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Wednesday, March 25, 2026

Last Epoch - Defensive Affixes/Modifiers Explained

This will be a quick explanation of basic affixes you'll see on most items and passives. These affixes will be broken up into Offensive Affixes & Defensive Affixes. 

Credit: lastepoch.com

Defensive Affixes & Modifiers: from affixes, blessings/shrines, skills, and passives

Life/Health Modifiers

Health works to protect against all damage sources. 

Health can be recovered via health regeneration, health leech, health on hit, healing potions, health gain on kill, & health gain on dodge. 


Ward: 

Ward is a shield on top of health, similar to energy shield from PoE but it's not always up and will reduce over time. 
Ward can be scaled in size and duration, leeched, gained on hit, regenerated, gained on skill use, and gained on kill. 

Best classes to scale Ward are Mage, Acolyte, Rogue, and Sentinel. 


Resistance: 

Resistances provide damage reduction against specific damage types: cold, fire, lightning, physical, poison, necrotic, and void. 

Resistances cap at 75% and you will want them all positive in campaign and capped in the end game. 


Armor: 

Armor reduces physical damage taken and slightly reduces non-physical damage taken. 
Armor has no effect on DoTs/Ailments. 
Armor provides less defense vs higher level enemies. 


Dodge: 

Dodge provides a random chance to avoid all damage per hit taken. 
It caps at 85% and has diminishing returns above 75%. 
Scales from "chance to dodge" modifiers. 


Endurance: 

Endurance provides a percent of damage reduction when it triggers and only protects health, not ward. 

Endurance works for all damage taken, including DoTs, but only protects health levels below threshold. 

Endurance triggers when health threshold reaches less than 20% (by default). 
Endurance Threshold scales the likelihood of endurance triggering and caps at 60%. 
Threshold can scale via "added" (additive) & "increased" (multiplicative) modifiers. 

Endurance is used to protect against 1 shots as it'll ensure the last bit of health you have is protected. 


Block: 

Block provides a chance to reduce damage on hits. Block does nothing against DoTs/Ailments. 

Block Effectiveness scales how much damage is reduced. 

Chance to Block scales to provide likelihood of blocking attacks. 

Shields aren't required for blocking but provide the best block scaling. 


Critical Defense: 

Crit defense provides reduction to crit damage taken and can cap at 100% (crit immunity). 


Stun Avoidance: 

Stun avoidance reduces chances of being stunned and can cap at 100% (stun immunity). 


Damage Reduction: 

Reduced Damage Taken or Less Damage Taken gives a flat reduction to damage taken but doesn't work against DoTs/Ailments. 


Debuffs: 

Specific debuffs/curses on enemies can reduce the damage they output via lowering their attack/cast speed. 

Frailty - reduces enemy damage output by 6% per stack up to 3 stacks. 
Chill - reduces enemy speed by 12% per stack up to 3 stacks. 
Blind - reduces enemy crit chance by 100%. 
Stun - Prevents enemies from moving or attacking. 

Last Epoch - Offensive Affixes/Modifiers Explained

This will be a quick explanation of basic affixes you'll see on most items. These affixes will be broken up into Offensive Affixes & Defensive Affixes. 

Credit: lastepoch.com

Offensive Affixes & Modifiers 

Damage Modifiers

Added Damage. adds base # damage to attacks. Everything multiplies after added damage. 

Increased Damage. multiplies the base damage after all additive damage is calculated. 

Added damage sources multiply by increased damage's %. 
Example: (Added fire + added melee) * [(increased fire% + increased melee%)*100]. 
3 added fire damage
3 added melee damage
30% increased fire damage
30% increased melee damage
(3 + 3) * [(30% + 30%)*100] = 6 * 1.6 = 9.6 total fire melee damage

Using multiple damage types/sources makes it harder to stack increased damage. It's easier to scale damage using the same damage type. 


Critical Modifiers: 

Critical hits do double damage when a crit hit happens. 

Critical damage increases with added crit & increased crit (similar to added damage & increased damage). 

Crits do not increase Damage over Time or Ailments. 

Critical hit chance can be increased up to 100%. 

Enemies can avoid crits via a crit avoidance buff they have or a crit debuff on you. 

Rogue has a crit debuff skill they can apply to enemies. 


Buffs/Debuffs: 

Buffs and debuffs can be given to player and to enemies. They add to damage dealth/taken in a different way.

Shred: Stacks a 4 second debuff on specific stat when they get hit (such as armor shred). Does 2% boss or 5% regular enemy per stack up to 10 max stacks of shred. 

Penetrate: Penetrates specific resistance. Can’t go below -75% resist penetrated.

Increased Damage Taken: Simply increases the amount of damage type taken in an additive (not multiplicative) way. Can stack with penetration & shred. 


Damage over Time (DoTs): 
  • DoT is damage that ticks per second over a period of time. 
  • Base DoT duration + Increased DoT duration gives total damage over time. 
  • DoT cannot be scaled by crit. 
  • DoT can be inflicted via specific skills or ailments. DoTs via ailments will be triggered on hit. 
  • DoT is scaled via duration, penetration, shred, and damage sources related to the DoT. 

Example: Physical damage over time (bleed ailment). 
Maximize attack speed and increased phys DoT chance to increase how likely a bleed will occur and to get more bleed stacks (no max stacks so higher bleed chance and higher attack speeds can stack 100+ times). 
Increasing bleed duration keeps those stacks on longer and increased DoT/physical DoT will increase bleed damage per tick. 
Physical penetration + phys resist shred will make enemies take more bleed damage. 

Ailments: 

Bleed, Poison, Ignite. Frostbite. Electrify. 

Chance to apply an ailment can be over 100% in case enemies have buffs or you have debuffs lowering the chances of applying an ailment. 

All major DoTs via ailments will be uncapped. A few specific ailments will be capped and will be stated in the skill's description (such as time rot). 


Attack & Cast Speed: 

These affixes are typically found on weapons. Dual wielders speed is based on average of both weapons equipped. 

Overall base attack/cast speed is based on average of skill speed + weapon speed. 

Attack/Cast speed scales via Increased Cast or Increased Attack Speed modifiers. 

Certain skills won't scale in speed (such as dancing strikes or channeled skills) unless the skill specifically states it. 

Convert Damage / Damage Conversion: 

These modifiers/affixes will convert the base damage of skills or all damage sources of skills to another damage type. 

3 Most Common Conversions: 
Convert base skill damage. 
Convert passive skill node. 
Convert all sources of X to Y. (i.e. fire to cold). 

Damage conversion can be used to convert a skill to match damage types that work with your build or to convert part of skill damage type to help with monster resists. 


Minions: 

Minions scale independently from player skills and affixes. Only ballistas share some passive nodes with player. 

Passive nodes & affixes related to minion scaling will have specific wording: 
Minion, Companion, Totem, Allies, Shared, You & Minions, etc...

Last Epoch - Crafting Starter Guide

This is a simple guide explaining each crafting mechanic at a high level. 

Players under level 15 will encounter a crafting tutorial during their first time progressing through the Osprix War Camp. This brief tutorial will walk you through upgrading an Old Silver Ring. You’ll learn how to add and upgrade affixes on items as well as using glyphs. The tutorial will only need to be cleared once per stash, so you shouldn’t have to see it too much during a season.

NOTE: SEASON 4 IS COMING WITH NEW CRAFTING CHANGES. 

The new corruption system will be similar to PoE's vaal orbs where you can use a Rune of Corruption on an item to get a random outcome. This outcome could be a big upgrade, downgrade, or brick the item, and this item can never be modified again, but can be shattered or vendored if you don't like the outcome. 

Credit: lastepoch.com


Start crafting once you can afford runes of shattering. 
Use runes of shattering in forge menu (press F) on items to gain crafting shards from them. This is a dismantling mechanic. 
During campaign you want to mostly vendor all unused items for gold, but in end game you want to start dismantling as many items as you can afford to (usually 50/50 on dismantle vs vendor).

Reforging/Forging Potential
You can craft/reforge items as long as they have forging potential. 
Different types or crafting/re-rolling spend different amounts of potential but can be modified via glyphs. Zero potential means you can no longer craft/re-roll an item. 
Exalted items are best forging potential items.


Item Rarity/Levels: 
Normal (white), Magic (blue), Rare (yellow), Exalted (purple), Unique (orange/golden brown), Legendary (dark red/crimson)

Legendary & Unique:
  • Legendary potential on a unique item is required to make it a legendary.
  • Combine a unique you like with an exalt of the same type (exalt must have 4 unsealed affixes and ensure they are high level good affixes you want), to create the legendary. 
  • Legendaries must be created in the eternity cache at the end of the Temporal Sanctum dungeon. Higher dungeon tiers are required to craft higher level uniques. You can eventually skip to boss using tokens at the start of the dungeon. 
  • You can also get random legendaries via upgrading a Nemesis boss which you'll encounter throughout the game.
  • Save your exalted items that roll high tier affixes that you'd want on a future legendary.


Affixes: 
  • Every item has 4 affixes (2 prefixes + 2 suffixes). 
    • Crafting screen shows prefixes on left side and suffixes on right side. 
  • Best of the Common Affixes: health, resists, primary stats, attack boosts for your skills, +skill levels
  • Key Affixes on Specific Items:
    • Belts - hybrid health, cleanse ailments (you should seal this one when 100% cleanse shows up on a T1/T2 ailment affix), elemental/spell resists, defensive stats
    • Gloves - Attack or Cast speed
    • Boots - Movement speed
    • Weapon - Attack speed, spell or attack damage


Shards: 
  • Shards are used to add new affixes or affix tiers to items. 
  • Shards are affix specific.
    • Each item can have 2 prefixes and 2 suffixes (4 affixes total). 
    • Each affix can be Tier 1 – Tier 5 (tiers change the range of values). 
  • Shards add a chance at critical success, adding a tier upgrade on top of the craft. Critical success doesn’t cost any extra materials or forging potential. 
  • Shards are obtained via monster drops or via rune of shattering. Shards drop as items that will automatically go to your crafting wallet in your inventory when picked up.


