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:
| Tier | Item level |
|---|---|
| T1 | 1–20 |
| T2 | 21–40 |
| T3 | 41–60 |
| T4 | 61–80 |
| T5 | 81–100 |
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:
- Type — flat (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, and Weapon covers one- and two-handed weapons alike — a two-hander rolls from the same pool, with no extra affix slot and no higher caps.
- 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 Indestructible, Weightless and Potion Slots 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
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Strength | flat | Any gear | 2–6 | 5–12 | 9–18 | 13–24 | 18–30 | 1 |
| Dexterity | flat | Any gear | 2–6 | 5–12 | 9–18 | 13–24 | 18–30 | 1 |
| Vitality | flat | Any gear | 2–6 | 5–12 | 9–18 | 13–24 | 18–30 | 1 |
| Constitution | flat | Any gear | 2–6 | 5–12 | 9–18 | 13–24 | 18–30 | 1 |
| All Attributes | flat | Uniques only | 1–3 | 3–6 | 5–9 | 7–12 | 9–15 | — |
| Life | flat | Any gear | 10–30 | 25–60 | 45–90 | 65–120 | 90–150 | 1 |
| Life Regeneration | flat | Armor, Amulet, Ring | 1–2 | 2–4 | 3–5 | 4–7 | 5–10 | 1 |
| Life After Each Kill | flat | Helm, Chest, Gloves, Boots, Belt, Amulet, Ring | 10–30 | 20–40 | 30–50 | 40–60 | 50–70 | 1 |
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
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Enhanced Damage | percent | Weapon | 25–40% | 40–55% | 55–75% | 75–95% | 90–110% | 1 |
| Flat Damage | flat | Weapon, Shield | 2–7 | 5–12 | 9–20 | 14–30 | 25–50 | 1 |
| Attack Speed | percent | Weapon, Gloves | 5–10% | 5–10% | 10–15% | 15–20% | 20–25% | 1 |
| Attack Rating (flat) | flat | Any gear | 5–25 | 25–50 | 50–75 | 75–100 | 100–125 | 1 |
| Attack Rating (%) | percent | Uniques only | 3–9% | 6–12% | 9–12% | 9–15% | 12–15% | — |
| Life Leech | percent | Weapon, Ring | 1–5% | 2–5% | 3–5% | 5–8% | 5–10% | 1 |
| Crushing Blow | percent | Weapon | 1–5% | 2–5% | 3–5% | 5–8% | 5–10% | 1 |
| Hit Chance | percent | Gloves | 1% | 1–2% | 2–3% | 3–4% | 3–5% | 1 |
| Enemy DR Reduction | percent | Uniques only | 3–9% | 6–12% | 9–12% | 9–15% | 12–15% | — |
| Enemy AR Reduction | percent | Uniques only | 3–9% | 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 and Enemy DR Reduction are likewise unique-only (the Unique Ardor carries DR Reduction); legacy rolls on Magic/Rare items were replaced by a random other affix the item could roll (same tier, no duplicates).
Defense
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Enhanced Defense | percent | Armor | 25–50% | 50–75% | 75–100% | 100–125% | 125–150% | 1 |
| Defense Rating | flat | Armor | 5–25 | 25–50 | 50–75 | 75–100 | 100–125 | 1 |
| Block Chance | percent | Shield | 1–4% | 4–8% | 8–12% | 12–16% | 16–20% | 1 |
| Reduced Physical Damage | percent | Uniques only | 1–2% | 2–4% | 4–6% | 6–8% | 8–10% | — |
| Damage Reduced | flat | Armor | 1–3 | 2–5 | 3–7 | 4–10 | 5–15 | 1 |
| Thorns | flat | Armor | 5–15 | 10–20 | 15–25 | 20–30 | 25–50 | 1 |
| Heal on Block | percent | Shield | 2–5% | 5–10% | 10–15% | 15–20% | 20–25% | 1 |
| Reflect on Block | percent | Shield | 2–5% | 5–10% | 10–15% | 15–20% | 20–25% | 1 |
Reduced Physical Damage (on the item: +x% Physical Resistance) is reserved for hand-authored Uniques: it never rolls on Magic or Rare items and no craft adds it. It fills the same 50 percent physical cap as Defense Rating and Constitution (see Combat flow).
