Difference between revisions of "Legendary Affixes"
(→Rings) |
(→Amulets) |
||
Line 23: | Line 23: | ||
[[Ancestors' Grace]] | [[Ancestors' Grace]] | ||
| | | | ||
− | * {{c_orange|When receiving fatal damage, you are instead restored to 100% of maximum Life and resources. | + | * {{c_orange|When receiving fatal damage, you are instead restored to 100% of maximum Life and resources. This item is destroyed in the process.}} |
| | | | ||
When losing all [[Life]], you are instead brought back to maximum life and resources. The amulet breaks after being activated. Recommended for use with Hardcore characters. | When losing all [[Life]], you are instead brought back to maximum life and resources. The amulet breaks after being activated. Recommended for use with Hardcore characters. | ||
Line 91: | Line 91: | ||
[[Moonlight Ward]] | [[Moonlight Ward]] | ||
| | | | ||
− | * {{c_orange|Hitting an enemy within 15 yards has a chance to ward | + | * {{c_orange|Hitting an enemy within 15 yards has a chance to ward you with shards of Arcane energy that explode when enemies get close, dealing 240–320% weapon damage as Arcane to enemies within 15 yards.}} |
| | | | ||
When attacking close range enemies, you have a chance of gaining an Arcane energy ward that damages enemies when they get close. | When attacking close range enemies, you have a chance of gaining an Arcane energy ward that damages enemies when they get close. | ||
Line 98: | Line 98: | ||
[[Overwhelming Desire]] | [[Overwhelming Desire]] | ||
| | | | ||
− | * {{c_orange|Chance on hit to charm the enemy. While charmed, | + | * {{c_orange|Chance on hit to charm the enemy. While charmed, the enemy takes 35% more damage.}} |
| | | | ||
When hitting an enemy, has a chance to [[Charm]] the enemy to fight for you. Also increases damage dealt to the enemy for the duration of the Charm. A very powerful amulet on a Follower, as charmed enemies will attack other monsters, rather than heroes. | When hitting an enemy, has a chance to [[Charm]] the enemy to fight for you. Also increases damage dealt to the enemy for the duration of the Charm. A very powerful amulet on a Follower, as charmed enemies will attack other monsters, rather than heroes. | ||
Line 113: | Line 113: | ||
[[Talisman of Aranoch]] | [[Talisman of Aranoch]] | ||
| | | | ||
− | * {{c_orange|Prevent all Cold damage taken and heal yourself | + | * {{c_orange|Prevent all Cold damage taken and heal yourself for 10–15% of the amount prevented.}} |
| | | | ||
This rarely-found amulet grants immunity to [[Cold]] damage and prevents being frozen or chilled as well. Cold damage will heal your hero. Entirely Nullifies the threat of [[Frozen]] and [[Frozen Pulse]] effects. | This rarely-found amulet grants immunity to [[Cold]] damage and prevents being frozen or chilled as well. Cold damage will heal your hero. Entirely Nullifies the threat of [[Frozen]] and [[Frozen Pulse]] effects. | ||
Line 120: | Line 120: | ||
[[The Ess of Johan]] | [[The Ess of Johan]] | ||
| | | | ||
− | * {{c_orange|Chance on hit to pull in enemies toward your | + | * {{c_orange|Chance on hit to pull in enemies toward your target and Slow them by 60–80%.}} |
| | | | ||
When hitting an enemy, has a chance to pull enemies in and [[Slow]] them, just like the Monk's [[Cyclone Strike]] skill. Effective with tanking builds or high damage builds that require enemies to be near you. Also a very popular amulet on Followers. | When hitting an enemy, has a chance to pull enemies in and [[Slow]] them, just like the Monk's [[Cyclone Strike]] skill. Effective with tanking builds or high damage builds that require enemies to be near you. Also a very popular amulet on Followers. | ||
Line 127: | Line 127: | ||
[[The Star of Azkaranth]] | [[The Star of Azkaranth]] | ||
