Prefixes and suffixes
A magic item is a base item with a prefix, a suffix, or both. This page lists the base items and every prefix and suffix, and says how an item’s name is put together. To put them on an item yourself, see Enchanting.
Base items
| Base item | Kind | Stats | Weight | From item level | How often |
|---|---|---|---|---|---|
| Knife | weapons | Dagger, for the main hand; Damage 1d3; criticals on 22–24, ×2 damage; Slashing damage; Finesse: Dexterity guides its blows, not Strength | 200 g | 1 | 4.3% |
| Stiletto | weapons | Dagger, for the main hand; Damage 1d4; criticals on 19–24, ×2 damage; Piercing damage; Quick to strike; Pierces armour; Finesse: Dexterity guides its blows, not Strength | 300 g | 3 | 4.3% |
| Dagger | weapons | Dagger, for the main hand; Damage 1d4; criticals on 20–24, ×2 damage; Piercing damage; Thrown up to 5 cells; Finesse: Dexterity guides its blows, not Strength | 450 g | 1 | 4.3% |
| Short sword | weapons | Short blade, for the main hand; Damage 1d6; criticals on 20–24, ×2 damage; Slashing or piercing damage; Finesse: Dexterity guides its blows, not Strength | 1.1 kg | 1 | 4.3% |
| Scimitar | weapons | Short blade, for the main hand; Damage 1d6; criticals on 19–24, ×2 damage; Slashing damage | 1.5 kg | 2 | 4.3% |
| Rapier | weapons | Long blade, for the main hand; Damage 1d6; criticals on 19–24, ×2 damage; Piercing damage; Quick to strike; Finesse: Dexterity guides its blows, not Strength | 1.1 kg | 2 | 4.3% |
| Long sword | weapons | Long blade, for the main hand; Damage 1d9; criticals on 20–24, ×2 damage; Slashing or piercing damage | 1.8 kg | 1 | 4.3% |
| Great sword | weapons | Great blade, for both hands; Damage 2d6; criticals on 20–24, ×2 damage; Slashing damage; Slow to strike | 3.5 kg | 3 | 4.3% |
| Hand axe | weapons | Axe, for the main hand; Damage 1d6; criticals on 22–24, ×3 damage; Slashing damage; Thrown up to 4 cells | 1.3 kg | 1 | 4.3% |
| Battle axe | weapons | Axe, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Slashing damage | 2.6 kg | 2 | 4.3% |
| Great axe | weapons | Axe, for both hands; Damage 1d12; criticals on 22–24, ×3 damage; Slashing damage; Slow to strike | 5 kg | 4 | 4.3% |
| Club | weapons | Mace or club, for the main hand; Damage 1d6; criticals on 22–24, ×2 damage; Bludgeoning damage | 1.4 kg | 1 | 4.3% |
| Mace | weapons | Mace or club, for the main hand; Damage 1d8; criticals on 22–24, ×2 damage; Bludgeoning damage | 2.7 kg | 1 | 4.3% |
| Morning star | weapons | Mace or club, for the main hand; Damage 2d4; criticals on 22–24, ×2 damage; Bludgeoning or piercing damage | 3 kg | 3 | 4.3% |
| War hammer | weapons | Mace or club, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Bludgeoning damage; Pierces armour | 2.3 kg | 3 | 4.3% |
| Maul | weapons | Mace or club, for both hands; Damage 2d6; criticals on 22–24, ×3 damage; Bludgeoning damage; Slow to strike | 6 kg | 5 | 4.3% |
| Javelin | weapons | Spear, for the main hand; Damage 1d6; criticals on 22–24, ×2 damage; Piercing damage; Thrown up to 8 cells | 1 kg | 1 | 4.3% |
| Spear | weapons | Spear, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Piercing damage; Thrown up to 6 cells | 1.8 kg | 1 | 4.3% |
| Trident | weapons | Spear, for the main hand; Damage 1d8; criticals on 22–24, ×2 damage; Piercing damage; Parry +1 | 2 kg | 3 | 4.3% |
| Glaive | weapons | Polearm, for both hands; Damage 1d10; criticals on 20–24, ×2 damage; Slashing damage; Slow to strike; Parry +1 | 5 kg | 5 | 4.3% |
| Halberd | weapons | Polearm, for both hands; Damage 1d10; criticals on 22–24, ×3 damage; Slashing or piercing damage; Slow to strike | 5.5 kg | 3 | 4.3% |
| Quarterstaff | weapons | Staff, for both hands; Damage 1d6; criticals on 22–24, ×2 damage; Bludgeoning damage; Parry +1 | 2 kg | 1 | 4.3% |
| Ironwood staff | weapons | Staff, for both hands; Damage 1d8; criticals on 22–24, ×2 damage; Bludgeoning damage; Parry +1 | 2.5 kg | 4 | 4.3% |
| Short bow | missile weapons | Bow, readied as a missile weapon; shoots arrows; Damage 1d6 a shot; criticals on 22–24, ×3 damage; Piercing damage; Needs Strength 10 to draw; Shoots up to 10 cells | 700 g | 1 | 16.7% |
