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Diablo 4 - How To Add Affixes With Tempering in Diablo 4
Diablo 4 - How To Add Affixes With Tempering in Diablo 4
In this Diablo 4 guide, we’re going to cover all you need to know about the Tempering system,
including an explanation of how it works, if there are any prerequisites to access it, how to
unlock it, and how you use the system to create Tempered items.
The Tempering system is a crafting system in Diablo 4 that gives you the chance to
upgrade Rare and Legendary pieces of equipment by adding new affixes to them. You can
add up to two affixes per item. However, don’t expect to find common affixes such as one that
increases Damage Over Time. In the Tempering system, you have access to affixes that, in
general, interact with the abilities of each class.
Tempering uses recipes that come with a select list of affixes to upgrade items. While some
recipes can be used by any class, most of them are specifically tied to a class. Beyond that, there
are six types of recipes to temper your gear with: Weapon, Offensive, Defensive, Utility,
Mobility, and Resources.
Recipes have a select list of affixes following the type to which they belong. For example, the
Natural Finesse recipe, which is of the Offensive type, always has the +% Damage, +% Damage
to Crowd Controlled Enemies, +% Damage to Close Enemies, and +% Damage to Distant
Enemies.
By tempering an item, you add one of the affixes listed in the recipe that you chose, a
completely random process. In case you didn’t get the affix you wanted, you can re-roll it —
however, you’re limited to five re=rolls.
To learn recipes for your Tempering system, you need to use Temper Manuals. These are found
in three rarity levels: Magic, Rare, and Legendary. When you use the Magic version of a Temper
Manual, you can only temper an item with that version until you find a better one. The rarity of
a recipe only determines how high the numbers you can roll can go, but they don’t change the
affixes it comes with.
Tempering is the central crafting system in the game throughout your whole experience.
You unlock the Tempering System once you have access to the Blacksmith and have acquired
at least one Temper Manual.
Temper Manuals are consumable items that you need to use in order to learn the recipes for
tempering. You can check the recipes you have already learned in the Codex of Power. Manuals
drop from most of the content in the game, either from bosses, regular and Nightmare
Dungeons, or enemies killed during Helltides.
To use the Tempering system, first, you need to visit the Blacksmith NPC. You can start by
picking the item you want to upgrade or the recipe you want to use. Depending on the type of
item, certain materials are required, such as Baleful Fragments, Abstruse Sigils, and Coiling
Wards, alongside more common ones, such as Iron Chunks and Veiled Crystals.
After hitting the Temper Item button, the menu will show you which affix was added. To re-roll,
you just need to select the same item and recipe. (Keep in mind that you only have five attempts
and if you use all of them, you can’t add another affix.) A fully tempered item can then be
eligible for Masterworks.
Wordly [353 - 504] Maximum Life // [10.5 - 15.0]% Total Armor // [5.0 - 7.0]%
Defensive
Endurance Dodge Chance
Natural [537 - 840] Thorns // [13.0 - 17.5]% Crowd Control Duration // [8.0 -
Utility
Schemes 12.5]% Barrier Generation
[8.0 - 12.5]% Movement Speed // [13.5 - 22.5]% Movement Speed for [4]
Natural
Seconds after Killing an Elite // [6.0 - 8.0]% Mobility Cooldown Reduction // Mobility
Motion
[13.0 - 17.5]% Evade Cooldown Reduction
Temper
Manual Description Type
Berserking [13.5 - 22.5]% Double Swing Size // [13.5 - 22.5]% Whirlwind Size //
Weapons
