Arcane Quest Legends Affixes Guide: Every Bonus, Tier & Socket Rule
August 25, 2026

Affixes are the magic bonuses that make two copies of the same weapon completely different in Arcane Quest Legends. A plain sword is just a sword — the same sword with +% Damage and life leech carries you through the endgame. This guide covers every affix in the game, the exact value ranges at each of the 6 tiers, which equipment each one can appear on, and how sockets, gems and item rarity actually work under the hood.
How affixes work
- Sockets hold affixes. Every dropped item can roll a number of sockets (empty slots), and some of those come pre-filled with a random affix. Empty sockets aren’t wasted — you can fill them yourself with gems.
- Gems are detached affixes. At the socket shop you can extract an affix from an item into your gem pool, then infuse it into another item. The affix keeps its exact rolled value forever — there’s no re-roll or upgrade, so a great roll is worth carrying from item to item.
- Rarity is just sockets + affixes. An item’s color tier (Common → Legendary) isn’t rolled separately — it’s determined entirely by how many sockets it has and how many are filled. More on that below.
- One tier per item. All affixes that drop on an item share the same tier (1–6), rolled once based on your hero level when the item drops. Higher-level heroes find higher-tier affixes.
Item rarity explained
Rarity is derived from the socket count and how many sockets came filled:
| Rarity | Sockets | Filled affixes |
|---|---|---|
| Common | 0–1 | 0 |
| Uncommon | 2+ | 1+ |
| Rare | 3+ | 2+ |
| Heroic | 4+ | 3+ |
| Legendary | 5 | 4+ |
Normal world drops cap out at 4 sockets, so Legendary rarity only comes from 5-socket accessories — the top-end rings and amulets that come with 5 affix slots built in. Regular gear tops out at Heroic.
About 20% of dropped gear is unidentified (shown as ??? values). Luck bonuses reduce that chance down to a floor of 5%, and identifying costs 25% of the item’s value — so Luck affixes quietly pay for themselves.
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 affixes only start dropping in the level 40s — if you want the biggest rolls, farm at max level.
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 | 10–15 | 18–24 | 27–34 | 36–42 | 45–55 | 65–80 | |
| +Damage (flat) | 10–15 | 18–24 | 27–34 | 36–42 | 45–55 | 65–80 | |
| +Fire Damage | 8–15 | 16–20 | 21–25 | 27–33 | 35–40 | 45–65 | |
| +Light Damage | 8–15 | 16–20 | 21–25 | 27–33 | 35–40 | 45–65 | |
| +Cold Damage slows | 8–15 (1s) | 16–20 (1s) | 21–25 (2s) | 27–33 (2s) | 35–40 (3s) | 45–65 (4s) | |
| +Poison Damage | 8–15 | 16–20 | 21–25 | 27–33 | 35–40 | 45–65 | |
| +% Critical Chance | 3–5 | 6–8 | 9–11 | 12–14 | 15–17 | 18–22 | |
| +% Attack Speed | 3–5 | 6–8 | 9–11 | 12–14 | 15–17 | 20–22 | |
| +% Dodge | 3–5 | 6–8 | 9–11 | 12–14 | 15–17 | 18–22 | |
| +% Defense | 10–20 | 21–30 | 31–45 | 46–60 | 61–80 | 81–100 | |
| +Life Points | 10–20 | 21–30 | 31–45 | 46–60 | 61–80 | 81–100 | |
| +Mana Points | 10–20 | 21–30 | 31–45 | 46–60 | 61–80 | 81–100 | |
| +Strength | 1–2 | 3–5 | 6–8 | 9–12 | 13–15 | 18–22 | |
| +Dexterity | 1–2 | 3–5 | 6–8 | 9–12 | 13–15 | 18–22 | |
| +Intelligence | 1–2 | 3–5 | 6–8 | 9–12 | 13–15 | 18–22 | |
| +Constitution | 1–2 | 3–5 | 6–8 | 9–12 | 13–15 | 18–22 | |
| −% Spell Cooldown | 5–7 | 8–11 | 12–14 | 15–17 | 18–20 | 21–25 | |
| +% Life Regeneration | 20–35 | 45–65 | 75–95 | 100–125 | 130–150 | 160–200 | |
| +% Mana Regeneration | 20–35 | 45–65 | 75–95 | 100–125 | 130–150 | 160–200 | |
| Life Leech % dmg to life | 2–4 | 4–6 | 6–8 | 9–12 | 13–16 | 17–20 | |
| Mana Leech % dmg to mana | 2–4 | 4–6 | 6–8 | 9–12 | 13–16 | 17–20 | |
| +% 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 weapon damage affixes: flat Damage and the four elemental damage affixes actually roll as a percentage of the weapon’s average base damage, then get frozen into a flat number when the item drops. A “+40 Fire Damage” roll on an endgame weapon and a “+12 Fire Damage” roll on a starter weapon may be the exact same tier — the number scales with the weapon it dropped on. Keep that in mind before extracting an elemental gem from a weak weapon: the value stays frozen.
