Item Affixes
Rarity, affix levels, rerolls, empowerment, forge crafting, and catalysts.
Rarity And Slots
| Rarity | Affix slots |
|---|---|
| Rare | 1 |
| Epic | 2 |
| Legendary | 3 |
| Mythic | 4 |
Rarity determines affix capacity only. Item power comes from the affixes occupying those slots.
Important Rules
Eligible equipment
Affixes can appear on eligible weapons, helmets, armors, legs, boots, shields, spellbooks, quivers, and backpacks. Consumable or expiring items are not eligible for rarity.
Weapon categories
Sword, axe, and club weapons are split by their one-handed or two-handed slot flag. Fist weapons keep their own category and Monk affixes, but use the two-handed values for shared affixes. Bows and crossbows always use their dedicated category.
Shared and static bonuses
Static bonuses from different equipped items add together. When the same proc affix exists on several sources, only its highest level is used. Attack and Armor modify the item itself. Weight applies even while an item is not equipped.
Bleeding
Bleeding replaces the old elemental damage-over-time affixes. Its damage type follows the largest main damage component of the triggering hit. Damage-over-time and secondary affix hits cannot recursively trigger weapon affixes.
Affix level
Every affix rolls at level I, II, or III. Higher levels provide stronger values, higher chances, or easier trigger requirements.
Monster loot
Monster loot can roll rarity and affixes automatically. Reward rarity can roll separately, but reward rarity does not automatically roll affixes.
Possible Affixes By Item Type
| Item type | Possible affixes |
|---|---|
| One-handed weapons | Bleeding, Execute, Overload, Onslaught, Cleave Bash, Berserk, Attack, Skill, Double Bash, Entangle, Critical Strike, Weight, Vampirism. |
| Two-handed weapons | Bleeding, Execute, Overload, Onslaught, Cleave Bash, Berserk, Attack, Skill, Double Bash, Entangle, Critical Strike, Weight, Vampirism. |
| Fist weapons | Bleeding, Execute, Overload, Onslaught, Mana Leech, Pressure Points, Inner Flow, Berserk, Attack, Skill, Double Bash, Entangle, Critical Strike, Weight, Vampirism. |
| Bow & Crossbow | Bleeding, Execute, Explosive Shot, Overload, Crippling Shot, Sniper Mode, Onslaught, Attack, Hit Chance, Skill, Double Bash, Entangle, Critical Strike, Weight. |
| Wand | Rune Magic Surge, Execute, Overload, Onslaught, Mana Leech, Combustion, Beam Mastery, Focus Mastery, Entangle, Critical Strike, Weight, Vampirism, Spell Mastery. |
| Rod | Rune Magic Surge, Execute, Overload, Onslaught, Mana Leech, Beam Mastery, Focus Mastery, Entangle, Critical Strike, Weight, Vampirism, Spell Mastery. |
| Helmet | Max Health, Max Mana, Armor, Weight, Focus, Flameguard, Sanctity, Stoneguard, Warding, Fortitude, Frostguard, Grounding, Momentum. |
| Armor | Max Health, Max Mana, Armor, Weight, Flameguard, Sanctity, Stoneguard, Warding, Fortitude, Frostguard, Grounding, Ruse, Renewal, Recovery, Endurance. |
| Legs | Max Health, Max Mana, Armor, Weight, Flameguard, Sanctity, Stoneguard, Warding, Fortitude, Frostguard, Grounding, Transcendence, Vital Motion, Mana Flow. |
| Boots | Armor, Weight, Swiftness, Amplification, Vibrancy, Surefooting, Step Recovery. |
| Shield | Shielding, Weight, Sanctity, Warding, Recovery, Protection, Bulwark, Retaliation, Elemental Reprisal. |
| Spellbook | Max Mana, Magic Level, Weight, Rune Magic Surge, Focus Mastery, Sanctity, Warding, Recovery, Efficiency. |
| Quiver | Ammo Weight, Distance Skill, Weight, Preservation, Precision, Hunter Focus, Scatter, Protection. |
| Backpack | Weight, Potion Expertise, Rune Preservation, Recovery, Featherweight. |
Affix Values
| Affix | Applies to | Level I | Level II | Level III |
|---|---|---|---|---|
| Bleeding | 1H, 2H, Fist, Bow / Crossbow | 5% chance, 4% main damage/s for 4s. | 8% chance, 5% main damage/s for 5s. | 10% chance, 10% main damage/s for 5s. |
| Execute | All weapons | +10% damage at or below 20% target HP. | +10% damage at or below 30% target HP. | +10% damage at or below 40% target HP. |
| Berserk | 1H, 2H, Fist | 5% chance; +10% main melee skill and +1% movement speed for 8s. | 8% chance; same bonus for 8s. | 10% chance; same bonus for 8s. |
