Diablo 4 Crafting Guide: Everything you need to know (2024)

While Diablo 4 has fairly simple crafting systems, there are a lot of nuances that aren’t always clear. This guide teaches you everything you need to help get great items very quickly.

This guide is up-to-date for Season 4 and Patch 1.4.0.
Check our Diablo 4 Builds Catalog of uniquely crafted builds for each class.

Diablo 4 breaks its crafting down between three of the in-game NPCs; The Blacksmith, the Jeweler, and the Occultist.

Each of these plays a different role in the crafting process, but we’re going to cover what they do and how best to use their functions.

We’ll also talk about some lesser-known functions with these crafting options that can take things to a whole new level.

What Item Crafting is in Diablo 4

While there are only three vendors that assist you with all things crafting, there are five main parts to crafting. The bases of each of these are explained below, alongside what makes each very useful.

It’s important to remember that all items up to Unique are tradable as of Season 4. Performing any form of crafting on an item will make it untradeable, no crafting for profit here!

Codex of Power and Aspect Extraction

The Codex of Power holds our Aspects, functioning as both a collection log and a crafting compendium.

Starting from Season 4, the Codex of Power will retain all of our Aspects at the highest power we’ve collected. They will not be available right away from Level 1, nor will they carry over between seasons. We’ll still have to collect, and now upgrade, them in a similar way to before, pulling them from Dungeons or Drops.

There are two ways you can unlock Aspects in Diablo 4. This can be done by Completing a Dungeon to unlock an Aspect or by Salvaging a Legendary Item.

Completing a Dungeon will grant us a specific Aspect the first time it’s finished in a Season. This Aspect will always start at its minimum power, but is a guaranteed source for it.

With the changes to Itemization in Season 4, Salvaging Legendary Items will also grant us the Aspect on the item in our Codex of Power. Aspects obtained by Salvaging Legendary items will upgrade our Aspects in the Codex of Power, retaining the highest power we’ve Salvaged. This means one perfect roll of an Affix is all we ever need from a drop, then we can always craft it at maximum strength.

If an item has an upgraded Aspect on it, it will have an indicator inside the salvage menu. This lets you see at a glance if you will be upgrading an Aspect any time you Salvage a Legendary Item.

Aspect Imprinting

By visiting the Occultist, we have access to Aspect Imprinting, which lets us apply Aspects we’ve collected or unlocked from our Codex of Power. This comes at a small cost of some Gold and some Crafting materials gained by breaking down gear. At the High end, this is always a combination of a Common Material (Ores/Leather), a Rare Material (Veiled Crystals), and the respective Legendary Material for its item type.

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When Imprinting Aspects, you will always Imprint the Aspect at its current power, except for a couple of item types. When Imprinting, an Aspect is 50% Stronger if placed on an Amulet or 100% Stronger on 2-Handed Weapons.

It’s worth noting that in addition to boosting an Aspect by 50%, Amulets can use any Aspect type except for Resource. All other gear slots are limited to 1-2 Aspect types, making them much less flexible. Below is a table of those restrictions.

Item Slot

Available Types

Helmet

Defensive or Utility

Body Armor

Defensive or Utility

Leg Armor

Only Defensive

Gloves

Offensive or Utility

Boots

Mobility or Utility

Amulet

Defensive, Mobility, Offensive, Utility

Rings

Offensive or Resource

Weapons

Only Offensive

Focus or Totem

Only Offensive

Shield

Defensive or Utility

Enchanting

By visiting the Occultist, we’ll be able to Enchant Gear. Enchanting allows us to re-roll a single affix line on a piece of gear. Once we choose a line to re-roll, we will be unable to pick another to re-roll even if we chose the option to keep the current roll.

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Doing so will cost a fair bit of Gold as well as some materials, with a cost that will increase as you re-roll. the only limits for how much you can re-roll an item are your Gold and Materials.

Keep in mind, that we cannot Enchant a Greater Affix. Enchanting an Affix Slot that is already a Greater Affix will revert it to a regular affix. Greater Affixes will not appear during Enchanting in any situation.

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This can be incredibly expensive for high-tier items, which demand more gold and rarer materials like Fiend Rose and Forgotten Souls that can only be obtained in Helltides. This is only worth using on great Sacred or Ancestral items, as doing otherwise can lead to you very easily burning Millions of Gold just trying to roll the dice.

Tempering

Added in Season 4, Tempering is a crafting option that allows us to add special Tempered Affixes to our gear. Tempered Affixes are Affixes that directly modify one or more skills. This can include effects like Additional Projectiles or Increased Area of Effect.

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All Rare and Legendary Items can have Tempered Affixes applied to them. Most items will only be able to have a single Tempered Affix, while Ancestral Items found in World Tier 4 can have two Affixes. This makes Tempering useful at all stages of the game, but opens up additional options in the later stages of the game.

To begin the process of Tempering an item we’ll need to acquire and use Tempering Manuals, a new crafting item found throughout the game. This unlocks the Tempering Manual’s selection of Affixes for permanent use at the Blacksmith.

