Augmented Prefixes & Suffixes (Sci-Fi Affix Bible)
Terra Firma: Awakening uses a classic ARPG prefix + suffix itemization model. An Augmented item rolls at most one Prefix and one Suffix from level-gated pools. A Rare (yellow) item rolls up to three Prefixes and three Suffixes from the same pools (equal chance of 3, 4, 5, or 6 total affixes; each roll is prefix or suffix at 50/50 with a hard cap of three per side). Same affix group cannot stack twice. Rares do not show Augmented poetic names on the title line — they use a separate cosmetic two-word Rare display name. Numeric bands stay classic-ARPG-faithful until balance pass; Augmented stamp names are one-word apex-tech / biomechanical sci-fi (suffixes = word after ‘of’). Armor has no modular parts — Light / Medium / Heavy families only; former armor-module roles (Plating, Underlayer, Sealant, Power Cell, Sensor Pack, Servo Bundle, Trauma Weave) are Prefix and Suffix families below.
In-game and in these docs: show TFA names only. Eight non-kinetic channels: Thermal, Cryo, Arc, Toxin + Isotopic, Fission, Plasma, Void. Energy is both the spendable pool and the attribute that scales max Energy. Spectrum All Resist covers all eight channels. Top resist prefixes match gem names where applicable: Ruby / Sapphire / Amber / Emerald / Gammitite / Nucleite / Helion / Nullite.
Unaffixed Special Bases
- Mechanical Arms (pre-tentacle gate item): drop like normal gear, but never roll Prefixes or Suffixes — plain base with exactly one attribute, Offensive or Defensive.
- Mechanical Arms use only the lowest Tentacle-tree skills until Set 1 unlocks.
Unaffixed special bases are exceptions to Augmented/Rare stamp rules — they are not magic-quality packages.






Spawn Rules
- Affix level (alvl) gates which tiers can roll; item level / character level feed gambling & Crafting Page.
- Level Requirement on the item ≈ 75% of the highest affix level on it (classic ARPG rule).
- Some affixes are Augmented-only; rares cannot roll those.
- Illegal stacks: same group cannot double (e.g. two ED% prefixes).
- Guns and melee share many pools; Staff / Scepter caster sticks block AR/ED combat prefixes. Staves are a universal 2H melee family — not Order-locked / not Magus-only. Same Normal→Elite bases, modular parts, Phonon sockets, corp finishes, and shared Energy / +skill / Block affix pools as other melee.
- Former armor modules (Plating, Underlayer, Sealant, Power Cell, Sensor Pack, Servo Bundle, Trauma Weave) are Prefix/Suffix families — armor has no modular parts.
- Phonon Shards/Chords are separate from this system (socket crafting, vol. 08).
Rare Items (Yellow) — Multi-Affix


- Cap: up to 3 Prefixes + up to 3 Suffixes (never more than three of either).
- Total affix count: equal chance of 3 / 4 / 5 / 6 mods on spawn.
- Each mod slot: 50% Prefix / 50% Suffix, then reject if that side is already at 3 or if the affix group is already present.
- Tooltip lists every rolled mod by effect; the title does not concatenate Augmented Prefix/Suffix stamps.
- Cosmetic Rare name: randomized First Word + Second Word (flavor only — no stats). Second Word is item-type flavored (guns / melee / armor / jewelry). Full TFA lexicon below.
- Example chase: a Rare Pulse Rifle with ED%, AR, IAS, life leech, Thermal damage, and All Resist — six mods, three prefix + three suffix.
Naming Fiction
- Augmented: Prefix = forge stamp / nanite etch; Suffix = telemetry coda (’… of Torque’).
- Augmented example: Terminal Carbide Blade of Extract — high ED% + life steal.
- Rare: yellow two-word cosmetic title + full mod list (e.g. ‘Null Coil’ Pulse Rifle, ‘Helion Edge’ Combat Blade, ‘Rift Carapace’ Plate).
Rare Name Lexicon (Cosmetic)
Section titled “Rare Name Lexicon (Cosmetic)”
Rare titles are First Word + Second Word. Words never grant stats. First Words are shared across all item types. Second Words are gated by equipment family so a gun never rolls ‘Carapace’ and a breastplate never rolls ‘Rail’. Avoid colliding with famous Augmented stamp names on the title line when possible (Terminal / Prime / of Extract stay Augmented-only stamps).
