Affix Forging

From BossRush Wiki

What is it

Reforging changes numbers — a few more points of armor, a little more fire rate. Affix forging changes behavior: your gun detonates corpses on kill, your blade drinks health on every hit, your armor throws damage back at whoever dealt it.

A single piece can carry both reforged stats and affixes. The two systems never touch.

  • 12 affixes across three tiers: Common, Rare and Cursed.
  • Works on guns, melee weapons, body armor, helmets and face masks. Not totems or bags.
  • Every Cursed affix is a trade, not a gift — obviously strong, with the price written out.

How to use it

  • Talk to Dingdang and pick Affix Forging.
  • Select a piece of gear, then spend 1 Affix Forge Stone + money to roll one affix onto it. The money follows the reforge price curve, so Dingdang's affinity discounts apply here too.
  • How many affixes a piece can hold depends on its quality: 1 at quality 4 or below, 2 at quality 5-6, 3 at quality 7+. The slot count is frozen at the first forge and never changes afterwards.
  • Lock an affix you like (costs 2 stones) and a re-roll leaves it alone, rolling only the unlocked slots. Unlocking is free.
  • Affix names show up directly on the item details panel, so you can see at a glance what a gun is carrying.

The roll is weighted

  • Tier: Common 62%, Rare 30%, Cursed 8%.
  • Each affix also rolls one of three strengths: T1 60%, T2 30%, T3 10%.

So "a Rare at T3" is about a 3% outcome, and "a Cursed at T3" is under 1%. The tables below list T1 / T2 / T3 — you will usually get the leftmost number.

Affix Forge StoneAffix Forge Stone

Where stones come from

  • Dingdang's shop — unlocks at affinity Lv.2, up to 5 per restock. This is the steady line.
  • Boss drops — around 8%, so roughly one stone per standard arena run. This is the lucky line. Stones land wherever that boss's normal loot lands, same as relic eggs: the loot crate in standard arena and From Scratch, on the ground in Infinite Hell, and on the boss itself only in Faction War and Blood Hunt. Covers the three standard difficulties, From Scratch, Faction War and Blood Hunt; Fate Echo, the Black Market Duck Cup and Zombie Mode do not drop them.

Neither line is generous enough to let you re-roll forever. That's deliberate: stones being tight is what makes "should I lock this one?" an actual question.

The affix list

Each affix only goes on certain gear types, noted after the name.

Common (5)

  • Lifesteal (weapons) — Hits restore 0.6% / 1.0% / 1.5% of max health, 0.4s cooldown. A shotgun blast counts once, so don't expect a full heal per trigger.
  • Slaughter (all) — Kills restore 3% / 5% / 8% of max health. No cooldown, and very comfortable sustain while clearing trash.
  • Bulwark (armor/helmet/mask) — 1 / 2 / 3 armor for 4s after being hit, up to 3 stacks. The harder they come, the thicker you get.
  • Swift Hand (guns only) — Reload speed +15% / +25% / +35% for 5s after a kill, up to 2 stacks. On a kill streak you barely wait for reloads. Melee weapons can't roll this one.
  • Thorns (armor/helmet/mask) — Reflect 10% / 18% / 28% of the damage taken back at the attacker, 0.35s cooldown.

Rare (4)

  • Death Burst (all) — Kills detonate the corpse for 35 / 55 / 80 fire damage in a 2.5 / 3.0 / 3.5 metre radius. It never hurts you, so feel free to blow it up in your face.
  • Frenzy (all) — Fire rate and mobility +4% / +6% / +9% for 6s after a kill, up to 5 stacks. Fully stacked that's +20% to +45% — you get faster the deeper into the pile you go.
  • Hawk Eye (weapons) — Passive: gun and melee crit chance +4% / +7% / +11%. Nothing to trigger; just hold it.
  • Overcharge (weapons) — Hits add an electric strike for 12% / 20% / 30% of the damage dealt, 0.25s cooldown.

Cursed (3 - strong, with a price)

All three go on any supported gear, and all three are passive: they apply as long as you're holding or wearing the piece.

  • Blood Rage — All weapon damage +10% / +16% / +24%, but max health −12% / −18% / −25%.
  • Glass Cannon — All weapon damage +15% / +24% / +35%, but armor −1 / −2 / −3.
  • Death Pact — Kills restore 10% / 14% / 20% of max health, but you lose 0.8% / 1.2% / 1.8% of max health per second. It can never kill you — it always leaves you at 1 HP, and there's no drain inside the base.

"All weapon damage" really does mean all of it: Blood Rage on a helmet still boosts the gun in your hands. Putting Cursed affixes on armor is the efficient play — you keep the damage and your weapon slots stay free for something else.

Cursed affixes work best as a set: stack Blood Rage and Glass Cannon for +59% damage, then use Death Pact or Slaughter to keep the health topped up. Commit fully or don't touch them — half-measures just leave you fragile without the payoff.

Common questions

  • Do affixes only work while I'm holding the item? Yes. Weapon affixes need that weapon in hand; armor affixes need the piece worn. Gear sitting in your stash or backpack does nothing.
  • Does an NPC carrying the same weapon trigger them? No. Only you.
  • Does reforging wipe affixes? No. Reforging and affix forging never touch each other - one changes stats, the other changes behavior.
  • If I sell an item and buy it back, are the affixes still there? Yes. Affixes are written onto the item itself and travel with it.
  • Do two pieces with the same affix stack? Yes.
  • Can one item roll the same affix twice? No. Duplicates are never rolled onto one piece.
  • Can I forge in Zombie Mode? No. The temporary goblin there doesn't offer it.
  • What if I roll something I don't want? Lock the ones you're keeping and spend another stone to re-roll. Only the unlocked slots change.

Do I need to enable it?

No. Affix forging is on by default - just talk to the Goblin. There is nothing to switch on.