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Equipment Stats Reference

Every piece of equipment in Abyss Hunters has two types of stats: base stats (white text, permanently locked to the item) and affixes (blue text, rerollable via reforging). Understanding the difference is critical to gearing efficiently — base stats determine which item you want, while affixes are what you optimize through rerolling.


Part 1: Base Stats (Top Stats)

Base stats are the white text stats at the top of an equipment tooltip. They are defined by the item template and cannot be changed — ever. When evaluating a drop, the base stats tell you whether the item is worth keeping; the affixes can always be rerolled later.


Visual Example — Reading Base Stats on Equipment

Example 1: Shocking Leon Holt of Cruel

Base Stats Example 1
Stat Line What It Is Locked?
HP+30191 Base stat — this sword's template always includes HP Permanent
Atk+8395 Base stat — all weapons have ATK Permanent
Fire increase+5% Special stat — this specific "Leon Holt" series has Fire Amp Permanent
+10013 (green) Enhancement bonus from +20 upgrade Changes with enhance level

This is a native red "Leon Holt" sword. Its template defines: Base = HP + ATK, Special = Fire+5%. These 3 top stats are identical on EVERY Leon Holt regardless of affixes.

Example 2: Same Base, Different Affixes

Base Stats Example 2

This is also a Leon Holt sword — same base item. Notice the top stats are identical: HP, ATK, Fire+5%. Only the bottom stats (affixes) changed. The HP value differs (30191 vs 20178) because Example 1 is Ancient & Legend (perfect base roll) while Example 2 is standard (random roll tier).

This proves the core mechanic: Top stats are defined by the item template. Two Leon Holts will always have HP + ATK + Fire%. The only variables are the roll tier (how HIGH the HP/ATK values are) and the affixes (blue stats below).


Top Stats vs Bottom Stats

Every piece of equipment has two categories of stats:

Category Color Can Reroll? Source
Top Stats (Base + Special) White text NO — locked forever Defined by item template
Bottom Stats (Affixes) Blue text YES — via reforging Randomly rolled, rerollable

Top stats = the item's base stats (ATK, HP, DEF) + special stat (Hit%, ATK Speed, Fire Amp, etc.). These are determined by WHICH specific item dropped and can never be changed.

Bottom stats = the item's affixes (Equipment ATK+24%, Equipment HP+27%, etc.). These are random and can be rerolled with gold.

Red equipment always has 5 affix slots (bottom stats). The number of top stats varies by item template (1–5), so total visible stat lines range from 6 to 10.


Two Sources of Red Equipment

Red equipment comes from two completely different sources, and this matters because they have different top stat pools:

Source 1: Native Red Drops

Named items (like Igniir, Leonhort) that drop directly as red quality from Abyss boss chests. These have specific base + special stat combinations defined in the game data.

Source 2: A&L Upgraded Orange Items

Orange items upgraded via the Ancient & Legend system. The upgrade promotes them to red quality but keeps their original top stats. This is how items with Hit%, ATK Speed%, and other stats that don't exist on native red items get into the red tier.

Key insight: "Vita Bow of Mentalist" (your screenshot) is an A&L-upgraded orange "Destiny Bow" — that's why it has Hit+10% as a top stat, which doesn't exist on any native red weapon.


Ancient & Legend (A&L) System

A&L Type Effect Affixes
Ancient Base stats locked to perfect roll Unchanged
Legend +1 gem slot All affixes guaranteed quality
Ancient Legend Perfect base stats + 2 extra gem slots quality affixes + set bonus eligibility

Requirements: Item 101500 to activate, Enhancement level 20+.

