Full List of Torment-Only Legendaries Revealed


Blizzard has posted a list of all Legendary and Set items that can only drop on Torment (or higher) difficulty.

So, this has been requested for a while, and it took some time to put this together in a way that made sense. Previously, many items hadn’t been implemented fully, or didn’t have names yet. Of course, bearing all that in mind, understand that things are always subject to change.

A couple things to note going into this list:

You might not recognize some of the names. That’s because names on the current Beta build (and in much of the available datamined information) haven’t been finalized. Most, if not all, should be updated in the next Beta patch. None of the below Legendaries include Legacy items or their remakes.

If you are wondering why a Legendary you feel is particularly strong isn’t on this list, it’s quite likely that we instead lowered the drop rate on that item. It’s still available in all difficulties, but more rare than other drops.

Allow me to present the (current) list of Torment-only Legendaries:

Class Restricted Item Sets

    • The Legacy of Raekor (Barbarian Set)
    • Firebird’s Finery (Wizard Set)
    • Embodiment of the Marauder (Demon Hunter Set)
    • Raiment of a Thousand Storms (Monk Set)
    • Armor of Akkhan (Crusader Set)
    • Helltooth Harness (Witch Doctor Set)Theme Sets (Non class-restrictive)
    • Monkey King’s Garb
    • Vyr’s Amazing Arcana
    • Thorns of the Invoker
    • The Shadow’s Mantle
    • Might of the Earth
    • Raiment of the Jade Harvester
    • Bastions of Will
    • Istavan’s Paired BladesFollower Items
    • Smoking Thurible (Enchantress)
    • Hand of the Prophet (Enchantress)
    • Skeleton Key (Scoundrel)
    • Ribald Etchings (Scoundrel)
    • Enchanting Favor (Templar)
    • Relic of Akarat (Templar)Legendary Potions
    • Bottomless Potion of the Tower
    • Bottomless Potion of the Diamond
    • Bottomless Potion of Regeneration
    • Bottomless Potion of the Leech
    • Bottomless Potion of Mutation
    • Bottomless Potion of Kulle-Aid

As you can see, the list is actually fairly small. The items we selected for Torment-only are to provide additional rewards and incentives to players who have advanced to higher difficulties. The vast majority of Legendaries, though, both new and old, are able to drop in every difficulty.

Presumably these items must be *found* and can not be gambled, though the circles in the Venn diagram of “Torment-only items” and “Highly powerful legendary items that can not be gambled” doesn’t seem to be exactly overlap. Looking at those names I don’t see any that I’ve seen yet in-game or found by others in the guild, so clearly the bulk of our work lies ahead of us. (People in comments point out 2 of the set items were in the last legendary gallery update. Well alrighty then.)

It’ll be interesting as more of these items are found; I can almost hear the complaining already: “Item X is Torment-only but it’s not better than what I had already!” Because RNG. Because “might” be better =/= “is guaranteed to be better.” Etc. Prepare yourself. Teh QQ is coming.

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  1. Teh QQ has always been here. Teh QQ has never left.

  2. Has anyone found any of these sets yet? I haven’t seen any of them so far…

  3. I’m curious as to what the legendary potions do. Temp buff upon drinking seems like a fair bet (e.g. Tower buffs defense, Diamond buffs resists and so on).

    There was a ring from the Bastions of Will set in that last batch of legendary screenshots you posted, by the way (http://diablo.incgamers.com/blog/comments/reaper-souls-legendary-item-gallery-4).

    • There’s also a picture of the shoulders from “Thorns Set”, which has clearly been renamed to “Thorns of the Invoker”.

      Set bonuses from that shoulder shot is partial bonus 2 items – ranged and melee attackers take 4000 damage per hit. Full set bonus 4 items – Your thorns damage now hits all enemies in a 15 yard radius.

  4. All of them give you some kind of buff for some amount of time. I don’t remember how much time exactly, but it was either 5 seconds or 15 seconds after drinking. Personally, my guess is 5 seconds. I also could be completely wrong; if I am, it’s probably 2 or 3 seconds. The effects are:

    Tower Pot: 10-15% extra armor for X seconds (pretty sure it’s 15%).

    Diamond Pot: some amount of allres for X seconds (I believe it’s around 60-70).

    Regeneration Pot: some amount of life regen for X seconds.

    Leech Pot: some amount of life on hit for X seconds.

