Affixes

Every rolled and step affix — full tier ranges, roll weights, conflicts, and how crafting touches them.

On this page

Affixes are the magical modifiers layered on top of an item’s base stats. A Magic item rolls up to 2 affixes; a Rare item rolls up to 3 (special “near-unique” rares reach 4); Uniques carry fixed, hand-authored affixes. Each rolled affix picks a value inside the range for the item’s tier, so higher-tier gear rolls bigger numbers.

Item tier is derived from item level in fixed bands of 20:

TierItem level
T11–20
T221–40
T341–60
T461–80
T581–100

Affixes also name the item. Every affix owns a prefix word (leads the name, e.g. Cruel Sword) and a suffix word (trails “of”, e.g. Sword of Fury); the strongest rolls decide which words appear.

Signature first affix: when an item rolls its first affix there is a 75% chance it is the slot’s signature stat — Enhanced Damage on weapons, Enhanced Defense on armor, Faster Run/Walk on boots — before the remaining affixes are drawn by weight. This is why so many weapons lead with Enhanced Damage.

Reading the columns:

  • Typeflat (a raw number) or percent (shown below as a percentage; the engine stores it as a fraction).
  • Applies to — which slots the affix can roll on:
    • Any gear — every equipment slot (weapon, shield, all armor, amulet, ring).
    • Armor — any piece with a defense rating: helm, chest, gloves, boots, belt, and shields.
    • Named slots (Weapon, Shield, Helm, Chest, Gloves, Boots, Belt, Amulet, Ring) mean that slot only. Ring covers both ring slots.
  • T1–T5 — the value range rolled at each item tier. A single number means the min and max are equal.
  • Weight — relative roll weight in the affix pool (higher = more common). Almost everything is weight 1; procs are 0.3 and the two flag affixes are 0.2, so those are picked far less often when they share the pool. A weight of 0 would disable rolling entirely.

Core Attributes & Life

AffixTypeApplies toT1T2T3T4T5Weight
StrengthflatAny gear1–62–73–84–95–101
DexterityflatAny gear1–62–73–84–95–101
VitalityflatAny gear1–62–73–84–95–101
ConstitutionflatAny gear1–62–73–84–95–101
All AttributesflatUniques only1–32–43–54–65–8
LifeflatAny gear10–2020–3025–4025–5025–751
Life RegenerationflatArmor, Amulet, Ring1–22–43–54–75–101
Life After Each KillflatHelm, Chest, Gloves, Boots, Belt, Amulet, Ring10–3020–4030–5040–6050–701

All Attributes adds its value to Strength, Dexterity, Vitality and Constitution at once, which is why its ranges are roughly half a single attribute’s.

Offense

AffixTypeApplies toT1T2T3T4T5Weight
Enhanced DamagepercentWeapon25–40%40–55%55–75%75–95%90–110%1
Flat DamageflatWeapon, Shield5–1010–2020–3030–4040–501
Attack SpeedpercentWeapon, Gloves5–10%5–10%10–15%15–20%20–25%1
Attack Rating (flat)flatAny gear5–2525–5050–7575–100100–1251
Attack Rating (%)percentUniques only3–9%6–12%9–12%9–15%12–15%
Life LeechpercentWeapon, Ring1–5%2–5%3–5%5–8%5–10%1
Crushing BlowpercentWeapon1–5%2–5%3–5%5–8%5–10%1
Hit ChancepercentGloves1%1–2%2–3%3–4%3–5%1
Enemy DR ReductionpercentAny gear3–9%6–12%9–12%9–15%12–15%1
Enemy AR ReductionpercentUniques only3–9%6–12%9–12%9–15%12–15%

Enhanced Damage and Flat Damage scope to the item carrying them: on a weapon they boost that weapon, on a shield only its Shield Strike / Smite damage — in both cases the item card already shows the boosted range. Carried anywhere else (a unique ring, amulet or armour piece) they are character-wide and add to whichever damage source you swing.

