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.
| Stat | Name suffix | Example value (iLvl 20) |
|---|---|---|
| strength | of Strength | +9 |
| dexterity | of Precision | +9 |
| intelligence | of Intellect | +9 |
| skill | of Mastery | +9 |
| agility | of Swiftness | +9 |
| constitution | of Vitality | +9 |
| charisma | of Fortune | +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 |
There is no “to hit” affix, and that is deliberate: hit chance is clamped between 50 % and 95 %, and at the levels where such gear drops it is already pinned to one end, so the bonus would measure exactly nothing.
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.