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Diablo III was heavily criticised for its itemisation which was eventually improved with the changes made in the Loot 2.0 update. Players can expect some changes with Diablo 4 items which will be welcomed. However, it’s worth keeping in mind that the item system is likely to change throughout the game’s development and only as we get closer to release will things start to get fully nailed down.
Diablo 3 was heavily criticised for its itemisation which was eventually improved with the changes made in the Loot 2.0 update. Players can expect some changes with Diablo 4 items which will be welcomed. However, it’s worth keeping in mind that the item system is likely to change throughout the game’s development and only as we get closer to release will things start to get fully nailed down.


== Loot System ==
== Loot System ==
Diablo 4 will introduce instanced loot which means that when loot drops, only you can see your Diablo 4 items. Other players will only see it once you have picked it up and then dropped it.
Diablo 4 will introduce instanced loot which means that when loot drops, only you can see your Diablo 4 items. Other players will only see it once you have picked it up and then dropped it.
== Smart Loot==
Blizzard has stated that [[Smart Loot]] will be making a return in Diablo 4. This means a higher percentage of drops will be specific to your class.


== Item Types ==
== Item Types ==
Diablo players will be familiar with the types of equipable items.
Diablo players will be familiar with the types of equipable items. A list of the main types we know about can be found below.


== Item Quality ==
== Item Quality ==
As item quality increases, an item’s affixes will improve and will allow players to dip into areas of their talents that they may not have focused on in their talent tree. This will allow players to create more diverse character builds.
As item quality increases, an item’s [[affixes]] will improve and will allow players to dip into areas of their talents that they may not have focused on in their talent tree. This will allow players to create more diverse character builds.
 
* Normal: 1 modifier
* <span style="color:#6d9eeb">Magic</span>: 1 random modifier
* <span style="color:#ffff00">Rare</span>:  2 extra random modifiers
* <span style="color:#ff9900">Legendary</span>: 2 random modifiers and 1 Legendary modifier.
* <span style="color:#00ff00">Set Item</span>: Unknown
* <span style="color:#6aa84f">Ancient Set</span>: Unknown
 
The top tier items are Mythic Items and only one can be equipped with four Legendary powers per item. Legendaries are being designed to offer customised skills beyond the skill system.
 
=== Legendary and Mythic Items ===
[[File:Mythic-Item-680x383.jpg|alt=Mythic Item|thumb|Mythic Item]]
Legendary items are coloured orange as they were in Diablo 3. Most characters will end up wearing legendary and other items as they level up. Once a player hits the endgame in Diablo IV, players will be striving for the new Mythic tier of items which are one step up from Legendary.
 
In Diablo IV, some Legendary items will also be able to modify skills adding more diversity to character builds.
 
Set items could also hold equivalent power to Legendary items. How your character diversifies will depend on how you use these latter tiers of items with your character build.
 
==== Ancient Legendaries Removed ====
Diablo IV will dispense with Ancient Legendaries as highlighted in the Systems Design update. The changes are described as follows and note that they are being replaced by a “new types of consumable item”.


We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.
*Normal: 1 modifier
*<span style="color:#6d9eeb">Magic</span>: 1 random modifier
*<span style="color:#ffff00">Rare</span>:  2 extra random modifiers
*<span style="color:#908958">Unique</span>: Fixed affixes, class-specific
*<span style="color:#ff9900">Legendary</span>: 2 random modifiers and 1 Legendary modifier.
*<span style="color:#00ff00">Set Item</span>: Unknown
*<span style="color:#6aa84f">Ancient Set</span>: Unknown


This means a few things:


* We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
The top tier items are Mythic Items and only one can be equipped with four Legendary powers per item. Legendaries are being designed to offer customised [[skills]] beyond the skill system.
* This adds a way to introduce new methods of play without adding even more power to endgame items
* Rare items with the best affixes on them are always useful and retain value


