Last Epoch · Itemization Tools v1.4.4 · data via tunklab
Data sources. Affixes, uniques, skills, monsters, and ailments mirrored from lastepoch.tunklab.com by Tunk. Passive trees and node icons sourced from Last Epoch Planner (a Path of Building fork). Personal-research mirror — not affiliated with either project, or with Eleventh Hour Games.

Last Epoch Itemization Tools

Searchable affix & unique browser, written guide, and a unified JSON dataset of every item, skill, ailment, and monster — all derived from the data Tunk maintains at lastepoch.tunklab.com.

Affixes
Uniques
Set Items
Skills
Monsters
Ailments

Affix Browser

Search every affix by stat name. Filter by slot, prefix/suffix, class, or "exclusive only" to find slot-locked stats.

Uniques + Sets

410 uniques and 23 sets, archetype-tagged. Filter by reroll % to plan farming priorities.

Itemization Guide

14-section written guide structured around "I need X stat → I farm Y." Per-class, per-archetype, per-slot.

Search Affixes

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Avg Max Roll
Slots
Exclusive
Affix Type Lvl Max Roll Tiers Rolls on Class

Slot Explorer

Affix Type Max Roll Other slots Class

Uniques (410 + 59 set items)

Unique Slot Lvl Reroll Description

Set Items (23 sets, 59 pieces)

Set bonuses scale with how many pieces of the same set you wear simultaneously.

Ailments & Buffs (140)

Name Type Duration Stacks DoT Description

Monsters & Champions

Name Level HP Armor Timelines Skills

Skills (137 — with tree-node count)

Skill Mana Tree nodes Description

Affixes by slot

Prefix vs Suffix

Affixes per class

Slot coverage breadth

Class × Archetype matrix

Where each class's build identity lives. High numbers = deep affix support for that archetype.

Class-locked affix density per slot

Bigger bars = more class-only affixes available for that slot.

Build Templates

Curated builds with skill setup, gear by slot with affix priorities, idol picks, and a downloadable Last Epoch loot filter .xml tuned to that build.

Class Passive Trees

Click a class to see its base passives + 3 mastery-locked ascendancy trees. Data sourced from LastEpochPlanner (PoB fork).

Last Epoch Affix Guide — "I need X stat, where do I farm?"

Built from extracted game data (version 1.4.4). Numbers are T7 max rolls — the highest possible value for that affix at the top tier. Reforged unique-mod affixes excluded; class-restricted affixes called out where relevant.

How veterans think: "I need this stat → I need to slam this affix on this slot." This guide is organized that way. Section 1 is the lookup ("I need crit chance, where?"). Section 2 is the reverse ("I'm rolling a belt, what should I chase?"). Section 3 is the cheat sheet of stats you can only get on certain slots — these are the ones that lock your build into a piece.


1 · Stat-to-slot lookup (farm map)

Defenses

Health pool

If you need Best affix T7 max Farm on
Flat HP, on almost anything Added Health (prefix) +325 Helm, Body, Belt, Boots, Gloves, Shield, Ring, Relic, Amulet
HP on the slots Added Health doesn't dominate Hybrid Health (prefix) +243 Gloves, Boots, Belt
HP + utility on accessory Health and Stun Avoidance (suffix) +234 Belt, Amulet
HP on a ring/relic Added Health and Health Regen (prefix) +243 Ring, Relic
% increased HP Increased Health (prefix) +1.4× Helm, Body, Belt
Health regen Health Regen per Second (prefix) +70 Helm, Amulet, Gloves
Health on hit / kill Health on Melee Hit / Health on Kill +80 / +75 Weapons only
Block-only HP gain Health Gained on Block +150 Shield only

Mitigation

Stat Best affix T7 max Farm on
Armor (flat) Armor (prefix) +520 Helm, Body, Boots, Gloves, Shield
Armor + crit reduction (best on body/helm) Armor and Reduced Bonus Damage from Crits +440 Helm, Body, Boots, Gloves, Belt, Shield
All Resistances All Resistances (prefix) +0.6× Shield only
Single-element Resistance Resistance (prefix) +1.5× (150%) Every armor + accessory + Quiver
Two-element Resistance hybrid + Resistance +0.35× (35% each) Same broad spread (saves an affix slot)
Block Chance Added Block Chance (prefix) +0.39× (39%) Shield only
Block Effectiveness Added Block Effectiveness (prefix) +2800 Shield only
Dodge (best single source) Dodge while Evading and Increased Dodge +1800 Boots only
Dodge (broad) Added Dodge Rating +400 Helm, Body, Belt, Boots, Gloves, Amulet, Ring, Catalyst
Endurance Threshold (huge belt) Endurance Threshold (prefix) +400 Belt only
Endurance Threshold + Ward decay (suffix combo) +245 Body, Belt
Crit reduction taken Reduced Bonus Damage from Crits bundled with Armor combo Helm, Body, Boots, Gloves, Belt, Shield

Ward

Stat Best affix T7 max Farm on
Ward per Second Increased Ward Per Second +1× Wands, 1H Scepter, 2H Staff, Catalyst, Helm, Body
Ward Retention Increased Ward Retention +1× Wands, 1H Scepter, 2H Staff, Catalyst, Body Armor
Ward Decay Threshold Added Intelligence and Ward Decay Threshold per Int varies Catalyst only
Ward on Potion Use (massive) Experimental Ward on Potion Use +620 Belt only

