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| '''Tempering''' allows you to add affixes to your <span class="legendary">Legendary</span> and <span class="rare">Rare</span> items. Tempering Manuals can randomly drop in World Tier 1 to 4 and each manual offers a list of themed recipes. The higher the [[World Tiers|World Tier]] you are playing in the better the Manual's will be. The Manual goes into your bag. You click it to learn and it is stored in your [[Codex of Power]]. | | '''Tempering''' allows you to add affixes to your <span class="legendary">Legendary</span> and <span class="rare">Rare</span> items. Tempering Manuals can randomly drop in any [[Difficulty]] and each manual offers a list of 3 to 4 themed recipes. The higher the [[Difficulty]] you are playing in the better quality the Manual will be (<span class="magic">Magic</span>, <span class="rare">Rare</span>, <span class="legendary">Legendary</span>) and the drops will be more frequent. |
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| Manuals fall into 1 of 6 categories:
| | The Manual goes into your bag. You click it to learn and it is stored in your [[Codex of Power]]. |
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| :* [[Weapons Manuals|Weapons Manuals]]
| | == Tempering Manual Categories == |
| :* [[Offensive Manuals|Offensive Manuals]]
| | * [[Weapons Manuals]] - Mostly bonuses to specific skills. [[Damage Buckets|Multiplicative]] dmg. |
| :* [[Defensive Manuals|Defensive Manuals]]
| | * [[Offensive Manuals]] - Bonuses to broader categories like bonus fire dmg and bonus critical strike dmg. [[Damage Buckets|Additive]] dmg. |
| :* [[Utility Manuals|Utility Manuals]]
| | * [[Defensive Manuals]] |
| :* [[Mobility Manuals|Mobility Manuals]]
| | * [[Utility Manuals]] - Bonuses to size and duration of skills. |
| :* [[Resource Manuals|Resource Manuals]]
| | * [[Mobility Manuals]] - Movement and Cooldown Duration. |
| | * [[Resource Manuals]] |
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| Each manual has a list of themed affixes. | | Each manual has a list of themed affixes. |
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| {| class="skillfeatures" style="margin:auto;" | | {| class="skillfeatures" style="margin:auto;" |
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| |[[File:Tempering Manuals.jpg|alt=Tempering Manuals|center|thumb|600x600px|Two Manuals with Different Themes]] | | |[[File:Tempering Manuals2.jpg|alt=Tempering Manuals|center|thumb|600x600px|Two Manuals with Different Themes]] |
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| == How to Temper == | | == How to Temper == |
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| Give your item to the [[Blacksmith]] and select the manual from the chosen category in the Tempering menu. You can not pick which Affix from the manual will be applied to the item, it is randomly selected from the 4 or 5 listed in the Manual. | | Give your item to the [[Blacksmith]] and select the manual from the chosen category in the Tempering menu. You can pick which of the 3 or 4 Affixes from the manual will be applied to the item. This was changed in Season 10. |
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| Sacred [[Legendary Items]] can be tempered with only one Affix but Ancestral Legendary Items can have two but they have to be manuals from two different categories. For example, one manual from Offensive and the second from Weapons, not two manuals from the Weapons category. You can reroll these up to 5 times, not 5 times per Affix, 5 times per item.
| | Items can be tempered with only one Affix. You can reroll as often as you want from Season 10 onwards. |
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| You can't indefinitely reroll the Temper until the Blacksmith picks the specific Affix you want.
| | These Tempered affixes will increase along with the other Affixes on an item when you perform [[Masterworking]]. |
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| When you reroll an Affix it will randomly select one of the Affixes from the same Manual it does not reroll the Affix you have for better stats. It's a gamble.
| | == Season 11 Tempering Changes == |
| | The big takeaway from the Season 11 update to Tempering is that players will no longer be able to [[Bricking|brick]] their items. There is no limit to resetting Tempers. |
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| Once you have rerolled 5 times that is it. The Tempered Affixes are now fixed and there is no resetting to start again as there is with [[Masterworking]]. However, these affixes will increase along with the others on an item when you perform [[Masterworking]] so be sure to Temper your item before Masterworking to get the full benefit.
| | Players can pick the affix that they want from their Tempering Manuals and no longer roll from a pool. |
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| == Where to Farm Tempering Manuals ==
| | The max number of Tempered sffixes has been reduced from two to one. To counter this, one more base affix has been added to non-unique items. |
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| Tempering Manuals can be farmed just about everywhere but they do not drop that often in World Tier 2 and if they do they will not be optimal. | | === In Brief - Seasons 11+ === |
| | | *Can Temper <span class="legendary">Legendary</span> and <span class="rare">Rare</span> items only |
| Once you reach World Tier 3 drops should improve and Tempering Manuals can be picked up in numerous places including [[Helltide|Helltides]], [[Nightmare Dungeons]], [[World Bosses]], [[Boss Ladder|Ladder Bosses]] and [[The Pit]] (character level 100+ dungeon).
| | *Tempering Manuals randomly drop in all difficulties |
| | | *Unlimited Tempers on items. No more [[Bricking]]. |
| The Pit is where you will find the best Tempering Manuals and the deeper you go, the better they should become.
| | *Pick one affix. No longer random. |
| | *You can Temper the same affix onto two different equipped items and they will stack |
| | *Tempered Affixes can not be [[Occultist#Enchanting|Enchanted]] (rerolled) at the [[Occultist]] |
| | *Tempered Affixes will be boosted with [[Masterworking]] |
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| ===In Brief=== | | ===In Brief - Seasons 1 - 10=== |
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| *Can Temper <span class="legendary">Legendary</span> and <span class="rare">Rare</span> items only | | *Can Temper <span class="legendary">Legendary</span> and <span class="rare">Rare</span> items only |
| *Tempering Manuals randomly drop in World Tier 1 to 4 | | *Tempering Manuals randomly drop in all difficulties |
| *1x Temper on Sacred Legendaries items (they only drop in World Tier 3) | | *1 Temper on Normal items, 2x Tempers on Ancestral Legendaries items (they drop from [[Difficulties|Torment difficulty 1]]) |
| *2x Tempers on Ancestral Legendaries items (they only drop in World Tier 4)
| | *If applying 2 [[Affixes]] they must be from different Categories |
| *If applying 2 [[Affixes]] they must be from different Manuals | | *Once the initial 1 or 2 Tempers are applied, you can reroll a total of 5 times per item (not per Manual). You get one more roll per [[Greater Affix]] on the item |
| *Once the initial 1 or 2 Tempers are applied, you can reroll total of 5 times per item (not per Manual) | | *Affix applied is randomly selected from the chosen Manual. |
| *Affix applied is randomly selected from the chosen Manual and rerolls are randomly selected from the same Manual | | *You can Temper the same affix onto two different equipped items and they will stack |
| *You can Temper the same affix on to two different equipped items and they will stack | |
| *Tempered Affixes can not be [[Occultist#Enchanting|Enchanted]] (rerolled) at the [[Occultist]] | | *Tempered Affixes can not be [[Occultist#Enchanting|Enchanted]] (rerolled) at the [[Occultist]] |
| *Tempered Affixes can be boosted with [[Masterworking]] | | *Tempered Affixes will be boosted with [[Masterworking]] |
| *You can reroll a Temper even if it's been [[Masterworking|Masterworked]], the new Temper will adopt the current Masterworking level
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| {| class="skillfeatures" style="margin:auto;" | | {| class="skillfeatures" style="margin:auto;" |
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| |} | | |} |
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| <div class="linkbox">[[Masterworking|Read about the other new itemization system, Masterworking.]] </div> | | <div class="linkbox">[[Masterworking|Masterworking Guide]] </div> |
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| | == Where to Farm Tempering Manuals == |
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| | Tempering Manuals can be found just about everywhere. |
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| == List of Manuals == | | == List of Manuals == |
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| Prior to the release of [[Season 4]] the following Manuals have been revealed by Blizzard.
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| {| class="skillfeatures" style="width:80%;" | | {| class="skillfeatures" style="width:80%;" |
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| ! colspan="5" | | | ! colspan="6" | |
| <center><span class='white'>'''Class Aspects Quick Menu'''</span></center> | | <center><span class='white'>'''Class Aspects Quick Menu'''</span></center> |
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| |<center>[[Tempering#Rogue Manuals|Rogue]]</center> | | |<center>[[Tempering#Rogue Manuals|Rogue]]</center> |
| |<center>[[Tempering#Sorcerer Manuals|Sorcerer]]</center> | | |<center>[[Tempering#Sorcerer Manuals|Sorcerer]]</center> |
| | |<center>[[Tempering#Spiritborn Manuals|Spiritborn]]</center> |
| |} | | |} |
| </center> | | </center> |
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| </dpl> | | </dpl> |
| |} | | |} |
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| | === Spiritborn Manuals === |
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| | These are the Spiritborn Tempering Manuals. Once you have found and learnt these Manuals they will be stored in your [[Codex of Power]]. When you wish to Temper an item with one visit the [[Blacksmith]]. |
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| | {| class="skillfeatures" style="width:100%;" |
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| | <dpl> |
| | resultsheader=__NOEDITSECTION__ |
| | category=Spiritborn Manuals |
| | mode=userformat |
| | ordermethod=title |
| | listseparators=\n{|,|-\n,{|style="width:100%;"\n{{:%PAGE%}}|}\n,|-,|} |
| | </dpl> |
| | |} |
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| | == Changes to {{PAGENAME}} == |
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| | {{Patch Date Season 5}} |
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| | * Items with Greater Affixes now have an additional Tempering durability charge per Greater Affix present. |
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| | [[Patch 1-4-4|Patch 1.4.4]], July 5, 2024 |
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| | *Tempering manual drop rates have been improved to be more consistent. |
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| | {{Patch Date Season 4}} |
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| | *Tempering system added in [[Season 4|Season 4: Loot Reborn]] |
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Tempering allows you to add affixes to your Legendary and Rare items. Tempering Manuals can randomly drop in any Difficulty and each manual offers a list of 3 to 4 themed recipes. The higher the Difficulty you are playing in the better quality the Manual will be (Magic, Rare, Legendary) and the drops will be more frequent.
The Manual goes into your bag. You click it to learn and it is stored in your Codex of Power.
Tempering Manual Categories
Each manual has a list of themed affixes.
Two Manuals with Different Themes
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How to Temper
Give your item to the Blacksmith and select the manual from the chosen category in the Tempering menu. You can pick which of the 3 or 4 Affixes from the manual will be applied to the item. This was changed in Season 10.
Items can be tempered with only one Affix. You can reroll as often as you want from Season 10 onwards.
These Tempered affixes will increase along with the other Affixes on an item when you perform Masterworking.
Season 11 Tempering Changes
The big takeaway from the Season 11 update to Tempering is that players will no longer be able to brick their items. There is no limit to resetting Tempers.
Players can pick the affix that they want from their Tempering Manuals and no longer roll from a pool.
The max number of Tempered sffixes has been reduced from two to one. To counter this, one more base affix has been added to non-unique items.
In Brief - Seasons 11+
- Can Temper Legendary and Rare items only
- Tempering Manuals randomly drop in all difficulties
- Unlimited Tempers on items. No more Bricking.
- Pick one affix. No longer random.
- You can Temper the same affix onto two different equipped items and they will stack
- Tempered Affixes can not be Enchanted (rerolled) at the Occultist
- Tempered Affixes will be boosted with Masterworking
In Brief - Seasons 1 - 10
- Can Temper Legendary and Rare items only
- Tempering Manuals randomly drop in all difficulties
- 1 Temper on Normal items, 2x Tempers on Ancestral Legendaries items (they drop from Torment difficulty 1)
- If applying 2 Affixes they must be from different Categories
- Once the initial 1 or 2 Tempers are applied, you can reroll a total of 5 times per item (not per Manual). You get one more roll per Greater Affix on the item
- Affix applied is randomly selected from the chosen Manual.
- You can Temper the same affix onto two different equipped items and they will stack
- Tempered Affixes can not be Enchanted (rerolled) at the Occultist
- Tempered Affixes will be boosted with Masterworking
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Marksman Finesse Manual Selected
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Materials Required to Temper
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Random Marksman Finesse Affix Applied
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Item before and after with 2 new Affixes
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Where to Farm Tempering Manuals
Tempering Manuals can be found just about everywhere.
List of Manuals
All Classes Manuals
These are the Tempering Manuals are available for use by all classes. Once you have found and learnt these Manuals they will be stored in your Codex of Power. When you wish to Temper an item with one visit the Blacksmith.
Elemental Surge - Day Magic
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +30 - 50 Physical Damage
- Lucky Hit: Up to a 40% Chance to Deal +30 - 50 Fire Damage
- Lucky Hit: Up to a 40% Chance to Deal +30 - 50 Lightning Damage
Weapons.
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All Classes
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Elemental Surge - Day Rare
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +70 - 100 Physical Damage
- Lucky Hit: Up to a 40% Chance to Deal +70 - 100 Fire Damage
- Lucky Hit: Up to a 40% Chance to Deal +70 - 100 Lightning Damage
Weapons.
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All Classes
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Elemental Surge - Day Legendary
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +900 - 2,400 Physical Damage
- Lucky Hit: Up to a 40% Chance to Deal +900 - 2,400 Fire Damage
- Lucky Hit: Up to a 40% Chance to Deal +900 - 2,400 Lightning Damage
Weapons.
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All Classes
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Elemental Surge - Night Magic
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +30 - 50 Cold Damage
- Lucky Hit: Up to a 40% Chance to Deal +30 - 50 Poison Damage
- Lucky Hit: Up to a 40% Chance to Deal +30 - 50 Shadow Damage
Weapons.
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All Classes
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Elemental Surge - Night Rare
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +70 - 100 Cold Damage
- Lucky Hit: Up to a 40% Chance to Deal +70 - 100 Poison Damage
- Lucky Hit: Up to a 40% Chance to Deal +70 - 100 Shadow Damage
Weapons.
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All Classes
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Elemental Surge - Night Legendary
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +300 - 2,300 Cold Damage
- Lucky Hit: Up to a 40% Chance to Deal +300 - 2,300 Poison Damage
- Lucky Hit: Up to a 40% Chance to Deal +300 - 2,300 Shadow Damage
Weapons.
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All Classes
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Elemental Surge Legendary
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +900 - 2,400 Cold Damage
- Lucky Hit: Up to a 40% Chance to Deal +900 - 2,400 Poison Damage
- Lucky Hit: Up to a 40% Chance to Deal +900 - 2,400 Shadow Damage
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All Classes
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Elemental Surge Magic
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +50 - 230 Cold Damage
- Lucky Hit: Up to a 40% Chance to Deal +30 - 250 Poison Damage
- Lucky Hit: Up to a 40% Chance to Deal +30 - 250 Shadow Damage
Weapons.
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All Classes
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Elemental Surge Rare
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Generic
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- Lucky Hit: Up to a 40% Chance to Deal +70 - 470 Cold Damage
- Lucky Hit: Up to a 40% Chance to Deal +70 - 470 Poison Damage
- Lucky Hit: Up to a 40% Chance to Deal +70 - 470 Shadow Damage
Weapons.
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All Classes
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Natural Finesse Magic
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Generic
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- +8.0 - 10.0% Damage
- +15.5 - 20.0% Damage to Crowd Controlled Enemies
- +8.0 - 12.5% Damage to Close Enemies
- +15.5 - 20.0% Damage to Distant Enemies
Weapons, Gloves, Rings, and Amulets.
