Diablo 4 Legendary Affixes

A Legendary affix provides a bonus that's a few times more powerful than a Regular one. They can roll randomly on any Legendary item and be extracted from that item by an Occultist NPC and stored in a Legendary Aspect.

Legendary Affixes D4

You can think of Legendary items as Rare items with one affix replaced with a legendary effect. These new legendary affixes work just like regular affixes, in that they can roll randomly on different items and in different slots. Many can be used by any class, while some are specific to a particular class.

Legendary Affixes

Can’t decide between making your Chill effects Freeze faster or more damaging ground effects for your boots? No problem! Legendary affixes aren’t restricted to a specific slot.

You’ll notice a variety of our affixes in the examples above, including elemental resistances and sockets for gems and runes, which can appear on items in place of another affix. And of course, Attack comes from your weapons while Defense comes from your armor. With the increase to the maximum number of affixes available on items, we’ll also be adding new affixes to the game to make sure there’s plenty of diversity.

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Legendary Affixes

Any class

  • +x to your equipped skills
  • Hit Effect: Your attacks have up to x% chance to spawn a Hydra that will aid you in combat
  • Increase the duration of your Defensive skills by x%
  • Knocked down enemies take x% additional damage from your attacks
  • Lightning Traps periodically appear around you, dealing x damage after 2 seconds to nearby enemies
  • When you stand inside your own Damaging Ground effects, you increase the damage they deal by x%
  • Your phyiscal attacks Chill enemies. Enemies Chilled enough times can become Frozen
  • Additional damage to Knocked Down enemies.
  • Defensive skills last longer by a certain percentage.
  • Physical attacks may Chill enemies, which, when repeated enough times, can even Freeze your foes.
  • Lightning Traps will spawn around you, damaging opponents in an area after 2 seconds.
  • Additional damage to your equipped skills.
  • Standing within your Damaging Ground effects will grant an increase in damage output.
  • Hit Effect: Some of your hits may create a Hydra, good for helping you in the fight.

Barbarian

  • Basic skills deal 20% less damage, but generate x% more Fury
  • Fury skills deal x% more damage for every second you haven't used a Fury skill, up to x%
  • Skills that cost Fury will consume all remaining Fury and grant a x% damage bonus for each extra point of Fury consumed
  • Upheaval skill ignites the ground, burning enemies for an additional x damage of 3 seconds
  • Whirlwind periodically pulls nearby enemies to you
  • Your Chill effects trigger Freeze x% faster, but you deal 30% less Frost damage
  • Casting Whirlwind will also cause it to have a pulling effect on your enemies every so often.
  • Using Upheaval will also light the ground on fire, dealing burn damage to foes. This effect lasts 3 seconds.
  • Basic skills will regenerate extra Fury at the cost of damage (20% less damage).
  • Chill effects will lead to Freezing faster. However, this comes at the cost of Frost damage (30% less damage).
  • Every second that you don’t use a Fury skill, the next Fury skill will deal a certain percentage of extra damage.
  • All skills that consume Fury will cost all of the Fury remaining. To compensate for that, you’ll get an additional damage bonus for every point of Fury that you use up.

Druid

  • Critical Strikes with Storm skills form an Aura of Lightning around you that shocks nearby enemies for x% of the damage dealt over 5 seconds
  • Lightning strikes a nearby enemy dealing x damage whenever you shapeshift
  • Storm skill damage increases Earth skill damage by x% for 5 seconds. In addition, Earth skills increase the Critical Strike chance of Storm skills by x% for 5 seconds
  • Every time you shapeshift, Lightning will randomly strike an opponent close to you, dealing damage.
  • When you perform a Critical Strike with a Storm skill, an Aura of Lightning will cover you. It will shock opponents close to you and deal a certain amount of damage over a period of 5 seconds.
  • Every time you deal damage via Storm skills, your damage dealt from Earth skills increases by a certain percentage. This effect lasts for 5 seconds. Moreover, casting Earth skills also increases the chance of a Critical Strike from Storm skills. This effect also lasts 5 seconds.

Sorceress

  • Cast Nova skill at your Teleport location
  • Fireball launches 3 projectiles that deal x% of normal damage
  • Meteor gains a x% Critical Strike damage bonus against vulnerable targets
  • Teleport forms a Rift in your path that increases your Critical Strike chance by x% for 5 seconds
  • Teleport grants a Barrier that absorbs x% of your Maximum Life for 15 seconds
  • Teleport moves you to a random location and costs x Mana instead of having a cooldown
  • When your Minor Destruction spells Critically Strike, your next Major Destruction spell costs no Mana and has x% chance to Critically Strike
  • A Nova skill gets cast at the location of your Teleport.
  • When facing Vulnerable foes, your Meteor will get a Critical Strike damage boost.
  • Casting Teleport will create a Barrier that can withstand a certain percentage of your Max Life. The Barrier lasts for 15 seconds.
  • Casting Fireball will also give rise to 3 separate projectile shots that only deal a percentage of the regular damage.
  • Teleport will send you to a random location and, instead of requiring a cooldown, will require a certain amount of Mana.
  • Upon every Critical Strike on a Minor Destruction magic spell, the coming Major Destruction will not cost Mana. Additionally, this Major Destruction spell will have a certain Critical Strike chance.
  • Using Teleport will create a Rift which will boost your Critical Strike chance for 5 seconds.

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