Augments [29.0 - 42.5]% Frenzy Duration // [31.5 - 45.0]% Berserking Duration
Sandstorm [82.5 - 105.0]% Dust Devil Damage // [13.5 - 22.0]% Chance for Dust
Weapons
Augments Devils to Cast Twice // [21.0 - 30.0]% Dust Devil Size
Wasteland [26.5 - 40.0]% Ground Stomp Size // [31.5 - 45.0]% Leap Slam Size //
Weapons
Augments [21.0 - 30.0]% Earthquake Size // [23.5 - 32.5]% Eartjquake Duration
Barbarian [10.5 - 15.0]% Ground Stomp Cooldown Reduction // [8.0 - 10.0]% Iron
Defensive
Strategy Skin Reduction // [6.0 -8.0]% Challenging Shout Cooldown Reduction
Steel Grasp Stuns for +[1.1 - 1.5] Seconds // Upheaval Overpowers Stun
Barbarian
for +[0.9 - 1.3] Seconds // [16.0 - 25.0]% Stun Duration // [1 - 2] to Utility
Control
Concussion
[23.5 - 32.5]% Chance for Earth Spike Projectiles to Cast Twice // [13.0 -
17.5]% Chance for Landslide Projectiles to Cast Twice // [13.5 - 22.5]%
Earth Augments Weapons
Chance for Boulder Projectiles to Cast Twice // [36.5 - 50.0]% Petrify
Duration
Storm [23,5 - 32.5]% Chance for Wind Shear Projectiles to Cast Twice // [13.0 - Weapons
Augments 17.5]% Chance for Tornado Projectiles to Cast Twice // [31.5 - 45.0]%
Temper
Manual Description Type
Werebear [28.5 - 37.5]% Maul Size // [13.5 - 22.5]% Pulverize Size // [16.0 -
Weapons
Augments 25.0]% Grizzly Rage Duration
Werewolf [4.0 - 6.0]% Shred Critical Strike Chance // [29.0 - 42.5]% Rabies
Weapons
Augments Duration // [13.0 - 17.5]% Lacerate Duration
[41.5 - 55.0]% Earth Damage // [4.0 - 6.0]% Earth Lucky Hit Chance //
Earth Finesse [4.0 - 6.0]% Earth Critical Strike Chance // [62.5 - 85.0]% Earth Offensive
Overpower Damage // [72.5 - 95.0]% Boulder Damage
Shadow Augments - [28.5 - 37.5]% Decompose Explosion Size // [13.0 - 17.5]% Chance
Weapons
Decay for Blight Projectiles to Cast Twice // [13.5 - 22.5]% Blight Size
Shadow Augments - [13.0 - 17.5]% Chance for Sever Projectiles to Cast Twice // [13,5 -
Weapons
Execution 22.5]% Sever Size // [29.0 - 42.5]% Reap Duration
Trap Trap Arm [0.4 - 0.6] Seconds Faster // [31.5 - 45.0]% Caltrops Size //
Weapons
Augments [31.5 - 45.0]% Caltrops Duration // [29.0 - 42.5]% Poison Trap Duration
Name Description Type
[26.0 - 35.0]% Damage per Combo Point Spent // [26.5 - 40.0]% Chance
Specialist for Rain of Arrows Waves to Cast Twice // [21.0 - 30.0]% Stun Grenade
Offensive
Evolution Size // [16.0 - 35.0]% Shadow Clone Duration // [26.0 - 35.0]% Inner
Sight Duration
Imbuement Shadow Imbue Lasts For +[1 - 2] Casts // Poison Imbue Lasts For +[1 - 2]
Resources
Abundance Casts // Cold Imbue Lasts For +[1 - 2] Casts
[23.5 - 32.5]% Chance for Frost Bolt Projectiles to Cast Twice // [13.0 -
Frost 17.5]% Chance for Frozen Orb Projectiles to Cast Twice // [13.0 - 17.5]%
Weapons
Augments Chance for Ice ShardsProjectiles to Cast Twice // [18.5 - 27.5]% Blizzard
Size
[23.5 - 32.5]% Chance for Fire Bold Projectiles to Cast Twice // [13.0 -
Pyromancy 17.5]% Chance for Fireball Projectiles to Cast Twice // [13.5 - 22.5]%
Weapons
Augments Incinerate Size // [13.5 - 22.5]% Meteor Size // [18.5 - 27.5]% Firewall
Size
[41.5 - 55.0]% Fire Damage // [57.0 - 75.0]% Fire Damage Over Time //
Pyromancy
[9.0 - 11.0]% Pyromancy Attack Speed // [62.5 - 85.0]% Pyromancy Offensive
Finesse
Critical Strike Damage // [62.5 - 85.0]% Mastery Damage
Pyromancy Lukcy Hit: Up to a 5% Chance to Heal +[873 - 1,175] Life // [10.5 - 15.0]%
Defensive
Endurance Flame Shield Duration // [1 - 2] to Warmth
[8.0 - 12.5]% Movement Speed // [13.5 - 22.5]% Movement Speed for [4]
Sorcerer
Seconds After Killing an Elite // [8.0 - 10.0]% Teleport Cooldown Mobility
Motion
Reduction
[23.5 - 32.5]% Hydra Resource Cost Reduction // [8.0 - 12.5]% Ice Blades
Conjuration
Cooldown Reduction // [8.0 - 12.5]% Lightning Spear Cooldown Resources
Efficiency
Reduction