Offense

Speed

Stat Best affix T7 max Farm on
Movement Speed (the only meaningful source) Increased Movement Speed +0.48× (48%) Boots only
MS triggered (4s after potion) Increased MS for 4s after Potion +0.35× Belt only
Melee Attack Speed Increased Melee Attack Speed +0.53× All 1H/2H melee weapons + Gloves
Bow Attack Speed Increased Bow Attack Speed +0.53× Bows, Quiver
Throwing Attack Speed Increased Throwing Attack Speed +0.63× Gloves, Ring
Cast Speed (broad) Increased Cast Speed +0.53× Wands, 1H Scepter, 1H Dagger, 2H Staff, Catalyst, Gloves, Relic
Combined Attack + Cast Speed Increased Attack and Cast Speed +0.21× Gloves only
Cooldown Recovery Increased Cooldown Recovery Speed varies Catalyst, Boots, Amulet, Relic

Crits

Stat Best affix T7 max Farm on
Added Crit Multiplier (universal) Added Critical Strike Multiplier (suffix) +1× (100%) All weapons, Catalyst, Relic, Amulet
Crit Multi vs Frozen Crit Multi + vs-Frozen hybrid +0.6× (60%) All 1H/2H weapons, Bows, Quiver, Catalyst
% Crit Chance (skill-specific) Crit Chance +3.6× (360%) Helm, Body
Bow Crit on hit Added Crit Chance and Shuriken-on-Bow-Crit +0.06× Specific bow combos
Crit Avoidance (defensive) Reduced Bonus Damage from Crits (in armor combo) +0.9× Same as Armor combo

Damage / penetration

Stat Best affix T7 max Farm on
Penetration (single element) Penetration +0.42× (42%) Amulet only
Damage on weapon Increased Damage varies Weapons, often Quiver too
Spell Damage Increased Spell Damage +0.53× Wands, 1H Scepter, 2H Staff, Catalyst, Relic
Minion Damage Increased Minion Damage varies Helm, Body, Wands, Sceptres, Relic

Resources & sustain

Stat Best affix T7 max Farm on
Mana (flat) Added Mana (prefix) varies Wands, Helm, Body, Belt, Catalyst, Relic
Mana Regen % Increased Mana Regen varies Wands, Sceptres, Catalyst, Relic
Leech Rate Leech Rate (prefix) +2 Gloves only
Damage Leeched as Health Damage Leeched as Health and Increased Health Leech +0.12× Gloves only
Melee Health Leech Melee Health Leech varies Gloves, all melee weapons

Attributes

Stat Best affix T7 max Farm on
+Strength / Dex / Int / Att / Vit + bonus combo varies Mostly accessories: Ring, Relic, Amulet, Belt, Helm, Body
All Attributes All Attributes (suffix) +20 Helm, Body, Belt, Gloves, Boots, Shield, Catalyst, Quiver, Ring, Relic, Amulet

2 · Per-slot priority — "I'm rolling this piece, what do I want?"

Helmet

Strong all-rounder — many top affixes can roll here.

  • Defense: Added Health, Armor, Armor+Crit-Reduction, Resistances
  • Offense: Skill Crit Chance affixes (helm/body have the +3.6× class-specific crit chances), Skill Levels (+6 to a skill — see exclusives below)
  • Notable exclusives: Tons of skill-level affixes, throwing/dual-wield damage prefixes

Body Armor

Functionally similar to helm — same crit-chance affixes roll here.

  • Defense: Added Health, Armor, Endurance Threshold combos
  • Offense: Same class-specific +crit-chance prefixes as helm
  • Notable exclusives: A different set of skill-level affixes, Ward-based combos

Belt

A single-purpose slot in many builds: Endurance Threshold + Potion combos.

  • Top picks: Endurance Threshold (+400, belt-only), Health and Stun Avoidance (suffix, +234)
  • Potion enablers: Experimental Ward on Potion Use (+620 — belt-only beast), MS-after-Potion (+35%), Ailment Cleanse on Potion
  • Don't ignore: Added Health (+325), All Attributes
  • Cannot get here: Movement Speed (boots), Block (shield), Penetration (amulet)

Boots

The movement speed slot. Get MS first, then defenses.

  • Top picks: Increased Movement Speed (+48%), Dodge while Evading combo (+1800)
  • Defense: Added Health, Armor, Resistances
  • Build-enablers: Experimental Ward Gained on Traversal (+275), Frenzy/Haste on Traversal
  • Cannot get here: Block, Endurance Threshold

Gloves

The leech and attack-speed slot. Some absolutely unique stats live here.

  • Glove-only stats (the famous ones):
  • Leech Rate (+2) — the only meaningful damage-to-life conversion source
  • Damage Leeched as Health and Health Leech %
  • Increased Attack and Cast Speed (the combined AS+CS prefix)
  • Defense: Added Health, Hybrid Health, Armor, Resistances
  • Offense: Increased Melee Attack Speed (also gloves), Throwing Attack Speed, Cast Speed
  • Notable: Mirage Champion's prefix (+400 to mirage-related stats)

Shield

The block slot. If you're not using block, a shield is mostly stats + base armor.

  • Block-only stats:
  • All Resistances (+60% — the only source!)
  • Block Chance (+39%)
  • Block Effectiveness (+2800)
  • Health Gained on Block (+150)
  • Less Damage Taken on Block
  • Generic: Added Health, Armor, Resistances, Dodge

Amulet

Penetration goes here, plus accessory-grade defensive suffixes.

  • Amulet-only stats:
  • Penetration (+42% per affix — Fire, Cold, Lightning, Necrotic, Void, Physical, Poison)
  • Health and Stun Avoidance (also Belt)
  • Top picks: Penetration prefix in your damage type, Added Crit Multiplier suffix
  • Defense: Added Health, Resistances, Dodge

Ring

The flexible slot — wide affix pool, you mix and match.

  • Top picks: Added Health and Health Regen combo (+243), Added Crit Multi
  • Ring-only: Added Stun Avoidance, several class-flavored prefixes
  • Defense: Resistances, Dodge, Health
  • Offense: Throwing Attack Speed (the other rolls-on-ring AS source)

Relic

Spell-caster slot. Lots of spell-damage and skill-modifier affixes.

