Legendary items in diablo 3. Horadrim Treasures: Legendary items. Items on the ground

With the release of Patch 2.3, Diablo 3 has more legendary items than ever. And although the chance of their dropping was increased a long time ago, knocking out the much desired Crucible from the demons is hardly easier. The addition of Cuba Kanai also brings another source of Legendaries to the game alongside Kadala, but which one is better?

Maybe, legendary items Diablo 3 comes across even more often than World of Warcraft, but the end-game goal in both games is the same: to get more loot, which will be better than equipped items.

WoW wants to correct us and says: "Getting more beautiful loot", while Diablo 3 grins and replies: "You can only dream of my transmogrification system." But while WoW leads players along the One True Path of Progression to get the best gear, Diablo 3 provides several ways to get Legendaries to choose from.

As you know, players will find the “best” solution for everything. There are two main methods for obtaining a specific Legendary item in Diablo 3, and next we will delve into the calculations behind each to determine which method is the best depending on what you are trying to obtain.

Tables for theorycraft

The tables are especially closely related to theorycraft when it comes to gear selection. Although Diablo 3 doesn't have a traditional database like Wowhead due to the randomness of stats on items, you can still use tables to figure out drop rates and drop rates.

Scrolling through subreddits by Diablo classes, you will often come across this table, although, in my opinion, its alternative version is a little more useful, since it contains comparisons not only of the proportions of the drop or the required amount of bloody fragments, but also the approximate number of death breaths required.

And since it is based on the first table, it also corrects information about some items. For example, the Summoner Spikes armor set used to be multi-class, but with the release of Patch 2.3, it began to drop only for Crusaders. A later version of the table corrects this slight difference in patches along with other changes, which, in turn, has a mute effect on the beats.

The easiest indicator to understand is the Legendary drop rate, which reflects the likelihood that the item will be exactly what we are looking for in the event of a Legendary drop.

It is calculated by dividing the "weight" of the desired legendary item by the sum of all the "weights" of legendary items of the same type. Item types can represent huge categories of equipment that are used by several classes, such as shoulder pads; or they can only combine class items, like voodoo masks (which can only be equipped by a sorcerer). The "weight" of an item, in fact, means its rarity: the lower it is, the less often this item comes across.

You've probably noticed that you, for example, come across more gidbinn and Last Breaths among ceremonial knives than the much-coveted star metal kukris. Looking at the Raw Data pillar, you will notice that the gidbinn has a "weight" of 100, while the star metal kukri is the rarest ceremonial knife with a "weight" of only 25.

So let's take ceremonial knives as an example. I want a dagger dart (DC) to complete my build with an evil carnival mask, so I want to know what is the chance that when the ceremonial knife drops out, I will get exactly the CD?

To do this, take the "weight" of CD equal to 50, and divide it by the total "weight" of ceremonial knives equal to 575 - we get 0.0869, or 8.69% chance.

Now let's take into account that Kadala's things follow the same calculations, but her categories are larger. Ceremonial knives belong to the category of one-handed weapons, and therefore, when throwing bones at Kadala, we also need to take into account all the other one-handed weapons that a sorcerer can use. The final "weight" becomes 3325:

Ceremonial Knives = 575
- One Handed Axes = 550
- Daggers = 350
- One Handed Maces = 650
- Spears = 200
- One-handed swords = 1000

Therefore, the chance of getting a dagger-dart (with a "weight" of 50), out of all the choice of one-handed weapon available to the sorcerer, is 50/3325 or 1.50%.

To consolidate the material, let's calculate the chance of getting an evil carnival mask. Since voodoo masks, like ceremonial knives, are class items, the drop rate for this particular mask will be the same - 50/550 or 9.09%.

But voodoo masks are also a subspecies of helmets, which, however, are slightly smaller than the one-handed weapon from the previous example. Thus, Kadala's chance of getting an evil carnival mask is approximately 3.70%.

Calculating the cost of items

Now that we've covered the basics of drop odds, we can calculate the average cost. Of course, the main nuance is that it is average cost, and, accordingly, it is not a fixed amount of bloody shards or breath of death, which you spend guaranteed get the item.

You might be lucky to get the item you're looking for in the first few tries, or you might only get the Legendary you want at the end of the season.

The formula for the calculation is as follows: 100 / Kadala drop chance * Item price Kadala * 10.

Since our chances of dropping are obtained as a percentage, they have an inherent factor of "100 attempts", and therefore, we will reverse the fraction to find out how many attempts out of 100 we will need on average to get the required legendary.

Of course, each attempt will cost Kadala a certain amount of Bloody Shards, so we multiply the final 100 attempts by the cost of the tier we were trying to get the item in.

The drop rates we looked at earlier were based on the fact that the item in question was originally legendary. Kadala does not guarantee that you will receive a Legendary: she can fill your entire inventory with junk - literally and figuratively - and she won't care. She has a 10% chance to give you a legendary item, which ultimately gives us another multiplier in addition to the variables already available.

