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Complete Guide to Tempering and Masterworking in Diablo 4

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Welcome to our ultimate Temper and Masterwork systems guide in Diablo 4!

By reading all the sections of our article, you will learn about the new crafting system and how to use it to its full capacity, while also understanding how the new upgrading system can transform your ordinary piece of gear into a beast.

Introduction

After a couple of iterations for an upgrade system, Blizzard has finally developed a very interesting endgame crafting feature, starting with Season 4. It has two main components: Tempering and Masterworking, each with its own particularities.

Upgrading your gear from basic to best-in-slot status will take a lot of grind and time, but it surely will be worth it if you know what to aim for. That is why we have compiled the ultimate guide to teach you what to focus on when Tempering your gear and when to stop Masterworking and instead try again by rerolling.

Table of Contents

Here is a little breakdown of our Diablo IV Tempering & Masterworking guide:

  • Introduction
  • Tempering Overview
  • Tempering Particularities
  • Masterworking Overview
  • How do you Masterwork?
  • Types of items you can Masterwork
  • Masterwork Ranks & Particularities
  • Tempering Manual List
  • Final Thoughts


What is Tempering in Diablo 4?

Following the overhaul of the entire itemization, which includes the removal of 1 affix from all the items you can obtain, the Tempering system comes up with a way to add two more affixes from two different categories onto the item, raising its power considerably.

Before you can add affixes by Tempering, you must earn Tempering Manuals. They are divided into six categories: Weapons, Offensive, Defensive, Utility, Mobility, and Resource. All items can have only two affixes, but not from the same category.

What is a Tempering Manual?

Like the new Codex of Power, which stores the legendary aspects you extract, Tempering Manuals unlock up to six new affixes. Just like the legendary aspects, these affixes can only be used on some particular item types.

Aside from the Tempering Manuals, additional materials will be needed to Temper items, like Gold, Veiled Crystals, Baleful Fragments, Coiling Wards, and Abtruse Sigils, depending on the item you want to empower.

How many times can a Tempering Manual be used in D4?

Once obtained and used, a Tempering Manual will disappear, leaving behind the unlocked and ready-to-use affixes. These affixes are permanently available for the player and have unlimited uses.

How to get Tempering Manuals in D4?

While there is no definite way to obtain the Tempering Manuals, they can drop pretty much anywhere:

  • Helltides & Blood Maidens
  • The Pit
  • Uber & Tormented Bosses
  • World Bosses
  • Nightmare Dungeons
  • Elite Enemies

The chances of obtaining Tempering Manuals will differ from place to place, but we are sure that the drop chance will rise with the content's difficulty.

Note: Our personal recommendation is to follow the normal progression until the late endgame because this will allow you to obtain plenty of Tempering Manuals.

What kind of items can you Temper?

With the exception of Unique and Uber Unique items, all items can be tempered; the only limitation will be the type of affix category, which we will detail in the following chapter.

Tempering Categories

Just like the legendary aspects, Tempering affixes fall under the same categories, with the added "Weapons" category, as follows:

  • Weapons: As you might have guessed, Weapons
  • Offensive: Weapons, Amulets, Gloves, and Rings
  • Defensive: Shields, Helms, Chest, Pants, and Amulets
  • Utility: Shields, Helms, Chest, Pants, Amulets, Gloves, and Boots
  • Mobility: Amulets and Boots
  • Resource: Amulets and Rings

These categories will ensure that every type of item has at least two categories of Tempering available.

Can you temper Unique or Uber Unique items?

Unfortunately, Tempering Unique or Uber Unique items is not possible compared to Masterworking. On the bright side, the number of affixes on Unique and Uber Uniques has not been lowered, and their power remains unchanged.

This change will definitely impact the number of Unique and Uber Unique items used in most of the builds, as legendary items are way more versatile and powerful than them.

Can you trade tempered items?

Sadly, Tempered items cannot be traded. Just like when enchanting an item, Tempering it will lock the item, making it account-bound. The Tempering Manuals are also account-bound.

Tempering Rerolls

After adding the first two affixes by Tempering the item with the specific Tempering manual, if you are not happy with the affix or value roll, you will have the chance to reroll any of the two affixes for a total number of five times.

These five reroll chances are shared between both of the temper affixes, meaning you are very dependent on RNG if you are looking for a higher roll of value. After the five reroll chances, the item will become un-temperable, or as players call it, "bricked".

What is Masterworking in D4?

The Masterworking system replaces the old upgrading system overall, completely overhauling the way it works. Instead of simply being a 5-step upgrade, the Masterwork is divided into 12 ranks, each requiring a different amount and type of materials.

These Masterworking ranks will provide upgrades to the current affixes that can be found on the item in two main ways:

  • All affixes will be upgraded by 5% - This applies to all ranks except 4, 8, and 12.
  • One randomly chosen affix will be upgraded by 25% - This applies only to ranks 4, 8, and 12.

Masterworking is not limited to the regular affixes that come with the item; it can also improve the Tempered affixes.

Note: The randomly chosen affix can be the same for all three major Masterwork upgrades (4, 8, 12), raising the potential of the affix to insane powers.

How do you unlock Masterworking?

Since the upgrade system has been removed, the Tempering system and Masterworking are replacing it. Compared to Tempering, Masterworking will be unlocked later in the game.

Clearing The Pit is required for Masterworking, so the only limitation to this system is when a player can start clearing The Pit tiers.

Note: The first tier of The Pit contains monsters that are equivalent to Nightmare Dungeon tier 46, level 100. Using a powerful S-tier build will surely help you clean pit tiers way before hitting level 100 yourself.