    Mutation Pot: ABSOLUTELY NO IDEA! I’ve never heard of this one. I really, really wish though that if you’re a Monk and you get this, it turns you into one of the TMNT. That would be sick! Also, I’d be good for having it turn you into Godzilla. That would be even more sick!!!

    Kulle-Aid: lets you break through walls. I’m not sure if this counts for wallers, rooters, or both, but still, it’s CC breaking, so that’s good. However, when drinking the Kulle-Aid, you MUST shout OH YEAH! after busting through. It is a law. Look it up.

  5. So they completely ripped off PoE flasks? I’m not even surprised anymore, just sad Blizzard is allowed to get away with it.

    • Other than “this is a potion that does something other than restore health,” these have nothing in common with PoE flasks.

      They don’t refill when you gain kills, they don’t have random affixes (PoE’s flasks are mostly magic [blue] with a few uniques), they all restore health + have another effect (PoE’s flasks do a bunch of different things), they have a cooldown, etc.

    • I though the same thing. I’m playing PoE, again. I barely enter Diablo 3 news websites anymore and don’t even start the game for month.

      Potions as a main subject, PoE is far far FAR superior in that aspect, Diablo 3 is a simple CD. In PoE you have 5 slots, with charges, crafting, different effects, etc etc…

      Sorry, but Diablo 3 and Diablo 3 RoS is not enough for a Diablo saga fan.

    • Sure they did. Everyone wants to copy greatness.

  6. Does anyone else think that the idea of difficulty level-specific legendaries is silly?

    Part of the allure of Diablo is that anything can drop at any time. It’s what sets Diablo apart from MMO junk where only a specific event/monster can lead to a specific item.

    I’m not against making it so some areas/monsters/whatever have a greater (or a far, far, far greater) chance of dropping a specific item, but it’s lame to make it so certain requirements MUST be met for an item to drop.

    For me, part of the magic of Diablo is that you could get the most uber item at any time, and this is somewhat messing with that idea.

    • It’s been a while but weren’t there higher level items in D2 that only high level monsters could drop? I’m pretty sure that there were some items that an Act 1 quill rat could never drop.

      Even if I’m remembering that wrong, it seems perfectly legit to me that it *would* work that way. I’m actually disappointed that the list is so short.

      • Yeah, the whole scarcity in D2 was via treasure classes, and only some monsters could drop from TC 90, the highest one. That’s part of what made boss runs fun in that game, since Meph was easy but couldn’t drop above TC81, Pindle was fewer drops but could drop up to 90, etc.

        Ultimately in patches they added more top level dropping targets; Baal was only up to TC84 in the early days of D2X, iirc. They made him 90 eventually.

        • So D3 is sort of regaining that but doing it with difficulty levels. I think it’s a good plan; there should be some things that are harder to find than other things. Ideally with scarcity mostly equating with value. Torment is a pretty good way to do it; if they were only dropping on T6 that would be too exclusive, but Torment is hard, but not too hard, so it’s potential reward for the challenge.

          • I think I’d like it best if each Torment level up had at least a few new exclusive, very powerful items and even crafting mats. That would be a decent way of creating some more meaningful long term goals than just MOAR PARAGON, which is all we’ve got right now.

          • In theory you get progressively better drop rates of all legs as you go up each Torment level, which should provide some value for higher difficulties. Of course it’s always tricky to balance “slower killing” vs “better drop rates,” but at least the torment-only stuff disincentivizes the exploitative MP1 speed farming type play.

      • Well, obviously, within bounds. Level-capping makes sense, because you don’t want new characters finding endgame gear. But I feel kind of iffy on treasure classes.

        I’m definitely in favor of improving the probabilistic reward for harder challenges, but I hate the idea that at endgame, you completely lose your chance for X or Y just because you’re not killing monster X or playing on difficulty Y. I’d settle for a pitifully low probability and that would be fine, I just hate that big honking zero.

        • What’s the difference between “only monsters lvl73 and above can drop this item” and “only monsters T2 and above can drop this item”?

          • Leveling isn’t difficult, but difficulty might be.

          • Except that in these games, “difficulty ” mostly means “good enough gear”. So it’s the difference between “you’ve gained enough levels to beat this lvl73 monster” vs “you’ve gained enough gear to beat this T2 monster”. Both are progression-based content gates, ones that give an actual purpose to progression.

          • (Replying to one comment upthread since I can’t reply to the latest one):

            I think of the two as sliding scales or gradients. For example, in 1.0.4 Inferno, I would be one-shotted by some things and two-shotted by everything else (gear), but I could still kite or use geometry to make sure I didn’t get hit (non-gear performance).

