Showing posts with label bug report. Show all posts
Showing posts with label bug report. Show all posts

Thursday, 20 August 2026

Diablo 4 Player Runs Kurast Undercity 10+ Times for Primordial Dust — Gets Zero


Diablo 4 has many ways to tell you that your build is not finished yet.

Apparently one of them is sending you into Kurast Undercity more than ten times and giving you exactly zero of the crafting material you went there to farm.

A Diablo 4 player is reporting that Volatile Primordial Dust has stopped dropping for them in Kurast Undercity, despite repeatedly using Tributes designed to reward Horadric Cube materials.

The player says they completed more than ten runs while specifically trying to farm Volatile Primordial Dust for an amulet.

The result:

0 Volatile Primordial Dust.

That does not prove the material is currently bugged.

It does, however, add another uncomfortable data point to a crafting resource that players have already spent most of Season 14 complaining is far too scarce.

The Player Was Specifically Farming Cube Materials

This was not someone casually running Undercity and wondering why a random material never appeared.

The player says they deliberately used Horadric Cube Materials Tributes while farming.

The relevant Legendary Undercity option is the Greater Tribute of Ingenuity, which enhances the final reward with Horadric Cube materials.

That is exactly the sort of activity players have been recommending when someone asks how to farm Volatile Primordial Dust.

Community farming advice has repeatedly pointed toward Kurast Undercity with Cube-material Tributes as one of the better targeted methods.

Which makes running it ten or more times without seeing the material considerably more noticeable.

Volatile Primordial Dust Is Used for Transfiguration

Volatile Primordial Dust is one of the rarer Horadric Cube materials introduced with Lord of Hatred.

Its main purpose is Transfiguration.

That means it sits directly inside one of Diablo 4's most expensive endgame crafting loops.

You take an item you have already spent time building.

You spend a rare material.

You roll the dice.

And, as we have already seen with the player whose near-perfect amulet became locked without receiving a visible Transfiguration reward, the system is not particularly forgiving when something goes wrong.

The scarcity of Volatile Dust therefore matters far more than the loss of another miscellaneous crafting reagent.

Players can burn through substantial amounts of it while chasing the correct result.

This Material Was Already a Bottleneck

The new Undercity report arrives after weeks of complaints about Volatile Primordial Dust.

Back in July, we covered how the Volatile Dust grind was turning solo endgame crafting into a second job.

One player described spending three hours farming approximately 40 Dust and then consuming the entire supply in roughly ten minutes of crafting.

Other players said the Season 14 drop rate felt substantially worse than before.

A July forum discussion includes players saying they were running Material Reserve Nightmare Dungeons and Cube-material Tributes while still struggling to maintain a supply.

Another complaint posted in early August estimated a farming rate of only 7 to 20 Volatile Primordial Dust per hour.

So even if the new player's zero-drop streak turns out to be brutal RNG rather than a bug, it is happening inside a system where the resource economy was already under pressure.

Kurast Undercity Is Supposed to Be One of the Better Options

That is what makes this particular report interesting.

Players who run out of Volatile Dust are regularly directed toward:

  • Kurast Undercity with Horadric Cube Material Tributes
  • Material Reserve Nightmare Dungeons and Escalations
  • Cube Spoils through War Plans
  • Whisper rewards
  • Elite farming

Even popular Diablo 4 farming guides recommend using an Undercity Tribute with Horadric Cube Materials when you need Cube resources quickly.

And Blizzard itself has previously fixed a tooltip problem involving Cube Dust, specifically noting that the tooltip did not properly indicate that the material could be obtained from Undercity activities.

In other words, Kurast Undercity absolutely belongs in this farming ecosystem.

Whether every individual Cube material is guaranteed on every run is another matter.

Zero Drops Does Not Automatically Mean Bugged

This distinction is important.

We currently have one fresh player report describing more than ten runs without Volatile Primordial Dust.

Blizzard has not confirmed a drop bug.

The Greater Tribute of Ingenuity promises Horadric Cube materials broadly. It does not appear to guarantee that every Cube material, including Volatile Primordial Dust, will appear on every run.

That leaves RNG as a completely plausible explanation.

Ten unlucky runs can happen.

Diablo has built an entire franchise around demonstrating this scientific principle.

