Arcane Quest Legends 2 Affixes Guide: Every Stone, Tier & Slot Rule

Arcane Quest Legends 2 enchantment stones and affixes

Affixes are the random magic bonuses that separate a throwaway drop from a build-defining weapon in Arcane Quest Legends 2. They live in gem slots on your gear, they can be pulled out as enchantment stones and moved between items, and knowing which bonuses can roll where is the difference between farming smart and farming blind. This guide covers all 27 affixes, their exact value ranges across the 6 tiers, which equipment each one appears on, and how stones, slots and item sources really work.

How affixes and gem slots work

Slots and affixes by item source

SourceGem slotsAffixes filled
Enemy & chest drops0–30–2
Shop (gold)0–20–2
Shop (gold + arcanes)2–32–3
Special shop (arcanes)3–42–4
Unlockable gem-shop items66

Weapons, firearms and body armor use the full ranges above; other armor slots (shields, helmets, boots, gloves, shoulders, back) get slightly fewer. Two special cases:

Tougher enemies drop better loot: bosses, mini-bosses and boss chests pull from the highest drop classes, while barrels and civilians rarely give more than a basic item. Luck bonuses raise the chance that anything drops at all — including the best equipment classes — though they don’t improve affix tiers.

Affix tiers and hero level

Each affix has 6 tiers. When an item drops, one tier is rolled for the whole item, weighted by your hero level:

Hero levelTypical tiers
1–7Mostly tier 1, some tier 2
8–17Mostly tier 2, rare tier 3
18–29Mostly tier 3, rare tier 4
30–39Tiers 3–4, rare tier 5
40–49Tiers 4–5, rare tier 6
50+Tiers 5–6

Tier 6 stones only start appearing in the level 40s — endgame farming is where the big rolls live.

Every affix with value ranges per tier

The rolled value is picked uniformly within the range for that tier.

AffixT1T2T3T4T5T6
Damage % enchantment stone — Arcane Quest Legends 2+% Damage5–1012–1618–2426–3032–3540–50
Flat Damage enchantment stone — Arcane Quest Legends 2+Damage (flat)5–1012–1618–2426–3032–3540–50
Fire Damage enchantment stone — Arcane Quest Legends 2+Fire Damage5–1012–1618–2426–3032–3540–50
Light Damage enchantment stone — Arcane Quest Legends 2+Light Damage5–1012–1618–2426–3032–3540–50
Cold Damage enchantment stone — Arcane Quest Legends 2+Cold Damage5–1012–1618–2426–3032–3540–50
Poison Damage enchantment stone — Arcane Quest Legends 2+Poison Damage5–1012–1618–2426–3032–3540–50
Critical Chance enchantment stone — Arcane Quest Legends 2+% Critical Chance3–56–89–1112–1415–1718–22
Dodge enchantment stone — Arcane Quest Legends 2+% Dodge3–56–89–1112–1415–1718–22
Attack Speed enchantment stone — Arcane Quest Legends 2+% Attack Speed3–45–67–89–1011–1214–15
Defense enchantment stone — Arcane Quest Legends 2+Defense15–2021–2526–3031–3536–4045–50
Magic Defense enchantment stone — Arcane Quest Legends 2+Magic Defense15–2021–2526–3031–3536–4045–50
Life Points enchantment stone — Arcane Quest Legends 2+Life Points100–150200–250300–350400–450500–550600–700
Magic Points enchantment stone — Arcane Quest Legends 2+Magic Points40–90100–140150–190200–240250–300300–400
Strength enchantment stone — Arcane Quest Legends 2+Strength1–234567–9
Dexterity enchantment stone — Arcane Quest Legends 2+Dexterity1–234567–9
Intelligence enchantment stone — Arcane Quest Legends 2+Intelligence1–234567–9
Constitution enchantment stone — Arcane Quest Legends 2+Constitution1–234567–9
Spell Cooldown enchantment stone — Arcane Quest Legends 2+% Spell Cooldown Speed5–78–1112–1415–1718–2021–25
Life Regeneration enchantment stone — Arcane Quest Legends 2+% Life Regeneration5–1015–2025–3035–4045–5575–85
Magic Regeneration enchantment stone — Arcane Quest Legends 2+% Magic Regeneration10–1520–2530–3540–4550–6080–100
Life absorption enchantment stone — Arcane Quest Legends 2Life Absorption % dmg to life2–44–66–89–1112–1415–18
Magic absorption enchantment stone — Arcane Quest Legends 2Magic Absorption % dmg to magic2–44–66–89–1112–1415–18
Movement Speed enchantment stone — Arcane Quest Legends 2+% Movement Speed4–79–1112–1314–1618–2022–25
Luck enchantment stone — Arcane Quest Legends 2+% Luck on Drop5–89–1112–1415–1718–2020–22
Gold Dropped enchantment stone — Arcane Quest Legends 2+% Gold Dropped5–89–1112–1415–1718–2020–22
Splash Damage enchantment stone — Arcane Quest Legends 2+% Splash Damage5–89–1112–1415–1718–2020–22
Stun enchantment stone — Arcane Quest Legends 2+% Stun on hit2–4 (1s)3–6 (1s)5–10 (1.5s)7–12 (1.5s)8–12 (2s)10–15 (2s)