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All Classes
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Natural Finesse Rare
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Generic
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- +15.5 - 20.0% Damage
- +26.5 - 40.0% Damage to Crowd Controlled Enemies
- +16.0 - 25.0% Damage to Close Enemies
- +26.5 - 40.0% Damage to Distant Enemies
Weapons, Gloves, Rings, and Amulets.
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All Classes
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Natural Finesse Legendary
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Generic
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- +31.5 - 45.0% Damage
- +47.0 - 65.0% Damage to Crowd Controlled Enemies
- +41.5 - 55.0% Damage to Close Enemies
- +47.0 - 65.0% Damage to Distant Enemies
Weapons, Gloves, Rings, and Amulets.
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All Classes
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Natural Motion Legendary
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Generic
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- +8.0 - 12.5% Movement Speed
- +13.5 - 22.5% Movement Speed for 4 Seconds After Killing an Elite
- 6.0 - 8.0% Mobility Cooldown Reduction
- 13.0 - 17.5% Evade Cooldown Reduction
Boots and Amulets.
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All Classes
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Natural Motion Rare
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Generic
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- +8.0 - 10.0% Movement Speed
- +15.5 - 20.0% Movement Speed for 4 Seconds After Killing an Elite
- 5.0 - 7.0% Mobility Cooldown Reduction
- 10.5 - 15.0% Evade Cooldown Reduction
Boots and Amulets.
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All Classes
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Natural Motion Magic
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Generic
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- +5.5 - 7.5% Movement Speed
- +13.0 - 17.5% Movement Speed for 4 Seconds After Killing an Elite
- 4.0 - 6.0% Mobility Cooldown Reduction
- 8.0 - 12.5% Evade Cooldown Reduction
Boots and Amulets.
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All Classes
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Natural Resistance Magic
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Generic
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- +15.5 - 20.0% Fire Resistance
- +15.5 - 20.0% Lightning Resistance
- +15.5 - 20.0% Cold Resistance
- +15.5 - 20.0% Poison Resistance
- +15.5 - 20.0% Shadow Resistance
Helms, Chest Armor, Pants, Shields, and Amulets.
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All Classes
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Natural Resistance Rare
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Generic
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- +26.0 - 35.0% Fire Resistance
- +26.0 - 35.0% Lightning Resistance
- +26.0 - 35.0% Cold Resistance
- +26.0 - 35.0% Poison Resistance
- +26.0 - 35.0% Shadow Resistance
Helms, Chest Armor, Pants, Shields, and Amulets.
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All Classes
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Natural Resistance Legendary
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Generic
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- +36.5 - 50.0% Fire Resistance
- +36.5 - 50.0% Lightning Resistance
- +36.5 - 50.0% Cold Resistance
- +36.5 - 50.0% Poison Resistance
- +36.5 - 50.0% Shadow Resistance
Helms, Chest Armor, Pants, Shields, and Amulets.
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All Classes
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Natural Schemes Magic
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Generic
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- +8 - 12 Thorns
- +8.0 - 12.5% Crowd Control Duration
- +5.5 - 7.5% Barrier Generation
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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All Classes
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Natural Schemes Rare
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Generic
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- +17 - 27 Thorns
- +10.5 - 15.0% Crowd Control Duration
- +8.0 - 10.0% Barrier Generation
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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All Classes
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Natural Schemes Legendary
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Generic
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- +45 - 70 Thorns
- +13.0 - 17.5% Crowd Control Duration
- +8.0 - 12.5% Barrier Generation
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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All Classes
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Worldly Endurance Rare
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Generic
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- +29 - 44 Maximum Life
- +8.0 - 12.5% Total Armor
- 4.0 - 6.0% Dodge Chance
Helms, Chest Armor, Pants, Shields, and Amulets.
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All Classes
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Worldly Endurance Magic
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Generic
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- +10 - 15 Maximum Life
- +8.0 - 10.0% Total Armor
- 3.0 - 5.0% Dodge Chance
Helms, Chest Armor, Pants, Shields, and Amulets.
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All Classes
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Worldly Endurance Legendary
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Generic
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- +103 - 141 Maximum Life
- +10.5 - 15.0% Total Armor
- 5.0 - 7.0% Dodge Chance
Helms, Chest Armor, Pants, Shields, and Amulets.
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All Classes
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Worldly Finesse Magic
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Generic
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- +15.5 - 20.0% Critical Strike Damage
- +10.5 - 15.0% Vulnerable Damage
- +26.5 - 40.0% Overpower Damage
Weapons, Gloves, Rings, and Amulets.
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All Classes
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Worldly Finesse Rare
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Generic
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- +26.5 - 40.0% Critical Strike Damage
- +21.0 - 30.0% Vulnerable Damage
- +57.5 - 80.0% Overpower Damage
Weapons, Gloves, Rings, and Amulets.
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All Classes
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Worldly Finesse Legendary
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Generic
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- +62.5 - 85.0% Critical Strike Damage
- +41.5 - 55.0% Vulnerable Damage
- +108.5 - 140.0% Overpower Damage
Weapons, Gloves, Rings, and Amulets.
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All Classes
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Worldly Fortune Legendary
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Generic
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- Lucky Hit: Up to a +21.0 - 30.0% Chance to Slow for 2 Seconds
- Lucky Hit: Up to a +13.5 - 22.5% Chance to Immobilize for 2 Seconds
- Lucky Hit: Up to a +13.0 - 17.5% Chance to Stun for 2 Seconds
- Lucky Hit: Up to a +13.0 - 17.5% Chance to Freeze for 2 Seconds
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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All Classes
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Worldly Fortune Rare
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Generic
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- Lucky Hit: Up to a +18.5 - 27.5% Chance to Slow for 2 Seconds
- Lucky Hit: Up to a +15.5 - 20.0% Chance to Immobilize for 2 Seconds
- Lucky Hit: Up to a +10.5 - 15.0% Chance to Stun for 2 Seconds
- Lucky Hit: Up to a +10.5 - 15.0% Chance to Freeze for 2 Seconds
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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All Classes
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Worldly Fortune Magic
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Generic
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- Lucky Hit: Up to a +16.0 - 25.0% Chance to Slow for 2 Seconds
- Lucky Hit: Up to a +13.0 - 17.5% Chance to Immobilize for 2 Seconds
- Lucky Hit: Up to a +8.0 - 12.5% Chance to Stun for 2 Seconds
- Lucky Hit: Up to a +8.0 - 12.5% Chance to Freeze for 2 Seconds
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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All Classes
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Worldly Stability Magic
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Generic
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- 6.0 - 8.0% Resource Generation
- 6.0 - 8.0% Resource Cost Reduction
- Lucky Hit: Up to a 15% Chance to Restore +4 - 6% Primary Resource
Rings and Amulets.
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All Classes
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Worldly Stability Rare
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Generic
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- 8.0 - 10.0% Resource Generation
- 7.0 - 9.0% Resource Cost Reduction
- Lucky Hit: Up to a 15% Chance to Restore +6 - 10% Primary Resource
Rings and Amulets.
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All Classes
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Worldly Stability Legendary
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Generic
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- 8.0 - 12.5% Resource Generation
- 8.0 - 10.0% Resource Cost Reduction
- Lucky Hit: Up to a 15% Chance to Restore +8 - 12.0% Primary Resource
Rings and Amulets.
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All Classes
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Barbarian Manuals
These are the Barbarian Tempering Manuals. Once you have found and learnt these Manuals they will be stored in your Codex of Power. When you wish to Temper an item with one visit the Blacksmith.
Arsenal Finesse Legendary
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Offensive
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- +46.5 - 60.0% Damage with Two-Handed Bludgeoning Weapons
- +46.5 - 60.0% Damage with Dual-Wielded Weapons
- +46.5 - 60.0% Damage with Two-Handed Slashing Weapons
- +82.5 - 105.0% Damage when Swapping Weapons
Weapons, Gloves, Rings, and Amulets.
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Barbarian
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Arsenal Finesse Rare
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Offensive
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- +21.0 - 30.0% Damage with Two-Handed Bludgeoning Weapons
- +21.0 - 30.0% Damage with Dual-Wielded Weapons
- +21.0 - 30.0% Damage with Two-Handed Slashing Weapons
- +36.5 - 50.0% Damage when Swapping Weapons
Weapons, Gloves, Rings, and Amulets.
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Barbarian
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Arsenal Finesse Magic
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Offensive
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- +10.5 - 15.0% Damage with Two-Handed Bludgeoning Weapons
- +10.5 - 15.0% Damage with Dual-Wielded Weapons
- +10.5 - 15.0% Damage with Two-Handed Slashing Weapons
- +16.0 - 25.0% Damage when Swapping Weapons
Weapons, Gloves, Rings, and Amulets.
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Barbarian
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Barbarian Breach Magic
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Utility
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- +219.0 - 300.0% Kick Vulnerable Duration
- +1 to Expose Vulnerability
- +1 to Pressure Point
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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Barbarian
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Barbarian Breach Rare
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Utility
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- +235.0 - 325.0% Kick Vulnerable Duration
- +1 to Expose Vulnerability
- +1 to Pressure Point
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
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Barbarian
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Barbarian Breach Legendary
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Utility
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- +251.0 - 350.0% Kick Vulnerable Duration
- +1 - 2 to Expose Vulnerability
- +1 - 2 to Pressure Point
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Barbarian Control Legendary
|
Utility
|
- Steel Grasp Stuns for +1.1 - 1.5 Seconds
- Upheaval Overpowers Stun for +0.9 - 1.3 Seconds
- +1 - 2 to Concussion
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Barbarian Control Magic
|
Utility
|
- Steel Grasp Stuns for +0.7 - 1.1 Seconds
- Upheaval Overpowers Stun for +0.5 - 0.9 Seconds
- +1 to Concussion
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Barbarian Control Rare
|
Utility
|
- Steel Grasp Stuns for +0.9 - 1.3 Seconds
- Upheaval Overpowers Stun for +0.7 - 1.1 Seconds
- +1 to Concussion
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Barbarian Innovation Magic
|
Utility
|
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Barbarian Innovation Rare
|
Utility
|
- +18.5 - 27.5% Earthquake Size
- +26.5 - 40.0% Frenzy Duration
- +13.5 - 22.5% Stun Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Barbarian Innovation Legendary
|
Utility
|
- +21.0 - 30.0% Earthquake Size
- +29.0 - 42.5% Frenzy Duration
- +16.0 - 25.0% Stun Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Barbarian Motion Legendary
|
Mobility
|
- +8.0 - 12.5% Movement Speed
- +13.5 - 22.5% Movement Speed for 4 Seconds After Killing an Elite
- +13.0 - 17.5% Lunging Strike Range
- 8.0 - 10.0% Charge Cooldown Reduction
- 8.0 - 10.0% Leap Cooldown Reduction
Boots and Amulets.
|
Barbarian
|
Barbarian Motion Rare
|
Mobility
|
- +8.0 - 10.0% Movement Speed
- +15.5 - 20.0% Movement Speed for 4 Seconds After Killing an Elite
- +10.5 - 15.0% Lunging Strike Range
- 7.0 - 9.0% Charge Cooldown Reduction
- 7.0 - 9.0% Leap Cooldown Reduction
Boots and Amulets.
|
Barbarian
|
Barbarian Motion Magic
|
Mobility
|
- +5.5 - 7.5% Movement Speed
- +13.0 - 17.5% Movement Speed for 4 Seconds After Killing an Elite
- +8.0 - 12.5% Lunging Strike Range
- 6.0 - 8.0% Charge Cooldown Reduction
- 6.0 - 8.0% Leap Cooldown Reduction
Boots and Amulets.
|
Barbarian
|
Barbarian Strategy Legendary
|
Defensive
|
- 15.5 - 20.0% Ground Stomp Cooldown Reduction
- 8.0 - 10.0% Iron Skin Cooldown Reduction
- 6.0 - 8.0% Challenging Shout Cooldown Reduction
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Barbarian
|
Barbarian Strategy Rare
|
Defensive
|
- 13.0 - 17.5% Ground Stomp Cooldown Reduction
- 7.0 - 9.0% Iron Skin Cooldown Reduction
- 5.0 - 7.0% Challenging Shout Cooldown Reduction
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Barbarian
|
Barbarian Strategy Magic
|
Defensive
|
- 10.5 - 15.0% Ground Stomp Cooldown Reduction
- 6.0 - 8.0% Iron Skin Cooldown Reduction
- 4.0 - 6.0% Challenging Shout Cooldown Reduction
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Barbarian
|
Berserking Finesse Magic
|
Offensive
|
Weapons, Gloves, Rings, and Amulets.
|
Barbarian
|
Berserking Finesse Rare
|
Offensive
|
- +26.0 - 35.0% Damage while Berserking
- +57.5 - 80.0% Damage while Wrath of the Berserker is Active
- +36.5 - 50.0% Damage while War Cry is Active
- +41.5 - 55.0% Dust Devil Damage
Weapons, Gloves, Rings, and Amulets.
|
Barbarian
|
Berserking Finesse Legendary
|
Offensive
|
- +52.0 - 70.0% Damage while Berserking
- +124.0 - 160.0% Damage while Wrath of the Berserker is Active
- +77.5 - 100.0% Damage while War Cry is Active
- +83.0 - 110.0% Dust Devil Damage
Weapons, Gloves, Rings, and Amulets.
|
Barbarian
|
Bleed Innovation Magic
|
Utility
|
- +13.0 - 17.5% Rend Size
- +16.0 - 25.0% Enhanced Rupture Explosion Size
- +1 to Hamstring
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Bleed Innovation Rare
|
Utility
|
- +15.5 - 20.0% Rend Size
- +18.5 - 27.5% Enhanced Rupture Explosion Size
- +1 to Hamstring
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Bleed Innovation Legendary
|
Utility
|
- +13.5 - 22.5% Rend Size
- +21.0 - 30.0% Enhanced Rupture Explosion Size
- +1 - 2 to Hamstring
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Brawling Augments Magic
|
Weapon
|
- +8.0 - 10.0% Chance for Charge to Deal Double Damage
- +8.0 - 10.0% Chance for Kick to Deal Double Damage
- +8.0 - 10.0% Chance for Leap to Deal Double Damage
- +5.5 - 7.5% Chance for Ground Stomp to Hit Twice
Weapons.
|
Barbarian
|
Brawling Augments Rare
|
Weapon
|
- +13.0 - 17.5% Chance for Charge to Deal Double Damage
- +13.0 - 17.5% Chance for Kick to Deal Double Damage
- +13.0 - 17.5% Chance for Leap to Deal Double Damage
- +8.0 - 12.5% Chance for Ground Stomp to Hit Twice
Weapons.
|
Barbarian
|
Brawling Augments Legendary
|
Weapon
|
- +16.0 - 25.0% Chance for Charge to Deal Double Damage
- +16.0 - 25.0% Chance for Kick to Deal Double Damage
- +16.0 - 25.0% Chance for Leap to Deal Double Damage
- +15.5 - 20.0% Chance for Ground Stomp to Hit Twice
Weapons.