But when players specifically target the activity recommended for Cube materials and repeatedly receive none of the material creating their crafting bottleneck, it is worth watching.

The Bigger Problem Is How Much Dust Transfiguration Can Consume

This is ultimately why players care.

If Volatile Primordial Dust were used once every few hours, a streak of bad drops would be annoying but manageable.

Transfiguration can consume it considerably faster.

Players chasing very specific endgame outcomes can make dozens of attempts.

One recent feedback thread describes the resource as the main limitation of the current Transfiguration system and argues that Dust should drop from far more endgame activities.

The complaint is not simply that good items should be easy to obtain.

It is that the crafting system encourages repeated experimentation while the material supply actively discourages it.

That creates a strange loop.

The Horadric Cube says:

Try again.

Your material tab says:

Absolutely not.

For Now, This Is One Report Worth Watching

We would not call Kurast Undercity broken based on this report alone.

There are too many players successfully obtaining Volatile Primordial Dust from Cube-focused activities for that conclusion.

But more than ten targeted runs for zero Dust is enough to raise the question, particularly after an entire season of complaints about the material's availability.

If other players begin reproducing the same sudden zero-drop behavior, then we may be looking at something more specific than Season 14's already unpopular drop rate.

Until then, the safest conclusion is simpler.

Diablo 4 has an endgame material that players desperately need for repeated crafting attempts.

One of the activities recommended for farming it just gave one player more than ten consecutive lessons in disappointment.

Sanctuary's crafting economy remains extremely efficient.

At consuming your materials.

Sources

Diablo IV Forums: Player report regarding Volatile Primordial Dust not dropping in Kurast Undercity

Diablo IV Forums: Volatile Primordial Dust Nerfed to the Ground

Diablo IV Forums: More Volatile Primordial Dust

Wednesday, 19 August 2026

Diablo Immortal Players Say Normal Gems Are Disappearing During Salvage and Quick Craft


There are few things in Diablo Immortal more satisfying than finally ranking up a Normal Gem.

There are also few things less satisfying than watching the gems required for that upgrade disappear without producing anything.

Players are now reporting two separate cases where valuable Normal Gems apparently vanished during completely ordinary inventory actions.

One involved salvaging a Set item.

The other involved using Quick Craft at the Jeweler.

Blizzard has not confirmed that the two incidents share the same cause, or even that they are manifestations of the same bug.

But if you are sitting on high-rank Normal Gems, this may be a good week to click things slightly more carefully than usual.

A Rank 8 Topaz Disappeared After Salvaging a Set Item

The first report appeared on August 16.

A player had just reached Paragon 1600 and was replacing some Inferno XIII Set equipment.

They salvaged a Restitution glove at the Blacksmith and converted it into a Wisp.

Afterward, one of the Rank 8 Topaz gems associated with their equipment was gone.

The player says they checked their inventory, stash and other equipped items and could not find it anywhere.

That is a particularly painful disappearance because high-rank Normal Gems represent a considerable amount of accumulated lower-rank gems.

The player was also close to having enough resources for another Rank 9 Topaz.

Instead, one of the Rank 8 building blocks apparently entered the Void.

Possibly the most expensive inventory tab in Sanctuary.

Then 81 Aquamarines Disappeared During Quick Craft

A day later, another player added a completely different Normal Gem problem.

They attempted to use Quick Craft at the Jeweler to turn 81 Rank 1 Aquamarines into a Rank 5 Aquamarine.

According to the report, all 81 gems disappeared from the inventory.

No Rank 5 Aquamarine appeared in their place.

The player later created a dedicated bug report and provided their device information, character UID and exact number of missing gems.

They also noted that at least some of the Aquamarines had effectively been acquired using paid services, making the loss considerably more than an inconvenience.

The Player Thinks Mixed Bound and Unbound Gems May Matter

The Quick Craft report became more interesting after other forum users tried to understand the sequence.

The affected player says they had previously crafted Rank 3 and Rank 4 gems without any problems.

The failure happened specifically while attempting Rank 5.

They later suggested a possible reproduction method:

  • Have exactly 81 Rank 1 gems.
  • Use a mixture of bound and unbound gems.
  • Select Rank 5 at the Jeweler.
  • Use Quick Craft.

According to the player, that is the situation developers should test.