  • Relic-only: Level of for many class spells, All Resistances while Channelling
  • Top picks: Added Crit Multiplier, Cast Speed, Spell Damage, Health
  • Note: Relic has 54 exclusive affixes — by far the most "build-shaping" slot in the game

Quiver

Bow builds: extra slot that competes with shield/catalyst.

  • Quiver-only: Two title-style affixes (Timelost Outcast, Last Hermit)
  • Top picks: Bow Attack Speed combo, Resistances (every element + Quiver), Crit Multi vs Frozen

Catalyst (off-hand)

Spellcaster off-hand. Smaller pool than relic.

  • Catalyst-only: Avel's, Ucenui's prefixes, Int-and-Ward-Decay-per-Int
  • Top picks: Cast Speed, Ward, Spell Damage, Resistances

Weapons (1H / 2H / Bow / Wand / etc.)

Weapon affixes are damage and on-hit triggers. The top universal weapon picks:

  • Added Crit Multiplier (+100% suffix) — best DPS suffix, rolls on every weapon
  • Increased Damage prefixes for your build's tags
  • Weapon-tag attack speed (Melee, Bow, Wand-implicit cast speed)
  • On-hit health/mana combos for sustain on hit-based builds

Class-specific weapon affixes are heavy on the rare side — the data has dozens of niche modifiers like "Added Spell Damage and Increased Spell Damage per Increased Movement Speed" on Wand/Catalyst/2H Staff/1H Scepter.


3 · Build-shaping slot exclusives (the ones you HAVE to use that slot for)

These are the affixes that don't roll anywhere else. If your build wants them, you're locked into that slot.

Slot Stat T7 max
Boots Increased Movement Speed +48%
Boots Dodge while Evading + Inc Dodge Rating +1800
Boots Increased Haste Effect + Less DoT during Haste +50%
Belt Endurance Threshold +400
Belt Experimental Ward on Potion Use +620
Belt Ward and Ailment Cleansing on Potion Use +500
Belt Increased Movement Speed for 4s after Potion +35%
Gloves Leech Rate +2
Gloves Damage Leeched as Health and Increased Health Leech +12%
Gloves Increased Attack and Cast Speed (combined) +21%
Gloves Increased Cast Speed and Ward gain on direct Spell Cast +12%
Shield All Resistances (prefix) +60%
Shield Added Block Chance +39%
Shield Added Block Effectiveness +2800
Shield Health Gained on Block +150
Shield Less Damage Taken on Block (varies)
Amulet Fire Penetration +42%
Amulet Cold Penetration +42%
Amulet Lightning Penetration +42%
Amulet Necrotic Penetration +42%
Amulet Void Penetration +42%
Amulet Physical Penetration +42%
Amulet Poison Penetration +42%
Catalyst Added Intelligence and Ward Decay Threshold per Int (Int-scaling)
Relic All Resistances while Channelling +95%
Relic Many "+Level of " affixes (50+) +6 levels
Helm / Body Class-specific +Skill Crit Chance +360%
Helm / Body Mage Ward per Second on Glyph of Dominion +340

Rule of thumb: If your build uses any of these, that piece is dictated. The interesting questions then become "what do I roll for the OTHER affixes on that piece" and "what slot should hold defenses I can't fit elsewhere."


4 · Idol guide (in 30 seconds)

Idols are a parallel affix system on a 5×5 grid. Each idol size has its own exclusive affix pool.

Idol type What it's for
Small Idol (1×1) Generic defense (DoT taken, stun, dodge)
Small Lagonian Idol (1×2) Movement-tier defenses (armor, mana, ward retention)
Humble Idol (2×1) Ailment chance combos (bleed, poison, ignite-type triggers)
Stout Idol (2×2) Element ward + ailment chance combos
Grand Idol (3×1) Class-flavor offensive (transformed/totem damage etc.)
Large Idol (1×3) Class-flavor offensive — different pool from Grand
Ornate Idol (3×2) Higher-tier class-specific bonuses
Huge Idol (2×3) Top-end class-specific (largest pool of build-defining affixes)
Adorned Idol (4×1) Largest exclusive pool — niche minion/element triggers

Numbers per slot (from the data): - Adorned: 57 exclusive affixes - Large: 39 · Huge: 37 · Grand: 35 · Ornate: 34 - Stout: 19 · Humble: 18 · Small Lagonian: 16 · Small: 16

When you need an idol-only effect (transformed-damage, totem cast speed, spec-specific chances) the size of the idol determines which pool you draw from. Build planners on tunklab (the source of this data) and online idol calculators will tell you exactly which size you need.


5 · Quick mental model

Three things to remember:

  1. Every slot has a "headline stat" you can't get elsewhere. Boots = MS, Gloves = Leech / AS+CS, Shield = Block + All Res, Amulet = Penetration, Belt = Endurance Threshold, Relic = Skill Levels. Decide your headline first; everything else fits around it.

  2. Defense affixes are mostly fungible across armor slots — Added Health, Armor, Resistances roll on most of them. So whichever slot has the weakest build-shaping affix is the one you should pile defenses on.

  3. Suffixes (Crit Multi, Resistances, All Attributes) are easier to plan. Plan prefixes first because they're scarcer and more slot-locked, then fit suffixes to taste.

Practical farming flow: "I need leech → only on gloves. So the gloves slot is locked. I also need Cast Speed and Health → both also roll on gloves, so I can stack three of my four affixes on this one piece. The fourth (resistance) is universal. → Now hunt T6/T7 gloves with Leech + Health prefix and CS + Resistance suffix."



6 · Class headlines — your exclusive affix pool

Each class has 55-75 affixes only that class can roll, on top of the universal pool. Below are the top class-locked affixes (excluding the dozens of "+6 Level of " affixes, which are abundant for every class).

