Affixes
Affixes are the random bonus stats on an item. The number of affixes comes from the
item’s rarity; the value scales with item level
(1 + floor(0.4 × itemLevel), HP ×5). The item’s name takes a suffix from its first affix.
Gear at the level cap gets one point more: an item level 70 attribute row is +30 (HP +150), where item level 69 gives +28.
| Stat | Name suffix | Example value (iLvl 20) |
|---|---|---|
| strength | of Strength | +9 |
| dexterity | of Dexterity | +9 |
| intelligence | of Intellect | +9 |
| skill | of Mastery | +9 |
| agility | of Swiftness | +9 |
| constitution | of Vitality | +9 |
| charisma | of Charisma | +9 |
| hp | of Life | +45 |
Armour classes favour certain stats — heavy leans on strength and constitution, leather on dexterity and agility, cloth on intelligence and skill — and weapons now lean toward the stat their style actually uses. The bias is heavy but never absolute: a stranger stat is rare, not impossible. Rings and amulets stay unweighted, so they remain the one place any stat can turn up.
Combat affixes
Newer gear can roll a second family of affix that touches the fight itself rather than your attributes. They sit on fixed lines: a rare or epic carries one, a legendary or mythic two, and the first line is always an attribute — which is why an item's name still comes from a stat.
| Affix | Name suffix | Effect (iLvl 20) |
|---|---|---|
| crit | of Fury | +2% critical chance |
| edge | of the Edge | +2.8% damage |
| might | of Might | +3 damage on every strike |
| ward | of Warding | -2.8% damage taken |
| sunder | of Sundering | Ignores a further 3% of enemy armor |
| hit | of Aim | +1 to hit |
| fire | Ember … (name prefix) | 4% chance on hit to set a burn worth 25% of the strike, at the end of each of the next 2 rounds Burn chance: Burning for 2 rounds: takes 25% of the hit again as fire damage each round. |
| ice | Frost … (name prefix) | 10% chance on hit to freeze the target for the next 2 rounds: -20 Agility, +16% critical chance against it and 40% less healing Freeze chance: Frozen for 2 rounds: −20 Agility, +16% critical chance against it, 40% less healing. It still acts. |
| poison | Venom … (name prefix) | 8% chance on hit to poison the target: 5% of the strike before armor, at the end of each of the next 3 rounds Poison chance: Poisoned for 3 rounds: takes 5% of the hit each round, through armor. |
| lightning | Storm … (name prefix) | 10% chance on hit to shock the target: +10% critical chance against it and +10% damage taken for the next round Shock chance: Shocked for 1 round: +10% critical chance against it and +10% damage taken. |
The newest gear can also roll Hit chance, which adds to your chance to hit on top of the hit curve, and one element line: Burn chance, Freeze chance, Poison chance or Shock chance. An element line is a chance on every hit to leave the target in that element’s state. An item holds at most one element, and the element gives the item’s name a prefix. Element chances from all your gear add up, and with a Battle Art of the same element they add to the art’s own chance, up to a cap per element (Fire 25 %, Ice 45 %, Poison 35 %, Lightning 40 %). Gear never makes a target lose its turn. Older gear keeps the lines it has.
Armour sets
Affixes are not the only thing armour gives you. Wearing 4 pieces of the same armour class earns a set bonus on top of the rolls above — see Armour Sets for the three sets and what each one pays at 2 and 4 pieces.