| Attack | 1H, Bow & Crossbow | +1 to the higher physical or elemental attack. | +2 to the higher attack. | +3 to the higher attack. |
| Attack | 2H, Fist | +2 to the higher physical or elemental attack. | +4 to the higher attack. | +6 to the higher attack. |
| Hit Chance | Bow / Crossbow | +1% hit chance. | +2% hit chance. | +3% hit chance. |
| Skill | 1H, 2H, Fist, Bow / Crossbow | +1 main skill. | +2 main skill. | +3 main skill. |
| Double Bash | 1H, 2H, Fist, Bow / Crossbow | 3% chance for a second hit at 50% damage. | 5% chance for a second hit at 50% damage. | 7% chance for a second hit at 50% damage. |
| Entangle | All weapons | 5% chance on a direct weapon hit to root an eligible monster for 1s. | 5% chance to root for 1.5s. | 5% chance to root for 2s. |
| Critical Strike | 1H, 2H, Fist, Bow / Crossbow, Wand, Rod | Critical hits deal +10% damage. | Critical hits deal +15% damage. | Critical hits deal +20% damage. |
| Vampirism | 1H, 2H, Fist, Wand, Rod | Leech 3% of direct damage as life. | Leech 5% of direct damage as life. | Leech 7% of direct damage as life. |
| Spell Mastery | Wand, Rod | +3% direct spell damage; excludes runes. | +5% direct spell damage; excludes runes. | +8% direct spell damage; excludes runes. |
| Weight | Eligible gear | -25% own item weight. | -40% own item weight. | -65% own item weight. |
| Rune Magic Surge | Wand, Rod, Spellbook | 10% chance, +4% rune damage. | 10% chance, +6% rune damage. | 10% chance, +8% rune damage. |
| Explosive Shot | Bow / Crossbow | 4% chance, 25% damage to 1 nearby enemy. | 7% chance, 35% damage to up to 2 enemies. | 10% chance, 50% damage to up to 3 enemies. |
| Overload | All weapons | Every 10th valid hit deals +15% damage. | Every 8th hit deals +20% damage. | Every 6th hit deals +30% damage. |
| Crippling Shot | Bow / Crossbow | 5% chance, 10% slow for 1s. | 8% chance, 15% slow for 1.5s. | 10% chance, 20% slow for 2s. |
| Sniper Mode | Bow / Crossbow | +3% damage after standing still for 2s. | +6% damage after standing still for 2s. | +10% damage after standing still for 2s. |
| Onslaught | All weapons | +0.5% Onslaught trigger chance. | +1.0% trigger chance. | +1.5% trigger chance. |
| Mana Leech | Fist, Wand, Rod | +1% mana leech. | +3% mana leech. | +5% mana leech. |
| Pressure Points | Fist | Mark target for 4s; your direct damage to it +2%. | Direct damage +4%. | Direct damage +5%. |
| Inner Flow | Fist | Every 6th valid hit restores 1% max HP and mana. | Every 5th valid hit restores 1% max HP and mana. | Every 4th valid hit restores 1% max HP and mana. |
| Combustion | Wand | 4% chance, fire spell splashes 25% damage to 1 enemy. | 7% chance, 35% damage to up to 2 enemies. | 10% chance, 50% damage to up to 3 enemies. |
| Beam Mastery | Wand, Rod | +4% beam spell damage. | +7% beam spell damage. | +10% beam spell damage. |
| Focus Mastery | Wand, Rod, Spellbook | +2% magic damage above 80% mana. | +4% magic damage above 80% mana. | +6% magic damage above 80% mana. |
| Cleave Bash | 1H, 2H | 5% chance for 25% physical splash. | 8% chance for 35% physical splash. | 12% chance for 45% physical splash. |
| Max Health | Helmet, Armor, Legs | EK +30; RP/EM +15; MS/ED +10. | EK +60; RP/EM +30; MS/ED +20. | EK +90; RP/EM +45; MS/ED +30. |
| Max Mana | Helmet, Armor, Legs, Spellbook | MS/ED +30; RP/EM +15; EK +10. | MS/ED +60; RP/EM +30; EK +20. | MS/ED +90; RP/EM +45; EK +30. |
| Armor | Helmet, Armor, Legs, Boots | +1 item armor. | +2 item armor. | +3 item armor. |
| Shielding | Shield | +1 shielding. | +2 shielding. | +3 shielding. |
| Magic Level | Spellbook | +1 magic level. | +2 magic level. | +3 magic level. |
| Focus | Helmet | Restore 2 mana every 2s. | Restore 4 mana every 2s. | Restore 6 mana every 2s. |
| Flameguard | Helmet, Armor, Legs | 1% less fire damage taken. | 2% less fire damage. | 3% less fire damage. |
| Sanctity | Helmet, Armor, Legs, Shield, Spellbook | 1% less holy damage taken. | 2% less holy damage. | 3% less holy damage. |
| Stoneguard | Helmet, Armor, Legs | 1% less earth damage taken. | 2% less earth damage. | 3% less earth damage. |