| Long war bow | missile weapons | Bow, readied as a missile weapon; shoots arrows; Damage 1d8+2 a shot; criticals on 22–24, ×3 damage; Piercing damage; Needs Strength 14 to draw; Shoots up to 15 cells | 1.3 kg | 3 | 16.7% |
| Composite bow | missile weapons | Bow, readied as a missile weapon; shoots arrows; Damage 1d8+1 a shot; criticals on 22–24, ×3 damage; Piercing damage; Needs Strength 12 to draw; Shoots up to 13 cells | 1 kg | 5 | 16.7% |
| Crossbow | missile weapons | Crossbow, readied as a missile weapon; shoots crossbow bolts; Damage 1d10+1 a shot; criticals on 20–24, ×2 damage; Piercing damage; Shoots up to 13 cells; Reloaded after every shot | 3.2 kg | 2 | 16.7% |
| Heavy crossbow | missile weapons | Crossbow, readied as a missile weapon; shoots crossbow bolts; Damage 1d12+2 a shot; criticals on 20–24, ×2 damage; Piercing damage; Shoots up to 15 cells; Reloaded after every shot | 4.5 kg | 5 | 16.7% |
| Sling | missile weapons | Sling, readied as a missile weapon; shoots sling stones; Damage 1d4 a shot; criticals on 22–24, ×2 damage; Bludgeoning damage; Shoots up to 9 cells | 100 g | 1 | 16.7% |
| Sling stone | ammunition | Ammunition, quivered; shot from slings | 40 g | 1 | 23.1% |
| Arrow | ammunition | Ammunition, quivered; shot from bows; Breaks on a hit 30% of the time | 30 g | 1 | 46.2% |
| Crossbow bolt | ammunition | Ammunition, quivered; shot from crossbows; Pierces armour; Breaks on a hit 20% of the time | 60 g | 2 | 30.8% |
| Padded coat | body armour | Armour +1; Resists cold 10%; Dexterity adds at most +8 to Defence while worn | 4 kg | 1 | 14.3% |
| Leather jerkin | body armour | Armour +1; Protection 1; Resists acid 10%; Dexterity adds at most +6 to Defence while worn | 3.5 kg | 1 | 14.3% |
| Studded leather jerkin | body armour | Armour +2; Protection 1; Resists acid 10%; Dexterity adds at most +5 to Defence while worn | 6.5 kg | 2 | 14.3% |
| Chain mail shirt | body armour | Armour +2; Protection 3 (+1 against slashing, −1 against piercing); Dexterity adds at most +4 to Defence while worn | 11 kg | 3 | 14.3% |
| Suit of scale mail | body armour | Armour +2; Protection 4 (+1 against slashing, −1 against bludgeoning); Dexterity adds at most +3 to Defence while worn | 14 kg | 4 | 14.3% |
| Suit of banded mail | body armour | Armour +1; Protection 5 (+1 against slashing); Dexterity adds at most +1 to Defence while worn | 17 kg | 6 | 14.3% |
| Suit of plate armour | body armour | Armour +1; Protection 6; Dexterity adds at most +1 to Defence while worn | 22 kg | 7 | 14.3% |
| Leather cap | helmets | - | 600 g | 1 | 33.3% |
| Iron helm | helmets | Protection 1 | 1.5 kg | 1 | 33.3% |
| Great helm | helmets | Protection 2 | 3 kg | 4 | 33.3% |
| Wool cloak | cloaks | Resists cold 10% | 1.2 kg | 1 | 33.3% |
| Travelling cloak | cloaks | - | 1.8 kg | 2 | 33.3% |
| Fur cloak | cloaks | Protection 1; Resists cold 20% | 2.5 kg | 4 | 33.3% |
| Pair of leather gloves | gloves | - | 250 g | 1 | 50% |
| Pair of gauntlets | gloves | Protection 1 | 1 kg | 3 | 50% |
| Pair of leather boots | boots | - | 1 kg | 1 | 50% |
| Pair of iron-shod boots | boots | Protection 1 | 2 kg | 3 | 50% |
| Buckler | shields | Shield +1 | 1.5 kg | 1 | 25% |
| Small shield | shields | Shield +1 | 2.5 kg | 1 | 25% |
| Large shield | shields | Shield +2 | 6 kg | 3 | 25% |
| Tower shield | shields | Shield +3; Dexterity adds at most +2 to Defence while worn | 12 kg | 6 | 25% |
| Iron ring | rings | - | 10 g | 1 | 33.3% |
| Silver ring | rings | - | 10 g | 1 | 33.3% |
| Gold ring | rings | - | 10 g | 3 | 33.3% |
| Bone amulet | amulets | - | 60 g | 1 | 25% |
| Amber amulet | amulets | - | 60 g | 2 | 25% |
| Jade amulet | amulets | - | 80 g | 1 | 25% |
| Gold and ruby amulet | amulets | - | 90 g | 4 | 25% |
| Pick-axe | tools | Readied: tool; Digs at 10 | 3 kg | 3 | 100% |
“How often” is the base’s share among the bases of its kind; every kind weighs the sum of its bases’ frequencies when loot picks a base.
