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✦ Affixed Items

The whole thing in one sentence: weapons and equipment drop carrying extra random bonuses — from any monster, from bosses, and out of quest chests and reward bags — and you can read what they got straight away.

An affixed item gets a class id, a handful of random bonuses, and a new name built from how much work has gone into it — a plain spike sword becomes an iron spike sword of deadly poison.

Rolls can be good or cursed. A negative roll is real and it works against you. A poor item can be ground into a better one instead of being thrown away — but only by feeding it duplicates that are genuinely better, and only up to a hard ceiling. Nothing grows forever on this server any more.

If you ever see one called Unrevealed something, its bonuses are sealed and do nothing at all until you read it. That is the first section below.

Everything an item carries is written into its own description under the [Affix] header. Look at your gear.

Reading an Item
an iron spike sword of misfortune (Atk:32, Def:27 +2). Imbuements: (Powerful Vampirism 17:44h, Powerful Strike 17:44h). Classification: 1 Tier: 0 It weighs 50.00 oz. [Affix] Class 42 | Option +2 | Level +14 (35%) Atk +8, Def +6. Sockets: 1/3 — fire. Elemental damage: physical +12, holy -2. Resistance: fire +8%. Has an additional energy attack chance (14%). Crit chance 5%, Crit dmg 5%. Luck +9%.
LineWhat it means
Class 42The merge key. Two items of the same item type and the same class can be fused together. There are 150 classes, so a matching pair is rare.
Option +2How many platinum tokens and merges have gone into this item. It does nothing on its own — but it shares a budget with level, so every option you add is one level you can never add. See The 28 Ceiling.
Level +14 (35%)Weapons gain experience by hitting things. The percentage is progress to the next level. Only weapons earn levels by being used — armour has to be pushed up with tokens.
Atk / Def / ArmAdded straight onto the item's real values, and they come from the level: +1 attack per level on a weapon, +1 armor per level on armour, +1 defence every second level. They stop when the level stops.
Sockets 1/3Filled / total. Each socket holds one elemental gem, giving +1% resistance to that element.
Elemental damageAdded to every hit. Points from all ten equipped pieces are summed, so armour matters here too.
ResistanceDamage absorbed from that element. Also sums across your whole set.
Additional attackA chance for a bonus elemental strike. weapons only
Crit / LuckCritical chance and damage stack across your set. Luck feeds the additional attack chance.
Unrevealed Items — Read Them First

Affixed gear normally arrives readable. The exception is a named unique, which can turn up sealed — called Unrevealed spike sword, Unrevealed plate armor and so on. While sealed they give you absolutely nothing — no resistances, no elemental damage, no critical, no speed, no capacity, no extra attack, and a weapon will not even gain experience. Wearing one is exactly like wearing a plain item.

The bonuses are already decided and written into the item the moment it drops. Sealing only hides them. There is nothing to gain by waiting, relogging, or reading it on another character — what is in there is already in there.

⚒ How to Read One

  1. 1
    Go to any temple priest — Quentin in Thais, Alia, Yberius, and the priest in every other city temple.
  2. 2
    Say hi, then plans, then yes. That buys one set of armageddon plans for 5000 gold, taken from your purse or your bank.
  3. 3
    Use the plans from your backpack. There is no target and no “use with” — just use them.
  4. 4
    One set reads up to 10 items at once: everything loose in your main backpack first, then whatever is inside the bags within it, and finally anything you are wearing — including the backpack on your back. The message lists what each one turned out to be. If more than ten were waiting, it tells you that too.

Which items are sealed? Named uniques, and nothing else. Ordinary affixed gear is always readable the moment you pick it up, whatever dropped it. So if you are holding an Unrevealed anything, it is a named item — which is exactly why it is worth the 5000 gold to find out which one.

A sealed item can still be merged and still accepts tokens at the anvil — the forge works on the hidden numbers. It just does nothing for you until it is read.

The 28 Ceiling

This is the most important rule on the page. Level and option share one budget of 28. Not 28 each — 28 between the two of them.

