Are weapon affixes the only ones that matter?
No. Armor and set pieces matter too. Weapons are where the five-category language and skill-grant density are officially emphasized.
Shadow Dungeon weapon affixes: Basic, Special, Negative, Skills, Summoning — plus keeper rules and why Greater Rifts beat story maps for denser rolls.
Visual context for skill-grant gear.
~6 min read
Shadow Dungeon affixes decide whether a glowing Legendary is a keeper or expensive trash. This page is the Steam ARPG roll guide for Shadow Dungeon by OO Cat — not OSRS Shadow Dungeon results. Official materials confirm 1,000+ weapon affixes across five categories, heavy Legendary/Mythic weight, and skill grants on more than half of equipment. Farm denser rolls in Greater Rifts after the story. Verified August 27, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam (PC · Windows) |
| Weapon affixes | 1,000+ across five categories |
| Categories | Basic · Special · Negative Effects · Skills · Summoning Skills |
| Skill grants | Common — more than half of equipment can carry extras |
| Weapon skills pool | ~2,400 weapon-granted skill patterns (official update language) |
| Best farm | Greater Rifts after story (Normal → Inferno) |
| Related systems | Reforge · Enchant · Enhancement · Armor sets |
| Verified | August 27, 2026 |
Armor and set pieces also carry meaningful lines, but weapons are where skill-grant density and the five-category language are officially emphasized. Do not invent a sixth category for SEO — if the client shows a new label later, update this table from evidence.

| Category | What it usually means for play |
|---|---|
| Basic | Core combat stats — the boring lines that keep DPS and survivability honest |
| Special | Situational multipliers, triggers, and oddball combat hooks |
| Negative Effects | Downsides traded for power — read before you celebrate the upside |
| Skills | Granted or modified active/passive skills that must fit your bar |
| Summoning Skills | Minion-facing grants — critical for Necromancer, situational elsewhere |
Matched by build plan, shared topics, and guide progression — not random related links.
Skill lines are why Shadow Dungeon loot feels like a second talent board. Official examples of weapon-granted skill patterns include auras, trap launchers, skill conversions, shields that block enemy projectiles, skill combo launchers, summoned-creature accessories and attacks, and other additional skills.

A Skills or Summoning Skills affix is only valuable if you press it — or if it passively shapes every pack clear. Pretty VFX that never triggers is salvage, no matter how Mythic the border looks.
Summoning Skills affixes matter most on Necromancer, but accessory and attack grants can appear on other kits. Judge them by clear speed and survival, not by class stereotype alone.
Write a one-line spine (“Archer single-target poke,” “Necro army uptime,” “Holy Warrior dual-blade tempo,” “Sorcerer elemental screen clear”). Every tooltip either serves that sentence or it leaves your bag.
| Roll pattern | Verdict |
|---|---|
| On-spine Skills / Summoning grant + solid Basics | Equip or priority stash |
| Special trigger that matches boss or pack plan | Keep if you can prove the trigger |
| Mythic glow + dead / conflicting grants | Salvage unless a cheap reforge path exists |
| Negative Effects with no compensating upside | Salvage immediately |
| Near-miss Basic rolls on correct slot | Candidate for reforge / enchant — see equipment |
Sorcerer leans elemental and cast grants with safe-range Basics. Holy Warrior wants melee tempo grants plus sustain hooks. Archer prioritizes precision and projectile tools with kiting survivability. Necromancer treats Summoning Skills and minion accessories as first-class citizens.
When rift difficulty stalls, fix affix fit and defenses before blaming class fantasy. Climb notes live on Greater Rifts; kit coherence lives on builds.
Rifts are not a reason to undergear chapters. Fund your first on-spine Legendaries on maps you can finish, then use rifts to raise ceiling — not to invent a starter kit from nothing while chapter packs still delete you.
Rift loot pools include Talent Skill Runes, thousands of Equipment Skill Runes, Attribute Runes, Socketing Stones, Super Enhancement Stones, Essence Stones, Permanent Magic Stones, Golden Hammer, and Divine Mirror. Those materials exist so keepers can be pushed — not so every white drop deserves enhancement.
Steam still lists a future “Rune System” on the roadmap. Live rift-exclusive runes and that future feature are different labels — keep them separate in your head and in this wiki.
Negative Effects is an official category, not flavor text. Power spikes often arrive with a tax, and Inferno density collects that tax with interest.
A Special or Skills line that looks broken can still delete you if the Negative Effects line guts defenses, resource, or mobility you need for dense packs and boss telegraphs.
If your kit already overcaps a taxed stat, the downside may be free. If the tax hits your only survival channel, the item is not a flex — it is a wipe waiting for a bad pull.
Do not invent a whole new playstyle to justify a cursed Mythic. Prefer reforge and enchant paths on near-keepers, or salvage and keep farming on-tier content.
When a set bonus and a skill-grant weapon finally align, update the build sheet before you keep hunting random rarity. Cross-check armor sets and progression.
| System | Affix job |
|---|---|
| Talents | Decide which Skills / Summoning grants are legal for your spine |
| Armor sets | 15 sets per class — many reshape skill form; set affixes can outrank loose Mythics |
| Unlimited late SP | Hybrids can absorb more grant types later — not on day one |
| Paragon (after 100) | Amplify what already works; do not use Paragon to rescue dead rolls |
Affix mistakes look like “I am rich in Legendaries” while clear speed stays flat and materials vanish into emotional crafting.
| Mistake | Fix |
|---|---|
| Keeping every Skills grant | Only keep grants that fire in your rotation |
| Ignoring Negative Effects | Read downsides first on every Mythic |
| Skipping category language | Tag Basic / Special / Skills before comparing |
| Rift ego pushes | Drop a difficulty; farm on-tier density |
| Respeccing for every drop | Respec only for proven broken grants |
| Confusing future Rune System with rift runes | Use live rift materials; wait on roadmap systems |
If rarity and crafting still feel fuzzy, return to equipment. If rolls are clear, climb Greater Rifts and lock the kit on builds.
No. Armor and set pieces matter too. Weapons are where the five-category language and skill-grant density are officially emphasized.
Official materials state 1,000+ weapon affixes across Basic, Special, Negative Effects, Skills, and Summoning Skills.
Finish the story, then climb Greater Rifts from Normal toward Inferno for denser loot and better rolls.
No. Affix fit and skill grants beat vanity rarity. A Legendary that completes your rotation wins.
Official positioning: no seasonal resets and no item nerfs.
No — Steam ARPG by OO Cat. Pair this page with equipment and ignore Runescape results.
Matched by build plan, shared topics, and guide progression — not random related links.