Prefixes
Prefixes are mostly offensive, or give flat Defence and life.
- Flaming, Freezing, Venomous, Shocking, Corrosive, and Withering add a die of fire, cold, poison, electricity, acid, or necrotic damage to every hit, which no armour soaks (see Damage types).
- Mage-wrought, Baleful, and Potent serve a caster (see Magic). Potent adds 1 to 3 more to every spell’s roll, harm or healing.
- Tireless raises your stamina (see Resources).
- Hobnailed boots kick doors in more easily.
- A Delving tool or pair of gloves digs faster. Magic pick-axes do turn up in loot.
| Prefix | Effect | Category | Rolls on | Tiers (item level: value) | Weight |
|---|---|---|---|---|---|
| Accurate | to hit | accuracy | helmets, gloves, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Baleful | your spells threaten a critical on more rolls | spell critical | weapons, gloves, amulets | 4: +1 · 10: +2 | 40 |
| Brutal | critical damage multiplier | critical multiplier | weapons, missile weapons | 4: +1 | 40 |
| Burly | carrying capacity | carrying | body armour, gloves | 1: +3–5 kg · 3: +3–6 kg · 4: +4–7 kg · 6: +5–8 kg · 7: +6–9 kg · 9: +6–10 kg · 10: +7–11 kg · 12: +8–12 kg | 60 |
| Corrosive | adds a die of acid damage | acid damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 40 |
| Delving | digs faster | digging | body armour, gloves, tools | 2: 10–15% less time · 4: 17–22% less time · 6: 24–29% less time · 8: 31–36% less time · 10: 38–43% less time · 12: 45–50% less time | 60 |
| Featherweight | lighter | weight | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, tools | 1: 10–20% · 2: 12–23% · 3: 14–26% · 4: 17–28% · 5: 19–31% · 6: 21–34% · 7: 23–37% · 8: 26–39% · 9: 28–42% · 10: 30–45% · 11: 32–48% · 12: 35–50% | 60 |
| Flaming | adds a die of fire damage | fire damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 60 |
| Fleet | you move faster | movement speed | boots | 1: 5–8% less time · 2: 5–9% less time · 3: 6–10% less time · 4: 7–11% less time · 5: 8–11% less time · 7: 8–12% less time · 8: 9–13% less time · 9: 10–14% less time · 10: 10–15% less time · 11: 11–15% less time · 12: 12–16% less time | 100 |
| Freezing | adds a die of cold damage | cold damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 50 |
| Glinting | to hit | accuracy | weapons, missile weapons, ammunition | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| Guarding | Parry | parry | weapons | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 60 |
| Hale | maximum hit points | life | body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +2–4 · 2: +2–5 · 3: +3–6 · 4: +4–7 · 5: +5–7 · 7: +5–8 · 8: +6–9 · 9: +7–10 · 10: +7–11 · 11: +8–11 · 12: +9–12 | 100 |
| Hardened | Protection | protection | body armour, helmets, cloaks, gloves, boots | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Heavy | adds a die of damage | extra damage | weapons, missile weapons | 1: 1d2–1d3 · 2: 1d2–1d4 · 3: 1d3–1d4 · 5: 1d3–1d5 · 6: 1d4–1d5 · 7: 1d4–1d6 · 8: 1d4–1d7 · 10: 1d5–1d7 · 11: 1d5–1d8 · 12: 1d6–1d8 | 100 |
| Hobnailed | Strength for kicking doors and chests in | kick | boots | 1: +1 · 4: +2 · 7: +3 · 10: +4 | 60 |
| Hunter’s | range, in cells | range | missile weapons | 1: +1–2 · 4: +1–3 · 7: +2–3 · 9: +2–4 · 12: +3–4 | 100 |
| Keen | criticals threaten on more rolls | critical chance | weapons, missile weapons, ammunition | 2: +1 · 7: +1–2 · 12: +2 | 60 |
| Mage-wrought | this armour’s spell cost surcharge is lower, in points | spell armour | body armour, helmets, shields | 2: 4 points less · 4: 7 points less · 6: 10 points less · 8: 13 points less · 10: 16 points less · 12: 20 points less | 50 |
| Mystic | maximum mana | mana | weapons, helmets, cloaks, gloves, rings, amulets | 1: +2–4 · 2: +2–5 · 3: +3–6 · 4: +4–7 · 5: +5–7 · 7: +5–8 · 8: +6–9 · 9: +7–10 · 10: +7–11 · 11: +8–11 · 12: +9–12 | 100 |
| Nimble | Dodge | dodge | gloves, boots | 1: +1 · 7: +1–2 · 12: +2 | 100 |
| Oaken | natural armour | natural armour | body armour, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Potent | added to your spells’ rolls, harm or healing | spell power | weapons, rings, amulets | 3: +1 · 7: +2 · 11: +3 | 50 |
| Radiant | the wearer glows | light | weapons, helmets, shields | 1: faintly glowing (2 cells) · 4: glowing (3 cells) · 7: brightly glowing (4 cells) | 50 |
| Reinforced | Armour | armour | body armour | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Sharp | damage, added to every roll | physical damage | weapons, ammunition | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| Shimmering | Deflection | deflection | helmets, cloaks, shields, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Shocking | adds a die of electricity damage | electricity damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 50 |
| Steady | less Strength needed to draw | draw | missile weapons | 1: 1–2 less · 4: 1–3 less · 7: 2–3 less · 9: 2–4 less · 12: 3–4 less | 60 |
| Sturdy | Shield | shield | shields | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Supple | Dexterity may add more to Defence | max dexterity | body armour, shields | 1: +1 · 5: +1–2 · 8: +1–3 · 12: +2–3 | 60 |
| Tireless | maximum stamina | stamina | body armour, gloves, boots, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 7: +2–3 · 9: +3 · 11: +3–4 · 12: +4–5 | 60 |
| Venomous | adds a die of poison damage | poison damage | weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 40 |
| Vicious | damage, added to every roll | physical damage | gloves, rings, amulets | 2: +1 · 7: +1–2 · 12: +2 | 60 |
| Withering | adds a die of necrotic damage | necrotic damage | weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 30 |
Suffixes
Suffixes are mostly stats, speed, criticals, utility, and skills.
