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Legendary boots and 2 leg crafting plans drop.

Legendary (AKA "leg") items are the (potentially) highest quality items in Diablo 3 and Reaper of Souls. Legendary items are orange in color and announce themselves when dropped by 1) creating a loud *clang* sound effect, 2) sending up a beam of orange or green light, and 3) creating a star or asterisk icon on the minimap. Set Items are another type of legendary item and act just the same, except their beam coloration is green and they appear as an asterisk * on the minimap.

Legendary gear (legendary or set or crafted) is designed to be the top quality of gear in Loot 2.0 (the system operational in D3v2 and Reaper of Souls)[1]. Back in Diablo 3 vanilla, rare items could spawn equivalent or better than legendaries in many slots. This is no longer true and Legendary items are now always better at the top end, when found with a good combination of affixes on the item.

Most characters wear a mixture of rare and legendary gear while leveling up, but once they reach the end game at level 70, the goal becomes finding or crafting legendary or set items for every slot, since legendaries have higher potential stat rolls, special legendary affixes, and set bonus properties that make better than any Rare items can possibly be.

Legendary items in Reaper of Souls and D3v2 are all Bind on Account and can not be traded, sold, or given away except to other players who were in the game when the item was found, or for up to 2 hours after the game ends. (The legendary trading exception.)

Ancient Items[edit]

Ancient Items were added into the game in Patch 2.1.2 after extensive testing on the PTR. These are level 70 Legendary Items with a special "Ancient" designation which grants higher values to most of the affixes on the item, including the damage roll on weapons. Ancient Legendary Items can be big upgrades over non-Ancient versions of the same item since they will have higher values to most affixes, but ancient items are not guaranteed to be better since they might not roll with ideal affixes for a specific character or build.


Ancient items look identical when the drop; there is no way to tell if an item has rolled ancient until it is ID'ed. Once identified, Ancient items have an orange border (green for set items) around the outside of the item tooltip, and say "Ancient" in the item name.


A small % of level 70 legendary items from all sources found on Torment 1 or higher will spawn as Ancient.

  • Ancient items can come from all sources; monster or chest drops, gambling, Horadric Caches, or crafting. (Crafting can produce Ancient, including an Ancient Hellfire Ring or Hellfire Amulet.)
  • The odds increase on higher levels of Torment, from around 1.5% on Torment 1 up to 10% on Torment 6 (from monster drops).
    • It's not yet known how the odds of an item being ancient are set for Gambling or Crafting, since if they were tied to difficulty level, players would just create Torment 6 games to do their gambling and crafting.

Affix Values[edit]

Not all affixes are affected by Ancient. Those that are will always roll with higher numbers on an Ancient item. Examples:

Not Ancient Boosted[edit]

Some affixes are not boosted by occurring on an Ancient item, and these include many of the most powerful affixes in the game. Affixes not affected by Ancient include:

Value by Item Type[edit]

One major point of debate concerning Ancient Items during their PTR testing was the varying utility by item slot. An ancient item of the same type with good affixes was always a big upgrade, but since Ancient items are as random as all other items, in the game, they were more or less likely to be useful depending on the item slot.

Ancient weapons were the most useful, with guaranteed much higher damage than on any non-Ancient item.

Ancient Armor was sometimes a big upgrade, with potentially much higher rolls to mainstat and vitality and resistance, but with so many potential affixes on armor it's quite rare to find an ancient piece with bonuses to the properties a character requires. For instance, a typical build would require shoulders with +mainstat, +vitality, +res all, and +%damage to a specific skill. A non-ancient item with all of those would never be improved upon by an ancient version of the same item with only 2 or 3 of those properties.

Ancient Jewelry is the least improved by Ancient, since most of the best modifiers on jewelry, including crit hit, crit chance, +elemental damage, attack speed, and socket, are unaffected by Ancient. The only likely boost on top end jewelry is to the +mainstat, which is nice to increase with Ancient, but is only worth a couple of hundred points to stat, and thus never worth using at the expense of any of the other affixes. Few players on the PTR testing of patch 2.1.2 were able to find ancient versions of jewelry that were upgrades over non-ancient jewelry, since players found at least 10x more non-ancient legendary jewelry items and it usually takes dozens of pieces of jewelry to find one with close to ideal stats.

