Shred deals ?× more damage, and Shred has a ?% chance to land an additional strike, up to ? times.
Affixes
The affixes catalog lists every affix that can appear on Diablo 4 items in the live patch — 2,780 entries spanning magic / rare / legendary item tiers, plus mythic-restricted rolls and the 135 tempering affixes you can manually apply at the Blacksmith. Each entry shows the affix name, the value range, the item type and class restriction (when present), and the affix's category bucket. Filter by type, class, or search term to find a specific roll.
2,780 affixes. Filter by type, class, or search.
Your attacks Critically Strike Injured Enemies. Killing Elites Fears and Slows nearby enemies by ?% for ? seconds.
Moving grants Ferocity, and Maximum Ferocity is increased by ?. Ferocity also increases Movement Speed by ?% per stack.
Deal ?× increased damage to isolated enemies.
Your Core Skills deal ?× increased damage for ? seconds when Consuming 3 Combo Points. Casting Basic Skills always generates 3 Combo Points.
Hits with this weapon increase your Attack Speed by ?% and damage by ?× for ? seconds, up to ?% and ?× respectively.
Dealing ? different types of Non-Physical damage increases the Potency of your Imbuement Skills by ?× and Non-Physical damage by ?× for ? seconds. Basic Skills are now Imbueable.
Twisting Blades impales an extra set of blades into its target, dealing ?× increased damage and creating additional blades that return to you.
Inferno constricts the area ? more times and deals ?× increased damage.
Dread Claws deals ?× increased damage and additional claws fire out when you gain a stack of Shadowform.
Enemies impaled by the first strike of Divine Lance take ?% increased damage from Divine Lance's subsequent hits.
Heaven's Fury gains ? additional rays and deals ?% increased damage.
Umbral Chains gains the Epicenter Variant for free and deals ?× increased damage.
Your Basic Skills gain the effect of every Upgrade. Damaging an enemy with a Basic Skill causes them to take ?× increased damage from your other Basic Skills for ? seconds.
Ball Lightning deals ?× increased damage and explodes for ?% of its total damage when dissipating.
Deep Freeze's final blast deals ?× increased damage.
Frozen Orb now returns to you dealing ?× increased damage.
Your Archfiend Skills deal ?× increased damage and gain their Lesser Demon Side Upgrades for free with ?% longer durations.
Soul Shard Skills and their demons deal ?× damage. Casting a Soul Shard Skill increases all your damage by ?× for ? seconds, up to ?×.
When Tornadoes expire, they instead seek back toward you. Returning Tornadoes deal ?× bonus damage to enemies hit.
Your Golem will consume one of your Skeleton Mages or Skeleton Warriors every ? seconds, healing to full Life and gaining ?× increased damage for ? seconds.
Blessed Hammer deals ?× increased damage. Lucky Hit: Up to a ?% chance to spawn a base Blessed Hammer on the target hit.
For each Defensive Skill not on your Action Bar, you deal ?× increased damage and gain its associated Enchantment effect.
Hell Fracture deals ?× increased damage and every ?rd cast creates a triple fracture.
Corpse Explosion consumes up to ? additional Corpses around the initial Corpse, gaining ?× damage and ?% Size per additional Corpse consumed.
Blocking an attack has a chance to turn the attacker into a Feared chicken for ? seconds.
Lucky Hit: While you have an active Bone Storm, hitting an enemy has up to a ?% chance to spawn a Bone Storm around their location. Each Sacrifice bonus increases this chance by ?% and allows you to spawn ? additional Bone Storm. Each active Bone Storm grants ?× Critical Strike Damage, up to ?×.
Shadow damage infects enemies with Shadowblight for ? seconds. Every 8th time an enemy receives Shadow damage from you while they are affected by Shadowblight, they take an additional ?× of that damage as Corrupting damage over ? seconds.
Juggernaut Core Skills are empowered, dealing ?× increased damage to the first enemy hit and storing the damage dealt to that target, up to ? times. Fortress unleashes this stored damage to all enemies within its area.