|
Barbarian
|
Brute Innovation Magic
|
Utility
|
- +13.0 - 17.5% Hammer of the Ancients Size
- +13.0 - 17.5% Upheaval Size
- +13.0 - 17.5% Mighty Throw Pulse Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Brute Innovation Rare
|
Utility
|
- +15.5 - 20.0% Hammer of the Ancients Size
- +15.5 - 20.0% Upheaval Size
- +15.5 - 20.0% Mighty Throw Pulse Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Brute Innovation Legendary
|
Utility
|
- +13.5 - 22.5% Hammer of the Ancients Size
- +13.5 - 22.5% Upheaval Size
- +13.5 - 22.5% Mighty Throw Pulse Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Core Augments - Barbarian Magic
|
Weapon
|
- +5.5 - 7.5% Chance for Hammer of the Ancients to Deal Double Damage
- +5.5 - 7.5% Chance for Whirlwind to Deal Double Damage
- +5.5 - 7.5% Chance for Upheaval to Deal Double Damage
- +3.0 - 5.0% Chance for Double Swing to Hit Twice
Weapons.
|
Barbarian
|
Core Augments - Barbarian Rare
|
Weapon
|
- +8.0 - 12.5% Chance for Hammer of the Ancients to Deal Double Damage
- +8.0 - 12.5% Chance for Whirlwind to Deal Double Damage
- +8.0 - 12.5% Chance for Upheaval to Deal Double Damage
- +8.0 - 10.0% Chance for Double Swing to Hit Twice
Weapons.
|
Barbarian
|
Core Augments - Barbarian Legendary
|
Weapon
|
- +15.5 - 20.0% Chance for Hammer of the Ancients to Deal Double Damage
- +15.5 - 20.0% Chance for Whirlwind to Deal Double Damage
- +15.5 - 20.0% Chance for Upheaval to Deal Double Damage
- +13.0 - 17.5% Chance for Double Swing to Hit Twice
Weapons.
|
Barbarian
|
Furious Augments Magic
|
Weapon
|
- Bash Cleaves for +5.5 - 7.5% Damage
- +8.0 - 12.5% Chance for Frenzy to Hit Twice
- +8.0 - 12.5% Chance for Lunging Strike to Deal Double Damage
- +8.0 - 12.5% Flay Duration
Weapons.
|
Barbarian
|
Furious Augments Rare
|
Weapon
|
- Bash Cleaves for +8.0 - 12.5% Damage
- +15.5 - 20.0% Chance for Frenzy to Hit Twice
- +15.5 - 20.0% Chance for Lunging Strike to Deal Double Damage
- +15.5 - 20.0% Flay Duration
Weapons.
|
Barbarian
|
Furious Augments Legendary
|
Weapon
|
- Bash Cleaves for +15.5 - 20.0% Damage
- +23.5 - 32.5% Chance for Frenzy to Hit Twice
- +26.0 - 35.0% Chance for Lunging Strike to Deal Double Damage
- +26.0 - 35.0% Flay Duration
Weapons.
|
Barbarian
|
Slayer's Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Vulnerable Damage
- +21.0 - 30.0% Damage to Injured Enemies
- +13.0 - 17.5% Physical Damage Over Time
Weapons, Gloves, Rings, and Amulets.
|
Barbarian
|
Slayer's Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Vulnerable Damage
- +46.5 - 60.0% Damage to Injured Enemies
- +26.0 - 35.0% Physical Damage Over Time
Weapons, Gloves, Rings, and Amulets.
|
Barbarian
|
Slayer's Finesse Legendary
|
Offensive
|
- +41.5 - 55.0% Vulnerable Damage
- +93.0 - 120.0% Damage to Injured Enemies
- +57.0 - 75.0% Physical Damage Over Time
Weapons, Gloves, Rings, and Amulets.
|
Barbarian
|
Thorn Body Legendary
|
Utility
|
- +9.0 - 11.0% Thorns while Fortified
- +1 - 2 to Outburst
- +1 - 2 to Tough as Nails
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Thorn Body Rare
|
Utility
|
- +8.0 - 10.0% Thorns while Fortified
- +1 to Outburst
- +1 to Tough as Nails
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Wasteland Innovation Magic
|
Utility
|
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Wasteland Innovation Rare
|
Utility
|
- +28.5 - 37.5% Ground Stomp Size
- +29.0 - 42.5% Leap Slam Size
- +18.5 - 27.5% Dust Devil Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Wasteland Innovation Legendary
|
Utility
|
- +26.5 - 40.0% Ground Stomp Size
- +31.5 - 45.0% Leap Slam Size
- +21.0 - 30.0% Dust Devil Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Barbarian
|
Weapon Attunement - Barbarian Legendary
|
Resource
|
- 16.0 - 25.0% Basic Resource Generation
- +13.0 - 17.5% Resource Generation with Two-Handed Bludgeoning Weapons
- +13.0 - 17.5% Resource Generation with Dual-Wielded Weapons
- +13.0 - 17.5% Resource Generation with Two-Handed Slashing Weapons
Rings and Amulets.
|
Barbarian
|
Weapon Attunement - Barbarian Rare
|
Resource
|
- 13.5 - 22.5% Basic Resource Generation
- +10.5 - 15.0% Resource Generation with Two-Handed Bludgeoning Weapons
- +10.5 - 15.0% Resource Generation with Dual-Wielded Weapons
- +10.5 - 15.0% Resource Generation with Two-Handed Slashing Weapons
Rings and Amulets.
|
Barbarian
|
Weapon Attunement - Barbarian Magic
|
Resource
|
- 15.5 - 20.0% Basic Resource Generation
- +8.0 - 12.5% Resource Generation with Two-Handed Bludgeoning Weapons
- +8.0 - 12.5% Resource Generation with Dual-Wielded Weapons
- +8.0 - 12.5% Resource Generation with Two-Handed Slashing Weapons
Rings and Amulets.
|
Barbarian
|
Weapon Augments Magic
|
Weapon
|
Weapons.
|
Barbarian
|
Weapon Augments Rare
|
Weapon
|
- +8.0 - 12.5% Chance for Mighty Throw to Hit Twice
- +13.0 - 17.5% Chance for Steel Grasp to Deal Double Damage
- +13.0 - 17.5% Chance for Death Blow to Deal Double Damage
- +8.0 - 12.5% Chance for Iron Maelstrom to Hit Twice
Weapons.
|
Barbarian
|
Weapon Augments Legendary
|
Weapon
|
- +15.5 - 20.0% Chance for Mighty Throw to Hit Twice
- +16.0 - 25.0% Chance for Steel Grasp to Deal Double Damage
- +16.0 - 25.0% Chance for Death Blow to Deal Double Damage
- +15.5 - 20.0% Chance for Iron Maelstrom to Hit Twice
Weapons.
|
Barbarian
|
Weapon Mastery Efficiency Legendary
|
Resource
|
- 8.0 - 12.5% Weapon Mastery Cooldown Reduction
- 10.5 - 15.0% Death Blow Cooldown Reduction
- 10.5 - 15.0% Rupture Cooldown Reduction
- 15.5 - 20.0% Steel Grasp Cooldown Reduction
Rings and Amulets.
|
Barbarian
|
Weapon Mastery Efficiency Rare
|
Resource
|
- 8.0 - 10.0% Weapon Mastery Cooldown Reduction
- 8.0 - 12.5% Death Blow Cooldown Reduction
- 8.0 - 12.5% Rupture Cooldown Reduction
- 13.0 - 17.5% Steel Grasp Cooldown Reduction
Rings and Amulets.
|
Barbarian
|
Weapon Mastery Efficiency Magic
|
Resource
|
- 5.5 - 7.5% Weapon Mastery Cooldown Reduction
- 8.0 - 10.0% Death Blow Cooldown Reduction
- 8.0 - 10.0% Rupture Cooldown Reduction
- 10.5 - 15.0% Steel Grasp Cooldown Reduction
Rings and Amulets.
|
Barbarian
|
|
Druid Manuals
These are the Druid Tempering Manuals. Once you have found and learnt these Manuals they will be stored in your Codex of Power. When you wish to Temper an item with one visit the Blacksmith.
Companion Augments Magic
|
Offensive
|
- +8.0 - 10.0% Chance for Wolves to Deal Double Damage
- +8.0 - 10.0% Chance for Poison Creeper to Deal Double Damage
- +8.0 - 10.0% Chance for Ravens to Deal Double Damage
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Companion Augments Rare
|
Offensive
|
- +13.0 - 17.5% Chance for Wolves to Deal Double Damage
- +13.0 - 17.5% Chance for Poison Creeper to Deal Double Damage
- +13.0 - 17.5% Chance for Ravens to Deal Double Damage
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Companion Augments Legendary
|
Offensive
|
- +16.0 - 25.0% Chance for Wolves to Deal Double Damage
- +16.0 - 25.0% Chance for Poison Creeper to Deal Double Damage
- +16.0 - 25.0% Chance for Ravens to Deal Double Damage
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Companion Efficiency Legendary
|
Resource
|
- 8.0 - 12.5% Companion Cooldown Reduction
- 23.5 - 32.5% Wolves Cooldown Reduction
- 10.5 - 15.0% Poison Creeper Cooldown Reduction
- 15.5 - 20.0% Ravens Cooldown Reduction
Rings and Amulets.
|
Druid
|
Companion Efficiency Magic
|
Resource
|
- 5.5 - 7.5% Companion Cooldown Reduction
- 18.5 - 27.5% Wolves Cooldown Reduction
- 8.0 - 10.0% Poison Creeper Cooldown Reduction
- 10.5 - 15.0% Ravens Cooldown Reduction
Rings and Amulets.
|
Druid
|
Companion Efficiency Rare
|
Resource
|
- 8.0 - 10.0% Companion Cooldown Reduction
- 21.0 - 30.0% Wolves Cooldown Reduction
- 8.0 - 12.5% Poison Creeper Cooldown Reduction
- 13.0 - 17.5% Ravens Cooldown Reduction
Rings and Amulets.
|
Druid
|
Companion Finesse Legendary
|
Offensive
|
- +72.5 - 95.0% Companion Damage
- +82.5 - 105.0% Wolves Damage
- +144.5 - 185.0% Poison Creeper Damage
- +144.5 - 185.0% Ravens Damage
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Companion Finesse Rare
|
Offensive
|
- +62.5 - 85.0% Companion Damage
- +72.5 - 95.0% Wolves Damage
- +129.5 - 170.0% Poison Creeper Damage
- +129.5 - 170.0% Ravens Damage
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Companion Finesse Magic
|
Offensive
|
- +57.0 - 75.0% Companion Damage
- +62.5 - 85.0% Wolves Damage
- +114.0 - 150.0% Poison Creeper Damage
- +114.0 - 150.0% Ravens Damage
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Companion Innovation Legendary
|
Utility
|
- +13.0 - 17.5% Wolves Attack Speed
- +18.5 - 27.5% Ravens Attack Speed
- +13.5 - 22.5% Poison Creeper Duration
- +31.5 - 45.0% Ravens Active Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Druid
|
Companion Innovation Magic
|
Utility
|
- +8.0 - 12.5% Wolves Attack Speed
- +13.5 - 22.5% Ravens Attack Speed
- +13.0 - 17.5% Poison Creeper Duration
- +26.5 - 40.0% Ravens Active Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Druid
|
Companion Innovation Rare
|
Utility
|
- +10.5 - 15.0% Wolves Attack Speed
- +16.0 - 25.0% Ravens Attack Speed
- +15.5 - 20.0% Poison Creeper Duration
- +29.0 - 42.5% Ravens Active Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Druid
|
Druid Invigoration Legendary
|
Resource
|
- Casting Wrath Skills Restores +12 - 18 Primary Resource
- Casting Ultimate Skills Restores +36 - 45 Primary Resource
- +1 - 2 to Abundance
Rings and Amulets.
|
Druid
|
Druid Invigoration Rare
|
Resource
|
- Casting Wrath Skills Restores +10 - 14 Primary Resource
- Casting Ultimate Skills Restores +31 - 40 Primary Resource
- +1 to Abundance
Rings and Amulets.
|
Druid
|
Earth Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Earth Spike Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Landslide Projectiles to Cast Twice
- +5.5 - 7.5% Chance for Boulder Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Stone Burst to Cast Twice
Weapons.
|
Druid
|
Earth Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Earth Spike Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Landslide Projectiles to Cast Twice
- +8.0 - 12.5% Chance for Boulder Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Stone Burst to Cast Twice
Weapons.
|
Druid
|
Earth Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Earth Spike Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Landslide Projectiles to Cast Twice
- +15.5 - 20.0% Chance for Boulder Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Stone Burst to Cast Twice
Weapons.
|
Druid
|
Earth Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Earth Damage
- +2.5 - 4.0% Earth Lucky Hit Chance
- +2.5 - 4.0% Earth Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Earth Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Earth Damage
- +3.0 - 5.0% Earth Lucky Hit Chance
- +3.0 - 5.0% Earth Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Earth Finesse Legendary
|
Offensive
|
- +46.5 - 60.0% Earth Damage
- +4.0 - 6.0% Earth Lucky Hit Chance
- +4.0 - 6.0% Earth Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Lightning Augments Magic
|
Weapon
|
Weapons.
|
Druid
|
Lightning Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Storm Strike to Hit Twice
- +8.0 - 12.5% Chance for Lightning Storm to Deal Double Damage
- +13.0 - 17.5% Chance for Cataclysm to Deal Double Damage
Weapons.
|
Druid
|
Lightning Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Storm Strike to Hit Twice
- +15.5 - 20.0% Chance for Lightning Storm to Deal Double Damage
- +16.0 - 25.0% Chance for Cataclysm to Deal Double Damage
Weapons.
|
Druid
|
Nature Magic Innovation Magic
|
Utility
|
- +26.5 - 40.0% Hurricane Size
- +28.5 - 37.5% Hurricane Duration
- +26.5 - 40.0% Cyclone Armor Active Size
- +26.5 - 40.0% Petrify Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Druid
|
Nature Magic Innovation Rare
|
Utility
|
- +29.0 - 42.5% Hurricane Size
- +26.5 - 40.0% Hurricane Duration
- +29.0 - 42.5% Cyclone Armor Active Size
- +31.5 - 45.0% Petrify Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Druid
|
Nature Magic Innovation Legendary
|
Utility
|
- +31.5 - 45.0% Hurricane Size
- +29.0 - 42.5% Hurricane Duration
- +31.5 - 45.0% Cyclone Armor Active Size
- +36.5 - 50.0% Petrify Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Druid
|
Nature Magic Wall Magic
|
Defensive
|
- 10.5 - 15.0% Cyclone Armor Cooldown Reduction
- 6.0 - 8.0% Earthen Bulwark Cooldown Reduction
- +10.5 - 15.0% Earthen Bulwark Duration
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Druid
|
Nature Magic Wall Rare
|
Defensive
|
- 13.0 - 17.5% Cyclone Armor Cooldown Reduction
- 7.0 - 9.0% Earthen Bulwark Cooldown Reduction
- +13.0 - 17.5% Earthen Bulwark Duration
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Druid
|
Nature Magic Wall Magic
|
|
- 10.5 - 15.0% Cyclone Armor Cooldown Reduction
- 6.0 - 8.0% Earthen Bulwark Cooldown Reduction
- +26.5 - 40.0% Cyclone Armor Size
- +10.5 - 15.0% Earthen Bulwark Duration
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Druid
|
Shapeshifting Endurance Magic
|
Defensive
|
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Druid
|
Shapeshifting Endurance Rare
|
Defensive
|
- 7.0 - 9.0% Blood Howl Cooldown Reduction
- 5.0 - 7.0% Debilitating Roar Cooldown Reduction
- +8.0 - 12.5% Debilitating Roar Duration
- +1 to Nature's Resolve
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Druid
|
Shapeshifting Endurance Legendary
|
Defensive
|
- 8.0 - 10.0% Blood Howl Cooldown Reduction
- 6.0 - 8.0% Debilitating Roar Cooldown Reduction
- +10.5 - 15.0% Debilitating Roar Duration
- +1 - 2 to Nature's Resolve
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Druid
|
Shapeshifting Finesse Magic
|
Offensive
|
- +7.0 - 9.0% Werewolf Attack Speed
- +2.5 - 4.0% Werewolf Critical Strike Chance
- +31.5 - 45.0% Werebear Overpower Damage
- +15.5 - 20.0% Grizzly Rage Duration
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Shapeshifting Finesse Rare
|
Offensive
|
- +8.0 - 10.0% Werewolf Attack Speed
- +3.0 - 5.0% Werewolf Critical Strike Chance
- +67.5 - 90.0% Werebear Overpower Damage
- +13.5 - 22.5% Grizzly Rage Duration
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Shapeshifting Finesse Legendary
|
Offensive
|
- +9.0 - 11.0% Werewolf Attack Speed
- +4.0 - 6.0% Werewolf Critical Strike Chance
- +144.5 - 185.0% Werebear Overpower Damage
- +16.0 - 25.0% Grizzly Rage Duration
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Storm Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Wind Shear Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Tornado Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Hurricane to Deal Double Damage
Weapons.
