Complete Guide to Tempering and Masterworking in Diablo 4

ByRampage

Last Updated:2 Jan 2026

Tempering & Masterworking

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.

Diablo 4 guides

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

Tempering & Masterworking

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

Tempering & Masterworking

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?

Tempering & 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

Tempering & Masterworking

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.

Tempering & Masterworking

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.

Publication date:27 Jun 2025