Legendary Items List[edit]

There are many hundreds of legendary items, including Set Items and Crafted Items. See all of them in the huge, multi-tab navigation box at the bottom of this page. A listing of just the Legendary items by type for quicker reference:

Legendary Armor:

Legendary Off-Hand:

Legendary Weapons:

Others Legendary Items:

Legendary Scaling[edit]

During Diablo 3 vanilla, Legendary items had tightly-designated stat ranges, and thus fell into a clear hierarchy of quality. Players in the end game could find legendaries of level 60, 61, 62, or 63, and in almost every case the 61 legendary was better than the 60, the 62 was better than the 61, and so on. This created a system where well-geared characters knew that 90% of legendaries were "trash" even before identifying the item, since most legendary items could not roll with top level stats, and in many cases good Rare items were better than Legendaries. (And 9.9% of the remaining 10% were also trash, if they didn't roll with good random modifiers.)

Loot 2.0 reworked Legendaries in several ways, improving them across the board. (These changes all apply to Set items and crafted leg/set items as well.)

  • Legendaries roll with bigger/better stats than Rares. The numbers are simply larger.
  • Legendary affix values scale to your character level. Thus a legendary that can first drop from a level 30 target will be a great item (random rolls permitting) if you find that same item at level 50, or level 70, since the numbers scale to be appropriate for your character.
  • Many legendary items (including all of the best and most scarce) have legendary affixes, specially-powerful orange text properties inherent to the item that can not be obtained on other items.

The result of these changes, especially the scaling, is that all legendaries you find, whatever your character's level, have a very good chance to be an upgrade at the time.

It also means that legendary items of the same level are equivalent in value, aside from the luck of the roll and if they have a legendary affix. All the items of the same type pull from the same pool of primary and secondary affixes, with numbers in the same range, so which item is best generally depends on the luck of the RNG on which affixes spawn. And enchanting allows the player to change one affix (though not the legendary affix) to customize the gear to their purpose.

Three versions of the Death Watch Mantle shoulders at level 70 show the variety in random affixes.

New Legendaries in D3v2 and RoS[edit]

Set boots show the beam and the mini-map star icon.

Loot 2.0 added some new legendary items to Diablo 3, but the main change was the legendary scaling, which made every legendary that dropped potentially a top quality item, better than any Rare could be.

Reaper of Souls was where the real expansion of Legendary and Set Items took place though, with dozens of new items added, most of them Item Sets that can only drop at level 70, with the most powerful set as Torment-only, where they only drop on the Torment1-6 difficulty levels.

In addition to new legendaries and sets and every type, Reaper of Souls also added legendary follower items for followers, and even legendary potions with special bonuses on top of their normal healing function.

The full list of Legendary and Set items in Reaper of Souls is too large to be easily read on one page, so see it in the navigation box at the bottom of this page, where multiple tabs can hold all the content without becoming a massive scrolldown.

Legendary Drop Rates[edit]

Legendary drop rates as of Patch 2.0.5 Reaper of Souls and Diablo 3. The increase is 15% per difficulty level above Torment 1; the actual numbers are larger than 15% since it is a cumulative bonus and is factored into the overall legendary drop rate equation.

These figures are no longer accurate, since the D3Y2 buff was made permanent. We do not yet know the exact new figures, but add +100% to everything, at a minimum. See details below:

  • Normal: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Hard: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Expert: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Master: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Torment 1: +15% Legendary drop bonus, +44% bonus in Nephalem Rifts.
  • Torment 2: +32% Legendary drop bonus, +65% bonus in Nephalem Rifts.
  • Torment 3: +52% Legendary drop bonus, +90% bonus in Nephalem Rifts.
  • Torment 4: +75% Legendary drop bonus, +119% bonus in Nephalem Rifts.
  • Torment 5: +101% Legendary drop bonus, +151% bonus in Nephalem Rifts.
  • Torment 6: +131% Legendary drop bonus, +189% bonus in Nephalem Rifts.
Not so "limited" time.

These numbers were increased by a special community buff during Diablo 3's week-long Second Anniversary event. The buff added +100% to legendary drop rate, though Blizzard declined to explain just what that meant, and where in the item drop formula the 100% fit.