Primalist (58 class-only gear affixes)

Strongest themes: totems, transformed forms, summons. Most class-only affixes live on Helm and Body.

T7 max Affix Slot
+600 Armor And Minion Armor Helm, Body
+200 Added Spell Damage With Tempest Strike Helm
+56 Totem Added Spell Damage Helm, Body
+50 Storm Crow Added Spell Damage Helm
+42% Increased Damage / Crit / Effect While Transformed (idol) Grand Idol
+6 Level of Swipe / Fury Leap / Frenzy Totem Relic
+6 Level of Summon Wolf / Bear / Spriggan / Storm Totem Helm
+6 Level of Tornado / Earthquake Body

If you're playing Beastmaster pet build → Relic for Frenzy Totem level + Helm for Wolf level + class-only crit chance/multi on Helm/Body. If you're Druid Werebear → idols carry the bulk of your transformed-damage scaling (Grand and Huge idols).

Mage (57 class-only gear affixes)

Strongest themes: channelling, Ward generation, Frostbite. Body and Helm again dominate, but Mage uses Catalyst more than other classes.

T7 max Affix Slot
+340 Ward per Second on Glyph of Dominion Body
+300 Flame Ward Charge and Added Ward Body
+230 Ward Gained per Rune consumed with Runic Invocation Helm, Body
+52 Spell Damage while Channelling Helm, Body
+6 Level of Fireball / Meteor / Glacier / Mana Strike Body
+6 Level of Volcanic Orb / Black Hole Relic
+6 Level of Lightning Blast / Static Orb / Focus / Teleport Helm
(varies) Damage Dealt to Mana, Spell Damage Leeched While Channelling various

Sorcerer Ward stack → Body for Glyph of Dominion or Flame Ward Charge, Catalyst for Int+WardDecay scaling, plus generic Ward Per Second + Ward Retention on whatever else you can fit them.

Sentinel (55 class-only gear affixes)

Strongest themes: mana-on-skill-use, Javelin/Vengeance/Smite/Rive triggers, weapon-specific damage. Cheapest mana economy in the game.

T7 max Affix Slot
+88 Added Javelin Lightning Throwing Damage Helm
+64 Sentinel Melee Phys Damage if Wielding a Mace Helm, Body
+52 Sentinel Melee Phys Damage if Wielding a Sword Helm, Body
+27 Mana Gained when you directly Cast Smite Helm
+23 Mana on Vengeance Hit / Mana on Rive Hit Body / Helm
+6 Level of Hammer Throw / Healing Hands / Holy Aura Relic
+6 Level of Warpath / Rive / Erasing Strike / Abyssal Echoes Body
+6 Level of Devouring Orb / Volatile Reversal Helm

Paladin Smite stack → Helm for Smite mana-gain. Void Knight Erasing Strike → Body for level + universal weapon affixes. Forge Guard mace build → "Sentinel Melee Phys Damage if Wielding a Mace" is mandatory on Helm and Body.

Acolyte (59 class-only gear affixes)

Strongest themes: minions, curses, Damned/Marrow Shards triggers, low-life scaling. The most idol-heavy class — many of their best modifiers are on Acolyte-only Idols.

T7 max Affix Slot
+96 Spell Damage for Curses Helm
+96 Death Grip Champion's Relic
+42 Mana Gained on Harvest Use Body
+7.6 Acolyte Minion Freeze Rate Helm, Body
+6 Level of Summon Skeleton / Wraith / Bone Golem Body / Body / Helm
+6 Level of Hungering Souls / Marrow Shards / Rip Blood Helm
+6 Level of Aura of Decay / Soul Feast / Drain Life Relic
+6 Level of Bone Curse / Dread Shade / Profane Veil Body

Necromancer minion stack → Helm and Body for skill-level affixes on the minion summons you use most, Relic for support spells (Aura of Decay, Soul Feast). Idol grid is massive for minions — plan it before chasing gear.

Rogue (74 class-only gear affixes — the largest pool)

Strongest themes: bow skills, throwing, Shadows, Smoke Bomb / Shift / Crimson-Dusk Shroud triggers. Rogue has the most class-only affixes of any class.

T7 max Affix Slot
+720 Dodge Rating if Hit Recently Helm, Body
+290 Ward Gained on use with Smoke Bomb Helm, Body
+200 Ward Gained on use with Shift Helm, Body
+180 Ward Gained When You Create a Shadow Helm, Body
+75 Lightning Damage with Shurikens Helm, Body
+72 Health Gained on Glancing Blow Helm, Body
+68 Added Physical Throwing Damage while Dual Wielding Helm
+8 Black Arrows from Dark Quiver + Inc Bow Damage Body
+6 Level of Shurikens / Multishot / Puncture / Heartseeker Helm
+6 Level of Acid Flask / Shadow Cascade / Detonating Arrow Body
+6 Level of Flurry / Dancing Strikes / Smoke Bomb Relic

Falconer/Marksman bow → Helm for Multishot or Detonating-Arrow level + Body for Shurikens/Puncture level + universal bow damage on Bow itself. Bladedancer Shadow stack → Helm/Body Shadow-Ward affixes are huge, plus Ward Per Sec/Retention as universal stack.


7 · Base item implicit cheat sheet

When picking a base (the underlying item before affixes), you're picking its implicits — the always-on stats. They scale with item level. Some bases have more useful implicits than others; this is the short list.

Helmets

  • Iron / Banded / Plate family — flat Armor only. Default tank base.
  • Jewelled Circlet — Armor + Intelligence + small spell damage. Caster pick at low-mid level.
  • Wolf Helmet — Armor + Dodge. Hybrid mitigation.
  • Iron Casque / Bronze Casque / Carved Casque — biggest Armor implicits (75-150+ flat) but no second stat.

Body Armor

  • Refuge Armor / Leather Coat / Iron Armor — flat Armor only.
  • Noble Raiment — Armor + Strength (or another attribute). Strong dual on attribute-stacking builds.
  • Copper Plate / Banded Armor — large flat Armor (~85-114).

Belts

  • Sash / Leather Belt / Nomad Belt — Potion Slot count (3-5). The number of potion charges is the implicit.
  • Plated Belt — Armor + Potion Slots.
  • Chain Belt — Damage to Stunned + Potion Slots.
  • (Unique belts often replace this with much larger implicits.)

Boots

  • Hide / Leather / Iron Greaves — Armor + Movement Speed (5-14% implicit MS).
  • Heoborean Boots — Armor + MS + extra MS bonus (15-18% + 10-40%). Among the best caster/glass boots.
  • Outcast Boots — Armor + MS + small unique third stat.

Practical tip: Boots ALWAYS have implicit MS. Good boot bases give you 15-18% before you even craft the +48% MS prefix.

Gloves

  • Leather / Bronze / Iron / Plate / Mythril — flat Armor only.
  • Knight Gauntlets — Armor + Bleed Chance.
  • Bone-Carved / Etched / Reinforced — Armor + small attribute.

Shields

  • Shields have implicit Block Chance + Block Effectiveness + Armor scaling with type. Large shields (Iron Heater, Heater) trade off speed for max Block.
  • Heater Shield — biggest base block effectiveness.
  • Bone Shield / Carved Buckler — lower block, higher attack speed retention.

Amulets

  • Implicit is usually +Attribute (Strength/Dex/etc.) or resistance by amulet type. Choose to match your scaling stat.

Rings

  • Implicit is usually a small +Attribute or small resistance. Pick to fill gaps.

Relics

  • Relics have class-restricted implicits — each class has its own relic bases with different implicit themes. You can only equip relic bases your class can use.

Weapons

  • Implicit is usually base damage type (physical, void, fire) plus a small flat damage roll. Pick weapon type by skill scaling — Maces for stun, Swords for crit, Daggers for crit chance per dagger, Bows for bow skills, Wands for caster.

8 · Build archetypes — stat priority list

Quick reference: pick your archetype, here's what to chase. Stats listed in rough priority order.

Crit-stack DPS (e.g., Sword Bladedancer, Crit Spellblade)

  1. Added Crit Multiplier suffix on every weapon/accessory that accepts it
  2. Skill-specific Crit Chance prefix on Helm + Body (the +360% T7 ones)
  3. Penetration on Amulet (matches your damage type)
  4. Crit Chance per Dagger / per Sword if applicable
  5. Attack Speed (gloves + weapon)
  6. Defenses to taste (HP + Resists)

DoT (Bleed/Poison/Ignite) builds

  1. Increased Damage prefix wherever it rolls
  2. Chance to Apply affixes on accessories and weapons
  3. Penetration on Amulet (DoTs care about pen too)
  4. Increased Ailment Duration on idols
  5. + Skill Levels on Relic for your DoT-application skill
  6. Endurance Threshold belt — DoT builds get hit while ailments tick
  7. Resistances + HP

Minion builds

  1. +1 Skeleton / Increased Skeleton Damage style affixes (Body)
  2. Increased Minion Damage / Crit / Health wherever they roll
  3. Minion Damage Leeched as Health glove affix
  4. Minion Armor / Minion Health Regen on accessories
  5. + Skill Levels of minion-summon skills (Helm/Body/Relic)
  6. Idol grid — minion idols carry a huge fraction of minion power
  7. Self-defense via shield + block (you get hit while minions DPS)

Ward / caster builds

  1. Int stacking (ring, amulet, attribute combos)
  2. Ward Per Second on every slot that allows it
  3. Ward Retention (caster off-hand + body)
  4. Ward Decay Threshold per Int on Catalyst
  5. Class-specific ward generators (Glyph of Dominion ward/sec on Body, Smoke Bomb / Shadow ward for Rogue, Glyph WPS for Mage)
  6. Cast Speed on gloves + weapon + relic
  7. Penetration amulet for damage

Tank / Block builds

  1. Added Block Chance + Effectiveness on Shield (mandatory)
  2. All Resistances on Shield (the only source!)
  3. Less Damage Taken on Block / Health on Block on Shield
  4. Endurance Threshold belt (+400 max)
  5. Armor + Reduced Bonus Damage from Crits prefix on every armor slot
  6. Added Health on every slot that allows it
  7. Single-element resistances to cap

Bow / Throwing builds

  1. Bow Attack Speed + Bow Damage combo on Quiver / Bow
  2. Increased Bow Damage wherever it rolls
  3. Throwing Attack Speed on Gloves + Ring
  4. Crit Multi suffix universally
  5. Black Arrows from Dark Quiver if you use Dark Quiver (Body, Rogue-only)
  6. + Skill Levels of Multishot/Detonating Arrow/Heartseeker on Helm/Body
  7. MS boots + Endurance belt to stay alive while ranged-kiting

9 · Crafting & item tier (Forging Potential, LP, WW)

A few rules veterans take for granted:

  • Forging Potential (FP) is the crafting "currency" of an item. Higher FP = more crafting attempts before the item bricks. Always check FP first on rares you intend to craft on. Items below ~10 FP are usually scrapped unless they have great existing affixes.
  • Tiers go 1-7 in the wild. Tier 6 and 7 only exist via Glyph of Despair / very specific crafting paths. T5 is the "natural" cap on drops. The "T7 max" numbers in this guide are theoretical maxes.
  • Legendary Potential (LP) on uniques ranges 0-4. Each LP point lets you transfer one affix from an Exalted (T6/T7) item onto the unique using the Eternity Cache. 0 LP uniques are flavor; 2-4 LP uniques are build-defining.
  • Weaver's Will (WW) on uniques is an alternate progression: the unique rolls extra random affixes as you use it. Different uniques have WW values from 5 to 20+. WW uniques can't be slammed with LP, but they level up with you.
  • Reroll Chance (the % shown in the unique table) is how often the unique drops with that LP value. Higher rerolls = lower per-drop LP = more grind for a 4LP version.

Practical: when you find a 3-4 LP unique you want, set up an Exalted base with the affixes you want to transfer FIRST, then do the Eternity Cache slam. The slam is one-shot and irreversible.


10 · Cheat-sheet TL;DR

If you remember nothing else:

  • MS → Boots. Leech → Gloves. Block → Shield. Penetration → Amulet. Endurance → Belt. Skill Levels → Relic. Skill Crit Chance → Helm/Body.
  • Added Health is universal, +325 max, take it everywhere it rolls.
  • Added Crit Multi is universal, +100% max, take it on every weapon and accessory that allows.
  • Resistances cap at 75%; +1.5×150 max single-element affix means you basically need ~1 affix per element across all your gear.
  • Class-only affixes on Helm/Body decide your build identity. Plan those first; defenses fill in the rest.


11 · Per-skill +Crit Chance affixes (helm/body class-locked)

The biggest crit-chance prefixes (+360% T7) are skill-specific and only roll on Helm and Body, locked to their class. If your build has a class-locked crit prefix, it's almost always mandatory — there's no comparable source.

T7 max Class Affix Slot
+360% Acolyte Acolyte Physical Spell Crit Chance Helm, Body
+360% Sentinel Increased Shield Throw Crit Chance Helm, Body
+360% Sentinel Throwing Attack Crit Chance Helm, Body
+360% Primalist Totem Crit Chance Helm, Body
+320% Rogue Increased Crit Chance with Flurry Helm, Body
+300% Acolyte Crit Chance For You And Your Minions Helm, Body
+240% Rogue Crit Chance per Equipped Dagger Helm
+240% Rogue Crit Chance per Equipped Sword Body
+210% Primalist Minion Spell Crit Chance Helm, Body
+50% Mage Chance to Cast Fire Aura on Critical Strike Helm, Body
+30% Primalist Added Minion Melee Crit Chance Body
+30% Primalist Crit Chance with Rampage Body
+18% Acolyte Crit Chance For Skeletons And Skeletal Mages Helm, Body

Universal crit chance (no class lock):

T7 max Affix Slot
+200% Increased Spell Crit Chance Wand, 1H Scepter, 2H Staff, Amulet, Relic, Catalyst
+200% Increased Critical Strike Chance All weapons + Catalyst, Amulet, Ring, Relic, Quiver, Gloves
+18% Added Melee Crit Chance All melee weapons

Bow specific (Quiver/Bow):

T7 max Affix Slot
+16% Crit Chance and Bow Attack Speed Bows
+6% Added Crit Chance and Chance to cast Shurikens on Bow Crit Bows, Quiver

Practical: if your skill matches a class-locked +crit-chance prefix (Throwing Attack, Shield Throw, Flurry, Totem, etc.), prioritize that on your Helm AND your Body. Stacking it on both gives you the biggest single source of crit chance in the game.


12 · Idol pool by class + theme

There are 469 idol-only affixes total. ~344 of them are class-locked. Each class has its own thematic spread, which tells you what kind of build the idol grid is meant to support.

Primalist (94 class-locked idol affixes)

Primalist owns the largest idol pool. Themes:

Theme Count Top affix
Minion (wolves, locusts, vines) 24 Idol Minion Dodge Rating
Totem 11 Totem Health
Transformed (Spriggan/Werebear/Swarmblade) 9 Elemental Resist While Transformed
Lightning/Shock 7 Lightning Resistance
Poison 4 Poison Resistance
Bleed 3 Bleed on Cold Hit

Build implication: Primalist must commit early to Beastmaster (minions), Druid (transformed), Shaman (totems), or Falconer-style hybrid — your idols are a heavy investment per archetype.

Mage (69 class-locked)

Theme Count Top affix
Fire/Ignite 18 Fire Resistance / Ignite Chance
Ward / Ward triggers 12 Chance to Gain 30 Ward When Hit
Lightning/Shock 12 Shock Chance With Lightning Skills
Frostbite 3 Chance to Apply Frostbite
Channelling 2 Spell Damage Leeched While Channelling

Mage idols heavily reward channelling Sorcerer setups and Pyromancer/Frost Mage element themes. Cold builds (Frostbite focus) have a much smaller idol pool than fire/lightning.

Sentinel (58 class-locked)

Theme Count Top affix
Fire/Ignite (DoT) 6 Sentinel Inc Fire DoT
Lightning 3 Lightning Damage Taken As Physical
Bleed 2 Increased Bleed Duration
Block 2 Sentinel Block Effectiveness
Minion 2 Chance To Cast Divine Bolt When You Use A 0 Cost Skill

Sentinel idols are spread thin — the class compensates by being the mana-economy king (lots of "mana on hit with X" affixes). Idols are mostly defensive/utility for Sentinel.

Acolyte (56 class-locked)

Theme Count Top affix
Minion 12 Inc Minion Cooldown Recovery Speed
Ward 4 Acolyte Inc Ward Retention
Poison 4 Poison Chance On Spell Hit
Low Health 3 Poison Chance While At Low Health
Transformed (Reaper Form) 3 Increased Damage While Transformed
Bleed 2 Bleed on Physical Spell Hit

Acolyte idols especially reward minion + low-life setups. The "X While At Low Health" pool is unique to Acolyte and pairs with reserved health uniques (Bleeding Heart, Exsanguinous, etc.).

