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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 itemKindStatsWeightFrom item levelHow often
KnifeweaponsDagger, for the main hand; Damage 1d3; criticals on 22–24, ×2 damage; Slashing damage; Finesse: Dexterity guides its blows, not Strength200 g14.3%
StilettoweaponsDagger, 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 Strength300 g34.3%
DaggerweaponsDagger, 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 Strength450 g14.3%
Short swordweaponsShort blade, for the main hand; Damage 1d6; criticals on 20–24, ×2 damage; Slashing or piercing damage; Finesse: Dexterity guides its blows, not Strength1.1 kg14.3%
ScimitarweaponsShort blade, for the main hand; Damage 1d6; criticals on 19–24, ×2 damage; Slashing damage1.5 kg24.3%
RapierweaponsLong blade, for the main hand; Damage 1d6; criticals on 19–24, ×2 damage; Piercing damage; Quick to strike; Finesse: Dexterity guides its blows, not Strength1.1 kg24.3%
Long swordweaponsLong blade, for the main hand; Damage 1d9; criticals on 20–24, ×2 damage; Slashing or piercing damage1.8 kg14.3%
Great swordweaponsGreat blade, for both hands; Damage 2d6; criticals on 20–24, ×2 damage; Slashing damage; Slow to strike3.5 kg34.3%
Hand axeweaponsAxe, for the main hand; Damage 1d6; criticals on 22–24, ×3 damage; Slashing damage; Thrown up to 4 cells1.3 kg14.3%
Battle axeweaponsAxe, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Slashing damage2.6 kg24.3%
Great axeweaponsAxe, for both hands; Damage 1d12; criticals on 22–24, ×3 damage; Slashing damage; Slow to strike5 kg44.3%
ClubweaponsMace or club, for the main hand; Damage 1d6; criticals on 22–24, ×2 damage; Bludgeoning damage1.4 kg14.3%
MaceweaponsMace or club, for the main hand; Damage 1d8; criticals on 22–24, ×2 damage; Bludgeoning damage2.7 kg14.3%
Morning starweaponsMace or club, for the main hand; Damage 2d4; criticals on 22–24, ×2 damage; Bludgeoning or piercing damage3 kg34.3%
War hammerweaponsMace or club, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Bludgeoning damage; Pierces armour2.3 kg34.3%
MaulweaponsMace or club, for both hands; Damage 2d6; criticals on 22–24, ×3 damage; Bludgeoning damage; Slow to strike6 kg54.3%
JavelinweaponsSpear, for the main hand; Damage 1d6; criticals on 22–24, ×2 damage; Piercing damage; Thrown up to 8 cells1 kg14.3%
SpearweaponsSpear, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Piercing damage; Thrown up to 6 cells1.8 kg14.3%
TridentweaponsSpear, for the main hand; Damage 1d8; criticals on 22–24, ×2 damage; Piercing damage; Parry +12 kg34.3%
GlaiveweaponsPolearm, for both hands; Damage 1d10; criticals on 20–24, ×2 damage; Slashing damage; Slow to strike; Parry +15 kg54.3%
HalberdweaponsPolearm, for both hands; Damage 1d10; criticals on 22–24, ×3 damage; Slashing or piercing damage; Slow to strike5.5 kg34.3%
QuarterstaffweaponsStaff, for both hands; Damage 1d6; criticals on 22–24, ×2 damage; Bludgeoning damage; Parry +12 kg14.3%
Ironwood staffweaponsStaff, for both hands; Damage 1d8; criticals on 22–24, ×2 damage; Bludgeoning damage; Parry +12.5 kg44.3%
Short bowmissile weaponsBow, 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 cells700 g116.7%
Long war bowmissile weaponsBow, 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 cells1.3 kg316.7%
Composite bowmissile weaponsBow, 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 cells1 kg516.7%
Crossbowmissile weaponsCrossbow, 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 shot3.2 kg216.7%
Heavy crossbowmissile weaponsCrossbow, 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 shot4.5 kg516.7%
Slingmissile weaponsSling, readied as a missile weapon; shoots sling stones; Damage 1d4 a shot; criticals on 22–24, ×2 damage; Bludgeoning damage; Shoots up to 9 cells100 g116.7%
Sling stoneammunitionAmmunition, quivered; shot from slings40 g123.1%
ArrowammunitionAmmunition, quivered; shot from bows; Breaks on a hit 30% of the time30 g146.2%
Crossbow boltammunitionAmmunition, quivered; shot from crossbows; Pierces armour; Breaks on a hit 20% of the time60 g230.8%
Padded coatbody armourArmour +1; Resists cold 10%; Dexterity adds at most +8 to Defence while worn4 kg114.3%
Leather jerkinbody armourArmour +1; Protection 1; Resists acid 10%; Dexterity adds at most +6 to Defence while worn3.5 kg114.3%
Studded leather jerkinbody armourArmour +2; Protection 1; Resists acid 10%; Dexterity adds at most +5 to Defence while worn6.5 kg214.3%
Chain mail shirtbody armourArmour +2; Protection 3 (+1 against slashing, −1 against piercing); Dexterity adds at most +4 to Defence while worn11 kg314.3%