-
Proof: of Proof (from item level 4, on anything but ammunition, rarer than most) makes its item proof against all harm: acid, rust, fire, a failed attempt at an anvil, and a spell’s ruin never touch it, whether or not you have identified it.
-
Resistance: of the Salamander, of Warmth, of the Adder, of the Storm, of Glass, of the Anvil, and of the Living resist fire, cold, poison, electricity, acid, force, and necrotic damage, in percent (see Damage types).
-
Casters: of Thrift, of the Magus, of Farcasting, of Lingering, of Siphoning, and of Wands are explained on the Magic and Mana pages. Of Wands makes the wands you use cast a rung or two higher.
-
Stamina: of Breath, of Ease, and of the Hunt help stamina.
-
Class resources: of Fury, of Steadiness, of Stillness, of Guile, and of the Muse raise the most rage, focus, ki, openings, or inspiration you can hold. Only berserkers, rangers, ascetics, thieves, and bards hold those (see Resources), so to anyone else they are no use.
-
Of Siphoning and of the Hunt give their mana or stamina only for a kill made by your own blow, shot, or spell, with the slain within three cells.
-
Other uses: of Sustenance slows hunger, of Wariness softens traps, of Health helps against disease, and of the Alchemist sometimes leaves a potion undrunk.
The skill suffixes raise one skill each:
| Suffix | Skill |
|---|---|
| of Seeking | Search |
| of the Eagle | Spot |
| of the Stag | Athletics |
| of the Leech | Heal |
| of the Picklock | Open lock |
| of Disarming | Disable device |
| of Appraisal | Appraise |
| of Haggling | Negotiation |
| of the Scholar | Decipher script |
| of the Cutpurse | Steal |
Of Shadows, of the Hare, of the Fox, of the Wanderer, and of Balance raise skills too.
Spot, Open lock, Disable device, Heal, Steal, and Appraise give nothing at all to those not trained in them (they are marked trained only on the Skills page). Their suffixes help only those trained in them: an untrained wearer still cannot notice, pick, disarm, treat, or steal.
| Suffix | Effect | Category | Rolls on | Tiers (item level: value) | Weight |
|---|---|---|---|---|---|
| of Appraisal | Appraise (a skill), for those trained in it | appraise | helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of Balance | Balance (a skill) | balance | body armour, boots, amulets | 1: +10–20 · 2: +12–23 · 3: +14–26 · 4: +17–28 · 5: +19–31 · 6: +21–34 · 7: +23–37 · 8: +26–39 · 9: +28–42 · 10: +30–45 · 11: +32–48 · 12: +35–50 | 60 |
| of Breath | stamina comes back faster | stamina pace | body armour, helmets, cloaks, amulets | 1: 10–15% · 3: 17–22% · 5: 24–30% · 7: 31–37% · 9: 38–45% · 11: 45–52% · 12: 50–60% | 60 |
| of Celerity | attacks faster | attack speed | weapons, missile weapons, gloves, rings | 1: 5–8% less time · 2: 5–9% less time · 3: 6–10% less time · 4: 7–11% less time · 5: 8–11% less time · 7: 8–12% less time · 8: 9–13% less time · 9: 10–14% less time · 10: 10–15% less time · 11: 11–15% less time · 12: 12–16% less time | 100 |
| of Clarity | mana comes back faster | mana regeneration | helmets, cloaks, rings, amulets | 1: 10–20% · 2: 12–23% · 3: 14–26% · 4: 17–28% · 5: 19–31% · 6: 21–34% · 7: 23–37% · 8: 26–39% · 9: 28–42% · 10: 30–45% · 11: 32–48% · 12: 35–50% | 100 |
| of Disarming | Disable device (a skill), for those trained in it | disable device | gloves | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of Durability | breaks less often | durability | ammunition | 1: 20–30% · 2: 22–34% · 3: 25–38% · 4: 28–41% · 5: 31–45% · 6: 33–48% · 7: 36–52% · 8: 39–56% · 9: 42–59% · 10: 44–63% · 11: 47–67% · 12: 50–70% | 100 |
| of Ease | weapon feats cost less stamina | stamina cost | weapons, missile weapons, shields, gloves | 3: 1 less · 7: 1–2 less · 10: 2 less | 40 |
| of Evasion | Dodge | dodge | body armour, helmets, cloaks, amulets | 1: +1 · 7: +1–2 · 12: +2 | 100 |
| of Farcasting | your spells’ reach, in cells | spell reach | cloaks, rings, amulets | 2: +1 · 6: +1–2 · 9: +2 | 50 |
| of Fury | maximum rage | rage | body armour, rings, amulets | 2: +2 · 4: +3 · 6: +4 · 8: +5 · 10: +6–7 · 12: +7–8 | 40 |