Examples: Null Coil · Helion Edge · Rift Carapace · Vector Visor · Plasma Band · Eclipse Pendant · Ferro Cleaver · Quasar Mag.
Rare First Words (shared)
- Armature, Binary, Breach, Cascade, Chrome, Cobalt, Corona, Cryonic, Drift, Echo, Eclipse, Entropy, Ferro, Fission, Flux, Fracture, Gamma, Helion, Helix, Horizon, Ion, Iridium, Isotope, Kinetic, Lattice, Magma, Neutron, Node, Nova, Null, Orbit, Osmium, Phase, Phonon, Photon, Plasma, Prism, Pulsar, Quasar, Radar, Relay, Rift, Signal, Singular, Static, Surge, Titan, Trace, Tungsten, Umbra, Vector, Void, Warp, Zenith
Rare Second Words — by item family
- Guns — Auto / Pulse / Scout / Hand Cannon / SMG / Sidearm: Barrel, Bolt, Breach, Carbine, Chamber, Coil, Cycler, Frame, Gauge, Mag, Muzzle, Pulse, Rail, Receiver, Rifle, Scope, Slug, Stock, Tracer, Trigger, Vent
- Guns — Shotgun / Fusion / Scatter: Blast, Chamber, Choke, Core, Drum, Gauge, Maw, Scatter, Shell, Shot, Spread, Vent
- Guns — Sniper / Marksman / Rail: Glass, Lance, Needle, Optic, Pin, Rail, Scope, Spike, Sting, Trace, Vector
- Guns — Heavy / Machine / Power: Anvil, Barrel, Cannon, Cycler, Drum, Feed, Forge, Howl, Mag, Mount, Roar, Spool, Thunder
- Melee — Combat Blades / Dirks: Blade, Edge, Fang, Hook, Razor, Sabre, Scalpel, Sever, Shard, Shear, Skewer, Spine, Stinger, Talon
- Melee — Cleaving Axes: Cleaver, Hatchet, Hew, Mangler, Reaver, Rend, Splitter, Sunder, Tomahawk
- Melee — Impact Mauls / Batons / Flails: Anvil, Blow, Breaker, Crusher, Hammer, Knell, Mallet, Ram, Rod, Smasher, Star
- Melee — Polearms / Spears / Glaives / Lances: Fork, Goad, Halberd, Impaler, Lance, Pike, Pole, Prod, Reaper, Shaft, Spear, Spike, Trident, Wrack
- Melee — Claws / Fist Weapons: Claw, Clutch, Fist, Gaunt, Grip, Knuckle, Rake, Talon, Tooth
- Armor — Body / Chassis: Carapace, Chassis, Coat, Hide, Hull, Jacket, Mantle, Plate, Plating, Shell, Shroud, Suit, Vest, Wrap
- Armor — Helmets / Rigs: Brow, Casque, Crest, Cowl, Dome, Faceplate, Helm, Hood, Mask, Rig, Visor, Visage
- Armor — Gloves: Clutch, Fist, Gauntlet, Grasp, Grip, Hand, Knuckle, Touch
- Armor — Boots: Greave, Spur, Stalker, Step, Strider, Track, Tread, Walker
- Armor — Belts / Harness: Buckle, Clasp, Cord, Harness, Lock, Strap, Webbing
- Armor — Shields / Barriers: Aegis, Barrier, Bulwark, Guard, Plate, Screen, Shield, Tower, Ward, Wing
- Jewelry — Rings: Band, Circuit, Coil, Gyre, Knot, Loop, Ring, Spiral, Whorl
- Jewelry — Amulets / Pendants: Beads, Charm, Collar, Node, Pendant, Seal, Tag, Talisman, Torc
Prefix Catalog
Section titled “Prefix Catalog”Attack Rating (Targeting Lock)
Cannot spawn on Staff / Scepter caster sticks.