A hidden detail about flat damage and defense affixes: flat Damage, the four elemental damages, Defense and Magic Defense actually roll as a percentage of the item’s own base value, then get frozen into a flat number the moment the item drops. A tier-4 Fire Damage roll on an endgame weapon is a far bigger number than the same tier on a starter weapon — and moving the stone later keeps the frozen value. Farm these on high-level gear.

Also worth knowing: the four elemental damages are currently pure extra damage — there are no enemy resistances, no burn or slow effects — so pick whichever element looks best. They only change the hit effects and weapon trail.

Which affixes roll on which gear

SlotPossible affixes
Swords, Axes, Maces (1H & 2H)% Damage, flat Damage, Crit, Attack Speed, Fire/Light/Cold/Poison Damage, Life, Str/Dex/Int/Con, Life Regen, Magic Regen, Life & Magic Absorption, Stun, Splash
BowsSame as melee, minus Splash
SpearsSame as melee, minus Splash and Stun
Staves% Damage, flat Damage, Crit, Attack Speed, 4 elements, Magic Points, Life, Str/Dex/Int/Con, Spell Cooldown, both Regens, both Absorptions
Firearms (all 8 types)% Damage, flat Damage, Crit, Attack Speed, 4 elements, Life, Str/Dex/Int/Con, both Regens — no Absorption, no Stun, no Splash
Body Armor, Gloves, Leg ArmorDodge, Attack Speed, Defense, Magic Defense, Magic, Life, Str/Dex/Int/Con, both Regens, Gold
Helmets, ShouldersSame as body armor, minus Attack Speed
BackDefense, Magic Defense, Magic, Life, Str/Dex/Int/Con, Spell Cooldown, both Regens, Gold
ShieldsDefense, Magic Defense, Life, Str/Dex/Int/Con only
BootsDefense, Magic Defense, Magic, Life, Str/Dex/Int/Con, Gold
AccessoriesDodge, Crit, Attack Speed, Magic, Life, Str/Dex/Int/Con, Spell Cooldown, both Regens, both Absorptions, Movement Speed, Luck, Gold, Stun
BeltsNone — belts only add inventory space

Exclusives to plan around:

An item never carries the same affix twice, and three stone categories are mutually exclusive on one item: only one Damage stone (% or flat), only one Elemental stone, and only one Absorption stone. The enchant screen warns you with “already has a stone of the same category”.

Disassembling and enchanting stones

Stones come from disassembling equipment: an item with any affixes returns 1 stone, more than 3 affixes returns 2, and more than 5 returns 3 — picked at random from what the item carried, keeping their exact tier and value. You also get back a fraction of the item’s gold value.

Enchanting a stone into a free, compatible slot costs gold based on the stone’s tier:

Stone tierEnchant cost
11,000g
25,000g
310,000g
415,000g
520,000g
625,000g

The endgame loop: don’t sell interesting drops — disassemble them. Hunt high-tier rolls anywhere, bank the stones, and enchant them into 6-slot gear. Since stone values never change, one great tier-6 roll serves you for the rest of the game.

Quick tips

Planning a build? Pair this with the equipment guide for weapon types and the spells guide to spend all that spell cooldown speed.