Getting Your Hands on the new Hellfire Amulet


hellfire amulet recipe

Hellfire Amulet Recipe

The Hellfire Amulet  is a legendary amulet created by crafting special materials obtained via the Infernal Machine event. While the Hellfire Ring was present in Diablo 3 since DiabloWikiPatch v1.0.5, the Hellfire Amulet was added much later, in June 2014, three months after Reaper of Souls was released.

This item can only be created in Reaper of Souls, and not in Diablo 3 classic.

The DiabloWikiHellfire Amulet has a special legendary property of enabling one passive skill (from the class that crafts the amulet). It does not provide any +experience% boost, as does the Hellfire Ring.

Like all legendary items in DiabloWikiLoot 2.0, the Hellfire Amulet is account bound and can not be traded, sold, or given away. It can only be earned via the DiabloWikiInfernal Machine quest, so players who want one must build their own. The entire Infernal Machine process was modified in Reaper of Souls and grew much less attractive to most players. The developers have said that improving it is on their to-do list, but it will not be fixed in DiabloWikiPatch 2.1, though they added the Hellfire Amulet in that patch to spice things up a bit.

Obtaining the Amulet Ring

Creating a Hellfire Amulet is identical in process to the DiabloWikiHellfire Ring (db), right up until selecting the different recipe from the Jeweler. See the DiabloWikiInfernal Machine article for a full step-by-step walkthrough, but the short version:

  • Players must harvest keys from the four Keywardens.
  • Use the Blacksmith to craft those keys into Infernal Machine plans.
  • Use the Infernal Machines to open portals to battle the 4 DiabloWikiKerywardens.
  • Each portal of Ubers has a chance to drop Demonic Organs which players must collect.
  • These are then taken to the Jeweler to craft a Hellfire Ring or Hellfire Amulet.
    • The Jeweler learns the recipe from the Hellfire Amulet design purchased from DiabloWikiSquirt the Peddler for 5 million gold.
Hellfire Amulet at Jeweler

Amulet recipes at the Jeweler

Hellfire Amulet properties

Unlike the Hellfire Ring, the Hellfire Amulet does not have any +experience bonuses (unless it rolls +exp per kill as a random secondary affix). The special feature of this amulet is the ability to add a random passive skill. This skill is selected from one of the passives on the class that rolls the amulet, and passive skills are of no benefit cross-class. A Demon Hunter can’t benefit from a Monk or Barbarian or Crusader’s passive, etc.

Stats are subject to change while Patch 2.1 is still in testing on the PTR.

Hellfire Amulet crating costs:

There are 3 different Hellfire Amulet designs in Diablo 3. They are identical except for the attribute selected, so just one is listed below for space considerations. The odds of rolling a passive useful to your class, and other good stats on the amulet are obviously pretty low, but the hope for slot machine style item payoffs is what keeps most players entertained by Diablo 3.

Hellfire Ring: Legendary amulet
Item Level: 71
Clvl Req: None

Primary Bonuses:
+(626-750) (select Dexterity, Intelligence, or Strength)
3 random primary affixes

Secondary Affixes:
+1 random secondary affix
*Enables one random passive from the class of the character that crafts the Amulet.

A gallery of Hellfire Amulets from the early testing on the PTR. These may differ from final live game versions.

Comments

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  1. "The odds of rolling a passive useful to your class, […]"

    Did you mean "skill setup" here? 😉

    Considering the difference the 4th passive slot makes, this seems like quite a potent item. At minimum it allows to free up one passive slot to add a defensive or ressource regenerating passive to one his character. At best it allows one to finally get all the passives needed for a playstyle envisioned, which else wouldn't have been able to ever reach torment viability. I would have liked a "medal" system better, though, with three lvls the passive, each slot translating to two medals to distribute among them and the amulet simply providing one to two additional medals instead. (Less frustration included, as now it's just another stat probably rolling wrong in an itemization already too randomized.)

    On the other side, some sookie cutter setups will only elevate themselves above other possible skill setups even more. Thus I fear a pidgeonholed ladder with only a few useful setups availabel to anyone who really thrives for leading positions in competitions like this.