- Alloyed — +10–20 Attack Rating
- Ferrous — +21–40 Attack Rating
- Carbide — +41–60 Attack Rating
- Chrome — +61–80 Attack Rating
- Aurum — +81–100 Attack Rating
- Iridium — +101–120 Attack Rating
- Orbital — +121–150 Attack Rating
- Anomalous — +151–300 Attack Rating
- Paradox — +301–450 Attack Rating
- Seeker — +AR based on character level
Enhanced Damage % (Kinetic Output)
Cannot spawn on Staff / Scepter caster sticks.
- Razor — +10–20% Enhanced Damage
- Lethal — +21–30% Enhanced Damage
- Shearing — +31–40% Enhanced Damage
- Crushing — +41–50% Enhanced Damage
- Kinetic — +51–65% Enhanced Damage
- Rending — +66–80% Enhanced Damage
- Overkill — +81–100% Enhanced Damage
- Catastrophic — +101–200% Enhanced Damage
- Terminal — +201–300% Enhanced Damage
Attack Rating + Enhanced Damage (Combat Grade)
Cannot spawn on Staff / Scepter caster sticks.
- Calibrated — +10–20 AR, +10–20% ED
- Tuned — +21–40 AR, +21–30% ED
- Operative — +41–60 AR, +31–40% ED
- Trooper — +61–80 AR, +41–50% ED
- Vanguard — +81–100 AR, +51–65% ED
- Commander — +101–120 AR, +66–80% ED
- Sovereign — +121–150 AR, +81–100% ED
- Apex — +151–250 AR, +101–150% ED
- Prime — +251–300 AR, +151–200% ED
Cryo Damage (Prefix)
Adds Cryo channel damage + chill duration.
- Chill — Low Cryo min–max, short chill
- Freeze — Mid Cryo + longer chill
- Cryonic — High Cryo + chill
- Absolute — Top Cryo + long chill
Thermal Damage (Prefix)
Adds Thermal channel damage.
- Sear — Low Thermal band
- Scorch — Mid Thermal
- Magma — High Thermal
- Inferno — Very high Thermal
- Nova — Top Thermal band
Arc Damage (Prefix)
Adds Arc channel damage (wide max, low min).
- Ion — Low Arc max band
- Spark — Mid Arc
- Surge — High Arc
- Volt — Very high Arc
- Discharge — Top Arc band
Toxin Damage (Prefix)
Adds Toxin DoT over seconds.
- Septic — Tiny Toxin over 2s
- Caustic — Low Toxin over 3s
- Acid — Mid Toxin over 4s
- Venom — High Toxin over 5s
- Contagion — Top Toxin over 6s
Isotopic Damage (Prefix) — TFA new
Radiation-tagged hits; contamination mark synergy. TFA-only.
- Irradiated — Low Isotopic min–max
- Contaminated — Mid Isotopic + short mark
- Gamma — High Isotopic + mark
- Fallout — Very high Isotopic + mark duration
- Critical — Top Isotopic band
Fission Damage (Prefix) — TFA new
Unstable burst coefficients; anti-elite spike. TFA-only.
- Unstable — Low Fission burst
- Cascading — Mid Fission
- Detonating — High Fission
- Breeder — Very high Fission
- Supercritical — Top Fission band
Plasma Damage (Prefix) — TFA new
Sustained high-energy; strong vs shields. TFA-only.
- Ionized — Low Plasma
- Superheated — Mid Plasma
- Coronal — High Plasma
- Stellar — Very high Plasma
- Helionic — Top Plasma band
Void Damage (Prefix) — TFA new
Null-space shear; sparse natural enemy resists. Replaces old Magic/Anomalous niche.
- Hollow — Low Void
- Null — Mid Void
- Collapsed — High Void
- Abyssal — Very high Void
- Singularity — Top Void band
Damage vs Aberrants (was Demons)
Bonus AR/ED vs Aberrant / voidspawn enemy tags.
- Satellite — Low vs Aberrants
- Exo — Mid vs Aberrants
- Alien — High vs Aberrants
- Cosmic — Very high vs Aberrants
- Apexborn — Elite vs Aberrants
- Starforged — Top vs Aberrants
Damage vs Revenants (was Undead)
Bonus AR/ED vs Revenant / reanimated enemy tags.