An item can beLevel + optionAllowed?
Level 28, Option 028✓
Level 14, Option 1428✓
Level 20, Option 828✓
Level 28, Option 1240✗ never

Attack, armor and defence all come from the level, so the budget is the ceiling on those too. A weapon stops at about +28 attack over its printed value and nothing pushes it further — not experience, not tokens, not a thousand merges. Once the budget is full the anvil says so and refuses to spend your token.

So spend it deliberately. An option buys you nothing but a number in the description, and a platinum token costs two points of budget because it adds an option as well as a level. If you only want power, use titanium tokens, which cost one, and let the weapon level itself for free.

The one exception is a *Climber's Backpack*, which keeps a budget of 200.

The Level It Asks For

An affixed item raises its own required level as it gets stronger. A short sword that asks for level 1 on the shop shelf does not still ask for level 1 after you have ground +20 attack into it.

The item pays for the surplus — whatever it carries above the plain item's printed value. The first 10 points are free, so a fresh drop never costs you anything (a roll reaches +5 at most). Every point after that adds 10 levels.

Surplus over the plain itemAdded to the required level
+5 — a fresh dropnothing
+10nothing
+15+50
+20+100
+28 — the ceiling+180

It charges for the largest of attack, armor and defence — never the sum. One item level often raises two of them at once, and you are not billed twice for it.

Armour is where you will notice this most. Most armour declares no required level at all, so before this there was nothing whatsoever stopping a level 8 from wearing a fully ground chest piece. Now there is.

If you cannot meet the number, the item will not go on — you get the ordinary “you do not have enough level” refusal. For bows and crossbows both the weapon and the ammunition are checked and the stricter of the two wins, so a godly stack of arrows will not fire from a bow you are too low for, and vice versa.

The real number is written in the item's own description, so look before you grind. Pushing a low-level base to the 28 ceiling can put it out of reach of the character you were building it for.

Every Possible Bonus
⚔ Attack & Defense
capped by the budget
From a drop+1 to +5
Per weapon level+1 atk
Per 2 levels+1 def
Practical maximumabout +28 atk

The long grind, but a finite one. These follow the item level, and the level stops at the shared budget of 28 — so a weapon lands around +28 attack over its printed value and goes no further.

On a wand or rod, attack is spell damage. Each point of attack a wand has gained adds +1% to every attack spell you cast while holding it — so a fully built wand is worth about +28%. It applies to the spell itself, not to the wand's own shot, and it never touches healing. An Unrevealed wand pays nothing until you read it.

🛡 Armor
capped by the budget
From a drop+1 to +5
Per item level+1 arm
Practical maximumabout +28 arm

Only rolls on pieces that actually have an armor value. Weapons never get it, armour never gets attack. Armor tracks the level one for one, exactly as attack does on a weapon — and stops at the same ceiling. Armour cannot earn levels by being hit, so tokens and merges are its only route.

🔥 Elemental Damage
Affixes per itemup to 2
Rolled range−20 to +20
Ordinary roll−10 to +10

Summed across all ten slots, so your armour contributes to your damage. Anything past ±10 is a trophy roll — about one item in eighty, and a full ±20 nearer one in seven hundred. Merging can never manufacture one. Physical is held to ±16.

❄ Resistances
Affixes per itemup to 3
Rolled range−10% to +10%
With gems on top15%
Max across your set70%

A roll stops at 10% and merging will not take it further. Socketed gems are the only thing that goes above a roll, at +1% each — but one item's total is held at 15% however many you set, so a 10% roll wearing ten gems reads 15% and not 20%. Those five points are the whole gem headroom. Your ten equipped pieces are then summed and capped at 70% — about five fully built pieces, after which more of the same element does nothing at all.

💥 Critical
Chance−5% to +5%
Damage−5% to +5%
Two-handed weapons−10% to +10%
Stacks acrossall 10 slots

Small per item on purpose — ten pieces add up, and a cursed piece drains the rest of your set rather than simply contributing nothing. Crit damage only rolls where there is a chance behind it.

Two-handed weapons roll double. A greatsword, axe, club or bow reaches ±10% because carrying one costs you the shield slot — so a two-hander at +10 is the same set total as a one-hander at +5 beside a shield at +5. The ceiling moves; your total does not.

⚡ Additional Attack
weapons only
Base chance10%
Scales withatk, def, luck
Bonus strike+50% of the hit

A chance on every swing for an extra elemental strike. The better the weapon, the more often it fires.

