Diablo 4: Tempering Guide (How it Works, Manuals, Recipes & Affixes)

As you progress through each season in Diablo 4, you will need stronger equipment to take on tougher challenges and more demanding content.

One of the ways to improve your gear is through Tempering, a system introduced during the Season of Loot Reborn that expanded how equipment can be customized.

Tempering allows you to add an additional affix to your equipment, providing new stats that help strengthen your build and improve overall combat performance.

How Does Tempering Work?

Tempering is a feature available through Blacksmiths, allowing you to add an additional affix to eligible items regardless of which town you visit.

You obtain Tempering Recipes by using Tempering Manuals, which drop as loot from defeating enemies, opening reward chests, clearing events, and fighting bosses.

Tempering Manuals come in different rarities and stat ranges, and finding a higher-quality manual will replace older versions with weaker affix options.

Once a recipe is unlocked, it appears in the Tempering menu, letting you select related affixes when modifying your gear.

Tempering can be applied to Rare-quality items or higher, and you may reroll the temper to improve the affix value or change it to a different option.

Tempering Affixes Count

When Tempering your equipment, you are allowed to add two Affixes to your Ancestral Legendary Equipment, making it possible to boost your build even further.

This is limited to adding one Recipe Category per equipment, where an example would be having one Affix from the weapons category and another Affix from the Offensive Category.

With this feature, you can add 2 Affixes to all of your Ancestral Legendary Gear provided you have enough resources for the Tempering process.

How To Use Tempering?Using Tempering

Tempering is available from the moment you log in with your character and may be used by visiting any Blacksmith you can find.

Once you select Tempering, place the item you wish to add an affix to, and you can select a recipe that will add an affix from a list of possible options.

You may also select a recipe first, which will show you which equipment may be used to get one of the possible affixes from it.

After choosing the equipment and recipe that you want, you may confirm by selecting “Temper Item” and this will complete the process, giving the equipment a random affix.

Tempering is limited to a certain number of times though, which can be shown once an item has been placed in the slot, which shows the remaining amount of rerolls available.

Where To Get Temper Manuals?

Temper Manuals can be obtained through normal gameplay by defeating enemies encountered throughout Sanctuary.

Stronger enemies such as elites, bosses, and event encounters have a higher chance to drop Temper Manuals, making them more reliable sources overall.

Participating in activities that reward chests is also effective, as these chests can contain Temper Manuals alongside other valuable loot.

Helltide zones are among the best places to farm Temper Manuals, thanks to the high enemy density, frequent events, Tortured Gift chests, and encounters like Blood Maidens.

All Temper Recipes and Affixes

All Classes

Temper Manual

Possible Affix Effects

Item

Elemental Finesse – Day

  • +[X]% Physical Damage
  • +[X]% Fire Damage
  • +[X]% Lightning Damage

Weapons, Gloves, Rings, and Amulets

Elemental Finesse – Night
  • +[X]% Cold Damage
  • +[X]% Poison Damage
  • +[X]% Shadow Damage

Weapons, Gloves, Rings, and Amulets

Elemental Surge – Day

  • Lucky Hit: Up to a 40% Chance to Deal +[300 – 2,300] Physical Damage
  • Lucky Hit: Up to a 40% Chance to Deal +[300 – 2,300] Fire Damage
  • Lucky Hit: Up to a 40% Chance to Deal +[300 – 2,300] Lightning Damage

Weapons

Elemental Surge – Night

  • 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

Natural Finesse

  • +[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

Natural Motion

  • +[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

Natural Resistance

  • +[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

Natural Schemes

  • +[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

Worldly Endurance

  • +[103 – 141] Maximum Life
  • +[10.5 – 15.0]% Total Armor
  • [5.0 – 7.0]% Dodge Chance

Helms, Chest Armor, Pants, Shields, and Amulets

Worldly Fortune

  • 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

Worldly Stability

  • [8.0 – 12.5]% Resource Generation
  • [8.0 – 10.0]% Resource Cost Reduction
  • Lucky Hit: Up to a 15% Chance to Restore +[10.5 – 15.0]% Primary Resource