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All Tempering Manuals and Tempered Affixes fall into six different categories: Weapon, Offensive, Defensive, Utility, Mobility, and Resource. Each of these types has its own generic and class-exclusive options available. Much like Aspects, the categories of Tempered Affixes can only be applied to certain types of gear. Below is a table of which Tempering Types are available for each item type.

Helmet

Defensive or Utility

Body Armor

Defensive or Utility

Leg Armor

Only Defensive

Gloves

Offensive or Utility

Boots

Mobility or Utility

Amulet

Defensive, Mobility, Offensive, Utility

Rings

Offensive or Resource

Weapons

Weapon or Offensive

Focus or Totem

Weapon or Offensive

Shield

Defensive or Utility

Tempering Manuals consist of two to five Affixes that are similar in the Skills or Skill Category they apply to. This means most characters will find one that’s a great option for their current build without being overburdened by dealing with the RNG of dozens of Affixes for a single slot.

All Items also have Tempering Re-rolls, a value that determines how many times a Tempered Affix can be re-rolled. This has a fixed limit of five per slot. Thankfully, the re-rolls are not consumed when you first apply a Tempered Affix, so in total an item will have 6 chances to hit the exact Temper (12 for Ancestral items) you want.

For a more in-depth look at tempering and its general usage, check out our Tempering Guide.

Socketing

By visiting the Jeweler, you can Add Sockets to an item, or remove socketed gems to replace them.

While gems aren’t going to make or break a build too often, they do provide fairly strong bonuses that are worth getting. Which gems you use comes down to the needs of your build.

Being able to freely swap these out with no cost is a great benefit for Endgame, allowing you to try different combinations of gems to see what works best. All of our Build Guides include the gems that best suit each build.

Masterworking

By visiting the Blacksmith, we can Masterwork a Tempered Item to boost the affixes on the item. Masterworking has a total of 12 stages, compared to the 4 Upgrading had. This requires special Crafting Materials that can only be acquired from The Pit, a dungeon very similar to Greater Rifts of Diablo 3, or the Abattoir of Zir from Season 2.

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Each of the three materials of Obducite, Ingolith, and Neathiron drop corresponding to the Tier of Pit we complete. The higher the tier we complete, the higher the tier and quantity of materials we get. Below is a quick reference of when each material drops and how much you can expect by progressing.

material

Drop Tiers

Quantity

Start – End

Scales with Tier

Obducite

1-20

5 – 36
(+ ~1.67 per Tier)

Ingolith

21-40

10 – 46
(+ ~1.9 per Tier)

Neathiron

41-200

15 – 870
(+ ~5.4 per Tier)

The Material from the pit can also be broken down at Alchemist, converting Ingolith to Obducite, or Neathiron to Ingolith at a one-to-five ratio. This means a higher Pit Tier is always more rewarding.

As we masterwork an item, it will use each of the materials above. Every Rank will increase all our Affixes on the item by 5%, this bonus is additive with itself. However, Ranks 4, 8, and 12 will instead boost a single Affix (chosen at random) by 25%. These larger boosts can stack on top of each other as well, leading to a potential increase of 120% in a single Affix.

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Just keep in mind that all Ranks after Rank 4 have a chance to fail. The Success Rate starts at 70% at Rank 5 and drops to a minimum of 20% at Rank 10. However, our success chance increases by +10% for each failure until we succeed, up to 100%.

Rank

Cost and Success Rate

Upgrade

1

5 Obducite, 100%

+5% All Affix

2

10 Obducite, 100%

+5% All Affix

3

20 Obducite, 100%

+5% All Affix

4

30 Obducite, 100%

+25% Random Affix

5

10 Ingolith, 70%

+5% All Affix

6

20 Ingolith, 60%

+5% All Affix

7

30 Ingolith, 50%

+5% All Affix

8

50 Ingolith, 40%

+25% Random Affix

9

15 Neathiron, 30%

+5% All Affix

10

20 Neathiron, 20%

+5% All Affix

11

25 Neathiron, 20%

+5% All Affix

12

30 Neathiron, 20%

+25% Random Affix

At any point, the Blacksmith allows us to reset our Masterwork Rank for free. This always sets our masterwork Rank to 0, starting all over again. However, it does allow us to min-max the big upgrades how we see fit.

Salvaging

Salvaging items is fairly set as to what you can expect from any given item or set of items. Below are a few quick tables of what you’ll often see as salvage from any given item type. Of note, Rare items imprinted with Aspects still retain their Rare Salvage class.

RarityWeaponsArmorJewelry
Normal (White)Iron ChunkRawhideIron Chunk
Magic (Blue)Silver OreSuperior LeatherIron Chunk
Rare (Yellow)Veiled CrystalVeiled CrystalVeiled Crystal
Legendary (Orange)Baleful FragmentCoiling WardAbstruse Sigil
Unique (Gold)Baleful FragmentCoiling WardAbstruse Sigil

Starting with Season 4, salvaging a Legendary Item can also upgrade our Aspects. If the item we Salvage has a stronger version of any Aspect, it will be saved to our Codex of Power in addition to the materials from the table above.