Due to popular request, Blizzard decided to make the +100% buff rate the new normal drop rate for legendaries, once the community event ended. [2]

Josh Mosquera: I come bearing exciting news. Due to the overwhelming popularity of our Anniversary buff we have decided to keep the increased Legendary drop rate once the Anniversary celebration ends. Once the buff is disabled tomorrow morning, you will find that the new base line drop rates for Legendary items will be the same as those you have all enjoyed for the last week.

Legendary Pity Timer[edit]

Blizzard has tweaked the legendary drop rate repeatedly during testing, most notably in the "doubled it" buff noted above. The game (in D3v2 and RoS) also has a Pity Timer that ensures a player never goes more than about two hours without finding a legendary item. Travis Day spoke about it in January 2014:[3]

The fact that some people claim to go for 10+ hours without finding a legendary is not only not our intent, but should in fact be impossible. We added a system in the expansion that tracks the amount of time you spend fighting creatures without finding a legendary and after a certain period of time will slowly start increasing the legendary drop rate. Once a legendary drops for you, actual item not crafting recipe or material, we reset that timer. This is meant to be a safety net so that the random can never be too extreme to the negative end. If players are legitimately going 18+ hours and not seeing a legendary it’s possible that there are some bugs floating around that need to be identified.

And before anyone responds saying TWO HOURS IS TOO LONG! let me say that we know as time goes on and we patch content or players get better gear and find better specs that will not be the reality. Higher difficulties do in fact increase your chance to find legendary items, coupled with people playing in coop also increasing the rate that everyone overall finds items, etc. Our final target is roughly in the 90 minute range for advanced players. This doesn’t factor in crafting items, trading with friends in coop or any of the other means that we already know players can use to accelerate their legendary acquisition rate.

A comment the next day confirmed that the pity timer does not run all the time and can not be exploited by standing in town. It only counts when players are triggering "could have dropped a legendary" events, such as killing monsters and opening chests.

First the clarification, the timer system that works behind the scenes is meant to be exactly that, behind the scenes. No you can’t afk the system, there are a lot of moving pieces to it and we talked about it extensively before we implemented it to guarantee its not exploitable. At it’s heart Diablo is a game about slaughtering demons and getting random cool rewards. The system that is in place should never be experienced by 99% of the population, it’s there for the 1% who just get really bad random rolls for an excessively long period of time. If we want you to get a legendary every 2 hours, the system basically says “ok it’s been like double/triple that period of time, just help the guy out!”

Magic Find[edit]

Magic Find is present in D3v2 and RoS, but much decreased in value, post-D3v. Only 10% of a character's Magic Find value is applied to the legendary drop rate, so a character with 50% Magic Find would only gain a 5% boost to legendary finding. Furthermore, in the Loot 2.0 system, Magic Find is very rarely found as an item bonus, is no longer granted by leveling up or via Paragon Points (it was in the Paragon 2.0 system during development, and during the Reaper of Souls beta test)

This is a major change from the first 2 years of Diablo 3, when Magic Find was of huge importance. During D3v, most players felt that 300% Magic Find was required for a decent legendary drop rate, and well geared characters with high Paragon levels aimed for 400% or more. This was not hard to obtain with sufficient play time, since each Paragon level granted a 3% bonus to Magic Find and Gold Find. The total Magic Find from equipment + Paragon levels was hard capped at 300%, but additional Magic Find added by Monster Power, Fortune Shrines, multiplayer bonuses, and Nephalem Valor added to the gear bonus with no hard cap limitations.)

  • See the Magic Find article for more details on changes to that property over time.

Legendary Item Drop Tables[edit]

Some items drop more often than others. This was true in Diablo 1 and Diablo 2, and it's always been true in Diablo 3, though the developers have never shared the exact stats or weighting. That changed to a considerable extent in early May 2014 when Diablo.IncGamers.com revealed the weighting for each legendary item, revealed via datamining by a Korean gaming site.

The full list of more than 500 items is far too large to include in this page but can be viewed in forum posts:

Smart Drops:
The odds are only relevant for smart drops. Most item drops in Reaper of Souls are smart drops, in which only the appropriate item types and specific items will drop for each class. For instance, a Wizard will only find boots from item sets the wizard can use, and not from sets designed for other classes. Not all drops are "smart drops" and about 15% of all item drops are completely random. This means any class can potentially find any item or legendary item.

