Monsters' Den: Godfall

Monsters' Den: Godfall

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Equipment Prefixes, Suffixes, and Enchantments
By sirblackaxe
A guide to all the possible variations equipment can have, and which items can have them.
   
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Item Types
Before you start pumping Gambler's Dice or Loaded Dice into an item trying to get that affix you want, make sure it's actually possible for it to be on that item!

An item's material has no effect on its stats but can effect the price. Quilted Light Armor is worth more than Knitted, for example.

All equipment
The following affixes are available on all items:
  • Enduring / of Endurance
  • Insightful / of Intellect
  • Ornate / of Worth (Max rarity Rare)
  • Socketed
  • Vampiric
  • of Readiness

Weapon
Most affixes that are available to weapons are available to all of them, with a handful of exceptions.
Weapon type
Available
Unavailable
Missile
Mighty / of Strength (+Strength)
Magic / Mace
Deft / of Dexterity (+Dexterity)
One Handed Sword
Consecrated
Dagger
of Evasion
Only weapons
Staggering
Sundering
of Concussion
of Enervation
of Ferocity
Anti-Magic

One Handed weapons add 50% of your attack stat to their damage and Two Handed weapons add 62.5%.

Armor
Some affixes are restricted to certain armor pieces and/or weights.
Notes:
  • Light Armor (Chest) and Light Armor (Robe) are different item types with some differences in affix access. (Light Helmets and Hoods are also different item types, but they have no differences in affixes.)
  • The Bolstering prefix is exclusive to armor.
  • A Lightweight Heavy Helm is the only non-Epic armor you can get with +Quickness!

Weight
Piece
Available
Unavailable
Any
Robe / Chest
of Recovery
Any
Hands
Healing
Any
Feet
of Discretion
Light
Robe
Padded
Mighty / of Strength
Deft / of Dexterity
Light
Medium
Chest
Lucky / of Hoarding (+% loot quality)
Medium
Heavy
All
Padded
Heavy
All
Venerated / of Reverence
Lightweight
Spiked
of Aggression

Offhand
  • Shield: Light Shields have 88% Heavy Chest Defense Rating and -4 Quickness, Heavy Shields have 166% DR and -8 Quickness. Mostly the same prefixes and suffixes, but only Light Shields can have of Discretion or of Dexterity and only Heavy Shields can have Deft.
  • Parrying Dagger: Only offhand with access to Unerring.
  • Talisman: Charm or Fetish.
  • Light: Candelabra or Lantern. Mostly the same, but Lanterns can be Blinding and Candelabras can't. Blinding Lanterns are the ONLY non-Epic offhand item that can debuff.
  • Tome
  • Focus: Grimoire, Orb, or Skull. Only offhand with access to of Malice.

Category
Type
Exclusive in slot
Available
Unavailable
Shield
All
of Aggression
of Evasion
Shield
Light
Deft
Shield
Heavy
of Dexterity
of Discretion
Parrying Dagger
n/a
Unerring
of Discretion
of Evasion
of Speed
Talisman
Charm
Fetish
of Speed
Light source
Candelabra
Blinding
Light source
Lantern
Blinding
Tome
n/a
Mighty / of Strength
Deft / of Dexterity
Focus
Grimoire
Orb
Skull
of Malice
Mighty / of Strength
Deft / of Dexterity

Ring
No special notes.

Back
There are a bunch of suffixes that only appear on cloaks in the back slot, but the skill tree specific back items have access to a couple affixes you can't get on cloaks.
Type
Exclusive in slot
Available
Unavailable
Cloak
of Agility
of Discretion
of Evasion
of Health
of Reflexes
of Respite
of Thorns
Mighty / of Strength
of Aggression
of Malice
of Speed
Runed
of Venom
Quiver
(Archery)
Unerring
of Speed
Runed
of Malice
of Venom
Mighty / of Strength
of Aggression
Battle Standard
(Command)
Mighty / of Strength
Runed
of Aggression
of Speed
of Malice
of Venom
Bandolier
(Trickery)
Mighty / of Strength
of Speed
Runed
of Malice
of Venom
of Aggression

Disclaimer and Methodology
UPDATE: With the release of Loaded Dice I'm now more confident in my data, although I haven't completely tested everything yet.