Blizzard has not confirmed that this sequence reproduces the problem, so players should treat it as community troubleshooting rather than an established technical explanation.

These May Be Two Completely Different Bugs

It would be tempting to declare that Diablo Immortal has one giant Normal Gem deletion bug.

We do not have enough evidence for that.

The Topaz disappeared after Set-item salvage.

The Aquamarines disappeared during crafting.

Those are entirely different systems.

The only obvious connection is the end result:

Player had gems.

Player performed a normal game action.

Player no longer had gems.

That is enough reason to pay attention, but not enough to claim a shared technical cause.

Normal Gems Have Disappeared Before

There is some uncomfortable history here.

In May 2025, another Diablo Immortal player reported losing a Rank 7 Citrine while switching equipment and Armory loadouts.

The same player said they had previously lost two Rank 7 Sapphires and managed to recover those through an older saved Armory configuration.

They suspected another gem may have disappeared when a Set item was salvaged and the socketed gem failed to return correctly.

That older thread also linked to previous reports involving Normal Gems disappearing during Armory and gear-switching sequences.

Again, there is no evidence that the 2025 cases and this week's incidents have the same underlying cause.

But Normal Gems apparently finding creative exits from the inventory is not an entirely new complaint.

That Matters Because Normal Gems Are Painfully Expensive to Replace

Normal Gems are not decorative pocket gravel.

High-rank gems represent enormous quantities of lower-rank gems accumulated through regular play, events, the Marketplace and other sources.

Players have repeatedly complained that Normal Gem progression is one of Diablo Immortal's harder long-term systems to catch up on, particularly for newer accounts.

That is why losing a Rank 8 gem feels considerably worse than accidentally salvaging another random Legendary shoulder.

One can be replaced after some farming.

The other represents a small geological era.

Diablo Immortal Has Had a Rough August for Expensive Items

The Normal Gem reports arrive during an awkward run of inventory and premium-system problems.

We just covered another player who says 6,000 Eternal Orbs were spent on an unusable Celestial Serpents cosmetic upgrade.

That followed the earlier 4,500-Orb Fanal of Hope purchase that Blizzard is investigating.

Another player says the Temptation's End dye system still would not change colors after a 10,960-Orb setup.

And underneath all of this, players are still adapting to the Inferno XIV Loyalty Point conversion and new Essence progression cycle.

None of those problems necessarily share a cause.

But August has been an unusually educational month for the importance of checking what happened after pressing Confirm.

For Now, Manual Crafting May Be the Safer Option

There is no confirmed Blizzard workaround for either new Normal Gem report.

Still, players concerned about losing expensive gems may want to take a few temporary precautions until the situation becomes clearer.

If you are salvaging Set equipment containing valuable Normal Gems, verify where those gems are before and after the salvage.

If you are combining a large pile of Rank 1 gems, particularly a mixture of bound and unbound gems, manually ranking them in smaller steps may be worth considering instead of immediately using Quick Craft to Rank 5.

And screenshots of your inventory before performing expensive operations are rarely a terrible idea when reporting a potential item-loss bug.

That advice is precautionary.

It is not confirmation that either process is universally unsafe.

Gems Should Become Bigger Gems, Not No Gems

Diablo Immortal is built around upgrading things.

Equipment becomes better equipment.

Essences become builds.

Small gems become larger gems.

That last progression step becomes considerably less attractive when 81 Aquamarines apparently become air.

For now, we have two current reports involving two different systems and some older history suggesting Normal Gem disappearances have happened before.

What we do not yet have is a Blizzard explanation.

Until then, perhaps treat that Quick Craft button with the respect normally reserved for a suspicious Horadric Cube.

Sources

Diablo Immortal Forums: Normal Gems Disappeared After Salvaging Set Item

Diablo Immortal Forums: Aquamarine Disappeared After Quick Craft at Jeweler

Diablo Immortal Forums: Normal Gem Gone

Another Diablo Immortal Player Bought an Unusable Cosmetic — This One Cost 6,000 Orbs


Diablo Immortal has another expensive cosmetic problem.

And this time the number is even larger.

A player says they spent 6,000 Eternal Orbs on an upgraded Celestial Serpents cosmetic after the option appeared in-game.

After completing the purchase, they say they received no cosmetic or anything else they could actually use.