- Sanitized — Low vs Revenants
- Sterile — Mid vs Revenants
- Purged — High vs Revenants
- Cleansed — Very high vs Revenants
- Annihilant — Top vs Revenants
Enhanced Defense % (Plating)
Armor / helm / shield / belt / boot / glove bases. Absorbs the former Plating armor-module role — rolled as Prefix, not a modular part.
- Plated — +10–30% Enhanced Defense
- Reinforced — +31–40% Enhanced Defense
- Armored — +41–50% Enhanced Defense
- Hardened — +51–65% Enhanced Defense
- Bulkheaded — +66–80% Enhanced Defense
- Fortified — +81–100% Enhanced Defense
- Impenetrable — +101–200% Enhanced Defense
- Adaptive — +Defense based on character level
Underlayer (Mobility) — was armor module
Armor / boots / gloves. Former Underlayer module → Prefix. Dodge, FRW, stamina.
- Underlaid — +Dodge chance (low)
- Slip — +Dodge chance (mid)
- Slipstream — +Dodge + Faster Run/Walk
- Aether — +Dodge (high) + stamina reserve
- Featherweight — +FRW + reduced equip weight feel
Sealant (Environmental) — was armor module
Armor / helm / boots. Former Sealant module → Prefix. Resists + environmental.
- Sealed — +All Resist (tiny) + poison/toxin duration cut
- Hermetic — +All Resist (low) + chill/freeze duration cut
- Vacuum — +All Resist (mid) + environmental DoT cut
- Bulkhead — +All Resist (high) + status duration cut
- Atmosphere — Top Sealant package: resists + weather/void exposure cut
Power Cell (Energy) — was armor module
Armor / belts / amulets. Former Power Cell module → Prefix. Energy pool & regen.
- Cell — +Max Energy (low) + slow Energy regen
- Capacitor — +Max Energy (mid) + Energy regen
- Reactor — +Max Energy (high) + Energy on kill
- Dynamo — +Energy regen (high) + % damage to Energy
- Singularitycell — Top Power Cell: Max Energy + regen + Energy after kill
Sensor Pack (Detection) — was armor module
Helms / amulets / armor. Former Sensor Pack module → Prefix. Illumination & vision utility.
- Sensor — +Illumination (low) + AR
- Scoped — +Illumination + detection vs invisible (IR/Heat/UV synergy)
- Lidar — +Illumination (mid) + Yield (low)
- Omnisensor — +Illumination (high) + vision-mode utility window
- Oracle — Top Sensor Pack: Illumination + AR + detection package
Servo Bundle (Handling) — was armor module
Gloves / boots / armor. Former Servo Bundle module → Prefix. Recovery & equip handling.
- Servo — +Faster Hit Recovery (low)
- Actuator — +FHR (mid) + Faster Cast/Handling Rate (low)
- Hydraulics — +FHR (high) + equip / swap speed
- Exo — +FHR + FRW + block rate (low)
- Overdrive — Top Servo Bundle: FHR + FCR/handling + swap speed
Trauma Weave (Sustain) — was armor module
Armor / belts / helms. Former Trauma Weave module → Prefix. Life & sustain.
- Trauma — +Life (low) + Replenish Life
- Weave — +Life (mid) + Life Stolen Per Hit (tiny)
- Biofoam — +Life (high) + Life after each kill
- Clot — +Replenish Life (high) + Damage Reduced (flat, low)
- Regenerant — Top Trauma Weave: Life + regen + leech package
Energy Pool
Flat Max Energy on items (spendable pool). Distinct from Energy attribute suffixes.
- Drone — +1–5 Max Energy
- Coil — +5–10 Max Energy
- Serpent — +11–20 Max Energy
- Reactor — +21–30 Max Energy
- Core — +31–40 Max Energy
- Capacitor — +41–60 Max Energy
- Battery — +61–90 Max Energy
- Leviathan — +91–120 Max Energy
- Mnemonic — +Max Energy based on character level
Illumination
HUD / optics bloom — gameplay readability, not literal torchlight.
