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Affixes

An affix is a bonus stat rolled onto a piece of equipment, on top of the item’s base stats. A plain sword gives you its base damage; the same sword with affixes might also grant crit, accuracy, or lifesteal. Affixes are where most of an item’s power and personality come from, and they are what you chase when hunting for an upgrade.

An item’s rarity is simply how many affixes it has. There is no separate rarity roll: count the affixes and you know the rarity.

AffixesRarity
0Common
1Uncommon
2Rare
3Epic
4Legendary

Four affixes is the maximum on any item, so Legendary is the ceiling. A Legendary piece is one that carries four bonus stats.

Every weapon, armour piece, and accessory that drops or is crafted rolls its affixes when it is created. Most items come out plain: big affix counts are rare, which is what makes a well-rolled item worth keeping.

AffixesChance on a fresh item
075%
118%
25%
30.5%
40.05%

Affixes are not drawn from one big list. Each equipment slot has its own pool of affixes that suit it, and an item can only roll stats from its slot’s pool. In broad strokes: weapons, bracers, and rings carry the offensive stats; body armour carries survivability; and the qi-focused slots (sash, talisman, pouch, necklace, earrings) carry caster stats.

The exact pool for every slot:

SlotAffixes it can roll
WeaponAttack, Crit Rate, Crit Damage, Armour Pen, Armour Pen %, Accuracy, Lifesteal, Attack Speed, Status Chance
BracersAttack, Crit Rate, Crit Damage, Armour Pen, Accuracy, Attack Speed
HeadHP, Defence, Ability Defence, HP Regen, Crit Reduction, Resilience
RobeHP, Defence, Ability Defence, HP Regen, Damage Reduction, Resilience
PantsHP, Defence, Dodge, Damage Reduction, Resilience, Tenacity
BootsDefence, Dodge, Accuracy, Crit Reduction, Resilience, Tenacity
CapeHP, Defence, HP Regen, Damage Reduction, Resilience
SashHP, Qi, Pillar, Qi Regen, Ability Haste, Tenacity
RingsCrit Rate, Crit Damage, Armour Pen, Armour Pen %, Accuracy, Lifesteal, Status Chance
EarringsCrit Rate, Accuracy, Ability Pen, Ability Pen %, Ability Defence, Status Chance
NecklaceHP, Qi, Pillar, Ability Pen, Ability Pen %, Ability Defence, Crit Reduction
TalismanHP, Qi, Pillar, Ability Defence, Ability Pen %, Ability Haste
PouchQi, Qi Regen, Ability Haste, Status Chance, Tenacity

A few things to read off this table:

  • Where to look for a stat. If you want flat Attack, it only comes from a Weapon or Bracers. Lifesteal is a Weapon or Ring. Damage Reduction is body armour (Robe, Pants, Cape). Caster stats like Pillar and Qi live on the Sash, Necklace, and Talisman.
  • Armour Pen vs Armour Pen %. These are two separate affixes (flat penetration and percentage penetration), and a slot can roll either or both. The same goes for Ability Pen and Ability Pen %.
  • Paired slots share a pool. Your two rings draw from the same pool, as do your two earrings, so each can roll its stats independently.

An item can roll the same affix more than once, and those copies stack. For what each stat actually does in a fight, see Combat.

Two things make the same affix worth more on one item than another:

  • Item tier. Gear is tiered by its level requirement (Tier 1 for level 1 to 19, Tier 2 for 20 to 39, and so on). Flat affixes grow with tier, so a Tier 5 Attack roll is far larger than a Tier 1 one. Percentage affixes do not scale: a 5% Crit Rate roll is the same value at every tier, because a percent is already relative.
  • Enhancement. Enhancing an equipped item raises all of its stats, affixes included, by roughly 10% per enhancement level. A well-enhanced Rare can out-perform a fresh Epic.

This is why upgrades are not just about rarity. A higher-tier or better-enhanced item with fewer affixes can still beat a flashier one.

You do not have to accept the affixes an item drops with. The Forge’s Modification station reshapes affixes using consumable Orbs. Orbs are rare drops from enemies and are spent one at a time, so changes are deliberate, not free.

There are two families of affix orbs: ones that add an affix (raising rarity), and ones that reroll or remove affixes.

OrbWhat it does
Orb of First BreathAdds an affix: Common to Uncommon
Orb of FoundationAdds an affix: Uncommon to Rare
Orb of Golden CoreAdds an affix: Rare to Epic
Orb of TribulationAdds an affix: Epic to Legendary
Orb of InscriptionRerolls one random affix (both its stat and value)
Orb of HundunRerolls every affix, keeping the same count
Orb of TemperingRerolls affix values only, leaving the stats unchanged
Orb of Heavenly DecreeRerolls the affix count and all stats at once
Orb of SeveranceRemoves one random affix (rarity drops a tier)

A typical path is to push an item to a rarity you want with the upgrade orbs, then refine the result: Inscription to fix one bad affix, Hundun to gamble the whole set, or Tempering when the stats are right but the numbers are low.

The station also carries orbs for systems that are not affixes. They are listed here for completeness; each belongs to its own system.

OrbWhat it does
Orb of HoningRerolls base quality (1–100%) on a weapon
Orb of ArmorerRerolls base quality (1–100%) on an armour piece
Orb of AdornmentRerolls base quality (1–100%) on an accessory
Orb of Meridian FractureRerolls spirit vein count (0–4); destroys all socketed gems
Orb of Five ElementsRerolls all vein socket colours; destroys all socketed gems
Orb of Celestial ReflectionCreates a locked copy of the item with identical stats. The copy cannot be modified, enhanced, or re-mirrored
  • Items & Gear: the equipment that affixes roll on.
  • Combat: what each affix stat does in a fight.
  • Cultivation: your base combat power before gear and affixes.