|
Druid
|
Storm Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Wind Shear Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Tornado Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Hurricane to Deal Double Damage
Weapons.
|
Druid
|
Storm Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Wind Shear Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Tornado Projectiles to Cast Twice
- +16.0 - 25.0% Chance for Hurricane to Deal Double Damage
Weapons.
|
Druid
|
Storm Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Storm Damage
- +36.5 - 50.0% Lightning Bolt Damage
- +2.5 - 4.0% Storm Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Storm Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Storm Damage
- +77.5 - 100.0% Lightning Bolt Damage
- +3.0 - 5.0% Storm Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Storm Finesse Legendary
|
Offensive
|
- +46.5 - 60.0% Storm Damage
- +155.0 - 200.0% Lightning Bolt Damage
- +4.0 - 6.0% Storm Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Druid
|
Ultimate Efficiency - Druid Magic
|
Resource
|
- 8.0 - 10.0% Petrify Cooldown Reduction
- 8.0 - 10.0% Cataclysm Cooldown Reduction
- 8.0 - 10.0% Lacerate Cooldown Reduction
- 8.0 - 10.0% Grizzly Rage Cooldown Reduction
Rings and Amulets.
|
Druid
|
Ultimate Efficiency - Druid Rare
|
Resource
|
- 9.0 - 11.0% Petrify Cooldown Reduction
- 9.0 - 11.0% Cataclysm Cooldown Reduction
- 9.0 - 11.0% Lacerate Cooldown Reduction
- 9.0 - 11.0% Grizzly Rage Cooldown Reduction
Rings and Amulets.
|
Druid
|
Ultimate Efficiency - Druid Legendary
|
Resource
|
- 8.0 - 12.5% Petrify Cooldown Reduction
- 8.0 - 12.5% Cataclysm Cooldown Reduction
- 8.0 - 12.5% Lacerate Cooldown Reduction
- 8.0 - 12.5% Grizzly Rage Cooldown Reduction
Rings and Amulets.
|
Druid
|
Werebear Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Maul to Hit Twice
- +3.0 - 5.0% Chance for Pulverize to Hit Twice
- +8.0 - 10.0% Chance for Trample to Deal Double Damage
Weapons.
|
Druid
|
Werebear Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Maul to Hit Twice
- +8.0 - 10.0% Chance for Pulverize to Hit Twice
- +13.0 - 17.5% Chance for Trample to Deal Double Damage
Weapons.
|
Druid
|
Werebear Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Maul to Hit Twice
- +13.0 - 17.5% Chance for Pulverize to Hit Twice
- +16.0 - 25.0% Chance for Trample to Deal Double Damage
Weapons.
|
Druid
|
Werewolf Augments Magic
|
Weapon
|
- +3.0 - 5.0% Chance for Shred to Hit Twice
- +15.5 - 20.0% Rabies Duration
- +8.0 - 10.0% Lacerate Duration
- +8.0 - 12.5% Chance for Claw to Deal Double Damage
Weapons.
|
Druid
|
Werewolf Augments Rare
|
Weapon
|
- +8.0 - 10.0% Chance for Shred to Hit Twice
- +21.0 - 30.0% Rabies Duration
- +13.0 - 17.5% Lacerate Duration
- +15.5 - 20.0% Chance for Claw to Deal Double Damage
Weapons.
|
Druid
|
Werewolf Augments Legendary
|
Weapon
|
- +13.0 - 17.5% Chance for Shred to Hit Twice
- +29.0 - 42.5% Rabies Duration
- +16.0 - 25.0% Lacerate Duration
- +26.0 - 35.0% Chance for Claw to Deal Double Damage
Weapons.
|
Druid
|
Wrath Efficiency Legendary
|
Resource
|
- 10.5 - 15.0% Hurricane Cooldown Reduction
- 10.5 - 15.0% Boulder Cooldown Reduction
- 10.5 - 15.0% Rabies Cooldown Reduction
Rings and Amulets.
|
Druid
|
Wrath Efficiency Magic
|
Resource
|
- 8.0 - 10.0% Hurricane Cooldown Reduction
- 8.0 - 10.0% Boulder Cooldown Reduction
- 8.0 - 10.0% Rabies Cooldown Reduction
Rings and Amulets.
|
Druid
|
Wrath Efficiency Rare
|
Resource
|
- 8.0 - 12.5% Hurricane Cooldown Reduction
- 8.0 - 12.5% Boulder Cooldown Reduction
- 8.0 - 12.5% Rabies Cooldown Reduction
Rings and Amulets.
|
Druid
|
|
Necromancer Manuals
These are the Necromancer Tempering Manuals. Once you have found and learnt these Manuals they will be stored in your Codex of Power. When you wish to Temper an item with one visit the Blacksmith.
Blood Augments Magic
|
Weapon
|
- +5.5 - 7.5% Chance for Blood Surge to Deal Double Damage
- +3.0 - 5.0% Chance for Blood Lance to Hit Twice
- +8.0 - 12.5% Chance for Hemorrhage to Hit Twice
- +8.0 - 10.0% Chance for Blood Wave to Deal Double Damage
Weapons.
|
Necromancer
|
Blood Augments Rare
|
Weapon
|
- +8.0 - 12.5% Chance for Blood Surge to Deal Double Damage
- +8.0 - 10.0% Chance for Blood Lance to Hit Twice
- +15.5 - 20.0% Chance for Hemorrhage to Hit Twice
- +13.0 - 17.5% Chance for Blood Wave to Deal Double Damage
Weapons.
|
Necromancer
|
Blood Augments Legendary
|
Weapon
|
- +15.5 - 20.0% Chance for Blood Surge to Deal Double Damage
- +13.0 - 17.5% Chance for Blood Lance to Hit Twice
- +23.5 - 32.5% Chance for Hemorrhage to Hit Twice
- +16.0 - 25.0% Chance for Blood Wave to Deal Double Damage
Weapons.
|
Necromancer
|
Blood Endurance Magic
|
Defensive
|
- +36.5 - 50.0% Chance for Hemorrhage to Form Blood Orbs
- +16.0 - 25.0% Blood Orb Healing
- +8.0 - 10.0% Blood Mist Duration
- 4.0 - 6.0% Blood Mist Cooldown Reduction
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Blood Endurance Rare
|
Defensive
|
- +46.5 - 60.0% Chance for Hemorrhage to Form Blood Orbs
- +18.5 - 27.5% Blood Orb Healing
- +8.0 - 12.5% Blood Mist Duration
- 5.0 - 7.0% Blood Mist Cooldown Reduction
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Blood Endurance Legendary
|
Defensive
|
- +52.0 - 70.0% Chance for Hemorrhage to Form Blood Orbs
- +21.0 - 30.0% Blood Orb Healing
- +10.5 - 15.0% Blood Mist Duration
- 6.0 - 8.0% Blood Mist Cooldown Reduction
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Blood Finesse Magic
|
Offensive
|
- +7.0 - 9.0% Blood Attack Speed
- +10.5 - 15.0% Blood Damage
- +31.5 - 45.0% Blood Overpower Damage
- +13.0 - 17.5% Damage while Fortified
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Blood Finesse Rare
|
Offensive
|
- +8.0 - 10.0% Blood Attack Speed
- +21.0 - 30.0% Blood Damage
- +67.5 - 90.0% Blood Overpower Damage
- +26.0 - 35.0% Damage while Fortified
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Blood Finesse Legendary
|
Offensive
|
- +9.0 - 11.0% Blood Attack Speed
- +46.5 - 60.0% Blood Damage
- +144.5 - 185.0% Blood Overpower Damage
- +52.0 - 70.0% Damage while Fortified
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Blood Innovation Magic
|
Utility
|
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Blood Innovation Rare
|
Utility
|
- +15.5 - 20.0% Blood Surge Nova Size
- +26.0 - 35.0% Hemorrhage Explosion Size
- +26.5 - 40.0% Blood Lance Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Blood Innovation Legendary
|
Utility
|
- +13.5 - 22.5% Blood Surge Nova Size
- +28.5 - 37.5% Hemorrhage Explosion Size
- +29.0 - 42.5% Blood Lance Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Bone Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Bone Splinters Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Bone Spear Projectiles to Cast Twice
- +5.5 - 7.5% Chance for Bone Spirit to Deal Double Damage
- +8.0 - 10.0% Chance for Bone Storm to Deal Double Damage
Weapons.
|
Necromancer
|
Bone Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Bone Splinters Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Bone Spear Projectiles to Cast Twice
- +8.0 - 12.5% Chance for Bone Spirit to Deal Double Damage
- +13.0 - 17.5% Chance for Bone Storm to Deal Double Damage
Weapons.
|
Necromancer
|
Bone Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Bone Splinters Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Bone Spear Projectiles to Cast Twice
- +15.5 - 20.0% Chance for Bone Spirit to Deal Double Damage
- +16.0 - 25.0% Chance for Bone Storm to Deal Double Damage
Weapons.
|
Necromancer
|
Bone Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Bone Damage
- +2.5 - 4.0% Bone Critical Strike Chance
- +16.0 - 25.0% Bone Critical Strike Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Bone Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Bone Damage
- +3.0 - 5.0% Bone Critical Strike Chance
- +36.5 - 50.0% Bone Critical Strike Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Bone Finesse Legendary
|
Offensive
|
- +46.5 - 60.0% Bone Damage
- +4.0 - 6.0% Bone Critical Strike Chance
- +77.5 - 100.0% Bone Critical Strike Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Bone Innovation Magic
|
Utility
|
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Bone Innovation Rare
|
Utility
|
- +13.5 - 22.5% Bone Storm Duration
- +23.5 - 32.5% Bone Spirit Explosion Size
- +26.5 - 40.0% Bone Prison Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Bone Innovation Legendary
|
Utility
|
- +16.0 - 25.0% Bone Storm Duration
- +26.0 - 35.0% Bone Spirit Explosion Size
- +29.0 - 42.5% Bone Prison Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Decay Innovation Magic
|
Utility
|
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Decay Innovation Rare
|
Utility
|
- +15.5 - 20.0% Blight Size
- +26.0 - 35.0% Decompose Explosion Size
- +13.0 - 17.5% Soulrift Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Decay Innovation Legendary
|
Utility
|
- +13.5 - 22.5% Blight Size
- +28.5 - 37.5% Decompose Explosion Size
- +16.0 - 25.0% Soulrift Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Execution Innovation Magic
|
Utility
|
- +13.0 - 17.5% Sever Size
- +28.5 - 37.5% Reap Duration
- +26.5 - 40.0% Skeleton Priest Effect Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Execution Innovation Rare
|
Utility
|
- +15.5 - 20.0% Sever Size
- +26.5 - 40.0% Reap Duration
- +29.0 - 42.5% Skeleton Priest Effect Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Execution Innovation Legendary
|
Utility
|
- +13.5 - 22.5% Sever Size
- +29.0 - 42.5% Reap Duration
- +31.5 - 45.0% Skeleton Priest Effect Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Necromancer Efficiency Magic
|
Resource
|
- 6.0 - 8.0% Ultimate Cooldown Reduction
- 13.0 - 17.5% Golem Active Cooldown Reduction
- 8.0 - 10.0% Bone Spirit Cooldown Reduction
- +1 to Rapid Ossification
Rings and Amulets.
|
Necromancer
|
Necromancer Efficiency Rare
|
Resource
|
- 7.0 - 9.0% Ultimate Cooldown Reduction
- 15.5 - 20.0% Golem Active Cooldown Reduction
- 8.0 - 12.5% Bone Spirit Cooldown Reduction
- +1 to Rapid Ossification
Rings and Amulets.
|
Necromancer
|
Necromancer Efficiency Legendary
|
Resource
|
- 8.0 - 10.0% Ultimate Cooldown Reduction
- 16.0 - 25.0% Golem Active Cooldown Reduction
- 10.5 - 15.0% Bone Spirit Cooldown Reduction
- +1 - 2 to Rapid Ossification
Rings and Amulets.
|
Necromancer
|
Necromancer Invigoration Magic
|
Resource
|
- Blood Orbs Restore +5 - 6 Essence
- Casting Macabre Skills Restores +15 - 21 Primary Resource
- Casting Ultimate Skills Restores +12 - 18 Primary Resource
Rings and Amulets.
|
Necromancer
|
Necromancer Invigoration Rare
|
Resource
|
- Blood Orbs Restore +4 - 5 Essence
- Casting Macabre Skills Restores +12 - 18 Primary Resource
- Casting Ultimate Skills Restores +10 - 10 Primary Resource
Rings and Amulets.
|
Necromancer
|
Necromancer Invigoration Legendary
|
Resource
|
- Blood Orbs Restore +3 - 4 Essence
- Casting Macabre Skills Restores +9 - 15 Primary Resource
- Casting Ultimate Skills Restores +6 - 10 Primary Resource
Rings and Amulets.
|
Necromancer
|
Necromancer Motion Magic
|
Mobility
|
- +5.5 - 7.5% Movement Speed
- +13.0 - 17.5% Movement Speed for 4 Seconds After Killing an Elite
- +23.5 - 32.5% Movement Speed during Blood Mist
Boots and Amulets.
|
Necromancer
|
Necromancer Motion Rare
|
Mobility
|
- +8.0 - 10.0% Movement Speed
- +15.5 - 20.0% Movement Speed for 4 Seconds After Killing an Elite
- +28.5 - 37.5% Movement Speed during Blood Mist
Boots and Amulets.
|
Necromancer
|
Necromancer Motion Legendary
|
Mobility
|
- +8.0 - 12.5% Movement Speed
- +13.5 - 22.5% Movement Speed for 4 Seconds After Killing an Elite
- +29.0 - 42.5% Movement Speed during Blood Mist
Boots and Amulets.