How do you Masterwork items?

To Masterwork items, you simply go to the Blacksmith and select the "Masterworking" tab. After selecting the item you want to empower, you will have to provide the necessary materials and gold.

After Masterworking your item once, you can continue doing it for all 12 ranks, using exponentially more materials but also gaining more power. Every rank will provide a 5% increase to all affixes, except ranks 4, 8, and 12, which will be more powerful.

Ranks 4, 8, and 12 will randomly choose one affix and raise its powers by 25%. With a lot of luck, all these empowerments can go on a single affix, creating a best-in-slot or very impactful item. The very powerful upgrade can be on any of the five available affixes up to 3 times.

Masterworking Materials

The most important materials used for Masterworking items can be found in The Pit on different tiers, while the others can be found mainly in the open world or through salvaging, as follows:

  • Obducite, Ingolith, and Neathiron: Can only be obtained by completing The Pit or the Infernal Hordes on different tiers.
  • Veiled Crystal: One of the most common materials found in the game, can be obtained through the open world or by simply salvaging items.
  • Baleful Fragment/Coiling Ward/Abtruse Sigil: A bit rarer than the previous material, these can also be found in the open world or by salvaging their respective legendary item types - Weapons, Armor, and Jewelry.
  • Forgotten Soul: The rarest material besides the special ones, it can be obtained by slaying elite monsters or by clearing Helltide events.

How to get Masterworking Materials

The Masterworking system materials can only be obtained by completing The Pit or The Infernal Hordes. They are split through the tiers as follows:

  • Obducite: Can be obtained by completing The Pit on the lowest of the tiers, up to tier 30. In the Infernal Hordes, Tiers 3 & 4 will provide Obducite when opening the Spoils of Materials.
  • Ingolith: This material only drops once The Pit is completed on tiers 31-60. Spoils of Materials from Tier 5 & 6 will provide this material.
  • Neathiron: The highest tier of this type of material can be obtained by completing The Pit, starting from tiers 61 to 200. Also, the Material Spoils will provide Neathiron in Tier 7 & 8 of the Infernal Hordes.

The only exception is The Alchemist, where a player can transmute higher-tier materials into more lower-tier materials, solving the issue that lower-tier materials won't drop on higher Pit tiers.

Types of Masterworking Materials

All the materials needed in the Masterworking system can be divided into two main categories:

  • Special Materials: Obducite, Ingolith, and Neathiron. As previously mentioned, these materials can only be obtained by completing The Pit runs on different tiers or from Tier 3 to 8 of the Infernal Hordes activity and opening the Spoils of Materials at the cost of 20 Burning Aether.
  • Normal Materials: These materials can be obtained from most of the activities in the game, starting from open-world monsters to nightmare dungeons and salvaging items, as well as from The Pit.

Considering the frequency at which players will swap gear pieces, Masterworking items won't be necessary until higher levels, at least not going higher than Masterwork rank 4. We consider Masterworking to be best used to optimize gear for endgame activities.

Masterwork materials cap limit

Compared to other systems in the game, the Masterwork materials don't really have a cap, at least not an easily reachable one. The cap we are talking about is speculated to be 999,999, but we don't think anyone will reach that in any upcoming season.

Can you trade Masterwork materials?

Sadly, no, you cannot trade Masterworking materials. Alongside other materials and special goods like Resplendent Sparks, the Masterworking materials are stored in the "Materials" tab, which makes them account-bound.

What type of items can you Masterwork?

Since the Temper and Masterwork systems have completely replaced the old upgrade system, every type of item in the game can be Masterworked and empowered.

For every item type, except the Uniques, at least two categories of Tempering manuals are available. These tempered affixes can further be upgraded by the normal and rank 4, 8, and 12 Masterworks, raising their potential immensely.

Can you Masterwork Unique or Uber Unique items?

As we have previously said, Unique and Uber Unique items can definitely be Masterworked. The only problem is that only the regular affixes (not the Unique affixes) can be upgraded, as far as we are aware. This might be subject to change in the future.

The Difference between regular and Masterworked Stats

There is mainly just one difference between a regular and a Masterworked affix - The value or percentage. Masterworking an item to the maximum will raise the affixes' value or percentage by a minimum of 45%, not considering the possibility of hitting the 25% raise of ranks 4, 8, and 12.

When Masterworking an item to the maximum rank, make sure you are upgrading an item that is worth it. If the 4, 8, and 12 Masterwork ranks do not upgrade your desired affix, you can consider rerolling the Masterwork.

Greater affixes and Masterworking

Just like normal affixes, the greater ones can be affected by the Masterworking system, empowering them even further. The only difference here is the greater affixes will have a better range of values or percentages, making the Masterworked version the best possible outcome for the affix.

Masterworking Ranks & Chance

As previously mentioned, there are 12 Masterworking ranks in the new crafting system in Diablo 4, ready to empower your items off their limit. Unexpectedly, as you progress through the ranks, the success chance will not lower, staying at 100%.