Blocking has a ?% chance to retaliate with a Shield Bash. Your Shield Bash damage is increased by ?×.
Blessed Shield deals ?× increased damage. Casting another Skill makes your next ? Blessed Shields double this bonus and cost ? less Faith to Cast.
Gain ?% increased Strength, Resistance, Armor and Retribution Chance. Retribution gains ?% increased Size.
Lucky Hit: Casting Disciple Skills have up to a ?% chance to call down Spear of the Heavens on a random enemy. Your Spear of the Heavens damage is increased by ?×.
Skills deal ?× increased damage per point of Fury you have, but ? Fury Drains per second.
You gain ?× increased damage for each damaging Skill you have equipped, and an additional ?× for ? seconds when each of those Skills are used.
Lucky Hit: Up to a ?% chance to deal ? Shadow damage to surrounding enemies and reduce their damage dealt by ?% for ? seconds.
Defeating an Elite pack reduces your Skill Cooldowns by ? seconds for ? seconds.
Brandish unleashes in all directions dealing ?× increased damage.
Dealing direct damage grants ?× increased Critical Strike Damage for each enemy hit within ? seconds, up to ?×. At Maximum you gain: Lucky Hit: Critical Strikes have up to a ?% chance to deal double damage, Heal for ? Life, and refresh the duration of the bonus.
Lucky Hit: Dealing damage to an enemy affected by a Trap Skill has up to a ?% chance to: Reduce the active Cooldowns of your Trap Skills by ?% Increase your Trap Skill damage by ?× for ? seconds, up to ?×
Blazing Scream gains the Skull Splitter Variant for free and deals ?× increased damage.
Hitting a Lesser Demon with Bombardment explodes it for ?% of a Bombardment impact if the Demon has less than ? |4second:seconds; duration left. Bombardment deals ?× increased damage.
Grizzly Rage is now a Werewolf Skill and Shapeshifts you into a Dire Werewolf. Dire Werewolves gain ?× Critical Strike Damage, ?× bonus Poisoning damage and Spirit Cost Reduction instead of Armor. In addition, kills Heal you for ?% of your Maximum Life.
Incinerate gains one final charge, irradiating the area around you and increasing damage dealt by ?× but costing an additional ? Mana per second.
Each enemy hit by Teleport increases the damage by ?× and reduces the Cooldown by ? of the next Cast. Becoming Injured will Teleport you to a random location.
Steel Grasp launches 2 additional chains. Enemies hit by Steel Grasp take ?× increased damage from you for ? seconds.
Enemies hit by Steel Grasp take ?× increased damage from you for ? seconds.
Casting an Aura Skill triggers a Consecration beneath you. You gain ?% Aura Potency while standing in Consecration.
Your Basic Skills deal ?× increased damage per Wrath you have but you lose ?% Wrath per second. Every ? Wrath gained beyond your Maximum generates ? Dominance.
?% chance to cluck on Cast.
Every consecutive Cast of Rapid Fire increases the amount of arrows it fires by ?, up to ?. Rapid Fire deals ?× increased damage.
Your Arrow Storms last ? seconds shorter, deal ?× increased damage, and, when created, have a ?% chance to create an additional Arrow Storm on a nearby target.
Hits of Barrage have a ?% chance to deal triple damage and Knock Down enemies.
Penetrating Shot bounces off walls and deals ?× more damage.
Basic and Core Skills that use this weapon now Reload. Reload Skills deal ?× increased damage and every second Reload Skill increases this bonus by ?× for ? seconds.
Upheaval deals ?× increased damage to Burning enemies, and also ignites the ground Burning enemies for an additional ? damage over ? seconds.
Upheaval gains the Iron Burst Variant and deals ?× increased damage.
Death Blow creates a shockwave, dealing ?% of its Base damage to enemies. Enemies who die to this effect also reset Death Blow’s Cooldown.
Death Blow gains all side upgrades and deals ?× increased damage.
Every ? seconds, Pulverize forms a puddle that deals ? of its damage as Poisoning damage over ? seconds. Pulverizing the puddle splashes an additional ? of the puddle's total damage within the area and around it.