Thus, if I am trying to get a dagger-dart, then on average I will have to spend a little less than 50,000 blood shards (calculations would be as follows: 100 / 0.0150 (Kadala chance) * 75 blood shards * 10 = 49,875 blood shards). In comparison, this is 57 times more shards than I have collected with my heroic seasonal character so far. Well, it will be for you! This price is negligible compared to the cost of the Star Metal Kukri, which will cost you an average of 99,750 Shards!

The evil carnival mask even has a higher chance - twice as high as the dagger-dart! Everything is even better, the price in bloody shards for a helmet is only 25 units, which is three times less than the price for a one-handed weapon. Therefore, on average, it will take you about 6,750 shards to get an evil carnival mask.

Kanai please don’t be stingy with your weapons

Another method of obtaining the required Legendary items appeared with Patch 2.3 and the addition of Cuba Kanai to the game. One of the recipes, Cain's Hope, is capable of transforming a Level 70 Rare item into a Legendary item of the same type.

Unlike Kadala, this type of item will be narrowly focused, and therefore, if you put a rare voodoo mask, you will receive a legendary voodoo mask at the exit. Thereby, this method well suited for mining weapons, because instead of rolling the dice for the entire spectrum of one-handed weapons available to you, the game will choose, for example, only one-handed swords.

The only drawback of the method is its cost - 25 breaths of death. The calculation of the average cost for the breath of death will be the same as in the case of the bloody shards, but since we are guaranteed to get a legendary on the output, we do not need to multiply everything by the chance of dropping a legendary item.

The formula will be as follows: 100 / drop chance * 25 (fixed number of breaths of death).

It will take an average of 275 breaths of death to obtain an evil carnival mask (with a 9.09% chance), while a dagger-dart will take about half an attempt more - 288 breaths of death. If you gamble among the smaller categories like two-handed staves, then, for example, "Soo Wong" you will have even less breaths of death - 163 pieces on average.

Conclusion: Kadala vs. Kanai

Kadala is good for getting armor, especially if you're just starting out with a set. For example, shoulder pads for any class will cost an average of 2,000 Blood Shards or less. Trying to get class armor for other equipment slots - for example, a helmet for a sorcerer, sorcerer, or monk - is a little more risky, but still not as reckless as trying to beat Kadala a good weapon.

Specific items, such as weapons and class gear, are best obtained from Kanai, since you will either roll the dice for a small category or for a limited list of the total number of items.

For example, there are seven legendary two-handed maces, but a sorcerer can equip only five of them. Kanai's main problem with gambling is the general rarity of an item for its inherent category. This means that the sorcerer's chances of getting the Crucible are not at all 1 in 5: the “weight” of this legendary mace means that you still have to spend on average about 375 breaths of death.

Rings and amulets are not profitable to obtain by any of the methods. Since there are few class jewelry to shorten the list of available rings and amulets, they will be expensive for Kanai.

Kadala is also not very generous with jewelry, because rings cost 50 bloody shards, and amulets as much as 100. Really rare items, like the Crucible, will also cost a lot when using any of the above methods.

Items are scattered all over the place after the battle.

As the game progresses Diablo iii a wide variety of equipment will fall into your hands. Each killed monster with a certain probability will leave behind armor or weapons. Trophies can be stored in each chest and lie under each corpse.

If you see an object on the ground, select it and pick it up. It will sparkle to grab your attention, and for some time you will be able to see its name. So you will know exactly what you are going to acquire.

Equipment and items

Weapon(swords, bows, magic wands, etc.) determines the damage you deal - an indicator of how lethal your attacks are. The higher the damage value, the more likely you will inflict a fatal blow on opponents. By upgrading your weapons, you will kill enemies faster and be able to deliver more serious blows to even the most dreadful creatures invading Sanctuary. The damage dealt can be found in the stats section of the character menu (on PC and Mac - "C", on Xbox 360 and Xbox One - "BACK", on PlayStation®3 and PlayStation®4 - "SELECT").

Having replenished your arsenal, you can compare the new weapon with the one that is already equipped. To do this, select the weapon in the character menu: a description of the changes that will occur if you equip this item will appear.

Used armor(helmets, shields and armor sets) affects your armor score. Your resistance to impacts depends on it. The higher this indicator, the less damage you will receive. By improving your armor, you will not only look more protected, but you will also almost forget about those attacks that could destroy you instantly. The armor stat can be found in the character menu.

Dual and two-handed weapons

When choosing skills to match your equipment (or vice versa), you often have to face a difficult choice - to use a two-handed weapon, a one-handed weapon with an off-hand item, or (if you play as a monk, barbarian or demon hunter) dual wielding? It all comes down to your character development option and your preferred playstyle.

Below is a list of what you need to consider when making a choice in favor of one or another option.

  • If you choose 2 weapons, then the attack speed will increase by 15%. This parameter increases your damage per second.
  • When using 2 weapons, you make strikes with each weapon in turn. Damage dealt will be based on the weapon being hit, not the arithmetic average of the weapons. Thus, the damage dealt in one hit will be less than that of a two-handed weapon.
  • Bonuses from each equipped weapon are summed up (for example, if one weapon gives an increase of +20 to strength, and the other - +22 to strength, then in total you will have +42 to strength). Often, when carrying a weapon in each hand, you will have more bonuses (and you can use more precious stones) than when using a two-handed weapon.
  • A weapon in each hand contributes to a higher attack speed. Therefore, you will be able to replenish the resource faster than using a two-handed weapon.
  • When using two-handed weapons, you will be able to deliver much more powerful blows (compared to one-handed). Skills that deal significant weapon damage (for example, 200% weapon damage) will do more damage (including critical). Thus, you can destroy the enemy in a matter of blows.