- Pilot — +1 Illumination
- Beacon — +2 Illumination
Thermal Resist
- Ember — Thermal Resist +5–10%
- Cinder — Thermal Resist +11–20%
- Garnet — Thermal Resist +21–30%
- Ruby — Thermal Resist +31–40%
Cryo Resist
- Frostbite — Cryo Resist +5–10%
- Glacial — Cryo Resist +11–20%
- Cobalt — Cryo Resist +21–30%
- Sapphire — Cryo Resist +31–40%
Arc Resist
- Jolt — Arc Resist +5–10%
- Ampere — Arc Resist +11–20%
- Coral — Arc Resist +21–30%
- Amber — Arc Resist +31–40%
Toxin Resist
Gemstone ladder → Emerald (matches Emerald gem).
- Bile — Toxin Resist +5–10%
- Miasma — Toxin Resist +11–20%
- Jade — Toxin Resist +21–30%
- Emerald — Toxin Resist +31–40%
Isotopic Resist — TFA new
Gemstone ladder → Gammitite (matches Gammitite gem). TFA-only.
- Pale — Isotopic Resist +5–10%
- Ashen — Isotopic Resist +11–20%
- Cesium — Isotopic Resist +21–30%
- Gammitite — Isotopic Resist +31–40%
Fission Resist — TFA new
Gemstone ladder → Nucleite (matches Nucleite gem). TFA-only.
- Soft — Fission Resist +5–10%
- Breached — Fission Resist +11–20%
- Containment — Fission Resist +21–30%
- Nucleite — Fission Resist +31–40%
Plasma Resist — TFA new
Gemstone ladder → Helion (matches Helion gem). TFA-only.
- Muted — Plasma Resist +5–10%
- Photonic — Plasma Resist +11–20%
- Corona — Plasma Resist +21–30%
- Helion — Plasma Resist +31–40%
Void Resist — TFA new
Gemstone ladder → Nullite (matches Nullite gem). TFA-only.
- Thin — Void Resist +5–10%
- Hollowed — Void Resist +11–20%
- Event — Void Resist +21–30%
- Nullite — Void Resist +31–40%
All Resist (Spectrum)
Applies to all eight non-kinetic channels: Thermal, Cryo, Arc, Toxin, Isotopic, Fission, Plasma, Void.
- Spectrum — +3–7% All Resist
- Prism — +8–11% All Resist
- Refractor — +12–15% All Resist
- Diffraction — +16–20% All Resist
- Omni — +21–30% All Resist
Class Skill Levels (Order Stamps)
Launch Orders locked: Fist (Enforcer), Magus (Arcwarden), Hidden (Phantom). +skills only to invested skills. These are skill stamps — there are no class-specific item bases or paper-doll slots. Extra stamps below are reserved for future expansions.
- Enforcer / Warlord — +1 / +2 Enforcer (melee brute) skills
- Warden / Arcwarden — +1 / +2 Arcwarden (caster) skills
- Phantom / Ghosthunter — +1 / +2 Phantom (stealth) skills
- Ranger / Valkyrie — +1 / +2 ranged / spear Order skills
- Acolyte / Hierophant — +1 / +2 bio-shaper Order skills
- Chaplain / Highchaplain — +1 / +2 aura / support Order skills
- Binder / Necrotech — +1 / +2 summon / curse Order skills
Skill Tree Tabs (+1 / +2 / +3)
Three-tier tree stamps per Order. Examples — expand with final trees.
