Key takeaways
- Any Legendary below item power 800 once you are clearing Torment difficulties.
- Any 800 item with fewer than two affixes your build scales, even if it has a Greater Affix.
- Any item where the tempered affixes landed outside your build’s damage type — the reroll budget is already spent.
- Duplicate Uniques beyond the ones your build or your alts need; the salvage materials are worth more than the stash space.
- Anything you are holding “just in case” that has not been equipped in two play sessions.
Diablo 4 Season 10 Itemization Guide
Season 10 itemization rewards one habit above everything else: judge every drop against three things — item power, Greater Affixes, and whether its affixes feed your build’s damage buckets — before you spend a single temper or a single masterwork material. Ancestral gear at item power 800 with the right affixes gets tempered, then masterworked; item power 750 gear and anything with off-build affixes gets salvaged immediately. The rules below turn that into a call you can make in about ten seconds per drop.
One framing note before the details: the core framework — item power tiers, Tempering, Masterworking, and Greater Affixes — was set by the Season 4 loot overhaul and carried forward through every season since. Season 10 tunes the surrounding systems rather than replacing them, so Blizzard’s official Season 10 patch notes should be your final word on any specific number below.
What “itemization” actually covers
Itemization is the entire chain from a drop hitting the ground to its stats being locked into your character: item power, affix rolls, Greater Affixes, Tempering, Masterworking, Aspects, and the Codex of Power. Most players lose more power to bad decisions in the Tempering and Masterworking steps than they ever gain from finding a better drop.
The numbers that decide whether a drop is worth keeping
| Gear tier | Item power | Affixes | Greater Affixes | Temper slots | Masterworking |
|---|---|---|---|---|---|
| Rare (leveling) | Up to 750 | 3 | No | 0 | No |
| Legendary, non-Ancestral | 750 | 3 + 1 Aspect | No | 2 | Yes — 12 ranks |
| Ancestral Legendary | 800 | 3 + 1 Aspect | 1–3 | 2 | Yes — 12 ranks |
| Ancestral Unique | 800 | Fixed set (usually 4) | 1–3 | Cannot be tempered | Yes — 12 ranks |
| Mythic Unique | 800 | Fixed set | 1–3 | Cannot be tempered | Yes — 12 ranks |
Two mechanics do most of the heavy lifting, and their numbers are worth memorising because they change how you value a drop at the moment you pick it up.
| Masterwork rank | Effect on affixes | Material required | Where it drops |
|---|---|---|---|
| 1–4 | +5% per rank, cumulative | Obducite | The Pit, Nightmare Dungeons |
| 5–8 | +5% per rank, cumulative | Ingolith | Higher The Pit tiers |
| 9–12 | +5% per rank, cumulative | Neathiron | Highest The Pit tiers |
| Ranks 4, 8, 12 | One randomly chosen affix gains an extra +25% | — | — |
At rank 12, every affix on the item sits at roughly +60% of its rolled value, and three affixes have taken an additional +25% on top. That is the single largest multiplier available to a piece of gear, which is exactly why you never masterwork something you plan to replace.
The five-step gear check
- Read item power first. 800 means Ancestral and worth the full investment; 750 means it is a placeholder. Reason: item power drives base weapon damage and armor, and no affix roll can rescue a 750 weapon once you are farming Ancestrals.
- Count Greater Affixes. A Greater Affix rolls at roughly 1.5× the normal maximum for that affix, and Masterworking multiplies it again. Reason: this is where most of the hidden value sits, and it is easy to miss on a busy loot beam.
- Check the affixes against your damage buckets. Ask whether each affix is one your build’s multiplier actually reads — crit damage for a crit build, vulnerable damage for a vulnerable build, and so on. Reason: a perfectly rolled affix you do not scale is worth zero.
- Temper before you masterwork. Reason: Masterworking amplifies tempered affixes too, so tempering first means your Obducite, Ingolith and Neathiron amplify the finished item rather than half of it. Rerolls are capped per item, so pick a recipe with several acceptable outcomes rather than a single perfect one.
- Masterwork only after steps 1–4 all pass. Reason: high-rank materials are the real bottleneck in Season 10, and a rank-12 item that gets replaced next session is pure loss.