| | | | ||
− | * {{c_orange|Prevent all Fire damage taken and heal yourself | + | * {{c_orange|Prevent all Fire damage taken and heal yourself for 10–15% of the amount prevented.}} |
| | | | ||
This rarely-found amulet grants immunity to Fire damage, and allows for you to be healed by Fire sources. Nullifies the threat of [[Molten]], [[Mortar]], and [[Desecrator]] effects as well as [[Molten]] post-death explosions | This rarely-found amulet grants immunity to Fire damage, and allows for you to be healed by Fire sources. Nullifies the threat of [[Molten]], [[Mortar]], and [[Desecrator]] effects as well as [[Molten]] post-death explosions | ||
Line 134: | Line 134: | ||
[[Xephirian Amulet]] | [[Xephirian Amulet]] | ||
| | | | ||
− | * {{c_orange|Prevent all Lightning damage taken and heal yourself | + | * {{c_orange|Prevent all Lightning damage taken and heal yourself for 10–15% of the amount prevented.}} |
| | | | ||
This rarely-found amulet grants immunity to [[Fire]] damage, and allows for you to be healed by Fire sources. Nullifies the threat of [[Electrified]] effects and [[Orbiter]] effects, as well as [[Thunderstorm]]. | This rarely-found amulet grants immunity to [[Fire]] damage, and allows for you to be healed by Fire sources. Nullifies the threat of [[Electrified]] effects and [[Orbiter]] effects, as well as [[Thunderstorm]]. | ||
|- | |- | ||
+ | | | ||
+ | Other {{c_orange|Legendary Amulets}} | ||
| | | | ||
[[Eye of Etlich]] | [[Eye of Etlich]] | ||
Line 146: | Line 148: | ||
[[The Flavor of Time]]<br> | [[The Flavor of Time]]<br> | ||
[[Ouroboros]] | [[Ouroboros]] | ||
− | + | ||
− | |||
| | | | ||
These legendary amulets have no special legendary affixes, though they may gain them in future patches. | These legendary amulets have no special legendary affixes, though they may gain them in future patches. | ||
Line 153: | Line 154: | ||
|- | |- | ||
+ | | | ||
+ | {{c_green|Set Amulets}} | ||
| | | | ||
[[Blackthorne's Duncraig Cross]]<br> | [[Blackthorne's Duncraig Cross]]<br> | ||
Line 158: | Line 161: | ||
[[The Traveler's Pledge]]<br> | [[The Traveler's Pledge]]<br> | ||
[[Sunwuko's Shines]] | [[Sunwuko's Shines]] | ||
− | |||
− | |||
| | | | ||
These set amulets have no individual legendary affixes. | These set amulets have no individual legendary affixes. | ||
|} | |} | ||
− | |||
− | |||
− | |||
==Rings== | ==Rings== |
Revision as of 10:00, 30 June 2015
Below is a listing of all Legendary Affixes in Diablo 3: Reaper of Souls, along with the item that the affix is tied to. New legendary items, plus new Affixes on old legs, are added in every content patch, so this list is ever expanding.
This is a useful reference for theorycrafting what you might use via the Kanai's Cube, added to the game in Patch 2.3.0.
- Updated June 29, 2015 for Patch 2.2.
Contents
Jewelry
Amulets
Amulets count as jewelry for the Kanai's Cube passive bonus.
Legendary Item | Affix Text | Affix Properties |
---|---|---|
|
When losing all Life, you are instead brought back to maximum life and resources. The amulet breaks after being activated. Recommended for use with Hardcore characters.
| |
|
This very rare amulet grants immunity to Arcane damage, and allows a character to heal when taking Arcane damage. Nullifies the threat of Arcane Enchanted effects which include Arcane Enchanted needles, Jailer, and Wormhole. | |
|
Does not create a stun, but does increases the duration that Stun affects enemies. Effective for locking down targets or Stun-based builds. | |
|
Summons Skeletons after a Massacre Bonus. These count as pets, which are enhanced by buffs for pets
| |
|
Affected enemies nearby leap up and down in place, rather than attacking. The effect is the same with all the different skills.