- Marksman → Ballistic → Deadeye — +1–3 Marksman / bow-analogue tree
- Thrust Spear → Breach Spear → Lancer — +1–3 Heavy Spear / thrust-breach tree
- Acrobat → Gymnast → Athlete — +1–3 Passive / mobility tree
- Sear → Scorch → Volcanic — +1–3 Thermal spell tree
- Ion → Charged → Powered — +1–3 Arc spell tree
- Chill → Freeze → Absolute — +1–3 Cryo spell tree
- Irradiate → Contaminate → Fallout — +1–3 Isotopic spell tree
- Unstable → Cascade → Supercritical — +1–3 Fission spell tree
- Ionize → Coronal → Helionic — +1–3 Plasma spell tree
- Hollow → Collapse → Singularity — +1–3 Void spell tree
- Hex → Blight → Curse — +1–3 Debuff / curse tree
- Fungal → Noxious → Venomous — +1–3 Toxin / bone-analogue tree
- Assembler → Architect → Overmind — +1–3 Summon / construct tree
- Lion → Hawk → Rose — +1–3 Combat skills
- Captain → Commander → Marshal — +1–3 Offensive auras
- Preserver → Warden → Guardian — +1–3 Defensive auras
- Expert → Veteran → Master — +1–3 Combat skills (brute)
- Fanatic → Raging → Furious — +1–3 Masteries
- Sounding → Resonant → Echoing — +1–3 Warcries / broadcasts
- Spiritual → Feral → Communal — +1–3 Shapeshift / morph
- Natural → Terrene → Gaean — +1–3 Elemental / planetary
- Trap → Trickster → Cunning — +1–3 Traps / deployables
- Mentalist → Psychic → Shadow — +1–3 Shadow disciplines
- Shogukusha → Sensei → Kenshi — +1–3 Martial arts / claws
Utility Prefixes
- Siphon — % Damage taken goes to Energy
- Killcharge — +1 Energy after each kill
- Overcharge — +2–5 Energy after each kill
- Lucky — +5–10% Yield (was MF)
- Yielding — +11–15% Yield
- Stamina — +Max Stamina / Sprint reserve
- Endurance — Higher Sprint reserve
- Marathon — Faster Sprint regen
- Panic — Hit causes enemies to flee (low)
- Terror — Hit causes enemies to flee (mid)
- Rout — Hit causes enemies to flee (high)
- Socketed — +1–2 Sockets
- Trisocket — +3 Sockets
- Quadsocket — +4 Sockets
- Spare — +Quantity on bow / expendable ammo (low)
- Extended — +Quantity (mid)
- Saturated — +Quantity (high)
- Scaling — +AR and +Max Damage based on character level
- Escalating — +Max Damage based on character level
- Targeting — +% AR based on character level
Suffix Catalog
Section titled “Suffix Catalog”Strength (of …)
- of Force — +1–2 Strength
- of Power — +3–5 Strength
- of Torque — +6–9 Strength
- of Bulk — +10–15 Strength
- of Mass — +16–20 Strength
- of Gravity — +21–30 Strength
Dexterity (of …)
- of Agility — +1–3 Dexterity
- of Finesse — +3–5 Dexterity
- of Aim — +6–9 Dexterity
- of Tracking — +10–15 Dexterity
- of Calibration — +16–20 Dexterity
- of Sync — +21–30 Dexterity
Energy Attunement (of …)
Energy attribute suffixes. The Energy attribute scales maximum Energy (the spendable pool).
- of Charge — +1–3 Energy (attribute)
- of Mind — +4–6 Energy (attribute)
- of Clarity — +7–10 Energy (attribute)
- of Protocol — +11–15 Energy (attribute)
- of Matrix — +16–20 Energy (attribute)
- of Uplink — +21–30 Energy (attribute)
Life / Vitality Pool (of …)
Biomechanical vitality codenames (was animal ladder).
