One of the funniest things about my current Diablo 4 routine is that my entire late–game revolves around hunting a single goblin: Fancy Old Fedric. Before I started rolling for those specific high-level sigil affixes, Nightmare Dungeons felt like a means to an end. Now, they feel like boss arenas where the boss is a purple Mythic Treasure Goblin that explodes into loot when I finally pin him down.
The affix that spawns him only appears on those upper-tier Nightmare sigils, particularly good in the Torment 1–4 range. When it’s there, I treat that sigil as precious. As soon as Fedric appears, the whole atmosphere of the run shifts. Everyone stops what they’re doing and chases him, because the reward is absurd: five guaranteed Mythic Uniques per player. We’ve had runs where my friends and I each walked out with multiple chase items we’d only dreamed about before—things like Harlequin Crest or The Grandfather dropping back-to-back.
On top of the mythic explosion, Fedric’s signature bag is what keeps me coming back. It always contains one Resplendent Spark, plus a couple of Legendary runes or gems that fit perfectly into high-end crafting. That single bag feels like the game handing me a little bundle of progression. When I multiply that by four in a full party, it’s twenty Mythic Uniques and four special bags in one go. If we chain a few sigils like that in one evening, my stash looks completely different by the time I log off.
The trade-off is that these dungeons are not relaxing. Enemies are sped up—attack animations, movement, everything. It’s around a third faster and at Tier 100+ that’s the difference between comfortably dodging and getting one-shot while you’re still thinking about moving. This forced me to rethink my build. I swapped a couple of glass–cannon pieces for more defensive aspects, added extra crowd control, and improved my mobility so I can respond to sudden threats as well as chase the goblin when he appears u4gm Diablo 4 gold.
What I enjoy most is how this “Mythic Prankster” style of play meshes with group dynamics. Everyone has to be on the same page: we know the dungeon is dangerous, but we also know the loot is worth the risk. So we coordinate cooldowns, communicate when elite affixes line up in scary ways, and make sure no one gets left behind in an over–pulled room. When Fedric finally dies and the loot piles onto the ground, it genuinely feels like a team achievement rather than random luck.
Personally, this has become my favourite way to progress because it hits all the right notes: high risk, high reward, and a clear gameplay loop. Roll the right sigil, dive in, survive the faster mobs, and track down the purple goblin for a shower of mythics. If you ever wondered why I sound so excited talking about “that one goblin,” now you know—it’s because he’s single-handedly carrying my endgame. For the latest Diablo 4 guides and tips, follow U4GM D4 items.