Item Affixes

This page lists changes made to item affixes in PD2 relative to the vanilla game. For changes made to automod affixes, see Item Bases.

This page has outdated info - these changes have not been updated: * Increased the strength of elemental damage charms and normalized all elements * Increased +% elemental large charms from 1-3% to 2-4% * Physical pierce is now a local stat * Lower resist wands will now roll with level 15 lower resist (80 charges) * Lifetap wand charges reduced from level 6 to level 1 * Telekinesis charges affix (vanilla) re-enabled for rings

Item types are colored blue if the affix can only appear on magic versions, and yellow if they can appear on magic and rare versions. Rare and crafted items use the same affix pool, so crafted items can get any affixes that rare items can get.

A number in (parenthesis) after an item type indicates the minimum affix level (alvl) for that affix to spawn on the item type. An item's alvl is determined by its' item level, quality level, and magic level (see how it's calculated below). If the alvl is followed by numbers in [brackets], they indicate an attribute range for that alvl that differs from what is shown in the Attributes column.

The required level (rlvl) to use an item with a given affix is typically 75% of the minimum alvl, but this is not always the case. Item types are listed according to their alvl in ascending order, and are followed by their rlvls in the same order.

Notes about item groups:
 * Rod includes Staff/Wand/Scepter
 * Blunt Weapon includes all mace types (Club, Tipped Mace, Hammer) and Rods
 * Melee Weapon includes all weapons except Bow/Crossbow/Orb
 * Missile Weapon includes Bow/Crossbow
 * For item types that have throwing versions, those versions are included unless otherwise noted:
 * Spear includes Two-Handed Spear and Javelin
 * Axe includes Non-Throwing Axe and Throwing Axe
 * Knife includes Dagger and Throwing Knife
 * For item types that have class versions, those versions are included alongside non-class versions unless otherwise noted:
 * Helm includes class versions (Barbarian Helm and Druid Helm)
 * Shield includes class versions (Necromancer Shield and Paladin Shield)
 * Bow/Spear/Javelin include their respective class versions (Amazon Bow/Spear/Javelin)
 * Helm excludes Circlet
 * Tipped Mace refers to the Mace subtype and excludes Club/Hammer


 * Item groups followed by a superscript refer to a subset of those groups:
 * GroupNC "Non-Class", excludes Barbarian/Druid Helms, Necromancer/Paladin Shields, and Amazon Bows/Spears/Javelins
 * GroupP "Physical", excludes traditionally non-physical weapons (Orb, Wand, Staff)
 * GroupPS "Physical+Staff", excludes Orb & Wand

Item Affix Changes

 * Apprentice/Magus can't roll alongside Readiness/Alacrity (Increased Attack Speed) on gloves


 * No more than one of these can roll on a single item


 * Affixes without a listed rlvl have the same rlvl as their alvl (all non-Amazon skill charges)


 * Affixes for quivers are currently listed here without any non-quiver item types, even if they share the affix with other items
 * Quivers can also get the new Deadly Strike, Open Wounds, and Crushing Blow affixes (they're listed in that section)

All Item Affixes
Many affix "names" have multiple entries. They're all listed here as they appear in the text files, and ordered by group.

Other Info
An item's affix level (alvl) determines which affixes can spawn on it. The alvl is determined by 3 item properties: item level (ilvl), quality level (qlvl), and magic level (mlvl).

Firstly, if the qlvl is higher than the ilvl, it gets used instead. Items won't naturally drop at ilvls below their qlvl, so this is only relevant if an item's ilvl gets modified afterward somehow, such as via imbuing or cube recipes.



Specific item bases always have the same qlvl & mlvl, whereas the ilvl varies depending on where the item is found. Only a handful of items have a non-zero magic level: non-elite wands (1), staves (1), orbs (1), and circlets: Circlet (3), Coronet (8), Tiara (13), Diadem (18). For these items, the alvl is simple to calculate:



This has the effect of reducing the minimum ilvl needed for an affix to spawn on any item that has a magic level. For example, a tiara can get +2 to class skills at ilvl 77 rather than needing to be ilvl 90+.

For other items, the alvl follows the formula below. Items with very low qlvls will often have higher alvls than other items of the same ilvl - items with a qlvl of 1 (e.g. amulets/rings/quivers/jewels) will always have an alvl that's equal to their ilvl. See this alvl chart for a visual.



Item Quality Levels
While items dropped from monsters will always have an ilvl that's equal to the monster level (which is generally just the area level, or +2/+3 higher for champion/unique monsters), the alvl is what matters and that's sometimes harder to figure out. Using the chart above, here are some examples of affixes and the ilvls needed for them:
 * Witch-Hunter's: ilvl 90 (amulets), ilvl 87 (Circlet), ilvl 82 (Coronet), ilvl 77 (Tiara), ilvl 72 (Diadem), ilvl 75 (most claws), ilvl 50-74 for claws with a qlvl lower than 50 (e.g. Greater Claws)
 * Vita (41-45 life): ilvl 91 for grand charms
 * Hibernal: ilvl 95 for small charms
 * Guardianship: ilvl 92 for most chests/shields, ilvl 85-91 for chests/shields with a qlvl lower than 14 (Scale Mail, Spiked Shield, Rondache, Zombie Head, etc)
 * Rampaging: ilvl 92 for most, ilvl 85-91 for low qlvls (same as Guardianship)
 * Embattled: ilvl 87 for most chests/shields, ilvl 75-86 for chests/shields with a qlvl lower than 24 (Splint Mail, Tower Shield, Aerin Shield, Gargoyle Head, etc)
 * Visceral: ilvl 87 for most eligible weapons, ilvl 75-86 for weapons with a qlvl lower than 24 (Spiked Club, Flail, Blade, Balanced Axe/Knife, Maiden Javelin, Stag Bow, Long Battle Bow, Crossbow, etc)

For additional affix information, see vanilla-oriented tools or wikis.

Affix information can be determined from PD2's MagicPrefix.txt and MagicSuffix.txt files.