I created this simply by tracking which prefixes and suffixes I saw on which items while playing, NOT by looking at code or anything else. I did spend a bunch of time restocking shops and using Gambler's Dice, but while I'm confident that everything that I've listed as able to get a prefix or suffix is accurate it's possible that due to the randomness of this system I may have missed some items that CAN have certain bonuses. This is particularly true for accessories, which don't have a restockable shop I could keep refreshing. I did my best, but here are some items I wouldn't be suprised to discover exist even though I never saw them:
  • Heavy Armor Chest: Lucky / of Hoarding
  • Shield: Masterwork / Lightweight / of Speed
  • Parrying Dagger of Aggression
  • Candelabra: Blinding
  • Cloak
    • Bolstering (Cloaks can have the two suffixes that trigger when you're hit, but I never saw this when hit prefix).
    • Restful (I saw the power after battle suffix but never the health after battle prefix, and it seems odd to have one without the other).
    • Runed (this is the only non-armor item I never saw the Runed prefix on).
  • Battle Standard: of Malice / of Speed (these are both available to all other back items)
  • Bandolier: Unerring (Quivers and Bandoliers have almost identical prefix / suffix lists. Quivers not having access to Mighty / of Strength makes sense but I see no reason not to have +Accuracy Bandoliers)
Affix Table
Prefix / Suffix
Effect
Weapons
Armor
Offhand
Ring
Back
Mighty / of Strength
+tier Strength
all Melee
all
all except Tomes and Foci
all
all except Quiver
Deft / of Dexterity
+tier Dexterity
all Physical except Maces
all
all except Light Shields (Deft), Heavy Shields (of Dexterity), Tomes, and Foci
all
all
Enduring / of Endurance
+tier Endurance
all
all
all
all
all
Insightful / of Intellect
+tier Intellect
all
all
all
all
all
Greedy / of Fortune
+tier% gold find
all
all
all
Lucky / of Hoarding
+tier% loot quality
Light Chest, Medium Chest
all
all
all
Ornate / of Worth
+Increased gold value
all
all
all
all
all
Spiked / of Thorns
+2*tier retaliation damage
Heavy (Spiked), all (of Thorns)
all
Cloak (of Thorns)
Venerated / of Reverence
Relic: +1 to a random stat
all
Heavy
Masterwork
Increased Weapon Damage or Defense Rating
all
all
Blinding
On attack (75%), to enemy: -10 accuracy (2 turns)
all
Lantern
Consecrated
Removes "Restricted Skills: Divine"
One-Handed Sword
Runed
+2 power regeneration
all
Medium and Heavy
all
all except Cloaks
Staggering
On attack (75%), to enemy: -5 Quickness (2 turns)
all
Sundering
On attack (75%), to enemy: -10 Armor (2 turns)
all
Unerring
+5 Accuracy
all
Parrying Dagger
Quiver
Anti-Magic
+4% Resist Magic
all
all
all
all
Bolstering
When hit (100%), to self: +15 Armor (1 turn)
all
Healing
+5*tier Healing Skills Bonus
Hands
all
Lightweight
+2 Quickness
Heavy
Padded
+10 Stun Evasion
Light Chest, Medium, Heavy
Restful
+10% Health After Battle
all
all
Socketed
+2 Enhancement Slots
all
all
all
all
all
Soothing
+2*tier Health Regeneration
all
all
Vampiric
+3*tier Health Steal
all
all
all
all
all
of Concussion
+5% Cause Stun
all
of Enervation
+5 Power Steal
all
of Ferocity
On attack (75%), to self: +10% Damage Dealt (3 turns)
all
of Malice
+1% Critical Hit Chance
all
Focus
all
all except Battle Standards
of Venom
On attack (75%), to enemy: (scaling) poison damage (2 turns)
all
Quiver, Bandolier
of Aggression
+5 Enemy Attention
all
Heavy
Shields
Cloak, Battle Standard
of Agility
When hit (50%), to self: +12 Quickness (1 turn)
all
Cloak
of Discretion
+Quick Retreat
Feet
Light Shield, Parrying Dagger
Cloak
of Ease
+2% Chance Free Skill Use
all
all
of Evasion
+2 Evasion
Dagger
all
Shield, Parrying Dagger
all
Cloak
of Health
+4*tier Maximum Health
all
all
Cloak
of Readiness
+15% Starting Action
all
all
all
all
all
of Recovery
+10*tier Bonus When Healed
Chest
all
of Reflexes
When hit (100%), to self: +15 Evasion (1 turn)
all
Cloak
of Respite
+10% Power After Battle
all
all
Cloak
of Speed
+2 Quickness
Parrying Dagger, Talisman
all except Battle Standard
Loaded Dice - Affix Order
The new Loaded Dice item will cycle through the affixes on the item it's used on in a fixed order. If you want a specific prefix or suffix, this is an excellent way to get it without dropping tons of Gambler's Dice and hoping you get lucky. Note that Loaded Dice won't change a prefix to an affix (or vice versa), so if you have an item with a prefix and want a specific suffix first use Gambler's Dice until you get any suffix before you start using Loaded Dice. Here are the order in which the affixes cycle, skipping ones that an item can't have:

Prefix
  • Masterwork - Increased Weapon Damage or Defense Rating (Weapons and Armor)
  • Mighty - +tier Strength (all except ranged weapons, tomes, foci, and quivers)
  • Deft - +tier Dexterity (all except Maces, Magic Weapons, light Shields, Tomes, and foci)
  • Ornate - Increased gold value (all non-Exotic)
  • Lightweight - +2 Quickness (Heavy Armor)
  • Vampiric - +3*tier Health Steal (all)
  • Healing - +5*tier Healing Skills Bonus (Rings, Hand Armor)
  • Soothing - +2*tier Health Regeneration (Armor, Rings)
  • Padded - +10 Stun Evasion (Medium and Heavy Armor)
  • Runed - +2 Power Regeneration (all except Armor or Cloaks)
  • Consecrated - Removes "Restricted Skills: Divine" (One Handed Swords only)
  • Greedy - +tier% Gold Find (all Accessories)
  • Anti-Magic - +4% Resist Magic (all except Weapons)
  • Venerated - Relic: +1 to Party <stat> (non-Exotic Weapons and Heavy Armor)
  • Venerated - Relic: +1 to Party <stat> (non-Exotic Weapons and Heavy Armor)
  • Enduring - +tier Endurance (all)
  • Insightful - +tier Intellect (all)
  • Unerring - +5 Accuracy (Weapons, Parrying Daggers, and Quivers)
  • Lucky - +tier% Loot Quality (Light and Medium Chest Armor, all Accessories)
  • Socketed - +2 Enhancement Slots (all)
  • Staggering - On attack (75%), to enemy: -5 Quickness (2 turns) (Weapons)
  • Blinding - On attack (75%), to enemy: -10 Accuracy (2 turns) (Weapons, Lanterns)
  • Sundering - On attack (75%), to enemy: -10 Armor (2 turns)
  • Restful - +10% Health After Battle (Armor, Rings)
  • Bolstering - When hit (100%), to self: +15 Armor (1 turn) (Armor)
  • Spiked - +2*tier Retaliation Damage (Rings and Heavy Armor)

Suffix
  • of Strength - +tier Strength (all except ranged Weapons, Tomes, foci, and Quivers)
  • of Dexterity - +tier Dexterity (all except Maces, Magic Weapons, heavy Shields, Tomes, and foci)
  • of Fortune - +tier% Gold Find (all Accessories)
  • of Discretion - +Quick Retreat (Light Shields, Parrying Daggers, Cloaks, and Feet Armor)
  • of Evasion - +2 Evasion (Daggers, Shields, Parrying Daggers, Rings, Cloaks, and Armor)
  • of Malice - +1% Critical Hit Chance (Weapons, Foci, Rings, Cloaks, Quivers, and Bandoliers)
  • of Readiness - +15% Starting Action (all)
  • of Venom - On attack (75%), to enemy: (8*tier+tier/5) Poison Damage per Turn (2 turns) (Weapons, Quivers, Bandoliers)
  • of Ferocity - On attack (75%), to self: +10% damage dealt (3 turns) (Weapons)
  • of Respite - +10% Power After Battle (Armor, Rings, Cloaks)
  • of Thorns - +2*tier Retaliation Damage (Armor, Rings, Cloaks)
  • of Ease - +2% chance free skill use (Armor, Rings)
  • of Reflexes - When hit (100%), to self: +15 evasion (1 turn) (Armor, Cloaks)
  • of Agility - When hit (50%), to self: +12 quickness (1 turn) (Armor, Cloaks)
  • of Endurance - +tier Endurance (all)
  • of Intellect - +tier Intellect (all)
  • of Worth - Increased gold value (all non-Exotic)
  • of Recovery - +10*tier Bonus When Healed (Rings, Chest Armor)
  • of Health - +4*tier Maximum Health (Armor, Rings, Cloaks)
  • of Speed - +2 Quickness
  • of Concussion - +5% Cause Stun (Weapons)
  • of Aggression - +5 Enemy Attention (Weapons, Shields, Heavy Armor, Cloaks, Battle Standards)
  • of Enervation - +5 Power Steal (Weapons)
  • of Hoarding - +tier% Loot Quality (Light and Medium Chest Armor, all Accessories)
  • of Reverence - Relic: +1 to Party <stat> (non-Exotic Weapons and Heavy Armor)
  • of Reverence - Relic: +1 to Party <stat> (non-Exotic Weapons and Heavy Armor)