Rings and Amulets

Worldly Finesse

  • +[62.5 – 85.0]% Critical Strike Damage
  • +[41.5 – 55.0]% Vulnerable Damage
  • +[108.5 – 140.0]% Overpower Damage

Weapons, Gloves, Rings, and Amulets

Barbarian

Temper Manual

Possible Affix Effects

Item

Arsenal Finesse

  • +[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

Barbarian Breach

  • +[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 Control

  • 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 Innovation

  • +[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 Motion
  • +[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
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Barbarian Protection
  • +[1 – 2] to Imposing Presence
  • +[1 – 2] to Martial Vigor
  • +[1 – 2] to Guttural Yell
  • +[1 – 2] to Defensive Stance
Helms, Chest Armor, Pants, Shields, and Amulets
Barbarian Recovery
  • +[41.5 – 55.0]% Lunging Strike Healing
  • +[1 – 2] to Raid Leader
  • +[1 – 2] to Invigorating Fury
Helms, Chest Armor, Pants, Shields, and Amulets
Barbarian Strategy
  • [15.5 – 20.0]% Ground Stomp Cooldown Reduction
  • [8.0 – 10.0]% Iron Skin Cooldown Reduction
  • [6.0 – 8.0]% Challenging Shout Cooldown Reduction
Boots and Amulets
Berserking Innovation
  • +[13.5 – 22.5]% Double Swing Size
  • +[13.5 – 22.5]% Whirlwind Size
  • +[31.5 – 45.0]% Berserking Duration
Weapons
Berserking Augments
  • +[X]% Double Swing Size
  • +[X]% Whirlwind Size
  • +[X]% Frenzy Duration
  • +[X]% Berserking Duration
Weapons
Berserking Finesse
  • +[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
Bleed Augments
  • +[1 – 2] to Cut to the Bone
  • +[13.0 – 17.5]% Chance for Rend to Hit Twice
  • +[16.0 – 25.0]% Chance for Rupture to Deal Double Damage
Weapons
Bleed Innovation
  • +[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
Brawling Augments
  • +[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
Brawling Efficiency
  • [6.0 – 8.0]% Brawling Cooldown Reduction
  • [10.5 – 15.0]% Kick Cooldown Reduction
  • [8.0 – 12.5]% War Cry Cooldown Reduction
Rings and Amulets
Brute Innovation
  • +[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
Core Augments – Barbarian
  • +[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
Demolition Finesse
  • +[93.0 – 120.0]% Brawling Damage
  • +[93.0 – 120.0]% Weapon Mastery Damage
  • +[171.0 – 225.0]% Damage while Iron Maelstrom is Active
Weapons, Gloves, Rings, and Amulets
Furious Augments
  • 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
Sandstorm Augments
  • +[X]% Chance for Dust Devil Projectiles to Cast Twice
  • +[X]% Dust Devil Size
Weapons
Slayer’s Finesse
  • +[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
Thorn Body
  • +[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
Ultimate Efficiency – Barbarian
  • Casting Ultimate Skills Restores +[36 – 45] Primary Resource
  • [13.5 – 22.5]% Call of the Ancients Cooldown Reduction
  • [13.5 – 22.5]% Iron Maelstrom Cooldown Reduction
  • [10.5 – 15.0]% Wrath of the Berserker Cooldown Reduction
Rings and Amulets
Vehement Augments
  • +[X] to Warpath
  • +[X] to Belligerence
  • +[X] to Wallop
Weapons
Wasteland Augments
  • +[15.5 – 20.0]% Chance for Dust Devils to Cast Twice
  • +[15.5 – 20.0]% Chance for Earthquakes to Cast Twice
  • +[23.5 – 32.5]% Earthquake Duration
Weapons
Wasteland Innovation
  • +[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
Weapon Attunement – Barbarian
  • [16.0 – 25.0]% Basic Resource Generation
  • +[13.0 – 17.5]% Resource Generation with Two-Handed Bludgeoning Weapon
  • +[13.0 – 17.5]% Resource Generation with Dual-Wielded Weapons
  • +[13.0 – 17.5]% Resource Generation with Two-Handed Slashing Weapons
Rings and Amulets
Weapon Augments
  • +[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
Weapon Mastery Efficiency
  • [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