Suit of scale mailbody armourArmour +2; Protection 4 (+1 against slashing, −1 against bludgeoning); Dexterity adds at most +3 to Defence while worn14 kg414.3%
Suit of banded mailbody armourArmour +1; Protection 5 (+1 against slashing); Dexterity adds at most +1 to Defence while worn17 kg614.3%
Suit of plate armourbody armourArmour +1; Protection 6; Dexterity adds at most +1 to Defence while worn22 kg714.3%
Leather caphelmets-600 g133.3%
Iron helmhelmetsProtection 11.5 kg133.3%
Great helmhelmetsProtection 23 kg433.3%
Wool cloakcloaksResists cold 10%1.2 kg133.3%
Travelling cloakcloaks-1.8 kg233.3%
Fur cloakcloaksProtection 1; Resists cold 20%2.5 kg433.3%
Pair of leather glovesgloves-250 g150%
Pair of gauntletsglovesProtection 11 kg350%
Pair of leather bootsboots-1 kg150%
Pair of iron-shod bootsbootsProtection 12 kg350%
BucklershieldsShield +11.5 kg125%
Small shieldshieldsShield +12.5 kg125%
Large shieldshieldsShield +26 kg325%
Tower shieldshieldsShield +3; Dexterity adds at most +2 to Defence while worn12 kg625%
Iron ringrings-10 g133.3%
Silver ringrings-10 g133.3%
Gold ringrings-10 g333.3%
Bone amuletamulets-60 g125%
Amber amuletamulets-60 g225%
Jade amuletamulets-80 g125%
Gold and ruby amuletamulets-90 g425%
Pick-axetoolsReadied: tool; Digs at 103 kg3100%

“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.
PrefixEffectCategoryRolls onTiers (item level: value)Weight
Accurateto hitaccuracyhelmets, gloves, rings, amulets1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
Balefulyour spells threaten a critical on more rollsspell criticalweapons, gloves, amulets4: +1 · 10: +240
Brutalcritical damage multipliercritical multiplierweapons, missile weapons4: +140
Burlycarrying capacitycarryingbody armour, gloves1: +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 kg60
Corrosiveadds a die of acid damageacid damageweapons, missile weapons, ammunition2: 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: 1d840
Delvingdigs fasterdiggingbody armour, gloves, tools2: 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 time60
Featherweightlighterweightweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, tools1: 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
Flamingadds a die of fire damagefire damageweapons, missile weapons, ammunition2: 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: 1d860
Fleetyou move fastermovement speedboots1: 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 time100
Freezingadds a die of cold damagecold damageweapons, missile weapons, ammunition2: 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: 1d850
Glintingto hitaccuracyweapons, missile weapons, ammunition1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4100
GuardingParryparryweapons1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +360
Halemaximum hit pointslifebody armour, helmets, cloaks, gloves, boots, shields, rings, amulets1: +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: +9–12100
HardenedProtectionprotectionbody armour, helmets, cloaks, gloves, boots1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
Heavyadds a die of damageextra damageweapons, missile weapons1: 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: 1d6–1d8100
HobnailedStrength for kicking doors and chests inkickboots1: +1 · 4: +2 · 7: +3 · 10: +460
Hunter’srange, in cellsrangemissile weapons1: +1–2 · 4: +1–3 · 7: +2–3 · 9: +2–4 · 12: +3–4100
Keencriticals threaten on more rollscritical chanceweapons, missile weapons, ammunition2: +1 · 7: +1–2 · 12: +260
Mage-wroughtthis armour’s spell cost surcharge is lower, in pointsspell armourbody armour, helmets, shields2: 4 points less · 4: 7 points less · 6: 10 points less · 8: 13 points less · 10: 16 points less · 12: 20 points less50
Mysticmaximum manamanaweapons, helmets, cloaks, gloves, rings, amulets1: +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: +9–12100
NimbleDodgedodgegloves, boots1: +1 · 7: +1–2 · 12: +2100
Oakennatural armournatural armourbody armour, amulets1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
Potentadded to your spells’ rolls, harm or healingspell powerweapons, rings, amulets3: +1 · 7: +2 · 11: +350
Radiantthe wearer glowslightweapons, helmets, shields1: faintly glowing (2 cells) · 4: glowing (3 cells) · 7: brightly glowing (4 cells)50
ReinforcedArmourarmourbody armour1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
Sharpdamage, added to every rollphysical damageweapons, ammunition1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4100
ShimmeringDeflectiondeflectionhelmets, cloaks, shields, rings, amulets1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
Shockingadds a die of electricity damageelectricity damageweapons, missile weapons, ammunition2: 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: 1d850