| of Glass | acid resistance | acid resistance | body armour, gloves, boots, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of Guile | maximum openings | openings | body armour, rings, amulets | 2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +3 | 40 |
| of Haggling | Negotiation (a skill) | negotiation | helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of Health | disease checks | disease | body armour, cloaks, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 10: +3 | 60 |
| of Light | the wearer glows | light | cloaks, rings, amulets | 1: faintly glowing (2 cells) · 4: glowing (3 cells) · 7: brightly glowing (4 cells) | 60 |
| of Lingering | your buffs and hexes last more degrees | spell duration | helmets, rings, amulets | 3: +1 · 7: +1–2 · 10: +2 | 50 |
| of Mending | hit points come back faster | life regeneration | body armour, helmets, rings, amulets | 1: 10–20% · 2: 12–23% · 3: 14–26% · 4: 17–28% · 5: 19–31% · 6: 21–34% · 7: 23–37% · 8: 26–39% · 9: 28–42% · 10: 30–45% · 11: 32–48% · 12: 35–50% | 100 |
| of Precision | to hit | accuracy | weapons, missile weapons, ammunition, gloves | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of Proof | nothing damages the item: acid, rust, fire, a spell’s ruin, or a failed temper | proof | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 4: proof | 30 |
| of Reach | range, in cells | range | weapons | 1: +1–2 · 7: +1–3 · 12: +2–3 | 100 |
| of Ruin | critical damage multiplier | critical multiplier | ammunition, gloves, amulets | 4: +1 | 40 |
| of Seeking | Search (a skill) | search | helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of Shadows | Stealth (a skill) | stealth | cloaks, gloves, boots, amulets | 1: +5–10 · 2: +6–12 · 3: +7–14 · 4: +9–16 · 5: +10–18 · 6: +12–19 · 7: +13–21 · 8: +14–23 · 9: +16–25 · 10: +17–27 · 11: +18–28 · 12: +20–30 | 100 |
| of Siphoning | mana on a kill within 3 cells | mana on kill | weapons, missile weapons, amulets | 3: +1 · 7: +1–2 · 10: +2 · 13: +2–3 | 40 |
| of Slaying | criticals threaten on more rolls | critical chance | gloves, rings, amulets | 3: +1 · 8: +1–2 · 12: +2 | 60 |
| of Steadiness | maximum focus | focus | body armour, rings, amulets | 2: +1 · 4: +1–2 · 6: +2 · 8: +2–3 · 10: +3 · 12: +4 | 40 |
| of Stealth | quieter footsteps | stealth | body armour, cloaks, gloves, boots, amulets | 1: 10–15% · 2: 11–18% · 3: 12–20% · 4: 14–22% · 5: 15–24% · 6: 17–27% · 7: 18–29% · 8: 19–31% · 9: 21–33% · 10: 22–36% · 11: 23–38% · 12: 25–40% | 100 |
| of Stillness | maximum ki | ki | body armour, rings, amulets | 2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +3 | 40 |
| of Sustenance | hunger comes slower | hunger | body armour, cloaks, rings, amulets | 2: 8–10% slower · 4: 12–14% slower · 6: 16–19% slower · 8: 21–24% slower · 10: 25–29% slower · 12: 30–35% slower | 60 |
| of the Adder | poison resistance | poison resistance | body armour, cloaks, rings, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Alchemist | a potion drunk is not used up | potions | gloves, rings, amulets | 3: 8–10% kept · 5: 11–13% kept · 7: 14–16% kept · 9: 17–19% kept · 11: 20–22% kept · 12: 22–25% kept | 40 |
| of the Anvil | force resistance | force resistance | shields, rings, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Bear | Strength | strength | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets, tools | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of the Cutpurse | Steal (a skill), for those trained in it | steal | gloves, cloaks | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Eagle | Spot (a skill) | spot | helmets, amulets | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Fox | Listen (a skill) | listen | helmets, rings, amulets | 1: +10–20 · 2: +12–23 · 3: +13–26 · 4: +15–28 · 5: +17–31 · 6: +19–34 · 7: +21–37 · 8: +22–39 · 9: +24–42 · 10: +26–45 · 11: +28–48 · 12: +30–50 | 100 |
| of the Hare | Tumble (a skill) | tumble | body armour, cloaks, boots, amulets | 1: +10–15 · 2: +11–18 · 3: +12–20 · 4: +14–22 · 5: +15–24 · 6: +17–27 · 7: +18–29 · 8: +19–31 · 9: +21–33 · 10: +22–36 · 11: +23–38 · 12: +25–40 | 100 |