| Warding | Helmet, Armor, Legs, Shield, Spellbook | 1% less death damage taken. | 2% less death damage. | 3% less death damage. |
| Fortitude | Helmet, Armor, Legs | 1% less physical damage taken. | 2% less physical damage. | 3% less physical damage. |
| Frostguard | Helmet, Armor, Legs | 1% less ice damage taken. | 2% less ice damage. | 3% less ice damage. |
| Grounding | Helmet, Armor, Legs | 1% less energy damage taken. | 2% less energy damage. | 3% less energy damage. |
| Momentum | Helmet | +1% Momentum trigger chance. | +2% trigger chance. | +3% trigger chance. |
| Ruse | Armor | +0.5% Ruse trigger chance. | +1.0% trigger chance. | +1.5% trigger chance. |
| Renewal | Armor | Restore 3 health every 2s. | Restore 6 health every 2s. | Restore 9 health every 2s. |
| Recovery | Armor, Shield, Spellbook | +4% all healing received. | +6% all healing received. | +10% all healing received. |
| Endurance | Armor | Negative conditions expire 5% faster. | 10% faster. | 15% faster. |
| Transcendence | Legs | +0.5% Transcendence trigger chance. | +1.0% trigger chance. | +1.5% trigger chance. |
| Vital Motion | Legs | Restore 1% max HP every 16s while equipped. | Restore 2% max HP every 16s. | Restore 3% max HP every 16s. |
| Mana Flow | Legs | Restore 1% max mana every 16s while equipped. | Restore 2% max mana every 16s. | Restore 3% max mana every 16s. |
| Amplification | Boots | +1% Amplification. | +2% Amplification. | +3% Amplification. |
| Swiftness | Boots | +10 movement speed. | +15 movement speed. | +20 movement speed. |
| Vibrancy | Boots | 5% chance to resist monster paralyse. | 10% chance to resist monster paralyse. | 15% chance to resist monster paralyse. |
| Surefooting | Boots | 20% less field/tile damage. | 35% less field/tile damage. | 50% less field/tile damage. |
| Step Recovery | Boots | Every 100 sqm restores 1% max mana. | Every 90 sqm restores 3% max mana. | Every 80 sqm restores 5% max mana. |
| Ammo Weight | Quiver | -5% arrows/bolts weight inside this quiver. | -10% arrows/bolts weight. | -15% arrows/bolts weight. |
| Distance Skill | Quiver | +1 distance fighting. | +2 distance fighting. | +3 distance fighting. |
| Preservation | Quiver | 3% chance to save ammo. | 5% chance to save ammo. | 7% chance to save ammo. |
| Precision | Quiver | +1% distance hit chance. | +2% hit chance. | +3% hit chance. |
| Hunter Focus | Quiver | Distance hit restores 1% max mana. | Restores 2% max mana. | Restores 3% max mana. |
| Scatter | Quiver | After 10 hits, next shot hits 1 extra target for 40% damage. | After 8 hits, 1 extra target for 50%. | After 6 hits, 2 extra targets for 50%. |
| Protection | Shield, Quiver | 1% less all damage taken. | 2% less all damage taken. | 3% less all damage taken. |
| Bulwark | Shield | +2% shield block mitigation. | +4% mitigation. | +6% mitigation. |
| Retaliation | Shield | 5% chance to reflect 10% physical damage. | 10% chance to reflect 20%. | 15% chance to reflect 20%. |
| Elemental Reprisal | Shield | 5% chance to reflect 10% elemental damage. | 10% chance to reflect 20%. | 15% chance to reflect 20%. |
| Efficiency | Spellbook | 2% chance to fully refund the paid spell mana cost. | 4% chance to fully refund it. | 6% chance to fully refund it. |
| Potion Expertise | Backpack | 3% chance to save a potion charge. | 5% chance to save a potion charge. | 7% chance to save a potion charge. |
| Rune Preservation | Backpack | 3% chance to save a rune charge. | 5% chance to save a rune charge. | 7% chance to save a rune charge. |
| Recovery | Backpack | Health and mana potions are 1% stronger. | Health and mana potions are 3% stronger. | Health and mana potions are 5% stronger. |
| Featherweight | Equipped Backpack | +3% base capacity. | +5% base capacity. | +8% base capacity. |
Max Health — 1× Knights, 0.5× Paladins/Monks, 0.33× Mages/Druids. Max Mana — 1× Mages/Druids, 0.5× Paladins/Monks, 0.33× Knights.
Using The Forge
Tier progression, rarity upgrades, affix management, resources, and exact prices are covered in the dedicated Forge guide. Return here whenever you need the complete catalogue of affix effects, valid item types, and values for levels I-III.