Rogue (67 class-locked)

Theme Count Top affix
Ward (Shadow synergy) 5 Ward Gained when you create a Shadow
Bleed (per Sword) 5 Bleed Chance per Equipped Sword
Fire (with dagger) 3 Fire Pen while wielding a dagger
Poison (per Dagger) 2 Poison Chance per Equipped Dagger
Lightning (Shurikens) 1 Lightning Damage with Shurikens

Rogue idols are weapon-conditional — many affixes only apply when you're wielding a specific weapon class. Pick your weapon family before chasing idols.


13 · Top uniques per archetype

410 unique items in the game, plus 59 set items. The list below picks the ones whose tooltip text matches the archetype keyword — sorted by reroll chance (a proxy for how rare/build-defining the unique is — higher reroll = the LP variant is rarer to find with high LP).

Crit DPS (26 uniques)

Unique Slot What it does
Leviathan Carver 2H Sword "You cannot avoid critical strikes" — turns crit avoidance into crit weapon
Bloodkeeper's Nest Relic Bees gain HP & damage per point
Diothaen's Bloody Nib Relic Self-bleed from Shatter Strike (offensive trigger)
Truesight Glass Amulet Crit Chance >100% adds Deadly Strikes
Gambler's Fallacy Amulet +100% crit if you haven't crit recently
Soul Gambler's Fallacy Amulet Stronger version of above (lvl 41)
Wing Guards Gloves "You cannot deal critical strikes" — non-crit DPS enabler
Eye of Reen 1H Sword Reen's Ire stacks: melee crit multi + damage
Scissor of Atropos 1H Sword Kismet stacks on melee hit
Sacrificial Embrace Gloves +10 max Abyssal Rite stacks

Bleed DoT (14)

Unique Slot Notes
Diothaen's Bloody Nib Relic Shatter Strike self-bleed for damage scaling
Bloodkeeper's Nest Relic Bee minion bleed-stack archetype
Doublet of Onos Tull Body Minions get bleed chance
Bleeding Heart Amulet Spell-cast self-bleed
Taste of Blood 1H Axe Bleed-stack consumption for big hits
Exsanguinous Body Low-life enabler with bleed synergy
Mask of Indifference Helm Immunity to ailments incl. bleed (defensive bleed pick)
Undisputed 1H Axe Phys damage per recent melee hit on bleeding enemy
Alchemist's Ladle Wand Generic ailment slammer (45% chance any)
Laup's Path Relic Self-bleed per Thorn Totem summon

Poison DoT (14)

Unique Slot Notes
Lethal Concentration 2H Polearm Poison damage modifiers also boost skill DoTs
Cycle of Putrescence Ring +Poison Damage for Minions' DoT spells
Pearls of the Swine Amulet Bone Curse also inflicts Acid Skin
Vial of Volatile Ice Catalyst Poison Chance → Frostbite Chance for Acid Flask
Silvafrond Ring Summon Vines teleport effect
Grimoire of Necrotic Elixirs Relic DoT damage taken reduction on potion
Exulis Amulet Less DoT damage taken per Apathy
Draalsting 2H Polearm Poison spear archetype

Ignite/Fire DoT (19)

Unique Slot Notes
Eternal Eclipse 2H Sword Fire Melee Attacks gain Void damage
Bhuldar's Wrath 2H Mace Earthquake → Fire conversion
Calamity Helm +Ignite Chance on Hit with Fire Skills
Soulfire Relic Ignite chance with both Fire AND Necrotic
Tome of Elements Relic Chill/Shock/Ignite generalist
Jasper's Searing Pride 2H Staff Searing stacks on melee
Ash Wake Boots Aura of Decay → Fire+Ignite
Rainbow Edge 1H Sword Shock+Ignite+Chill generalist

Minion (60 — biggest archetype pool)

Unique Slot Notes
Aaron's Will Body Bone Golems grant ward on hit (lvl 75, 75% reroll)
Wraithlord's Harbour Relic Wraithlord scaling (lvl 65, 35% reroll)
Eterra's Path Boots You + minions: 20% MS
The Ghost Maker 1H Dagger Infernal Shade & Wraith melee area
Reach of the Grave Wand Minion spells/bow attacks +damage
Death Rattle Amulet "Your minions take +damage" — DPS amulet at cost
Beast King 1H Axe Less damage taken if minions killed recently
Tyrant's Skull Relic Summons a Tyrannosaur minion
Roots of Vithrasil Boots Spriggan Form Germination stacks
Herald of the Scurry Helm Wolves → Squirrels (joke meta)

Ward / Caster (30)

Unique Slot Notes
Aurora's Time Glass Amulet +AS/CS, lvl 72, 80% reroll — chase item
Aaron's Will Body Ward on Bone Golem hit
Humming Bee 1H Sword +Damage per 200 ward — ward stack damage
Mana Guide Amulet Channelling Focus creates a target follower
Bluefeather Band Ring Mana + Ward on 3-zero-mana-skill chain
Soul Gambler's Fallacy Amulet +100% crit if no crit recently (caster pick)
Telf'un's Mirage Boots +18% MS while not channelling
Hydra Arc Bow Bow shadow on evade (caster crossover)

Block / Tank (12)

Unique Slot Notes
Ravenous Void Gloves Void Barrier stacks above endurance threshold (98% reroll!)
The Slab Shield 100% less damage taken on block (instant tank)
Cradle of the Erased Shield Golden Aegis stacks per second
Anchor of Oblivion Relic Slow + release on dropping below endurance
Countenance of Majasa Shield Petrify nearby enemies looking at you
Foot of the Mountain Boots Mountain's Endurance stacks while still
Orian's Sun Seal Ring Auto-activates Symbols of Hope below endurance
Immortal Vise Gloves Damage routing while delayed-damage stacked

Bow / Throwing (20)