|
Necromancer
|
Necromancer Wall Magic
|
Defensive
|
- 15.5 - 20.0% Damage Reduction for Your Minions
- +15.5 - 20.0% Chance For Minion Attacks to Fortify You for 3% Maximum Life
- +1 to Drain Vitality
- +1 to Necrotic Carapace
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Necromancer Wall Rare
|
Defensive
|
- 16.0 - 25.0% Damage Reduction for Your Minions
- +21.0 - 30.0% Chance For Minion Attacks to Fortify You for 3% Maximum Life
- +1 to Drain Vitality
- +1 to Necrotic Carapace
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Necromancer Wall Legendary
|
Defensive
|
- 21.0 - 30.0% Damage Reduction for Your Minions
- +26.5 - 40.0% Chance For Minion Attacks to Fortify You for 3% Maximum Life
- +1 - 2 to Drain Vitality
- +1 - 2 to Necrotic Carapace
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Profane Cage Magic
|
Defensive
|
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Profane Cage Rare
|
Defensive
|
- +26.0 - 35.0% Blight Chill Potency
- +26.5 - 40.0% Corpse Tendrils Duration
- +1 to Spiked Armor
- +1 to Crippling Darkness
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Profane Cage Legendary
|
Defensive
|
- +26.5 - 40.0% Blight Chill Potency
- +29.0 - 42.5% Corpse Tendrils Duration
- +1 - 2 to Spiked Armor
- +1 - 2 to Crippling Darkness
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Necromancer
|
Profane Finesse Magic
|
Offensive
|
- +15.5 - 20.0% Damage to Enemies Affected by Curse Skills
- +21.0 - 30.0% Macabre Damage
- +26.5 - 40.0% Iron Maiden Damage
- +57.0 - 75.0% Corpse Tendrils Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Profane Finesse Rare
|
Offensive
|
- +26.5 - 40.0% Damage to Enemies Affected by Curse Skills
- +46.5 - 60.0% Macabre Damage
- +57.5 - 80.0% Iron Maiden Damage
- +114.0 - 150.0% Corpse Tendrils Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Profane Finesse Legendary
|
Offensive
|
- +57.5 - 80.0% Damage to Enemies Affected by Curse Skills
- +93.0 - 120.0% Macabre Damage
- +124.0 - 160.0% Iron Maiden Damage
- +219.0 - 300.0% Corpse Tendrils Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Profane Innovation Magic
|
Utility
|
- +13.0 - 17.5% Corpse Explosion Size
- +26.0 - 35.0% Corpse Tendrils Size
- +26.5 - 40.0% Curse Size
- +28.5 - 37.5% Curse Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Profane Innovation Rare
|
Utility
|
- +15.5 - 20.0% Corpse Explosion Size
- +28.5 - 37.5% Corpse Tendrils Size
- +29.0 - 42.5% Curse Size
- +26.5 - 40.0% Curse Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Profane Innovation Legendary
|
Utility
|
- +13.5 - 22.5% Corpse Explosion Size
- +26.5 - 40.0% Corpse Tendrils Size
- +31.5 - 45.0% Curse Size
- +29.0 - 42.5% Curse Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Shadow Augments - Decay Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Decompose to Deal Double Damage
- +3.0 - 5.0% Chance for Blight Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Soulrift to Deal Double Damage
- +8.0 - 10.0% Chance for Affliction to Deal Double Damage
Weapons.
|
Necromancer
|
Shadow Augments - Decay Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Decompose to Deal Double Damage
- +8.0 - 10.0% Chance for Blight Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Soulrift to Deal Double Damage
- +13.0 - 17.5% Chance for Affliction to Deal Double Damage
Weapons.
|
Necromancer
|
Shadow Augments - Decay Legendary
|
Weapon
|
- +26.0 - 35.0% Chance for Decompose to Deal Double Damage
- +13.0 - 17.5% Chance for Blight Projectiles to Cast Twice
- +16.0 - 25.0% Chance for Soulrift to Deal Double Damage
- +16.0 - 25.0% Chance for Affliction to Deal Double Damage
Weapons.
|
Necromancer
|
Shadow Augments - Execution Magic
|
Weapon
|
- +3.0 - 5.0% Chance for Sever Projectiles to Cast Twice
- +8.0 - 12.5% Chance for Reap to Hit Twice
- +8.0 - 10.0% Chance for Corpse Explosion to Deal Double Damage
Weapons.
|
Necromancer
|
Shadow Augments - Execution Rare
|
Weapon
|
- +8.0 - 10.0% Chance for Sever Projectiles to Cast Twice
- +15.5 - 20.0% Chance for Reap to Hit Twice
- +13.0 - 17.5% Chance for Corpse Explosion to Deal Double Damage
Weapons.
|
Necromancer
|
Shadow Augments - Execution Legendary
|
Weapon
|
- +13.0 - 17.5% Chance for Sever Projectiles to Cast Twice
- +23.5 - 32.5% Chance for Reap to Hit Twice
- +16.0 - 25.0% Chance for Corpse Explosion to Deal Double Damage
Weapons.
|
Necromancer
|
Shadow Finesse Magic
|
Offensive
|
- +13.0 - 17.5% Shadow Damage Over Time
- +10.5 - 15.0% Darkness Damage
- +21.0 - 30.0% Desecrated Ground Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Shadow Finesse Rare
|
Offensive
|
- +26.0 - 35.0% Shadow Damage Over Time
- +21.0 - 30.0% Darkness Damage
- +46.5 - 60.0% Desecrated Ground Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Shadow Finesse Legendary
|
Offensive
|
- +57 - 75% Shadow Damage Over Time
- +46.5 - 60% Darkness Damage
- +93 - 120% Desecrated Ground Damage
Weapons, Gloves, Rings, and Amulets.
|
Necromancer
|
Summoning Augments Magic
|
Weapon
|
- +8.0 - 10.0% Chance for Army of the Dead to Deal Double Damage
- +5.5 - 7.5% Chance for Skeletal Mage Attacks to Cast Twice
- +5.5 - 7.5% Chance for Skeleton Warriors to Hit Twice
- +5.5 - 7.5% Chance for Golem to Hit Twice
Weapons.
|
Necromancer
|
Summoning Augments Rare
|
Weapon
|
- +13.0 - 17.5% Chance for Army of the Dead to Deal Double Damage
- +8.0 - 12.5% Chance for Skeletal Mage Attacks to Cast Twice
- +8.0 - 12.5% Chance for Skeleton Warriors to Hit Twice
- +8.0 - 12.5% Chance for Golem to Hit Twice
Weapons.
|
Necromancer
|
Summoning Augments Legendary
|
Weapon
|
- +16.0 - 25.0% Chance for Army of the Dead to Deal Double Damage
- +15.5 - 20.0% Chance for Skeletal Mage Attacks to Cast Twice
- +15.5 - 20.0% Chance for Skeleton Warriors to Hit Twice
- +15.5 - 20.0% Chance for Golem to Hit Twice
Weapons.
|
Necromancer
|
Thorn Army Magic
|
Utility
|
- +7.0 - 9.0% Thorns while Fortified
- Minions Inherit +5.5 - 7.5% of Your Thorns
- Skeletal Warriors Inherit +8.0 - 10.0% of Your Thorns
- Skeletal Mages Inherit +8.0 - 12.5% of Your Thorns
- Golems Inherit +13.0 - 17.5% of Your Thorns
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Thorn Army Rare
|
Utility
|
- +8.0 - 10.0% Thorns while Fortified
- Minions Inherit +8.0 - 10.0% of Your Thorns
- Skeletal Warriors Inherit +8.0 - 12.5% of Your Thorns
- Skeletal Mages Inherit +10.5 - 15.0% of Your Thorns
- Golems Inherit +15.5 - 20.0% of Your Thorns
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
Thorn Army Legendary
|
Utility
|
- +9.0 - 11.0% Thorns while Fortified
- Minions Inherit +8.0 - 12.5% of Your Thorns
- Skeletal Warriors Inherit +10.5 - 15.0% of Your Thorns
- Skeletal Mages Inherit +13.0 - 17.5% of Your Thorns
- Golems Inherit +13.5 - 22.5% of Your Thorns
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Necromancer
|
|
Rogue Manuals
These are the Rogue Tempering Manuals. Once you have found and learnt these Manuals they will be stored in your Codex of Power. When you wish to Temper an item with one visit the Blacksmith.
Agile Augments Magic
|
Weapon
|
- +3.0 - 5.0% Chance for Flurry to Hit Twice
- +5.5 - 7.5% Chance for Dance of Knives Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Dash to Deal Double Damage
Weapons.
|
Rogue
|
Agile Augments Rare
|
Weapon
|
- +8.0 - 10.0% Chance for Flurry to Hit Twice
- +8.0 - 12.5% Chance for Dance of Knives Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Dash to Deal Double Damage
Weapons.
|
Rogue
|
Agile Augments Legendary
|
Weapon
|
- +13.0 - 17.5% Chance for Flurry to Hit Twice
- +15.5 - 20.0% Chance for Dance of Knives Projectiles to Cast Twice
- +16.0 - 25.0% Chance for Dash to Deal Double Damage
Weapons.
|
Rogue
|
Agility Efficiency Magic
|
Resource
|
- 4.0 - 6.0% Agility Cooldown Reduction
- 6.0 - 8.0% Shadow Step Cooldown Reduction
- 13.0 - 17.5% Caltrops Cooldown Reduction
- 6.0 - 8.0% Dash Cooldown Reduction
Rings and Amulets.
|
Rogue
|
Agility Efficiency Rare
|
Resource
|
- 5.0 - 7.0% Agility Cooldown Reduction
- 7.0 - 9.0% Shadow Step Cooldown Reduction
- 15.5 - 20.0% Caltrops Cooldown Reduction
- 7.0 - 9.0% Dash Cooldown Reduction
Rings and Amulets.
|
Rogue
|
Agility Efficiency Legendary
|
Resource
|
- 6.0 - 8.0% Agility Cooldown Reduction
- 8.0 - 10.0% Shadow Step Cooldown Reduction
- 16.0 - 25.0% Caltrops Cooldown Reduction
- 8.0 - 10.0% Dash Cooldown Reduction
Rings and Amulets.
|
Rogue
|
Alchemist Control Rare
|
Utility
|
- +1 to Chilling Weight
- +1 to Shadow Crash
- +15.5 - 20% Flurry Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Alchemist Control Legendary
|
Utility
|
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Assassin Augments Magic
|
Weapon
|
Weapons.
|
Rogue
|
Assassin Augments Rare
|
Weapon
|
- Shadow Step Cleaves for +8 - 12.5% Damage
- +13 - 17.5% Chance for Smoke Grenade to Deal Double Damage
- +8 - 12.5% Chance for Rain of Arrows Waves to Cast Twice
Weapons.
|
Rogue
|
Assassin Augments Legendary
|
Weapon
|
- Shadow Step Cleaves for +15.5 - 20% Damage
- +16 - 25% Chance for Smoke Grenade to Deal Double Damage
- +15.5 - 20% Chance for Rain of Arrows Waves to Cast Twice
Weapons.
|
Rogue
|
Cutthroat Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Blade Shift to Deal Double Damage
- Invigorating Strike Cleaves for +5.5 - 7.5% Damage
- +3.0 - 5.0% Chance for Twisting Blades to Hit Twice
Weapons.
|
Rogue
|
Cutthroat Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Blade Shift to Deal Double Damage
- Invigorating Strike Cleaves for +8.0 - 12.5% Damage
- +8.0 - 10.0% Chance for Twisting Blades to Hit Twice
Weapons.
|
Rogue
|
Cutthroat Augments Legendary
|
Weapon
|
- +26.0 - 35.0% Chance for Blade Shift to Deal Double Damage
- Invigorating Strike Cleaves for +15.5 - 20.0% Damage
- +13.0 - 17.5% Chance for Twisting Blades to Hit Twice
Weapons.
|
Rogue
|
Cutthroat Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Vulnerable Damage
- +10.5 - 15.0% Cutthroat Damage
- +7.0 - 9.0% Cutthroat Attack Speed
- +2.5 - 4.0% Cutthroat Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Cutthroat Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Vulnerable Damage
- +21.0 - 30.0% Cutthroat Damage
- +8.0 - 10.0% Cutthroat Attack Speed
- +3.0 - 5.0% Cutthroat Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Cutthroat Finesse Legendary
|
Offensive
|
- +41.5 - 55.0% Vulnerable Damage
- +46.5 - 60.0% Cutthroat Damage
- +9.0 - 11.0% Cutthroat Attack Speed
- +4.0 - 6.0% Cutthroat Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Daze Control Legendary
|
Utility
|
- Lucky Hit: Up to a +13.0 - 17.5% Chance to Daze for 2 Seconds
- 15.5 - 20.0% Smoke Grenade Cooldown Reduction
- +28.5 - 37.5% Smoke Grenade Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Daze Control Rare
|
Utility
|
- Lucky Hit: Up to a +10.5 - 15.0% Chance to Daze for 2 Seconds
- 13.0 - 17.5% Smoke Grenade Cooldown Reduction
- +26.0 - 35.0% Smoke Grenade Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Daze Control Magic
|
Utility
|
- Lucky Hit: Up to a +8.0 - 12.5% Chance to Daze for 2 Seconds
- 10.5 - 15.0% Smoke Grenade Cooldown Reduction
- +23.5 - 32.5% Smoke Grenade Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Marksman Augments - Basic Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Puncture Projectiles to Cast Twice
- +8.0 - 12.5% Chance for Heartseeker Projectiles to Cast Twice
- +8.0 - 12.5% Chance for Forceful Arrow Projectiles to Cast Twice
Weapons.
|
Rogue
|
Marksman Augments - Basic Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Puncture Projectiles to Cast Twice
- +15.5 - 20.0% Chance for Heartseeker Projectiles to Cast Twice
- +15.5 - 20.0% Chance for Forceful Arrow Projectiles to Cast Twice
Weapons.
|
Rogue
|
Marksman Augments - Basic Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Puncture Projectiles to Cast Twice
- +23.5 - 32.5% Chance for Heartseeker Projectiles to Cast Twice
- +23.5 - 32.5% Chance for Forceful Arrow Projectiles to Cast Twice
Weapons.
|
Rogue
|
Marksman Augments - Core Magic
|
Weapon
|
- +3.0 - 5.0% Chance for Barrage Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Rapid Fire Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Penetrating Shot Projectiles to Cast Twice
Weapons.
|
Rogue
|
Marksman Augments - Core Rare
|
Weapon
|
- +8.0 - 10.0% Chance for Barrage Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Rapid Fire Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Penetrating Shot Projectiles to Cast Twice
Weapons.
|
Rogue
|
Marksman Augments - Core Legendary
|
Weapon
|
- +13.0 - 17.5% Chance for Barrage Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Rapid Fire Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Penetrating Shot Projectiles to Cast Twice
Weapons.
|
Rogue
|
Marksman Finesse Magic
|
Offensive
|
- +15.5 - 20.0% Critical Strike Damage
- +10.5 - 15.0% Marksman Damage
- +2.5 - 4.0% Marksman Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Marksman Finesse Rare
|
Offensive
|
- +26.5 - 40.0% Critical Strike Damage
- +21.0 - 30.0% Marksman Damage
- +3.0 - 5.0% Marksman Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Marksman Finesse Legendary
|
Offensive
|
- +62.5 - 85.0% Critical Strike Damage
- +46.5 - 60.0% Marksman Damage
- +4.0 - 6.0% Marksman Critical Strike Chance
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Rogue Cloaking Legendary
|
Defensive
|
- 8.0 - 10.0% Concealment Cooldown Reduction
- +15.5 - 20.0% Concealment Duration
- +1 - 2 to Agile
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Rogue Cloaking Rare
|
Defensive
|
- 7.0 - 9.0% Concealment Cooldown Reduction
- +13.0 - 17.5% Concealment Duration
- +1 to Agile
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Rogue Cloaking Magic
|
Defensive
|
- 6.0 - 8.0% Concealment Cooldown Reduction
- +10.5 - 15.0% Concealment Duration
- +1 to Agile
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Rogue Innovation Magic
|
Utility
|
- +28.5 - 37.5% Invigorating Strike Duration
- Twisting Blades Returns +15.5 - 20.0% Faster
- +28.5 - 37.5% Heartseeker Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Rogue Innovation Rare
|
Utility
|
- +26.5 - 40.0% Invigorating Strike Duration
- Twisting Blades Returns +16.0 - 25.0% Faster
- +26.5 - 40.0% Heartseeker Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Rogue Innovation Legendary
|
Utility
|
- +29.0 - 42.5% Invigorating Strike Duration
- Twisting Blades Returns +21.0 - 30.0% Faster
- +29.0 - 42.5% Heartseeker Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Rogue
|
Rogue Invigoration Legendary
|
Resource
|
- 62.5 - 85.0% Puncture Resource Generation
- +18.5 - 27.5% Invigorating Strike Energy Regeneration
- +1 - 2 to Innervation
- +1 - 2 to Adrenaline Rush
Rings and Amulets.