Important A&L Behaviors

  • The equipment name freezes at first roll — rerolling affixes does NOT change the name
  • A&L upgrade preserves the original item's top stats (base + special)
  • An orange "Destiny Bow" with Hit% → A&L upgrade → red "Vita Bow of Mentalist" that still has Hit+10%
  • Legend and Ancient Legend always have the best tier affixes

All Top Stat Combinations by Slot

Weapon — All Possible Top Stats

Source Base Stats Special Stat Top Count Item Name
Native Red ATK Auto DMG (300–500) 2 Igniir / Flemrad / Sareka
Native Red ATK Skill CDR (300–500/800) 2 Erelica / Broesht / Shand
Native Red ATK Ice Amp (300–500) 2 Briza
Native Red HP + ATK Fire Amp (300–500) 3 Leonhort / Filem
Native Red HP + ATK Ice Amp (300–500) 3 Fronihesis
Native Red HP + ATK Lightning Amp (300–500) 3 Excalika / Gronpnier
Native Red ATK + DEF Block Rate (300–500) 3 Stonbre
Native Red ATK + DEF Poison Amp (300–500) 3 Perish
Native Red ATK + DEF Summon DMG (300–500) 3 Sprelrz
Native Red ATK (none) 1 Generic (150 templates)
A&L Orange ATK Hit% 2 Destiny Sword/Bow/Wand
A&L Orange ATK ATK Speed 2 Ancient Sword/Bow/Wand
A&L Orange ATK Crit Rate 2 Hope Sword/Bow/Wand
A&L Orange ATK Skill DMG + Skill CDR 3 Rune Hammer

Armor — All Possible Top Stats

All armors always have HP + DEF as base stats.

Source Base Stats Special Stat Top Count Item Name
Native Red HP + DEF DMG Reduction (300–500) 3 Orr Brass / Aeon Steel
Native Red HP + DEF All Resist (300–500) 3 Nia Mithril
Native Red HP + DEF Block Rate (300–500) 3 Reptao Rock
Native Red HP + DEF Crit Rate (300–500) 3 Hunter Leather
Native Red HP + DEF Crit DMG (300–500) 3 Vanguard Leather
Native Red HP + DEF Dodge (300–500) 3 Scout Leather
Native Red HP + DEF Fire Amp (300–500) 3 Furan Robe
Native Red HP + DEF Ice Amp (300–500) 3 Ace Robe
Native Red HP + DEF Lightning Amp (300–500) 3 Sander Robe
Native Red HP + DEF Poison Amp (300–500) 3 Pai Robe
Native Red HP + DEF Skill DMG (300–500) 3 Rune Crystal Armor
Native Red HP + DEF Skill CDR (300–500) 3 Agent Leather / Chant Robe
Native Red HP + DEF Summon Inherit (300–500) 3 Beastmaster Leather
Native Red HP + DEF (none) 2 Generic (60 templates)
A&L Orange HP + DEF ATK Speed 3 Ancient Leather
A&L Orange HP + DEF Crit DMG 3 Ancient Robe
A&L Orange HP + DEF DMG Reduction 3 Hope Armor
A&L Orange HP + DEF Dodge 3 Destiny Leather
A&L Orange HP + DEF Skill CDR 3 Destiny Robe
A&L Orange HP + DEF Skill DMG 3 Hope Robe
A&L Orange HP + DEF DEF% 3 Ancient Armor
A&L Orange HP + DEF HP% 3 Destiny Armor

Ring — All Possible Top Stats

Rings vary significantly — some have up to 5 top stats.