Generally, dual weapon promotes high speed attacks and quick resource replenishment, and also allows you to use more gems and get more bonuses to characteristics. Abilities that can trigger on impact also trigger more often when carrying a weapon in each hand. Two-handed weapon allows for high damage and powerful critical hits. It is also best used with frequent use of area damage skills.

Equipment - basic indicators

Not every weapon or armor suits every hero. As skills are peculiar only to certain classes (a sorcerer, for example, will never master the sweeping blows of a barbarian, and a barbarian will not learn to command the undead), in the same way they use only suitable equipment.

Most of the equipment has restrictions on the level of heroes. If the level of your hero is not high enough, you simply will not be able to use certain weapons for the time being. For example, a 3rd-level barbarian cannot fight with an ax that requires 8th-level experience.

In addition, the use of some equipment is determined by the class of the hero. For example, certain types of small arms are suitable exclusively for demon hunters, and with powerful heavy weapons only barbarians can handle. Each hero has unique equipment suitable exclusively for his class. It is specially tailored to the owner and improves one or more of his skills.

Each piece of equipment has a certain stock strength, which shows how long it will last in battle before it finally breaks down and becomes unusable. From the use of equipment, the level of durability decreases slightly, from the received damage - more, and when a character dies, the durability of all his items is noticeably reduced.

To find out the current and maximum value of the durability of an item, select it in the inventory (displayed as: "Durability: 52/60").

If the durability of an item is zero, its use will no longer have a positive effect. City merchants can repair damaged items - but, of course, not for free.

Item quality

There is one more distinctive feature items that can be noticed even before you pick them up from the ground or buy from a merchant. Item name and type are displayed in text different color which points to their quality.

  • Regular items - their names are written in white. This is usually the weakest equipment with minimum requirement to a level and with a minimum of special properties (or without them at all).
  • Magical items - their names are written in blue. They are less common than usual and, as a rule, surpass them in characteristics. Magic items always have at least one special property.
  • Rare items - their names are written in yellow. They are not easy to find, but they are usually much more useful. Rare items always have several useful properties.
  • Items from sets- their names are written in green... They are similar to rare ones, but each of them is part of a specific set of equipment (for example: sword + shield + helmet). The use of several items from one set additionally strengthens the character. If you are playing on Torment I difficulty or above, any such item may be part of ancient kit- with incredibly strong performance. Ancient and ordinary items for sets can be easily combined, that is, if you collect a set of items of different ages, you will still receive a bonus from the set. In case of successful completion of the great portal primordial ancient item from the set. Like other ancient items, these powerful pieces of equipment have more high performance, however, their main and secondary properties are selected in such a way as to fully reveal the potential of the subject.
  • Legendary- their names are written in orange. They are so powerful and so rare that some consider them a myth. So if you are lucky enough to find such an item - rejoice! And if you play on Torment I difficulty or above, any Legendary item dropped by you may be the ancients- with even stronger performance. If you successfully complete the Great Rift Level 70 alone, you will have a chance to get Primal Ancient Legendary item. Like other ancient legendary items, this mythical equipment has higher characteristics, while its main and secondary properties are optimally matched. In general, such items are among the most coveted finds for the heroes of Sanctuary.

Found legendary items and items from sets need to be recognized in order to unlock their additional properties. Finds that you have not yet recognized are marked in your inventory with a question mark. On PC, to recognize an item, right-click on it or use the Book of Cain icon on the minimap: all items in your inventory will be automatically recognized. On consoles, highlight an item in your inventory.

In addition to additional bonuses to the main characteristics, equipment can have other properties - the game has weapons that drain life from enemies, boots that increase running speed, armor that accelerates health regeneration, and items with other mysterious properties.

Consumables

In addition to equipment that will serve you faithfully until you decide to change or sell it, you will find various consumables in the game that will help you survive in Sanctuary. Some of these items can be purchased, while others are rare and can only be found on the battlefield. Here are some examples of consumables:

Potions are mystical liquids that instantly heal you, restoring a certain amount of health depending on their power. There is talk of the existence of more powerful healing potions, which, in addition, have a positive effect on other indicators of heroes.

The magical nature of the potions does not allow you to use them one by one. After you drink one potion, you need to wait a little (the so-called "cooldown") before you can use the next one.

Dyes are used to change the color of your armor. One bottle of dye is consumed for one piece of armor. Thus, in order to completely repaint your gear, you will need several bottles.

Search for magic items

Magic items are essential to better deal with monsters in Diablo III (especially at high difficulty levels). Therefore, it is good when you find them often and in large quantities. Your search rate for magic items is shown in your inventory.

What does this parameter actually give?

