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CRAFTING

Tempering Manuals, Masterworking, Enchanting, and all crafting activities

CRAFTING ACTIVITIES

Imprinting Aspects
NPC: Occultist

Imprint a Legendary Aspect from your Codex of Power or extracted from a Legendary item onto a Rare, Legendary, or Unique item. The item gains the Aspect as a new affix.

Cost: Gold + Fiend Rose
  • Legendary items drop with random values — extract and imprint the best rolls
  • Codex of Power gives minimum values; dropped aspects can roll higher
  • Imprinting overwrites an existing Legendary Aspect on the item
  • Mythic Uniques cannot be imprinted
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Extracting Aspects
NPC: Occultist

Extract the Legendary Aspect from a Legendary item. The item is destroyed but the Aspect is added to your Codex of Power for future imprinting.

Cost: Gold
  • The extracted Legendary item is destroyed
  • Extracted aspects can have better values than Codex versions
  • You can hold multiple copies of the same aspect
  • Extracted aspects persist through seasons in the Codex
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Enchanting (Rerolling Affixes)
NPC: Occultist

Select one affix on a Rare or Legendary item to reroll. You choose between the old and one new random affix. Can be repeated for increasing gold costs.

Cost: Gold + Veiled Crystal + Abstruse Sigil
  • Only one affix can be enchanted per item
  • Each subsequent enchant on the same affix costs more gold
  • The affix pool depends on item slot and class
  • Unique items cannot be enchanted
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Tempering
NPC: Blacksmith

Apply up to 2 Tempered Affixes to a Rare or Legendary item using Tempering Manuals. Each item has a limited number of tempers before becoming exhausted.

Cost: Gold + Tempering Manual
  • Each item can only be tempered a limited number of times (shown as durability)
  • Choose from the affixes in the Manual's pool — result is random within the pool
  • Items can have up to 2 Tempered Affixes (shown with a fiery border)
  • You can re-temper to get a different roll, but this uses durability
  • Mythic Uniques can also be tempered
Masterworking
NPC: Blacksmith

Upgrade an item through 12 ranks, increasing all affix values. At ranks 4, 8, and 12, one random affix gets a 25% bonus. Rank 12 provides a massive overall boost.

Cost: Gold + Obducite / Ingolith / Neathiron (depending on rank)
  • Rank 1-4: Obducite required
  • Rank 5-8: Ingolith required
  • Rank 9-12: Neathiron required
  • Ranks 4, 8, and 12 grant a 25% bonus to a random affix
  • The rank 12 bonus is very powerful — prioritize items you plan to keep
  • Masterworking resets if you re-imprint or otherwise modify an item
Salvaging
NPC: Blacksmith

Break down unwanted equipment into crafting materials.

Cost: Free
  • Normal items yield Iron Chunks and White Objects
  • Magic items yield Scattered Prisms and Coiling Wards
  • Rare items yield Veiled Crystals and Baleful Fragments
  • Legendary items yield Fiend Rose and Forgotten Souls
  • Unique items yield unique salvage materials
  • Mass salvage is available to break down stacks of the same quality
Upgrading Equipment
NPC: Blacksmith

Upgrade items up to 5 times to increase their Item Power and all affix values.

Cost: Gold + crafting materials based on item rarity
  • Upgrading increases Item Power which can push an item into a higher affix tier
  • Up to 5 upgrades are available per item
  • Item Power breakpoints: 725 (Ancestral threshold)
  • Higher Item Power means higher affix ranges
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Jeweler
NPC: Jeweler

Socket Gems into equipment, unsocket Gems from equipment, upgrade Gems to higher tiers, and craft Jewelry.

Cost: Gold + materials
  • Each equipment slot has a maximum number of sockets
  • Weapons: Emerald (Vulnerable Damage), Sapphire (Damage vs Crowd Controlled), Ruby (Overpower), Topaz (Basic Skill Damage), Skull (Life on Kill), Diamond (All Resistances)
  • Armor: Emerald (Dexterity), Sapphire (Intelligence), Ruby (Strength), Topaz (Willpower), Skull (Max Life), Diamond (Barrier Generation)
  • Jewelry: Diamond (All Resistances), Royal gems for more
  • Gems have 4 tiers: Crude → Chipped → Standard → Flawless → Royal
  • Unsocketing preserves the Gem but costs gold

TEMPERING MANUALS

Each manual unlocks a pool of Tempered Affixes that can be applied to equipment at the Blacksmith. Items can hold up to 2 Tempered Affixes.

Manual of Adjuration
offense
Classes: All
+Lucky Hit Chance
+Critical Strike Chance vs Stunned
+Critical Strike Chance vs Crowd Controlled
+Vulnerable Damage
Drops from monsters (Torment I+)
Manual of Devious Intent
offense
Classes: Rogue
+Cutthroat Skill Damage
+Marksman Skill Damage
+Imbuement Skill Damage
+Trap Skill Damage
Drops from monsters (Torment I+)
Manual of Ancient Might
offense
Classes: Barbarian
+Brawling Skill Damage
+Weapon Mastery Skill Damage
+Warcry Skill Damage
+Berserking Duration
Drops from monsters (Torment I+)
Manual of Spirit Calling
offense
Classes: Druid
+Earth Skill Damage
+Storm Skill Damage
+Companion Skill Damage
+Werewolf Skill Damage
+Werebear Skill Damage
Drops from monsters (Torment I+)
Manual of Death and Decay
offense
Classes: Necromancer
+Bone Skill Damage
+Blood Skill Damage
+Corpse Skill Damage
+Minion Damage
+Shadow Damage
Drops from monsters (Torment I+)
Manual of Elemental Fury
offense
Classes: Sorcerer
+Pyromancy Skill Damage
+Frost Skill Damage
+Shock Skill Damage
+Conjuration Skill Damage
Drops from monsters (Torment I+)
Manual of the Spiritborn
offense
Classes: Spiritborn
+Eagle Skill Damage
+Gorilla Skill Damage
+Centipede Skill Damage
+Jaguar Skill Damage
Drops from monsters in Nahantu (Torment I+)
Manual of the Iron Warrior
defense
Classes: All
+Damage Reduction
+Damage Reduction from Close Enemies
+Damage Reduction from Distant Enemies
+Maximum Life
Drops from monsters (Torment I+)
Manual of Swift Movement
utility
Classes: All
+Movement Speed
+Dodge Chance
+Evade Cooldown Reduction
+Unstoppable Duration
Drops from monsters (Torment I+)
Manual of Resource Mastery
resource
Classes: All
+Primary Resource Cost Reduction
+Primary Resource Generation
+Maximum Primary Resource
+Cooldown Reduction
Drops from monsters (Torment I+)

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