Steadyless Strength needed to drawdrawmissile weapons1: 1–2 less · 4: 1–3 less · 7: 2–3 less · 9: 2–4 less · 12: 3–4 less60
SturdyShieldshieldshields1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
SuppleDexterity may add more to Defencemax dexteritybody armour, shields1: +1 · 5: +1–2 · 8: +1–3 · 12: +2–360
Tirelessmaximum staminastaminabody armour, gloves, boots, rings, amulets1: +1 · 3: +1–2 · 5: +2 · 7: +2–3 · 9: +3 · 11: +3–4 · 12: +4–560
Venomousadds a die of poison damagepoison damageweapons, ammunition2: 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: 1d840
Viciousdamage, added to every rollphysical damagegloves, rings, amulets2: +1 · 7: +1–2 · 12: +260
Witheringadds a die of necrotic damagenecrotic damageweapons, ammunition2: 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: 1d830

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:

SuffixSkill
of SeekingSearch
of the EagleSpot
of the StagAthletics
of the LeechHeal
of the PicklockOpen lock
of DisarmingDisable device
of AppraisalAppraise
of HagglingNegotiation
of the ScholarDecipher script
of the CutpurseSteal

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.

SuffixEffectCategoryRolls onTiers (item level: value)Weight
of AppraisalAppraise (a skill), for those trained in itappraisehelmets, rings, amulets1: +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: +45–5060
of BalanceBalance (a skill)balancebody armour, boots, amulets1: +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: +35–5060
of Breathstamina comes back fasterstamina pacebody armour, helmets, cloaks, amulets1: 10–15% · 3: 17–22% · 5: 24–30% · 7: 31–37% · 9: 38–45% · 11: 45–52% · 12: 50–60%60
of Celerityattacks fasterattack speedweapons, missile weapons, gloves, rings1: 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 time100
of Claritymana comes back fastermana regenerationhelmets, cloaks, rings, amulets1: 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 DisarmingDisable device (a skill), for those trained in itdisable devicegloves1: +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: +28–3260
of Durabilitybreaks less oftendurabilityammunition1: 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 Easeweapon feats cost less staminastamina costweapons, missile weapons, shields, gloves3: 1 less · 7: 1–2 less · 10: 2 less40
of EvasionDodgedodgebody armour, helmets, cloaks, amulets1: +1 · 7: +1–2 · 12: +2100
of Farcastingyour spells’ reach, in cellsspell reachcloaks, rings, amulets2: +1 · 6: +1–2 · 9: +250
of Furymaximum rageragebody armour, rings, amulets2: +2 · 4: +3 · 6: +4 · 8: +5 · 10: +6–7 · 12: +7–840
of Glassacid resistanceacid resistancebody armour, gloves, boots, amulets1: +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 Guilemaximum openingsopeningsbody armour, rings, amulets2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +340
of HagglingNegotiation (a skill)negotiationhelmets, rings, amulets1: +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: +45–5060
of Healthdisease checksdiseasebody armour, cloaks, rings, amulets1: +1 · 4: +1–2 · 7: +2 · 10: +360
of Lightthe wearer glowslightcloaks, rings, amulets1: faintly glowing (2 cells) · 4: glowing (3 cells) · 7: brightly glowing (4 cells)60
of Lingeringyour buffs and hexes last more degreesspell durationhelmets, rings, amulets3: +1 · 7: +1–2 · 10: +250
of Mendinghit points come back fasterlife regenerationbody armour, helmets, rings, amulets1: 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 Precisionto hitaccuracyweapons, missile weapons, ammunition, gloves1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4100
of Proofnothing damages the item: acid, rust, fire, a spell’s ruin, or a failed temperproofweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets4: proof30
of Reachrange, in cellsrangeweapons1: +1–2 · 7: +1–3 · 12: +2–3100
of Ruincritical damage multipliercritical multiplierammunition, gloves, amulets4: +140
of SeekingSearch (a skill)searchhelmets, rings, amulets1: +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: +45–5060
of ShadowsStealth (a skill)stealthcloaks, gloves, boots, amulets1: +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: +20–30100
of Siphoningmana on a kill within 3 cellsmana on killweapons, missile weapons, amulets3: +1 · 7: +1–2 · 10: +2 · 13: +2–340
of Slayingcriticals threaten on more rollscritical chancegloves, rings, amulets3: +1 · 8: +1–2 · 12: +260
of Steadinessmaximum focusfocusbody armour, rings, amulets2: +1 · 4: +1–2 · 6: +2 · 8: +2–3 · 10: +3 · 12: +440
of Stealthquieter footstepsstealthbody armour, cloaks, gloves, boots, amulets1: 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 Stillnessmaximum kikibody armour, rings, amulets2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +340