💎 Sockets
Rolled1 to 10
Each gem gives+1% resist
All ten filled+10% resist

Only elemental gems go in them, set at the anvil. Socket count is the one thing that adds up when you merge — a 3-socket item fused with a 4-socket item comes out with 7, up to ten.

📈 Item Level
weapons only
Gained byhitting things
Maximum28 (with option)
Named backpacks200

Each level needs more than the last, and level plus option together stop at 28. Equipment can still be pushed up with tokens — it just cannot earn levels itself. Wands and rods level like any other weapon and gain attack and defence from it.

🍀 Luck
Rolled range−10% to +10%
Stacks acrossall 10 slots

Raises how often your additional attack fires.

🏃 Speed
named boots only
Rolled range−40 to +40
Found on*Demonic Boots of Speed*

Movement speed, for comparison roughly what Boots of Haste give at the top of the range. It exists nowhere else in the system and replaces that unique's critical rolls rather than adding to them.

🧳 Capacity
named backpacks only
Rolled range−200 to +200 oz
Found on*Climber's Backpack*

Carry weight, added or taken away. Like speed it exists nowhere else and replaces the critical rolls. A cursed one genuinely makes you carry less, so read the backpack before you wear it.

Which Elements Roll Where
ElementAs damageAs resistance
Physical✓✓
Fire✓✓
Energy✓✓
Earth✓✓
Ice✓✓
Holy✓✓
Death✓✓
Drown✓✓
Life Drain✓✓
Mana Drain—✓
The Anvil & The Iron Hammer
Anvil
Anvil
›
Token
Any token
›
Your item
Your item
›
Iron Hammer
Iron hammer
=
Upgrade

Order matters. The token goes down first and your item on top of it — clicking a stacked tile targets whatever sits highest, so the item must be the last thing you drop or the hammer cannot reach it.

Stack, bottom up
1. ⚒ the anvil
2. 💰 one token
3. 🗡 your item (on top)
➜
In your hand
an iron hammer
use it on the
item, not the anvil
➜
Cost
1 soul point
the token
(both consumed)

⚒ Step by Step

  1. 1
    Stand next to an anvil. Anvils are house decorations, so build one in your own house or use a public forge. Other decorations that look like anvils will not work — it has to be a real one.
  2. 2
    Drop the token first. Put the material down onto the anvil tile before anything else — a token, a gem, or nothing at all if you are merging.
  3. 3
    Now drop your item on top of it. It must be lying on the same square, above the token. Clicking a stacked tile targets whatever is highest, so if the token ends up on top you will hammer the token instead and nothing will happen. Put down only one kind of material: with several present the anvil takes the first in its own order, which may not be the one you wanted.
  4. 4
    Hold an iron hammer and use it on the item — not on the anvil, not on the token. The item is always the target.
  5. 5
    The material disappears, 1 soul point is spent, and a green flash confirms it. Read the message — it tells you exactly what changed.
What Each Material Does
Platinum Token
Platinum Token 22723
Token down first, item on top, then hammer the item.
Gives +1 option, +1 level, +1 attack and +1 defense. Works on any affixed item, armour included — this is the only way to push a non-weapon's level up, since armour cannot earn experience by being hit.
Titanium Token
Titanium Token 22724
Token down first, item on top, then hammer the item.
Gives +1 level, +1 attack and +1 defense — the same raw power as platinum, but no option. Cheaper in effect, so use it when you only care about the stats.
Elemental Gem
Elemental Gem any of the seven
Gem down first, item on top, then hammer the item.
Sets the gem into the next free socket, giving +1% resistance to that element. Gems go in one at a time and cannot be taken back out — only a full reroll clears them, and that destroys everything else too. An item with no free socket refuses the gem and costs you nothing.
Iron Token
Iron Token 22720
Token down first, item on top, then hammer the item.
Throws the item's entire roll away and rolls it again from scratch. It also works on plain gear that was never rolled — anything bought from an NPC, crafted, or looted before this system existed — which is the only way to bring those into the system. What it rolls arrives readable, with no plans needed. Read the warning below before using it on anything you care about.
No Material — Merging
Both items on the anvil with no token at all, then hammer either one.
The two must be the same item type and share the same class number. The survivor inherits every bonus the other one had, keeps the better of any they share — but see the sticky curses rule below — has its socket count added on, and gains +1 level, +1 option and +1 attack / armor / defence until the 28 budget runs out. The other item is destroyed.
If Nothing Happens
MessageWhat went wrong
You need to place the item on an anvil. The item is not lying on an anvil tile. Drop it on the anvil square, not beside it, and not in your backpack. Some decorations look like anvils but are not forges — if nothing happens at all, try a different one.
Place a platinum, titanium or iron token, an elemental crystal, or a second item of the same class on the anvil. There is no material on the tile and no valid merge partner. Either add a material, or add a second item of the same type and same class.
a soul warning Every anvil action costs 1 soul point. Rest or kill something and try again.
That item has no sockets. / Every socket on that item is already filled. You tried to set a gem into an item with nowhere to put it. Socket count is rolled and cannot be increased — check the Sockets x/y line first.
Both of those carry a tier... Both items have an Exaltation Forge tier, and a merge keeps only one item — so one of the two tiers would be destroyed. The forge refuses rather than pick for you. Move a tier off with the Exaltation Forge first, then merge. If only one of the two is tiered there is nothing to do: the tiered one is kept automatically.
That item has no room left — level and option together cap at 28. The budget is full. Tokens and merges can push it no further, and nothing will. A platinum token needs two free points, so with one point left only a titanium token still works.
That kind of item cannot carry affixes. Tools, torches, stackables and anything that is not worn or wielded cannot be rolled, even with an iron token.
nothing at all You hammered the anvil or the material instead of the item. Always target the item itself.
Merging — The Real Grind