Source Base Stats Special Stat(s) Top Count Item Name
Native Red ATK + DEF DMG Bonus (300–800) 3 Dominator Ring
Native Red HP + ATK Heal Effect + Lightning Amp 4 Murmur Ring
Native Red HP + ATK Recovery Effect + Poison Amp 4 Whisper Ring
Native Red HP + ATK + DEF Skill DMG + Fire Amp 5 Sun Blaze Ring
Native Red ATK Skill CDR + Ice Amp 3 Moonrise Ring
Native Red ATK (none) 1 Generic (1 template)
A&L Orange ATK Crit Rate 2 Ancient Ring
A&L Orange ATK + HP DMG Bonus 3 Destiny Ring
A&L Orange ATK + DEF + HP Dodge 4 Hope Ring
A&L Orange Crit DMG varies Cruel Angel Ring / Murmur Ring / Polar Day Ring
A&L Orange ATK% varies Polar Night Ring
A&L Orange Skill DMG varies Gudrun Ring / Despair Ring / Dark Passage Ring
A&L Orange Fire ATK% varies Burning Land Ring
A&L Orange Lightning ATK% varies Lilith Ring
A&L Orange Poison ATK% varies Frkdid Ring
A&L Orange Holy ATK% varies Dark Ranger Ring
A&L Orange HP% varies Moguri Ring
A&L Orange HP Regen% varies Mutant Ring
A&L Orange Block DR varies Illusion Ring
A&L Orange Summon DMG varies Guttorm Ring
A&L Orange Summon Duration varies Wotan Ring
A&L Orange Shield DMG varies Belisarius Ring
A&L Orange Magic Find varies Curious Explorer Ring
A&L Orange Elite Monster DMG varies Lava Sacrifice Ring

No ATK Speed ring exists in the game data across any quality. Ring is the only slot where ATK Speed cannot appear as a top stat. For ATK Speed builds, you must rely on affixes (bottom stats) for the ring slot.

Amulet — All Possible Top Stats

Source Base Stats Special Stat Top Count Item Name
Native Red ATK + DEF Anti-Crit (300–500) 3 Iron Resolve
Native Red HP + ATK DMG Reduction (300–500) 3 Thorned Heart
Native Red HP + DEF Crit Rate (300–500) 3 Valor Heart
Native Red HP + DEF Skill CDR (300–500) 3 Cunning Heart
Native Red HP + ATK + DEF Crit DMG (300–500) 4 Fatal Heart
Native Red HP (none) 1 Generic (1 template)
A&L Orange HP Crit Rate 2 Ancient Amulet
A&L Orange HP + DEF DMG Reduction 3 Destiny Amulet
A&L Orange HP + ATK + DEF DEF% 4 Hope Amulet
A&L Orange ATK + DEF ATK Speed (500–1000) 3 Lilith Necklace
A&L Orange HP + ATK ATK Speed (1000 fixed) 3 Polar Day Necklace
A&L Q0 HP + ATK ATK Speed (200–1000) 3 Dream Necklace

Base Stat Roll Tiers

When a red equipment drops, its base stat VALUES are randomly rolled:

Tier Weight Chance Quality
Tier 1 40 44.4% Low roll
Tier 2 40 44.4% Average roll
Tier 3 9 10.0% Good roll
Tier 4 1 1.1% Perfect roll

Some items have a bonus Tier 5 (weight 2, ~2.2%) for secondary stats.

A&L Ancient upgrade locks base stats to the perfect Tier 4 roll (value 65535 = max).


Enhancement Scaling

The green numbers next to base stats come from enhancement level:

Enhancement Multiplier DMG Add DMG Resist
+0 1.0x 0% 0%
+5 1.25x +5% +5%
+10 1.5x +10% +10%
+15 2.0x +15% +15%
+20 2.5x +20% +20%
+25 2.75x +25% +25%
+30 3.0x +30% +30%
+50 (max) 3.5x +50% +50%

1% Lucky Enhancement chance gives 1.5x value on the level-up. Gold cost: 400 at +0, scaling to 10,200 at +49.


Part 2: Affixes (Bottom Stats)

Affixes are the blue text stats at the bottom of an equipment tooltip. Unlike base stats, affixes CAN be rerolled via reforging — they are the primary way to optimize your gear after finding the right base item.


