Difference between revisions of "Legendary Affixes"
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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 | 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 | ||
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+ | ==Wizard Hats== | ||
+ | {| | ||
+ | |- | ||
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+ | [[Dark Mage's Shade]] | ||
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+ | * {{c_orange|Automatically cast Diamond Skin when you fall below 35% Life. <br>This effect may occur once every 15–20 seconds.}} | ||
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+ | 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 | ||
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+ | [[Archmage's Vicalyke]] | ||
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+ | * {{c_orange|Your Mirror Images have a chance to multiply when killed by enemies.}} | ||
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+ | When clones generated by [[Mirror Image]] die, there is a small chance that they generate additional Mirror Images, prolonging the effect of the spell | ||
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+ | [[The Magistrate]] | ||
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+ | * {{c_orange|Frost Hydra now periodically casts Frost Nova.}} | ||
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+ | While [[Hydra|Frost Hydra]] is active, it will occasionally cast [[Frost Nova]]. Adds effective crowd control effects to the already powerful Hydra skill. | ||
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+ | [[Velvet Camaral]] | ||
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+ | * {{c_orange|Double the number of enemies your Electrocute jumps to.}} | ||
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+ | Potentially doubles the effectiveness of the [[Electrocute]] spell. Works better when dealing with large groups of monsters | ||
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+ | [[Storm Crow]] | ||
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+ | * {{c_orange|20–40% chance to cast a fiery ball when attacking.}} | ||
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+ | 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 | ||
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<br><br> | <br><br> | ||
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=Bows, Crossbows, and Quivers= | =Bows, Crossbows, and Quivers= | ||
==Bows== | ==Bows== |
Revision as of 02:27, 2 October 2014
Below is a listing of all Legendary Affixes in Diablo 3: Reaper of Souls, along with the item that the affix is tied to.
Contents
Accessories
Amulets
Legendary Item | Affix Text | Affix Properties |
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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 | |
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Grants immunity to Arcane damage, and allows for you to be healed by Arcane sources. Nullifies the threat of Arcane Enchanted effects | |
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Increases the duration that Stun affects enemies. Effective for locking down targets or Stun-based builds | |
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Summons Skeletons after a Massacre Bonus. These count as pets, which are enhanced by buffs for pets | |
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When using a form-altering skill, you force enemies nearby to throw a SWEET RAVE PARTY, leaving them vulnerable to attack! | |
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Summons shadow clones of yourself when an enemy is Stunned. These count as pets, which are enhanced by buffs for pets | |
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Gain the use of one extra Passive Skill while wearing the amulet. Passive Skill is determined by the class that crafts the amulet | |
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Grants immunity to Poison damage, and allows for you to be healed by Poison sources. Nullifies the threat of Poison Enchanted and Plagued effects | |
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When attacking close range enemies, you have a chance of gaining an Arcane energy ward that damages enemies when they get close. | |
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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 | |
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Increases the chances of enemies dropping health globes. Useful when using +Life on Globe Pickup items | |
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Grants immunity to Cold damage, and allows for you to be healed by Cold sources. Nullifies the threat of Frozen and Frozen Pulse effects | |
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When hitting an enemy, has a chance to pull enemies in and Slow them. Effective with tanking builds or high damage builds that require enemies to be near you. Can also eliminate the need to utilize pull effect Runes on skills | |
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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 | |
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Grants immunity to Fire damage, and allows for you to be healed by Fire sources. Nullifies the threat of Electrified effects and Orbiter effects |
Rings
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When gold is picked up, increases pickup radius for gold, potions, and health globes. | |
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Occassionally casts Haunt on a random nearby enemy | |
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Increases the Spirit generated by a Monk's Spirit generator moves | |
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You drain life from nearby enemies, healing you for the same amount. Provides a small bonus to survivability for melee-based characters | |
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When taking Fire damage, your primary resource is restored | |
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Increases base experience gained. Experience modifiers from Massacres, Shrines, or other sources are factored in multiplicitively. This does NOT increase experience gained from +Experience per kill items | |
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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 | |
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Creates an untargetable Treasure Goblin minion that collects normal (white) items and recycles them for rare and Legendary items. Drops by the Treasure Goblin do not appear to be affected by Magic Find or difficulty modifiers. If you die before the number of items needed is achieved, the counter resets | |
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When an enemy is Feared, gives you a significant Movement Speed bonus. Useful in Fear-based builds. Not effective vs Elite monster. | |
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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 | |
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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 | |
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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. | |
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Splits all damage dealt to wearers of Unity amongst all wearers of Unity. Combines extremely well when used with a Follower that has Smoking Thurible, Skeleton Key, or Enchanting Favor equipped. Also effective when Socketed with Moratorium, assuming enemies can be quickly killed. | |
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When dealing Lightning damage to an enemy, has a chance to Stun the enemy. Primarily for Lightning-focused builds |
Helmets
Spirit Stones
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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. | |
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When the Inner Sanctuary skill is active, Spirit regeneration is increased significantly | |
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Reduces the cooldown of the Breath of Heaven skill, allowing its buffs to be kept active at all times | |
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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 | |
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When the skill Blinding Flash is used, restores a significant amount of Spirit. Useful for builds that utilize Blinding Flash frequently | |
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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
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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 | |
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When clones generated by Mirror Image die, there is a small chance that they generate additional Mirror Images, prolonging the effect of the spell | |
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While Frost Hydra is active, it will occasionally cast Frost Nova. Adds effective crowd control effects to the already powerful Hydra skill. | |
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Potentially doubles the effectiveness of the Electrocute spell. Works better when dealing with large groups of monsters | |
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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 |
Bows, Crossbows, and Quivers
Bows
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Permanently summons a Raven, which passively attacks enemies for 100% weapon damage. | |
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Alters the Elemental Arrow skill to generate Hatred instead of depleting. Provides Demon Hunters with more options for primary skill use. | |
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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
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When attacking, has a moderate chance to shoot an explosive bolt along with the arrow which deals 100% weapon damage as Fire. | |
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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. | |
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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. | |
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When attacking, has a 15% chance of rooting all enemies hit in place for 2 seconds. Has a 6 second cooldown between effect procs. | |
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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. | |
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Increases the damage of Rapid Fire for every second it is channeled, up to a maximum of 120-160% extra damage. |
Hand Crossbows
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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. | |
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When this weapon is equipped, Strafe gains the effects of Drifting Shadow, allowing for another rune to be used in conjunction. | |
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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
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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. | |
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Eliminates the detonation timer for Bolas. Combines well with Buriza-Do Kyanon and the Rune Imminent Doom. | |
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Increases the chance that Hungering Arrow pierces an enemy. Combines well with Puncturing Arrow or Shatter Shot Runes equipped. |
Items of Diablo III [e] Item Basics Normal Items Crafting Legendary Armor I Legendary Armor II Legendary Weapons 1h Legendary Weapons 2h Item Sets |
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