Pulverize pulls Distant enemies towards you. In addition, Pulverize deals ?× bonus damage. This damage bonus is increased to ?× if the target was pulled towards you, is Unstoppable or a Boss.
You can now equip all Ultimate Skills and gain ? Ranks in them. Attacking enemies with no active Ultimate Skill builds up your Ultimate Skill damage by ?×, up to ?×. After starting Ultimate Skills the damage bonus is reset once all have ended.
Lucky Hit: Damage to Injured enemies has up to a ?% chance to spawn a flock of explosive chickens.
Enemies afflicted by more Damage over Time than remaining Life are Executed.
Slain enemies have a chance to lay an egg.
Your Darkness Skills Chill enemies for up to ?% and deal ?× increased damage to Frozen enemies and bosses. Every ? times you damage enemies with Darkness Skills, all Nearby enemies are Feared for ? seconds before Freezing for ? more seconds.
Pecking loose stones grant Henlightenment.
Claw gains all Variants and gains ?× bonus damage.
Gain a random Shrine effect for ? seconds after killing an Elite enemy. Can only occur once every ? seconds.
Fireball deals ?× increased damage and every 3rd Cast launches 2 additional projectiles.
Charged Bolts deal ?× increased damage, last ?% longer and seek enemies.
Unstable Currents increases your Armor and Resistances by ?% and kills increase your damage by ?× for the duration.
While using this weapon, damaging at least one enemy with Rupture creates a blood pool that inflicts ? Bleeding damage over ? seconds. Enemies standing in the pool take ?× increased damage from all sources.
Rupture's rip deals ?% of the total Bleeding damage on an enemy instantly, removing all Bleeding damage from them.
Increases your Critical Strike Damage by ?×.
Your Summons' damage afflict enemies with Vampiric Curse. Consuming a Corpse also contributes ? souls to Vampiric Curse, which can now stack up to ? souls. Only Army of the Dead can now unleash the souls from Vampiric Curse, causing both Army of the Dead and the souls to deal ?× increased damage per soul unleashed.
Zeal deals ?× increased damage and gains the Death or Glory Variant for free.
Hitting enemies with a Core Skill increases the damage they take from you by ?× per Skill, up to ?×. Archfiend Demonform Skill Variants are Core Skills and cost Wrath.
Increase Frenzy's maximum stacks by ?. While at maximum stacks, you deal ?× increased damage and your other Skills gain ?% increased Attack Speed.
Casting Steel Grasp reduces Iron Maelstrom's Cooldown by ? seconds. Enemies damaged by Iron Maelstrom deal ?% less damage for ? seconds.
Swapping weapons increases the damage of Iron Maelstrom by ?× for ? |4second:seconds;, stacking up to ? times.
Berserking's damage bonus is increased by ?×. While not Healthy, you are always Berserk.
Casting a Skill with a Two-Handed Bludgeoning, Two-Handed Slashing, or Dual-Wielded weapon grants ?× increased damage for ? seconds. While all three bonuses are active, you gain ? Crowd Control Duration and Attack Speed.
Core Skills deal ?× increased damage, but cost ?× more Fury. The damage is doubled against Injured enemies.
When inflicting Damage Over Time, you have a chance equal to your Critical Strike Chance to increase the damage amount by ?×.
When Boulder would have normally expired, it instead explodes dealing an additional ? damage to surrounding enemies.
Blood Howl is automatically cast when you Shapeshift into a Werewolf and every ? seconds while in Werewolf form. In addition, you gain ?× bonus damage for ? seconds whenever Blood Howl is triggered.
Damage is dealt to your Primary Resource before Life and damage taken this way is drastically reduced. Your Primary Resource is doubled but Maximum Life is reduced by ?%.
After you spend ? of your Primary Resource, gain ? stacks of Overpower. Your Critical Strikes deal ?× increased damage per stack of Overpower.
You are always Berserking but take ?× increased damage as Burning over ? seconds. While Burning, Berserking grants an additional ?× increased damage.