| |
|
Summons shadow clones of yourself when an enemy is Stunned. These count as pets, which are enhanced by buffs for pets. | |
|
Gain the use of one extra Passive Skill while wearing the amulet. Passive Skill is randomly-rolled from one passive of the class that crafts the amulet. | |
|
This amulet that grants healing equivalent to the amount of gold picked up. Can provide a great deal of life on high difficulties, especially for characters with high gold find and/or using Boon of the Hoarder. | |
|
Grants immunity to Poison damage, and allows for you to be healed by Poison sources. Nullifies the threat of Poison Enchanted and Plagued effects, plus all other sources of poison, such as from exploding corpses and traps. | |
|
When attacking close range enemies, you have a chance of gaining an Arcane energy ward that damages enemies when they get close. | |
|
When hitting an enemy, has a chance to Charm the enemy to fight for you. Also increases damage dealt to the enemy for the duration of the Charm. A very powerful amulet on a Follower, as charmed enemies will attack other monsters, rather than heroes.
| |
|
Slightly increases the chances of enemies dropping health globes. | |
|
This rarely-found amulet grants immunity to Cold damage and prevents being frozen or chilled as well. Cold damage will heal your hero. Entirely Nullifies the threat of Frozen and Frozen Pulse effects. | |
|
When hitting an enemy, has a chance to pull enemies in and Slow them, just like the Monk's Cyclone Strike skill. Effective with tanking builds or high damage builds that require enemies to be near you. Also a very popular amulet on Followers. | |
|
This rarely-found amulet grants immunity to Fire damage, and allows for you to be healed by Fire sources. Nullifies the threat of Molten, Mortar, and Desecrator effects as well as Molten post-death explosions | |
|
This rarely-found amulet grants immunity to Fire damage, and allows for you to be healed by Fire sources. Nullifies the threat of Electrified effects and Orbiter effects, as well as Thunderstorm. | |
Other Legendary Amulets |
Eye of Etlich
Rondal's Locket |
These legendary amulets have no special legendary affixes, though they may gain them in future patches.
|
Set Amulets |
Blackthorne's Duncraig Cross |
These set amulets have no individual legendary affixes. |
Rings
Rings count as jewelry for the Kanai's Cube passive bonus.
|
Creates a spark of lightning between all wearers of this item within range (about 70 yards), working something like a lightning version of Fire Chains. Not a much-used item; it seems potentially powerful to use with a Follower, but the hero has to use one Arcstone, and the damage is averaged between the wearers, thus Follower damage drags it down to negligible levels.
| |
|
When gold is picked up, increases pickup radius for gold, potions, and health globes. Very useful when paired with items that grant effects upon gold pickup, such as or Boon of the Hoarder. | |
|
Occasionally casts Haunt on a random nearby enemy | |
|
Increases the Spirit generated by a Monk's Spirit generator moves.
| |
|
The property sounds potentially very strong and potentially build-defining, but the ring only counts one hit per attack, no matter how many targets are struck, giving this item only one hit check per IAS, rather than 50+ every second against larger groups.
| |
|
You drain life from nearby enemies, healing you for the same amount. The life gained is too small to be of much use, and this ring is most often used on Followers, as the life drain counts as an attack and can trigger procs from other gear.
| |
|
A very powerful ring property, potentially granting 4x damage. Players who can time their big bomb skill to when the correct element is buffed will see huge results. This is tricky, as the color of the belt buff icon or the on-character graphics are not easily seen during the heat of battle.
| |
|
Ring boosts the duration of the attacking avatars created by the Crusader's Phalanx skill.
| |
|
Grants a powerful damage reduction and useful defensive property via the Frost Nova.
| |
|
| |
|
A much less powerful effect than the various "immunity amulets." This ring does not provide healing or immunity to fire, but does allow the hero to rapidily regenerate their primary resource when taking fire damage. | |
|
Increases base experience gained. Experience modifiers from Massacres, Shrines, or other sources are factored in multiplicatively. This does NOT increase experience gained from +Experience per kill items | |
|
The Fallen Lunatics are lively little suicide bombers who rush at enemies and detonate, dealing considerable damage. This ring is extremely strong to use during leveling up, and can be very fun to equip on a Follower.