Which affixes roll on which gear
Each equipment slot draws from its own affix pool:
| Slot | Possible affixes |
|---|---|
| Body, Gloves, Leg Armor | Dodge, Attack Speed, Defense, Mana, Life, Str/Dex/Int/Con, Life Regen, Mana Regen, Gold |
| Helmets | Same as body armor, minus Attack Speed |
| Shields | Defense, Life, Str/Dex/Int/Con |
| Boots, Belts | Defense, Mana, Life, Str/Dex/Int/Con, Gold |
| Staves | % Damage, Crit, flat Damage, Attack Speed, Fire/Light/Cold/Poison Damage, Mana, Life, Str/Dex/Int/Con, Spell Cooldown, Life Regen, Mana Regen, Life Leech, Mana Leech |
| Bows, two-handed weapons | As staves, but no Mana and no Spell Cooldown — plus Stun |
| One-handed swords, axes, maces | As bows, plus Splash Damage |
| Accessories | Dodge, Crit, Attack Speed, Mana, Life, Str/Dex/Int/Con, Spell Cooldown, Life Regen, Mana Regen, Life Leech, Mana Leech, Movement Speed, Luck, Gold, Stun |
Three exclusives worth planning around:
- Splash Damage only rolls on one-handed melee weapons — it widens your melee swing from a 40° to a 140° arc, effectively turning single-target hits into crowd control.
- Luck and Movement Speed only roll on accessories. A dedicated “magic find” ring with Luck + Gold is the classic farming setup.
- Staves are the only weapons with Spell Cooldown and Mana — caster affixes live on staves and accessories, nowhere else.
An item can never carry the same affix twice, and some affixes are mutually exclusive on a single item: only one of % Damage / flat Damage, only one elemental damage type, and only one of Life Leech / Mana Leech. Spread them across your gear instead.
Accessories: guaranteed affixes
Accessories don’t roll sockets randomly — every accessory comes with a fixed number of affix slots, all filled. The cheap starter rings carry 1 affix; the level-23+ accessories carry 5 affixes each, which is why they’re the only Legendary-rarity items in the game. See the full list in the accessories guide.
Extracting and infusing gems
The socket shop moves affixes between items. Prices depend only on the affix’s tier:
| Tier | Extract (arcanes) | Infuse (gold) |
|---|---|---|
| 1 | 1 | 1,000g |
| 2 | 2 | 5,000g |
| 3 | 3 | 10,000g |
| 4 | 4 | 15,000g |
| 5 | 5 | 20,000g |
| 6 | 6 | 25,000g |
Extraction costs arcanes (the premium currency), infusion costs gold. A gem can only go into an item whose slot normally allows that affix type — you can’t put Splash Damage on a staff or Luck on a helmet — and the duplicate/exclusive-group rules above still apply.
Since affix values never change when moved, the endgame loop is simple: hunt high-tier rolls on any item, extract the best ones, and consolidate them onto your final gear.
Quick tips
- Stun stacks across items — the percentages add up, and the stun duration used is the longest one you have equipped. A stun weapon plus a stun accessory makes a real lockdown build.
- % Damage and % Defense boost that item’s own base value only — they’re worth the most on your highest-damage weapon and highest-armor piece, not on small items.
- Everything else (stats, regen, leech, crit, luck, gold) is summed across all equipped items and applied globally.
- Empty sockets raise an item’s price more than you’d expect (about +20% each) — merchant items with open sockets are paid-for potential, and unidentified items sell for almost nothing, so identify before selling.
- Tier 6 barely beats tier 5 for Attack Speed, Luck, Gold and Splash (e.g. 18–20 vs 20–22) — don’t burn gold chasing a tier-6 version of those.
Planning a build? Pair this with the equipment guide for base items and the spells guide for what to do with all that spell cooldown.