            Basically, I don’t like “previous RNG luck” as a hard-gate for item drops. Time played (leveling, or experience) are fine. Rewards for specific actions are fine. But knowing that Blizzard will poorly balance the game and you’ll have to use a specific build with unexpected effectiveness to play on a high enough difficulty level to enable every item to drop doesn’t sound that awesome to me.

          • Even with 1/1,000,000 at normal and 1/100 at tormet, you’ll have to use an ill build anyway if you want to be efficient…

    • “Part of the allure of Diablo is that anything can drop at any time.”

      Only if you play on the hardest difficulty. Since previously the difficulty system was part of the normal character progression this also meant that for the best items you had to play on Hell or Inferno, you had no other choice.

      It’s also worth mentioning that making our characters T1 viable doesn’t require too much play time and with high level gems I think it doesn’t even require Legendary gear at all.

      “For me, part of the magic of Diablo is that you could get the most uber item at any time, and this is somewhat messing with that idea.”

      You are assuming that these items are strictly better than anything else. One of the CMs said that isn’t the case, but even if that’s not true Legendaries tend to favor specific skills, so they may not fit into your current build.

      • Right, but Hell/Inferno are reached just via the course of playing the game. You don’t need to use a specific build, you don’t need a gear level. You can more or less faceroll or brute force your way there, and then you can brute force your way to item drops. It might take forever, but that option is there.

        If T1 is really simple to reach, then fine. But I don’t know if that’s true — hopefully it is, in which case, eh.

        Also, while my statement did mention “most uber” it’s really more of a grail/verisimilitude thing. It’s not so much that I specifically am upset that you can’t “leap” difficulties by getting a BiS drop from a lower setting, but rather that I just think it’s a lame game design to tell someone that not only does their bad play/self-imposed rules/other conditions mean that they have a lower chance to get an item, but ZERO chance. Punish them by lowering drop rates, but no need to cut it out.

        • In a game with essentially no death penalties, you can brute force your way past almost anything.

        • If PTR level 60 is any indication (no beta qq), then T1 isn’t that bad at all. 100k DPS, 500K Tough, 600 Heal plus an all around build (no full blown glass cannons) means you can safely farm (as ranged; haven’t tried Monk/Barb). It’ll be a little slower than old MP3-4 farming, but it won’t take you 90 seconds to kill the first zombie on the road to New Tristram, like T6 might.

    • I, Clavdivs, The Good, too state that it is inappropriate. The God doesn’t see any reason why whole game difficulty (difficulties)should be RoS only. It is not as the new difficulty level add any content or expands game in any way – it *could*, but as is now, it *doesn’t*.

      Otherwise is as said, part of magic is gone. Limits where certain items can be found could/should exist, but artificial one as RoS/Torment only is… ridiculous.

      But avarice surrounding so called ‘expansion’ is more than apparent – fixes for initial, unfinished vanilla and content taken out of beta, 1/4th of new areas and 1/5 of new characters are more appropriate for a DLC, or something priced 15eur (or leaving at all act5 and crusader, and for once fulfill promise and deliver ‘even more game’, as promised and conviniently forgotten).

      REAL expansion should bring *more* and could be appropriately priced – The God isn’t cheap and expecting bunch of freebies all the time. But fixing of flaws entirely caused by bad planning/execution by Blizzard – well, should they be paid? Especially 2/3rds of full game price, when deliver *20% real* content…

      The God agrees, AH was badly EXECUTED, concept could probably be better and working. So, fixing itemization caused by it being based on AH isn’t exactly ‘new’ feature – it goes to blizzard account, not players. Skills were never balanced, and aren’t so even now. Also Blizzard expense.

      To return to point, Torment-only items are:
      1) forcing players to pay for RoS
      2) bad way of making item availability restricted – it can be done in so many ways, even with entirely faulty and artificial limiting clvl to 60/70

      • I missed something? There are RoS-only difficulties? I didn’t knew this! All this time playing on PTR with lvl 60 char on Torment, I had no idea that there are other difficulties hidden from me. Though still I don’t know what this RoS-only difficulty that-is-not-Torment has to do with Torment-only legs and sets.
        Cheers 🙂

      • You can play Torment without the expansion.

    • To me one chance over a million is the same as no chance at all. Just do self persuasion that there are small odds for you to get any legendary in normal: it is the case, the probability of a bug in non-zero. Small but non-zero.

  7. QUOTE

    Does anyone else think that the idea of difficulty level-specific legendaries is silly?