Diablo IV Legendary / Mythic Items List
== Item Lists ==
{| class="wikitable"
|+
! colspan="3" |Weapons Types
|-
|[[Axes]]
|[[Staves]]
|Wands
|-
|[[Maces]]
|Swords
|[[Bows]]
|-
|Two-Handed Maces
|Two-handed Swords
|Crossbows
|-
|Spears
|Daggers
|Flails
|-
|Polarms
|
|
|}
{| class="wikitable"
|+
! colspan="3" |Armor
|-
|[[Helmets|Helms]]
|Belts
|Shoulders
|-
|[[Chest Armor]]
|Bracers
|[[Leg Armor]]
|-
|Cloaks
|Gloves
|[[Boots]]
|-
|[[Amulets]]
|[[Rings]]
|[[Shields]]
|}


== Affixes ==
== Affixes ==
There have already been changes made since the BlizzCon reveal to add the following three affixes as an example. These changes were revealed in the Systems Design Update – Part 2 post.
Affixes (also known as Bonuses and Modifiers) are the special magical properties found on items in the Diablo games.


Here are the changes we’re considering:
* [[Affixes|See list of know Diablo 4 Affixes]].


* We’re increasing the total number of affixes on items, including Magic (Blue), Rare (Yellow), and Legendary (Orange). This should raise the overall importance of non-Legendary affixes on your character’s overall level of power.
== Legendary and Mythic Items ==
* We are also introducing three new stats:
[[File:Mythic-Item-680x383.jpg|alt=Mythic Item|thumb|Mythic Item]]
** Angelic Power, which increases the duration of all beneficial effects (like self-buffs or healing)
[[Legendary Items|Legendary items]] are coloured orange as they were in Diablo 3. Most characters will end up wearing legendary and other items as they level up. Once a player hits the endgame in Diablo IV, players will be striving for the new Mythic tier of items which are one step up from Legendary.
** Demonic Power, which increases the duration of all negative effects (like debuffs or damage over time)
** Ancestral Power, which increases the chance of on-hit effects (aka increased proc chance


These new stats can appear as affixes, such as +15 Angelic Power. In addition to providing the above-stated benefit, Blizzard wants these new stats to also act as prerequisites for empowering certain other affixes. If you don’t have enough of a specific power, you can still equip the item, but you may not benefit from an affix linked to that power.
In Diablo IV, some Legendary items will also be able to modify skills adding more diversity to character builds.


These additions are an example of how Blizzard is fine-tuning the items and affixes so that players have to decide whether a particular item is best suited to your build.
Set items could also hold equivalent power to Legendary items. How your character diversifies will depend on how you use these latter tiers of items with your character build.


We do know some of the affixes that appeared in the BlizzCon 2019 demo and these are a good indication of what to expect.
== Runes and Runewords ==
Runewords proved highly popular in Diablo II. Runewords were a way for players to combine [[runes]] with items to give an item exceptional attributes. In Diablo II there was a total of 78 different runewords that could be used on basic grey items. Blizzard had planned for runewords in Diablo III but the idea was dropped during development at the time citing that “led to a lack of equipment variety”. Blizzard is now bringing them back to Diablo IV.


=== Regular Affixes: ===
Diablo IV features two types of runes, condition runes and effect runes.


==== Defensive: ====
* Condition runes when socketed into an item will activate the next rune if a certain condition is met.
* x Max Life.
* Effect runes provide boosting effects and are activated when combined with a condition rune.
* x% Damage Reduction.
* When runes are combined they create what is known as runewords.
* x% Dodge Chance.
* x% Damage Reduction from Enemies within Melee Range.
* x% Damage Reduction from Enemies out of Melee Range.
* x% Fire Resistance
* x% Lightning Resistance
* x% Cold Resistance
* x% Poison Resistance
* x% Reduced Damage from Elites, Bosses, and Players
* x% Reduced Duration of Enemy Control Impairing Effects


