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
| 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
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
| 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
| 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.
Polar Day Ring
Polar Night Ring
Guttorm Ring