Attack Rating appears twice: the flat version rolls on any gear slot for Magic and Rare items; the percent version is reserved for hand-authored Uniques and never rolls or gets added by crafting. Percent AR from gear pools with active-buff AR% into one multiplier applied on top of flat AR (see Combat formula). Existing % rolls on Magic/Rare items were converted to flat AR of the same tier on load. Enemy AR Reduction is likewise unique-only; legacy rolls on Magic/Rare items were replaced by a random other affix the item could roll (same tier, no duplicates).

Defense

AffixTypeApplies toT1T2T3T4T5Weight
Enhanced DefensepercentArmor25–50%50–75%75–100%100–125%125–150%1
Defense RatingflatArmor5–2525–5050–7575–100100–1251
Block ChancepercentShield1–4%4–8%8–12%12–16%16–20%1
Reduced Physical DamagepercentArmor1–2%2–4%4–6%6–8%8–10%1
Damage ReducedflatArmor1–32–53–74–105–151
ThornsflatArmor5–1510–2015–2520–3025–501

Resistances

AffixTypeApplies toT1T2T3T4T5Weight
All ResistancesflatAmulet1–55–1010–1515–2020–251
Fire ResistanceflatArmor, Amulet, Ring5–1010–1515–2020–2525–301
Cold ResistanceflatArmor, Amulet, Ring5–1010–1515–2020–2525–301
Lightning ResistanceflatArmor, Amulet, Ring5–1010–1515–2020–2525–301
Poison ResistanceflatArmor, Amulet, Ring5–1010–1515–2020–2525–301

Elemental & Damage-over-Time

The flat elemental affixes add damage of that type to your hits; the percent versions boost your elemental damage; the “Enemy … Reduction” affixes strip resistance off your target.

AffixTypeApplies toT1T2T3T4T5Weight
Fire DamageflatWeapon5–2010–2515–3020–3525–501
Cold DamageflatWeapon5–2010–2515–3020–3525–501
Lightning DamageflatWeapon5–2010–2515–3020–3525–501
Poison DamageflatWeapon5–2010–2515–3020–3525–501
Fire Damage %percentArmor4–8%8–12%10–15%12–18%15–20%1
Cold Damage %percentArmor4–8%8–12%10–15%12–18%15–20%1
Lightning Damage %percentArmor4–8%8–12%10–15%12–18%15–20%1
Poison Damage %percentArmor4–8%8–12%10–15%12–18%15–20%1
Enemy Fire Resistance ReductionflatWeapon, Amulet2–66–1210–1814–2420–301
Enemy Cold Resistance ReductionflatWeapon, Amulet2–66–1210–1814–2420–301
Enemy Lightning Resistance ReductionflatWeapon, Amulet2–66–1210–1814–2420–301
Enemy Poison Resistance ReductionflatWeapon, Amulet2–66–1210–1814–2420–301

Utility

AffixTypeApplies toT1T2T3T4T5Weight
Magic FindpercentAny gear5–10%10–15%15–20%15–25%20–25%1
Gold FindpercentAny gear5–10%10–20%20–30%30–40%40–50%1
Faster Run/WalkpercentBoots5–10%10–15%15–20%20–25%25–30%1
Reduced WeightpercentWeapon, Armor5–10%10–20%20–30%30–40%25–50%1
Increased DurabilitypercentWeapon, Armor5–10%10–20%20–30%30–40%40–50%1
IndestructibleflagWeapon, Armorgrantsgrants0.2
WeightlessflagWeapon, Armorgrantsgrants0.2

Indestructible and Weightless are rare toggles. Each carries a minimum tier of 4, so they only appear on T4–T5 items, and they roll at low weight (0.2). They store no value — an item either has the flag or it doesn’t. Indestructible removes durability loss; Weightless zeroes the item’s weight. Each conflicts with its percent cousin (see Conflicts), so the two never share an item.

Rage

AffixTypeApplies toT1T2T3T4T5Weight
Rage On HitflatWeapon11–22–33–44–51
Rage on BlockflatShield11–22–33–44–51
Reduced Rage DecaypercentAmulet, Weapon5–10%10–20%20–30%30–40%40–50%1

Skill Ranks

Each of the tree-rank affixes is locked to one slot, so a fully kitted character can stack ranks from several sources at once. Skill-rank values are always whole numbers and are never scaled by Tempered/Enchanted.