- of Seed — +1–5 Life
- of Pulse — +6–10 Life
- of Vital — +11–20 Life
- of Bio — +21–30 Life
- of Hull — +31–40 Life
- of Chassis — +41–60 Life
- of Tank — +61–80 Life
- of Fortress — +81–100 Life
- of Growth — +Life based on character level
- of Hybrid — +Life and Energy based on character level
Illumination + Attack Rating (of …)
- of Glow — +1 Illumination, +AR
- of Optics — +3 Illumination, +AR
- of Beacon — +5 Illumination, +% AR
Minimum Damage (of …)
- of Floor — +1–3 Minimum Damage
- of Baseline — +3–5 Minimum Damage
- of Boost — +5–9 Minimum Damage
- of Peak — +9–14 Minimum Damage
- of Ceiling — +15–20 Minimum Damage
Maximum Damage (of …)
- of Edge — +1–5 Maximum Damage
- of Bite — +2–8 Maximum Damage
- of Wound — +3–12 Maximum Damage
- of Kill — +5–7 Maximum Damage
- of Rupture — +8–10 Maximum Damage
- of Massacre — +11–14 Maximum Damage
- of Cull — +15–20 Maximum Damage
- of Dismember — +21–40 Maximum Damage
- of Delete — +41–63 Maximum Damage
Thermal Damage (Suffix)
- of Heat — Tiny Thermal add
- of Burn — Low Thermal
- of Scorch — Mid Thermal
- of Incineration — High Thermal
Cryo Damage (Suffix)
- of Frost — Tiny Cryo + chill
- of Ice — Low Cryo
- of Cryo — Mid Cryo
- of Absolute — High Cryo
Arc Damage (Suffix)
- of Shock — Tiny Arc
- of Arc — Low Arc
- of Surge — Mid Arc
- of Storm — High Arc
Toxin Damage (Suffix)
- of Blight — Tiny Toxin DoT
- of Venom — Low Toxin DoT
- of Plague — Mid Toxin DoT
- of Contagion — High Toxin DoT
Isotopic Damage (Suffix) — TFA new
- of Irradiation — Tiny Isotopic add
- of Contamination — Low Isotopic + mark
- of Fallout — Mid Isotopic
- of Halflife — High Isotopic + mark duration
Fission Damage (Suffix) — TFA new
- of Fission — Tiny Fission burst
- of Cascade — Low Fission
- of Detonation — Mid Fission
- of Supercritical — High Fission
Plasma Damage (Suffix) — TFA new
- of Plasma — Tiny Plasma add
- of Corona — Low Plasma
- of Helios — Mid Plasma
- of Star — High Plasma
Void Damage (Suffix) — TFA new
- of Void — Tiny Void add
- of Null — Low Void
- of Collapse — Mid Void
- of Singularity — High Void
Toxin Length Reduction
- of Filter — Toxin Length Reduced 25%
- of Scrub — Toxin Length Reduced 50%
- of Purge — Toxin Length Reduced 75%
Life Steal (Siphon)
Kinetic / Progressive rulesets; Hell effectiveness penalty.
- of Drain — 2–5% Life Stolen Per Hit
- of Siphon — 4–7% Life Stolen Per Hit
- of Extract — 6–9% Life Stolen Per Hit
Energy Steal
- of Tap — 2–5% Energy Stolen Per Hit
- of Bleed — 4–7% Energy Stolen Per Hit
- of Harvest — 6–9% Energy Stolen Per Hit
Life Regeneration
- of Repair — Replenish Life +3–5
- of Regen — Replenish Life +6–10
- of Restore — Replenish Life +11–15
Attack Speed (IAS)
- of Rapid — +10% Increased Attack Speed
- of Swift — +20% Increased Attack Speed
- of Burst — +30% Increased Attack Speed
- of Hyper — +40% Increased Attack Speed
Block
- of Guard — +10% Block, +15% Faster Block Rate
- of Aegis — +20% Block, +30% Faster Block Rate
Faster Hit Recovery (FHR)
- of Recovery — +10% Faster Hit Recovery
- of Stabilize — +17% Faster Hit Recovery
- of Brace — +24% Faster Hit Recovery
Damage Reduced (flat)
- of Pad — Damage Reduced by 1
- of Buffer — Damage Reduced by 2
- of Dampener — Damage Reduced by 3
- of Bulkhead — Damage Reduced by 4–7
- of Immortal — Damage Reduced by 10–25
Channel Damage Reduced
Reduces damage taken from all eight non-kinetic channels (Thermal/Cryo/Arc/Toxin/Isotopic/Fission/Plasma/Void).
- of Shield — Channel Damage Reduced by 1
- of Barrier — Channel Damage Reduced by 2
- of Screen — Channel Damage Reduced by 3
- of Nullify — Channel Damage Reduced by 4–6
Credits / Gold Find
- of Profit — +25–40% Extra Credits From Enemies
- of Payday — +41–80% Extra Credits From Enemies
Yield — Suffix
- of Find — +5–15% Yield
- of Salvage — +16–25% Yield
- of Jackpot — +26–35% Yield
Faster Cast / Handling Rate (FCR)
Applies to cast anims and some gun handling windows.