Druid

Temper ManualPossible Affix EffectsItem
Companion Augments
  • +[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
Companion Efficiency
  • [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
Companion Finesse
  • +[X]% Companion Damage
  • +[X]% Wolves Damage
  • +[X]% Poison Creeper Damage
  • +[X]% Ravens Damage
Weapons, Gloves, Rings, and Amulets
Companion Innovation
  • +[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 Invigoration
  • Casting Wrath Skills Restores +[10 – 14] Primary Resource
  • Casting Ultimate Skills Restores +[36 – 45] Primary Resource
  • +[1 – 2] to Abundance
Rings and Amulets
Druid Motion
  • +[8.0 – 12.5]% Movement Speed
  • [8.0 – 10.0]% Trample Cooldown Reduction
  • +[4 – 6] to Digitigrade Gait
Boots and Amulets
Earth Augments
  • +[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
Earth Finesse
  • +[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
Lightning Augments
  • +[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
Nature Magic Innovation
  • +[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
Nature Magic Wall
  • [15.5 – 20.0]% Cyclone Armor Cooldown Reduction
  • [8.0 – 10.0]% Earthen Bulwark Cooldown Reduction
  • +[15.5 – 20.0]% Earthen Bulwark Duration
Helms, Chest Armor, Pants, Shields, and Amulets
Shapeshifting Endurance
  • [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
Shapeshifting Finesse
  • [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
Shapeshifting Finesse
  • +[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
Storm Augments
  • +[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
Storm Finesse
  • +[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
Ultimate Efficiency – Druid
  • [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
Werebear Augments
  • +[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
Werebear Innovation
  • +[X]% Pulverize Size
  • +[X]% Maul Size
  • +[X]% Petrify Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Werewolf Augments
  • +[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
Werewolf Finesse
  • +[X]% Werewolf Attack Speed
  • +[X]% Werewolf Critical Strike Chance
Weapons, Gloves, Rings, and Amulets
Wrath Efficiency
  • [10.5 – 15.0]% Hurricane Cooldown Reduction
  • [10.5 – 15.0]% Boulder Cooldown Reduction
  • [10.5 – 15.0]% Rabies Cooldown Reduction
Rings and Amulets

Necromancer

Temper ManualPossible Affix EffectsItem
Blood Augments
  • +[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
Blood Endurance
  • +[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
Blood Finesse
  • +[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
Blood Innovation
  • +[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
Bone Augments
  • +[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
Bone Finesse
  • +[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
Bone Innovation
  • +[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
Decay Innovation
  • +[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
Dreadful Augments
  • +[X] to Fueled by Death
  • +[X] to Finality
  • +[X]to Titan’s Fall
Weapons
Execution Innovation
  • +[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
Minion Augments
  • +[X]% Chance for Army of the Dead to Deal Double Damage
  • +[X]% Chance for Skeletal Mage Attacks to Cast Twice
  • +[X]% Chance for Skeleton Warriors to Hit Twice
  • +[X]% Chance for Golem to Hit Twice
Weapons
Minion Finesse
  • [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 Invigoration
  • Blood Orbs Restore +[5 – 6] Essence
  • Casting Macabre Skills Restores +[15 – 21] Primary Resource
  • Casting Ultimate Skills Restores +[36 – 45] Primary Resource
Rings and Amulets
Necromancer Motion
  • +[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 Wall
  • [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
Profane Cage
  • +[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
Profane Finesse
  • +[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
Profane Innovation
  • +[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
Shadow Augments – Decay
  • +[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
Shadow Augments – Execution
  • +[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
Shadow Finesse
  • +[57.0 – 75.0]% Shadow Damage Over Time
  • +[46.5 – 60.0]% Darkness Damage
  • +[93.0 – 120.0]% Desecrated Ground Damage
Weapons, Gloves, Rings, and Amulets
Summoning Augments
  • +[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
Summoning Finesse
  • +[46.5 – 60.0]% Summoning Damage
  • +[77.5 – 100.0]% Skeletal Mages Damage
  • +[93.0 – 120.0]% Golems Damage
Weapons, Gloves, Rings, and Amulets
Thorn Army
  • +[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
Weapon Attunement – Necromancer
  • [16.0 – 25.0]% Basic Resource Generation
  • +[13.0 – 17.5]% Resource Generation while Wielding a Scythe
  • +[13.0 – 17.5]% Resource Generation while Wielding a Shield
Rings and Amulets

