Jeweler says Sword and gives Mace.
They can, however, lose expensive crafting materials because they made a decision based on that wording. A player specifically chasing The Grandfather may reasonably be willing to gamble among a pool of Two-Handed Swords but unwilling to gamble across every compatible Two-Handed Weapon. Those are different probabilities. Even if Blizzard never promised the exact Mythic, the size of the possible output pool affects whether pressing the button is a sensible use of Sparks and Runes.
That becomes even more important because Diablo IV's gearing already has enough RNG layered on top of RNG. Transfiguration can create a second endgame gear plateau after the correct base item finally drops, while players have described rare 4GA items becoming disappointing after an irreversible Transfiguration result. Randomness is part of the pleasure. Hidden randomness is where the pleasure begins putting on a coat.
Diablo IV Has Already Had Mythic Crafting Confusion This Month
The Sword/Mace report is not even September's first example of players struggling to understand what Mythic crafting has produced. On September 1, another player reported spending Sparks, Runes and 50 million Gold on Jeweler and Blacksmith crafts because they believed they had received ordinary Uniques instead of Mythics. Other users pointed out that under Season 14's new system those items actually were Mythic-quality versions of ordinary Uniques. The game's modern Mythic presentation had simply made the distinction less obvious than the player expected. (September 1 crafting discussion)
That report and the new Sword/Mace complaint are not the same bug. One concerns players recognizing Mythic quality; the other concerns the apparent naming of the recipe output. Together, however, they highlight the same broader weakness: Mythics have become mechanically richer while the interface has not always become equally good at explaining them.
Season 15's direction should help. our broader Season 15 PTR assessment already identified deterministic Mythic crafting as one of the update's better ideas. The less the player has to wonder what the machine means, the more time they can spend wondering why the item they wanted still refuses to drop naturally after eighty-seven boss kills.
Grandfather Hunters Should Treat the Jeweler as Random Crafting
For now, players chasing one particular Mythic should treat the Jeweler as Blizzard describes it: random crafting within the selected slot, not direct target crafting. If the goal is simply “give me a useful Mythic Two-Handed Weapon,” the Jeweler remains perfectly reasonable. If the goal is “give me exactly The Grandfather,” Season 15's direct Cube upgrade is the much clearer system once those changes arrive.
And if the current Jeweler UI really does display “Mythic Unique Two-Handed Sword” while legally returning Two-Handed Maces, Blizzard should change the wording rather than the crafting logic. “Two-Handed Weapon” would describe the actual lottery. “Random compatible Mythic” would be even harder to misunderstand. Nobody is asking the Jeweler to become less random. We are merely asking him to label the roulette wheel properly.
Diablo players can cope with bad luck. We have nearly thirty years of evidence.
But if the game says Sword and means “Sword, Mace, or whatever the slot table feels like today,” that is not really RNG.
That is a vocabulary problem with three Resplendent Sparks attached.