of Sustenancehunger comes slowerhungerbody armour, cloaks, rings, amulets2: 8–10% slower · 4: 12–14% slower · 6: 16–19% slower · 8: 21–24% slower · 10: 25–29% slower · 12: 30–35% slower60
of the Adderpoison resistancepoison resistancebody armour, cloaks, rings, amulets1: +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 Alchemista potion drunk is not used uppotionsgloves, rings, amulets3: 8–10% kept · 5: 11–13% kept · 7: 14–16% kept · 9: 17–19% kept · 11: 20–22% kept · 12: 22–25% kept40
of the Anvilforce resistanceforce resistanceshields, rings, amulets1: +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 BearStrengthstrengthweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets, tools1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4100
of the CutpurseSteal (a skill), for those trained in itstealgloves, cloaks1: +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: +28–3260
of the EagleSpot (a skill)spothelmets, amulets1: +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: +28–3260
of the FoxListen (a skill)listenhelmets, rings, amulets1: +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: +30–50100
of the HareTumble (a skill)tumblebody armour, cloaks, boots, amulets1: +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: +25–40100
of the Huntstamina on a kill within 3 cellsstamina on killweapons, missile weapons, boots3: +1 · 10: +1–240
of the LeechHeal (a skill), for those trained in ithealgloves, rings1: +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: +28–3260
of the LionPresencepresenceweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–460
of the Livingnecrotic resistancenecrotic resistancebody armour, amulets1: +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 LynxDexteritydexterityweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4100
of the Magusto hit with your own spellsspell to hitweapons, gloves, rings, amulets1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 11: +360
of the Mulecarrying capacitycarryingbody armour, cloaks, gloves, boots, rings, amulets1: +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 kg100
of the Musemaximum inspirationinspirationbody armour, rings, amulets2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +340
of the OwlIntelligenceintelligenceweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–460
of the OxToughnesstoughnessweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4100
of the PicklockOpen lock (a skill), for those trained in itopen lockgloves, rings1: +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: +28–3260
of the SageWillpowerwillpowerweapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–460
of the Salamanderfire resistancefire resistancebody armour, cloaks, shields, rings, amulets1: +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 ScholarDecipher script (a skill)decipher scriptweapons, helmets, rings, amulets1: +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: +45–5060
of the StagAthletics (a skill)athleticsbody armour, boots1: +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: +45–5060
of the Stormelectricity resistanceelectricity resistancecloaks, shields, rings, amulets1: +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 Tortoisenatural armournatural armourhelmets, cloaks, shields1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
of the WandererSurvival (a skill)survivalcloaks, boots1: +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: +35–5060
of the Windyou move fastermovement speedcloaks, amulets2: 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 time60
of Thriftevery mana cost is lowermana costhelmets, cloaks, rings, amulets2: 4–5% less · 4: 6–7% less · 6: 8–9% less · 8: 10–11% less · 10: 12–13% less · 12: 14–16% less60
of Vitalitymaximum hit pointslifeweapons, missile weapons1: +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: +9–12100
of Wandsthe wands you use cast higher on their ladders, in rungswand rungsgloves, rings4: +1 · 7: +1–2 · 10: +240
of WardingDeflectiondeflectionbody armour, gloves, boots1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3100
of Warinesstraps hurt lesstrapscloaks, boots2: 10–15% less · 4: 15–20% less · 6: 20–25% less · 8: 25–30% less · 10: 30–35% less · 12: 35–40% less60
of Warmthcold resistancecold resistancebody armour, cloaks, gloves, boots, rings, amulets1: +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 Woundingadds a die of damageextra damageweapons, missile weapons3: 1d2 · 5: 1d2–1d3 · 7: 1d3 · 9: 1d3–1d4 · 11: 1d4–1d5 · 13: 1d5–1d640

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.