|
Rogue
|
Rogue Invigoration Rare
|
Resource
|
- 57.0 - 75.0% Puncture Resource Generation
- +16.0 - 25.0% Invigorating Strike Energy Regeneration
- +1 to Innervation
- +1 to Adrenaline Rush
Rings and Amulets.
|
Rogue
|
Rogue Invigoration Magic
|
Resource
|
- 47.0 - 65.0% Puncture Resource Generation
- +13.5 - 22.5% Invigorating Strike Energy Regeneration
- +1 to Innervation
- +1 to Adrenaline Rush
Rings and Amulets.
|
Rogue
|
Rogue Motion Magic
|
Mobility
|
Boots and Amulets.
|
Rogue
|
Rogue Motion Rare
|
Mobility
|
- +8.0 - 10.0% Movement Speed
- +52.0 - 70.0% Movement Speed from Blade Shift
- +2.0 - 3.0% Movement Speed per Dark Shroud Shadow
- +41.5 - 55.0% Shadow Step Duration
- +2 - 3 to Stutter Step
Boots and Amulets.
|
Rogue
|
Rogue Motion Legendary
|
Mobility
|
- +8.0 - 12.5% Movement Speed
- +57.5 - 80.0% Movement Speed from Blade Shift
- +2.5 - 4.0% Movement Speed per Dark Shroud Shadow
- +46.5 - 60.0% Shadow Step Duration
- +2 - 4 to Stutter Step
Boots and Amulets.
|
Rogue
|
Rogue Persistence Legendary
|
Defensive
|
- +4.0 - 6.0% Maximum Life while Dark Shroud is Active
- Your Potion Also Grants +0.8 - 1.4% Maximum Resistances for 5 Seconds
- +1 - 2 to Second Wind
- +1 - 2 to Aftermath
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Rogue Persistence Magic
|
Defensive
|
- +2.5 - 4.0% Maximum Life while Dark Shroud is Active
- Your Potion Also Grants +0.2 - 0.8% Maximum Resistances for 5 Seconds
- +1 to Second Wind
- +1 to Aftermath
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Rogue Persistence Rare
|
Defensive
|
- +3.0 - 5.0% Maximum Life while Dark Shroud is Active
- Your Potion Also Grants +0.5 - 1.1% Maximum Resistances for 5 Seconds
- +1 to Second Wind
- +1 to Aftermath
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Rogue Recovery Legendary
|
Defensive
|
- +23.5 - 32.5% Flurry Healing
- +1 - 2 to Siphoning Strikes
- +1 - 2 to Mending Obscurity
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Rogue Recovery Rare
|
Defensive
|
- +21.0 - 30.0% Flurry Healing
- +1 to Siphoning Strikes
- +1 to Mending Obscurity
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Rogue
|
Scoundrel Finesse Magic
|
Offensive
|
- +31.5 - 45.0% Damage to Poisoned Enemies
- +31.5 - 45.0% Damage to Enemies Affected by Trap Skills
- +47.0 - 65.0% Imbued Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Scoundrel Finesse Rare
|
Offensive
|
- +41.5 - 55.0% Damage to Poisoned Enemies
- +41.5 - 55.0% Damage to Enemies Affected by Trap Skills
- +57.0 - 75.0% Imbued Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Scoundrel Finesse Legendary
|
Offensive
|
- +47.0 - 65.0% Damage to Poisoned Enemies
- +47.0 - 65.0% Damage to Enemies Affected by Trap Skills
- +62.5 - 85.0% Imbued Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Skillful Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Agility Damage
- +10.5 - 15.0% Core Damage
- +26.0 - 35.0% Ultimate Damage
- +16.0 - 25.0% Stun Grenade Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Skillful Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Agility Damage
- +21.0 - 30.0% Core Damage
- +52.0 - 70.0% Ultimate Damage
- +36.5 - 50.0% Stun Grenade Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Skillful Finesse Legendary
|
Offensive
|
- +46.5 - 60.0% Agility Damage
- +46.5 - 60.0% Core Damage
- +88.0 - 115.0% Ultimate Damage
- +82.5 - 105.0% Stun Grenade Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Specialist Evolution Magic
|
Offensive
|
- +5.5 - 7.5% Damage per Combo Point Spent
- +16.0 - 25.0% Stun Grenade Size
- +15.5 - 20.0% Shadow Clone Duration
- +16.0 - 25.0% Inner Sight Duration
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Specialist Evolution Rare
|
Offensive
|
- +10.5 - 15.0% Damage per Combo Point Spent
- +18.5 - 27.5% Stun Grenade Size
- +13.5 - 22.5% Shadow Clone Duration
- +21.0 - 30.0% Inner Sight Duration
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Specialist Evolution Legendary
|
Offensive
|
- +26.0 - 35.0% Damage per Combo Point Spent
- +21.0 - 30.0% Stun Grenade Size
- +16.0 - 25.0% Shadow Clone Duration
- +26.0 - 35.0% Inner Sight Duration
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Subterfuge Efficiency Legendary
|
Resource
|
- 8.0 - 10.0% Subterfuge Cooldown Reduction
- 8.0 - 12.5% Trap Cooldown Reduction
- 10.5 - 15.0% Poison Trap Cooldown Reduction
- 15.5 - 20.0% Dark Shroud Cooldown Reduction
Rings and Amulets.
|
Rogue
|
Subterfuge Efficiency Rare
|
Resource
|
- 7.0 - 9.0% Subterfuge Cooldown Reduction
- 8.0 - 10.0% Trap Cooldown Reduction
- 8.0 - 12.5% Poison Trap Cooldown Reduction
- 13.0 - 17.5% Dark Shroud Cooldown Reduction
Rings and Amulets.
|
Rogue
|
Subterfuge Efficiency Magic
|
Resource
|
- 6.0 - 8.0% Subterfuge Cooldown Reduction
- 5.5 - 7.5% Trap Cooldown Reduction
- 8.0 - 10.0% Poison Trap Cooldown Reduction
- 10.5 - 15.0% Dark Shroud Cooldown Reduction
Rings and Amulets.
|
Rogue
|
Subterfuge Expertise Magic
|
Offensive
|
- +5.5 - 7.5% Damage per Dark Shroud Shadow
- +57.5 - 80.0% Damage on Next Attack After Entering Stealth
- +26.5 - 40.0% Smoke Grenade Size
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Subterfuge Expertise Rare
|
Offensive
|
- +10.5 - 15.0% Damage per Dark Shroud Shadow
- +124.0 - 160.0% Damage on Next Attack After Entering Stealth
- +29.0 - 42.5% Smoke Grenade Size
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Subterfuge Expertise Legendary
|
Offensive
|
- +21.0 - 30.0% Damage per Dark Shroud Shadow
- +219.0 - 300.0% Damage on Next Attack After Entering Stealth
- +31.5 - 45.0% Smoke Grenade Size
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Trap Augments Magic
|
Weapon
|
- +8.0 - 10.0% Chance for Death Trap to Deal Double Damage
- +5.5 - 7.5% Chance for Caltrops to Consume No Charges
- +15.5 - 20.0% Poison Trap Duration
Weapons.
|
Rogue
|
Trap Augments Rare
|
Weapon
|
- +13.0 - 17.5% Chance for Death Trap to Deal Double Damage
- +8.0 - 12.5% Chance for Caltrops to Consume No Charges
- +21.0 - 30.0% Poison Trap Duration
Weapons.
|
Rogue
|
Trap Augments Legendary
|
Weapon
|
- +16.0 - 25.0% Chance for Death Trap to Deal Double Damage
- +15.5 - 20.0% Chance for Caltrops to Consume No Charges
- +29.0 - 42.5% Poison Trap Duration
Weapons.
|
Rogue
|
Trickster Finesse Legendary
|
Offensive
|
- +144.5 - 185.0% Shadow Step Damage
- +144.5 - 185.0% Dash Damage
- +114.0 - 150.0% Shadow Clone Damage
- +82.5 - 105.0% Stun Grenade Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Trickster Finesse Rare
|
Offensive
|
- +129.5 - 170.0% Shadow Step Damage
- +129.5 - 170.0% Dash Damage
- +108.5 - 140.0% Shadow Clone Damage
- +72.5 - 95.0% Stun Grenade Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Trickster Finesse Magic
|
Offensive
|
- +114.0 - 150.0% Shadow Step Damage
- +114.0 - 150.0% Dash Damage
- +98.5 - 130.0% Shadow Clone Damage
- +62.5 - 85.0% Stun Grenade Damage
Weapons, Gloves, Rings, and Amulets.
|
Rogue
|
Warped Augments Magic
|
Weapon
|
Weapons.
|
Rogue
|
Warped Augments Rare
|
Weapon
|
- +% Chance for Twisting Blades to Hit Twice
- +% Chance for Rain of Arrows to Waves to Cast Twice
- Invigorating Strike Cleaves for +%
Weapons.
|
Rogue
|
Warped Augments Legendary
|
Weapon
|
- +13 - 17.5% Chance for Twisting Blades to Hit Twice
- +15.5 - 20% Chance for Rain of Arrows to Waves to Cast Twice
- Invigorating Strike Cleaves for +15.5 -20%
Weapons.
|
Rogue
|
|
Sorcerer Manuals
These are the Sorcerer Tempering Manuals. Once you have found and learnt these Manuals they will be stored in your Codex of Power. When you wish to Temper an item with one visit the Blacksmith.
Conjuration Augments Magic
|
Weapon
|
- Casted Hydras Have +1 Head
- +5.5 - 7.5% Chance for a Second Ice Blades When Cast
- +5.5 - 7.5% Chance for a Second Lightning Spear When Cast
- +5.5 - 7.5% Chance for Familiars to Hit Twice
Weapons.
|
Sorcerer
|
Conjuration Augments Rare
|
Weapon
|
- Casted Hydras Have +1 Head
- +8.0 - 12.5% Chance for a Second Ice Blades When Cast
- +8.0 - 12.5% Chance for a Second Lightning Spear When Cast
- +8.0 - 12.5% Chance for Familiars to Hit Twice
Weapons.
|
Sorcerer
|
Conjuration Augments Legendary
|
Weapon
|
- Casted Hydras Have +1 - 2 Head
- +15.5 - 20.0% Chance for a Second Ice Blades When Cast
- +15.5 - 20.0% Chance for a Second Lightning Spear When Cast
- +15.5 - 20.0% Chance for Familiars to Hit Twice
Weapons.
|
Sorcerer
|
Conjuration Efficiency Magic
|
Resource
|
- 13.5 - 22.5% Hydra Resource Cost Reduction
- 8.0 - 10.0% Ice Blades Cooldown Reduction
- 8.0 - 10.0% Lightning Spear Cooldown Reduction
- +9.0 - 11.0% Familiar Duration
Rings and Amulets.
|
Sorcerer
|
Conjuration Efficiency Rare
|
Resource
|
- 18.5 - 27.5% Hydra Resource Cost Reduction
- 9.0 - 11.0% Ice Blades Cooldown Reduction
- 9.0 - 11.0% Lightning Spear Cooldown Reduction
- +16.0 - 25.0% Familiar Duration
Rings and Amulets.
|
Sorcerer
|
Conjuration Efficiency Legendary
|
Resource
|
- 23.5 - 32.5% Hydra Resource Cost Reduction
- 8.0 - 12.5% Ice Blades Cooldown Reduction
- 8.0 - 12.5% Lightning Spear Cooldown Reduction
- +26.5 - 40.0% Familiar Duration
Rings and Amulets.
|
Sorcerer
|
Conjuration Finesse Legendary
|
Offensive
|
- +108.5 - 140.0% Hydra Damage
- +108.5 - 140.0% Ice Blades Damage
- +108.5 - 140.0% Lightning Spear Damage
- +108.5 - 140.0% Familiar Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Conjuration Finesse Rare
|
Offensive
|
- +52.0 - 70.0% Hydra Damage
- +52.0 - 70.0% Ice Blades Damage
- +52.0 - 70.0% Lightning Spear Damage
- +52.0 - 70.0% Familiar Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Conjuration Finesse Magic
|
Offensive
|
- +26.0 - 35.0% Hydra Damage
- +26.0 - 35.0% Ice Blades Damage
- +26.0 - 35.0% Lightning Spear Damage
- +26.0 - 35.0% Familiar Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Conjuration Fortune Magic
|
Utility
|
- +2.5 - 4.0% Hydra Lucky Hit Chance
- +2.5 - 4.0% Ice Blades Lucky Hit Chance
- +2.5 - 4.0% Lightning Spear Lucky Hit Chance
- +2.5 - 4.0% Familiar Lucky Hit Chance
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Conjuration Fortune Rare
|
Utility
|
- +3.0 - 5.0% Hydra Lucky Hit Chance
- +3.0 - 5.0% Ice Blades Lucky Hit Chance
- +3.0 - 5.0% Lightning Spear Lucky Hit Chance
- +3.0 - 5.0% Familiar Lucky Hit Chance
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Conjuration Fortune Legendary
|
Utility
|
- +4.0 - 6.0% Hydra Lucky Hit Chance
- +4.0 - 6.0% Ice Blades Lucky Hit Chance
- +4.0 - 6.0% Lightning Spear Lucky Hit Chance
- +4.0 - 6.0% Familiar Lucky Hit Chance
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Elemental Control Rare
|
Utility
|
- +1 to Snap Freeze
- +1 to Crippling Flames
- +1 to Convulsions
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Elemental Control Legendary
|
Utility
|
- +1 - 2 to Snap Freeze
- +1 - 2 to Crippling Flames
- +1 - 2 to Convulsions
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Frost Augments - Frozen Magic
|
Weapon
|
- +5.5 - 7.5% Chance for Blizzard to Deal Double Damage
- +5.5 - 7.5% Chance for Ice Spike to Deal Double Damage
- +8.0 - 10.0% Chance for Deep Freeze to Deal Double Damage
Weapons.
|
Sorcerer
|
Frost Augments - Frozen Rare
|
Weapon
|
- +8.0 - 12.5% Chance for Blizzard to Deal Double Damage
- +10.5 - 15.0% Chance for Ice Spike to Deal Double Damage
- +13.0 - 17.5% Chance for Deep Freeze to Deal Double Damage
Weapons.
|
Sorcerer
|
Frost Augments - Frozen Legendary
|
Weapon
|
- +15.5 - 20.0% Chance for Blizzard to Deal Double Damage
- +13.5 - 22.5% Chance for Ice Spike to Deal Double Damage
- +16.0 - 25.0% Chance for Deep Freeze to Deal Double Damage
Weapons.
