Mistfall Hunter Affixes
A Mistfall Hunter character preparing a dark fantasy extraction run

32 named affixes with icons and level effects

Mistfall Hunter Affixes Database

The current Mistfall Hunter affix reference contains 32 named affixes across SS, S, A, B, and C tiers. Filter by the job your build needs, check the trigger, and read the level facts before spending rare resources.

Updated Back to Mistfall Hunter hub

Current client reference · early-release reference

32 named affixes in one lookup

Use the tier and tag selectors to narrow the list, then open the level facts for the exact bonus. The ranking is a current reference—not a universal answer for every class, stance, or squad.

Records
32
Tier groups
5
Image coverage
32 / 32

Simple database query

Choose one filter, then read the matching affix

Start with the job your build needs—offense, defense, mobility, ability, or economy. Reset returns to the full reference.

32 affixesEvery record remains in the page source without JavaScript
Eloquence affix icon
SS Tier

Eloquence

Always active

mobilityability

Level effects

Lv. 1
Chanting Speed +3%.
Lv. 2
Chanting Speed +6%.
Lv. 3
Chanting Speed +9%.
Lv. 4
Chanting Speed +12%.
Lv. 5
Chanting Speed +15%. Chanting cannot be interrupted by minor impacts.
Lv. 6
Chanting Speed +18%. Chanting cannot be interrupted by minor impacts.
Lv. 7
Chanting Speed +21%. Chanting cannot be interrupted by minor impacts.
Best used for
ability uptime and movement
Run test
Repeat one short route and check whether chanting speed +3% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Chanting Speed +15%. Chanting cannot be interrupted by minor impacts.
Switch when
Switch when the route is failing to create casts or movement windows; raw uptime is not a substitute for a safe exit.
Ranged affix icon
SS Tier

Ranged

Long range

offenseability

Level effects

Lv. 1
Physical Damage +1.6%. Magic Damage +1.6%.
Lv. 2
Physical Damage +3.2%. Magic Damage +3.2%.
Lv. 3
Physical Damage +4.8%. Magic Damage +4.8%.
Lv. 4
Physical Damage +6.4%. Magic Damage +6.4%.
Lv. 5
Physical Damage +8%. Magic Damage +8%. Effective Range +12%.
Lv. 6
Physical Damage +9.6%. Magic Damage +9.6%. Effective Range +12%.
Lv. 7
Physical Damage +11.2%. Magic Damage +11.2%. Effective Range +12%.
Best used for
skill access or control
Run test
Repeat one target from a marked distance and check whether physical damage +1.6% survives terrain and the retreat route.
First role-changing breakpoint
Level 5: Physical Damage +8%. Magic Damage +8%. Effective Range +12%.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Stoic affix icon
SS Tier

Stoic

Low health

defenseability

Level effects

Lv. 1
Physical Resistance +1.1%. Magic Resistance +1.1%.
Lv. 2
Physical Resistance +2.2%. Magic Resistance +2.2%.
Lv. 3
Physical Resistance +3.3%. Magic Resistance +3.3%.
Lv. 4
Physical Resistance +4.4%. Magic Resistance +4.4%.
Lv. 5
Physical Resistance +5.5%. Magic Resistance +5.5%. Restores 15% Health.
Lv. 6
Physical Resistance +6.6%. Magic Resistance +6.6%. Restores 15% Health.
Lv. 7
Physical Resistance +7.7%. Magic Resistance +7.7%. Restores 15% Health.
Best used for
skill access or control
Run test
Use replaceable gear and one controlled mistake; check whether physical resistance +1.1% creates a safe recovery choice instead of rewarding a losing fight.
First role-changing breakpoint
Level 5: Physical Resistance +5.5%. Magic Resistance +5.5%. Restores 15% Health.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Valor affix icon
SS Tier

Valor

Always active

offensedefense

Level effects

Lv. 1
Attack +1.5%.
Lv. 2
Attack +3%.
Lv. 3
Attack +4.5%.
Lv. 4
Attack +6%.
Lv. 5
Attack +7.5%. Defense Penetration +1.8%.
Lv. 6
Attack +9%. Defense Penetration +1.8%.
Lv. 7
Attack +10.5%. Defense Penetration +1.8%.
Best used for
damage while keeping a safety margin
Run test
Repeat one short route and check whether attack +1.5% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Attack +7.5%. Defense Penetration +1.8%.
Switch when
Switch when the damage window requires more contact or exposure than the defensive margin can support.
Aegis affix icon
S Tier