==== Offensive: ====
== Glyphs ==
* x% Attack Speed.
[[Glyphs]] are specific to the [[Paragon Board]] offering various benefits based upon the number of active tiles within their radius. These items are slotted into the Paragon Board.
* x% Critical Strike Chance.
* x% Critical Strike Damage.
* x% Increased Duration of Control Impairing effects.
* x% Damage.
* x% Physical Damage.
* x% Damage to Stunned Targets.
* x% Damage to Immobilized Targets.
* x% Damage to Vulnerable Targets.
* x% Damage to Enemies in Melee Range.
* x% Damage to Enemies out of Melee Range.
* x% Damage to Slowed Targets
* x% Increased Damage against Elites
* x% Fire Damage
* x% Cold Damage
* x% Lightning Damage
* Hit Effect: Up to x% Chance to Slow
* Hit Effect: Up to x% Chance to Slow on Crit
* Hit Effect: Up to x% Chance to Stun
* Hit Effect: Up to x% Chance to Stun on Crit


==== Resource Management: ====
== Removed Systems ==
* +x Maximum Mana (Sorcerer Only)
* +x Maximum Fury (Barbarian Only)
* x% reduced Fury cost for skills (Barbarian Only)
* x% reduced Spirit cost for skills (Druid Only)
* x% reduced Mana cost for skills (Sorcerer Only)


==== Other: ====
=== Ancient Legendaries Removed ===
* x% Cooldown Reduction
Diablo IV will dispense with Ancient Legendaries as highlighted in the Systems Design update. The changes are described as follows and note that they are being replaced by a “new types of consumable item”.<bluepost>
* x% Movement Speed
* x% increased movement speed for 6 seconds on Elite kill
* +x rank to (insert skill here)


=== Legendary Affixes: ===
We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.


* Your physical attacks Chill enemies. Enemies who are chilled enough times become Frozen
This means a few things:
* Hit Effect: Your attacks have up to x% chance to spawn a hydra that will aid you in combat
* Lightning strikes a nearby enemy dealing x damage whenever you shapeshift
* +x to your equipped skills
* Fireball launches 3 projectiles that deal x% of normal damage
* Lightning Traps periodically appear around you dealing x damage after 2 seconds to nearby enemies
* Upheaval ignites the ground burning enemies for an additional x damage of 3 seconds
* Weapon mastery skills have an additional charge.
* Cut to the Bone talent activates against enemies that are hit by your shouts instead of stuns
* Critical strike chance increased by x% against bleeding enemies.
* Your shouts generate x Fury per second while active.
* Cast Nova at your Teleport location
* Teleport moves you to a random location and costs x mana instead of having a cooldown.
* Teleport grants a barrier that absorbs x% of your maximum life for 15 seconds.
* Teleport forms a rift in your path that increases your critical strike chance by x% for 5 seconds.


== Runes and Runewords ==
* We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
Runewords proved highly popular in Diablo II. Runewords were a way for players to combine runes with items to give an item exceptional attributes. In Diablo II there was a total of 78 different runewords that could be used on basic grey items. Blizzard had planned for runewords in Diablo III but the idea was dropped during development at the time citing that “led to a lack of equipment variety”. Blizzard is now bringing them back to Diablo IV.
* This adds a way to introduce new methods of play without adding even more power to endgame items
* [[Rare Items|Rare items]] with the best affixes on them are always useful and retain value</bluepost>


Diablo IV features two types of runes, condition runes and effect runes.
=== Mythic Items Removed ===
In the December 2020 developer update, Blizzard revealed they were removing Mythic items for the following reason: <ref>[https://www.purediablo.com/diablo-4-development-update-december-2020/ Mythic Items removed]</ref>


* Condition runes when socketed into an item will activate the next rune if a certain condition is met.
<bluepost>We still like the idea of Mythic items, but we don’t want to create an item quality that invalidates all others, so they’re out for now. One of the things we loved most about them was the promise of getting random legendary powers on an item, so we folded that into our baseline legendary design.</bluepost>
* Effect runes provide boosting effects and are activated when combined with a condition rune.
* When runes are combined they create what is known as runewords.