| of the Hunt | stamina on a kill within 3 cells | stamina on kill | weapons, missile weapons, boots | 3: +1 · 10: +1–2 | 40 |
| of the Leech | Heal (a skill), for those trained in it | heal | gloves, rings | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Lion | Presence | presence | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 60 |
| of the Living | necrotic resistance | necrotic resistance | body armour, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Lynx | Dexterity | dexterity | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of the Magus | to hit with your own spells | spell to hit | weapons, gloves, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 11: +3 | 60 |
| of the Mule | carrying capacity | carrying | body armour, cloaks, gloves, boots, rings, amulets | 1: +3–5 kg · 3: +3–6 kg · 4: +4–7 kg · 6: +5–8 kg · 7: +6–9 kg · 9: +6–10 kg · 10: +7–11 kg · 12: +8–12 kg | 100 |
| of the Muse | maximum inspiration | inspiration | body armour, rings, amulets | 2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +3 | 40 |
| of the Owl | Intelligence | intelligence | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 60 |
| of the Ox | Toughness | toughness | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of the Picklock | Open lock (a skill), for those trained in it | open lock | gloves, rings | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Sage | Willpower | willpower | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 60 |
| of the Salamander | fire resistance | fire resistance | body armour, cloaks, shields, rings, amulets | 1: +10–15% · 2: +12–18% · 3: +14–21% · 4: +17–23% · 5: +19–26% · 6: +21–29% · 7: +23–32% · 8: +26–34% · 9: +28–37% · 10: +30–40% · 11: +32–43% · 12: +35–45% | 100 |
| of the Scholar | Decipher script (a skill) | decipher script | weapons, helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of the Stag | Athletics (a skill) | athletics | body armour, boots | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of the Storm | electricity resistance | electricity resistance | cloaks, shields, rings, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Tortoise | natural armour | natural armour | helmets, cloaks, shields | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| of the Wanderer | Survival (a skill) | survival | cloaks, boots | 1: +10–20 · 2: +12–23 · 3: +14–26 · 4: +17–28 · 5: +19–31 · 6: +21–34 · 7: +23–37 · 8: +26–39 · 9: +28–42 · 10: +30–45 · 11: +32–48 · 12: +35–50 | 60 |
| of the Wind | you move faster | movement speed | cloaks, amulets | 2: 4–6% less time · 4: 4–7% less time · 5: 4–8% less time · 7: 5–8% less time · 9: 5–9% less time · 10: 5–10% less time · 12: 6–10% less time | 60 |
| of Thrift | every mana cost is lower | mana cost | helmets, cloaks, rings, amulets | 2: 4–5% less · 4: 6–7% less · 6: 8–9% less · 8: 10–11% less · 10: 12–13% less · 12: 14–16% less | 60 |
| of Vitality | maximum hit points | life | weapons, missile weapons | 1: +2–4 · 2: +2–5 · 3: +3–6 · 4: +4–7 · 5: +5–7 · 7: +5–8 · 8: +6–9 · 9: +7–10 · 10: +7–11 · 11: +8–11 · 12: +9–12 | 100 |
| of Wands | the wands you use cast higher on their ladders, in rungs | wand rungs | gloves, rings | 4: +1 · 7: +1–2 · 10: +2 | 40 |
| of Warding | Deflection | deflection | body armour, gloves, boots | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| of Wariness | traps hurt less | traps | cloaks, boots | 2: 10–15% less · 4: 15–20% less · 6: 20–25% less · 8: 25–30% less · 10: 30–35% less · 12: 35–40% less | 60 |
| of Warmth | cold resistance | cold resistance | body armour, cloaks, gloves, boots, rings, amulets | 1: +10–15% · 2: +12–18% · 3: +14–21% · 4: +17–23% · 5: +19–26% · 6: +21–29% · 7: +23–32% · 8: +26–34% · 9: +28–37% · 10: +30–40% · 11: +32–43% · 12: +35–45% | 100 |
| of Wounding | adds a die of damage | extra damage | weapons, missile weapons | 3: 1d2 · 5: 1d2–1d3 · 7: 1d3 · 9: 1d3–1d4 · 11: 1d4–1d5 · 13: 1d5–1d6 | 40 |
Each tier’s value is rolled once, when the item is made, anywhere within its range. An item remembers each affix’s tier and value. How many affixes an item can hold is its capacity.