AffixTypeApplies toT1T2T3T4T5Weight
Skill RankflatAny gear11–21–21–32–31
Random Skill RankflatUniques only11–21–21–32–3
All Skill RanksflatAmulet1111–21–31
Main Skill TreeflatGloves111–21–221
Active Skill TreeflatHelm111–21–221
Passive Skill TreeflatBelt111–21–221

Skill Rank boosts one random skill you already have access to at the item’s level; All Skill Ranks and the three tree affixes boost whole trees.

Random Skill Rank picks one skill unlocked at or below the drop level when the unique drops, and keeps it from then on.

Special / Proc

Proc affixes are uncommon (weight 0.3) and share a 3-second internal cooldown so fast weapons can’t spam them. The cast skill is chosen when the item drops and its level scales with item tier (tier × 2).

AffixTypeApplies toT1T2T3T4T5Weight
Chance on Hit to cast SkillpercentWeapon2–5%3–7%5–10%7–13%10–15%0.3
Chance when Struck to cast SkillpercentShield2–5%3–7%5–10%7–13%10–15%0.3

Chance on Hit casts one of: Blinding Hit, War Cry, Crippling Strike, Sunder Armor. Chance when Struck casts one of: Roar, Blessed Shield, Weakening Touch, Vampire Grasp.

Conflicts

Some affixes supersede one another, so an item will never roll both — rolling the pair would waste an affix slot. The conflict rules are enforced at every point an affix can be added: drop-time rolling, the Witch’s Reroll Affix, and the Witch’s Add Affix.

GroupMembersWhy they conflict
DurabilityIndestructible ↔ Increased DurabilityIndestructible removes all durability loss, making a durability % pointless.
WeightWeightless ↔ Reduced WeightWeightless zeroes the item’s weight, making a weight-reduction % pointless.

The rule is symmetric within each group: if one member is already on the item, the other is dropped from the eligible pool. There are only these two mutually-exclusive groups — every other affix can co-exist with any other (subject to slot eligibility). Note that an affix also can’t appear twice: each rolled affix id is unique per item.

Crafting affixes

All affix crafting lives with the Witch, and all of it works only on Magic and Rare items — uniques are locked out of affix crafting (though they can still be Tempered, Enchanted, Base-Upgraded and Salvaged). The Blacksmith works the item itself, not its affixes.

Add Affix. Mints one brand-new rolled affix on the item. You choose which affix; the value rolls when the witch finishes, inside the range for the item’s base tier. It respects slot eligibility and conflict rules, and each item can be Witch-affixed once, ever.

Reroll Affix. Replaces one existing affix slot with a freshly picked eligible affix, drawn by the same weighted pool used at drop time, and the roll’s percentile is carried over — a slot sitting near the top of its old range lands near the top of the new one. The pool excludes affixes already on the item and anything that conflicts with them, so a reroll respects the same slot and conflict rules as a drop. Rerolling is repeatable — but the Echo Core cost doubles with every reroll already performed on that item, so chasing one perfect slot gets expensive fast.

Upgrade Affix Tier. Raises one rolled affix by exactly one tier, again preserving its percentile (a 30%-of-range roll in the T2 band becomes a 30%-of-range roll in the T3 band). An affix can never out-tier its host item’s base, so the ceiling is raised by the Blacksmith’s Upgrade Base.

Step affixes. Two affixes are never rolled on a drop — they are added by crafting, one deterministic step at a time, and can never be rerolled or tier-upgraded. Each step adds +2%, capped at 10 steps (+20%).

AffixAdded atScalesPer stepMax
TemperedBlacksmithItem base stats (weapon damage or defense rating)+2%10 steps (+20%)
EnchantedWitchItem affix bonuses only+2%10 steps (+20%)

Because Tempered lifts base stats and Enchanted lifts affix values, the two stack cleanly on one item without double-counting. Neither touches skill-rank affixes (those stay whole integers).