The report was filed on August 19 and directly references the recent case where another Diablo Immortal player spent 4,500 Eternal Orbs on a Fanal of Hope enhancement that required a base cosmetic they did not own.

One case can be an unfortunate edge case.

Two expensive cosmetic reports within days of each other start making the purchase logic considerably more interesting.

The Player Spent 6,000 Orbs on Celestial Serpents

The new report is remarkably short and direct.

The player says Diablo Immortal showed them the option to purchase the Celestial Serpents upgraded cosmetic for 6,000 Eternal Orbs.

They bought it.

Then nothing useful appeared.

The player is using an iPad and filed the issue under Diablo Immortal's iOS Bug Report section.

At the time of writing, Blizzard has not publicly responded to this specific 6,000-Orb report.

Celestial Serpents Has a Separate Upgrade System

The important context comes from Blizzard's original Celestial Serpents announcement.

The cosmetic debuted through the Lunar New Year Phantom Market in January 2025 and included an optional upgrade system called Tempering & Refining.

Tempering changes the appearance of the gilded serpents and alters the color of Primary Attacks.

Polishing adds a special finisher animation when killing Elites or bosses.

But Blizzard's wording contains a particularly important condition:

The Celestial Serpents cosmetic must already be unlocked before players can spend Eternal Orbs to Temper and Polish it.

That makes the new report difficult to dismiss as someone simply misunderstanding what an upgrade does.

If a player does not meet the requirement, the more important question becomes why the 6,000-Orb purchase option appeared at all.

We Don’t Yet Know Whether the Player Owns the Base Cosmetic

There is an important difference between this report and the earlier Fanal of Hope case.

The new player has not yet explained whether they already own the Celestial Serpents base cosmetic, a portal or another component from the original set.

So we cannot say the exact same bug has happened again.

The failure could involve account ownership detection.

It could involve delivery of the upgraded cosmetic.

It could involve another problem entirely.

Right now, all we know is that the game accepted 6,000 Eternal Orbs and the player says nothing usable arrived.

That is enough to warrant investigation.

Not enough to diagnose the patient.

The Player Links Directly to the 4,500-Orb Case

What makes the timing particularly awkward is that the new player explicitly connects their experience with the 4,500-Orb Fanal of Hope case we covered last week.

In that earlier report, a player purchased a cosmetic enhancement believing they were buying usable cosmetic content.

They later discovered that the purchase only modified the Fanal of Hope base armor cosmetic.

They did not own that armor.

Worse, the base cosmetic was no longer obtainable.

The player therefore had 4,500 Orbs tied up in an upgrade for something they could not currently acquire.

Blizzard Is Already Investigating the Earlier Case

The previous story eventually reached Blizzard's development team.

A Blizzard representative responded publicly on August 12 and said the team was investigating the bug and would communicate what steps it planned to take.

That was significant because Customer Support had previously told the player it could not reverse the purchase, refund the Orbs or provide another form of compensation.

The new 6,000-Orb reporter had actually already appeared in that older thread on August 18, saying they had encountered the same general type of problem and had not heard back regarding their support ticket.

Less than a day later, they created a dedicated Celestial Serpents bug report.

This Makes Purchase Validation More Important

We still do not know whether both cases have the same technical cause.

But they raise the same basic design question.

Should Diablo Immortal allow an account to purchase an expensive cosmetic enhancement unless the game has verified that the enhancement will actually be usable?

The cleanest version of the system would be boring.

Own the base cosmetic?

Purchase button available.

Do not own it?

Purchase button disabled.

That would eliminate a considerable amount of customer-support archaeology.

Premium Cosmetic Systems Are Becoming More Complicated

The issue is particularly relevant because Diablo Immortal has recently been expanding cosmetic customization aggressively.

We recently covered the new Temptation's End dye customization system, which costs 4,500 Orbs just to unlock.

Then another player reported that their full Temptation's End dye setup still refused to change colors after they had spent 10,960 Orbs.

Now we have Celestial Serpents and another 6,000-Orb purchase dispute.

None of those reports proves that Diablo Immortal's entire cosmetic system is broken.

But the more layers Blizzard adds to premium cosmetics, the more important it becomes that ownership requirements, upgrade dependencies and purchase results are absolutely clear.

6,000 Orbs Should Probably Produce Something

There is no Blizzard response on the new Celestial Serpents report yet.