The item drop odds have been tweaked many times in patches, and the overall odds change each time additional legendary items are added to the pool. Even aside from specific items being made more or less likely to drop, the total number of possible items changes the odds. For a hypothetical example, if there were 8 legendary boots (including set boots) that could drop for a Monk, each boot would have a 1/8 or 12.5% chance of dropping. If a patch added two more legendary boots that could drop for a monk, each boot would then have a 1/10 or 10% chance of dropping, thus making any specific boot slightly harder to find even while the total amount of legendary boots seen by that Monk remained constant.

The Rarest Legendary Items[edit]

Legendary Hand Crossbow smart drop odds.

All legendary items are weighted to drop as a % of the items of that type. The game first selects a type of item for a legendary drop, then picks which item of that type will drop. If a Smart Drop (about 15% of all drops are not smart and are totally random) then the weighting is applies to determine which of the items of that type will drop.

Gambling with Blood Shards is always "Smart" and characters will never get random legendary items that way.

Prior to Patch 2.1.2, all items were weighted as 1/1, 1/2, 1/5, or 1/10 odds to drop from a Smart Drop. The following items were all the rarest, at 1/10th chance of dropping. This was relative odds to other items of that type. See the Hand Crossbow drop odds in the table to the right for an example. Calamity was weighted at 1/10, Natalya's Slayer and K'Mar Tenclip were weighted at 1/2, and all the rest were 1/1 (There were no hand crossbows set to 1/5 drop rate.)

The following items were all the rarest to drop, all set to 1/10th rarity, prior to Patch 2.1.2, which boosted all the drop rates of these items to the next tier at 1/5. (One exception: The Star of Azkaranth was initially set to 1/50 drop rate, the only item with such scarcity in the entire game.)



Legendary Archive[edit]

Important.png Archived Article [e]
Legendary is an archived article about material previously included in Diablo 3. However, it has currently been removed or the article contains outdated facts. The information is stored in Diablo Wiki for posterity. Please note: Links in this article lead to both updated and archived material.

This article was last up to date:
    March 2014
Currently updated version of this article is:
    The remainder of this page covers Legendary items during Diablo 3's development. The information is not accurate for the current game, but is preserved for archival value.

Diablo 3 Legendary Archive[edit]

Information about Legendary items during Diablo 3's development and then after release.

2008: Unique to Legendary[edit]

The top tier of items in Diablo 1 and Diablo 2 were called "Unique." Diablo 3 changed the term to "Legendary" and this prompted some debate and

Bashiok gave some explanations for the item name change in a forum post in October 2010: [4]

Why else would they rename the Unique items to Legendary?
Bashiok: Unique items in Diablo II were only “unique” in that only one of them would drop per-game. Using the term “unique” to describe them implies many things, none of which are likely to be true.
World of Warcraft uses the word a bit more intelligently in that it is indeed unique in that your character can only ever have one of them.
Because they will be using the same “Unique” setup that WoW uses
Bashiok: We have no plans to have such a system.
World of Warcraft uses unique and unique equipped for character balance, so that the designers know what items a character can have equipped at any one time. Balance is important to us, but probably not to the same degree that we would want to restrict use of dual-wielding two of some awesome legendary sword. For instance.
...I guess I would probably follow that up with the usual, ‘but nothing is set in stone’. I guess if we were to hit a point where dual wielding the most awesome sword in the game completely broke everything, we’d have to do something like unique-equipped.
But even then, you could still find them, pick them up, and trade them off… so I’m not even sure how unique-equipped kills hoarding.

Fan reaction to this change has been negative to indifferent. Diablo players have come to love Unique items and the golden text that identifies them. The first dictionary definition of "unique" does mean "one of a kind" but the other meanings just mean "special," so it's not that misleading of a term.

The name is created by the usage in the game, and everyone playing soon knows what unique means. Besides, if they're going to be literal, doesn't this mean that they need a whole lore story for every "legendary" item, or else that name is no more accurate than "unique?" In regards to that question, there still remains many legendary items which, via their description, should be unique, such as Tal Rasha's Lidless Eye (db). In the end, however, this is merely semantics and nostalgia at work.