Aegis

Always active

defense

Level effects

Lv. 1
Defense +15.
Lv. 2
Defense +30.
Lv. 3
Defense +45.
Lv. 4
Defense +60.
Lv. 5
Defense +75. Physical Resistance +2.5%.
Lv. 6
Defense +90. Physical Resistance +2.5%.
Lv. 7
Defense +105. Physical Resistance +2.5%.
Best used for
survival
Run test
Repeat one short route and check whether defense +15 fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Defense +75. Physical Resistance +2.5%.
Switch when
Switch when the route is losing to a specific damage or control check that raw durability cannot solve.
Resilience affix icon
S Tier

Resilience

Always active

defensemobilityability

Level effects

Lv. 1
Debuff Duration -5%.
Lv. 2
Debuff Duration -10%.
Lv. 3
Debuff Duration -15%.
Lv. 4
Debuff Duration -20%. Physical Resistance +10%. Magic Resistance +10%.
Lv. 5
Debuff Duration -25%. Physical Resistance +10%. Magic Resistance +10%.
Best used for
ability uptime and movement
Run test
Repeat one short route and check whether debuff duration -5% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 4: Debuff Duration -20%. Physical Resistance +10%. Magic Resistance +10%.
Switch when
Switch when the route is failing to create casts or movement windows; raw uptime is not a substitute for a safe exit.
Seamless affix icon
S Tier

Seamless

Always active

mobilityability

Level effects

Lv. 1
Skill Cooldown Speed +2.2%.
Lv. 2
Skill Cooldown Speed +4.4%.
Lv. 3
Skill Cooldown Speed +6.6%.
Lv. 4
Skill Cooldown Speed +8.8%.
Lv. 5
Skill Cooldown Speed +11%. Gyldhunter Knockdown Cooldown Refund +30%.
Lv. 6
Skill Cooldown Speed +13.2%. Gyldhunter Knockdown Cooldown Refund +30%.
Lv. 7
Skill Cooldown Speed +15.4%. Gyldhunter Knockdown Cooldown Refund +30%.
Best used for
ability uptime and movement
Run test
Repeat one short route and check whether skill cooldown speed +2.2% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Skill Cooldown Speed +11%. Gyldhunter Knockdown Cooldown Refund +30%.
Switch when
Switch when the route is failing to create casts or movement windows; raw uptime is not a substitute for a safe exit.
Seeker affix icon
S Tier

Seeker

Always active

mobility

Level effects

Lv. 1
Movement Speed +1.5%.
Lv. 2
Movement Speed +3%.
Lv. 3
Movement Speed +4.5%.
Lv. 4
Movement Speed +4.5%, stacking up to 2 times.
Lv. 5
Movement Speed +6%, stacking up to 2 times.
Best used for
safe movement
Run test
Repeat one short route and check whether movement speed +1.5% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
No new property appears in the listed levels; compare the final value against the cost of reaching it.
Switch when
Switch when movement is not the blocker and the extra speed is making spacing or extraction harder to read.
Unyielding affix icon
S Tier

Unyielding

Always active

offensedefense

Level effects

Lv. 1
Physical Resistance +0.7%. Magic Resistance +0.7%.
Lv. 2
Physical Resistance +1.4%. Magic Resistance +1.4%.
Lv. 3
Physical Resistance +2.1%. Magic Resistance +2.1%.
Lv. 4
Physical Resistance +2.8%. Magic Resistance +2.8%.
Lv. 5
Physical Resistance +3.5%. Magic Resistance +3.5%. Stacks up to 4 times.
Lv. 6
Physical Resistance +4.2%. Magic Resistance +4.2%. Stacks up to 4 times.
Lv. 7
Physical Resistance +4.9%. Magic Resistance +4.9%. Stacks up to 4 times.
Best used for
damage while keeping a safety margin
Run test
Repeat one short route and check whether physical resistance +0.7% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Physical Resistance +3.5%. Magic Resistance +3.5%. Stacks up to 4 times.
Switch when
Switch when the damage window requires more contact or exposure than the defensive margin can support.
Fervor affix icon
A Tier

Fervor

After a hit

offensedefense

Level effects

Lv. 1
Physical Damage +0.4%. Magic Damage +0.4%.
Lv. 2
Physical Damage +0.8%. Magic Damage +0.8%.
Lv. 3
Physical Damage +1.2%. Magic Damage +1.2%.
Lv. 4
Physical Damage +1.6%. Magic Damage +1.6%.
Lv. 5
Physical Damage +2%. Magic Damage +2%. Defense Penetration +2.5%.
Lv. 6
Physical Damage +2.4%. Magic Damage +2.4%. Defense Penetration +2.5%.
Lv. 7
Physical Damage +2.8%. Magic Damage +2.8%. Defense Penetration +2.5%.
Best used for
damage while keeping a safety margin
Run test
Use one short engagement and check whether physical damage +0.4% is still active before contact becomes unsafe.
First role-changing breakpoint
Level 5: Physical Damage +2%. Magic Damage +2%. Defense Penetration +2.5%.
Switch when
Switch when the damage window requires more contact or exposure than the defensive margin can support.
Sky Piercer affix icon
A Tier

Sky Piercer

Aerial cast

offenseability

Level effects

Lv. 1
Physical Damage +1.6%. Magic Damage +1.6%.
Lv. 2
Physical Damage +3.2%. Magic Damage +3.2%.
Lv. 3
Physical Damage +4.8%. Magic Damage +4.8%.
Lv. 4
Physical Damage +6.4%. Magic Damage +6.4%.
Lv. 5
Physical Damage +8%. Magic Damage +8%. Skill Energy Cost Reduction +8%.
Lv. 6
Physical Damage +9.6%. Magic Damage +9.6%. Skill Energy Cost Reduction +8%.
Lv. 7
Physical Damage +11.2%. Magic Damage +11.2%. Skill Energy Cost Reduction +8%.
Best used for
skill access or control
Run test
Test one aerial cast with a clear landing route and check whether physical damage +1.6% survives the landing risk.
First role-changing breakpoint
Level 5: Physical Damage +8%. Magic Damage +8%. Skill Energy Cost Reduction +8%.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Strife affix icon
A Tier

Strife

Always active

offense

Level effects

Lv. 1
Physical Damage +1.2%. Magic Damage +1.2%.
Lv. 2
Physical Damage +2.4%. Magic Damage +2.4%.
Lv. 3
Physical Damage +3.6%. Magic Damage +3.6%.
Lv. 4
Physical Damage +4.8%. Magic Damage +4.8%.
Lv. 5
Physical Damage +6%. Magic Damage +6%. Physical Damage per stack +2%. Magic Damage per stack +2%.
Lv. 6
Physical Damage +7.2%. Magic Damage +7.2%. Physical Damage per stack +2%. Magic Damage per stack +2%.
Lv. 7
Physical Damage +8.4%. Magic Damage +8.4%. Physical Damage per stack +2%. Magic Damage per stack +2%.
Best used for
damage pressure
Run test
Repeat one short route and check whether physical damage +1.2% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Physical Damage +6%. Magic Damage +6%. Physical Damage per stack +2%. Magic Damage per stack +2%.
Switch when
Switch when the target dies reliably already and the missing answer is movement, control, or recovery.
Elusive affix icon
B Tier

Elusive

Always active

mobilityability

Level effects

Lv. 1
Dodge Energy Cost Reduction +4%.
Lv. 2
Dodge Energy Cost Reduction +8%.
Lv. 3
Dodge Energy Cost Reduction +12%.
Lv. 4
Dodge Energy Cost Reduction +16%.
Lv. 5
Dodge Energy Cost Reduction +20%.
Best used for
ability uptime and movement
Run test
Repeat one short route and check whether dodge energy cost reduction +4% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
No new property appears in the listed levels; compare the final value against the cost of reaching it.
Switch when
Switch when the route is failing to create casts or movement windows; raw uptime is not a substitute for a safe exit.
Fervid affix icon
B Tier

Fervid

High health

offensedefenseability

Level effects

Lv. 1
Physical Damage +1.8%. Magic Damage +1.8%.
Lv. 2
Physical Damage +3.6%. Magic Damage +3.6%.
Lv. 3
Physical Damage +5.4%. Magic Damage +5.4%.
Lv. 4
Physical Damage +7.2%. Magic Damage +7.2%.
Lv. 5
Physical Damage +9%. Magic Damage +9%. Skill Energy Cost Reduction +6%.
Lv. 6
Physical Damage +10.8%. Magic Damage +10.8%. Skill Energy Cost Reduction +6%.
Lv. 7
Physical Damage +12.6%. Magic Damage +12.6%. Skill Energy Cost Reduction +6%.
Best used for
skill access or control
Run test
Start with a full-health opener and check whether physical damage +1.8% remains available through the first planned commitment.
First role-changing breakpoint
Level 5: Physical Damage +9%. Magic Damage +9%. Skill Energy Cost Reduction +6%.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Vitality affix icon
B Tier