Visual Example — Reading Affixes on Equipment

Example 1: Shocking Leon Holt of Cruel

Affix Example 1
Stat Line Type Category Rerollable?
HP+30191 (+10013 green) Base stat Top stat (white) No — locked to item
Atk+8395 Base stat Top stat (white) No — locked to item
Fire increase+5% Special stat Top stat (white) No — locked to item
HP+10013 Base bonus Enhancement bonus (green) No — from +20 enhance
Lightning atk+570 Affix (prefix) Bottom stat (blue) Yes
Crit damage+270 Affix (suffix) Bottom stat (blue) Yes
Skill enhance+270 Affix (suffix) Bottom stat (blue) Yes
Holy atk+990 Affix (prefix) Bottom stat (blue) Yes

How the name maps to affixes:

The name Shocking Leon Holt of Cruel tells you the FIRST prefix and suffix that were rolled:

  • Shocking = prefix name for +Lightning DMG (see name table: Static, Glowing, Arcing, Shocking)
  • Cruel = suffix name for +Pure ATK (see name table: Savage, Merciless, Ferocious, Cruel)

But look at the actual affixes on this weapon: Lightning atk+570, Crit damage+270, Skill enhance+270, Holy atk+990. The affixes have been rerolled since the item dropped — the original Lightning DMG and Pure ATK affixes are gone, replaced with new ones. The name "Shocking...of Cruel" is frozen from the original roll.

Example 2: Toxic Leon Holt of Crimson

Affix Example 2
Stat Line Type Category Rerollable?
HP+20178 Base stat Top stat (white) No — locked to item
Atk+8395 Base stat Top stat (white) No — locked to item
Fire increase+5% Special stat Top stat (white) No — locked to item
Attack enhance+234 Affix (prefix) Bottom stat (blue) Yes
Poison atk+593 Affix (prefix) Bottom stat (blue) Yes
Cooldown reduced+240 Affix (suffix) Bottom stat (blue) Yes
Crit damage+267 Affix (suffix) Bottom stat (blue) Yes
Damage increase+4.2% Affix (suffix) Bottom stat (blue) Yes

How the name maps to affixes:

The name Toxic Leon Holt of Crimson:

  • Toxic = prefix name for +Poison DMG (see name table: Septic, Foul, Corrosive, Toxic)
  • Crimson = suffix name for +DMG Bonus% (see name table: Sanguinary, Bloody, Scarlet, Crimson)

Again, the actual affixes don't match the name — Poison atk is present (matches "Toxic") but DMG Bonus% is now "Damage increase+4.2%" which is the same stat. Sometimes the rerolled affix happens to match the original name, sometimes it doesn't.

Key takeaway: The blue-highlighted words in the equipment name are affix names frozen at drop time. They tell you what the ORIGINAL first prefix and suffix were. After rerolling, the actual affixes may be completely different — but the name never changes. Both swords have the same base item (Leon Holt) with identical top stats (HP, ATK, Fire+5%) — only the affixes differ.


How Affixes Work

  • Affixes are the bottom stats (blue text) on equipment — they CAN be rerolled via reforging
  • Each affix has a quality tier that determines stat magnitude
  • Higher quality = rarer but much stronger
  • Affixes come in two types: Prefix (Position 1) and Suffix (Position 2)
  • Prefix: Appears BEFORE the item name — primarily flat stat bonuses (+ATK, +Fire DMG, +Crit Value)
  • Suffix: Appears AFTER the item name — primarily percentage/special bonuses (+Equip ATK%, +DMG Bonus%, +Skill DMG)
  • The item name freezes at first drop — rerolling affixes does NOT change the name
  • Affixes are slot-locked: Weapon/Armor/Ring share an offensive pool, Amulet has a unique defensive pool

Flat Stat Affixes (Position 1 — Any Equipment)

Stat Value Weight
+HP flat 2,500-40,000
+ATK flat 2,500-40,000
+DEF flat 2,500-40,000
+Fire DMG 2,500-40,000
+Ice DMG 2,500-40,000
+Poison DMG 2,500-40,000
+Lightning DMG 2,500-40,000