Masterwork Rank Materials
Rank 1 • Obducite x10
• Rawhide / Iron Chunk x10
• Veiled Crystals x3
• 100,000 Gold
Rank 2 • Obducite x20
• Rawhide / Iron Chunk x10
• Veiled Crystals x3
• 150,000 Gold
Rank 3 • Obducite x30
• Rawhide / Iron Chunk x15
• Veiled Crystals x4
• 200,000 Gold
Rank 4 • Obducite x40
• Rawhide / Iron Chunk x15
• Veiled Crystals x4
• 300,000 Gold
Rank 5 • Ingolith x20
• Rawhide/Iron Chunk x25
• Veiled Crystals x6
• 400,000 Gold
Rank 6 • Ingolith x40
• Rawhide/Iron Chunk x30
• Veiled Crystals x8
• 450,000 Gold
Rank 7 • Ingolith x80
• Rawhide/Iron Chunk x40
• Veiled Crystals x10
• 500,000 Gold
Rank 8 • Ingolith x120
• Rawhide/Iron Chunk x50
• Veiled Crystals x15
• 600,000 Gold
Rank 9 • Neathiron x50
• Veiled Crystals x20
• Abtruse Sigil / Baleful Fragment / Coiling Ward x10
• Forgotten Soul x3
• 800,000 Gold
Rank 10 • Neathiron x100
• Veiled Crystals x30
• Abtruse Sigil / Baleful Fragment / Coiling Ward x10
• Forgotten Soul x5
• 1,000,000 Gold
Rank 11 • Neathiron x150
• Veiled Crystals x40
• Abtruse Sigil / Baleful Fragment / Coiling Ward x15
• Forgotten Soul x7
• 1,500,000 Gold
Rank 12 • Neathiron x250
• Veiled Crystals x50
• Abtruse Sigil / Baleful Fragment / Coiling Ward x20
• Forgotten Soul x10
• 2,500,000 Gold

Can you reroll Masterworked ranks?

Yes, you can reroll Masterworking ranks. In contrast to temper rerolling, Masterwork rerolls do not cost anything and can be performed as often as the player wants. This will ensure that the player can craft their perfect items, min-maxing affixes, creating the ideal build.

Can you trade Masterworked items?

Sadly, no, you cannot trade Masterworked items in Diablo 4. Just like enchanted items or the materials needed for these processes, the items will become account-bound once the Tempering or Masterworking begins. However, the legendary items, even the ones with greater affixes, are tradeable, which makes up for this.

Tempering Manual List

Below we present a complete list of the Tempering Manuals, including their rarity and full information.

Tempering Manual Item Type Affix
Elemental Surge — Day
Elemental Surge — Day
Elemental Surge — Day
Weapons •Lucky Hit: Up to a 40% Chance to Deal +X Elemental Damage (Physical, Fire, Lightning)
Elemental Surge — Night
Elemental Surge — Night
Elemental Surge — Night
Weapons •Lucky Hit: Up to a 40% Chance to Deal +X Elemental Damage (Cold, Poison, Shadow)
Natural Finesse
Natural Finesse
Natural Finesse
Weapons
Gloves
Rings
Amulets
+X% Damage
+X% Damage to Crowd Controlled Enemies
+X% Damage to Close Enemies
+X% Damage to Distant Enemies
Natural Motion
Natural Motion
Natural Motion
Boots
Amulets
+X% Movement Speed
+X% Movement Speed for 4 Seconds After Killing an Elite
•X% Mobility Cooldown Reduction
•X% Evade Cooldown Reduction
Natural Resistance
Natural Resistance
Natural Resistance
Helms
Chest Armor
Pants
Shields
Amulets
+X% Fire Resistance
+X% Lightning Resistance
+X% Cold Resistance
+X% Poison Resistance
+X% Shadow Resistance
Natural Schemes
Natural Schemes
Natural Schemes
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X Thorns
+X% Crowd Control Duration
+X% Barrier Generation
Sharpened Finesse
Sharpened Finesse
Sharpened Finesse
Weapons
Gloves
Rings
Amulets
+X% Basic Damage
+X% Core Damage
•X% Ultimate Damage
Worldly Endurance
Worldly Endurance
Worldly Endurance
Helms
Chest Armor
Pants
Shields
Amulets
+X Maximum Life
+X% Total Armor
•X% Dodge Chance
Worldly Finesse
Worldly Finesse
Worldly Finesse
Weapons
Gloves
Rings
Amulets
+X% Critical Strike Damage
+X% Vulnerable Damage
•X% Overpower Damage
Worldly Fortune
Worldly Fortune
Worldly Fortune
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
•Lucky Hit: Up to a +X% Chance to Slow/Immobilize/Stun/Freeze for 2 Seconds
Worldly Stability
Worldly Stability
Worldly Stability
Ring
Amulet
•X% Resource Generation
•X% Resource Cost Reduction
•Lucky Hit: Up to a 5% Chance to Restore +X% Primary Resource

Spiritborn Tempering Manuals:

Tempering Manual Item Type Affix
Centipede Augments
Centipede Augments
Centipede Augments
Weapons +X% Chance for Withering Fist to Deal Double Damage
+X% Chance for Stinger to Extra Hit
+X% Chance for The Devourer to Deal Double Damage
+X% Primary Centipede Spirit Hall Potency
Centipede Efficiency
Centipede Efficiency
Centipede Efficiency
Rings
Amulets
X% Withering Fist Resource Generation
X% The Devourer Cooldown Reduction
X% Potency Cooldown Reduction
Centipede Finesse
Centipede Finesse
Centipede Finesse
Weapons
Gloves
Rings
Amulets
+X% Potency Damage
+X% Pestilent Swarm Damage
+X% Centipede Damage
+X% Damage to Slowed Enemies
Centipede Innovation
Centipede Innovation
Centipede Innovation
Weapons
Gloves
Rings
Amulets
+X% Withering Fist Size
+X% Stinger Size
+X% Scourge Size
+X% Touch of Death Swarm Duration
Eagle Augments
Eagle Augments
Eagle Augments
Weapons +X% Chance for Thunderspike to Deal Double Damage
+X% Chance for Quill Volley Projectiles to Cast Twice
+X% Chance for The Seeker to Deal Double Damage
+X% Primary Eagle Spirit Hall Potency
Eagle Efficiency
Eagle Efficiency
Eagle Efficiency
Rings
Amulets
X% Thunderspike Resource Generation
+X The Seeker Charges
X% Focus Cooldown Reduction
+X Razor Wings Charges
Eagle Finesse
Eagle Finesse
Eagle Finesse
Weapons
Gloves
Rings
Amulets
+X% Focus Damage
+X% Storm Feather Potency
+X% Eagle Damage
+X% Vulnerable Damage
Eagle Innovation
Eagle Innovation
Eagle Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Thunderspike Size
+X% Vortex Size
+X% Soar Size
Fitness Efficiency
Fitness Efficiency
Fitness Efficiency
Rings
Amulets
+X to Vigorous
+X to Velocity
+X to Endurance
Forest Augments
Forest Augments
Forest Augments
Weapons +X% Chance for Payback to Deal Double Damage
+X% Chance for Concussive Stomp to Extra Hit
+X to Dominant
Gorilla Augments
Gorilla Augments
Gorilla Augments
Weapons +X% Chance for Rock Splitter to Deal Double Damage
+X% Chance for Crushing Hand to Extra Hit
+X% Chance for The Protector to Deal Double Damage
+X% Primary Gorilla Spirit Hall Potency
Gorilla Efficiency
Gorilla Efficiency
Gorilla Efficiency
Rings
Amulets
X% Rock Splitter Resource Generation
X% The Protector Cooldown Reduction
X% Defensive Cooldown Reduction
Gorilla Finesse
Gorilla Finesse
Gorilla Finesse
Weapons
Gloves
Rings
Amulets
+X to Bastion
+X% Defensive Damage
+X% Gorilla Damage
+X% Damage to Knocked-Down Enemies
Gorilla Innovation
Gorilla Innovation
Gorilla Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Rock Splitter Size
+X% Crushing Hand Size
+X% Concussive Stomp Size
+X% Armored Hide Active Thorns Bonus
Jaguar Augments
Jaguar Augments
Jaguar Augments
Weapons +X% Chance for Thrash to Deal Double Damage
+X% Chance for Rake to Extra Hit
+X% Chance for The Hunter to Deal Double Damage
+X% Primary Jaguar Spirit Hall Potency
Jaguar Efficiency
Jaguar Efficiency
Jaguar Efficiency
Rings
Amulets
X% Thrash Resource Generation
X% The Hunter Cooldown Reduction
X% Incarnate Cooldown Reduction
+X Counterattack Charges
Jaguar Finesse
Jaguar Finesse
Jaguar Finesse
Weapons
Gloves
Rings
Amulets
+X% Mobility Damage
+X% Mystic Circle Potency
+X% Jaguar Damage
+X% Damage to Injured Enemies
Jaguar Innovation
Jaguar Innovation
Jaguar Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Thrash Size
+X% Rake Size
+X% Ravager On Kill Duration Extension
Plains Augments
Plains Augments
Plains Augments
Weapons +X% Chance for Rushing Claw to Deal Double Damage
+X% Chance for Ravager to Deal Double Damage
+X to Furnace
Sky Augments
Sky Augments
Sky Augments
Weapons +X% Chance for Soar to Deal Double Damage
+X to Brilliance
+X% Chance for Vortex to Extra Hit
+X% Chance for Razor Wings Projectiles to Cast Twice
Soil Augments
Soil Augments
Soil Augments
Weapons +X% Chance for Touch of Death Swarms To Reinfect On Hit
+X% Scourge Poisoning Duration
+X to Ravenous
Spiritborn Endurance
Spiritborn Endurance
Spiritborn Endurance
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% The Protector Barrier Generation
+X% Crushing Hand Barrier Generation
+X% Concussive Stomp Barrier Generation
+X to Auspicious
Spiritborn Guard
Spiritborn Guard
Spiritborn Guard
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Rock Splitter Block Chance Bonus
+X% Armored Hide Active Duration
+X to Patient Guard
Spiritborn Motion
Spiritborn Motion
Spiritborn Motion
Boots
Amulets
X% Soar Cooldown Reduction
+X Rushing Claw Charges
+X to Swift
Spiritborn Recovery
Spiritborn Recovery
Spiritborn Recovery
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Touch of Death Healing Bonus
+X to Fueled
+X to Resilient
Spiritborn Resolve
Spiritborn Resolve
Spiritborn Resolve
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Armored Hide Resolve Generation Rate
+X Resolve Generated
+X Maximum Resolve Stacks

Barbarian Tempering Manuals:

Tempering Manual Item Type Affix
Arsenal Finesse
Arsenal Finesse
Arsenal Finesse
Weapons
Gloves
Rings
Amulets
+X% Damage with Two-Handed Bludgeoning Weapons
+X% Damage with Dual-Wielded Weapons
+X% Damage with Two-Handed Slashing Weapons
+X% Damage when Swapping Weapons
Barbarian Breach
Barbarian Breach
Barbarian Breach
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Kick Vulnerable Duration
+X to Expose Vulnerability
+X to Pressure Point
Barbarian Control
Barbarian Control
Barbarian Control
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
Steel Grasp Stuns for +X Seconds
Upheaval Overpowers Stun for +X Seconds
+X to Concussion
Barbarian Innovation
Barbarian Innovation
Barbarian Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X Earthquake Size
+X Frenzy Duration
+X% Stun Duration
Barbarian Motion
Barbarian Motion
Barbarian Motion
Boots
Amulet
+X% Movement Speed
+X% Movement Speed for 4 Seconds After Killing an Elite
+X% Lunging Strike Range
•X% Charge Cooldown Reduction
•X% Leap Cooldown Reduction
Barbarian Recovery
Barbarian Recovery
Helms
Chest Armor
Pants
Shields
Amulets
+X% Lunging Strike Healing
+X to Raid Leader
+X to Invigorating Fury
Barbarian Strategy
Barbarian Strategy
Barbarian Strategy
Helms
Chest Armor
Pants
Shields
Amulets
•X% Ground Stomp Cooldown Reduction
•X% Iron Skin Cooldown Reduction
•X% Challenging Shout Cooldown Reduction
Berserking Innovation
Berserking Innovation
Berserking Innovation
Weapons +X% Double Swing Size
+X% Whirlwind Size
+X% Berserking Duration
Berserking Finesse
Berserking Finesse
Berserking Finesse
Weapons
Gloves
Rings
Amulets
+X% Damage while Berserking
+X% Damage while Wrath of the Berserker is Active
+X% Damage while War Cry is Active
+X% Dust Devil Damage
Bleed Augments
Bleed Augments
Bleed Augments
Weapons +X to Cut to the Bone
+X% Chance for Rend to Hit Twice
+X% Chance for Rupture to Deal Double Damage
Bleed Innovation
Bleed Innovation
Bleed Innovation
Weapons +X% Rend Size
+X% Enhanced Rupture Explosion Size
+X to Hamstring
Brawling Augments
Brawling Augments
Brawling Augments
Weapons •X% Chance for Charge to Deal Double Damage
•X% Chance for Kick to Deal Double Damage
•X% Chance for Leap to Deal Double Damage
•X% Chance for Ground Stomp to Hit Twice
Brawling Efficiency
Brawling Efficiency
Brawling Efficiency
Rings
Amulets
•X% Brawling Cooldown Reduction
•X% Kick Cooldown Reduction
•X% War Cry Cooldown Reduction
Brute Innovation
Brute Innovation
Brute Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
•X% Hammer of the Ancients Size
•X% Upheaval Size
•X% Mighty Throw Pulse Size
Core Augments — Barbarian
Core Augments — Barbarian
Core Augments — Barbarian
Weapons •X% Chance for Hammer of the Ancients to Deal Double Damage
•X% Chance for Whirlwind to Deal Double Damage
•X% Chance for Upheaval to Deal Double Damage
•X% Chance for Double Swing to Hit Twice
Demolition Finesse
Demolition Finesse
Demolition Finesse
Weapons
Gloves
Rings
Amulets
+X% Brawling Damage
+X% Weapon Mastery Damage
+X% Damage while Iron Maelstrom is Active
Furious Augments
Furious Augments
Furious Augments
Weapons •Bash Cleaves for +X% Damage
+X% Chance for Frenzy to Hit Twice
+X% Chance for Lunging Strike to Deal Double Damage
+X% Flay Duration
Slayer's Finesse
Slayer's Finesse
Slayer's Finesse
Weapons +X% Vulnerable Damage
+X% Damage to Injured Enemies
+X% Physical Damage Over Time
Thorn Body
Thorn Body
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Thorns while Fortified
+X to Outburst
+X to Tough as Nails
Ultimate Efficiency — Barbarian
Ultimate Efficiency — Barbarian
Ultimate Efficiency — Barbarian
Rings
Amulets
•Casting Ultimate Skills Restores +X Primary Resource
•X% Call of the Ancients Cooldown Reduction
•X% Iron Maelstrom Cooldown Reduction
•X% Wrath of the Berserker Cooldown Reduction
Wasteland Augments
Wasteland Augments
Wasteland Augments
Weapons +X% Chance for Dust Devils to Cast Twice
+X% Chance for Earthquakes to Cast Twice
+X% Earthquake Duration
Wasteland Innovation
Wasteland Innovation
Wasteland Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Ground Stomp Size
+X% Leap Slam Size
+X% Dust Devil Size
Weapon Attunement — Barbarian
Weapon Attunement — Barbarian
Weapon Attunement — Barbarian
Rings
Amulets
•X% Basic Resource Generation
+X% Resource Generation with Two-Handed Bludgeoning Weapons
+X% Resource Generation with Dual-Wielded Weapons
+X% Resource Generation with Two-Handed Slashing Weapons
Weapon Augments
Weapon Augments
Weapon Augments
Weapons +X% Chance for Mighty Throw to Deal Double Damage
+X% Chance for Steel Grasp to Deal Double Damage
+X% Chance for Death Blow to Deal Double Damage
+X% Chance for Iron Maelstrom to Hit Twice
Weapon Mastery Efficiency
Weapon Mastery Efficiency
Weapon Mastery Efficiency
Rings
Amulets
•X% Weapon Mastery Cooldown Reduction
•X% Death Blow Cooldown Reduction
•X% Rupture Cooldown Reduction
•X% Steel Grasp Cooldown Reduction

Druid Tempering Manuals:

Tempering Manual Item Type Affix
Companion Efficiency
Companion Efficiency
Companion Efficiency
Rings
Amulets
•X% Companion Cooldown Reduction
•X% Wolves Cooldown Reduction
•X% Poison Creeper Cooldown Reduction
•X% Ravens Cooldown Reduction
Companion Augments
Companion Augments
Companion Augments
Weapons
Gloves
Rings
Amulets
+X% Companion Damage
+X% Wolves Damage
+X% Poison Creeper Damage
+X% Ravens Damage
Companion Innovation
Companion Innovation
Companion Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Wolves Attack Speed
+X% Ravens Attack Speed
+X% Poison Creeper Duration
+X% Ravens Size
Druid Invigoration
Druid Invigoration
Rings
Amulets
•Casting Wrath Skills Restores +X Primary Resource
•Casting Ultimate Skills Restores +X Primary Resource
+X to Abundance
+X to Clarity
Druid Motion
Druid Motion
Druid Motion
Boots
Amulets
+X% Movement Speed
•X% Trample Cooldown Reduction
+X to Digitigrade Gait
Earth Augments
Earth Augments
Earth Augments
Weapons +X% Chance for Earth Spike Projectiles to Cast Twice
+X% Chance for Landslide Projectiles to Cast Twice
+X% Chance for Boulder Projectiles to Cast Twice
+X% Petrify Duration
Earth Finesse
Earth Finesse
Earth Finesse
Weapons
Gloves
Rings
Amulets
+X% Earth Damage
+X% Earth Lucky Hit Chance
+X% Earth Critical Strike Chance
+X% Earth Overpower Damage
+X% Boulder Damage
Nature Magic Wall
Nature Magic Wall
Nature Magic Wall
Helms
Chest Armor
Pants
Shields
Amulets
•X% Cyclone Armor Cooldown Reduction
•X% Earthen Bulwark Cooldown Reduction
+X% Cyclone Armor Size
+X% Earthen Bulwark Duration
Shapeshifting Endurance
Shapeshifting Endurance
Shapeshifting Endurance
Helms
Chest Armor
Pants
Shields
Amulets
•X% Blood Howl Cooldown Reduction
•X% Debilitating Roar Cooldown Reduction
+X% Debilitating Roar Duration
+X to Nature's Resolve
Shapeshifting Finesse
Shapeshifting Finesse
Shapeshifting Finesse
Weapons
Gloves
Rings
Amulets
+X% Werewolf Attack Speed
+X% Rabies Damage
+X% Trample Damage
+X% Lacerate Damage
+X% Werewolf Critical Strike Chance
+X% Werebear Overpower Damage
Storm Augments
Storm Augments
Storm Augments
Weapons +X% Chance for Wind Shear Projectiles to Cast Twice
+X% Chance for Tornado Projectiles to Cast Twice
+X% Hurricane Size
+X% Lightning Storm Duration
+X% Hurricane Duration
Storm Finesse
Storm Finesse
Storm Finesse
Weapons
Gloves
Rings
Amulets
+X% Storm Damage
+X% Hurricane Damage
+X% Cataclysm Damage
+X% Lightning Bolt Damage
+X% Storm Critical Strike Chance
Werebear Augments
Werebear Augments
Werebear Augments
Weapons +X% Maul Size
+X% Pulverize Size
+X% Grizzly Rage Duration
Werewolf Augments
Werewolf Augments
Werewolf Augments
Weapons •X% Shred Critical Strike Chance
+X% Rabies Duration
+X% Lacerate Duration
Wrath Efficiency
Wrath Efficiency
Wrath Efficiency
Rings
Amulets
X% Hurricane Cooldown Reduction
X% Boulder Cooldown Reduction
X% Rabies Cooldown Reduction

Necromancer Tempering Manuals:

Tempering Manual Item Type Affix
Blood Augments
Blood Augments
Blood Augments
Weapons +X% Hemorrhage Size
+X% Blood Surge Size
+X% Blood Lance Duration
Blood Endurance
Blood Endurance
Blood Endurance
Helms
Chest Armor
Pants
Shields
Amulets
+X% Chance for Hemorrhage to Form Blood Orbs
+X% Blood Orb Healing
+X% Blood Mist Duration
•X% Blood Mist Cooldown Reduction
Blood Finesse
Blood Finesse
Blood Finesse
Weapons
Gloves
Rings
Amulets
+X% Blood Attack Speed
+X% Blood Damage
+X% Blood Overpower Damage
+X% Damage while Fortified
Bone Augments
Bone Augments
Bone Augments
Weapons +X% Chance for Bone Splinters Projectiles to Cast Twice
+X% Chance for Bone Spear Projectiles to Cast Twice
+X% Bone Spirit Size
+X% Bone Storm Duration
Bone Finesse
Bone Finesse
Bone Finesse
Weapons
Gloves
Rings
Amulets
+X% Bone Damage
+X% Bone Critical Strike Chance
+X% Bone Critical Strike Damage
+X% Bone Spirit Damage
Necromancer Efficiency
Necromancer Efficiency
Necromancer Efficiency
Rings
Amulets
•X% Ultimate Cooldown Reduction
•X% Golem Cooldown Reduction
•X% Bone Spirit Cooldown Reduction
+X to Rapid Ossification
Necromancer Invigoration
Necromancer Invigoration
Necromancer Invigoration
Rings
Amulets
+X% Chance for Projectiles to Cast Twice
•Casting Macabre Skills Restores +X Primary Resource
•Casting Ultimate Skills Restores +X Primary Resource
Necromancer Motion
Necromancer Motion
Necromancer Motion
Boots
Amulets
+X% Movement Speed
+X% Chance for Blood Mist Projectiles to Cast Twice
+X to Death's Approach
Profane Cage
Profane Cage
Profane Cage
Helms
Chest Armor
Pants
Shields
Amulets
+X% Blight Effect
+X% Corpse Tendrils Duration
+X% Corpse Tendrils Size
+X to Crippling Darkness
Profane Finesse
Profane Finesse
Profane Finesse
Helms
Chest Armor
Pants
Shields
Amulets
+X% Damage to Enemies Affected by Curse Skills
+X% Macabre Damage
+X% Iron Maiden Damage
+X% Corpse Tendrils Damage
Profane Innovation
Profane Innovation
Profane Innovation
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Corpse Explosion Size
+X% Corpse Tendrils Size
+X% Iron Maiden Size
+X% Decrepify Size
+X% Curse Duration
Shadow Augments — Decay
Shadow Augments — Decay
Shadow Augments — Decay
Weapons +X% Chance for Blight Projectiles to Cast Twice
+X% Decompose Size
+X% Blight Size
Shadow Augments — Execution
Shadow Augments — Execution
Shadow Augments — Execution
Weapons +X% Chance for Sever Projectiles to Cast Twice
+X% Reap Duration
Shadow Finesse
Shadow Finesse
Shadow Finesse
Weapons
Gloves
Rings
Amulets
+X% Shadow Damage Over Time
+X% Darkness Damage
+X% Desecrated Ground Damage
+X% Corpse Explosion Damage
Summoning Augments
Summoning Augments
Summoning Augments
Weapons +X% Minion Attack Speed
+X% Chance for Projectiles to Cast Twice
+X% Skeleton Priest Effect Duration
Summoning Finesse
Summoning Finesse
Summoning Finesse
Weapons
Gloves
Rings
Amulets
+X% Summoning Damage
+X% Skeletal Mages Damage
+X% Golems Damage
Thorn Army
Thorn Army
Thorn Army
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Thorns while Fortified
•Minions Inherit +X% of Your Thorns
•Skeletal Warriors Inherit +X% of Your Thorns
•Skeletal Mages Inherit +X% of Your Thorns
•Golems Inherit +X% of Your Thorns
Weapon Attunement — Necromancer
Weapon Attunement — Necromancer
Weapon Attunement — Necromancer
Rings
Amulets
•X% Basic Resource Generation
+X% Resource Generation with Scythes
+X% Resource Generation with Shields