| |
|
A powerful ring for builds that rely on cooldown reduction (CDR) to unlock their power. Note that the CDR only works on one of the skills on cooldown, which makes this best for builds that only have 1 or 2 skills on cooldown at a time.
| |
|
The ring proc creates a small yellow circle, which heroes must stand in to reap the benefit. Useful in parties as it can boost every character's damage, and often equipped on Followers as well.
| |
|
When an enemy is killed while Feared, they release an explosion dealing ~200% weapon damage to other nearby enemies and Fear enemies that are damaged. Not effective vs Elite monsters.
| |
|
Creates an untargetable Treasure Goblin minion that grabs up normal (white) items and drops a rare or very occasionally a legendary item when it has picked up enough. The item type and quality is entirely random and not affected by difficulty, magic find gear, etc, though it does seem to fall under the smart drop system. The white items picked up counter resets when the hero dies, or begins a new game. There is no in-game display of how many items have been picked up. Also, many players find themselves short on white materials, and salvaging white items is one of the best sources of white materials, making this ring fairly unpopular. | |
|
When an enemy is Feared, gives you a significant Movement Speed bonus. Useful in Fear-based builds. Not effective vs Elite monster. | |
|
Effectively substitutes for one piece of Set equipment when determining Set bonuses obtained. Does not give Set bonuses with only 1 piece of a Set, so cannot be used to fill 2 piece Sets | |
|
Increases Life per Second based on how much Life you are missing. More effective when used with Life per Second versus Life on Hit. Ideal for tank builds | |
|
The ring sounds great, but the damage adds on (rather than multiplying) and is thus an underperformer for well-geared characters, compared to other rings.
| |
|
Alters the Witch Doctor's Gargantuan skill to create three of the pet, basically turning the Gargantuan into much stronger Zombie Dogs.
| |
|
Alters the Zombie Dogs skill for Witch Doctor, instead summoning one giant dog that has statistics equal to combined stats of all Zombie Dogs that would be summoned previously. | |
|
Splits all damage dealt to wearers of Unity amongst all wearers of Unity, which can be very dangerous when in multiplayer games. Most often used with one on the hero and the other on the Follower, and when the Follower can not die, half of all damage taken by the hero and 100% of the damage taken by the follower, simply vanishes. | |
|
When dealing Lightning damage to an enemy, has a chance to Stun the enemy. Works with Lightning skills or with weapons that possess Lightning damage.
| |
Other Legendary Rings |
These legendary rings have no special legendary affixes, though they may gain them in future patches. Existing legendary items do not gain new affixes in future patches; you must find the ring again in the appropriate patch to get any new special property. | |
Set Rings |
Litany of the Undaunted |
These set rings have no individual legendary affixes. |
Armor: Helms
Regular Helmets
|
Significantly reduces the resource cost of skills so long as damage is not being taken. Much more useful for ranged characters and builds.