|
Sorcerer
|
Frost Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Frost Bolt Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Frozen Orb Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Ice Shards Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Frost Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Frost Bolt Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Frozen Orb Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Ice Shards Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Frost Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Frost Bolt Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Frozen Orb Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Ice Shards Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Frost Cage Magic
|
Defensive
|
- 10.5 - 15.0% Frost Nova Cooldown Reduction
- +8.0 - 10.0% Ice Armor Duration
- +16.0 - 25.0% Chill Slow Potency
- +1 to Cold Front
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Sorcerer
|
Frost Cage Rare
|
Defensive
|
- 13.0 - 17.5% Frost Nova Cooldown Reduction
- +8.0 - 12.5% Ice Armor Duration
- +18.5 - 27.5% Chill Slow Potency
- +1 to Cold Front
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Sorcerer
|
Frost Cage Legendary
|
Defensive
|
- 15.5 - 20.0% Frost Nova Cooldown Reduction
- +10.5 - 15.0% Ice Armor Duration
- +21.0 - 30.0% Chill Slow Potency
- +1 - 2 to Cold Front
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Sorcerer
|
Pyromancy Augments - Fiery Magic
|
Weapon
|
- +5.5 - 7.5% Chance for Incinerate to Deal Double Damage
- +5.5 - 7.5% Chance for Firewall to Deal Double Damage
- +5.5 - 7.5% Chance for Meteorite to Deal Double Damage
Weapons.
|
Sorcerer
|
Pyromancy Augments - Fiery Rare
|
Weapon
|
- +8.0 - 12.5% Chance for Incinerate to Deal Double Damage
- +8.0 - 12.5% Chance for Firewall to Deal Double Damage
- +10.5 - 15.0% Chance for Meteorite to Deal Double Damage
Weapons.
|
Sorcerer
|
Pyromancy Augments - Fiery Legendary
|
Weapon
|
- +15.5 - 20.0% Chance for Incinerate to Deal Double Damage
- +15.5 - 20.0% Chance for Firewall to Deal Double Damage
- +13.5 - 22.5% Chance for Meteorite to Deal Double Damage
Weapons.
|
Sorcerer
|
Pyromancy Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Fire Bolt Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Fireball Projectiles to Cast Twice
- +15.5 - 20.0% Chance for Meteor to Deal Double Damage
Weapons.
|
Sorcerer
|
Pyromancy Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Fire Bolt Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Fireball Projectiles to Cast Twice
- +5.5 - 7.5% Chance for Meteor to Deal Double Damage
Weapons.
|
Sorcerer
|
Pyromancy Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Fire Bolt Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Fireball Projectiles to Cast Twice
- +8.0 - 12.5% Chance for Meteor to Deal Double Damage
Weapons.
|
Sorcerer
|
Pyromancy Endurance Magic
|
Defensive
|
- Lucky Hit: Up to a 15% Chance to Heal +21 - 29 Life
- +8.0 - 10.0% Flame Shield Duration
- +1 to Warmth
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Sorcerer
|
Pyromancy Endurance Rare
|
Defensive
|
- Lucky Hit: Up to a 15% Chance to Heal +104 - 140 Life
- +8.0 - 12.5% Flame Shield Duration
- +1 to Warmth
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Sorcerer
|
Pyromancy Endurance Legendary
|
Defensive
|
- Lucky Hit: Up to a 15% Chance to Heal +172 - 232 Life
- +10.5 - 15.0% Flame Shield Duration
- +1 - 2 to Warmth
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Sorcerer
|
Pyromancy Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Fire Damage
- +7.0 - 9.0% Pyromancy Attack Speed
- +16.0 - 25.0% Pyromancy Critical Strike Damage
- +13.5 - 22.5% Mastery Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Pyromancy Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Fire Damage
- +8.0 - 10.0% Pyromancy Attack Speed
- +36.5 - 50.0% Pyromancy Critical Strike Damage
- +31.5 - 45.0% Mastery Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Pyromancy Finesse Legendary
|
Offensive
|
- +46.5 - 60.0% Fire Damage
- +9.0 - 11.0% Pyromancy Attack Speed
- +77.5 - 100.0% Pyromancy Critical Strike Damage
- +67.5 - 90.0% Mastery Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Shock Augments - Discharge Magic
|
Weapon
|
- +5.5 - 7.5% Chance for Teleport to Hit Twice
- +8.0 - 12.5% Chance for Arc Lash to Swipe Twice
- +3.0 - 5.0% Chance for Charged Bolts Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Shock Augments - Discharge Rare
|
Weapon
|
- +8.0 - 12.5% Chance for Teleport to Hit Twice
- +15.5 - 20.0% Chance for Arc Lash to Swipe Twice
- +8.0 - 10.0% Chance for Charged Bolts Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Shock Augments - Discharge Legendary
|
Weapon
|
- +15.5 - 20.0% Chance for Teleport to Hit Twice
- +23.5 - 32.5% Chance for Arc Lash to Swipe Twice
- +13.0 - 17.5% Chance for Charged Bolts Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Shock Augments - Surge Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Spark Projectiles to Cast Twice
- +3.0 - 5.0% Chance for Chain Lightning to Hit Twice
- +3.0 - 5.0% Chance for Ball Lightning Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Shock Augments - Surge Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Spark Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Chain Lightning to Hit Twice
- +8.0 - 10.0% Chance for Ball Lightning Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Shock Augments - Surge Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Spark Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Chain Lightning to Hit Twice
- +13.0 - 17.5% Chance for Ball Lightning Projectiles to Cast Twice
Weapons.
|
Sorcerer
|
Shock Augments Legendary
|
Weapon
|
- +23.5 - 32.5% Chance for Spark Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Chain Lightning Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Charged Bolts Projectiles to Cast Twice
- +13.0 - 17.5% Chance for Ball Lightning Projectiles to Cast Twice
- +36.5 - 50.0% Teleport Size
Weapons.
|
Sorcerer
|
Shock Augments Magic
|
Weapon
|
- +18.5 - 27.5% Chance for Spark Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Chain Lightning Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Charged Bolts Projectiles to Cast Twice
- +8.0 - 10.0% Chance for Ball Lightning Projectiles to Cast Twice
- +26.5 - 40.0% Teleport Size
Weapons.
|
Sorcerer
|
Shock Augments Rare
|
Weapon
|
- +21.0 - 30.0% Chance for Spark Projectiles to Cast Twice
- +10.5 - 15.0% Chance for Chain Lightning Projectiles to Cast Twice
- +10.5 - 15.0% Chance for Charged Bolts Projectiles to Cast Twice
- +10.5 - 15.0% Chance for Ball Lightning Projectiles to Cast Twice
- +31.5 - 45.0% Teleport Size
Weapons.
|
Sorcerer
|
Shock Finesse Magic
|
Offensive
|
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Shock Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Lightning Damage
- +3.0 - 5.0% Shock Critical Strike Chance
- +36.5 - 50.0% Shock Critical Strike Damage
- +57.5 - 80.0% Crackling Energy Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Shock Finesse Legendary
|
Offensive
|
- +46.5 - 60.0% Lightning Damage
- +4.0 - 6.0% Shock Critical Strike Chance
- +77.5 - 100.0% Shock Critical Strike Damage
- +124.0 - 160.0% Crackling Energy Damage
Weapons, Gloves, Rings, and Amulets.
|
Sorcerer
|
Sorcerer Control Magic
|
Utility
|
- +13.0 - 17.5% Immobilize Duration
- +15.5 - 20.0% Stun Duration
- +15.5 - 20.0% Freeze Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Sorcerer Control Rare
|
Utility
|
- +15.5 - 20.0% Immobilize Duration
- +13.5 - 22.5% Stun Duration
- +13.5 - 22.5% Freeze Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Sorcerer Control Legendary
|
Utility
|
- +13.5 - 22.5% Immobilize Duration
- +16.0 - 25.0% Stun Duration
- +16.0 - 25.0% Freeze Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Sorcerer Innovation Magic
|
Utility
|
- +26.0 - 35.0% Frost Nova Size
- +13.5 - 22.5% Blizzard Size
- +26.5 - 40.0% Teleport Nova Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Sorcerer Innovation Rare
|
Utility
|
- +28.5 - 37.5% Frost Nova Size
- +16.0 - 25.0% Blizzard Size
- +31.5 - 45.0% Teleport Nova Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Sorcerer Innovation Legendary
|
Utility
|
- +26.5 - 40.0% Frost Nova Size
- +18.5 - 27.5% Blizzard Size
- +36.5 - 50.0% Teleport Nova Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Sorcerer
|
Sorcerer Motion Magic
|
Mobility
|
- +5.5 - 7.5% Movement Speed
- +13.0 - 17.5% Movement Speed for 4 Seconds After Killing an Elite
- 6.0 - 8.0% Teleport Cooldown Reduction
- +1 to Conduction
Boots and Amulets.
|
Sorcerer
|
Sorcerer Motion Rare
|
Mobility
|
- +8.0 - 10.0% Movement Speed
- +15.5 - 20.0% Movement Speed for 4 Seconds After Killing an Elite
- 7.0 - 9.0% Teleport Cooldown Reduction
- +1 to Conduction
Boots and Amulets.
|
Sorcerer
|
Sorcerer Motion Legendary
|
Mobility
|
- +8.0 - 12.5% Movement Speed
- +13.5 - 22.5% Movement Speed for 4 Seconds After Killing an Elite
- 8.0 - 10.0% Teleport Cooldown Reduction
- +1 - 2 to Conduction
Boots and Amulets.
|
Sorcerer
|
Ultimate Efficiency - Sorcerer Legendary
|
Resource
|
- Casting Ultimate Skills Restores +12 - 19 Primary Resource
- 8.0 - 12.5% Deep Freeze Cooldown Reduction
- 13.5 - 22.5% Inferno Cooldown Reduction
- 10.5 - 15.0% Unstable Currents Cooldown Reduction
Rings and Amulets.
|
Sorcerer
|
Ultimate Efficiency - Sorcerer Magic
|
Resource
|
- Casting Ultimate Skills Restores +6 - 10 Primary Resource
- 8.0 - 10.0% Deep Freeze Cooldown Reduction
- 13.0 - 17.5% Inferno Cooldown Reduction
- 8.0 - 10.0% Unstable Currents Cooldown Reduction
Rings and Amulets.
|
Sorcerer
|
Ultimate Efficiency - Sorcerer Rare
|
Resource
|
- Casting Ultimate Skills Restores +10 - 14 Primary Resource
- 9.0 - 11.0% Deep Freeze Cooldown Reduction
- 15.5 - 20.0% Inferno Cooldown Reduction
- 8.0 - 12.5% Unstable Currents Cooldown Reduction
Rings and Amulets.
|
Sorcerer
|
|
Spiritborn Manuals
These are the Spiritborn Tempering Manuals. Once you have found and learnt these Manuals they will be stored in your Codex of Power. When you wish to Temper an item with one visit the Blacksmith.
Centipede Augments Magic
|
Weapon
|
- +8.0 - 12.5% Withering Fist Poisoning Duration
- +3.0 - 5.0% Chance for Stinger to Extra Hit
- +8.0 - 10.0% Chance for The Devourer to Deal Double Damage
- +21.0 - 30.0% Primary Centipede Spirit Hall Potency
Weapons.
|
Spiritborn
|
Centipede Augments Rare
|
Weapon
|
- +15.5 - 20.0% Withering Fist Poisoning Duration
- +8.0 - 10.0% Chance for Stinger to Extra Hit
- +13.0 - 17.5% Chance for The Devourer to Deal Double Damage
- +26.0 - 35.0% Primary Centipede Spirit Hall Potency
Weapons.
|
Spiritborn
|
Centipede Augments Legendary
|
Weapon
|
- +26.0 - 35.0% Withering Fist Poisoning Duration
- +13.0 - 17.5% Chance for Stinger to Extra Hit
- +16.0 - 25.0% Chance for The Devourer to Deal Double Damage
- +26.5 - 40.0% Primary Centipede Spirit Hall Potency
Weapons.
|
Spiritborn
|
Centipede Efficiency Magic
|
Resource
|
- 15.5 - 20.0% Withering Fist Resource Generation
- 10.5 - 15.0% The Devourer Cooldown Reduction
- 4.0 - 6.0% Potency Cooldown Reduction
Rings and Amulets.
|
Spiritborn
|
Centipede Efficiency Rare
|
Resource
|
- 16.0 - 25.0% Withering Fist Resource Generation
- 13.0 - 17.5% The Devourer Cooldown Reduction
- 5.0 - 7.0% Potency Cooldown Reduction
Rings and Amulets.
|
Spiritborn
|
Centipede Efficiency Legendary
|
Resource
|
- 21.0 - 30.0% Withering Fist Resource Generation
- 15.5 - 20.0% The Devourer Cooldown Reduction
- 6.0 - 8.0% Potency Cooldown Reduction
Rings and Amulets.
|
Spiritborn
|
Centipede Finesse Magic
|
Offensive
|
- +10.5 - 15.0% Potency Damage
- +28.5 - 37.5% Pestilent Swarm Damage
- +15.5 - 20.0% Centipede Damage
- +15.5 - 20.0% Damage to Slowed Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Centipede Finesse Rare
|
Offensive
|
- +21.0 - 30.0% Potency Damage
- +57.0 - 75.0% Pestilent Swarm Damage
- +26.5 - 40.0% Centipede Damage
- +26.5 - 40.0% Damage to Slowed Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Centipede Finesse Legendary
|
Offensive
|
- +46.5 - 60.0% Potency Damage
- +114.0 - 150.0% Pestilent Swarm Damage
- +57.5 - 80.0% Centipede Damage
- +57.5 - 80.0% Damage to Slowed Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Centipede Innovation Magic
|
Utility
|
- +26.5 - 40.0% Withering Fist Size
- +26.5 - 40.0% Stinger Size
- +26.5 - 40.0% Scourge Size
- +15.5 - 20.0% Touch of Death Swarm Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Centipede Innovation Rare
|
Utility
|
- +31.5 - 45.0% Withering Fist Size
- +31.5 - 45.0% Stinger Size
- +31.5 - 45.0% Scourge Size
- +16.0 - 25.0% Touch of Death Swarm Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Centipede Innovation Legendary
|
Utility
|
- +36.5 - 50.0% Withering Fist Size
- +36.5 - 50.0% Stinger Size
- +36.5 - 50.0% Scourge Size
- +21.0 - 30.0% Touch of Death Swarm Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Eagle Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Thunderspike to Deal Double Damage
- +3.0 - 5.0% Chance for Quill Volley Projectiles to Cast Twice
- +8.0 - 10.0% Chance for The Seeker to Deal Double Damage
- +21.0 - 30.0% Primary Eagle Spirit Hall Potency
Weapons.
|
Spiritborn
|
Eagle Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Thunderspike to Deal Double Damage
- +8.0 - 10.0% Chance for Quill Volley Projectiles to Cast Twice
- +13.0 - 17.5% Chance for The Seeker to Deal Double Damage
- +26.0 - 35.0% Primary Eagle Spirit Hall Potency
Weapons.
|
Spiritborn
|
Eagle Augments Legendary
|
Weapon
|
- +26.0 - 35.0% Chance for Thunderspike to Deal Double Damage
- +13.0 - 17.5% Chance for Quill Volley Projectiles to Cast Twice
- +16.0 - 25.0% Chance for The Seeker to Deal Double Damage
- +26.5 - 40.0% Primary Eagle Spirit Hall Potency
Weapons.
|
Spiritborn
|
Eagle Efficiency Magic
|
Resource
|
- 15.5 - 20.0% Thunderspike Resource Generation
- +1 The Seeker Charges
- 4.0 - 6.0% Focus Cooldown Reduction
- +1 Razor Wings Charges
Rings and Amulets.
