17,263
edits
Changes
ADVERTISEMENT
From Diablo Wiki
no edit summary
[[File:Legendary-drop-triple.jpg|thumb|300px|Legendary boots and 2 leg crafting plans drop.]]
'''Legendary''' (AKA "leg") items are the (potentially) highest quality items in Diablo 3 and Reaper of Souls. Legendary items are orange in color and announce themselves when dropped by 1) creating a loud *clang* sound effect, 2) sending up a beam of orange light, and 3) creating a star icon on the minimap. [[Set Items]] are another type of legendary item and act just the same, except their beam coloration is green.
==Legendary Scaling==
During Diablo 3 vanilla, Legendary items had tightly-designated stat ranges, and thus fell into a clear hierarchy of quality. Players in the end game could find legendaries of level 60, 61, 62, or 63, and in almost every case the 61 legendary was better than the 60, the 62 was better than the 61, and so on. This created a system where well-geared characters knew that 90% of legendaries were "trash" the moment they dropped, since most legendary items could not roll with top level stats, and in many cases good Rare items were better than Legendaries. Loot 2.0 reworked Legendaries in several ways, improving them across the board. (These changes all apply to Set items and crafted leg/set items as well.) * Legendaries roll with bigger/better stats than Rares. The numbers are simply larger.* Legendary affix values scale to your character level. Thus a legendary that can first drop from a level 30 target will be awesome if you find it at level 50, or level 70, since the numbers scale to be appropriate for your character.* Many legendary items (including all the best and most scarce) have [[legendary affix]]es, specially-powerful orange text properties inherent to the item that can not be obtained on other items. The result of these changes, especially the scaling, is that all legendaries you find, whatever your character's level, have a very good chance to be an upgrade at the time. It also means that legendary items of the same level are equivalent in value, aside from the luck of the roll and if they have a legendary affix. All the items of the same type pull from the same pool of [[primary affixes|primary]] and [[secondary affixes]], with numbers in the same range, so which item is best generally depends on the luck of the RNG on which affixes spawn. And [[enchanting]] allows the player to change one affix (though not the legendary affix) to customize the gear to their purpose. [[File:Leg-comparison-shoulders1.JPG|center|thumb|800px|Three versions of the Death Watch Mantle shoulders showing the variety in random affixes.]] ==New Legendaries in D3v2 and RoS=Why = [[File:Drop-set-boots1.jpg|thumb|300px|Set boots show the beam and the mini-map star icon.]]Loot 2.0 added some new legendary items to Diablo 3, but the main change was the legendary scaling, which made every legendary that dropped potentially a top quality item, better than any Rare could be. Reaper of Souls was where the real expansion of Legendary and Set Items took place though, with dozens of new items added, most of them Item Sets that can only drop at level 70, with the Change?most powerful set as [[Torment-only]], where they only drop on the Torment1-6 difficulty levels. In addition to new legendaries and sets and every type, Reaper of Souls also added [[legendary follower items]] for [[followers]], and even [[legendary potions]] with special bonuses on top of their normal healing function. The full list of Legendary and Set items in Reaper of Souls is too large to be easily read on one page, so see it in the navigation box at the bottom of this page, where multiple tabs can hold all the content without becoming a massive scrolldown. ==Diablo 3 Legendary Archive== Information about Legendary items during Diablo 3's development and then after release. ===2008: Unique to Legendary=== The top tier of items in Diablo 1 and Diablo 2 were called "Unique." Diablo 3 changed the term to "Legendary" and this prompted some debate and
Bashiok gave some explanations for the item name change in a forum post in October 2010: [http://diablo.incgamers.com/blog/comments/blue-unique-to-legendary/]
==Development== The following sections have been saved for the sake of posterity, and curiosity for fans who may not be aware of some legendaries which simply didn't make the cut. Funny enough, only one of the contest winners below actually had his or her legendary item name implemented into the game, being "Lord Telrandan's Hand" from Erignmatic. However, the item's name was modified to the current [[Telranden's Hand]]. ===Known Diablo III 2009: Fans Suggest Legendary Item Names=== While nothing is yet known about the stats of Legendary items, some of their potential names are known, thanks to a contest Blizzard ran via their @Diablo twitter account in 2009. The contest rewarded 100 of the best Unique name suggestions with a [[Diablo pin]], with five of the best names promised to be used in the game. Which five is not known, and we don't have a full list of all 100 entries, but here are some of the pin winning suggestions. [http://diablo.incgamers.com/blog/comments/diablo-3-uniques-revealed/]
Blizzard asked for fans to suggest names for Diablo 3 Legendary Items via their [[Image:Armoroflucien@Diablo]] twitter account in 2009.jpg|right|frame|Armor The contest rewarded 100 of Lucien Tooltip.the best Unique name suggestions with a [[Diablo pin]], with five of the best names promised to be used in the game. They never confirmed which five were chosen, but some of the suggestions were:
* Havenrow Skin Peeler, by KarlGrande
* Que Hegan’s Zeal, by forbrukerombud
* Crown of Divine Right, by MShaneman
* Lord Telrandan’s Hand, by Erignmatic(Reworked to [[Telranden's Hand]] in the game.)
* Skull Crusher of Demise, by ravenneangelle
==2011: Early Legendary Examples==
[[Image:Armoroflucien.jpg|right|frame|Early legendary: Armor of Lucien Tooltip.]]
Early legendary item examples were shown off at GamesCom 2011. They were basically just [[stat stick]]s in those early iterations, with offensive stats like +damage and +Attack Speed on most of the items previewed.
'''Armor of Lucien''', Legendary Chest Armor
* +25 Cold [[Resistance]]
* +45 Attack
* Requires: Level 60
* Durability: 25
* Sell price: 1,405
==2011-2012: Diablo 3's Early Legendary Disappointment==
Legendary items were badly designed, underpowered, and boring in Diablo 3, in the opinion of most players. The developers eventually came to agree, at least judging by the total system overhaul and improvement in [[Loot 2.0]]. The problem with underwhelming legendaries was obvious from the early going, with fans pointing it out as soon as the official game guide went live in early 2012. The issue grew more dramatic shortly after Diablo 3's launch May 2012, as the first players into Inferno began finding blue weapons that had considerably higher damage than the best of the legendary items.
The screen below is from shortly after D3's launch and it compares a legendary weapon from the database vs. an actual blue item, and weapons with over 1000 damage were not uncommon in that time frame.
[[File:D3-leg-vs-blue.jpg|center|thumb|600px|Legendary seen in the game guide vs. blue weapon found in early Diablo 3.]]
[[Bashiok]], the Diablo 3 community manager defended this system as a feature, not a bug. [http://diablo.incgamers.com/blog/comments/end-game-items-broken-legendaries-much-weaker-than-common-magic-items]
<blue>Bashiok: Intended design is for an end-game characters to have a mixture of set/legendary, rare, and crafted items.
Legendary items are commonly not going to be the best items. It’s a title that denotes a named item, with set stats, and a unique model. It does not mean they’re the best items. Completely random rares will be the best items in the game if they roll up the right stats.
As to the “more of them”, Diablo III at launch has more Legendaries than Diablo II had at launch. I’m sure we’ll add more as time goes on, but I do not agree that we don’t already have a lot.
<font color="#FFFFFF">Loot is messed up, period. This is carrot on a stick gameplay. It’s a simple idea. If most of the time you finally catch a carrot and it’s rotten, eventually you just stop giving chase.</font>
{{Template:Items navbox|basics}}