There is also not enough information to say the player definitely encountered the same ownership bug as the Fanal of Hope buyer.

For now, this remains one newly documented case.

But it arrives while Blizzard is already investigating another expensive unusable-cosmetic purchase.

That makes it worth watching.

Because premium cosmetic systems can be complicated.

Temper.

Polish.

Refine.

Upgrade.

Change colors.

Add finishers.

Fine.

But after 6,000 Eternal Orbs leave the account, the next step should probably not be:

Open a bug report.

Sources

Diablo Immortal Forums: 6000 Eternal Orbs Spent on Unusable Cosmetic

Diablo Immortal Forums: 4,500 Eternal Orbs Spent on Unusable Cosmetic

Blizzard Entertainment: A Gilded Dawn — Tong Shi's Renewal

Monday, 17 August 2026

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


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

One player says they have now discovered an unfortunate limitation.

The colors refuse to change.

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

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

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

Blizzard Added Temptation’s End Dyeing on August 12

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

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

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

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

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

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

No Matter Which Color Is Selected, It Stays Default

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

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


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

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

There may be a cow level.

You just might not be allowed to reach it.

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

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

The Anger Step Can Apparently Stop Progressing

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

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

That should have been annoying.

Instead, it apparently became permanent.

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

Nothing.

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

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

Blizzard has not confirmed that explanation.

Other Players Are Getting Stuck in Different Places

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

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

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

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

One player tried the process on three separate alts.

Still no Rose.

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

Moving Items Between Characters Can Make Things Stranger

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

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

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

The Barbarian could not light the associated brazier.

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

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

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

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

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

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

This time Mother’s Rose dropped.

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

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

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

No Rose.

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

They just wanted to moo.

Still no confirmed Blizzard acknowledgement.

Diablo 4 Has Had a Bad Run of Progression Bugs

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

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

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

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

Different systems.

Same particularly unpleasant result:

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

Hidden Quests Are Especially Vulnerable to This

A normal quest bug is frustrating.

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

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

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

Do you need another armor piece?

Did you perform the rituals in the wrong order?

Should Vasha drop something?

Is the brazier intentionally inactive?

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

That uncertainty is entertaining when solving a secret.

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

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

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

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

Try to complete the associated steps on the same character.

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

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

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

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

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

That part should remain obscure.

The quest should feel like something the community collectively uncovers.

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

Not determining whether the secret currently works.

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

Diablo 4 apparently added an asterisk.

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

Sources

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

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



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

You take an excellent item.

You put it into the Horadric Cube.

You press the button.

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

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

Do absolutely nothing and lock the item anyway.

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

This Was Not a Disposable Amulet

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

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

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

It was an endgame item.

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

Apparently it was not.

The Final Transfiguration Locked It With No Visible Reward

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

The result was immediate.

The amulet became Unmodifiable.

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

What was unusual was everything that did not happen.

The player reports receiving:

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

The item simply became locked.

Bad RNG is one thing.

RNG forgetting to generate the R is another.

Transfiguration Is Already Diablo 4’s Final Gamble

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

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

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

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

The player was prepared to gamble the item.

The expectation was that the gamble would produce something.

This May Not Be the First Time

There is another reason the new report deserves attention.

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

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

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

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

Blizzard never publicly confirmed that explanation.

But it raises an uncomfortable possibility:

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

Amulets Have Already Had Transfiguration Problems

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

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

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

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

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

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

Different problems.

Same underlying reality.

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

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

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

Endgame gear should probably have some risk.

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

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

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

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

Bad affix?

Fine.

Indestructible when you wanted damage?

Painful, but understandable.

Permanent lock with no observable reward?

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

Season 15 Will Make Item Reliability Even More Important

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

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

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

Players can work around balance.

They can choose a different affix.

They can farm another item.

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

For Now, This Is Still a Player Report

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

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

It is possible something changed that is not immediately visible.

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

It is possible there is another explanation entirely.

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

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

Diablo 4 has always encouraged greed.

The Horadric Cube has historically punished it.

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

Sources

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

Diablo IV Forums: Amulet Transfiguration — Greater Affix Bug?

Blizzard Entertainment: Diablo IV Patch Notes

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


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

Dying is the traditional method.

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

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

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

Three Towers Should Have Held Around 3.6 Million XP

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

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

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

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

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

Three towers.