    My knee-jerk reaction to this was negative, but after thinking about it, the idea doesn’t bother me that much. The majority of people (me included) will be playing Torment difficulty once geared to do so. Furthermore, the list of “Torment only” items isn’t that long compared to all the items being added. Whichever side of the fence you land on, this isn’t much different than the system in place currently.

  8. 1) This is hardly the same as PoEs flasks

    2) The flasks are one of the “few” really good ideas in PoE. If others do learn from it, it would only be a good thing.

  9. QUOTE

    Does anyone else think that the idea of difficulty level-specific legendaries is silly?
    
    Part of the allure of Diablo is that anything can drop at any time. It's what sets Diablo apart from MMO junk where only a specific event/monster can lead to a specific item.
    
    I'm not against making it so some areas/monsters/whatever have a greater (or a far, far, far greater) chance of dropping a specific item, but it's lame to make it so certain requirements MUST be met for an item to drop. 
    
    For me, part of the magic of Diablo is that you could get the most uber item at any time, and this is somewhat messing with that idea.

    Quite the contrary tbh.
    Diablo 2 clearly had its items tied to the difficulty. And likewise for D3 vanilla.
    Blizzard has just re-designed difficulty settings in a way now that outs pressure on the existing item progression.

    Of course D3 does not have to do something, just because D2 did it.
    But if anything I think they should probably make more items torment only. The idea of Normal mode being the most effective place to gear up sounds fairly boring tbh.

  10. The legendary potions were common early in the F&A part of the beta, and they all gave a useful short term buff (5 seconds, I think) to something on top of the regular health potion effect. Big boost to regen, or LoH, or defense, etc. the Kulle Aide let you run through waller walls, which I wanted to find and test but never did.

    • Could you put them in your “belt” or did you have to open the inventory to drink them?

      • You can put one of them in your potion slot. You can probably also drink them from the inventory.

        • I haven’t found one of the new ones, but earlier in the beta they were just like normal potions + some special bonus. You set one to your default potion and just used it like a normal potion. No need to stack. In theory you could carry normal pots and a legendary, or more than one type of legendary and use different ones as needed, though whichever you drank all of them would be on cooldown for 30s.

          Since only one can go on the hotkey, you’d have to put the others in Inventory and right click to drink, which wouldn’t be real convenient for emergency use.

  11. “[…] and it took some time to put this together in a way that made sense.”

    That list? Yeah, half an hour. At very least!

  12. ottomless Potion of Kulle-Aid <— lawsuit incoming?

    • Just a note asking them to rename the item… (Please…)

      The sight of a Diablo character on a rift filled with ponies, drinking a Kulle aid potion = maybe it will be too much, imo. That will take some rationalization… 🙂

      • I’m happy that I’m from Europe and have no idea what you’re talking about 😀

        • A potion that lets you run through walls must be called Kulle-Aide. In a game with a secret cow level and Horadric Hamburger dagger, the occasionally good, bad pun is allowed.

  13. Well, The God dwells in Europe, too. Torment is grayed out and cannot be selected in D3V PTR, saying ‘needs at least one hero lvl60’ – which, of course, divine being has. Perhaps I, Clavdivs, The God, am wrong, but that is what says – Master difficulty was locked at start, too, and got unlocked upon reaching lvl60. Maybe something has changed – but Torment is still grayed out…

  14. I, Clavdivs, The God, thank you kindly for information!

  15. Just dropped a T only legendary :
    http://i.imgur.com/KgdI75K.jpg
    http://imgur.com/KgdI75K,avf45Zq#1

    It will be hard to find the others…

  16. Hah hah, this is all going to blow up so badly with the whole BoA thing they’ve got going. Seriously, I can’t tell if Blizzard is trolling or just stupid anymore. Every game decision they make doesn’t seem to take ANY of the other game decisions they’ve made into consideration. It’s probably a symptom of the design team being fragmented. The whole ‘left hand doesn’t know what the right hand’s doing’ thing. Any idiot (including me) from any forum can read their design decisions and in under 60 seconds say ‘HEY, this’ gonna cause problems if you do it this way’, but we’re supposed to believe Blizzard can’t see these train wrecks brewing? Puh-lease.

  17. QUOTE

    A potion that lets you run through walls must be called Kulle-Aide.  In a game with a secret cow level and Horadric Hamburger dagger, the occasionally good, bad pun is allowed.

    I’m so going to quote that.

    😀

  18. This is my first time visit at here and i am truly pleassant to read everthing at single place.

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