Equipment Affixes

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.

## 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 pet's health increased by 10% and defense by 5%
Foraging — +4% powerup drop rate
Hungry — Recover from feeling full 1 turn faster
Toxicity — 6% chance to drop acid pools when moving
Stealth — Monsters less likely to notice you (+15% Stealth)
Loyalty — Corral pet restores 15% of its maximum health when you defeat a non-trivial monster
Wolf — +6% damage and +2% defence if you have no summoned creatures
Dragons — Dragon Limit fills up 5% faster, deals +10% damage

## 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
Hydrating — +15% flask healing over time
Explosions — Using an item causes an explosion dealing 30% of Weapon Damage as Physical to adjacent enemies
Warmth — You cannot be Frozen or Chilled
Traps — Items that summon hazardous objects deal +50% damage
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 maximum stamina when defeating non-trivial enemies
Recharging — Regain 3% of maximum energy when defeating non-trivial enemies

## Armor Specific Affixes

Deflection — +3% Dodge
Evasion — +5% Dodge
Elusion — +7% Dodge
Hardened — -2 Physical Damage
Unyielding — -6 Physical Damage
Impenetrable — -11 Physical Damage
Sheltering — -3 Elemental Damage
Heavy — +10% Physical Resistance, -3 CT gain
Arrow-dampening — -30% damage from ranged, +5% damage from melee
Phalanx — -20% damage from melee, +5% damage from ranged
Challenges — -25% damage from Champion's 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 damage to attackers when hit
Thorns — Moderate damage to attackers when hit
Gluttony — Healing food is 15% more effective
Gourmand's — Healing food is 25% more effective
Determination — Reduces damage from summoned creatures by 50%
KeroKero — Summon strong cool frog when HP is below 35%
Bubble — Gain a shield absorbing (LVL x 30) of damage when HP is below 50%, lasts 20 turns, cooldown 50 turns
Serenity — +25% Physical Resistance when CT is greater than 50
Zookeeper's — Take -1% damage per summoned creature you control
Available on Casino items only:

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

Fire-hardened — +35% Fire Resistance
Acid-hardened — +35% Poison Resistance
Ice-hardened — +35% Water Resistance
Shock-hardened — +35% Lightning Resistance
Shadow-hardened — +35% Shadow Resistance
Liberating — You cannot be Paralyzed

## Book Specific Affixes

Elemental Protection — -10% damage from elements
Elemental Shielding — -20% damage from elements
Emergency — -50% damage from basic attacks when below 33% HP
Prismatic — +15% resistance bonus after taking elemental damage. Lasts 4 turns, 8 turns cooldown
Nimble — Gain 4 CT when using an ability
Quickening — Gain 7 CT when using an ability
Fire-Touched / Fire-Attuned — +18% / +30% Fire Damage
Poison-Touched / Poison-Attuned — +18% / +30% Poison Damage
Water-Touched / Water-Attuned — +18% / +30% Water Damage
Lightning-Touched / Lightning-Attuned — +18% / +30% Lightning Damage
Shadow-Touched / Shadow-Attuned — +18% / +30% Shadow Damage
Legends — 25% chance to summon a Champion instead of a regular monster
Scholar's — Using an ability reduces the cooldown of another ability by 1
Available on Nightmare Orbs only:

Blasting — Abilities ignore 50% of monster's elemental resistance
Magus — When attacking, gain 20% of your spirit power as bonus damage

## Quiver Specific Affixes

Elemental Protection — -10% damage from elements
Elemental Shielding — -20% damage from elements
Emergency — -50% damage from basic attacks when below 33% HP
Bandit Slaying — +20% damage to Bandits
Beast Slaying — +20% damage to Beasts
Frog Slaying — +30% damage to Frogs
Insect Slaying — +20% damage to Insects
Spirit Slaying — +20% damage to Spirits
Deadly — +20% critical damage
Savage — +35% critical damage
Longshot — Bow attacks deal +15% damage at maximum range
Deadeye — Bow attacks deal +30% damage at maximum range
Withering — 15% chance to reduce enemy armor by 20% on hit
Arcane — 25% chance to fire an extra random elemental arrow (damage based on spirit power)
Icicles — Every 4 attacks fire an exploding arrow in a 3x3 area for 50% Water Damage
Available on Casino items only:

Chaotic — 20% chance to add (LVL x 10) random elemental damage 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% damage from elements
Elemental Shielding — -20% damage from elements
Emergency — -50% damage from basic attacks when below 33% HP
Prismatic — +15% resist bonus after taking elemental damage. Lasts 4 turns, 8 turns 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 — 50% reduced damage from the direction of the shield, 10% increased damage from other directions
Protection — 33% chance to negate crits
Absorbing — 75% chance to negate crits
Balance — Not blocking an attack raises block chance by 20% until your next block
Spiked — Blocking an attack deals 33% of Weapon Damage back to the attacker
Vibrating — Every 3 blocked attacks, strike adjacent foes for 50% damage as Physical
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 and accuracy penalties for dual-wielding are reduced by 14% / 15% respectively *for this weapon only* *(Non-Claw)*
Soldier's — 15% chance to deal 14 - 20 damage *(Melee only)*
Warrior's — 15% chance to deal 25 - 40 damage *(Melee only)*
Gladiator's — 15% chance to deal 50 - 70 damage *(Melee only)*
Warlord's — 15% chance to deal 80 - 100 damage *(Melee only)*
Fencer's — +5% Parry *(Melee only)*
Duelist's — +7% Parry *(Melee only)*
Bull — 25% chance to knock enemy back 1 tile, +15 power *(Melee only)*
Singed — Adds 10 - 14 Fire damage to attacks *(Melee only)*
Scorched — Adds 22 - 26 Fire damage to attacks *(Melee only)*
Stinging — Adds 8 - 12 Poison damage to attacks *(Melee only)*
Wasting — Adds 18 - 22 Poison damage to attacks *(Melee only)*
Gloom — Adds 8 - 12 Shadow damage to attacks *(Melee only)*
Grim — Adds 18 - 22 Shadow damage to attacks *(Melee only)*
Sapping — Your critical hits reduce enemy's damage by 20% for 4 turns *(Melee only)*
Immobilizing — 25% chance to root with basic attacks for 2 turns *(Melee only)*
Weighted — Uses 15 CT per attack, but increases attack damage by 20% *(2H Melee only)*
Robust — Uses 20 CT per attack, but increases attack damage by 30% *(2H Melee only)*
Fury — Gain 35 CT upon defeating a non-trivial enemy *(2H Melee only)*
Sundering — Weapon attacks reduce target's defence and damage by 5%, stacks up to 4 times *(2H Melee only)*
Whirlwind — Using Physical skills also attacks nearby enemies for 20% weapon damage *(2H Melee only)*
Echoing — 20% Chance to swing twice *(2H Melee only)*
Grandmaster's — Critical damage increased by 50% of Strength *(2H Melee only)*
Nullifying — On hit, 50% chance to remove random buff from the target *(2H Melee only)*
Point-Blank — Attacks to enemies in melee range deal +25% damage *(Bows only)*
Ricochet — Critical hits bounce to another enemy for 50% damage *(Bows 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 damage variance (-/+ 35% instead of normal -/+ 10%)
Penetrating — 50% chance to ignore block/parry, bypasses 50% Physical Resistance
Confident — +20% damage if you're over 75% HP
Brave — +30% damage if you're over 65% HP
Cruel — +25% damage to foes at 25% HP
Vicious — +15% damage to foes at 50% HP
Bandit Slaying — +20% damage to Bandits
Beast Slaying — +20% damage to Beasts
Frog Slaying — +30% damage to Frogs
Insect Slaying — +20% damage to Insects
Spirit Slaying — +20% damage to Spirits
Rust-biting — +20% damage to Machines
Chrome-shredding — +30% damage to Machines
Deadly — +20% critical damage
Lethal — +35% critical damage
Frostbite — 12% chance to Freeze enemies on hit
Sealing — 15% chance to Seal enemies on hit
Vengeance — Next attack will be 75% stronger if you miss
Conjuration — Summons last 20% longer, but at least an extra turn
Anti-Summon — Increases damage against summoned creatures by 25%
Battlemage — 15% of Weapon Power is added to the Spirit Power
Elemental Bolts — When using a damaging elemental skill: 33% chance to hit random enemy for 75% of Spirit Power as your last used element
Elemental Fury — When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element
Manaburn — Spend 3 ENERGY for +20% damage with basic attacks
Sticky — Auto-Use 3 STAMINA instead of being Paralyzed
Available on Casino items only:

Opulent — +40 power, but attacks spend (LVL x 25) gold each
Fate — +10% Critical chance, +15% Miss chance (also with physical skills, cannot be reduced)
Available on Nightmare Orbs only:

Crushing — Melee attacks have a 20% chance to deal 25% of target's current HP as damage
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 maximum HP when defeating a non-trivial enemy
Wounds — Attacks inflict wounds on the enemy, reducing healing by 75%