High probability of finding magic items allows you to find things higher quality... Moreover, this applies only to items obtained after defeating the enemy (i.e., this parameter does not in any way affect items obtained from chests, vases, weapon racks, etc.). He also does not affect the quantity items. It is precisely the likelihood that the item will be magical and will be more useful than with a lower parameter value increases.

When an object falls out of a defeated enemy, the game randomly determines the quality of the object, referring to the list with quality options and the number of affixes. In this case, there is a "drawing" for each property, and as a result you get a specific item. The probability of finding magic items just affects the result of these "jokes".

For example, if a monster has a 4% chance to drop a rare item with six affixes, and your search parameter for magic items is 50%, then the item drop chance increases to 6%.

The quality of items changes as follows:

  • legendary item
  • rare item with 6 affixes
  • rare item with 5 affixes
  • rare item with 4 affixes
  • rare item with 2 affixes
  • rare item with 1 affix
  • magic item

In accordance with the above example, if in the case of "drawing" an item of higher quality could not be obtained, then the item generator can create an item of lower quality (and so on in a chain). For example, if an item with 6 affixes could not be obtained, then an item with 5 affixes will be "played", then with 4, etc. The probability of finding magic items affects each such play. If an item with 5 affixes can drop from the same monster with a 10% chance, and your search parameter for magic items is 50%, then the probability of a drop of the specified item increases to 15%.

Triggering

What is triggering? This is the effect, which with some probability can be triggered when you hit or use a certain skill. Certain properties of weapons and passive skills can also trigger.

For example, such effects include a weapon property that allows you to knock back enemies. Since this effect has some chance to work, you will not knock enemies back with every hit.

Actuation coefficient determines how often the corresponding effect will be triggered. Many effects are triggered every time you use skills: their trigger factor is 1. A skill with a lower factor with less likely will trigger.

For example, equipping this weapon, you attack one enemy using the Magic Arrow skill (its trigger coefficient is 1). Compare this to the effect of using the Energy Vortex skill under the same conditions (its trigger rate is much lower), and you will notice that the knockback is triggered at different rates.

Why reduce the response rate? Some skills, such as Vortex of Energy, hit multiple targets or continue to deal damage over a long period of time, so there are many opportunities for effects to be triggered. Skills of this type, designed to deal damage to many targets (area damage), usually have a lower proc rate so that other skills are not inferior to them in efficiency and are no less interesting to use.


Diablo 3 is rich in various interesting items with very good affixes (characteristics) and in this article we will try to collect information about all significant parameters, as well as their maximum values. We hope you find this information useful in your travels around the world of Sanctuary or when trading at the auction.

Attention! Legendary items do not count towards the tables! Because they may have exclusive unique characteristics and a patch that enhances legendary items has not yet been released. Information will be added later.

Also consider that the total values ​​are given for the case with two wearing rings, excluding precious stones. The totals for dual wielding and other variants are shown separately.

Basic characteristics

Using a dual wielding gives the maximum increase in all basic characteristics.
Item type Agility Intelligence Power Vitality
Weapon 350 350 350 350
Left hand 178 178 178 178
Shield 200 200 200 200
Ring 178 178 178 178
Amulet 302 302 302 302
Shoulders 200 200 300 200
Helmet 200 300 200 200
Trousers 200 200 200 300
Gloves 300 300 200 200
Chest armor 200 200 200 300
Bracers 200 200 200 200
Boots 300 200 200 200
Belt 200 200 300 200
Demon Hunter - Cloak 178 178 178 258
Barbarian - Powerful Belt 178 178 258 178
Monk - Spiritual Stone 178 258 178 178
Sorcerer - Voodoo Mask 178 258 178 178
Sorcerer's Hat 178 258 178 178
Sum (dual wielding) 3,158 3,158 3,158 3,158
Amount (weapons and left hand) 2,986 2,986 2,986 2,986
Sum (weapon and shield) 3,008 3,008 3,008 3,008

Health characteristics

A barbarian with a dual wielding can have a maximum damage-to-health conversion value, higher than that of other classes. All this is due to the presence of this characteristic on Mighty belts (class item Barbarian), while ordinary belts cannot have such a bonus. The maximum value of converting damage to health for the Barbarian is 9%. If you use a dual weapon with sockets, where one Star Amethyst will be inserted, you can achieve the maximum health regeneration bonus on impact - 4,431 health per hit.
Item type Health Orb Bonus Replenishment of health Health on murder Health on impact Health at the expense of Spirit Drain Health% % Health
Weapon - - 2,878 959 64 3 -
Left hand 5,977 234 - - - - 9
Shield 12,794 342 - - - - 16
Ring 5,977 234 985 328 - - 9
Amulet 5,977 410 1,971 657 - - 14
Shoulders 12,794 342 - - - - 12
Helmet 12,794 342 - - - - 12
Trousers 12,794 342 - - - - -
Gloves 12,794 342 - - - - -
Chest armor 12,794 599 - - - - 12
Bracers 12,794 342 - - - - -
Boots 12,794 342 - - - - -
Belt 12,794 342 - - - - 12
Demon Hunter - Cloak 5,977 410 - - - - 9
Barbarian - Powerful Belt 5,977 234 - - - 3 9
Monk - Spiritual Stone 5,977 234 - - 30 - 9
Sorcerer - Voodoo Mask 5,977 234 - - - - 9
Sorcerer's Hat 5,977 234 - - - - 9
Sum (dual wielding) 120,283 3,871 9,697 3,231 158 6 80
Amount (weapon and left hand) 126,260 4,105 6,819 2,272 94 3 89
Sum (weapon and shield) 133,077 4,213 6,819 2,272 94 3 96