Percentage Affixes (Position 2)

Offensive (Weapon / Ring only)

Stat
+ATK%
+Pure ATK flat
+DMG%
+Crit Value

Defensive (Armor / Amulet only)

Stat
+HP%
+DEF%
+Pure DEF flat
+DR%

Elemental Resistance Affixes

These can appear on any equipment:

Stat Affix Series
Fire Resist Fire Resistance series
Ice Resist Ice Resistance series
Lightning Resist Lightning Resistance series
Poison Resist Poison Resistance series

Affix Value Formula (Confirmed from Game Code)

Affix values are NOT fixed — they scale with your hero's level, not the equipment's drop level. A Lv.50 weapon worn by a Lv.300 hero has the same affix values as a Lv.300 weapon worn by the same hero.

affix_value = affix_base_table[HERO_LEVEL] x quality_ratio x random(75-100%)
Component Source Notes
affix_base_table affix_add_level.csv (flat) or affix_mul_level.csv (equip %) Indexed by hero level
quality_ratio affix_gen.csv per equipment quality Red/Orange = 1.2, Purple = 0.9, Blue = 0.66
random range 75-90% (80% chance) or 90-100% (20% chance) Legend/A&L equipment: always 100% (max roll)

Affix Tiers: Name & Rarity Only

The affix quality tier does NOT affect the stat value. It only determines:

  • Name — the cosmetic name shown in the equipment name
  • Rarity — higher tiers are harder to roll (weight 40,000 vs weight 2,500)

A low-tier DEF affix and a top-tier DEF affix give the exact same DEF value. The difference is purely cosmetic (name) and how likely it is to appear.

Affix Min-Max at Key Hero Levels (Red Equipment)

Stat Hero Lv.100 Hero Lv.200 Hero Lv.300
+HP 4,813~6,417 16,115~21,487 8,438~11,250
+ATK 96~128 322~429 844~1,125
+DEF 96~128 322~429 844~1,125
+Fire/Ice/Poison/Lightning ATK 64~85 214~286 562~750
+Holy ATK 96~128 322~429 844~1,125
+Crit Value 26~34 86~114 225~300
+Crit DMG Value 26~34 86~114 225~300
+ATK Speed Value 26~34 86~114 225~300
+Hit Value 26~34 86~114 225~300
+DMG Bonus% 2.0~2.7 2.7~3.6 3.4~4.5
+DMG Reduction% 2.0~2.7 2.7~3.6 3.4~4.5
+Gold Find% 20~27 27~36 34~45
+EXP% 20~27 27~36 34~45
+Magic Find% 20~27 27~36 34~45
Equip ATK% 13.5~18.0 18.0~24.0 22.5~30.0
Equip HP% 13.5~18.0 18.0~24.0 22.5~30.0
Equip DEF% 13.5~18.0 18.0~24.0 22.5~30.0

On Legend or Ancient Legend equipment, the random range is overridden to 100% — every affix rolls at maximum value. This is why Legend equipment is so desirable.


Rerolling Tips

  • Affix tiers are cosmetic only — all tiers give the same stat values
  • Focus rerolling on weapons first — offensive stats scale better
  • Rerolling costs gold + materials — budget accordingly
  • On Legend/A&L equipment, every reroll is guaranteed max value

Red (Legendary) Equipment — Affix Slots

Red equipment rolls 5 affixes total: 2 Prefixes + 2 Suffixes + 1 Random (prefix or suffix). It also comes with 2-3 gem sockets (80% chance for 2, 20% for 3).

The affix pool differs by equipment type. Weapon/Armor/Ring share most offensive affixes, while Amulet has a unique defensive pool. Understanding which affixes can appear on which slot is key to efficient rerolling.