What systems have affixes
Every affix by the part of the game it works in, with the talents that work in the same place. An affix’s value adds to a talent’s, so a worn item and a talent stack within the same limits.
| Affix | Kind | System | What it changes | Talents beside it |
|---|---|---|---|---|
| Guarding | prefix | Armour and Defence | Parry | - |
| Hardened | prefix | Armour and Defence | Protection | Armour drill, Heavy armour mastery |
| Nimble | prefix | Armour and Defence | Dodge | Dodge |
| Oaken | prefix | Armour and Defence | natural armour | Thick skin |
| of Evasion | suffix | Armour and Defence | Dodge | Dodge |
| of the Tortoise | suffix | Armour and Defence | natural armour | Thick skin |
| of Warding | suffix | Armour and Defence | Deflection | Deflection |
| Reinforced | prefix | Armour and Defence | Armour | - |
| Shimmering | prefix | Armour and Defence | Deflection | Deflection |
| Sturdy | prefix | Armour and Defence | Shield | Shield expert |
| Supple | prefix | Armour and Defence | Dexterity may add more to Defence | Armour training |
| Burly | prefix | Burden | carrying capacity | Pack mule |
| Featherweight | prefix | Burden | lighter | - |
| of the Mule | suffix | Burden | carrying capacity | Pack mule |
| Accurate | prefix | Combat | to hit | Weapon focus |
| Brutal | prefix | Combat | critical damage multiplier | Brutal critical |
| Glinting | prefix | Combat | to hit | Weapon focus |
| Heavy | prefix | Combat | adds a die of damage | - |
| Keen | prefix | Combat | criticals threaten on more rolls | Improved critical |
| of Celerity | suffix | Combat | attacks faster | - |
| of Precision | suffix | Combat | to hit | Weapon focus |
| of Ruin | suffix | Combat | critical damage multiplier | Brutal critical |
| of Slaying | suffix | Combat | criticals threaten on more rolls | Improved critical |
| of Wounding | suffix | Combat | adds a die of damage | - |
| Sharp | prefix | Combat | damage, added to every roll | Brawn |
| Vicious | prefix | Combat | damage, added to every roll | Brawn |
| Corrosive | prefix | Damage types | adds a die of acid damage | - |
| Flaming | prefix | Damage types | adds a die of fire damage | - |
| Freezing | prefix | Damage types | adds a die of cold damage | - |
| of Glass | suffix | Damage types | acid resistance | Elemental ward |
| of the Adder | suffix | Damage types | poison resistance | Elemental ward |
| of the Anvil | suffix | Damage types | force resistance | Elemental ward |
| of the Living | suffix | Damage types | necrotic resistance | Elemental ward |
| of the Salamander | suffix | Damage types | fire resistance | Elemental ward |
| of the Storm | suffix | Damage types | electricity resistance | Elemental ward |
| of Warmth | suffix | Damage types | cold resistance | Elemental ward |
| Shocking | prefix | Damage types | adds a die of electricity damage | - |
| Venomous | prefix | Damage types | adds a die of poison damage | - |
| Withering | prefix | Damage types | adds a die of necrotic damage | - |
| Delving | prefix | Digging | digs faster | Tunneler |
| of Health | suffix | Diseases | disease checks | Strong constitution |
| Hobnailed | prefix | Doors | Strength for kicking doors and chests in | Lockbreaker |
| Hale | prefix | Hit points | maximum hit points | Hardy |
| of Mending | suffix | Hit points | hit points come back faster | Healthy |
| of Vitality | suffix | Hit points | maximum hit points | Hardy |
| of Sustenance | suffix | Hunger | hunger comes slower | Lean |
| of Light | suffix | Light | the wearer glows | - |
| Radiant | prefix | Light | the wearer glows | - |
| Mystic | prefix | Mana | maximum mana | Deep well |
| of Clarity | suffix | Mana | mana comes back faster | Clear mind |
| of Siphoning | suffix | Mana | mana on a kill within 3 cells | - |
| of Thrift | suffix | Mana | every mana cost is lower | Frugal caster |
| of Durability | suffix | Objects | breaks less often | - |
| of Proof | suffix | Objects | nothing damages the item: acid, rust, fire, a spell’s ruin, or a failed temper | - |
| of the Alchemist | suffix | Potions | a potion drunk is not used up | Thrifty drinker |
| Hunter’s | prefix | Ranged combat | range, in cells | Far shot |
| of Reach | suffix | Ranged combat | range, in cells | Far shot |
| Steady | prefix | Ranged combat | less Strength needed to draw | - |
| of Fury | suffix | Resources | maximum rage | - |
| of Guile | suffix | Resources | maximum openings | - |
| of Steadiness | suffix | Resources | maximum focus | - |