Approximately 1.2 million XP each.

Roughly 3.6 million XP waiting to be claimed.

At least, that was the plan.

The Faction Reset Happened at the Same Time

There was one additional complication that night.

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

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

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

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

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

Sanctuary apparently has taxation now.

The rate is concerning.

The Player Says It Happens When Reset and Faction Change Coincide

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

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

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

That is still speculation.

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

Accursed Towers Are Built Around Long-Term Clan Rewards

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

That is what makes an accumulation problem particularly irritating.

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

You leave it alone.

You let it fill.

You return later.

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

This Could Matter During Paragon Pushes

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

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

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

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

For Now, This Is One Report

There is an important reason not to overstate this story.

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

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

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

That makes it worth watching.

Maybe Collect Before the Next Faction Change

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

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

Three million experience is difficult enough to earn.

It should not need an evacuation plan.

Sources

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

Blizzard Entertainment: Reign Supreme in the Age of Falling Towers

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

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

Greater Affixes apparently do not improve it.

Masterworking apparently does not improve it either.

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

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

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

A 5% Roll Apparently Stays at 5%

The original report was posted on December 16, 2025.

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

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

It did not.

The item still displayed 5% Block Chance.

The player then Masterworked the item to 25 Quality.

Still 5%.

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

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

The Bug Was Still There in Season 13

The report did not disappear with a new season.

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

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

There was no confirmed workaround in the thread.

Now It Is Being Reported in Season 14

On August 17, the same thread became active again.

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

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

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

That moves the issue beyond an ugly tooltip.

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

Why Block Chance Matters More Now

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

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

That is why this old report suddenly feels relevant again.

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

This Looks Different From a Simple Display Error

There is one important uncertainty.

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

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

That distinction matters.

A broken tooltip is irritating.

A broken defensive stat can ruin an entire build.

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

Players May Want to Test Before Investing Heavily

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

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

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

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

Diablo 4 asks players to hunt the perfect item.

Then it asks them to find the Greater Affix.

Then Temper it.

Then Masterwork it.

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

Sources

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

Blizzard Entertainment: Diablo IV Patch Notes

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

Diablo 4 has a fairly straightforward agreement with its players.

You kill the horrible thing.

The horrible thing drops loot.

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

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

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

Everyone else gets the satisfaction of having helped.

Which is lovely.

But traditionally not why people farm Diablo bosses.

The Bug Has Been Reported Since May

The original report appeared on May 4.

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

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

Then they reached Ultimate Nemesis.

Only one received the expected loot.

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

Other groups quickly reported similar results.

It Is Not Even Completely Clear Who Gets the Loot

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

Several reports support that idea.

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

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

But other reports complicate the picture.

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

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

Diablo loot science remains an exciting field.

The Problem Was Still Happening on August 15

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

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

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

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

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

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

Older reports refer to Betrayer's Husks.

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

The terminology changed.

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

Some Players Are Missing the Reward Chests Entirely

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

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

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

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

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

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

Blizzard Has Fixed Other Nemesis and War Plan Bugs

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

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

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

So the surrounding system has received attention.

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

This Is Exactly Where a Loot Bug Hurts Most

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

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

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

Players have already invested time.

They have invested keys.

They have completed the bosses.

Then one member of the party gets paid.

The others apparently participated in a very elaborate volunteer program.

For Now, Parties Should Know the Risk

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

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

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

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

Getting no loot gives you nothing to complain about statistically.

Sources

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

Diablo IV Forums: Ultimate Nemesis Lair Is Bugged/Broken

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

Blizzard Entertainment: Diablo IV Patch Notes

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


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

Some existing characters simply cannot skip the expansion campaign.

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

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

For some Eternal players, that is apparently not happening.

Some Characters Can Skip. Others Cannot.

The original bug report appeared on May 1.

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

Other players quickly reported similar behavior.

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

That is perhaps the most annoying version of a bug.

The button exists.

Just apparently not for Steve.

Players Suspect Older Campaign States Are Involved

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

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

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

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

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

Blizzard Already Fixed a Campaign-State Display Bug

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

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

Players in the original thread immediately tested again.

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

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

Useful information.

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

The Thread Is Still Active on August 17

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

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

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

Why Eternal Players Care So Much

Seasonal players are used to creating fresh characters.