Rogue Tempering Manuals:

Tempering Manual Item Type Affix
Agility Efficiency
Agility Efficiency
Agility Efficiency
Rings
Amulets
•X% Agility Cooldown Reduction
•X% Shadow Step Cooldown Reduction
•X% Caltrops Cooldown Reduction
•X% Dash Cooldown Reduction
Alchemist Control
Alchemist Control
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X to Trick Attacks
+X to Chilling Weight
+X to Shadow Crash
Marksman Augments — Basic
Marksman Augments — Basic
Marksman Augments — Basic
Weapons +X% Chance for Puncture Projectiles to Cast Twice
+X% Chance for Heartseeker Projectiles to Cast Twice
+X% Chance for Forceful Arrow Projectiles to Cast Twice
+X% Invigorating Strike Duration
+X% Heartseeker Duration
Marksman Augments — Core
Marksman Augments — Core
Marksman Augments — Core
Weapons +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
Cutthroat Finesse
Cutthroat Finesse
Cutthroat Finesse
Weapons
Gloves
Rings
Amulets
+X% Cutthroat Damage
+X% Cutthroat Attack Speed
+X% Cutthroat Critical Strike Chance
+X% Cutthroat Critical Strike Damage
Daze Control
Daze Control
Daze Control
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
•Lucky Hit: Up to a +X% Chance to Daze for 2 Seconds
•X% Smoke Grenade Cooldown Reduction
+X% Smoke Grenade Duration
Imbuement Abundance
Imbuement Abundance
Rings
Amulets
+X Shadow Imbuement Count
+X Poison Imbuement Count
+X Cold Imbuement Count
Marksman Finesse
Marksman Finesse
Marksman Finesse
Weapons
Gloves
Rings
Amulets
+X% Marksman Damage
+X% Marksman Critical Strike Chance
+X% Marksman Critical Strike Damage
+X% Rain of Arrows Damage
Rogue Cloaking
Rogue Cloaking
Rogue Cloaking
Helms
Chest Armor
Pants
Shields
Amulets
•X% Concealment Cooldown Reduction
+X% Concealment Duration
+X to Agile
Rogue Invigoration
Rogue Invigoration
Rogue Invigoration
Rings
Amulets
•X% Puncture Resource Generation
+X% Invigorating Strike Effect
+X to Innervation
+X to Adrenaline Rush
Rogue Motion
Rogue Motion
Rogue Motion
Boots
Amulets
+X% Movement Speed
+X% Movement Speed from Blade Shift
+X% Chance for Dark Shroud Projectiles to Cast Twice
+X% Shadow Step Duration
+X to Stutter Step
Rogue Recovery
Rogue Recovery
Helms
Chest Armor
Pants
Shields
Amulets
+X% Chance for Flurry Projectiles to Cast Twice
+X to Siphoning Strikes
+X to Mending Obscurity
Scoundrel Finesse
Scoundrel Finesse
Scoundrel Finesse
Weapons
Gloves
Rings
Amulets
+X% Damage to Poisoned Enemies
+X% Damage to Enemies Affected by Trap Skills
+X% Imbued Damage
+X% Trap Damage
Specialist Evolution
Specialist Evolution
Specialist Evolution
Weapons
Gloves
Rings
Amulets
+X% Damage per Combo Point Spent
+X% Chance for Rain of Arrows Projectiles to Cast Twice
+X% Stun Grenade Size
+X% Shadow Clone Duration
+X% Inner Sight Duration
Subterfuge Efficiency
Subterfuge Efficiency
Subterfuge Efficiency
Rings
Amulets
•X% Subterfuge Cooldown Reduction
•X% Trap Cooldown Reduction
•X% Poison Trap Cooldown Reduction
•X% Dark Shroud Cooldown Reduction
Trap Augments
Trap Augments
Trap Augments
Weapons •Traps Arm X Seconds Faster
+X% Caltrops Size
+X% Caltrops Duration
+X% Poison Trap Duration
Skillful Finesse
Skillful Finesse
Skillful Finesse
Weapons
Gloves
Rings
Amulets
+X% Shadow Step Damage
+X% Dash Damage
+X% Shadow Clone Damage
+X% Stun Grenade Damage