Blood Surge casts a mini nova on your Minions, dealing ? damage. Damage is increased by ?% per target drained by the initial cast, up to ?%.
While Healthy, gain ? Maximum Overpower. Blood Orbs grant ? stacks of Overpower. You deal ?× increased damage per stack of Overpower.
Blight also shoots ? smaller piercing projectiles, each dealing ?% of Blight's defiled area damage.
Vulnerable, Weakened, Crowd Controlled, or Corrupted enemies are Afflicted, taking ?% increased damage from you. Curse Skills deal ? Shadow Damage when applied to Afflicted enemies.
Arbiter form increases Aura Potency by ?% and Wing Strike damage by ?×
Arbiter of Justice gains all Variants and grants you ?× increased damage and Damage Reduction for each Skill Rank it has while in Arbiter form. This bonus doubles for ? seconds after Arbiter of Justice lands.
Your Rain of Arrows is always Imbued with all Imbuements and deals ?× increased damage to Distant enemies.
Crackling Energy's discharge rate is increased by your Attack Speed, it's damage is increased by ?×, and each hit has a ?% chance to reduce a random Cooldown by ? second.
Casting a Core Skill has a ?% chance to summon a Conjuration of the same element. Each active Conjuration grants: ?× increased damage ? Mana per second ?% Movement Speed ?% Damage Reduction
Hydra is now a Core Skill with increased Mana cost and its attacks now explode dealing ?× increased damage.
How affixes work on dropped items
Every item in Diablo 4 has two affix layers. Inherent affixes are baked into the item type — a chest carries armor, a weapon a damage range, a ring a resistance pool — and roll within a tier-determined range when the item drops. Rolled affixes are the variable lines beneath the inherents; a legendary spends one of its lines on its legendary aspect, while uniques ship with a fixed affix set. Greater Affixes, marked with a star, are not a separate affix — they are a 1.5x (+50%) multiplier applied on top of whichever affix rolled. They appear on Ancestral legendary and unique items from Torment 1 onward, and an Ancestral item carries at least one and up to four. The catalog shows each affix's published value range; a Greater roll multiplies a rolled value by 1.5, so it can land above the normal range's ceiling.
Tempering, masterworking, and Greater Affixes
Two systems modify affixes after the item drops. Tempering at the Blacksmith adds extra affix lines from a tempering manual; each item has a limited number of temper rolls, and if you exhaust them a Scroll of Restoration can restore a roll. A tempered affix has the same chance to come in as a Greater Affix as any normal rolled affix. Masterworking improves an item across 25 quality ranks — each rank raises every affix slightly, and reaching a Capstone rank grants a large bonus to one randomly chosen affix, which can be a tempered one. The Capstone bonus stacks on top of the Greater Affix bonus. The planner accepts manually entered tempered affix lines so you can simulate a finished item without rebuilding it in-game.
Frequently Asked Questions
What's the difference between an affix and a tempering affix?
A standard affix rolls when the item drops and is part of the item's base affix set. A tempering affix is added afterward at the Blacksmith using a tempering manual you collected from drops or vendor recipes. Tempering affixes occupy their own dedicated lines, separate from the rolled affixes — and like rolled affixes, a tempering affix can come in as a Greater Affix. The catalog tags the two pools separately so you can browse them independently.
Why do some affixes show no class restriction even though they only appear on one class's items?
Class restriction is encoded at the affix-row level in the upstream catalog. Some affixes are technically open to any item type but only roll on items the class can equip (e.g., a Sorcerer-staff-only affix shows up as class-restricted; an affix on a generic ring that boosts Fire damage shows up as unrestricted even though only Sorcerers and Druids care). When the upstream data leaves the restriction blank, the catalog shows no badge rather than inventing one.
How do I know which affixes are 'BiS' for my build?
The catalog does not assign BiS labels because the right affix depends on your build's damage type, your skill choices, and whether you're optimizing for raid or pit pushing. Use the planner at /d4/[class]/build to equip a build and see which affixes the stat priority panel highlights for that configuration. The catalog is the lookup layer; the planner is where the recommendation logic lives.