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Affixes and curses — Affixes
Bonus ranges depend on item rarity. Legendary powers are fixed, while Exalted and cursed versions can gain an extra bonus from the upper half of the rarity’s range. Gems provide separate bonuses.
| Condition | Hone | Reforge |
|---|---|---|
| Eligible item bonus | Improve the bonus | Replace the bonus |
| Weapon techniques | Available | Unavailable |
Use these services at the Mages Guild; see Salvage and reforging.
| Affix | Rolls on | Magic | Rare | Legendary | Effect |
|---|---|---|---|---|---|
| Damage | Weapons | 5–12% | 10–25% | 20–40% | Percent more damage on the weapon's own roll, before the swing's modifiers. |
| Armour | Armour (body pieces and shields) | 3–6 | 6–12 | 12–20 | Points off every blow's chance to land, on the parts the piece covers (a shield covers its own parts). |
| Carrying capacity | Armour, jewellery | 10–20% | 20–35% | 35–50% | Percent more weight you can carry. |
| Attribute | Weapons, armour, jewellery, clothing (clothing rolls Personality only) | 2–5 | 5–10 | 10–15 | Points on one attribute. No attribute repeats on a piece. |
| Resistance | Armour, jewellery | 10–20% | 20–35% | 35–50% | Percent added to your saving throw against one element. Lines from Magic, Rare and Legendary pieces together count up to 45% per element. |
| Skill | Weapons, armour, jewellery, clothing | 5–10 | 10–20 | 20–30 | Adds points to one skill; any skill can roll. Weapons favour their weapon skill, Critical Strike, Backstabbing and Dodging. Armour favours combat and movement skills. Jewellery and clothing favour social and stealth skills and Medical; jewellery also favours magic, while cloth footwear favours movement and Stealth. |
| Elemental damage | Weapons | 1–3 | 3–6 | 6–10 | Adds the listed Fire, Frost or Shock damage to hits with this weapon. Immune enemies take none of this extra damage; resistant enemies take half. |
| Life leech | Weapons | 2–4% | 4–7% | 7–10% | Heals you for the listed percentage of damage dealt by this weapon. Off-hand leech applies to off-hand hits. The weapon's affixes and gems together are capped at 10%. |
| Thorns | Armour | 1–3 | 3–6 | 6–10 | Deals the listed damage back to an enemy that hits you. Equipped Thorns bonuses add up to at most 10 damage per hit and cannot kill an enemy. |
| Spell cost cut (focus) | Jewellery | 2–4% | 4–7% | 7–10% | Percent off your spells' magicka cost. All you wear add up to at most 30%. |
| Slayer | Weapons | 5–10% | 10–20% | 20–30% | Percent more weapon damage against one kind of enemy, by Daggerfall's own four groups (a vampire is undead, a dragonling an animal, an orc a humanoid). |
| Casting speed | Jewellery, weapons | 3–6% | 6–10% | 10–15% | Increases casting speed by the listed percentage. Bonuses from equipped items, including the active weapon, add up to a maximum of 30%. |
| Spell damage (potency) | Jewellery, weapons | 3–6% | 6–10% | 10–15% | Increases spell damage by the listed percentage. Potency affixes total at most 30%; all loot bonuses together can increase spell damage by at most 50%. |
| Magicka on a kill (wellspring) | Jewellery | 2–4% | 4–7% | 7–10% | A kill returns that share of your magicka. Worn lines add up to at most 10% a kill. |
| Standing | Clothing | 2–3 | 3–5 | 5–8 | Points of standing with one social group. It leans to the garment's dress: fine wear to the Nobility or Merchants, common wear to the Commoners, priests' robes to the Scholars. |
| Warmth | Clothing | 2–4 | 4–7 | 7–10 | Adds the listed number of degrees to clothing warmth. Has no effect when Climates & Calories is disabled. |
| Weatherproofing | Clothing | 10–20% | 20–35% | 35–50% | Reduces wetness from weather by the listed percentage. Has no effect when Climates & Calories is disabled. |
| Technique | Weapons (by weapon family) and Gauntlets for the bare hand | 5–15% | 15–30% | 30–50% | Percent more power on one weapon technique, activated with your weapon technique. At most one technique line on a piece, and it only ever names a technique its family knows. |
Sources (13)
- src/systems/loot/lootRarity.js
- src/systems/loot/lootCurse.js
- bible/06-Systems/Loot-Rarity.md
- bible/06-Systems/Loot-II-Arc.md
- src/systems/loot/lootPowers.js
- src/combat/technique/techniqueRoster.js
- bible/06-Systems/Loot-Arc.md
- src/systems/enchantments.js
- src/systems/smithItems.js
- src/systems/enchantmentCatalogue.js
- src/systems/enchanting.js
- src/systems/reforge.js
- src/net/temperLaw.js