When Salvaging, we’ll often get lower-tier materials in higher quantities from higher rarities. This is also true of the Sacred and Ancestral Items found in World Tiers 3 and 4. While these may be of the same rarity as lower-grade items, they’ll often salvage for much more.

This brings up the Golden Rule of Salvaging: Sell Lower Quality, Salvage Higher Quality. Since we end up getting much less out of salvaging lower-tier items, it’s best to not even bother picking up things that aren’t of our highest tier available. If you find yourself hurting for resources, then it’s perfectly fine to scrap what you need.

Unless you’re trying to craft an upgrade for a slot you haven’t gotten a decent upgrade for in a while, there’s little reason to pick up any non-Sacred or non-Ancestral Rares. These will always be lower item power than what an Ancestral Legendary will often have.

Crafting Useful Upgrades

This section outlines the general processes of using the various crafting options to craft upgrades for your character. We’ll cover two basic processes, one for leveling and one for crafting Best-in-Slot gear.

Keep in mind, that you should only ever use either of these processes when three of four Affixes on a piece of gear are desirable for your build. Doing so otherwise is a huge waste of time, gold, and resources!

Tempered Treasure

For most of your progression, you’ll be tempering Legendary items to get stronger. This leads to the most basic of Crafting cycles early on, but it’s worth pay attention to what your options are, as they can make your Leveling that much easier. Here’s the basic process we’ll be doing until the point we’re chasing perfected items.

  1. Find an Item with useful Affixes.
  2. Refer to the Temper Priorities below
  3. Enchant it.
  4. Equip it.

We start by finding an item we want to use, be it a Rare or Legendary. Ideally, it has at least two great stats. Once we hit World Tier 4, we’ll want to keep an eye out for Greater Affixes as well, in which case a Greater Affix and a good or tolerable second Affix are ideal to see on a Legendary.

Until World Tier 4, we’ll only have one slot to Temper with regardless of, so it becomes important what we Temper on. As such, here are our recommended Tempering options for leveling.

Gear Slot

Tempered Affixes

Listed Best First

Weapons (includes Off-Hand)

Double Cast, Elemental Surge, Damage

Shields

Resists, Armor, Life

Helmets

Resists, Life, Class Defensive

Body Armor

Resists, Life, Class Defensive

Leg Armor

Resists, Life, Class Defensive

Gloves

Class Offensive, Damage

Boots

Movement Speed, Class Control

Amulet

Resource Cost, Resource Generation, Movement Speed

Rings

Class Efficiency, Class Damage

From here, we’ll just want to finish it off by Enchanting it, if necessary. Just be careful you’re not Enchanting away a Greater Affix once you hit World Tier 4 and they start appearing.

Going for Best-in-Slot (BiS)

While there’s a slight difference between BiS, and what we can manage with Crafting, we’ll be close enough through this process that the only way it’ll get better is with more Greater Affixes. Below is a quick outline of the process.

  1. Find a great base item, or maybe two.
  2. Temper.
  3. Enchant.
  4. Imprint.
  5. Masterwork.
  6. Socket.
  7. Equip it

For this example, let’s just say you have an amazing Weapon to drop. We’ll say it has two Greater Affixes, and lucky you, they’re ideal for your build.

We start with Tempering, due to the nature of the system determining if it’s worth continuing the craft at all. Temper our Weapon and Offensive Affixes on. If they roll the stats we want, settle with it being a less-than-perfect roll. If not, use your Re-rolls to try and land the affixes we want, putting priority on Weapon Specific Affixes. If we miss them entirely we’ll need to go find a new item sadly.

If it Survived Tempering, we roll that last affix. Just remember to always take the “No Change” option unless we hit one of the stats we’re looking for. Also, unless it’s completely undesired, never roll a Greater Affix, as it will revert to a normal affix. This step is luck-reliant, so it could be the cheapest or the most expensive part of the craft.

Now we can put an Aspect on. Since it’s more likely to find high Item Power Weapon, we’ll want to make sure we’re putting on the best damage Affix we can. This is especially the case if we’re using a 2-Handed Weapon, as we want that boost to the most impact it can.

Now we begin the Masterworking process. Plan which Affixes you want to hit the big upgrades on and start slamming. Take it one Upgrade at a time. Reset at Rank 4 Until we hit a desired affix, then try for Rank 8. If that lands, go to Rank 12. Decide if you’re fine with the results, or you want to start over until its perfect.

Then finally we add sockets, if we have to. We do this last, as we’ll often have much less of the material for this, so it’s best to do it last. We want to make sure we’re happy with the item, but realistically, this can be done at any point after a good Tempering result.

Pair the knowledge about Crafting in Diablo 4 with our guide on how to maximize your damage and you will build a very strong character. Speaking of, we also have a lot of Diablo 4 Build Guides for all classes focusing on leveling and endgame.

Diablo 4 Crafting Guide: Everything you need to know (2024)

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