Unique Slot Notes
Hydra Arc Bow Repeats bow attack on evade (lvl 72)
The Judicator 2H Polearm +Cooldown Recovery for Judgement & Javelin
Tabi of Dusk and Dawn Boots Shadow Rend creates melee + bow shadows
Zeurial's Hunt Quiver Haste on dual trigger (Falconer chase)
Jelkhor's Blast Knife 1H Dagger Detonating Arrow without a bow — meta enabler
Sanguine Hoard Quiver Bleed-bow synergy
Cocooned Bow Bow Random unique bow lottery
Fulgurite Shard 1H Dagger Lightning conversion for Shurikens & Lethal Mirage

Movement / Speed-stack (22)

Unique Slot Notes
Aurora's Time Glass Amulet +AS/CS prefix on amulet (lvl 72, 80% reroll)
Event Horizon 2H Mace Dilation stacks on melee hit
Telf'un's Mirage Boots +18% MS while not channelling
Eterra's Path Boots Minion + you MS sharing
Ash Wake Boots Aura of Decay conversion + likely MS support

Reroll % is the headline rarity number. A 0% reroll unique is "easy" to get with high LP; 70-98% reroll uniques are very hard to get high-LP. Plan farming targets by reroll: chase 0% rerolls first when learning a build.


14 · Skill efficiency — damage per mana

For hit-based skills, here's base damage divided by mana cost (low-level skill, before nodes / scaling). High dpm = mana-efficient, but it ignores attack speed, AoE, scaling, etc. — use as a starting point only.

Top 15 by base damage / mana

Skill Mana Base DPM Tree nodes
Moon Blast 3 1320 440 28
Shadow Cascade 15 350 23 28
Spiral Flame 26 400 15 29
Upheaval 10 150 15 31
Cleave 15 140 9 31
Static Orb 36 300 8 28
Lightning Blast 3 23 8 28
Shield Throw 6 45 8 32
Frozen Orb 70 500 7 27
Runebolt 3 20 7 33
Javelin 9 50 6 32
Shield Bash 9 50 6 33
Devouring Orb 18 80 4 27
Drain Life 5 13 3 30
Earthquake 55 100 2 32

Moon Blast leads by an order of magnitude — it's designed as a high-base burst skill. Most of the high-DPM list (Runebolt, Lightning Blast, Drain Life, Spiral Flame) are caster spammables — exactly what you'd expect.

Free-cost skills (zero mana)

These are weapon attack skills and certain triggers — don't count toward your mana economy:

Soul Reave (250 base), Vengeance (180), Death Slash (50), Bone Splinters (25), Marrow Shards (22), Eternal Arrow (20), Mana Strike (20), Melee Attack (10), plus low-base trigger skills (Reap, Rive, Multistrike, Gathering Storm, Firebrand, Puncture — all 2 base, scale heavily through nodes).

High-mana skills (60+ cost)

Frozen Orb (70), Summon Crab (70), Summon Spriggan (70), Assemble Abomination (65), Lava Plume (65), Manifest Armor (60), Summon Bear (60), Summon Blood Golem (60), Summon Raptor (60), Summon Sabertooth (60), Earthquake (55), Hail of Arrows (55), Avalanche (50), Ice Barrage (50), Shield Rush (50).

Most high-mana skills are minion summons (one-shot cost), which is fine — you cast them once and they persist. The expensive non-minion skills (Frozen Orb, Earthquake, Hail of Arrows) need either zero-cost combo chains (Sentinel mana-on-skill triggers) or focus channelling to sustain.

Deepest skill trees (most build variety)

Skill Tree nodes
Spriggan Form 35
Flay 34
Reap 34
Swarmblade Form 34
Dark Quiver 33
Runebolt 33
Shield Bash 33
Tempest Strike 33
Invulnerability 32
Earthquake 32

Big trees ≠ best skills — they just give more options. Spriggan and Swarmblade Form trees are huge because they're transform-state systems with their own internal skill pools. Reap and Flay are class core spammables that get rebuilt heavily by node choices.


Source: 1112 affixes, 410 uniques, 137 skills, and 469 idol-only affixes, all parsed from lastepoch.tunklab.com data chunks (game v1.4.4). For the interactive version with full search, see affix_explorer.html in the same folder.

About this site

This is a personal-research mirror of the Last Epoch game data Tunk maintains at lastepoch.tunklab.com. It exists to let one player drill into custom queries against the data that Tunk's site already presents beautifully.

Credits

  • Tunk — affix, unique, skill, monster, and ailment data is mirrored from the JSON embedded in lastepoch.tunklab.com's React bundles. He's done years of parsing and presentation work; please link back to his site rather than this mirror.
  • Last Epoch Planner team — passive tree data, node icons, and damage formulas come from LastEpochPlanner (a Path of Building fork). The full structured trees and 4,400+ nodes we display here are their work.
  • Path of Building Community — by extension, the original PoB project that LastEpochPlanner is built on.
  • Eleventh Hour Games — for making Last Epoch and (so far) tolerating community tooling.

How it was built

  1. HTTrack mirrored lastepoch.tunklab.com locally.
  2. A Python script walked the Next.js JS bundles, found the let a = {version:"1.4.4", ...} data literals, brace-matched them, and used Node.js to convert the JS object literals to JSON.
  3. The extracted slices (affixes, uniques, skills, etc.) were consolidated into a single normalized last_epoch_unified.json.
  4. That JSON powers everything you see here.

What this is NOT

  • Not affiliated with Eleventh Hour Games.
  • Not affiliated with Tunk.
  • Not a live tool — data is a snapshot from game version 1.4.4.
  • Not a build planner or simulator — for that, use Maxroll's planner or the in-game build editor.

Disclaimer

The Last Epoch EULA prohibits reverse engineering. This site is a personal-research tool for analyzing static game data; it does not interact with the game client or servers in any way. If you redistribute or build on this work, do so responsibly and credit Tunk first.

Built April 2026 · Data version 1.4.4