Sorcerer Tempering Manuals:

Tempering Manual Item Type Affix
Conjuration Efficiency
Conjuration Efficiency
Conjuration Efficiency
Rings
Amulets
•X% Hydra Resource Cost Reduction
•X% Ice Blades Cooldown Reduction
•X% Lightning Spear Cooldown Reduction
Conjuration Finesse
Conjuration Finesse
Conjuration Finesse
Weapons
Gloves
Rings
Amulets
+X% Conjuration Damage
+X% Hydra Damage
+X% Ice Blades Damage
+X% Lightning Spear Damage
Frost Augments
Frost Augments
Frost Augments
Weapons +X% Chance for Frost Bolt Projectiles to Cast Twice
+X% Chance for Frozen Orb Projectiles to Cast Twice
+X% Chance for Ice Shards Projectiles to Cast Twice
+X% Blizzard Size
Frost Cage
Frost Cage
Frost Cage
Helms
Chest Armor
Pants
Shields
Amulets
•X% Frost Nova Cooldown Reduction
•X% Chill Slow Potency
+X to Cold Front
Frost Finesse
Frost Finesse
Frost Finesse
Weapons
Gloves
Rings
Amulets
+X% Cold Damage
+X% Vulnerable Damage
+X% Damage to Frozen Enemies
+X% Blizzard Damage
+X% Ice Spike Damage
Pyromancy Augments
Pyromancy Augments
Pyromancy Augments
Weapons +X% Chance for Fire Bolt Projectiles to Cast Twice
+X% Chance for Fireball Projectiles to Cast Twice
+X% Incinerate Size
+X% Meteor Size
+X% Firewall Size
Pyromancy Endurance
Pyromancy Endurance
Pyromancy Endurance
Helms
Chest Armor
Pants
Shields
Amulets
•Lucky Hit: Up to a 5% Chance to Heal +X Life
+X% Flame Shield Duration
+X to Warmth
Pyromancy Finesse
Pyromancy Finesse
Pyromancy Finesse
Weapons
Gloves
Rings
Amulets
+X% Fire Damage
+X% Fire Damage Over Time
+X% Pyromancy Attack Speed
+X% Pyromancy Critical Strike Damage
+X% Mastery Damage
Shock Augments — Surge
Shock Augments — Surge
Shock Augments — Surge
Weapons +X% Chance for Spark Projectiles to Cast Twice
+X% Chance for Chain Lightning Projectiles to Cast Twice
+X% Chance for Charged Bolts Projectiles to Cast Twice
+X% Chance for Ball Lightning Projectiles to Cast Twice
+X% Teleport Size
Shock Finesse
Shock Finesse
Shock Finesse
Weapons
Gloves
Rings
Amulets
+X% Lightning Damage
+X% Shock Critical Strike Chance
+X% Shock Critical Strike Damage
+X% Teleport Damage
+X% Crackling Energy Damage
Sorcerer Control
Sorcerer Control
Sorcerer Control
Helms
Chest Armor
Gloves
Pants
Boots
Shields
Amulets
+X% Immobilize Duration
+X% Stun Duration
+X% Freeze Duration
+X% Frost Nova Size
Sorcerer Motion
Sorcerer Motion
Sorcerer Motion
Boots
Amulets
+X% Movement Speed
+X% Movement Speed for 4 Seconds After Killing an Elite
•X% Teleport Cooldown Reduction
Sorcerer Stability
Sorcerer Stability
Rings
Amulets
+X to Invigorating Conduit
+X to Frigid Breeze
+X to Fiery Surge
Ultimate Efficiency —  Sorcerer
Ultimate Efficiency —  Sorcerer
Ultimate Efficiency —  Sorcerer
Rings
Amulets
•Casting Ultimate Skills Restores +X Primary Resource
•X% Deep Freeze Cooldown Reduction
•X% Inferno Cooldown Reduction
•X% Unstable Currents Cooldown Reduction

F.A.Q. - Diablo 4 Tempering & Masterworking

  1. What is Tempering in Diablo 4? Tempering is the first part of the new crafting system, used to add 2 new affixes to almost every type of item.

  2. What type of items can be Tempered? Aside from Unique and Uber Unique items, everything else can be Tempered.

  3. What materials are needed to Temper items in D4? To Temper an item, you will need the Tempering Manual unlocked and one of each tier of the item type material. For example, Tempering Weapons will require Iron Chunks, Veiled Crystal, and Baleful Fragments.

  4. What is a Tempering Manual in Diablo IV? Tempering Manuals are used to unlock new affix categories that can be added through Tempering.

  5. Can you reroll Tempered affixes? After adding both Tempered affixes, you can reroll them for a maximum of 5 times.

  6. What is Masterworking in Diablo 4? The Masterworking feature replaced the old upgrade system, replacing the 5 upgrades with a 12-rank structure.

  7. How do you unlock Masterworking? Masterworking doesn't need to be unlocked. The materials needed, however, are only obtainable from The Pit.

  8. How do you Masterwork items? You can masterwork items by simply going to the Blacksmith.

  9. What types of items can be Masterworked in Diablo 4? Every type of item can be Masterworked in Diablo 4.

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