| |
|
When hit by an Undead enemy, has a chance to Charm the enemy briefly. Not extremely useful for any build | |
|
When using Threatening Shout, there is a small chance that enemies affected will also be Charmed to fight for you. Very useful with crowd-control based Barbarian builds | |
|
When hit by an enemy, has a chance to retaliate with a Poison Nova that deals moderate damage to enemies in a short radius. More useful for Poison-based builds and characters who take many blows. |
Spirit Stones
|
When using the Lashing Tail Kick skill, a fireball is released that pierces enemies and explodes for 300-400% weapon damage as Fire to all enemies within 10 yards. | |
|
When the Inner Sanctuary skill is active, Spirit regeneration is increased significantly | |
|
Reduces the cooldown of the Breath of Heaven skill, allowing its buffs to be kept active at all times | |
|
When hitting an enemy, has a chance to remove the Spirit cost of all Monk abilities for a brief period of time. More effective with higher Attack Speed or otherwise fast hitting builds | |
|
When the skill Blinding Flash is used, restores a significant amount of Spirit. Useful for builds that utilize Blinding Flash frequently | |
|
Increases the maximum range of the Wave of Light skill to approximately 30 yards, allowing it to be used on distant targets. Effective vs Elite monsters |
Wizard Hats
|
When Life is reduced to critical levels, automatically casts Diamond Skin on you. More effective in Hardcore mode, but still useful in saving you in a difficult situation | |
|
When clones generated by Mirror Image die, there is a small chance that they generate additional Mirror Images, prolonging the effect of the spell | |
|
While Frost Hydra is active, it will occasionally cast Frost Nova. Adds effective crowd control effects to the already powerful Hydra skill. | |
|
Potentially doubles the effectiveness of the Electrocute spell. Works better when dealing with large groups of monsters | |
|
When attacking an enemy, has a moderate chance of launching a fireball (similar to the Diablo 3 Vanilla Hellfire Ring effect). Reportedly does about 50% weapon damage as Fire |
Voodoo Masks
|
Speeds up the duration of Locust Swarm and Haunt, dealing the same damage in less time. Be aware that the spells will need to be applied twice as often on tougher enemies to keep the effects in use | |
|
Enables Fetishes to shoot a Poison Dart whenever you use the skill. This allows for the use of a rune besides Head Hunters and still gain the benefits of having multiple ranged attacks from Fetishes. | |
|
Increases the amount of damage all pets deals, including those not directly summoned by Witch Doctor skills (such as shadow clones or Skeletons via Golden Gorget of Leoric) | |
|
When attacking, has a chance of summoning Mimics of yourself. These Mimics deal 100% of your damage, and have access to many of the skills available to the Witch Doctor. | |
|
Effectively increase the duration of Horrify's effects on enemies by 100-150%. | |
|
Automatically casts Fetish Army when you kill 2 Elite monsters. Extremely useful in thinning out Horde elites or multiple Elite group spawns |
Bows, Crossbows, and Quivers
Bows
|
Permanently summons a Raven, which passively attacks enemies for 100% weapon damage. | |
|
Alters the Elemental Arrow skill to generate Hatred instead of depleting. Provides Demon Hunters with more options for primary skill use. | |
|
When attacking, has a chance of firing a malicious chicken of doom, which deals no extra damage compared to normal attacks. Clucks upon spawning. |
Crossbows
|
When attacking, has a moderate chance to shoot an explosive bolt along with the arrow which deals 100% weapon damage as Fire. | |
|
When attacking, projectiles (not including channeled abilities such as Rapid Fire) pierce through enemies. If used with Hungering Arrow and The Ninth Cirri Satchel, this can lead to multiple piercings. Note the additional pierces occur after the initial check to pierce has happened, meaning that these additional pierces cannot proc subsequent pierces from Hungering Arrow. | |
|
When attacking, has a moderate chance to launch an acid blob along with the arrow. This blob splashes on the ground in a small radius, dealing 100% weapon damage as Poison damage per second over 5 seconds. Multiple splashes do not stack. | |
|
When attacking, has a 15% chance of rooting all enemies hit in place for 2 seconds. Has a 6 second cooldown between effect procs. | |
|
When an enemy approaches within 30 yards Spike Trap or a Spike Trap is deployed within 30 yards of an enemy, they are taunted towards the trap for 3 seconds. This effect has a 12 second cooldown per Spike Trap. | |
|