⚒ How to Fuse Two Items

  1. 1
    Find two of the same item that also share the same class number. With 150 classes this is the rarest part of the whole system — hoard duplicates and check their class lines.
  2. 2
    Drop both on an anvil tile with no material next to them, then hammer one of them.
  3. 3
    The better item survives and the other is destroyed. The survivor keeps the higher value of every bonus and inherits every bonus the sacrifice had that it did not — this is how one item ends up carrying five resistances and four damage elements at once. The item you hammer is always one of the two, so nothing else lying on that tile can be consumed instead.
  4. 4
    Socket counts add together, up to ten. A 3-socket item fused with a 4-socket item comes out with 7 — the only reason to keep a duplicate that has nothing else going for it.
  5. 5
    The survivor also gains +1 level, +1 option and +1 attack / armor / defence. This is the one part of the system that compounds, and it is what used to walk a level 25 sword up to 238 attack. It now stops dead the moment level and option together reach 28 — and because each merge spends two points, that is about fourteen merges and no more. Past that a merge still collects the other item's bonuses; it just adds no power.
  6. 6
    Merging never invents a rolled number. It collects the best values you have already found, so a rolled value is the real ceiling: no amount of grinding turns a +10 resistance into a +11. What grinding buys you is breadth — one item carrying every affix your duplicates had — plus those 28 points of level.
  7. 7
    Merge straight into your tiered gear. If one of the two carries an Exaltation Forge tier, that one is always the survivor — regardless of which has the better rolls. You lose nothing by it: the merge takes the better of every value from both sides and inherits a name from either, so the result is the same affixes it would have been, with the tier still on it. Only when both are tiered does the forge stop and ask you to move one first.
  8. 8
    Curses are sticky. A −4 fused with a −2 stays −4 — feeding an item more cursed duplicates will never dilute it, and the worse of the two always wins. The only thing that clears a curse is finding that same affix rolled positive; then even a +1 replaces it outright. Hunt for the best plus you can find.

★ The Game Now Tells You

A matching pair is the rarest thing in the system, and the class line only shows when you look at an item one at a time — so people walked straight past them.

Now, when something drops that shares both its item type and its class number with a piece you are already wearing, you get a message across the middle of your screen, a line in your console, and fireworks on the corpse so you can find it in a pile of loot.

It only fires for the item you have equipped. A match for something sitting in your depot will not announce itself, and nobody standing next to you is told about your match unless it matches theirs too. If you see the fireworks, something in that corpse merges with what is on your back right now.