[[Category:Items]]
[[Category:Items]]

Revision as of 00:27, 6 September 2022

Diablo 3 was heavily criticised for its itemisation which was eventually improved with the changes made in the Loot 2.0 update. Players can expect some changes with Diablo 4 items which will be welcomed. However, it’s worth keeping in mind that the item system is likely to change throughout the game’s development and only as we get closer to release will things start to get fully nailed down.

Loot System

Diablo 4 will introduce instanced loot which means that when loot drops, only you can see your Diablo 4 items. Other players will only see it once you have picked it up and then dropped it.

Smart Loot

Blizzard has stated that Smart Loot will be making a return in Diablo 4. This means a higher percentage of drops will be specific to your class.

Item Types

Diablo players will be familiar with the types of equipable items. A list of the main types we know about can be found below.

Item Quality

As item quality increases, an item’s affixes will improve and will allow players to dip into areas of their talents that they may not have focused on in their talent tree. This will allow players to create more diverse character builds.

  • Normal: 1 modifier
  • Magic: 1 random modifier
  • Rare: 2 extra random modifiers
  • Unique: Fixed affixes, class-specific
  • Legendary: 2 random modifiers and 1 Legendary modifier.
  • Set Item: Unknown
  • Ancient Set: Unknown


The top tier items are Mythic Items and only one can be equipped with four Legendary powers per item. Legendaries are being designed to offer customised skills beyond the skill system.

Item Lists

Weapons Types
Axes Staves Wands
Maces Swords Bows
Two-Handed Maces Two-handed Swords Crossbows
Spears Daggers Flails
Polarms
Armor
Helms Belts Shoulders
Chest Armor Bracers Leg Armor
Cloaks Gloves Boots
Amulets Rings Shields

Affixes

Affixes (also known as Bonuses and Modifiers) are the special magical properties found on items in the Diablo games.

Legendary and Mythic Items

Mythic Item
Mythic Item

Legendary items are coloured orange as they were in Diablo 3. Most characters will end up wearing legendary and other items as they level up. Once a player hits the endgame in Diablo IV, players will be striving for the new Mythic tier of items which are one step up from Legendary.

In Diablo IV, some Legendary items will also be able to modify skills adding more diversity to character builds.

Set items could also hold equivalent power to Legendary items. How your character diversifies will depend on how you use these latter tiers of items with your character build.

Runes and Runewords

Runewords proved highly popular in Diablo II. Runewords were a way for players to combine runes with items to give an item exceptional attributes. In Diablo II there was a total of 78 different runewords that could be used on basic grey items. Blizzard had planned for runewords in Diablo III but the idea was dropped during development at the time citing that “led to a lack of equipment variety”. Blizzard is now bringing them back to Diablo IV.

Diablo IV features two types of runes, condition runes and effect runes.

  • Condition runes when socketed into an item will activate the next rune if a certain condition is met.
  • Effect runes provide boosting effects and are activated when combined with a condition rune.
  • When runes are combined they create what is known as runewords.

Glyphs

Glyphs are specific to the Paragon Board offering various benefits based upon the number of active tiles within their radius. These items are slotted into the Paragon Board.

Removed Systems

Ancient Legendaries Removed

Diablo IV will dispense with Ancient Legendaries as highlighted in the Systems Design update. The changes are described as follows and note that they are being replaced by a “new types of consumable item”.


We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.

This means a few things:

  • We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
  • This adds a way to introduce new methods of play without adding even more power to endgame items
  • Rare items with the best affixes on them are always useful and retain value

Mythic Items Removed

In the December 2020 developer update, Blizzard revealed they were removing Mythic items for the following reason: [1]

We still like the idea of Mythic items, but we don’t want to create an item quality that invalidates all others, so they’re out for now. One of the things we loved most about them was the promise of getting random legendary powers on an item, so we folded that into our baseline legendary design.