Eternal players often are not.

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

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

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

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

There Is Still No Confirmed Fix

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

That distinction matters.

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

The skip system clearly still exists.

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

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

They do not need another multiplier.

They do not need a new currency.

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

Sources

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

Blizzard Entertainment: Diablo IV Patch Notes

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

Sunday, 16 August 2026

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


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

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

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

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

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

The New Tooltip Looks Suspiciously Familiar

The new Inferno XIV Pants Essence is called Itinerant Spite.

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

That is a fairly specific collection of mechanics.

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

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

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

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

The Old Skill Has Not Completely Become the New One

That would almost be simpler.

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

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

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

And neither side seems especially happy about the arrangement.

Damage Appears to Be Missing Too

The problem is not purely cosmetic.

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

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

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

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

The August 12 Update Changed a Lot of Warlock Powers

The timing is important.

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

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

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

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

Now Warlock players may be looking at another migration problem.

We Still Don’t Know the Exact Cause

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

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

The issue could involve a mismatched tooltip.

It could involve the wrong Essence data being referenced.

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

Until Blizzard investigates, we do not know.

Warlock Players Should Check Their Old Spite Builds

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

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

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

The August update gave Warlocks a new Essence.

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

Sources

Blizzard Entertainment: Burn Through the Darkening Decades

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

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


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

An undead Bone Beast to ride around Sanctuary.

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

It may turn off Corpse Lance.

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

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

Khemsklet Khud Turns Bone Spikes Into a Mount

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

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

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

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

Bone Spikes also gets an 18% damage increase.

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

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

Corpse Lance Becomes Disabled While Mounted

The first bug report appeared on August 14.

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

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

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

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

Mount beast.

Corpse Lance stops working.

Dismount.

Necromancer remembers how corpses work again.

There are more complicated Diablo bugs.

This one has the advantage of being wonderfully direct.

A Patch Apparently Didn’t Fix It

The report became more interesting on August 15.

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

The original reporter tested Khemsklet Khud again afterward.

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

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

That Is a Big Problem for Hybrid Builds

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

Knockback immunity.

Damage reduction.

A stacking shield.

Forward movement through enemies.

That combination has obvious appeal in crowded PvE encounters.

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

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

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

At the moment, it does not.

The August Update Has Created a Few Strange Essence Problems

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

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

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

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

Live-service games have many moving parts.

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

For Now, Necromancers Should Test Before Committing

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

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

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

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

The mount itself looks excellent.

It charges through monsters.

It protects the rider.

It is made of bones.

For a Necromancer, that is basically transportation perfection.

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

Sources

Blizzard Entertainment: Burn Through the Darkening Decades

Diablo Immortal Forums: Khemsklet Khud Breaks Corpse Lance

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


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

Walk through a door.

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

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

When it works, that is obviously enormous.

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

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

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

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

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

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

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

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

Which makes it rather noticeable when it disappears.

Loading Screens Can Apparently Break It

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

The player says ordinary loading screens can trigger the issue.

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

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

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

Everything looks normal.

Except the part where the demons stop dying.

Switching Oaths Temporarily Fixes It

Players have found a workaround.

Switch away from Disciple Oath.

Then switch back.

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

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

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

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

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

Some Activities Make the Workaround Impossible

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

The August report specifically highlights The Tower and Kurast Undercity.

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

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

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

This Problem Has Been Reported Since July

The August reports are not the first.

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

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

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

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

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

A 500% Bonus Should Not Be Easy to Miss

That is what makes this particular report unusually compelling.

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

A 500% multiplicative bonus is somewhat less subtle.

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

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

That suspected cause has not been confirmed by Blizzard.

Paladin Has Enough Math Problems Already

The timing is also unfortunate for the class.

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

Light’s Epiphany represents a different problem entirely.

This is not players asking Blizzard for a larger multiplier.

The multiplier is already enormous.

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

That seems like a reasonable theological position.

For Now, Paladin Players Should Watch Their Damage

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

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

In locked activities, there may be no equivalent workaround.

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

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

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

Sources

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

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

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

Friday, 14 August 2026

Diablo 4 Players Say Whirlwind’s Weapon Expertise Isn’t Working Properly


Building a Barbarian in Diablo 4 involves a respectable amount of weapon mathematics.