Heal on Block heals you for its share of the damage a block prevents: the “(N blocked)” number in the combat log, which then also names the life it gave back. A block that kills you heals nothing.
Reflect on Block sends its share of that same blocked damage back at the attacker, on its own “Reflected to …” line in the log. It adds to the share the Sentinel’s Unyielding reflects while it is up, and the two land as one hit. Thorns are separate and come on top.
Resistances
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| All Resistances | flat | Amulet, Shield | 1–5 | 5–10 | 10–15 | 15–20 | 20–25 | 1 |
| Fire Resistance | flat | Armor, Amulet, Ring | 5–10 | 10–15 | 15–20 | 20–25 | 25–30 | 1 |
| Cold Resistance | flat | Armor, Amulet, Ring | 5–10 | 10–15 | 15–20 | 20–25 | 25–30 | 1 |
| Lightning Resistance | flat | Armor, Amulet, Ring | 5–10 | 10–15 | 15–20 | 20–25 | 25–30 | 1 |
| Poison Resistance | flat | Armor, Amulet, Ring | 5–10 | 10–15 | 15–20 | 20–25 | 25–30 | 1 |
| Reduced Stun Duration | flag | Armor, Amulet, Ring | grants | grants | grants | grants | grants | 1 |
| Reduced Freeze Duration | flag | Armor, Amulet, Ring | grants | grants | grants | grants | grants | 1 |
| Immune to Stun | flag | Uniques only | grants | grants | grants | grants | grants | — |
| Immune to Freeze | flag | Uniques only | grants | grants | grants | grants | grants | — |
Reduced Stun Duration and Reduced Freeze Duration show no number: an item has one or it doesn’t. They shorten a stun or freeze an enemy puts on you to 75% of its length, 1.5 s instead of 2 s (a freeze still slows you by 30% while it lasts), and the same one on a second item changes nothing. Upgrade Affix Tier and Enchanted leave them as they are. Immune to Stun and Immune to Freeze are reserved for hand-authored Uniques: the status never lands (the combat log says you are immune) and they beat the reduction. See Status effects on you.
Elemental & Damage-over-Time
The flat elemental affixes add damage of that type to your hits and roll on Magic and Rare weapons. The percent versions (which boost your elemental damage) and the “Enemy … Reduction” affixes (which strip resistance off your target) are reserved for hand-authored Uniques: they never roll on Magic/Rare items and no craft adds them. Legacy rolls on Magic/Rare items were replaced by a random other affix the item could roll (same tier, no duplicates).
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Fire Damage | flat | Weapon | 2–7 | 5–12 | 9–20 | 14–30 | 25–50 | 1 |
| Cold Damage | flat | Weapon | 2–7 | 5–12 | 9–20 | 14–30 | 25–50 | 1 |
| Lightning Damage | flat | Weapon | 2–7 | 5–12 | 9–20 | 14–30 | 25–50 | 1 |
| Poison Damage | flat | Weapon | 2–7 | 5–12 | 9–20 | 14–30 | 25–50 | 1 |
| Fire Damage % | percent | Uniques only | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | — |
| Cold Damage % | percent | Uniques only | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | — |
| Lightning Damage % | percent | Uniques only | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | — |
| Poison Damage % | percent | Uniques only | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | — |
| Enemy Fire Resistance Reduction | flat | Uniques only | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | — |
| Enemy Cold Resistance Reduction | flat | Uniques only | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | — |
| Enemy Lightning Resistance Reduction | flat | Uniques only | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | — |
| Enemy Poison Resistance Reduction | flat | Uniques only | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | — |
Utility
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Magic Find | percent | Any gear | 5–10% | 10–15% | 15–20% | 15–25% | 20–25% | 1 |
| Gold Find | percent | Any gear | 5–10% | 10–20% | 20–30% | 30–40% | 40–50% | 1 |
| Faster Run/Walk | percent | Boots | 5–10% | 10–15% | 15–20% | 20–25% | 25–30% | 1 |
| Reduced Weight | percent | Weapon, Armor | 5–10% | 10–20% | 20–30% | 30–40% | 25–50% | 1 |
| Increased Durability | percent | Weapon, Armor | 5–10% | 10–20% | 20–30% | 30–40% | 40–50% | 1 |
| Indestructible | flag | Weapon, Armor | — | — | — | grants | grants | 0.2 |
| Weightless | flag | Weapon, Armor | — | — | — | grants | grants | 0.2 |
| Potion Slots | flat | Belt | 1 | 1 | 1 | 1 | 1–2 | 0.2 |
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.