Legendary Item Appearance[edit]

Most legendary pieces of armor do not have a unique model, but are rather a re-skinned version of an existing normal armor piece (most often the "balor" item set, or otherwise the "warlord" item set). Sometimes an item, such as Ice Climbers, will simply be colored blue, and that is the only way to signify their difference from a standard, non-legendary item. This includes set items, as well.

Other legendary items do have unique appearances. All helms, weapons, off-hands, and shoulders will have a unique look that distinctly shows in-game.

2009: Fans Suggest Legendary Names[edit]

Blizzard asked for fans to suggest names for Diablo 3 Legendary Items via their @Diablo twitter account in 2009. The contest rewarded 100 of the best Unique name suggestions with a Diablo pin, with five of the best names promised to be used in the game. They never confirmed which five were chosen, but some of the suggestions were:

  • Havenrow Skin Peeler, by KarlGrande
  • Belial’s Wrath, by Kastrien
  • Staff of the Sightless Eye, by Frostblind
  • Elzix’s Misfortune, by ChrisEngine357
  • Deckard’s Cane, by ClakyDruott
  • Archivist’s Scroll, by Maelnison
  • Axe of Assimilation, by ScottGallupe
  • Que Hegan’s Zeal, by forbrukerombud
  • Crown of Divine Right, by MShaneman
  • Lord Telrandan’s Hand, by Erignmatic (Reworked to Telranden's Hand in the game.)
  • Skull Crusher of Demise, by ravenneangelle

2011: Early Legendary Examples[edit]

Early legendary: Armor of Lucien Tooltip.

Early legendary item examples were shown off at GamesCom 2011. They were basically just stat sticks in those early iterations, with offensive stats like +damage and +Attack Speed on most of the items previewed.

Armor of Lucien, Legendary Chest Armor 624 Armor

2011-2012: Diablo 3's Early Legendary Disappointment[edit]

Legendary items were badly designed, underpowered, and boring in Diablo 3, in the opinion of most players. The developers eventually came to agree, at least judging by the total system overhaul and improvement in Loot 2.0. The problem with underwhelming legendaries was obvious from the early going, with fans pointing it out as soon as the official game guide went live in early 2012. The issue grew more dramatic shortly after Diablo 3's launch May 2012, as the first players into Inferno began finding blue weapons that had considerably higher damage than the best of the legendary items.

The screen below is from shortly after D3's launch and it compares a legendary weapon from the database vs. an actual blue item, and weapons with over 1000 damage were not uncommon in that time frame.

Legendary seen in the game guide vs. blue weapon found in early Diablo 3.

Bashiok, the Diablo 3 community manager defended this system as a feature, not a bug. [5]

Bashiok: Intended design is for an end-game characters to have a mixture of set/legendary, rare, and crafted items.

Legendary items are commonly not going to be the best items. It’s a title that denotes a named item, with set stats, and a unique model. It does not mean they’re the best items. Completely random rares will be the best items in the game if they roll up the right stats.

The problem is legendary items are complete garbage currently. It was fun to find a great legendary in D2. It is no fun to find rares. It isn’t hard to understand, legendaries should be much, much better then they are, and there should be more of them.

Common, Blue weapons having double the damage on them then the “best” legendary weapons is a broken design, if your goal is to make a fun game.

I will take that feedback. Thank you.

As to the “more of them”, Diablo III at launch has more Legendaries than Diablo II had at launch. I’m sure we’ll add more as time goes on, but I do not agree that we don’t already have a lot.

Loot is messed up, period. This is carrot on a stick gameplay. It’s a simple idea. If most of the time you finally catch a carrot and it’s rotten, eventually you just stop giving chase.

If you’d like to give any specifics I’d be happy to write them down.

This philosophy changed over time and was completely removed during the run up to D3v2 and Reaper of Souls. By then, the theory was that legendary and set items were always going to be BiS and Rares were merely stopgap equipment used during leveling and gradually replaced with higher quality gear once a character reached level the maximum level.

Reaper of Souls Beta Test[edit]

Fans were keenly-interested in the legendary and set items found during the Reaper of Souls beta, after legendary items has proven so lame during the early days of Diablo 3, and been greatly improved in Loot 2.0 leading up to Reaper of Souls. For the most part the items did not disappoint, and fans poured over image galleries.


Millions of images of legendary items can be seen online, with many galleries posted during the game's development.

Reaper of Souls: