Items & Affixes
Your gear, affixes and crafting projects carry most of your build’s power. Your Battle Plan decides how that power gets used.
An item you do not equip can serve as a crafting source, or be broken down for Ore and Echo records.
Gear slots
Section titled “Gear slots”Your character equips 10 pieces at launch:
| Slot | Identity |
|---|---|
| Helm | HP, resistances, defensive utility |
| Amulet | Offensive utility, resource, cooldown |
| Chest | Primary defence - the largest defensive budget |
| Gloves | Attack speed, crit, action-oriented stats |
| Belt | HP, recovery, Potion synergy |
| Boots | Movement speed |
| Ring 1 & Ring 2 | Flexible - elemental, crit, resist |
| Main Hand | Primary offence - the largest offensive budget |
| Off-Hand | Class-specific: Shield (Vanguard), Quiver (Hunter), Tome (Arcanist) |
Weapons
Section titled “Weapons”| Family | Hands | Class | Character |
|---|---|---|---|
| Sword | 1H | Vanguard | Fast, balanced physical |
| Axe | 1H | Vanguard | Hard-hitting per strike, crit-focused |
| Bow | Paired with Quiver | Hunter | Ranged projectile |
| Wand | 1H | Arcanist | Fast spell catalyst |
| Staff | 2H | Any (Arcanist-leaning) | Slow, high spell power, no off-hand |
Every weapon family has a built-in implicit bonus that scales with item level - Swords grant Attack Speed, Axes grant Critical Strike Chance, Bows grant Projectile Speed. Implicits are fixed to the weapon type rather than rolled.
Staff is the only two-handed weapon in the launch roster: higher power, no off-hand.
Armor families
Section titled “Armor families”| Family | Grants | Primary class |
|---|---|---|
| Plate | Armor | Vanguard |
| Leather | Evasion | Hunter |
| Silk | Barrier | Arcanist |
Each family’s defensive stat scales with item level. Wearing a family does not grant that class’s exclusive mechanic - see Classes.
Rarity
Section titled “Rarity”The closed alpha uses four tiers, counted by affix lines:
| Rarity | Affix lines |
|---|---|
| Common | 0 |
| Magic | 1-2 |
| Rare | 3 |
| Epic | 4 |
Five named Legendaries use 3-4 or 4-5 random lines plus a fixed package, drawn from their own pool.
Affixes
Section titled “Affixes”Affixes split into Prefixes and Suffixes, spread across offence, defence, recovery and a few farming utilities.
- T1-T4 can drop and can be improved through crafting
- T5 is drop-only, from high-end sources
One family can carry target-specific values while remaining a single family for salvage, crafting and Appraisal. All Resistances appears only on Amulets, Rings and Shields, and its four values together are weaker than one matching single-resistance roll.
Affix lines say what they do
Section titled “Affix lines say what they do”Every offensive line states whether it creates damage or scales damage that already exists:
| Line | What it does |
|---|---|
Adds 8-12 Fire Damage to Attacks | Creates a Fire component on your attacks |
30% increased Fire Damage | Scales Fire damage you already deal |
Adds 5-9 Fire Damage to this Weapon | Local - changes only that weapon |
more Damage | Rare, and multiplies separately |
A line that currently has nothing to scale will tell you so on the item.
One hit, several damage types
Section titled “One hit, several damage types”A hit can be part Physical and part Fire. Each component is mitigated separately - Armor against Physical, the matching resistance against each element - but it remains one hit, with one critical strike roll and one on-hit trigger. Detail on Combat Basics.
Tag-based scaling
Section titled “Tag-based scaling”Tags mostly describe behaviour rather than scaling damage. The closed alpha ships Attack Damage as its damage-scaling family. Fire and Cold Damage scale matching components only.
Integrity
Section titled “Integrity”Every item has finite Integrity - its crafting budget. Adding or upgrading an affix spends it, and when it is gone, the item is finished.
Your Integrity ceiling grows with your level (40 + (level × 1.2)), so higher-level items support more crafting.
Oathbound
Section titled “Oathbound”Boss and elite drops can carry a locked Oathbound affix.
Named drops recur at the current content item level. Boss Vows offer the matching non-Oathbound base by 100 kills; the separate 200-kill reward is Legendary and Oathbound.
Drop quality
Section titled “Drop quality”There is no Magic Find stat and no way to increase drop volume through gear.
Drop quality is driven by content difficulty - harder zones, deeper floors and higher-tier content produce better loot.
Veteran accounts eventually earn a small Fortune bonus to rare-or-better drop chance through Valor.
Where to go next
Section titled “Where to go next”- Crafting - turning drops you do not want into the ones you do
- Combat Basics - how affix damage resolves
- Items - the per-item reference pages