AffixKindSystemWhat it changesTalents beside it
GuardingprefixArmour and DefenceParry-
HardenedprefixArmour and DefenceProtectionArmour drill, Heavy armour mastery
NimbleprefixArmour and DefenceDodgeDodge
OakenprefixArmour and Defencenatural armourThick skin
of EvasionsuffixArmour and DefenceDodgeDodge
of the TortoisesuffixArmour and Defencenatural armourThick skin
of WardingsuffixArmour and DefenceDeflectionDeflection
ReinforcedprefixArmour and DefenceArmour-
ShimmeringprefixArmour and DefenceDeflectionDeflection
SturdyprefixArmour and DefenceShieldShield expert
SuppleprefixArmour and DefenceDexterity may add more to DefenceArmour training
BurlyprefixBurdencarrying capacityPack mule
FeatherweightprefixBurdenlighter-
of the MulesuffixBurdencarrying capacityPack mule
AccurateprefixCombatto hitWeapon focus
BrutalprefixCombatcritical damage multiplierBrutal critical
GlintingprefixCombatto hitWeapon focus
HeavyprefixCombatadds a die of damage-
KeenprefixCombatcriticals threaten on more rollsImproved critical
of CeleritysuffixCombatattacks faster-
of PrecisionsuffixCombatto hitWeapon focus
of RuinsuffixCombatcritical damage multiplierBrutal critical
of SlayingsuffixCombatcriticals threaten on more rollsImproved critical
of WoundingsuffixCombatadds a die of damage-
SharpprefixCombatdamage, added to every rollBrawn
ViciousprefixCombatdamage, added to every rollBrawn
CorrosiveprefixDamage typesadds a die of acid damage-
FlamingprefixDamage typesadds a die of fire damage-
FreezingprefixDamage typesadds a die of cold damage-
of GlasssuffixDamage typesacid resistanceElemental ward
of the AddersuffixDamage typespoison resistanceElemental ward
of the AnvilsuffixDamage typesforce resistanceElemental ward
of the LivingsuffixDamage typesnecrotic resistanceElemental ward
of the SalamandersuffixDamage typesfire resistanceElemental ward
of the StormsuffixDamage typeselectricity resistanceElemental ward
of WarmthsuffixDamage typescold resistanceElemental ward
ShockingprefixDamage typesadds a die of electricity damage-
VenomousprefixDamage typesadds a die of poison damage-
WitheringprefixDamage typesadds a die of necrotic damage-
DelvingprefixDiggingdigs fasterTunneler
of HealthsuffixDiseasesdisease checksStrong constitution
HobnailedprefixDoorsStrength for kicking doors and chests inLockbreaker
HaleprefixHit pointsmaximum hit pointsHardy
of MendingsuffixHit pointshit points come back fasterHealthy
of VitalitysuffixHit pointsmaximum hit pointsHardy
of SustenancesuffixHungerhunger comes slowerLean
of LightsuffixLightthe wearer glows-
RadiantprefixLightthe wearer glows-
MysticprefixManamaximum manaDeep well
of ClaritysuffixManamana comes back fasterClear mind
of SiphoningsuffixManamana on a kill within 3 cells-
of ThriftsuffixManaevery mana cost is lowerFrugal caster
of DurabilitysuffixObjectsbreaks less often-
of ProofsuffixObjectsnothing damages the item: acid, rust, fire, a spell’s ruin, or a failed temper-
of the AlchemistsuffixPotionsa potion drunk is not used upThrifty drinker
Hunter’sprefixRanged combatrange, in cellsFar shot
of ReachsuffixRanged combatrange, in cellsFar shot
SteadyprefixRanged combatless Strength needed to draw-
of FurysuffixResourcesmaximum rage-
of GuilesuffixResourcesmaximum openings-
of SteadinesssuffixResourcesmaximum focus-
of StillnesssuffixResourcesmaximum kiInner calm
of the MusesuffixResourcesmaximum inspiration-
of AppraisalsuffixSkillsAppraise (a skill), for those trained in it-
of BalancesuffixSkillsBalance (a skill)-
of DisarmingsuffixSkillsDisable device (a skill), for those trained in it-
of HagglingsuffixSkillsNegotiation (a skill)-
of SeekingsuffixSkillsSearch (a skill)-
of ShadowssuffixSkillsStealth (a skill)-
of the CutpursesuffixSkillsSteal (a skill), for those trained in it-
of the EaglesuffixSkillsSpot (a skill)-
of the FoxsuffixSkillsListen (a skill)-
of the HaresuffixSkillsTumble (a skill)-
of the LeechsuffixSkillsHeal (a skill), for those trained in it-
of the PicklocksuffixSkillsOpen lock (a skill), for those trained in it-
of the ScholarsuffixSkillsDecipher script (a skill)-
of the StagsuffixSkillsAthletics (a skill)-
of the WanderersuffixSkillsSurvival (a skill)-
FleetprefixSpeedyou move fasterHeadlong, Step of the wind
of the WindsuffixSpeedyou move fasterHeadlong, Step of the wind
BalefulprefixSpellsyour spells threaten a critical on more rolls-
Mage-wroughtprefixSpellsthis armour’s spell cost surcharge is lower, in points-
of FarcastingsuffixSpellsyour spells’ reach, in cellsSchool focus
of LingeringsuffixSpellsyour buffs and hexes last more degrees-
of the MagussuffixSpellsto hit with your own spells-
of WandssuffixSpellsthe wands you use cast higher on their ladders, in rungsWand mastery
PotentprefixSpellsadded to your spells’ rolls, harm or healing-
of BreathsuffixStaminastamina comes back fasterSteady breathing
of EasesuffixStaminaweapon feats cost less staminaDrillmaster
of the HuntsuffixStaminastamina on a kill within 3 cells-
TirelessprefixStaminamaximum staminaDeep lungs
of the BearsuffixStatsStrength-
of the LionsuffixStatsPresence-
of the LynxsuffixStatsDexterity-
of the OwlsuffixStatsIntelligence-
of the OxsuffixStatsToughness-
of the SagesuffixStatsWillpower-
of StealthsuffixStealthquieter footstepsLight step
of WarinesssuffixTrapstraps hurt lessTrap 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.

KindSecond words
WeaponsBite, Edge, Fang, Thirst, Bane, Song, Wound, Razor, Spike, Scar, Reaver, Gnash, Sever, Hunger
Missile weaponsSong, Bolt, Wing, Strike, Flight, Arc, Whisper, Thorn, Sting, Volley
AmmunitionSting, Barb, Quill, Dart, Splinter, Point, Needle, Tooth
Body armourShell, Hide, Coat, Carapace, Mantle, Ward, Husk, Skin, Bastion, Wrap
HelmetsCrown, Visage, Brow, Cowl, Veil, Mask, Halo, Horn, Peak
CloaksShroud, Mantle, Wing, Veil, Pall, Drape, Shade, Cape
GlovesGrip, Clutch, Hand, Claw, Fist, Touch, Hold, Knuckle
BootsStride, Track, Trail, March, Tread, Step, Road, Hoof
ShieldsWall, Guard, Ward, Bulwark, Aegis, Barrier, Rampart, Bastion
RingsLoop, Band, Coil, Circle, Spiral, Hoop, Knot, Whorl
AmuletsCharm, Talisman, Eye, Heart, Locket, Pendant, Beads, Clasp
ToolsTooth, Fang, Bite, Jaw, Maw

See also: Magic items, Enchanting, and Magic crystals.