Auxiliary characteristics

Don't forget what you get additional 20% of the probability of finding magic items (Magic Find) and gold (Gold Find) of your Companion... In the case of playing in a group with other people, your probability of finding magic items and gold shared among all group members, i.e. if your bonus to the probability of finding magic items is 90% MF, and there are 2 more people in your group, then each will have a bonus of 30% MF.
Item type Search for magic items% Gold search% An experience Travel speed Orb / Gold Pickup Radius Reduced level requirements Nests
Weapon - - 24 - - 18 1
Left hand 18 20 24 - - - 1
Shield 20 25 24 - - - 1
Ring 18 20 22 - - - 1
Amulet 40 40 24 - - - 1
Shoulders 20 25 24 - 7 18 -
Helmet 20 25 24 - 7 18 1
Trousers 20 25 24 - 7 18 2
Gloves 20 25 24 - 7 18 -
Chest armor 20 25 24 - 7 18 3
Bracers 20 25 24 - 7 18 -
Boots 20 25 24 12 7 18 -
Belt 20 25 24 - 7 18 -
Demon Hunter - Cloak 18 20 24 - 7 16 3
Barbarian - Powerful Belt 18 20 24 - 7 16 -
Monk - Spiritual Stone 18 20 24 - 7 16 1
Sorcerer - Voodoo Mask 18 20 24 - 7 16 1
Sorcerer's Hat 18 20 24 - 7 16 1
Sum (dual wielding) 236 280 332 12 56 N / A 12
Amount (weapon and left hand) 254 300 332 12 56 N / A 12
Sum (weapon and shield) 256 305 332 12 56 N / A 12

Attacking Stats - Damage Modifiers

Cold damage below than from other types of damage, because dealing cold damage - you reduce the speed of enemies.
Note: Dual wielding provides a 15% bonus to attack speed, which is not listed in the table.
Item type Damage% Crit chance% Critical Damage% Attack speed% Unit to min. damage Unit to max. damage Unit Elemental Damage Unit to cold damage
Weapon 50 - 100 11 - - 667 399
Left hand - 8.5 - 15 - - - -
Shield - 10 - - - - - -
Ring - 4.5 35 9 27 27 - -
Amulet - 8.5 65 9 27 27 - -
Shoulders - - - - - - - -
Helmet - 6 - - - - - -
Trousers - - - - - - - -
Gloves - 10 50 9 - - - -
Chest armor - - - - - - - -
Bracers - 6 - - - - - -
Boots - - - - - - - -
Belt - - - - - - - -
Demon Hunter - Cloak - - - - - - - -
Barbarian - Powerful Belt - - - - - - - -
Monk - Spiritual Stone - 4.5 - - - - - -
Sorcerer - Voodoo Mask - 4.5 - - - - - -
Sorcerer's Hat - 4.5 - - - - - -
Sum (dual wielding) 100 39.5 385 58 81 81 1334 798
Amount (weapon and left hand) 50 48 285 62 81 81 667 399
Sum (weapon and shield) 50 49.5 285 47 81 81 667 399

Defensive characteristics

Note: Special monsters are bosses, champions, unique and rare monsters. Basically, all are not ordinary enemies.
Item type Armor Blocking% Reduced Melee Attack Damage% Ranged Attack Damage Reduction% Reduced Attack Damage from Special Monsters% Thorns Decrease effective. control%
Weapon - - - - - - -
Left hand - - - - - 979 -
Shield 397 9 6 6 7 2,544 14
Ring 240 - - - - 979 14
Amulet 360 - 4 4 - 1,712 14
Shoulders 265 - - - - 2,544 -
Helmet 397 - - - - 1,454 14
Trousers 397 - - - - 1,454 -
Gloves 265 - - - - 1,454 -
Chest armor 397 - 6 6 7 2,544 -
Bracers 265 - 6 6 - 1,454 -
Boots 265 - - - - 1,454 -
Belt 265 - - - - 2,544 -
Demon Hunter - Cloak 397 - - 6 - 2,544 -
Barbarian - Powerful Belt 265 - - - - 2,544 -
Monk - Spiritual Stone 397 - - - - 1,454 14
Sorcerer - Voodoo Mask 397 - - - - 1,454 14
Sorcerer's Hat 397 - - - - 1,454 14
Sum (dual wielding) 3,488 - 16 16 7 18,572 70
Amount (weapon and left hand) 3,488 - 16 16 7 19,551 70
Sum (weapon and shield) 3,885 9 22 22 14 21,116 70

