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Armor Affixes

This page lists armor affixes available from ordinary equipment generation and regular affix forging. Slot labels are strict: Movement Speed appears only on Boots, for example.

Damage-Reduction Rules

  • Dodge is checked before damage; a success completely negates that melee or projectile hit.
  • Armor and Armor Toughness are applied first, enchantment protection next, and percentage reduction affixes last.
  • Armor is capped at 50. The first 30 points use the Armor/Toughness formula; points above 30 provide additional reduction. The actual percentage depends on hit size and Toughness.
  • Except for the fixed Legendary affix, all applicable reductions add together: All Damage Reduction, damage-category reduction, chestplate Physical/Elemental reduction, and one active Shelter.
  • Fixed Legendary All Damage Reduction is independent: 10% per ordinary Legendary armor piece or 15% per Mythic piece, summed with an 80% cap.
  • Combined reduction = 1 - (1 - additive reduction) × (1 - Legendary reduction).
  • The complete armor-affix stage can remove at most 80% of the damage entering it, leaving at least 20%.
  • Dodge applies only to melee and projectile damage and does not affect sources that bypass armor affixes.
  • Debuff Duration Resistance linearly shortens negative effects. Slow Resistance reduces the movement penalty from Slowness rather than granting immunity.

Example: if 100 damage remains after Armor and enchantments, additive reduction is 40%, and Legendary reduction is 20%, the result is 100 × 0.60 × 0.80 = 48, or 52% combined reduction.

General Equipment and Armor Affixes

Display name Eligible T4 T3 T2 T1
Extra Durability All equipment +50%–100% +100%–200% +200%–500%
Max Health Armor +1.0–1.5 +1.5–2.0 +2.0–2.5 +2.5–4.0
Armor Armor +0.5–1.0 +1.0–1.5 +1.5–2.0 +2.0–3.0
Armor Toughness Armor +0.50–0.75 +0.75–1.25 +1.25–2.00
Melee Damage Reduction Armor +6%–8% +8%–10% +10%–12% +12%–16%
Projectile Damage Reduction Armor +8%–12% +12%–16% +16%–24% +24%–32%
Explosion Damage Reduction Armor +8%–12% +12%–16% +16%–24% +24%–32%
Fire Damage Reduction Armor +8%–12% +12%–16% +16%–24% +24%–32%
Shelter of the Sun Armor +6%–10% +10%–14% +14%–20%
Shelter of Shadows Armor +6%–10% +10%–14% +14%–20%
Shelter of Storms Armor +8%–12% +12%–16% +16%–24%
Shelter of Otherworlds Armor +8%–12% +12%–16% +16%–24%
Knockback Resistance Armor +12%–18% +18%–24% +24%–36% +36%–50%

Helmet

Display name T2 T1 Scope
Elemental Damage +16%–24% +24%–32% Melee, ranged, and Weapon Skills
Physical Damage +10%–14% +14%–20% Melee, ranged, and Weapon Skills
Suffocation Damage Reduction +24%–36% +36%–54% In-wall suffocation and drowning

Chestplate

Display name T3 T2 T1
Physical Damage Reduction +5%–7.5% +7.5%–10% +10%–15%
Elemental Damage Reduction +5%–7.5% +7.5%–10% +10%–15%
Debuff Duration Resistance +12%–16% +16%–24% +24%–40%

Leggings

Display name T2 T1 Scope
Dodge Chance +6%–8% +8%–12% Melee and projectile damage
Slow Resistance +25%–35% +35%–50% Slowness movement penalty

Boots

Display name T3 T2 T1 Scope
Movement Speed +6%–8% +8%–12% +12%–20% Player movement speed
Dodge Chance - +6%–8% +8%–12% Melee and projectile damage

Conflicts

Group Rule
Armor reduction Melee, Projectile, Explosion, Fire, chestplate Physical, chestplate Elemental, and helmet Suffocation reduction conflict
Shelter Sun, Shadows, Storms, and Otherworlds conflict
Helmet output Helmet Elemental and Physical Damage conflict

Shelter Conditions

  • Shelter of the Sun: Overworld daytime.
  • Shelter of Shadows: Overworld night.
  • Shelter of Storms: in water, or Overworld rain in a biome with precipitation.
  • Shelter of Otherworlds: any non-Overworld dimension.