Diablo 4 Tempering: How To Add Affixes To Gear

Diablo 4 Tempering How To Add Affixes To Gear 1

Tempering will be a new crafting system coming to Diablo 4 with the release of Season 4. Through the Tempering crafting system, players can add specific, powerful affixes to Rare and Legendary D4 Items. Where previously weapons and armor would drop with all of their affixes, and you could then reroll an individual affix at the Occultist, you can now add two affixes to a piece of gear. These are randomly selected from the two Temper Manuals you choose during the process.

What’s a Temper Manual, you ask? Think of them a little like a book of available affixes. You’ll most commonly get them by completing bosses, world bosses, and Nightmare Dungeons. As with the new aspect system, consuming Temper Manuals unlocks the listed affixes for use in Tempering, or potentially improves the affix stat range if you’ve already consumed a lower rarity version of that manual. You can view the ones you have unlocked in the Tempering Recipes section of your Codex of Power.

While Temper Manuals cover all sorts of affixes, including buffs to class-specific skills, they fall into six categories that, like aspects, can only be attached to certain gear types:

    Weapons: Weapons

    Offensive: Weapons, amulets, gloves, and rings

    Defensive: Shields, helms, chest, pants, and amulets

    Utility: Shields, helms, chest, pants, amulets, gloves, and boots

    Mobility: Amulets and boots

    Resource: Amulets and rings

You can choose two manuals during Tempering and you’ll roll these individually at the cost of gold, Veiled Crystals, and either Baleful Fragments or Coiling Wards. If you didn’t get the affix you want, you can reroll and Temper the item again, which will reduce the item’s Temper Rerolls count. Once these are exhausted, you can no longer reroll the affixes, which makes it the riskiest part of Tempering. If you keep gambling, you might end up with an item that has an affix you don’t even want and with no way to change it.

Luckily, your first roll on either manual doesn’t use those Temper Rerolls, meaning that even if you’ve used all of your rerolls on your first affix, you’ll still be able to add a second no matter what—you just won’t be able to reroll it since both of your affixes share the item’s Temper Rerolls counter. Once two affixes have been added to an item, it becomes possible to Masterwork it.

If you’ve got a fully Tempered item and have reached world tier four, you can start Masterworking it at the blacksmith. This twelve-level process boosts your affixes by 5% at each level and buffs a random affix by 25% at levels four, eight, and twelve. It also requires a selection of unique materials that you can only obtain through The Pit.

You’ll get a priority quest to unlock this mini Abattoir of Zir-esque dungeon when you arrive in world tier four, where you’ll have to acquire a Runeshard—the currency required to open The Pit. After that you can acquire these by completing Whispers, opening Legion or Helltide chests, and finishing Nightmare Dungeons.

Once inside The Pit, you’ll need to quickly kill enemies to fill a yellow bar on the right side of the screen, staying ahead of the timer. When the bar is filled, a portal opens to the final boss, and if you defeat this big bad you can open a chest to get your Masterworking materials. Your available tier of The Pit will also increase by one or two depending on how speedy you are.

For the first four levels of Masterworking, you’ll need Obducite, then Ingolith for levels five to eight, and Neathiron for levels nine to twelve. To access the higher rarity materials like Ingolith and Neathiron, you need to raise your tier in The Pit, and that requires gathering a lot more Runeshards so you can keep running it. That said, you can also convert higher-rarity materials into lower-rarity ones at the Alchemist. The Masterworking system allows you to continuously try to improve your item without the risk of bricking it after 12 upgrades.

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