Resistance

Monks who accumulate one type of resistance, as well as have additional resistance to all elements on all objects, are able to achieve the resistance value to all elements in the amount of 1620(using the "Absolute Harmony" skill)
Item type All kinds Phys. damage Cold Fire Lightning Poison Arcane magic
Weapon - - - - - - -
Left hand - - - - - - -
Shield 80 60 60 60 60 60 60
Ring 70 50 50 50 50 50 50
Amulet 70 50 50 50 50 50 50
Shoulders 80 60 60 60 60 60 60
Helmet 80 60 60 60 60 60 60
Trousers 80 60 60 60 60 60 60
Gloves 80 60 60 60 60 60 60
Chest armor 80 60 60 60 60 60 60
Bracers 80 60 60 60 60 60 60
Boots 80 60 60 60 60 60 60
Belt 80 60 60 60 60 60 60
Demon Hunter - Cloak 70 50 50 50 50 50 50
Barbarian - Powerful Belt 70 50 50 50 50 50 50
Monk - Spiritual Stone 70 50 50 50 50 50 50
Sorcerer - Voodoo Mask 70 50 50 50 50 50 50
Sorcerer's Hat 70 50 50 50 50 50 50
Sum (dual wielding) 850 630 630 630 630 630 630
Amount (weapon and left hand) 850 630 630 630 630 630 630
Sum (weapon and shield) 930 690 690 690 690 690 690

Impact effects

Special characteristics that cause various effects on opponents when hitting them.
Note: All types of two-handed weapons can have a maximum chance of causing these effects - 5.1%.
Item type Probability...
stun% discard% slow down% immobilize% to freeze %
Weapon 2.6 2.6 2.6 2.6 2.6
Left hand 2.6 2.6 2.6 2.6 2.6
Shield 2.6 2.6 2.6 2.6 2.6
Ring - - - - -
Amulet - - - - -
Shoulders - - - - -
Helmet - - - - -
Trousers - - 5.1 - -
Gloves 5.1 - - - -
Chest armor - - - - -
Bracers - 5.1 - - -
Boots - - - 5.1 -
Belt - - - - 5.1
Demon Hunter - Cloak - - - - -
Barbarian - Powerful Belt - - - - 5.1
Monk - Spiritual Stone - - - - -
Sorcerer - Voodoo Mask - - - - -
Sorcerer's Hat - - - - -
Sum (dual wielding) 10.3 10.3 10.3 10.3 10.3
Amount (weapon and left hand) 10.3 10.3 10.3 10.3 10.3
Sum (weapon and shield) 10.3 10.3 10.3 10.3 10.3

Item type Probability...
cause bleeding% horrify% cause rigor% blind%
Weapon 35 2.6 2.6 2.6
Left hand 35 2.6 2.6 2.6
Shield 35 2.6 2.6 2.6
Ring - - - -
Amulet - - - 5.1
Shoulders - - 5.1 -
Helmet - 5.1 - -
Trousers - - - -
Gloves - - - -
Chest armor - - - -
Bracers - - - -
Boots - - - -
Belt - - - -
Demon Hunter - Cloak - - - -
Barbarian - Powerful Belt - - - -
Monk - Spiritual Stone - 5.1 - -
Sorcerer - Voodoo Mask - 5.1 - -
Sorcerer's Hat - - 5.1 -
Sum (dual wielding) 70 10.3 10.3 10.3
Amount (weapon and left hand) 70 10.3 10.3 10.3
Sum (weapon and shield) 70 10.3 10.3 10.3

Resources

Use your inner strength to regenerate resources faster.
Item type Recovery... Maximum stock ...
spirit hate mana magical energy energy at crits concentration mana rage
Weapon 2.5 1.33 14 10 15 10 150 15
Left hand - 1.17 11 10 15 10 119 -
Shield - - - - - - - -
Ring - - - - - - - -
Amulet - - - - - - - -
Shoulders - - - - - - - -
Helmet - - - - - - - -
Trousers - - - - - - - -
Gloves - - - - - - - -
Chest armor - - - - - - - -
Bracers - - - - - - - -
Boots - - - - - - - -
Belt - - - - - - - -
Demon Hunter - Cloak - 1.17 - - - 10 - -
Barbarian - Powerful Belt - - - - - - - 15
Monk - Spiritual Stone 2.5 - - - - - - -
Sorcerer - Voodoo Mask - - 11 - - - 119 -
Sorcerer's Hat - - - 10 15 - - -
Sum (dual wielding) 7.5 3.83 50 30 45 30 419 45
Amount (weapon and left hand) 5 3.67 39 30 45 30 388 30
Sum (weapon and shield) 5 2.5 25 20 30 20 269 30

Characteristic of the weapon "Attacks per second"