Rogue

Temper ManualPossible Affix EffectsItem
Conjuration
  • +[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
Agility Efficiency
  • [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
Alchemist Control
  • +[1 – 2] to Chilling Weight
  • +[1 – 2] to Shadow Crash
  • +[13.5 – 22.5]% Flurry Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Assassin Augments
  • Shadow Step Cleaves for +[15.5 – 20.0]% Damage
  • +[16.0 – 25.0]% Chance for Smoke Grenade to Deal Double Damage
  • +[15.5 – 20.0]% Chance for Rain of Arrows Waves to Cast Twice
Weapons
Basic Augments – Rogue
  • +[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
Core Augments – Rogue
  • +[X]% Twisting Blades Effect
  • +[X]% Chance for Barrage Projectiles to Cast Twice
  • +[X]% Chance for Rapid Fire Projectiles to Cast Twice
  • +[X]% Chance for Penetrating Shot Projectiles to Cast Twice
  • +[X]% Flurry Size
Weapons
Cutthroat Augments
  • +[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
Cutthroat Finesse
  • +[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
Daze Control
  • 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
Imbuement Abundance
  • Shadow Imbue Lasts For +[1 – 2] Cast
  • Poison Imbue Lasts For +[1 – 2] Cast
  • Cold Imbue Lasts For +[1 – 2] Cast
Rings and Amulets
Marksman Augments – Basic
  • +[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
Marksman Augments – Core
  • +[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
Marksman Finesse
  • +[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 Cloaking
  • [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 Innovation
  • +[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 Invigoration
  • +[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 Persistence
  • +[4.0 – 6.0]% Maximum Life while Dark Shroud is Active
  • Your Potion Also Grants +[0.8 – 1.4]% Maximum Resistances for 5 Second
  • +[1 – 2] to Second Wind
  • +[1 – 2] to Aftermath
Helms, Chest Armor, Pants, Shields, and Amulets
Rogue Recovery
  • +[23.5 – 32.5]% Flurry Healing
  • +[1 – 2] to Siphoning Strikes
  • +[1 – 2] to Mending Obscurity
Helms, Chest Armor,  Pants, Shields, and Amulets
Scoundrel Finesse
  • +[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
Skillful Finesse
  • +[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
Specialist Evolution
  • +[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
Subterfuge Efficiency
  • [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
Subterfuge Expertise
  • +[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
Trap Augments
  • +[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
Trap Expertise
  • Traps Arm [0.4 – 0.6] Seconds Faster
  • +[31.5 – 45.0]% Caltrops Size
  • +[31.5 – 45.0]% Caltrops Duration
Weapons
Trickster Finesse
  • +[X]% Shadow Step Damage
  • +[X]% Dash Damage
  • +[X]% Shadow Clone Damage
  • +[X]% Stun Grenade Damage
Weapons, Gloves, Rings, and Amulets
Ultimate Efficiency – Rogue
  • [16.0 – 22.5]% Rain of Arrows Cooldown
  • [16.0 – 22.5]% Death Trap Cooldown
  • [16.0 – 22.5]% Shadow Clone Cooldown
Rings and Amulets

