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Occultist Enchanting & Legendary Aspects

Last Updated: March 2nd 2024

Season 1 - Malignant

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The Occultist is a very important vendor that can enchant your gear to change the stat rolls, imprint Legendary Aspects onto rare/legendary gear as well as craft Sigils which are required to open Nightmare Dungeons. The ability to extract and imprint Legendary Aspects allows your character to customize their powers and create incredibly powerful gear pieces. Whether you come across an Aspect on a random piece of gear, or farm specific Dungeons to fill out your Codex of Power, the Occultist is more than willing to imprint your gear in exchange for some coin.

Legendary Aspects

Legendary Aspects are special mods you can put onto rare items to turn them legendary. Legendary items that drop in the game also roll an Aspect according to the slot type it is, which you can extract at the Occultist.

You can also complete specific Dungeons in the world to unlock Aspects for the Codex of Power. These give you a baseline of bonuses to rely on while you wait for better gear to drop. However, when imprinted at the Occultist, they always roll the lowest possible value. Since most legendary effects have a range, you still want to get out there to hunt down better versions of them yourself and can replace your low rolls with the better versions you come across.

Sometimes the Aspects you find on gear are very powerful, but the gear-slot it's on doesn't work well for your character. For a heavy Gold cost, you can extract the Legendary Aspect from the item, destroying it in the process. Then you can imprint that onto a gear-slot that is better suited for your build.

The Imprinted Legendary Aspect is outlined in white.

Imprint Aspect

You imprint an Aspect from the Codex of Power, or an extracted Legendary Aspect onto a rare/legendary item for a heavy fee. This turns a previously rare item into legendary and marks it as "Imprinted". Imprinted Aspects cannot be extracted, and imprinted items cannot be traded.

Aspects fall into one of 5 categories, and they can only be imprinted onto specific gear-slots. The categories and slots they can apply to are listed below:

  • Defensive - Shield, Helm, Chest, Pants, Amulet
  • Offensive - Amulet, Weapon, Gloves, Ring
  • Resource - Ring
  • Utility - Shield, Helm, Chest, Amulet, Gloves, Boots
  • Mobility - Amulet, Boot

Aspects also receive bonuses based on the gear slot you add them to. Amulets increase the power of the Aspect by 50% while 2-Handed weapons gain 100% bonus. To maximize your power, you need to map out your Aspects for each slot as you plan your character to get the best bonuses possible.

Extract Aspect

When you find a Legendary Aspect on a piece of gear you don't need, you can extract it at the Occultist for a steep Gold cost. This places the Aspect into your separate Aspect Inventory tab, where they're stored for future use. You can also move these Aspects to your Stash if you run out of space. Extracted Aspects show you the allowable item types they can apply to and any bonuses they may receive when imprinted on specific pieces.

An extracted Aspect that can be Imprinted.

Craft Sigils

While the information we have a very limited, Sigils are special consumable items that transform Dungeons into Nightmare Dungeons. The Sigil adds "Afflictions" to the Dungeon, potentially increasing the danger and rewards of running that Dungeon. While the specifics are unknown, we do have the crafting costs and requirements of each tier.

  • To unlock the ability to Craft Sigils, you must first complete a Nightmare Tier 3 Dungeon.
  • To get your first Tier 1 Sigil, complete Tree of Whispers turn in and get a little bit lucky. If one does not drop, continue to complete Whispers until one does.
  • When you successfully complete a Nightmare Dungeon, you are always awarded 1 Nightmare Dungeon Sigil. Sigils often drop from monsters and chests withing a NM Dungeon. The Sigil can be 1 Tier level higher than the Tier of the completed Dungeon.
  • Completing events in NM Dungeons rewards Sigil Dust which is used to craft new Sigils.

Our Dungeon Resource will include everything you need to know!

Sacred Sigils

Ancestral Sigils

Salvage Sigils

Salvaging Nightmare Sigils award a small amount of the Sigil's cost back as Sigil Powder. With increasing amounts of Powder awarded for higher level Sigils. If the combination of Affixes on the Sigil would prove to difficult for your character, salvaging is a good way to de-clutter your Sigils tab. For high level play, some Dungeons may be so much more efficient for your build that you end up salvaging all other Sigils.

Enchanting

Enchanting allows you to re-roll undesirable affixes on your gear, for a chance at good stats. Once a stat has been enchanted, the item becomes account bound if it wasn't already and you can only attempt to re-roll that specific stat in the future. This is a great way to turn a sub-par Legendary item into a GG gear piece because you may have 3/4 great Affixes, but with enough materials and gold you can eventually have 4/4!

You are always given the option of two new stats or to keep the current stat roll. In the latter option, the cost is still paid and the affix is considered enchanted, but you can continue to roll until you find a good option. Rare items require Veiled Crystal (gained from salvaging other rare items) and legendary items also require Fiend Rose (gained from opening caches in Helltide). It's always cheaper to roll stats on a Rare piece of gear before you imprint it with an Aspect.

Each Class has different lists of Affixes that can roll on pieces of gear, based on the special types of Damage, Damage Reduction, and Skills/Resource specific stats. This allows you to target stats you wouldn't normally get on your Class, by rerolling the item on an alt character. An example is Damage with Two-Handed Slashing Weapons which appears on Chest Armor for Barbarians. This stat also works for a Necromancer using a Two-Handed Sword. But when a class rolls a stat on an item they cannot use, the game generates stats that are available to ANY Class on the item. So you can roll Damage While Berserking (Barbarian) or Damage to Shadow Damage Over Time Affected Enemies (Necromancer) on a Two-Handed Sword.

The Enchanting window shows the 4 Affixes we can re-roll.

Enchanting Cost Adjustments

In Season 2 Blizzard was kind enough to make enchanting cheaper. Before the scaling Gold costs were brutal, and caused players to miss the correct affixes on many of their items. The base costs were also increased for rares and decreased for Legendaries. Here are some examples from the Patch Notes demonstrating these improvements:

Season 1 Rare Wand Enchant

1st Reroll: 56,430
2nd Reroll: 282,150
3rd Reroll: 338,580
Total: 667,160 aka we're bankrupt!

Season 2 Rare Wand Enchant

1st Reroll: 64,492
2nd Reroll: 128,984
3rd Reroll: 193,477
Total: 386,953 yahtzee!

The final example was enchanting a Legendary Wand with 800 base item power would go from 164,262 to 72,203 in Season 2, another colossal improvement!

Summary

  • The Occultist is an incredibly important vendor for progressing your character's power. Imprinting Legendary Aspects add MASSIVE boosts to your damage and survivability.
  • The Codex of Power gives you access to a specific list of imprintable Aspects to get you started. They always roll the lowest value, but are still worth the Gold cost.
  • Extracting Legendary Aspects from gear allows you to select the best gear-slot to put it on once you have a good base. Aspects fall into different categories that can only be put on certain item types.
  • Sigils can be crafted and salvaged at the Occultist. These open Nightmare Dungeons and add "Afflictions", which add additional difficulty to the content.
  • Enchanting your gear replaces a single affix with another affix that can roll on that item. Once you enchant an affix you can only reroll that stat moving forward.

Credits

Written by MacroBioBoi
Reviewed by Rob, wudijo

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