Arcane Quest Legends 2 Affixes Guide: Every Stone, Tier & Slot Rule
August 26, 2026

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
- Every item has gem slots. A slot can be empty or hold one affix. The item panel shows the count under GEMS.
- Enchantment stones are detached affixes. Disassembling equipment returns some of its affixes as stones (plus a little gold and arcanes), and you can enchant any stone into a compatible item with a free slot. A stone keeps its exact rolled tier and value forever — there’s no re-roll or upgrade.
- One tier per item. All affixes that roll on a dropped item share the same tier (1–6), decided once by your hero level at drop time.
- Where the item comes from decides how good it is. Unlike the first game, an item’s rarity label is its source tier — enemy drop vs. shop tier — and that source directly controls how many slots and affixes it gets.
Slots and affixes by item source
| Source | Gem slots | Affixes filled |
|---|---|---|
| Enemy & chest drops | 0–3 | 0–2 |
| Shop (gold) | 0–2 | 0–2 |
| Shop (gold + arcanes) | 2–3 | 2–3 |
| Special shop (arcanes) | 3–4 | 2–4 |
| Unlockable gem-shop items | 6 | 6 |
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:
- Accessories always come with every slot filled — cheap rings carry 1 affix, and the ladder climbs to 5 affixes on the top variants (6 on the unlockable gem-shop versions).
- Belts carry no affixes at all — they only add inventory space.
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 level | Typical tiers |
|---|---|
| 1–7 | Mostly tier 1, some tier 2 |
| 8–17 | Mostly tier 2, rare tier 3 |
| 18–29 | Mostly tier 3, rare tier 4 |
| 30–39 | Tiers 3–4, rare tier 5 |
| 40–49 | Tiers 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.
| Affix | T1 | T2 | T3 | T4 | T5 | T6 | |
|---|---|---|---|---|---|---|---|
| +% Damage | 5–10 | 12–16 | 18–24 | 26–30 | 32–35 | 40–50 | |
| +Damage (flat) | 5–10 | 12–16 | 18–24 | 26–30 | 32–35 | 40–50 | |
| +Fire Damage | 5–10 | 12–16 | 18–24 | 26–30 | 32–35 | 40–50 | |
| +Light Damage | 5–10 | 12–16 | 18–24 | 26–30 | 32–35 | 40–50 | |
| +Cold Damage | 5–10 | 12–16 | 18–24 | 26–30 | 32–35 | 40–50 | |
| +Poison Damage | 5–10 | 12–16 | 18–24 | 26–30 | 32–35 | 40–50 | |
| +% Critical Chance | 3–5 | 6–8 | 9–11 | 12–14 | 15–17 | 18–22 | |
| +% Dodge | 3–5 | 6–8 | 9–11 | 12–14 | 15–17 | 18–22 | |
| +% Attack Speed | 3–4 | 5–6 | 7–8 | 9–10 | 11–12 | 14–15 | |
| +Defense | 15–20 | 21–25 | 26–30 | 31–35 | 36–40 | 45–50 | |
| +Magic Defense | 15–20 | 21–25 | 26–30 | 31–35 | 36–40 | 45–50 | |
| +Life Points | 100–150 | 200–250 | 300–350 | 400–450 | 500–550 | 600–700 | |
| +Magic Points | 40–90 | 100–140 | 150–190 | 200–240 | 250–300 | 300–400 | |
| +Strength | 1–2 | 3 | 4 | 5 | 6 | 7–9 | |
| +Dexterity | 1–2 | 3 | 4 | 5 | 6 | 7–9 | |
| +Intelligence | 1–2 | 3 | 4 | 5 | 6 | 7–9 | |
| +Constitution | 1–2 | 3 | 4 | 5 | 6 | 7–9 | |
| +% Spell Cooldown Speed | 5–7 | 8–11 | 12–14 | 15–17 | 18–20 | 21–25 | |
| +% Life Regeneration | 5–10 | 15–20 | 25–30 | 35–40 | 45–55 | 75–85 | |
| +% Magic Regeneration | 10–15 | 20–25 | 30–35 | 40–45 | 50–60 | 80–100 | |
| Life Absorption % dmg to life | 2–4 | 4–6 | 6–8 | 9–11 | 12–14 | 15–18 | |
| Magic Absorption % dmg to magic | 2–4 | 4–6 | 6–8 | 9–11 | 12–14 | 15–18 | |
| +% Movement Speed | 4–7 | 9–11 | 12–13 | 14–16 | 18–20 | 22–25 | |
| +% Luck on Drop | 5–8 | 9–11 | 12–14 | 15–17 | 18–20 | 20–22 | |
| +% Gold Dropped | 5–8 | 9–11 | 12–14 | 15–17 | 18–20 | 20–22 | |
| +% Splash Damage | 5–8 | 9–11 | 12–14 | 15–17 | 18–20 | 20–22 | |
| +% Stun on hit | 2–4 (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
| Slot | Possible 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 |
| Bows | Same as melee, minus Splash |
| Spears | Same 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 Armor | Dodge, Attack Speed, Defense, Magic Defense, Magic, Life, Str/Dex/Int/Con, both Regens, Gold |
| Helmets, Shoulders | Same as body armor, minus Attack Speed |
| Back | Defense, Magic Defense, Magic, Life, Str/Dex/Int/Con, Spell Cooldown, both Regens, Gold |
| Shields | Defense, Magic Defense, Life, Str/Dex/Int/Con only |
| Boots | Defense, Magic Defense, Magic, Life, Str/Dex/Int/Con, Gold |
| Accessories | Dodge, Crit, Attack Speed, Magic, Life, Str/Dex/Int/Con, Spell Cooldown, both Regens, both Absorptions, Movement Speed, Luck, Gold, Stun |
| Belts | None — belts only add inventory space |
Exclusives to plan around:
- Splash Damage only rolls on one- and two-handed melee weapons (swords, axes, maces). Any splash widens your melee swing from a 40° to a 140° arc and deals that percentage of your hit (after crit!) to everyone else in the arc — it’s worth much more than the printed number.
- Movement Speed and Luck only roll on accessories — even boots can’t get movement speed in AQL2.
- Staves are the only weapons with Magic Points and Spell Cooldown; the Back slot is the only armor with Spell Cooldown.
- Firearms can’t roll Absorption — gunners sustain through Life Regeneration or an absorption accessory instead.
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 tier | Enchant cost |
|---|---|
| 1 | 1,000g |
| 2 | 5,000g |
| 3 | 10,000g |
| 4 | 15,000g |
| 5 | 20,000g |
| 6 | 25,000g |
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
- Stun stacks across items — percentages add up, and the duration used is the longest single stone you have equipped. A stun melee weapon plus a stun accessory makes a serious lockdown build.
- Absorption works on any damage you deal, spells included — a Life Absorption stone on a staff sustains a caster build beautifully.
- % Damage boosts only that weapon’s own damage, so it belongs on your hardest-hitting weapon; stats, regen, crit, luck and gold are summed across everything equipped and apply globally.
- Empty slots make items pricier at the shop — you’re paying for the potential, so only buy multi-slot items you actually plan to enchant.
- Tier 6 barely beats tier 5 for Luck, Gold and Splash (18–20 vs 20–22) — don’t hold out for a tier-6 version of those.
Planning a build? Pair this with the equipment guide for weapon types and the spells guide to spend all that spell cooldown speed.