    • "as now it's just another stat probably rolling wrong in an itemization already too randomized"

      The entire point of this design was to encourage grinding. It would have been very easy for them to make it +1 passive slot, or +1 passive slot for x class.

      • Too much randomization does not make up for a good incentive, though. Especially if one is relying solely on it. The developement team learned that a while ago, as most of the diablo clone developers had to. That's part of why we now got the split between primary and secondary affixes on items, enchanting or smartloot. Thus gearing your characters has stopped being such a tedious workload only a few can dig into, as it was at release with the constant gearcheck called Inferno. One can at least enjoy the primary gameplay, which is the best and most satisfying on the arpg-market up to now, without the feeling of getting nowwhere for 100+ hours playtime.

        For an incentive, one needs to have a goal to reach for, though. And yeah, there are a lot of ways for items to contribute to that. And as at the moment D3 has only the itemgame to offer, they obviously have to here. But there again too much randomization hurts:

        Some people like collecting items. They want to have all the special items. With best possible affixes (because "shiny") and in all available variations. These were put off by the legendaries blandness of design, randomizing their affixes had as a side effect – legendary affixes amended that to a bit, though not much.

        Others, like me, are into thinking up a built/setup they imagine being fun to play, trying to bring it to viability further on. And with the sole focus on items, especially now considering legendary affixes, one actually needs the one or other item for a character idea to work out. And then it sometimes becomes really frustrating having the needed item drop or being craftet the 30th time, but still rolling with stats that are not feasible to reach viability. Still being stuck in the temporary skill setup needed, to hunt for the gear in the first place. Once you reach viability, the frustration part is over and you can enjoy the primary gameplay again, starting to optimize your gear in passing. But the initial goal is gone. And the only reason your playing is because your idea turned out to be the fun to play you'd imagined. And that only lasts until you're fed up with the playstyle or a new character idea comes up. (And if you're a perfectionist, the frustration part practically never ends.)

        It would be a bit different, if the game as other systems to offer, where players could find a goal to strife for. For me a full character developement system would be such. For others, the upcoming Ladder may provide this. Accumulating bigger numbers may work for the masses for a while. (But only so long, as something is "hip". Then the cattle goes to another field to eat their grass.) But even suiting the latter exclusively it's a bad idea for any game disturbing the fun with too many layers providing experiences of frustration. At least if longevity is the intended goal.

        Don't get me wrong: I'm not bashing D3 here. It's finally in a place, where it's being fun to play. It's just that rolling the passive needed here seems to me like a step back into the wrong direction. And considering the ammount of grind needed to roll even one amulet and the number of passives that can roll, getting the one your particular skillsetup would benefit from already sounds like a lot of work. (Not to forget the other affixes needed to roll on it.)

      • grmpf… : […] And as at the moment D3 has only the itemgame to offer, they obviously have to BE There. […]

  2. It will be best in slot that's for sure. Getting it to roll right is not a bad thing, it adds something else to do besides rifts.

  3. I’m all for this. I think adding a 5th passive will make building a little bit more strategic. However, I still would’ve liked to see something a little more unique (a more general statement surrounding the game, at large). I think this would’ve been a perfect opportunity to add an interesting game mechanic, and it sort of just ends up being another “hey, here’s more of what you already have” sort of affix.

    Maybe I’m asking too much here…

    • @ "I think adding a 5th passive will make building a little bit more strategic."

      Especially in HC, where SV is a must-have.

  4. Shame I won't be able to use it on my wizard. I won't replace Tal Rasha 4bonus, even less replace Cindercoat or Mirorball for a 5th passive, unless I get a Woh and then play cooldowns instead of meteors spam, but that's far away into the future…

  5. So is it only me that is wondering what will hapend if teh amulet rolls the same passiv as you already are using. Will they stay or will you have to change? Some passiv I would gladly stack…

    • ^ if this happens, then lucky you. you got a roll on a passive you’re already using, so you actually get to choose which passive to replace it with.

      if it’s the other way around, you don’t get to choose, y’see?

      you won’t be able to stack passives btw.

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