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.
- 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
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Strength | flat | Any gear | 1–6 | 2–7 | 3–8 | 4–9 | 5–10 | 1 |
| Dexterity | flat | Any gear | 1–6 | 2–7 | 3–8 | 4–9 | 5–10 | 1 |
| Vitality | flat | Any gear | 1–6 | 2–7 | 3–8 | 4–9 | 5–10 | 1 |
| Constitution | flat | Any gear | 1–6 | 2–7 | 3–8 | 4–9 | 5–10 | 1 |
| All Attributes | flat | Uniques only | 1–3 | 2–4 | 3–5 | 4–6 | 5–8 | — |
| Life | flat | Any gear | 10–20 | 20–30 | 25–40 | 25–50 | 25–75 | 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 | 5–10 | 10–20 | 20–30 | 30–40 | 40–50 | 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 | Any gear | 3–9% | 6–12% | 9–12% | 9–15% | 12–15% | 1 |
| 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 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
| 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 | Armor | 1–2% | 2–4% | 4–6% | 6–8% | 8–10% | 1 |
| 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 |
Resistances
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| All Resistances | flat | Amulet | 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 |
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.
| Affix | Type | Applies to | T1 | T2 | T3 | T4 | T5 | Weight |
|---|---|---|---|---|---|---|---|---|
| Fire Damage | flat | Weapon | 5–20 | 10–25 | 15–30 | 20–35 | 25–50 | 1 |
| Cold Damage | flat | Weapon | 5–20 | 10–25 | 15–30 | 20–35 | 25–50 | 1 |
| Lightning Damage | flat | Weapon | 5–20 | 10–25 | 15–30 | 20–35 | 25–50 | 1 |
| Poison Damage | flat | Weapon | 5–20 | 10–25 | 15–30 | 20–35 | 25–50 | 1 |
| Fire Damage % | percent | Armor | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | 1 |
| Cold Damage % | percent | Armor | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | 1 |
| Lightning Damage % | percent | Armor | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | 1 |
| Poison Damage % | percent | Armor | 4–8% | 8–12% | 10–15% | 12–18% | 15–20% | 1 |
| Enemy Fire Resistance Reduction | flat | Weapon, Amulet | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | 1 |
| Enemy Cold Resistance Reduction | flat | Weapon, Amulet | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | 1 |
| Enemy Lightning Resistance Reduction | flat | Weapon, Amulet | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | 1 |
| Enemy Poison Resistance Reduction | flat | Weapon, Amulet | 2–6 | 6–12 | 10–18 | 14–24 | 20–30 | 1 |
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 |
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
| 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 |
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 | — |
| All Skill Ranks | flat | Amulet | 1 | 1 | 1 | 1–2 | 1–3 | 1 |
| Main Skill Tree | flat | Gloves | 1 | 1 | 1–2 | 1–2 | 2 | 1 |
| Active Skill Tree | flat | Helm | 1 | 1 | 1–2 | 1–2 | 2 | 1 |
| Passive Skill Tree | 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; 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).
| 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, 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.
| 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. 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%).
| Affix | Added at | Scales | Per step | Max |
|---|---|---|---|---|
| Tempered | Blacksmith | Item base stats (weapon damage or defense rating) | +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).