|
Spiritborn
|
Eagle Efficiency Rare
|
Resource
|
- 16.0 - 25.0% Thunderspike Resource Generation
- +1 - 2 The Seeker Charges
- 5.0 - 7.0% Focus Cooldown Reduction
- +1 - 2 Razor Wings Charges
Rings and Amulets.
|
Spiritborn
|
Eagle Efficiency Legendary
|
Resource
|
- 21.0 - 30.0% Thunderspike Resource Generation
- +2 - 3 The Seeker Charges
- 6.0 - 8.0% Focus Cooldown Reduction
- +2 - 3 Razor Wings Charges
Rings and Amulets.
|
Spiritborn
|
Eagle Finesse Magic
|
Offensive
|
- +15.5 - 20.0% Focus Damage
- +21.0 - 30.0% Spirit Feather Potency
- +15.5 - 20.0% Eagle Damage
- +15.5 - 20.0% Vulnerable Damage
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Eagle Finesse Rare
|
Offensive
|
- +26.5 - 40.0% Focus Damage
- +26.0 - 35.0% Spirit Feather Potency
- +26.5 - 40.0% Eagle Damage
- +26.5 - 40.0% Vulnerable Damage
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Eagle Finesse Legendary
|
Offensive
|
- +57.5 - 80.0% Focus Damage
- +26.5 - 40.0% Spirit Feather Potency
- +57.5 - 80.0% Eagle Damage
- +57.5 - 80.0% Vulnerable Damage
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Eagle Innovation Magic
|
Utility
|
- +26.5 - 40.0% Thunderspike Size
- +26.5 - 40.0% Vortex Size
- +26.5 - 40.0% Soar Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Eagle Innovation Rare
|
Utility
|
- +31.5 - 45.0% Thunderspike Size
- +31.5 - 45.0% Vortex Size
- +31.5 - 45.0% Soar Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Eagle Innovation Legendary
|
Utility
|
- +36.5 - 50.0% Thunderspike Size
- +36.5 - 50.0% Vortex Size
- +36.5 - 50.0% Soar Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Forest Augments Magic
|
Weapon
|
- +8.0 - 10.0% Chance for Payback to Deal Double Damage
- +8.0 - 10.0% Chance for Concussive Stomp to Extra Hit
- +1 to Dominant
Weapons.
|
Spiritborn
|
Forest Augments Rare
|
Weapon
|
- +13.0 - 17.5% Chance for Payback to Deal Double Damage
- +13.0 - 17.5% Chance for Concussive Stomp to Extra Hit
- +1 to Dominant
Weapons.
|
Spiritborn
|
Forest Augments Legendary
|
Weapon
|
- +16.0 - 25.0% Chance for Payback to Deal Double Damage
- +16.0 - 25.0% Chance for Concussive Stomp to Extra Hit
- +1 - 2 to Dominant
Weapons.
|
Spiritborn
|
Gorilla Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Rock Splitter to Extra Hit
- +3.0 - 5.0% Chance for Crushing Hand to Extra Hit
- +8.0 - 10.0% Chance for The Protector to Deal Double Damage
- +21.0 - 30.0% Primary Gorilla Spirit Hall Potency
Weapons.
|
Spiritborn
|
Gorilla Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Rock Splitter to Extra Hit
- +8.0 - 10.0% Chance for Crushing Hand to Extra Hit
- +13.0 - 17.5% Chance for The Protector to Deal Double Damage
- +26.0 - 35.0% Primary Gorilla Spirit Hall Potency
Weapons.
|
Spiritborn
|
Gorilla Augments Legendary
|
Weapon
|
- +26.0 - 35.0% Chance for Rock Splitter to Extra Hit
- +13.0 - 17.5% Chance for Crushing Hand to Extra Hit
- +16.0 - 25.0% Chance for The Protector to Deal Double Damage
- +26.5 - 40.0% Primary Gorilla Spirit Hall Potency
Weapons.
|
Spiritborn
|
Gorilla Efficiency Magic
|
Resource
|
- 10.5 - 15.0% Rock Splitter Resource Generation
- 10.5 - 15.0% The Protector Cooldown Reduction
- 4.0 - 6.0% Defensive Cooldown Reduction
Rings and Amulets.
|
Spiritborn
|
Gorilla Efficiency Rare
|
Resource
|
- 15.5 - 20.0% Rock Splitter Resource Generation
- 13.0 - 17.5% The Protector Cooldown Reduction
- 5.0 - 7.0% Defensive Cooldown Reduction
Rings and Amulets.
|
Spiritborn
|
Gorilla Efficiency Legendary
|
Resource
|
- 21.0 - 30.0% Rock Splitter Resource Generation
- 15.5 - 20.0% The Protector Cooldown Reduction
- 6.0 - 8.0% Defensive Cooldown Reduction
Rings and Amulets.
|
Spiritborn
|
Gorilla Finesse Magic
|
Offensive
|
- +1 to Bastion
- +16.0 - 25.0% Defensive Damage
- +15.5 - 20.0% Gorilla Damage
- +15.5 - 20.0% Damage to Knocked-Down Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Gorilla Finesse Rare
|
Offensive
|
- +1 to Bastion
- +36.5 - 50.0% Defensive Damage
- +26.5 - 40.0% Gorilla Damage
- +26.5 - 40.0% Damage to Knocked-Down Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Gorilla Finesse Legendary
|
Offensive
|
- +1 - 2 to Bastion
- +77.5 - 100.0% Defensive Damage
- +57.5 - 80.0% Gorilla Damage
- +57.5 - 80.0% Damage to Knocked-Down Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Gorilla Innovation Magic
|
Utility
|
- +26.5 - 40.0% Rock Splitter Size
- +26.5 - 40.0% Crushing Hand Size
- +26.5 - 40.0% Concussive Stomp Size
- +21.0 - 30.0% Armored Hide Active Thorns Bonus
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Gorilla Innovation Rare
|
Utility
|
- +31.5 - 45.0% Rock Splitter Size
- +31.5 - 45.0% Crushing Hand Size
- +31.5 - 45.0% Concussive Stomp Size
- +26.0 - 35.0% Armored Hide Active Thorns Bonus
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Gorilla Innovation Legendary
|
Utility
|
- +36.5 - 50.0% Rock Splitter Size
- +36.5 - 50.0% Crushing Hand Size
- +36.5 - 50.0% Concussive Stomp Size
- +26.5 - 40.0% Armored Hide Active Thorns Bonus
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Jaguar Augments Magic
|
Weapon
|
- +8.0 - 12.5% Chance for Thrash to Deal Double Damage
- +3.0 - 5.0% Chance for Rake to Extra Hit
- +8.0 - 10.0% Chance for The Hunter to Extra Hit
- +21.0 - 30.0% Primary Jaguar Spirit Hall Potency
Weapons.
|
Spiritborn
|
Jaguar Augments Rare
|
Weapon
|
- +15.5 - 20.0% Chance for Thrash to Deal Double Damage
- +8.0 - 10.0% Chance for Rake to Extra Hit
- +13.0 - 17.5% Chance for The Hunter to Extra Hit
- +26.0 - 35.0% Primary Jaguar Spirit Hall Potency
Weapons.
|
Spiritborn
|
Jaguar Augments Legendary
|
Weapon
|
- +26.0 - 35.0% Chance for Thrash to Deal Double Damage
- +13.0 - 17.5% Chance for Rake to Extra Hit
- +16.0 - 25.0% Chance for The Hunter to Extra Hit
- +26.5 - 40.0% Primary Jaguar Spirit Hall Potency
Weapons.
|
Spiritborn
|
Jaguar Efficiency Magic
|
Resource
|
- 15.5 - 20.0% Thrash Resource Generation
- 10.5 - 15.0% The Hunter Cooldown Reduction
- 4.0 - 6.0% Incarnate Cooldown Reduction
- +1 Counterattack Charges
Rings and Amulets.
|
Spiritborn
|
Jaguar Efficiency Rare
|
Resource
|
- 16.0 - 25.0% Thrash Resource Generation
- 13.0 - 17.5% The Hunter Cooldown Reduction
- 5.0 - 7.0% Incarnate Cooldown Reduction
- +1 - 2 Counterattack Charges
Rings and Amulets.
|
Spiritborn
|
Jaguar Efficiency Legendary
|
Resource
|
- 21.0 - 30.0% Thrash Resource Generation
- 15.5 - 20.0% The Hunter Cooldown Reduction
- 6.0 - 8.0% Incarnate Cooldown Reduction
- +2 - 3 Counterattack Charges
Rings and Amulets.
|
Spiritborn
|
Jaguar Finesse Magic
|
Offensive
|
- +21.0 - 30.0% Mobility Damage
- +21.0 - 30.0% Mystic Circle Potency
- +15.5 - 20.0% Jaguar Damage
- +15.5 - 20.0% Damage to Injured Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Jaguar Finesse Rare
|
Offensive
|
- +46.5 - 60.0% Mobility Damage
- +26.0 - 35.0% Mystic Circle Potency
- +26.5 - 40.0% Jaguar Damage
- +26.5 - 40.0% Damage to Injured Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Jaguar Finesse Legendary
|
Offensive
|
- +93.0 - 120.0% Mobility Damage
- +26.5 - 40.0% Mystic Circle Potency
- +57.5 - 80.0% Jaguar Damage
- +57.5 - 80.0% Damage to Injured Enemies
Weapons, Gloves, Rings, and Amulets.
|
Spiritborn
|
Jaguar Innovation Magic
|
Utility
|
- +26.5 - 40.0% Thrash Size
- +26.5 - 40.0% Rake Size
- +21.0 - 30.0% Ravager On Kill Duration Extension
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Jaguar Innovation Rare
|
Utility
|
- +31.5 - 45.0% Thrash Size
- +31.5 - 45.0% Rake Size
- +26.0 - 35.0% Ravager On Kill Duration Extension
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Jaguar Innovation Legendary
|
Utility
|
- +36.5 - 50.0% Thrash Size
- +36.5 - 50.0% Rake Size
- +26.5 - 40.0% Ravager On Kill Duration Extension
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets.
|
Spiritborn
|
Plains Augments Magic
|
Weapon
|
- +8.0 - 10.0% Chance for Rushing Claw to Deal Double Damage
- +5.5 - 7.5% Chance for Ravager to Extra Hit
- +1 to Furnace
Weapons.
|
Spiritborn
|
Plains Augments Rare
|
Weapon
|
- +13.0 - 17.5% Chance for Rushing Claw to Deal Double Damage
- +8.0 - 12.5% Chance for Ravager to Extra Hit
- +1 to Furnace
Weapons.
|
Spiritborn
|
Plains Augments Legendary
|
Weapon
|
- +16.0 - 25.0% Chance for Rushing Claw to Deal Double Damage
- +15.5 - 20.0% Chance for Ravager to Extra Hit
- +1 - 2 to Furnace
Weapons.
|
Spiritborn
|
Sky Augments Magic
|
Weapon
|
- +8.0 - 10.0% Chance for Soar to Deal Double Damage
- +1 to Brilliance
- +8.0 - 10.0% Chance for Vortex to Extra Hit
- +5.5 - 7.5% Chance for Razor Wings Projectiles to Cast Twice
Weapons.
|
Spiritborn
|
Sky Augments Rare
|
Weapon
|
- +13.0 - 17.5% Chance for Soar to Deal Double Damage
- +1 to Brilliance
- +13.0 - 17.5% Chance for Vortex to Extra Hit
- +8.0 - 12.5% Chance for Razor Wings Projectiles to Cast Twice
Weapons.
|
Spiritborn
|
Sky Augments Legendary
|
Weapon
|
- +16.0 - 25.0% Chance for Soar to Deal Double Damage
- +1 - 2 to Brilliance
- +16.0 - 25.0% Chance for Vortex to Extra Hit
- +15.5 - 20.0% Chance for Razor Wings Projectiles to Cast Twice
Weapons.
|
Spiritborn
|
Soil Augments Magic
|
Weapon
|
- +5.5 - 7.5% Chance for Touch of Death Swarms To Reinfect On Hit
- +8.0 - 10.0% Scourge Poisoning Duration
- +1 to Ravenous
Weapons.
|
Spiritborn
|
Soil Augments Rare
|
Weapon
|
- +8.0 - 12.5% Chance for Touch of Death Swarms To Reinfect On Hit
- +15.5 - 20.0% Scourge Poisoning Duration
- +1 to Ravenous
Weapons.
|
Spiritborn
|
Soil Augments Legendary
|
Weapon
|
- +15.5 - 20.0% Chance for Touch of Death Swarms To Reinfect On Hit
- +26.5 - 40.0% Scourge Poisoning Duration
- +1 - 2 to Ravenous
Weapons.
|
Spiritborn
|
Spiritborn Endurance Magic
|
Defensive
|
- +15.5 - 20.0% The Protector Barrier Generation
- +15.5 - 20.0% Crushing Hand Barrier Generation
- +15.5 - 20.0% Concussive Stomp Barrier Generation
- +1 to Auspicious
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Endurance Rare
|
Defensive
|
- +16.0 - 25.0% The Protector Barrier Generation
- +16.0 - 25.0% Crushing Hand Barrier Generation
- +16.0 - 25.0% Concussive Stomp Barrier Generation
- +1 to Auspicious
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Endurance Legendary
|
Defensive
|
- +21.0 - 30.0% The Protector Barrier Generation
- +21.0 - 30.0% Crushing Hand Barrier Generation
- +21.0 - 30.0% Concussive Stomp Barrier Generation
- +1 - 2 to Auspicious
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Guard Magic
|
Defensive
|
- +8.0 - 10.0% Rock Splitter Block Chance Bonus
- +21.0 - 30.0% Armored Hide Active Duration
- +1 to Patient Guard
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Guard Rare
|
Defensive
|
- +10.5 - 15.0% Rock Splitter Block Chance Bonus
- +26.0 - 35.0% Armored Hide Active Duration
- +1 to Patient Guard
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Guard Legendary
|
Defensive
|
- +15.5 - 20.0% Rock Splitter Block Chance Bonus
- +26.5 - 40.0% Armored Hide Active Duration
- +1 - 2 to Patient Guard
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Recovery Magic
|
Defensive
|
- +15.5 - 20.0% Touch of Death Healing Bonus
- +1 to Fueled
- +1 to Resilient
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Recovery Rare
|
Defensive
|
- +16.0 - 25.0% Touch of Death Healing Bonus
- +1 to Fueled
- +1 to Resilient
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Recovery Legendary
|
Defensive
|
- +21.0 - 30.0% Touch of Death Healing Bonus
- +1 - 2 to Fueled
- +1 - 2 to Resilient
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Resolve Magic
|
Defensive
|
- +21.0 - 30.0% Armored Hide Resolve Generation Rate
- +1 Resolve Generated
- +1 Maximum Resolve Stacks
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Resolve Rare
|
Defensive
|
- +26.0 - 35.0% Armored Hide Resolve Generation Rate
- +1 - 2 Resolve Generated
- +1 - 2 Maximum Resolve Stacks
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
Spiritborn Resolve Legendary
|
Defensive
|
- +26.5 - 40.0% Armored Hide Resolve Generation Rate
- +2 - 3 Resolve Generated
- +2 - 3 Maximum Resolve Stacks
Helms, Chest Armor, Pants, Shields, and Amulets.
|
Spiritborn
|
|
Changes to Tempering
Patch 1.5.0, August 6, 2024
- Items with Greater Affixes now have an additional Tempering durability charge per Greater Affix present.
Patch 1.4.4, July 5, 2024
- Tempering manual drop rates have been improved to be more consistent.
Patch 1.4.0, May 14, 2024