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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.

Figure — Augmented item anatomy: Prefix + Base + Suffix (e.g. Terminal … of Extract).

Figure — Affix family map (includes armor Plating→Trauma Weave stamps).

Figure — Former armor modules are now Prefix/Suffix families (armor = Light/Medium/Heavy only).

Figure — Example Augmented item names using the prefix/suffix lexicon.

Figure — Kinetic Output (Razor→Terminal) and Combat Grade (Calibrated→Prime).

Figure — Eight damage/resist channels + gem tops.

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

Figure — Augmented vs Rare naming (poetic stamps vs cosmetic title + mod list).

Figure O7. Rare anatomy — cosmetic First+Second Word title; up to 3 Prefix + 3 Suffix (weapons & gear)

  • 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).

Figure — Rare name lexicon: shared First Words + gun / melee / armor Second Words.

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

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

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
  • 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.

Figure. Affix reagents @ 1280×720 — Forge Stamp / Telemetry Coda · Rewrite vs Trait TBD-064 · Origin never Etch-rerolled.