And one more plate useful in everyday life, reflecting all the existing values ​​of an important parameter of any weapon - "Attacks per second", ie. how many attacks per second you can inflict using given view weapons. As you know, in Diablo 3 there are several types of weapons, moreover, there are two-handed and one-handed, and the spread of the affix value between the extreme values ​​is as much as 0.7 attacks per second!
Note: This characteristic depends on the affix +% to attack speed, i.e. if you find a one-handed spear (the base speed of one-handed spears in the game is 1.2 attacks per second) and it has an affix of + 8% to attack speed, then you will see a value equal to 1.3 (in fact, 1.296, the values ​​are rounded by the game to hundredths).
Item type Attacks per second (APS)
One-handed weapon
Mace / Spear1.2
Ax / Mighty Weapon1.3
Sword / Ceremonial Knife / Wand / Fist Weapon1.4
Dagger1.5
Hand Crossbow1.6
Two-handed weapon
Mace0.9
Polearm0.95
Mighty / Ax / Staff1.0
Daibo / Sword / Crossbow1.1
Bow1.4

Translated and supplemented: demer (www.site)
English version: d3rmt.com


→ Farming routes in diablo 3 items

Legendary farming routes change after each Diablo 3 update. In diablo 3, legendary items make money much faster required amount gold to buy equipment for your character. Then you can sell gold in Diablo 3, buy gems, or even give it to anyone you meet. When farming legendaries in diablo 3, you need to be patient, as their drop is not 5 or 10%. There were times when, in 10 hours of farming, it was possible to knock out legendary items in diablo 3, which cost only 50-100 thousand gold at auction ... ... a trifle.

How and where to find legendary items in Diablo 3 in Act 1?

We begin our journey from the Rotting Forest. Here you can fill 4 Nephalem stacks in a few minutes, which will significantly increase the chance of rare items falling out. Also, do not forget about a visit to the caves at this location, since here you can find not only elite monsters, but also goblins. The actual farming of legendaries in diablo 3 in act 1 is pretty easy at low difficulty levels. Then we go to the Cemetery of the Damned. It is recommended to put the items knocked out in diablo 3 into the warehouse first, so as not to waste extra time on identifying the items. Then we move on to the Castle of Leorica and the Halls of Agonies. After killing the butcher, we restart and start over.

How and where to find legendary items in diablo 3 in the second act?

We make a teleport to the Black Canyon Mines. About four packs of elite monsters can be found in the teleport areas here. A huge advantage of this location is its small size. This place is one of the best for earning gold diablo 3. Further in the desert we are looking for the Tomb of the Mercenary. The tomb has the largest concentration of elite monsters (up to 12), which allows you to kill as many packs as possible in a short time. The knocked-out diablo 3 legendary items can be put into the warehouse and, if the task is selected correctly, they will return to the location in a few seconds. Finding out where to find legendary items in diablo 3 is quite simple, as during the passage of the second act, each player will notice the most fishy spots. To be honest, farming Legendaries in Diablo 3 in Act 2 is much more efficient than in Act 1.

How and where to find legendary items in diablo 3 in the third act?

Some players prefer to use the Alkaizer route for this act, but in the latest expansion, the Baroque route is more productive. We start farming the coveted legendaries in diablo 3 from the Core of Mount Arreat. On the official server of the game Diablo 3, most players start their route from this location, since it does not take much time and allows you to quickly fill the nephalem. Then we go to the Tower of the Doomed on the first level. We quickly make one circle and teleport to the second level of Arreat Crator. Almost all knocked-out legendary items in diablo 3 drop out here, although running through this location takes a very long time. Then we run along the Bridge of Corsicca and then fly to the second level of the barracks. After completion, re-log in and start over.

It's no secret that almost all legendary items in Diablo 3 are junk right now. Finally, with patch 1.0.4, this situation will change. We study new characteristics and get acquainted with new products. How do you like level 63 Legendaries?)

Soon after Diablo III was released, many of you have commented on legendary items. Most of the reviews were pretty harsh - but fair. Legendary items that exist in the game at the moment, for the most part, look like rare items, in which the name is simply highlighted in a different color. You pointed this out to us and we decided to take action.

We've worked tirelessly to make legendary items truly legendary. There are new Legendaries coming in Update 1.0.4, and today I will tell you about the upcoming changes.

Let's see what did not suit you and us the most, and what we did to alleviate the situation.

Legendary items should give a sense of uniqueness

Many players have rightly pointed out that legendary items do not give a sense of uniqueness. Diablo II had many famous items that everyone dreamed of getting their hands on. These items were called unique. Now they are called legendary, but while working on them, we tried to keep the word "unique" in our head. Given the exceptional rarity of legendary items, and the fact that they are highlighted with a special color, we feel that they should come with a sense of something special. When you find a legendary item, you shouldn't get the feeling that it is just some kind of ordinary sword. Legendary items must have their own story. Legendary items should be associated with some vivid image - for example, a powerful sorcerer creates this item in a secret section of his library and weaves special magic into it all day long.

Some of this feeling can arise if you equip an item and see that it looks unique and not like all other items. Artists have literally tied themselves into a knot to make legendary items look truly epic in update 1.0.4. But we will return to this a little later.

And to make legendary items even more unique, we've built spells into some of them. More than 50 items now have their own spells! Here are some of them.

Now players will be able to take revenge on rare and elite monsters, because monster affixes will appear on legendary items. This is just an example.

With this, you can force the monsters to fight each other, just like the skill of a spellcaster.

In them, you will not only look cool, but you will also be able to leave a trail of fire and lure monsters into this trap.

