Gear and Affixes

How gear works in Eternal Rift Defense: the four slots, primary and secondary affixes, rarity, set bonuses, cursed affixes, upgrading and junking.

Slots and stats

Your hero wears four pieces: Helm, Chest, Gloves and Boots. Each slot has its own three stats, and every affix on a piece rolls from that slot's list. The only exception is a cursed affix, which can be any of the 12 stats.

SlotStats it can roll
HelmMagic Find of Magic FindTower Range of Tower RangeTower Health of Tower Health
ChestPlayer XP of Player ExperienceTower Damage of Tower DamageTower Kill XP of Tower Kill Experience
GlovesGold Pickup of GoldHero Tower Damage of Player Tower DamageCompanion Tower Damage of the Beastmaster
BootsBoss Damage of Boss DamageMovement Speed of MovementAbility CDR of Alacrity

Every bonus of the same stat adds together across all four pieces. Ability cooldown reduction stops at 75%.

What each stat does

StatSlotWhat it does
Magic FindHelmRaises the level of the gear that drops for you, so higher rarities show up more often.
Tower RangeHelmTowers reach enemies from further away.
Tower HealthHelmMore maximum health for every tower you build.
Player XPChestMore experience for your hero from everything that grants it, so you level faster.
Tower DamageChestMore damage from every tower you build.
Tower Kill XPChestMore tower experience when one of your towers lands the killing blow on an enemy.
Gold PickupGlovesMore gold from every gold pickup, including shared drops in multiplayer.
Hero Tower DamageGlovesMore damage from the tower your hero is standing on.
Companion Tower DamageGlovesMore damage from the tower your companion is slotted into.
Boss DamageBootsMore tower damage against bosses only. It stacks with Tower Damage.
Movement SpeedBootsYour hero moves faster around the map.
Ability CDRBootsShorter cooldowns on your hero's abilities. It adds to set bonuses like the Arcanist set, up to the cap.

All of these are percentages. A piece showing "+12% Tower Damage" makes your towers deal 12% more damage.

Item level and the level cap

Characters and items both cap at level 50. You can equip an item up to 5 levels above your character's level, so a level 20 hero can wear level 25 gear. An item's level sets its rarity, how strong its primary affix is, and how many secondary affixes it has.

RarityItem levelSecondary affixes
Common1–90
Uncommon10–191
Rare20–292
Epic30–393
Legendary40–505

Primary affix

Every piece has one primary affix, one of its slot's three stats. It is worth +0.5% per item level, from +0.5% at level 1 up to +25% at level 50, and it grows every time the item levels up. You can change which stat it is at the Forge.

Secondary affixes

A piece gains a secondary affix at each of item levels 10, 20, 30, 40 and 50, so a level 50 piece has 5. Each one rolls one of the slot's three stats at +1% to +5%. Secondaries don't grow with level. The tooltip shows the level each one unlocked at, for example "Secondary (Lvl 10)".

Cursed affixes

A Cursed Shard adds one extra affix to a piece, marked Cursed in red on the tooltip. Unlike the others, a cursed affix can be any of the 12 stats, from any slot, at +1% to +5%. That lets you put, say, Boss Damage on a helm.

Cursing is a gamble. Spending a shard flips a coin:

  • 50% success: the item keeps everything it had and gains the cursed affix.
  • 50% brick: the item is reforged into a random new piece of the same kind (hero gear stays hero gear) with a new level, new primary and new secondaries, and no curse. It is taken off if you were wearing it.

An item can only carry one curse, so a cursed item can't be cursed again. A bricked item comes back uncursed and can be tried again with another shard. Cursed Shards are a rare drop and also come from event rewards. Each character has its own shards.

Upgrading gear

Upgrading spends Rift Gems to raise an item one level at a time, up to 50. Each level adds +0.5% to the primary affix, and reaching level 10, 20, 30, 40 or 50 adds a new secondary affix. You can upgrade an item to at most 5 levels above your character's level. You can upgrade during a rift, but the new level takes effect from your next rift.

The cost goes up by one gem every five levels:

Current item levelRift Gems per level
1–51
6–102
11–153
16–204
21–255
26–306
31–357
36–408
41–459
46–5010

Taking a piece from level 1 to 50 costs 265 Rift Gems in total.

Rerolling at the Forge

Blacksmith Zapan's Forge rerolls an item's primary affix into one of the other two stats for its slot, picked at random, for 25 Rift Gems. The item's level and secondaries stay the same.

Junking

Junking recycles an item you no longer need into Rift Gems: half its level, rounded up, and at least 1. A level 1 item gives 1 gem, a level 25 item gives 13 and a level 50 item gives 25. A junked item is gone for good, so only junk what you will never wear. Hover the Junk button in the inventory to see exactly what you'd get.

Enemy gear

Some gear is made for enemies rather than your hero. You equip it on an enemy type, and it rolls from its own stat list with the same primary, secondary and curse rules. A cursed affix on enemy gear rolls an enemy stat.

SlotEnemy stats it can roll
BootsMovement SpeedHealthArrow Resist
HelmStun ReductionSlow ReductionCannon Resist
ChestDodgeTrue ResistPoison Resist
GlovesFire ResistIce ResistLightning Resist

What the enemy stats do:

  • Movement Speed: Enemies walk faster.
  • Health: Enemies have more health.
  • Dodge: Enemies have a chance to avoid a hit completely.
  • Stun Reduction: Stuns on enemies wear off sooner.
  • Slow Reduction: Slows on enemies are weaker and wear off sooner.
  • Arrow, Cannon, Poison, Fire, Ice and Lightning Resist: Enemies take less damage of that type.
  • True Resist: Enemies take less true damage, the type most defences don't reduce.

Set bonuses

Wearing all four pieces of one set turns on its bonuses. The lowest-level piece decides how many are active: one at level 10, 20, 30, 40 and 50. The level 20 and 40 bonuses power up your class's abilities, so they only work on the class the set was made for. The Cinder King set works on any class and gives that class's own level 20 and 40 bonuses.

SetLv 10Lv 20Lv 30Lv 40Lv 50
Windrunner's Regalia
Archer
+4 Starting GemsKill Zone deals 5% max HP every 2sx2 Arrow damageMarked Prey kills always drop a gemPoison towers always crit
Forgemaster's Arsenal
Engineer
+500 Starting TechnologyBlueprint Swap can also swap trapsx2 Cannon damageOptimized Construction builds a CannonCannon towers 10% chance to stun 1s
Ironguard's Bulwark
Knight
+250 Starting GoldHold the Line deals 5% max HP every 2sx2 Ice damageEmergency Repairs builds a Research towerIce towers gain AOE attack
Arcanist's Vestments
Mage
-25% Ability CooldownArcane Surge picks up all items in your mazex2 Fire damageMana Infusion grants 200 XPFire towers 10% chance to stun 1s
Cinder King's Fury
Any class
x2 Arrow & Cannon damageYour class's Lv 20 bonusx2 Fire & Ice damageYour class's Lv 40 bonusFire aura: burns enemies within 1 cell of you

Try builds in the planner