Sorcerer

Temper ManualPossible Affix EffectsItem
Conjuration Efficiency
  • [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
Helms, Chest Armor, Pants,  Shields, and Amulets
Conjuration Finesse
  • +[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
Frost Augments
  • +[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
Frost Augments – Frozen
  • +[X]% Chance for Blizzard to Deal Double Damage
  • +[X]% Chance for Ice Spike to Deal Double Damage
  • +[X]% Chance for Deep Freeze to Deal Double Damage
Weapons
Frost Cage
  • [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
Frost Finesse
  • +[46.5 – 60.0]% Cold Damage
  • +[41.5 – 55.0]% Vulnerable Damage
  • +[67.5 – 90.0]% Damage to Frozen Enemies
Weapons, Gloves, Rings, and Amulets
Prismatic Augments
  • +[X]% Chance for Crackling Energy to hit up to 3 Additional Targets
  • +[X]% Chance for Inferno to Deal Double Damage
  • +[X] to Shocking Impact
Weapons
Pyromancy Augments
  • +[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
Pyromancy Endurance
  • 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
Pyromancy Finesse
  • +[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
Shock Augments
  • +[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
Shock Augments – Discharge
  • +[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
Shock Augments – Surge
  • +[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
Shock Finesse
  • +[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 Control
  • +[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 Innovation
  • +[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 Innovation – Fiery
  • +[X]% Incinerate Size
  • +[X]% Meteor Size
  • +[X]% Firewall Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Sorcerer Motion
  • +[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 Stability
  • +[1 – 2] to Invigorating Conduit
  • +[1 – 2] to Frigid Breeze
  • +[1 – 2] to Fiery Surge
Rings, and Amulets
Ultimate Efficiency – Sorcerer
  • Casting Ultimate Skills Restores +[36 – 45] 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
Conjuration Augments
  • 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
Conjuration Fortune
  • +[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
Elemental Control
  • +[1 – 2] to Snap Freeze
  • +[1 – 2] to Crippling Flames
  • +[1 – 2] to Convulsions
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Pyromancy Augments – Fiery
  • +[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

Spiritborn

Temper ManualPossible Affix EffectsItem
Centipede Augments
  • +[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
Centipede Efficiency
  • [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
Centipede Finesse
  • +[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
Centipede Innovation
  • +[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
Eagle Augments
  • +[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
Eagle Efficiency
  • [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
Eagle Finesse
  • +[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
Eagle Innovation
  • +[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
Fitness Efficiency
  • +[1 – 2] to Vigorous
  • +[1 – 2] to Velocity
  • +[1 – 2] to Endurance
Rings and Amulets
Forest Augments
  • +[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
Gorilla Augments
  • +[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
Gorilla Efficiency
  • [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
Gorilla Finesse
  • +[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
Jaguar Augments
  • +[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
Jaguar Efficiency
  • [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
Jaguar Finesse
  • +[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
Jaguar Innovation
  • +[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
Plains Augments
  • +[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
Sky Augments
  • +[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
Soil Augments
  • +[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 Endurance
  • +[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 Guard
  • +[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 Motion
  • [8.0 – 10.0]% Soar Cooldown Reduction
  • +[2 – 3] Rushing Claw Charges
  • +[1 – 2] to Swift
Boots and Amulets
Spiritborn Recovery
  • +[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 Resolve
  • +[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