Potion Slots is belt-only and just as rare (weight 0.2). Its slots stack on top of the belt’s own slots, which in turn stack on the 1 slot every character starts with.
Faster Run/Walk does not move your hero around the map. It shortens the gap between one enemy dying and the next appearing (respawn ÷ (1 + runSpeed × 1.65)), and the total from all sources is capped at +80%, with a hard floor of 0.32 s. Equipment weight pushes the same baseline the other way (1 s + weight ÷ 35 × 7 s), which is why Reduced Weight and Weightless buy throughput, not just comfort.
Class resources
Each class’s resource has its own affixes (Class Resources): the Rage ones count for the Berserker and Duelist, the Valor ones for the Sentinel, the Enlightenment ones for the Monk. On a hero of another class they are dead affixes.
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Rage On Hit | flat | Weapon | 1 | 1–2 | 2–3 | 3–4 | 4–5 | 1 |
| Rage on Block | flat | Shield | 1 | 1–2 | 2–3 | 3–4 | 4–5 | 1 |
| Reduced Rage Decay | percent | Amulet, Weapon | 5–10% | 10–20% | 20–30% | 30–40% | 40–50% | 1 |
| Maximum Rage | flat | Uniques only | 5 | 5–10 | 10–15 | 15–20 | 20–25 | — |
| Valor On Hit | flat | Weapon, Shield | 1 | 1–2 | 2–3 | 3–4 | 4–5 | 1 |
| Valor on Block or Dodge | flat | Shield | 1 | 1–2 | 2–3 | 3–4 | 4–5 | 1 |
| Reduced Valor Decay | percent | Amulet, Weapon | 5–10% | 10–20% | 20–30% | 30–40% | 40–50% | 1 |
| Maximum Valor | flat | Uniques only | 5 | 5–10 | 10–15 | 15–20 | 20–25 | — |
| Enlightenment Regeneration | flat per second | Weapon, Amulet, Ring | 0.5 | 0.5–1 | 1–1.5 | 1.5–2 | 2–2.5 | 1 |
| Reduced Enlightenment Cost | percent | Amulet, Ring | 5% | 5–7% | 7–10% | 10–12% | 12–15% | 1 |
| Maximum Enlightenment | flat | Uniques only | 5 | 5–10 | 10–15 | 15–20 | 20–25 | — |
Maximum Rage / Valor / Enlightenment raises the cap of 100 by its value: the bar and the Rage / Valor / Enlightenment at least cast rule all use the higher cap. Take the item off and anything above the lower cap is lost. Valor on Block or Dodge pays on every block or dodge, with or without Taunt. Valor On Hit belongs to the item carrying it: on the weapon it pays on weapon swings, on the shield only on that shield’s strikes (Shield Strike, Aegis, Smite, Judgement).
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.
