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SolteriaWiki
Equipment evolution

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.