Unrevealed items stay silent. A sealed item hides its class — that is half of what you are paying the priest for — so the alert will never name one, whether it is in the corpse or on your body. Read your gear and the alert starts working for it again.

☠ Never Stash or Market an Affixed Item

The supply stash and the market do not store items. They store an item id and a count — nothing else. Everything the item was carrying is thrown away the moment it goes in, and what comes back out is a brand new plain item.

You lose the class, the level, every option, all accumulated attack, defense and armor, every elemental roll, every resistance, and every gem you socketed. A weapon you merged thirty duplicates into comes back worth nothing.

The server will not stop you and there is no warning in game. Stow the wrong item once and the work is gone with no way to get it back.

Keep affixed gear in your depot, your inbox or your backpack. Trade it player to player, face to face — a direct trade moves the real item and keeps everything on it.

⚠ Before You Use an Iron Token

The iron token is a complete reroll. It does not touch up your bonuses — it throws everything away and starts again from nothing.

You lose the class number, the item level, every option, all accumulated attack and defense, the socket count and every gem already set into it.

There is no confirmation prompt. On a heavily merged weapon this throws away every duplicate you ever fed into it. Use it on fresh junk and on plain quest gear — not on your main weapon.

Named Uniques

★ One in Twenty Thousand

A tiny fraction of drops come back with a name of their own instead of a prefix and suffix, wrapped in asterisks so you cannot miss it in a corpse full of ordinary loot: *Dragon's Breath*, *Witch's Hat*.

They come at 1 in 20,000 per eligible item, from any source that rolls affixes — an ordinary monster, a boss, a quest chest, a reward bag, or an iron token reroll at those same odds.

A named item is also the only thing on the server that can arrive Unrevealed. Ordinary affixed gear never does. If one turns up sealed, take it to a temple priest — see Unrevealed Items near the top of this page.

A named unique reaches much wider than an ordinary drop, which gets two elemental damage affixes and three resistances — but it does not arrive carrying everything. It takes a random share of each pool, around half, drawn fresh for every single item. One *Body Devourer* looks nothing like the next, and the bonuses it did not get are exactly what a class match is for.

Its rolls can be cursed. A named item is a lottery ticket, not a guaranteed upgrade: every elemental, resistance, luck and critical line on it can land negative, and in practice nearly every one carries at least one penalty somewhere. What a name buys you is reach and a head start in levels — not a clean sheet.

A unique also arrives already levelled, which is what makes it read as a finished item rather than a drop with a fancy name.

For every named item except a backpack, that starting level lands in 22 – 28 and reads steel. A richer quality can be rolled underneath, but the 28 ceiling trims it back — so on a named weapon, helmet, armour, shield or pair of boots the name and the breadth of bonuses are the prize, never the level.

A *Climber's Backpack* is the one exception, because it is the only item that keeps a budget of 200. The full ladder below belongs to it alone:

QualityChanceArrives at item level
steel32%22 – 28
mithril23%29 – 35
magic17%36 – 42
dragon12%43 – 49
divine9%50 – 56
legendary7%57 – 63

Each tier is rarer than the one below it, and legendary is the best a drop can produce. Counting the 1-in-20,000 gate as well, a legendary backpack is roughly one in two hundred and eighty thousand corpses.

Nothing drops above legendary. The tiers beyond it are missing from this table because no roll, boss, chest or named unique can hand you one. They are reached only by grinding duplicates of the same class id into a backpack, and where they begin is not published.

A unique always survives a merge and keeps its name, so you can safely fuse duplicates into it.

Every name belongs to one kind of item — you will never see boots called *Leggings of Nature*. Three slots trade the critical pair for a bonus of their own:

SlotNamesSignature bonus
Weapons*Dragon's Breath*, *Body Devourer*, *Bloody Thorn*crit chance & damage
Shields*Guardian of Faith*crit chance & damage
Armour*Shaggy Howl*, *Dark Robes*, *Angel's Plate*, *Angel's Garb*crit chance & damage
Legs*Leggings of Nature*crit chance & damage
Helmets*Witch's Hat*, *Pandemonium Goggles*, *Eternal Damnation*crit chance & damage
Boots*Demonic Boots of Speed*Speed −40 to +40
Backpacks*Climber's Backpack*Capacity −200 to +200 oz

That signature bonus is the one thing never left to chance: a named weapon always has its critical, the boots always have speed, the backpack always has capacity. Everything else on the item is the lottery. Amulets, rings and ammunition have no names at all, so they never come back as uniques however lucky you get.