Note: An item with a built-in triggered ability can't gain another triggered ability from an affix.
Affix Notes
An item can't have more than one of the triggered ability affixes - Blinding, Staggering, Sundering, of Ferocity, of Venom | Bolstering, of Agility, of Reflexes. Exotic items with built in triggers, like The Zephyr, can't have them at all.

Lucky / of Hoarding
It's not clear how loot quality adjustments work or the order different modifiers are applied in.
Dungeon
Common: x1.00
Uncommon: x1.25
Rare: x1.75
Epic: x2.50
Legendary: x4.00
Difficulty
Standard: 100%
Veteran: 111%
Legend: 124%
Extreme: 135%
Custom: up to 300%

Masterwork
Uncommon Masterwork weapons and armor have the same Weapon Damage or Defense Rating as a rare version of the same item.

Vampiric
If you deal less damage than the listed health steal amount (due to damage resistance or killing the target) you only gain health equal to the damage you dealt. When using a multitarget attack, you steal health from each target you hit.

of Aggression
It's not clear how enemy attention works or how much impact +5 makes.

of Evasion
Your evasion is subtracted from an attackers accuracy to determine the chance an attack hits. Almost all boss monsters have inflated accuracy stats, usually around 145 but I've seen up to 195, so boosting evasion isn't as good as it might seem unless you get a LOT of it. Max evasion from non-Epic equipment is 20, so most of it will need to come from your skills.

of Venom
Poison damage by tier: T1=9, T2=17, T3=25, T4=33, T5=41, T6=50, T7=58, T8=66.
A possible formula from this data set is tier*8+roundup(tier/5) or roundup(8.2*tier).
Poison damage scales faster than weapon damage, becoming greater than the weapon damage of a one handed sword (ignoring the 75% infliction chance) at tier 7. Multiple instances of poison damage from equipment of Venom won't stack unless you're using the Miasmic Embrace relic. Most Undead and Constructs are immune or resistant to poison.
Subpar Affixes
Consecrated
A Masterwork One Handed Mace will do more damage (and have +3% Cause Stun) compared to a Consecrated One Handed Sword. I haven't run the math, but a Mighty mace is likely also always better than a consecrated sword.

For the sake of completeness I will mention that because maces can't get the dexterity increasing prefixes/suffixes, if for some reason your Divine character wants a one handed melee weapon that deals strength damage but has a bonus to dexterity your only option is a Consecrated Sword of Dexterity.

of Health
of Endurance gives more the same or more health per tier for every class except Mage and Mage Lord, and also benefits anything that scales off endurance.

Masterwork Wands & Staves
Non-physical attacks scale their damage directly off Intellect, ignoring Weapon Damage. The weapon damage increase from Masterwork therefore is wasted on characters who use magic or holy attacks, unless they frequently use basic attacks instead of skills.

Venerated / of Reverence
An item with both the prefix and the suffix gives two +1s. Once you have access to regular relics from exploring ruins, wandering merchants, and lurkers, the +1 to one or two stats from relic equipment is no longer worth a slot in your reliquary.
Affixes Obsoleted by Socketing Runes
Once you're far enough into the game that you can easily come by whatever Rune equipment enchantments you want, these affixes are outclassed by using the Socketed prefix (adds two enchantment slots, available to all items) and the appropriate Runes.

Suffixes are technically not outclassed on rare equipment where you have both a prefix and a suffix, since Socketed only replaces a suffix in that it lets you choose a different one, but they are directly outclassed on uncommon, storied, and exotic equipment that can have either a prefix or a suffix but not both.

Rune of
Effect
Power
+5 Maximum Power
Protection
+1 Armor
Restoration
+7% Power After Battle
Vigilance
+12% Starting Action
Warding
+3% Resist Magic
Runes cost 1,500 gold when bought from the Enchanter's Table in Savantir.

Anti-Magic
Socketed with two Runes of Warding gives +6% Resist Magic instead of +4%.