| of Stillness | suffix | Resources | maximum ki | Inner calm |
| of the Muse | suffix | Resources | maximum inspiration | - |
| of Appraisal | suffix | Skills | Appraise (a skill), for those trained in it | - |
| of Balance | suffix | Skills | Balance (a skill) | - |
| of Disarming | suffix | Skills | Disable device (a skill), for those trained in it | - |
| of Haggling | suffix | Skills | Negotiation (a skill) | - |
| of Seeking | suffix | Skills | Search (a skill) | - |
| of Shadows | suffix | Skills | Stealth (a skill) | - |
| of the Cutpurse | suffix | Skills | Steal (a skill), for those trained in it | - |
| of the Eagle | suffix | Skills | Spot (a skill) | - |
| of the Fox | suffix | Skills | Listen (a skill) | - |
| of the Hare | suffix | Skills | Tumble (a skill) | - |
| of the Leech | suffix | Skills | Heal (a skill), for those trained in it | - |
| of the Picklock | suffix | Skills | Open lock (a skill), for those trained in it | - |
| of the Scholar | suffix | Skills | Decipher script (a skill) | - |
| of the Stag | suffix | Skills | Athletics (a skill) | - |
| of the Wanderer | suffix | Skills | Survival (a skill) | - |
| Fleet | prefix | Speed | you move faster | Headlong, Step of the wind |
| of the Wind | suffix | Speed | you move faster | Headlong, Step of the wind |
| Baleful | prefix | Spells | your spells threaten a critical on more rolls | - |
| Mage-wrought | prefix | Spells | this armour’s spell cost surcharge is lower, in points | - |
| of Farcasting | suffix | Spells | your spells’ reach, in cells | School focus |
| of Lingering | suffix | Spells | your buffs and hexes last more degrees | - |
| of the Magus | suffix | Spells | to hit with your own spells | - |
| of Wands | suffix | Spells | the wands you use cast higher on their ladders, in rungs | Wand mastery |
| Potent | prefix | Spells | added to your spells’ rolls, harm or healing | - |
| of Breath | suffix | Stamina | stamina comes back faster | Steady breathing |
| of Ease | suffix | Stamina | weapon feats cost less stamina | Drillmaster |
| of the Hunt | suffix | Stamina | stamina on a kill within 3 cells | - |
| Tireless | prefix | Stamina | maximum stamina | Deep lungs |
| of the Bear | suffix | Stats | Strength | - |
| of the Lion | suffix | Stats | Presence | - |
| of the Lynx | suffix | Stats | Dexterity | - |
| of the Owl | suffix | Stats | Intelligence | - |
| of the Ox | suffix | Stats | Toughness | - |
| of the Sage | suffix | Stats | Willpower | - |
| of Stealth | suffix | Stealth | quieter footsteps | Light step |
| of Wariness | suffix | Traps | traps hurt less | Trap sense |
Names
A magic item is called by its prefix and suffix around its base: “Sharp long sword”, “long sword of the Bear”, “Sharp long sword of the Bear”. A rare item gets a name of two words, the second fitting what it is, followed by its base: “Grim Bite, long sword”.
A gem the item is set with (see Gems) goes between the prefix and the base, “Sharp emerald-pommelled long sword of the Bear”, and shows even when the item is unidentified. A rare item keeps its two words and the gem goes with its base: “Grim Bite, emerald-pommelled long sword”. An item of a material other than its usual one (see Materials) names that material after the gem: “Sharp emerald-pommelled bronze long sword of the Bear”.
First words: Grim, Dread, Storm, Blood, Doom, Ash, Gloom, Rune, Ember, Frost, Shadow, Wraith, Iron, Thorn, Hollow, Raven, Bone, Dusk, Pale, Wolf, Viper, Night, Bitter, Ghoul, Oath, Hex, Gale, Mire, Cinder, Star.
| Kind | Second words |
|---|---|
| Weapons | Bite, Edge, Fang, Thirst, Bane, Song, Wound, Razor, Spike, Scar, Reaver, Gnash, Sever, Hunger |
| Missile weapons | Song, Bolt, Wing, Strike, Flight, Arc, Whisper, Thorn, Sting, Volley |
| Ammunition | Sting, Barb, Quill, Dart, Splinter, Point, Needle, Tooth |
| Body armour | Shell, Hide, Coat, Carapace, Mantle, Ward, Husk, Skin, Bastion, Wrap |
| Helmets | Crown, Visage, Brow, Cowl, Veil, Mask, Halo, Horn, Peak |
| Cloaks | Shroud, Mantle, Wing, Veil, Pall, Drape, Shade, Cape |
| Gloves | Grip, Clutch, Hand, Claw, Fist, Touch, Hold, Knuckle |
| Boots | Stride, Track, Trail, March, Tread, Step, Road, Hoof |
| Shields | Wall, Guard, Ward, Bulwark, Aegis, Barrier, Rampart, Bastion |
| Rings | Loop, Band, Coil, Circle, Spiral, Hoop, Knot, Whorl |
| Amulets | Charm, Talisman, Eye, Heart, Locket, Pendant, Beads, Clasp |
| Tools | Tooth, Fang, Bite, Jaw, Maw |
See also: Magic items, Enchanting, and Magic crystals.