- of Cast — +10% Faster Cast / Handling Rate
- of Channel — +20% Faster Cast / Handling Rate
Attacker Takes Damage (Reflect)
- of Retaliation — Attacker Takes Damage 1–3
- of Feedback — Attacker Takes Damage 4–6
- of Rebound — Attacker Takes Damage 7–9
- of Counter — Attacker Takes Damage 10–20
Reduced Requirements
- of Light — Requirements −20%
- of Feather — Requirements −30%
Faster Run / Walk (FRW)
- of Stride — +10% Faster Run/Walk
- of Dash — +20% Faster Run/Walk
- of Sprint — +30% Faster Run/Walk
- of Cruise — +30% FRW, greatly reduced Sprint drain
- of Boost — +40% Faster Run/Walk
Plating (Defense) — was armor module
Armor pieces. Former Plating module → Suffix complement to Enhanced Defense prefixes.
- of Plating — Damage Reduced by 8–15
- of Rivets — +Defense (flat mid) + Damage Reduced (low)
- of Laminate — +% Enhanced Defense + flat DR
- of Carapace — Top Plating: ED% + flat DR package
Underlayer (Mobility) — was armor module
Armor / boots. Former Underlayer module → Suffix.
- of Underlayer — +Dodge (low) + FRW
- of Slipstream — +Dodge (mid) + stamina
- of Aetherweave — +Dodge (high) + FRW package
Sealant (Environmental) — was armor module
Armor / helm / boots. Former Sealant module → Suffix.
- of Sealant — +All Resist (low) + status duration cut
- of Hermetics — +All Resist (mid) + environmental DoT cut
- of Atmosphere — Top Sealant: resists + weather/void exposure cut
Power Cell (Energy) — was armor module
Armor / belts. Former Power Cell module → Suffix.
- of Cell — +Max Energy + slow Energy regen
- of Capacitor — +Max Energy (mid) + Energy regen
- of Dynamo — +Energy regen (high) + Energy after kill
Sensor Pack (Detection) — was armor module
Helms / amulets. Former Sensor Pack module → Suffix.
- of Sensors — +Illumination + AR
- of Lidar — +Illumination + detection vs invisible
- of Oracle — Top Sensor: Illumination + AR + detection
Servo Bundle (Handling) — was armor module
Gloves / boots / armor. Former Servo Bundle module → Suffix.
- of Servo — +Faster Hit Recovery
- of Actuator — +FHR + Faster Cast/Handling Rate
- of Overdrive — Top Servo: FHR + handling + swap speed
Trauma Weave (Sustain) — was armor module
Armor / belts. Former Trauma Weave module → Suffix.
- of Trauma — +Life + Replenish Life
- of Weave — +Life + Life Stolen Per Hit (tiny)
- of Regenerant — Top Trauma Weave: Life + regen + leech
Special Combat Suffixes
- of Knockback — Knockback
- of Pierce — Ignores Target Defense
- of Antiheal — Prevent Monster Heal
- of Defrost — Half Freeze Duration (partial CBF)
- of Autofix — Repair Durability (slow)
- of Nanorepair — Repair Durability (faster)
- of Indestructible — Indestructible
- of Reload — Replenish bow / pack quantity (slow)
- of Resupply — Replenish quantity (faster)
- of Archive — +Max Energy based on character level
Chase Keywords (Player Language)
Section titled “Chase Keywords (Player Language)”- ED% / AR / combat grades (Operative → Prime).
- IAS / FCR / FHR / FRW / Block rate.
- All eight channel damages: Thermal, Cryo, Arc, Toxin, Isotopic, Fission, Plasma, Void.
- All Resist / per-channel resist / max resist (gems + affixes) — including Gammitite / Nucleite / Helion / Nullite ladders.
- Life / Max Energy / attributes / leech (Drain / Siphon / Extract).
- Yield / Credits Find / Illumination.
- Sockets (Socketed / Trisocket / Quadsocket) on Augmented bases.
- Pierce / Antiheal / Knockback / Indestructible / Autofix.
- +Order / +Tree skills (Order stamps) — helms, circlets, jewelry, and universal bases (no class-specific item slots), including Isotopic / Fission / Plasma / Void spell trees.
Exact numeric tables, group IDs, and Augmented-only flags ship as data sheets. This catalog locks naming + effect families for art, UI, and loot tools.