Increases the damage of Rapid Fire for every second it is channeled, up to a maximum of 120-160% extra damage. |
Hand Crossbows
|
When hitting an enemy, they are given the Marked For Death debuff, increasing all damage dealt to the enemy from all by 20%. This Mark of Death is separate from that which is placed by the Demon Hunter skill and can stack. | |
|
When this weapon is equipped, Strafe gains the effects of Drifting Shadow, allowing for another rune to be used in conjunction. | |
|
When hitting an enemy, provides a small chance of setting up a free basic Spike Trap, Caltrops, or Sentry. These apply any Runes equipped on these skills if they are currently equipped, and each trap counts towards the maximum allowed at any given time. |
Quivers
|
Increases the maximum number of Sentries able to be deployed simultaneously. More reliable when paired with the Custom Engineering passive to extend the duration of each Sentry. | |
|
Eliminates the detonation timer for Bolas. Combines well with Buriza-Do Kyanon and the Rune Imminent Doom. | |
|
Increases the chance that Hungering Arrow pierces an enemy. Combines well with Puncturing Arrow or Shatter Shot Runes equipped. |
Belts
Normal Belts
|
When a Health Globe is picked up, temporarily increases maximum Life for a short time. Works best with Health Globe increased drop builds. | |
|
When Gold is picked up, increases your Armor by the amount picked up. A situational benefit that is short lived. | |
|
On hit, has a chance of creating a bubble approximately 20 yards wide that Stuns and Blinds enemies within for a brief time. Great for crowd control, even against Elite enemies. | |
|
When opening a Chest, gives a significant damage boost for a short period of time. While situational, the damage bonus can help with taking out tough mobs. | |
|
Gives Locust Swarm a crowd control element on top of the inherent damage over time. Great for Witch Doctors that utilize the Locust Swarm ability. | |
|
When a Health Globe is picked up, a Fire explosion for considerable damage erupts from your position. Excellent for melee classes, moreso with Fire-based classes. | |
|
When opening a Chest, casts Haunt on up to five nearby enemies. Situational, but helps keep some nearby enemies Slowed for a getaway or engage. | |
|
Upon Blocking, Dodging, or being hit, you fire out random bolts of electricity, similar to Electrified Elites. Extremely powerful for melee based, Lightning themed builds. | |
|
Adds a heavy Slow effect to enemies who are hit by the Wizard's Black Hole. Excellent for Wizards that utilize the skill. |
Mighty Belts
|
Increases the duration of Ignore Pain by up to 200%. Superb for tanking mobs as a Barbarian. | |
|
Adds a Movement Speed component to the buffs of War Cry. Gains more usefulness when utilizing minions or grouped with other players. |
Gloves
|
Extends the duration of Shrines to 10 minutes, increasing their usefulness incredibly. | |
|
When there are a significant number of enemies nearby, you are given a shield equal to about one quarter of your maximum Life. More useful the more Life you have, and most effective with melee-based classes. | |
|
Upgrades some Chill effects inflicted by you to Freeze enemies instead. Not effective versus Elite monsters, especially Frozen or Frozen Pulse enchanted monsters. | |
|
Significantly increases the attack speed of Fetishes, Companions, Sentry, and other minions/pets. Great for minion-based builds. | |
|
Causes Gold to spawn after earning a Massacre. Useful for making money, or coupled with Goldwrap or other Gold-based buffs. |
Bracers
|
When hit, there is a chance that your total Thorns damage is multiplied greatly and dealt to all nearby enemies. Significantly increases the usefulness of Thorns benefits, best on melee characters that are struck often | |
|
Gives a small chance of producing a Nephalem Glory buff globe when an enemy is Blinded. Useful in Blind-based builds, or paired with Blind Faith | |
|
Reduces ALL damage taken based on the number of Stunned enemies nearby. Excellent for crowd Stunning builds | |
|
Grants Experience equal to the amount of Gold picked up. Grants considerable Experience when equipped in the Land of Greed. | |
|
When worn and a Shrine is activated, a group of Elite monsters or a Champion monster with minions will spawn. Useful for extra enemies to farm ... so long as you are ready to face them. | |
|
Increases the damage done to enemies affected by Knockback. Useful for Knockback-based builds. | |
|
Gives healing wells additional recovery bonuses. Useful to keep for when a Healing Well is encountered. |
Items of Diablo III [e] Item Basics Normal Items Crafting Legendary Armor I Legendary Armor II Legendary Weapons 1h Legendary Weapons 2h Item Sets |
---|