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 | +1.5× (150%) | Every armor + accessory + Quiver | |
| Two-element Resistance hybrid | +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) | +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) | +0.42× (42%) | Amulet only | |
| Damage on weapon | Increased |
varies | Weapons, often Quiver too |
| Spell Damage | Increased Spell Damage | +0.53× | Wands, 1H Scepter, 2H Staff, Catalyst, Relic |
| Minion Damage | Increased Minion |
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 | 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 |
+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:
-
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.
-
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.
-
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
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)
- Added Crit Multiplier suffix on every weapon/accessory that accepts it
- Skill-specific Crit Chance prefix on Helm + Body (the +360% T7 ones)
Penetration on Amulet (matches your damage type)- Crit Chance per Dagger / per Sword if applicable
- Attack Speed (gloves + weapon)
- Defenses to taste (HP + Resists)
DoT (Bleed/Poison/Ignite) builds
- Increased
Damage prefix wherever it rolls - Chance to Apply
affixes on accessories and weapons Penetration on Amulet (DoTs care about pen too)- Increased Ailment Duration on idols
- + Skill Levels on Relic for your DoT-application skill
- Endurance Threshold belt — DoT builds get hit while ailments tick
- Resistances + HP
Minion builds
- +1 Skeleton / Increased Skeleton Damage style affixes (Body)
- Increased Minion
Damage / Crit / Health wherever they roll - Minion Damage Leeched as Health glove affix
- Minion Armor / Minion Health Regen on accessories
- + Skill Levels of minion-summon skills (Helm/Body/Relic)
- Idol grid — minion idols carry a huge fraction of minion power
- Self-defense via shield + block (you get hit while minions DPS)
Ward / caster builds
- Int stacking (ring, amulet, attribute combos)
- Ward Per Second on every slot that allows it
- Ward Retention (caster off-hand + body)
- Ward Decay Threshold per Int on Catalyst
- Class-specific ward generators (Glyph of Dominion ward/sec on Body, Smoke Bomb / Shadow ward for Rogue, Glyph WPS for Mage)
- Cast Speed on gloves + weapon + relic
Penetration amulet for damage
Tank / Block builds
- Added Block Chance + Effectiveness on Shield (mandatory)
- All Resistances on Shield (the only source!)
- Less Damage Taken on Block / Health on Block on Shield
- Endurance Threshold belt (+400 max)
- Armor + Reduced Bonus Damage from Crits prefix on every armor slot
- Added Health on every slot that allows it
- Single-element resistances to cap
Bow / Throwing builds
- Bow Attack Speed + Bow Damage combo on Quiver / Bow
- Increased Bow Damage wherever it rolls
- Throwing Attack Speed on Gloves + Ring
- Crit Multi suffix universally
- Black Arrows from Dark Quiver if you use Dark Quiver (Body, Rogue-only)
- + Skill Levels of Multishot/Detonating Arrow/Heartseeker on Helm/Body
- 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.