Paladin

Temper ManualPossible Affix EffectsItem
Aura Innovation
  • [X]% Aura Cooldown Reduction
  • +[X]% Defiance Aura Potency
  • +[X]% Fanaticism Aura Potency
  • +[X]% Holy Light Aura Potency
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Disciple Augments
  • +[X]% Chance for Brandish to Deal Double Damage
  • +[X]% Chance for Divine Lance to Deal Double Damage
  • +[X]% Chance for Falling Star to Deal Double Damage
  • +[X]% Chance for Arbiter to Deal Double Damage
Weapons
Disciple Efficiency
  • [X]% Brandish Resource Generation
  • [X]% Justice Cooldown Reduction
  • [X]% Arbiter of Justice Cooldown Reduction
Rings and Amulets
Disciple Innovation
  • +[X]% Arbiter Duration
  • +[X]% Condemn Size
  • +[X]% Divine Lance Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Guardian Finesse
  • +[X]% Disciple Damage
  • +[X]% Juggernaut Damage
  • +[X]% Damage while in Arbiter Form
  • +[X]% Wing Strike Damage
Weapons, Gloves, Rings, and Amulets
Judicator Augments
  • +[X]% Chance for Holy Bolt to Deal Double Damage
  • +[X]% Chance for Blessed Hammer to Deal Double Damage
  • +[X]% Chance for Blessed Shield to Deal Double Damage
  • +[X]% Chance for Heaven’s Fury to Deal Double Damage
  • +[X]% Chance for Judgement to Deal Double Damage
Weapons
Judicator Efficiency
  • +[X]% Holy Bolt Resource Generation
  • Casting Justice Skills Restores +[X-X] Primary Resource
  • +[X]% Heaven’s Fury Cooldown Reduction
Rings and Amulets
Judicator Finesse
  • +[X]% Damage to Judged Enemies
  • +[X]% Justice Damage
  • +[X]% Holy Damage
Weapons, Gloves, Rings, and Amulets
Judicator Innovation
  • +[X]% Consecration Duration
  • +[X]% Spear of the Heavens Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Juggernaut Augments
  • +[X]% Chance for Clash to Deal Double Damage
  • +[X]% Chance for Shield Bash to Deal Double Damage
  • +[X]% Chance for Shield Charge to Deal Double Damage
  • +[X]% Chance for Retribution to Deal Double Damage
Weapons
Juggernaut Efficiency
  • +[X]% Clash Resource Generation
  • +[X]% Valor Cooldown Reduction
  • +[X]% Fortress Cooldown Reduction
Rings and Amulets
Juggernaut Finesse
  • +[X]% Damage when Spending Resolve
  • +[X]% Juggernaut Damage
Weapons, Gloves, Rings, and Amulets
Juggernaut Innovation
  • +[X-X]% Shield Bash Size
  • +[X]% Retribution Size
  • +[X]% Aegis Duration
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets
Paladin Guard
  • +[X]% Aegis Cooldown Reduction
  • [X]% Block Chance
  • +[X] to En Garde
Helms, Chest Armor, Pants, Shields, and Amulets
Paladin Motion
  • [X]% Falling Star Cooldown Reduction
  • [X]% Shield Charge Cooldown Reduction
Boots and Amulets
Paladin Perseverance
  • [X]% Condemn Cooldown Reduction
  • [X]% Purify Cooldown Reduction
  • +[X]% Armor in Arbiter Form
Helms, Chest Armor, Pants, Shields, and Amulets
Paladin Recovery
  • +[X]% Fortify Generation
  • [X]% Consecration Cooldown Reduction
  • +[X] to Longevity
Helms, Chest Armor, Pants, Shields, and Amulets
Zealot Augments
  • +[X]% Chance for Advance to Deal Double Damage
  • +[X]% Chance for Zeal to Deal Double Damage
  • +[X]% Chance for Zenith to Deal Double Damage
Weapons
Zealot Efficiency
  • [X]% Advance Resource Generation
  • Casting Valor Skills Restores +[X] Primary Resource
  • [X]% Zenith Cooldown Reduction
Rings and Amulets
Zealot Finesse
  • +[X]% Zealot Critical Strike Chance
  • +[X]% Zealot Critical Strike Damage
  • +[X]% Zealot Damage
  • +[X]% Damage to Weakened Enemies
Weapons, Gloves, Rings, and Amulets
Zealot Innovation
  • +[X]% Rally Duration
  • +[X]% Zenith Crowd Control Duration
  • +[X]% Zeal Size
Helms, Chest Armor, Gloves, Pants, Boots, Shields, and Amulets

How To Upgrade Tempering Recipes?

Tempering Recipes initially unlock with lower stat ranges, meaning the affixes you apply have more limited minimum and maximum values at first.

Obtaining duplicate Temper Manuals automatically upgrades the recipe, increasing the stat ranges the affix can roll.

Once a Tempering Recipe is fully upgraded, it allows the highest possible stat ranges for that affix, making upgraded recipes essential for endgame gear optimization.

Verdict

Tempering plays a key role in shaping effective builds, giving players a reliable way to enhance gear as difficulty increases throughout a season.

Upgrading recipes over time rewards continued play and preparation, making each improvement feel meaningful rather than dependent on luck.

When used consistently, Tempering helps bridge the gap between early progression and endgame content, ensuring smoother overall character growth.

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Michael James

Michael James has been an avid gamer since he was young. He loves to play video games and enjoys writing about it to share his experience and ideas with others. Aside from playing, he also enjoys helping other gamers both ingame and on-site.

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