Masterwork (Armor)
I suspect that two Runes of Protection for +2 Armor will beat the increased Defense Rating from the Masterwork prefix, but I haven't run the math on this yet. Depending on how Armor is Calculated from Defense Rating, the percentage increase to DR may also start beating the flat +2 directly to Armor at higher tiers.

of Readiness
Socketed with two Runes of Vigilance gives +24% Starting Action instead of +15%.
Note: A Socketed Ring of Readiness with four Runes of Vigilance gives you +63% Starting Action.

of Respite
Socketed with two Runes of Restoration gives +14% Power After Battle instead of +10%.

Socketed with two Runes of Power is better than Runed ONLY if battles lasts five turns or less AND your power is completely refilled between battles AND you're spending all your power each battle.
Affixes Obsoleted by Socketing Shards
Once you reach the endgame and can start enhancing your gear with epic Shards, equipment with the Socketed prefix renders a bunch of affixes subpar. As with Runes suffixes technically aren't strictly worse on rare items, but at this point you're probably using Exotic gear.

Shard of
STR
DEX
END
INT
Other
Skosyr
+10%
+10%
Ranien
+10%
+10%
Thysion
+10%
+10%
Lairit
+10%
+10%
Nidal
+10%
+2 Quickness
Vornis
+10%
+10% Bonus When Healed
Euphia
+10%
+1 Power Regeneration
Callara
+20% Health After Battle, +20% Power After Battle
Dilaera
+1% Critical Hit Chance, +15% Critical Hit Damage
Eridos
+5% Health Regeneration, +5* Health Steal
Sarilas
+2 Quickness, +20% Starting Action
*The Health Steal granted by Shard of Eridos does NOT scale, so going purely by Health Steal amount a Vampiric item of tier 4 or higher is better than an otherwise identical Socketed item with two Shards of Eridos.

Stat Increasing Affixes / of Health
Socketed with two +10% shards is better than a prefix that gives a flat tier-based increase to that stat when that stat/5 > tier. So a tier 7 Mighty item only gives a higher Strength bonus than two socketed Shards of Skosyr if your strength is 34 or less, for example.

Runed
Two Shards of Euphia give the same amount of power regeneration but add +20% Intellect.

Lightweight / of Speed
ONE Shard of Nidal or Sarilas matches the speed bonus and also gives +10% Endurance or +20% Starting Action.

Restful / of Respite
ONE Shard of Callara doubles the health and power after battle of these affixes.

Soothing
Two Shards of Eridos grant more Health Regeneration as long as your Health > 20*tier.

of Malice
ONE Shard of Dilaera matches the crit bonus and also grants +15% crit damage.

of Readiness
ONE Shard of Sarilas gives a higher Starting Action bonus and also grants +2 Quickness.

At Very High Stats
Values here are estimated based on what calculations I've managed to figure out, and may not be entirely accurate.

Unerring
Accuracy seems to increase by 1% every 20 points of Dexterity, so at 500 Dex the +5% accuracy from +100 dexterity granted by two +10% dexterity shards will match the +5% accuracy from the Unerring prefix.

Padded
I haven't figured out the Strength to Stun Evasion calculation yet.

Restful / of Respite
+20 Endurance = +1% Health After Battle, so +200 end matches the +10% from this prefix. That requires two +10% endurance shards and 1,000 endurance. Same calculation for Intellect and Power After Battle. A Shard of Lairit (+10% end and int) will match a Shard of Callara (+20% health & power after battle) at 4,000 endurance and intellect.

of Concussion
I haven't figured out the Strength to Cause Stun calculation yet.

of Ease
I haven't figured out the Intellect to Free Skill Chance calculation yet. (6=1%, 60=2%, 100=3%...)

of Evasion / of Reflexes
I haven't figured out the Dexterity to Evasion calculation yet.

of Recovery
Assuming the +10% Bonus When Healed is 10% of your max health, two Shards of Vornis grant a higher bonus when your health > 50*tier.
5 Comments
TrueAlcove 5 Dec, 2022 @ 10:11pm 
Just to add: Rings can have the "of speed" suffix.
TrueAlcove 4 Dec, 2022 @ 6:14pm 
Just wanna say thank you for this very awesome and useful guide!
Spiritor 29 Nov, 2022 @ 3:31pm 
Verrrry useful! I'm grateful to Dilaera, and Thank you.
sirblackaxe  [author] 7 Nov, 2020 @ 7:36pm 
@Stalectos fixed, thanks!
Stalectos 7 Nov, 2020 @ 12:59pm 
there is a typo where you said runes of vigilance give power after battle instead of starting action when comparing it to the of readiness suffix.