Red Affixes by Equipment Type

Weapon — Prefixes (Offensive Flat Stats)

Affix Stat Notes
Mighty +HP flat Universal
Advance +ATK flat Universal
Guardian +DEF flat Universal
Inferno +Fire DMG Offensive only
Glacial +Ice DMG Offensive only
Plague +Poison DMG Offensive only
Aurora +Lightning DMG Offensive only
Divine +Crit Value Offensive only
Lion +Normal Monster DMG Offensive only
Tiger +Elite Monster DMG Offensive only
Precise +Hit Value Universal
Swift +ATK Speed Offensive only
Strike +Auto-Attack DMG Universal
Rebirth +Kill Heal Offensive only

Weapon — Suffixes (Offensive % Stats)

Affix Stat Notes
Fierce +Equip ATK% Offensive only
Lethal +Pure ATK flat Offensive only
Marshal +DMG Bonus% Offensive only
Keen +Crit DMG Value Offensive only
Wise +Skill CDR Offensive only
Transcendent +Skill DMG Offensive only
Fortune +Gold Find% Universal
Expert +EXP Gain% Universal
Lucky +Magic Find% Universal

Armor — Same as Weapon

Armor shares the exact same affix pool as Weapon — all 14 prefixes and 9 suffixes above can appear on Armor.

This is why Armor is the second-best slot to reroll after Weapon — it can roll the same offensive affixes.


Ring — Same as Weapon

Ring also shares the exact same affix pool as Weapon — all 14 prefixes and 9 suffixes.

Ring is effectively a third weapon slot for affixes. Prioritize offensive affixes here.


Amulet — Unique Defensive Pool

Amulet has a completely different affix pool focused on survivability.

Amulet Prefixes (Defensive Flat Stats)

Affix Stat Notes
Mighty +HP flat Shared with offensive
Advance +ATK flat Shared with offensive
Guardian +DEF flat Shared with offensive
Tenacious +Anti-Crit Value Amulet only
Precise +Hit Value Shared
Agile +Dodge Value Amulet only
Strike +Auto-Attack DMG Shared
Priestess +Healing Effect Amulet only
Devout +Recovery Effect Amulet only

Amulet Suffixes (Defensive % Stats)

Affix Stat Notes
Steadfast +Equip HP% Amulet only
Immortal +Equip DEF% Amulet only
Diamond +Pure DEF flat Amulet only
Pure +DMG Reduction% Amulet only
Endure +Crit DMG Resist Amulet only
Raccoon +Normal Monster DR Amulet only
Elephant +Elite Monster DR Amulet only
Flawless +Status Resist Amulet only
Rejuvenate +HP Regen flat Amulet only
Scales +Damage Reflect Amulet only
Block +Block DMG Reduction Amulet only
Crimson +Fire Resist Amulet only
Forest +Ice Resist Amulet only
Amber +Lightning Resist Amulet only
Jade +Poison Resist Amulet only
Prismatic +All Resist Amulet only
Fortune +Gold Find% Shared
Expert +EXP Gain% Shared
Lucky +Magic Find% Shared

Red Affix Summary by Slot

Slot Prefixes Suffixes Best Offensive Best Defensive
Weapon 14 (offensive) 9 (offensive) Advance + element DMG + Swift
Armor 14 (same as weapon) 9 (same as weapon) Advance + element DMG + Fierce
Ring 14 (same as weapon) 9 (same as weapon) Advance + element DMG + Lethal
Amulet 9 (defensive) 19 (defensive) Steadfast + Immortal + Pure + Prismatic

Key Insight: Weapon, Armor, and Ring share identical affix pools — all offensive. Amulet is the only slot with defensive affixes like DMG Reduction, Resist, Anti-Crit, Dodge, HP%, and DEF%. This is why build guides always say "stack defensive affixes on Amulet, offensive on everything else."


Disabled Affixes

Two affixes exist in the data but have rare=0 (cannot drop):

  • Demon — DMG Lifesteal% (prefix, offensive slots)
  • Noticeable — Status Hit (suffix, all slots)

These may be re-enabled in future updates.