You choose the weapon.

You choose the Expertise.

You choose the Technique.

You read several percentages.

Then, ideally, the percentages happen.

Whirlwind players are increasingly convinced that some of them do not.

A long-running bug report from the Barbarian community says several Weapon Expertise bonuses are behaving inconsistently with Whirlwind, particularly when Dust Devils and certain build combinations are involved. The issue has been tested by players for weeks and is still being discussed as of August 14.

Blizzard has not officially confirmed the problem, so this remains a community-tested bug report rather than an established developer finding.

But if the testing is correct, some Whirlwind Barbarians may have been optimizing around bonuses that were not actually doing what they thought.

Dust Devils Appear to Ignore Weapon Expertise

The biggest complaint concerns Dust Devils created through Whirlwind.

According to the original report, Barbarian players testing different Weapon Expertise options found that none of the tested Techniques appeared to modify the damage of the Dust Devils generated by Whirlwind.

That feels particularly strange because Dust Devils have become deeply integrated into modern Whirlwind builds.

Blizzard has repeatedly updated the interaction over the last several seasons, including changing Dust Devil damage and giving Whirlwind-generated Dust Devils additional offensive utility.

From a player's perspective, if the Dust Devils are part of what the Whirlwind build is producing, it is natural to expect the Barbarian's weapon bonuses to matter somewhere in that equation.

According to the testers, they currently do not.

Polearm and 2H Axe May Have an Even Stranger Problem

The second issue is more specific.

Players report that Polearm and Two-Handed Axe Expertise initially affect Whirlwind itself, but under certain setups the bonuses disappear roughly half a second into the channel.

The reported combination involves Aspect of Anger Management and Whirlwind's Tornado modifier.

When testers removed the relevant gear and modifier, they say the Expertise bonuses began working normally for the full Whirlwind channel again.

That is the sort of interaction that makes Diablo build testing delightful.

Remove one legendary power.

Change one skill option.

Discover that your axe has apparently remembered how to be an axe again.

2H Sword Appears to Work Better, But Not Completely

The community has also tested Two-Handed Sword Expertise.

According to the same bug-report thread, it appears to work on Whirlwind's direct damage more consistently than Polearm or Two-Handed Axe.

But even here, players report that the bonus still does not carry over to the Dust Devils.

So "working" comes with an asterisk large enough to require its own weapon slot.

This May Have Affected Build Guides

That is where the issue becomes more important than an obscure tooltip disagreement.

Players in the thread note that Polearm Expertise had continued appearing in Whirlwind recommendations while the problem was being investigated.

The original tester later explained that the community itself had largely taken the interaction for granted until theorycrafters began checking the actual numbers and noticed damage was missing.

That does not mean every Whirlwind guide has been fundamentally wrong.

It does mean the expected value of certain Weapon Expertise choices may be different if the community testing proves accurate.

And in an endgame where people happily rearrange half a Paragon board for a few percent more damage, that matters.

We Don’t Know How Long It Has Been Happening

There is also uncertainty around when the behavior began.

One player believed Polearm Expertise worked normally during Season 13.

Another tester says the community is no longer confident about that and considers it possible the problem has existed for much longer without being noticed.

That is plausible simply because Diablo 4's damage systems are enormously complicated.

When a build contains multiple Expertise bonuses, aspects, skill modifiers, Paragon effects and secondary damage sources, a missing multiplier does not necessarily announce itself with flashing red text.

Sometimes the monster just dies slightly less enthusiastically.

For Now, Treat the Testing as Community Evidence

At the time of writing, Blizzard has not responded publicly to the bug report or confirmed that Weapon Expertise is malfunctioning with Whirlwind.

That distinction is important.

The testing described by players is detailed and has been repeated across several weeks, but it remains player testing.

If you are running Whirlwind, it may nevertheless be worth checking your current Weapon Technique rather than assuming every listed bonus is affecting every part of the build.

Especially if your damage seems lower than the spreadsheet promised.

Because somewhere in Sanctuary, there is apparently a Barbarian staring at a Polearm and asking the most dangerous question in modern Diablo:

Is this percentage actually doing anything?

Sources

Diablo IV Forums: Barbarian Expertise Not Functioning Properly for Whirlwind

Blizzard Entertainment: Diablo IV Patch Notes