Climber's Backpack works differently from the other thirteen. It is not a name laid over an item you were already going to get — it is its own drop. A backpack appears in the corpse that was not in the loot table, chosen at random from the 44 backpacks that carry an imbuement slot. Every other container is excluded, and ordinary backpack drops are never affixed.

Reading Quality From the Name

The prefix comes from an item's main stat — attack on a weapon, armor on a piece of armour, defense on a shield — so it measures how much work has gone into the item, not how lucky the drop was. Every slot climbs the same ladder: a level 25 helmet, shield and sword all read steel. Weapons earn their levels by hitting things; everything else is pushed up with tokens and merges. A fresh drop reads plain or studded and nothing better, so every prefix above that is earned. Named uniques show their own name instead of a prefix.

Ordinary gear stops at steel. The 28 budget is also a ceiling on the name: once level plus option reach 28 the item cannot climb another rung, so steel is as far as any weapon or piece of armour on this server goes. Everything below it in the table is a stage you pass through on the way. The rungs above are *Climber's Backpack* territory only.

PrefixItem levelPrefixItem level
no prefix1 – 7dragon43 – 49
studded drop ceiling8 – 14divine50 – 56
iron15 – 21legendary57 – 63
steel22 – 28wondrous?
mithril29 – 35perfect?
magic36 – 42godly?

The last three are real and they are the top of the ladder, but where they begin is not published — and nothing drops there. No roll, no boss, no chest and no named unique can hand you one. Only a *Climber's Backpack* can be ground that far, by fusing duplicates of the same class id, and you will find out what it takes by getting there.

Where Affixed Items Come From

⚙ Sources

Monster Loot
✓ Everything, readable
Every eligible weapon or piece of equipment in a corpse, from any monster. Ordinary affixed gear and named uniques, readable the moment you pick it up.
Bosstiary Bosses
✓ Everything, readable
Every bane, archfoe and nemesis, on the same terms as any other corpse.
Quest Chests, Reward Chests & Bags
✓ Everything, readable
Both ordinary affixes and names, revealed on pickup.
NPC Shops
✗ Never rolled
Bought gear is plain — nothing on a shop shelf is ever rolled. An iron token at the anvil is the only way to bring it into the system.
What Can Be Affixed
Weapons & worn gear
Helmets, armour, legs, boots, shields, spellbooks, amulets, rings, every weapon including monk fist weapons, and wands and rods — which gain attack and defence from levels like anything else. The only jewellery left out is a ring or amulet that runs on charges. Tools, torches and stackables cannot be affixed at all.
Classes
1 – 150
Two items must share a class to merge.
How to Build a Strong Item

⚒ The Path

  1. 1
    Pick the strongest base you can wear. Affixes now add a fixed amount on top — about +28 attack at the very most — so the item underneath decides almost everything. A fully finished short sword is still a short sword. Put the work into gear you would have wanted anyway.
  2. 2
    Reroll early, never late. If the roll is poor, spend an iron token now, while there is nothing to lose. Once you have levels and merges in it, rerolling is throwing them away.
  3. 3
    Use it. Weapons level by hitting things, and every level is +1 attack with +1 defense every second level — free, and the best value in the system. It stops when level plus option reach 28.
  4. 4
    Hoard duplicates. Keep every copy of your item type and check the class line. A match is how an item gains affixes it never rolled — and how a cursed one gets fixed, since only a positive duplicate clears a curse.
  5. 5
    Spend tokens on what you keep, and prefer titanium. Both add levels, attack and defence to any item — including armour, which cannot level on its own — but platinum also adds an option, so it eats two points of your 28 instead of one. Options do nothing. Pay for them only if you want the number.
  6. 6
    Socket last. Gems are permanent and a reroll destroys them, so fill sockets once the item is finished.
  7. 7
    Think about the whole set. Elemental damage, resistance and critical all sum across your ten equipped pieces. A cursed amulet drags down your entire character.
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