Runes:
  • Rune of Shattering: Destroys entire item creating shards. 
  • Rune of Removal: removes a random affix from item and returns shards.
  • Rune of Refinement: Rerolls all affix values within their same tiers. (PoE divine orb).
  • Rune of Shaping: Rerolls all implicit modifiers. (these are the stat values between item name and affixes, PoE blessed orb).
  • Rune of Ascendance: Upgrades an item into a unique or set item of the same type (i.e. turns rare chest into random unique or set chest, PoE ancient orb).
  • Rune of Creation: Duplicates item and removes forging potential from both. (PoE mirror).


Glyphs:
  • Glyph of Hope: Modifies craft to have a 25% chance of no forging cost. 
  • Glyph of Chaos: Randomly modifies the outcome of an affix upgrade to another affix. 
  • Glyph of Order: Guarantees the affix range when upgrading an affix to the next tier. (i.e. max T3 upgraded with GoO would guarantee a max T4 roll).
  • Glyph of Despair: Has a chance to seal a random affix on the item forever and freeing up the affix slot for a new one. (low chance to seal T3+)


Reforging Sets into Affix Shards: 
A new echo was created from Season 2 onwards which allows you to break down your unwanted set items into affix shards so you can roll set bonuses onto other items. 
You can get these shards via choosing The Great Bridge Woven Echo, which you can get on your monolith when you complete a Woven Echo and use the Echo Chamber at the end of it to modify existing echoes in your current monolith timeline into specific woven echoes. 
Ensure you save all your unwanted set items and run this woven echo 1-2 times per timeline to break down all your set items into affix shards.

Last Epoch - Important Keybinds To Use Often

This is a simple guide providing all the most used keybinds. Memorize these because you'll use them. 

Credit: lastepoch.com

G = in game guide, description of everything in the game. Best in game wiki ever made.

J = show quests journal

H = social list (friends/guild/party)

Hold Alt + Mouse over item = shows details of item stats and tooltips 

Alt + Z = shows tooltips for items on ground

Shift + F = loot filter menu
X = toggle loot filter on/off

Shift + K = cosmetics/transmogs
K = MTX panel

P = passive skill tree 
(brain vendor in town is used for passive respec, and you can get specific or all points back immediately)

S = skill tree 
(Drag skills into active skill slots at top of screen and click these to open skill subtrees.)  
(You can respec in skill tree window but skill respec does not instantly give points back and you must re-earn them)

F = crafting/forge

A = command minions

Shift + right click = sell or move item to open window 

Last Epoch Corruption System Explained - Seasons 1-3

This is a brief summary of how to push your corruption once you get to the end end game in Last Epoch. To get to the starting point you must beat the campaign, as well as go through the entire monolith system once before you can start with corruption. 

NOTE: THIS SYSTEM MAY CHANGE IN SEASON 4, STAY TUNED!

Credit: lastepoch.com

In your corrupted monolith, complete echoes in one direction away from the center until you see a Shade of Orobyss (it will look like a dark crystal mountain on the echo).

On your way there, build up Stability by completing echos and killing the timeline boss. Each timeline boss kill grants 1 Gaze of Orobyss. Each Gaze gives 12 bonus corruption when you kill the shade, and you can consume up to 4 Gaze at a time.

The total corruption goes up by # of gaze (ideally 12x) + base corruption on the Shade of Orobyss echo map (shown on the bottom right of monolith UI). 

Ideally you want to get to 25+ corruption in a single run, which is what is required for continuing the Forgotten Knights Faction quests. 

Most likely you will kill 3 corrupted timeline bosses before you kill Shade of Orobyss.

Once you have +25 corruption in your current timeline then you should move to the next timeline. 

Complete 1 echo in the new timeline and a "free" pity Shade of Orobyss fight connects to your completed echo. Kill it to jump up ~90% of the max corruption. If you did consume 3x gazes, you should immediately bump up +30-40 corruption simply by doing the catch-up shade in the new timeline. 

Eventually you gain stability tokens to make spawning the timeline boss quicker and gaze idols that give you additional gaze credit. You still have to grind out echoes to the edge of each timeline to find the Orobyss for the timelines though so don't waste these tokens until you find the Orobyss.

Repeat all of the above steps until you are at +300 corruption and all Harbingers are dead. This will eventually unlock higher levels of corruption for each timeline and the ability to fight Aberoth/Uber Aberoth.

You can track your progress in the 2nd tab of the Forgotten Knights panel.