Worked example: two Ancestral swords
Assume both swords are Ancestral at item power 800, and both rolled a +180 main stat affix at maximum value. Sword B rolled it as a Greater Affix, so it reads +270. Numbers below are illustrative, but the multipliers are the game’s own.
| Stage | Sword A (+180 affix) | Sword B (+270 Greater Affix) |
|---|---|---|
| As dropped | 180 | 270 |
| After Masterwork rank 12 (×1.6) | 288 | 432 |
| If the rank-4/8/12 crit lands on that affix (×1.25) | 360 | 540 |
The gap starts at 90 and ends at 180 — the Greater Affix doubles its own lead as you invest. That is the argument for holding materials until an item has at least one Greater Affix in a stat your build scales, rather than spreading ranks across four average pieces.
Decision matrix: what to prioritise by situation
| Your situation | Top priority | Second priority | Don’t spend on |
|---|---|---|---|
| Leveling to 60 | Weapon item power | Movement speed | Tempering or Masterworking anything |
| Fresh 60, no Ancestrals | Any 800 item power drop | Codex of Power aspect upgrades | Perfect-roll hunting |
| Farming Torment I–II | Correct three affixes plus two tempers | Masterwork ranks 1–4 | Ranks 9–12 on sidegrades |
| Pushing The Pit / Torment III–IV | Greater Affixes in scaled stats | Masterwork crits on your best affix | Any item without a Greater Affix |
| Hardcore | Armor cap and damage reduction | Life and resistances | Glass-cannon swaps mid-run |
| Second character | Reused Mythics and Uniques | Codex aspects | A full re-farm from scratch |
Salvage rules: what to break without thinking
- Any Legendary below item power 800 once you are clearing Torment difficulties.
- Any 800 item with fewer than two affixes your build scales, even if it has a Greater Affix.
- Any item where the tempered affixes landed outside your build’s damage type — the reroll budget is already spent.
- Duplicate Uniques beyond the ones your build or your alts need; the salvage materials are worth more than the stash space.
- Anything you are holding “just in case” that has not been equipped in two play sessions.
Common mistakes that cost the most materials
- Masterworking a 750 item. It cannot be upgraded to Ancestral, so every rank is sunk cost.
- Tempering before checking affixes. You burn the item’s reroll budget on a piece you were about to salvage anyway.
- Chasing item power over affix fit. An 800 item with three dead affixes loses to a well-rolled 800 with two live ones and a Greater Affix.
- Spreading Masterwork ranks across a whole set. Three ranks in six slots is worth far less than twelve ranks in the two slots that carry your damage.
- Ignoring the Codex of Power. Salvaging Legendaries with aspects you have not yet upgraded permanently raises your imprint floor.
Frequently Asked Questions
Should I masterwork a 750 item power Legendary?
No, with one exception: a slot that is still empty and blocking your progression. The moment you find an Ancestral 800 item for that slot, the ranks are wasted because they cannot be transferred. Bank the Obducite instead and spend it on your first Ancestral piece.
How much is a Greater Affix actually worth?
A Greater Affix rolls at roughly 1.5× the normal maximum value for that affix, and Masterworking multiplies that larger number. In practice a Greater Affix in a stat your build scales is worth more than two average affixes combined by the time you reach Masterwork rank 12.
Can Uniques be tempered or masterworked?
Uniques cannot be tempered — their affixes are fixed, so there is no recipe slot to fill. They can be masterworked through all twelve ranks, which makes a well-rolled Ancestral Unique with Greater Affixes one of the strongest items you can invest in.
Which affixes should I prioritise in Season 10?
Prioritise the affixes your build’s damage multiplier actually reads, then add defensive affixes until you hit your armor and resistance targets for the Torment tier you are farming. The exact list shifts with each balance patch, so check the official Season 10 patch notes rather than relying on last season’s tier list.
Should I salvage or sell junk gear?
Salvage. Gold is easy to accumulate through normal play, while Obducite, Ingolith and Neathiron are gated behind The Pit and Nightmare Dungeons. Selling only makes sense early in a season when you are still funding your first Enchant rerolls.
How do I tell if a drop is an upgrade without a damage meter?
Run the five-step check and compare like for like: same slot, both Ancestral, count live affixes and Greater Affixes. If the new item wins on live affixes and has at least one Greater Affix in a scaled stat, it is an upgrade even if its tooltip looks smaller before Masterworking.
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