Equipment affixes test

Equipment may be enchanted with magical properties, represented by affixes. Armor, Accessories and Weapons may be upgraded up to 6 times, while two-handed weapons may be upgraded up to 9 times.

Of these upgrades, up to 5 may be bestowed by  (8 for two-handed weapons) and the rest by .

Affixes can be extracted from items at the Dreamcaster, destroying the item and yielding a  with that affix. Collecting 3 of these will yield the full Lucid Orb, allowing you to add the affix to an item of your choice. Affixes can also be removed from items by a similar method, keeping the item but without the affix.

Each item can only have 1 tier of various affix types - for instance, you cannot add both 10 Strength and 20 Strength to a ring, or two different elemental damage conversions to a weapon.

Some properties only appear on items in the Casino shop, but can be extracted from these items and placed on others. Other properties only appear on equipment found in Nightmares (and again, can be extracted).

When completing a Nightmare by killing the Nightmare Prince, a  will drop. Collecting 3 of these will then create an , which will grant a random Nightmare property to an item placed in the Dreamcaster (much like using a simple ).

Below is a list of all the magical properties that can be added to an item at the dreamcaster.

## Rarity

Non-legendary equipment has a rarity based on the number of affixes it ever had, up to a cap of 5. Whether the affix was present when the item was generated or put (or removed) in the dreamcaster doesn't matter, if an equipment ever had an affix it will be calculated on its rarity.

As an equipment rarity increases, it gets bonuses based on the type of equipment. These bonuses are independent of the "+" bonuses an equipment gets as you put it in the dreamcaster. Furthermore, as legendary equipment already has max rarity it won't get these bonuses and will usually get inherent bonuses to compensate depending on the type of equipment, such as legendary books doing extra elemental damage innately.

The equipment rarity bonuses is as follows:

Weapons — Weapon power increase
Shields — No bonus
Books — +3% elemental damage
Quivers — +4% ranged attack damage
Heavy armor — Physical resistance increase
Medium armor — Slight increases to both Physical resistance and dodge chance
Light armor — Dodge chance increase
Accessories — +2 core stats
## Generic Affixes

*These affixes can be attached to any equipment piece*

Lucky — Chance to find a bit of extra gold from monsters
Greedy — +15% gold from monsters
Avarice — +20% gold from monsters
Treasure — +5% magic item find chance
Chemist's — 25% more damage from consumables
Companions — 8% Corral pet damage and defense
Familiars — Summoned pets Health increased by 10% and defense by 5%
Foraging — +4% powerup drop rate
Hungry — Recover from feeling full 1 turn faster
Toxicity — 5% chance to drop acid pools when moving
Stealth — Monsters less likely to notice you (+15% Stealth)
## Accessory Specific Affixes

Muscle / Might — +10 / +20 Strength
Agility / Quickness — +10 / +20 Swiftness
Spiritual / Harmonious — +10 / +20 Spirit
Focus / Concentration — +10 / +20 Discipline
Cleverness / Cunning — +10 / +20 Guile
Tireless / Enduring — +10 / +20 STAMINA
Glowing / Luminous — +10 / +20 ENERGY
Available on Casino items only:

Grease — +5% dodge
Giltouched — 15% chance for powerups to give a small amount of gold
Available on Nightmare Orbs only:

Alacrity — 33% chance to refresh cooldowns when defeating non-trivial enemies
Vigor — Regain 3% of max Stamina when defeating non-trivial enemies
Recharging — Regain 3% of max Energy when defeating non-trivial enemies
## Armor Specific Affixes

Deflection — +3% dodge
Evasion — +5% dodge
Elusion — +7% dodge
Hardened — -2 Physical dmg
Unyielding — -6 Physical dmg
Impenetrable — -11 Physical dmg
Sheltering — -3 Elemental dmg
Heavy — +10% physical resist, -3 CT gain
Arrow-dampening — -25% dmg from ranged, +5% dmg from melee
Phalanx — -15% dmg from melee, +15% dmg from ranged
Challenges — -25% dmg from Champions' basic attacks
Constitution — 20% chance to ignore negative status effects
Clotting — Increases bleed resistance
Frostscale — 33% chance to freeze melee attackers
Spirit-linked — 10% chance to restore 1-3 Energy when struck
Vanishing — 25% chance to warp to a random tile when hit
Bonecrabs — Chance to summon a bonecrab when hit
Brambles — Trivial dmg to attackers when hit
Thorns — Moderate dmg to attackers when hit
Gluttony — Food is 15% more effective
Available on Casino items only:

Glittering — 20% chance to negate half of incoming attack dmg, at the cost of Level x 50 gold
Available on Nightmare Orbs only:

Fire-hardened — +35% Fire resist
Acid-hardened — +35% Poison resist
Ice-hardened — +35% Water resist
Shock-hardened — +35% Lightning resist
Shadow-hardened — +35% Shadow resist
Liberating — You cannot be paralyzed
## Book Specific Affixes

Elemental Protection — -10% dmg from elements
Elemental Shielding — -20% dmg from elements
Emergency — -25% dmg from basic attacks when below 1/3 hp
Prismatic — +15% resist bonus after taking elemental damage. Lasts 4 turns, 8 turn cooldown
Nimble — Gain 4 CT when using an ability
Quickening — Gain 7 CT when using an ability
Available on Nightmare Orbs only:

Blasting — Abilities ignore 50% of monster's elemental resistance
Magus — When attacking, gain 20% of your spirit power in bonus damage
## Quiver Specific Affixes

Elemental Protection — -10% dmg from elements
Elemental Shielding — -20% dmg from elements
Emergency — -25% dmg from basic attacks when below 1/3 hp
Prismatic — +15% resist bonus after taking elemental damage. Lasts 4 turns, 8 turn cooldown
Bandit Slaying — +20% dmg to bandits
Beast Slaying — +20% dmg to beasts
Frog Slaying — +30% dmg to Frogs
Insect Slaying — +20% dmg to insects
Spirit Slaying — +20% damage to spirits
Deadly — +20% Crit damage
Savage — +35% Crit damage
Longshot — Bow attacks deal +15% dmg at maximum range
Deadeye — Bow attacks deal +30% dmg at maximum range
Withering — 15% chance to reduce enemy armor on hit
Available on Casino items only:

Chaotic — 20% chance to add Level x 10 random Elemental dmg to your attacks
Available on Nightmare Orbs only:

Overdrawing — Bow range increased by 1 (reduces CT to 0 at max range)
Sniping — Damage increased by 25% of CT
## Shield Specific Affixes

Elemental Protection — -10% dmg from elements
Elemental Shielding — -20% dmg from elements
Emergency — -25% dmg from basic attacks when below 1/3 hp
Prismatic — +15% resist bonus after taking elemental damage. Lasts 4 turns, 8 turn cooldown
Massive — +10% block chance, -2% parry chance
Brilliant — Blocking an attack blinds your attacker
Refreshing — 25% chance to restore 1-4 Energy when struck
Steadfast — 35% reduced dmg from direction of shield, 15% increased dmg from other directions
Protection — 50% chance to negate crits
Available on Casino items only:

Garish — +13% Block chance if you have an even amount of gold
Available on Nightmare Orbs only:

Revenge — Reflect 100% of blocked damage to attacker
## Weapon Specific Affixes

Lightweight — Damage penalty for dual-wielding is reduced by 14%, Accuracy penalty for dual-wielding is reduced by 15% *for this weapon only* *(non-Claw)*
Soldier's — 15% chance to deal 14-20 dmg *(Melee only)*
Warrior's — 15% chance to deal 25-40 dmg *(Melee only)*
Gladiator's — 15% chance to deal 50-70 dmg *(Melee only)*
Warlord's — 15% chance to deal 80-100 dmg *(Melee only)*
Fencer's — +5% Parry *(Melee only)*
Duelist's — +9% Parry *(Melee only)*
Bull — 25% chance to knock enemy back 1 tile, +15 power *(Melee only)*
Singed — Adds 10-14 Fire dmg to attacks *(Melee only)*
Scorched — Adds 22-26 Fire damage to attacks *(Melee only)*
Stinging — Adds 8-12 Poison dmg to attacks *(Melee only)*
Wasting — Adds 18-22 Poison damage to attacks *(Melee only)*
Gloom — Adds 8-12 Shadow dmg to attacks *(Melee only)*
Grim — Adds 18-22 Shadow damage to attacks *(Melee only)*
Burning — Converts damage type to Fire, +20 power
Flames — Converts damage type to Fire, +45 power
Corrosion — Converts damage type to Poison, +15 power
Acid — Converts damage type to Poison, +35 power
Frost — Converts damage type to Water, +15 power
Ice — Converts damage type to Water, +35 power
Sparks — Converts damage type to Lightning, +15 power
Thunder — Converts damage type to Lightning, +35 power
Night — Converts damage type to Shadow, +15 power, attacks may add Shadow Vulnerable
Darkness — Converts damage type to Shadow, +35 power, attacks may add Shadow Vulnerable
Wild — +15 power, wider dmg variance (normal damage variance is -/+ 10%, wild damage variance is -/+ 35%)
Penetrating — 50% chance to ignore block/parry, bypasses 50% Physical resist
Confident — +20% dmg if you're over 75% HP
Brave — +30% dmg if you're over 65% HP
Cruel — +25% dmg to foes at 25% health
Vicious — +15% dmg to foes at 50% health
Bandit Slaying — +20% dmg to bandits
Beast Slaying — +20% dmg to beasts
Frog Slaying — +30% dmg to Frogs
Insect Slaying — +20% dmg to insects
Spirit Slaying — +20% damage to spirits
Rust-biting — +20% dmg to machines
Chrome-shredding — +30% dmg to machines
Deadly — +20% crit damage
Lethal — +35% Crit damage
Frostbite — 12% chance to freeze enemies with attacks
Sealing — 15% chance to seal enemies on hit
Vengeance — Next attack is 75% stronger if you miss
Conjuration — Summons last an extra turn( or 20% whatever is higher)
Elemental Fury — When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element
Available on Casino items only:

Opulent — +40 power, but attacks spend Level x 25 gold
Fate — +10% Crit chance, +15% Miss chance (Applies to skills, cannot be reduced)
Available on Nightmare Orbs only:

Crushing — Melee attacks have a 20% chance to deal 25% of target's current hp
Igniting — 25% chance to add a damaging burn effect on hit
Shocking — 25% chance to shock on hit, damaging and causing paralysis
Terror — 15% chance to cause Fear on hit
Vampiric — Gain 3% of max hp when defeating a non-trivial enemy
Wounds — Attacks inflict wounds on the enemy, reducing healing by 75%