Shadow Dungeon Weapon Affixes and Granted Skills
The official 1.0 weapon pass: five affix buckets and about 2,400 granted skills.
Shadow Dungeon’s 1.0 announcement Complete Official Version Content leads with a major equipment system update. That is this page. OO Cat published over 1,000 new weapon affixes in five categories: Basic, Special, Negative Effects, Skills, and Summoning Skills. The same block cites 2,400 new weapon-granted skills, including auras, trap launchers, skill conversions, shields that block enemy projectiles, skill combo launchers, summoned-creature accessories, and summoned-creature attacks with additional skills.
Those sentences are the whole official taxonomy. This wiki will not invent a sixth fan category, a 4–5 affix legendary rule, or product names like Meteor Strike on a sword. Read the roll on the item tooltip in the client. Live patch 1.0.1 (August 27, 2026) did not add a new affix season; it fixed sprites, sort, XP, controllers, and respec.
The store still says more than 100 million items from 3,200 base templates, with more than half legendary or mythic and more than half of equipment able to carry extra skills that synergize with talents. Affixes and granted skills are how that generator stays interesting across 160 maps.
The five official affix categories
Use OO Cat’s labels when you compare two weapons:
- Basic — the ordinary stat layer. The news post does not list the stats. Compare numbers in-game against your class identity: elemental magic, dual blades, precision, or demons and skeletons.
- Special — named separately from Basic. Not a license to invent “gold find” or “magic find” tables. If the tooltip says special, treat it as a distinct bucket.
- Negative Effects — explicit in the 1.0 list. Weapons can roll downsides. Do not assume every red text is a bug; some of it is the affix category.
- Skills — affixes that touch the skill layer, alongside the separate weapon-granted skills count.
- Summoning Skills — the fifth bucket. Necromancer players should look here first; other classes still might roll summon-adjacent lines on a hybrid weapon. Confirm on the item.
Greater Rifts after the story let weapons roll more affixes on higher difficulties (Normal / Master / Nightmare / Inferno). That is extra rolls on this same system, not a second hidden taxonomy. See Greater Rifts.
Weapon-granted skills (about 2,400)
Granted skills are why loot can redirect a build. Official examples:
- Auras
- Trap launchers
- Skill conversions
- Shields that block enemy projectiles
- Skill combo launchers
- Summoned-creature accessories
- Summoned-creature attacks with additional skills
A conversion or an aura can matter more than a slightly bigger Basic number. Test on-hit and on-taken-hit behavior on the DPS Tester (it can attack you so counterattack skills fire). Then test on the map whose drop table you actually want — drops follow the map (Leveling).
Armor sets (15 per class) often alter skill forms. A set affix plus a granted skill is the 1.0 identity, not a fan BiS spreadsheet. Legendary gear is the player word for top rarity; evaluate grants and categories, not invented Tier-1 stat names.
Where affixes drop
Campaign maps (seven chapters, 160 stages) drop the huge random pool. Later maps are not made easy by overleveling an early dungeon. After the Demon Lord, Greater Rifts improve rare chance and affix count. Rift-exclusive runes (370 talent skill runes, 6,800 equipment skill runes, 60 attribute runes) sit beside weapons, not instead of them.
Treasure Sprites pick up and salvage so you can keep fighting. Use a loot filter mindset: salvage junk, keep grants and set pieces. Patch 1.0.1 fixed auto salvage and backpack sort.
Steam discussions ask about elemental reforge. Official text lists Reforging, Enchanting & Enhancement plus rift Golden Hammer and Divine Mirror. This page will not invent an elemental-lock recipe. See Reforging and the in-game bench.
Class lens (official playstyles only)
- Sorcerer — elemental magic. Prefer grants that extend how you already delete packs, not a wiki-named meteor.
- Holy Warrior — dual blades. Melee grants and conversions that keep you in the pile. Community “Paladin nerf” threads are not 1.0.1 patch notes; 1.0.1 is a bug-fix list.
- Archer — precision. Grants that help target picking and space control.
- Necromancer — demons and skeletons. Summoning Skills category and summon accessories/attacks are the documented overlap.
You cannot class-change. Unlimited late-game skill points let hybrids fill your three trees. Paragon after 100 adds attributes, not a fifth affix category.
Chapter footage such as the Chapter 4 Necromancer run shows later-map loot density. It is play, not an affix table.
Related: Items Hub, Farming, Combat, 1.0 Launch Content. Store: Steam.
Frequently Asked Questions
Quick answers to the most common questions about Shadow Dungeon.
What are the five weapon affix categories in Shadow Dungeon?
OO Cat's 1.0 notes list Basic, Special, Negative Effects, Skills, and Summoning Skills, with over 1,000 new weapon affixes in those buckets.
What are weapon-granted skills?
About 2,400 skills that can come from weapons, including auras, trap launchers, skill conversions, projectile-blocking shields, combo launchers, and summon accessories or extra summon attacks.
Do Greater Rifts use a different affix system?
No. Higher Greater Rift difficulties improve rare chances and let weapons roll more affixes on the same 1.0 system. Rift-exclusive runes are an extra chase, not a replacement taxonomy.
Can I lock an elemental affix when I reforge?
Steam discussions ask about elemental reforge. Official notes name Reforging, Enchanting, Enhancement, Golden Hammer, and Divine Mirror, not a published elemental-lock recipe. Use the in-game UI.
Should I keep a weapon with a granted skill but weak Basic stats?
Often yes. 1.0 copy stresses extra skills that synergize with talents. Test the grant on the DPS Tester and on the current map before you salvage it.