Before Now

A pillar of light rushes from heaven to earth, and a real angel comes to your aid! A worthy ally.

There is also just cool stuff... Everyone wants to be like Khom. When you put on these pants, you will be surrounded by a cloud of gas, and nearby enemies will definitely feel it!

Before Now

With this sword, you may be able to summon a demon for help. But this demon is not as simple as it seems! It has the "Fire Chains" affix, and these chains link you to the demon. Ho ho!

More options for character development
Since legendary items are unique, we can add various parameters to them that cannot be added to regular items. One of the main goals of Diablo III in general, and the skill and rune system in particular, is to offer many options for character development. And this is where legendary items will help.

In Update 1.0.4, we'll be adding a few items to match a specific skill set. Thus, it will be possible to try new options for character development. The point is for the player to look at the object and think: “Why not?”. These items may not provide the maximum damage bonus, but they will help you take a different look at your class and find the right playstyle.

Some would like to play as the Barbarian Thrower. Good idea! Here you are.


A popular suggestion is that the sorcerer can fight in close combat. Presumably, this rod will not remain unclaimed.

Of course, many sorcerers like to summon various creatures ... and this item will help them! In update 1.0.4, the sorcerer's pets will be strengthened, and we think that this item will be useful to more than one sorcerer.

The choice should be interesting
Responsibility comes with power. There are affixes in the game that can upset the balance if you wear too many items with such affixes. How to make sure not to break the wood?

A good example is Golden Skin. It increases the amount of gold dropped from opponents by 100%. In addition, with each hit, with a certain probability, gold will drop out of the opponents. Not bad, right? However, there will be no key stats on Golden Skin. Instead, "leather of gold" (!) Will have resistances, as well as other affixes that reduce the damage taken. Thus, you will have several options for how to benefit from this subject. You will have to look for other items with the desired characteristics if you want to get your hands on all this shiny gold. Calculating characteristics on objects is not an easy task, and it is always interesting to solve it.

Respect for elders
Diablo III brings many items from previous games in the series. However, they often do not resemble their predecessors, except for the name. This was probably wrong - many items were useless. We scrupulously looked at how the current legendary items correspond to their "ancestors", not in vain they bear this or that name. In some cases, we even made such items better than the original.


Brand new mittens are like good old mittens. They enhance skills related to cold, and add a rather big bonus to cold damage.

We honored the original: now all arrows fired from a crossbow, with some probability, can ignore the enemy's defense.

They must be powerful
We deliberately weakened some affixes of legendary items so as not to upset the game balance. But in the end, the items just became useless. For example, if the item is level 50, then the first affix will always be level 50, the second - 47, and the third - 43. This was done to compensate for the presence of guaranteed affixes and to introduce an element of randomness into item generation. However, we have come to the conclusion that this is not necessary. We'll be fine if legendary items are powerful. Thus, we decided to remove penalties when generating affixes. Let's say a level 50 legendary item has a guaranteed power affix. Previously, in such a situation, the item would add an amount of strength, similar to a level 45 item. Now guaranteed affixes will be generated according to the item level.

In addition, legendary items could be, at most, level 62, which means that it was almost impossible to find weapons with good damage. Now the situation has changed. We decided to introduce a ton of new legendary items into the game, and they can be level 63. This means they have a chance for the best affixes in the game.

In update 1.0.4, two-handed weapons will also be improved. Of course, this also applies to legendary items.

Here's a good example.

Before Now

The rest
Here, these are the major changes to legendary items coming in patch 1.0.4. But there are a few more important points.

Only forward! We remind you that the changes will only affect those items that will be mined after the release of Update 1.0.4. This also applies to unidentified items (since they are generated when dropped). Since we decided to make very serious changes, we cannot equalize the old items and the new ones with 100% accuracy. If you re-generate affixes on objects, then some objects may become worse, and some - better.

Some things still don't change. Some items are already good enough that you don't need to improve them. For example, the helmet of the command. It will not be changed in update 1.0.4.

What about kits? Items from the set, the name of which is highlighted in green, are actually legendary (they just have set bonuses in addition). This includes everything we've said about legendary items. In addition, some set bonuses will be changed - they will become more significant. Many of the items in the set will also be level 63.

New kit names. Since the bonuses for the set of existing items will remain the same, the new sets will have new names (this also applies to the items in the set). Thus, it will be possible to distinguish between items obtained before and after the release of the update.

Crafted Legendary Items. If you already have a sketch of a legendary item and this item will be subjected to changes, then you do not have to mine or buy a new sketch of the same item. After the release of Update 1.0.4, you will be able to create modified items using the old sketch.

Thank you for your feedback! We're very interested in what you have to say about the new Legendary items coming in Update 1.0.4. Stay tuned for the next 1.0.4 patch notes - we'll be posting them regularly.

Yes, and more!
I am very proud of the way everyone worked together on these changes. This was our common cause. When we first discussed how to improve legendary items, the artists really liked your ideas, and they went out of their way. And the items turned out just super! You will see some of these transformations in the video. And it also shows new affixes that, with some probability, are triggered on impact.