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Skill Rank | flat | Any gear | 1 | 1–2 | 1–2 | 1–3 | 2–3 | 1 |
| Random Skill Rank | flat | Uniques only | 1 | 1–2 | 1–2 | 1–3 | 2–3 | — |
| Berserker Skills | flat | Amulet | 1 | 1 | 1 | 1 | 1–2 | 1 |
| Duelist Skills | flat | Amulet | 1 | 1 | 1 | 1 | 1–2 | 1 |
| Sentinel Skills | flat | Amulet | 1 | 1 | 1 | 1 | 1–2 | 1 |
| Monk Skills | flat | Amulet | 1 | 1 | 1 | 1 | 1–2 | 1 |
| All Skill Ranks | flat | Uniques only (amulet) | 1 | 1 | 1 | 1–2 | 1–3 | — |
| Main Skills | flat | Gloves | 1 | 1 | 1–2 | 1–2 | 2 | 1 |
| Active Skills | flat | Helm | 1 | 1 | 1–2 | 1–2 | 2 | 1 |
| Passive Skills | flat | Belt | 1 | 1 | 1–2 | 1–2 | 2 | 1 |
Skill Rank boosts one random skill you already have access to at the item’s level; the three type affixes boost every main skill, active or passive of your class, across all three of its trees.
“+x to <Class> Skills” is the amulet roll: it lifts every node of that class’s three trees — the shared Tempered Soul included — and an amulet naming a different class is a dead affix on your hero, exactly like a named-skill unique for a skill your class does not have.
“+x to All Skills” no longer rolls: it survives only on the handful of uniques that carry it, where it lifts every tree regardless of class.
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). Every proc on your gear rolls on its own; whatever goes off is cast, then the shared cooldown starts, and a proc’s own hits never trigger another proc. A proc of a buff or debuff that is already up at the proc’s level or higher (your own War Cry 20 against a War Cry 10 proc) only restarts its timer and keeps your values. A broken item or an unrevealed unique casts nothing. A few uniques name a main skill instead (the Signet of the Matriarch’s Cataclysm, Desert Spike’s Ember Strike): that proc is one extra swing of the skill, its elemental damage included, whatever you wield.
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Chance on Hit to cast Skill | percent | Weapon | 2–5% | 3–7% | 5–10% | 7–13% | 10–15% | 0.3 |
| Chance when Struck to cast Skill | percent | Shield | 2–5% | 3–7% | 5–10% | 7–13% | 10–15% | 0.3 |
Chance on Hit casts one of: Blinding Hit, War Cry, Expose, Sunder Armor. Chance when Struck casts one of: Intimidate, Blessed Shield, Weakening Touch, Grim Harvest.
An item that names a skill the skill-tree rework removed (a “+x to” roll or a proc) had that skill rerolled onto one that exists the first time it loaded under the new trees; the value stays.
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 / Redo Affix.
| Group | Members | Why they conflict |
|---|---|---|
| Durability | Indestructible ↔ Increased Durability | Indestructible removes all durability loss, making a durability % pointless. |
| Weight | Weightless ↔ Reduced Weight | Weightless 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, Redo Affix and Reroll Affix all roll from the same pool as drops: slot eligibility, the tier gate (Indestructible and Weightless only from T4), conflict rules and the item’s existing affixes apply, unique-only affixes never appear, and Skill Rank / Chance-to-cast rolls get their skill exactly like on a drop.
Add Affix. Mints one brand-new rolled affix on the item. You choose an affix group (Attributes, Life, Resistances, Defense, Offense, Elemental, Skills, Fortune, Utility — members listed on the Witch page); one affix of that group rolls by drop weight when the witch finishes, inside the range for the item’s base tier. Each item gets one added affix, marked ⚗ in tooltips.
Redo Affix. Once an item has an added affix, Add turns into Redo: pick any group again and the new roll replaces the added line in place, leaving every other affix alone. Each Redo costs more than the last (ceil(gold × 1.5ᵏ), ceil(Cores × 1.25ᵏ)).
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 the line’s own affix (a reroll always changes it), 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 rises by ×1.25 (rounded up) with every reroll already performed on that item, so chasing one perfect slot gets steadily more expensive.
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%).
| Affix | Added at | Scales | Per step | Max |
|---|---|---|---|---|
| Tempered | Blacksmith | Item base stats (weapon or shield damage, defense rating, a shield’s block chance) | +2% | 10 steps (+20%) |
| Enchanted | Witch | Item 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).