Vitality

Always active

ability

Level effects

Lv. 1
Maximum Energy +5.
Lv. 2
Maximum Energy +10.
Lv. 3
Maximum Energy +15.
Lv. 4
Maximum Energy +20. Immune to the current Energy Overdraft state.
Lv. 5
Maximum Energy +25. Immune to the current Energy Overdraft state.
Best used for
skill access or control
Run test
Repeat one short route and check whether maximum energy +5 fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 4: Maximum Energy +20. Immune to the current Energy Overdraft state.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Wrath affix icon
B Tier

Wrath

Low health

offensedefense

Level effects

Lv. 1
Physical Damage +2.1%. Magic Damage +2.1%.
Lv. 2
Physical Damage +4.2%. Magic Damage +4.2%.
Lv. 3
Physical Damage +6.3%. Magic Damage +6.3%.
Lv. 4
Physical Damage +8.4%. Magic Damage +8.4%.
Lv. 5
Physical Damage +10.5%. Magic Damage +10.5%. Attack +3%.
Lv. 6
Physical Damage +12.6%. Magic Damage +12.6%. Attack +3%.
Lv. 7
Physical Damage +14.7%. Magic Damage +14.7%. Attack +3%.
Best used for
damage while keeping a safety margin
Run test
Use replaceable gear and one controlled mistake; check whether physical damage +2.1% creates a safe recovery choice instead of rewarding a losing fight.
First role-changing breakpoint
Level 5: Physical Damage +10.5%. Magic Damage +10.5%. Attack +3%.
Switch when
Switch when the damage window requires more contact or exposure than the defensive margin can support.
Blessing affix icon
C Tier

Blessing

Always active

ability

Level effects

Lv. 1
Buff Duration +5%.
Lv. 2
Buff Duration +10%.
Lv. 3
Buff Duration +15%.
Lv. 4
Buff Duration +20%.
Lv. 5
Buff Duration +25%.
Best used for
skill access or control
Run test
Repeat one short route and check whether buff duration +5% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
No new property appears in the listed levels; compare the final value against the cost of reaching it.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Brotherhood affix icon
C Tier

Brotherhood

Always active while alive

offensedefense

Level effects

Lv. 1
Defense +6.
Lv. 2
Defense +12.
Lv. 3
Defense +18.
Lv. 4
Defense +24.
Lv. 5
Defense +30. Attack +1.8%.
Lv. 6
Defense +36. Attack +1.8%.
Lv. 7
Defense +42. Attack +1.8%.
Best used for
damage while keeping a safety margin
Run test
Keep the squad together for one short route and check whether defense +6 is still worth protecting when a teammate is down.
First role-changing breakpoint
Level 5: Defense +30. Attack +1.8%.
Switch when
Switch when the damage window requires more contact or exposure than the defensive margin can support.
Bulwark affix icon
C Tier

Bulwark

Always active

offensedefenseability

Level effects

Lv. 1
Block Damage Reduction Rate +6%.
Lv. 2
Block Damage Reduction Rate +12%.
Lv. 3
Block Damage Reduction Rate +18%.
Lv. 4
Block Damage Reduction Rate +24%. Block Energy Cost Reduction +9%.
Lv. 5
Block Damage Reduction Rate +30%. Block Energy Cost Reduction +9%.
Best used for
skill access or control
Run test
Repeat one short route and check whether block damage reduction rate +6% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 4: Block Damage Reduction Rate +24%. Block Energy Cost Reduction +9%.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Burst affix icon
C Tier

Burst

Always active

offense

Level effects

Lv. 1
Execution Damage +5%.
Lv. 2
Execution Damage +10%.
Lv. 3
Execution Damage +15%.
Lv. 4
Execution Damage +20%.
Lv. 5
Execution Damage +25%.
Best used for
damage pressure
Run test
Repeat one short route and check whether execution damage +5% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
No new property appears in the listed levels; compare the final value against the cost of reaching it.
Switch when
Switch when the target dies reliably already and the missing answer is movement, control, or recovery.
Creation affix icon
C Tier

Creation

Always active

offenseability

Level effects

Lv. 1
Construct Duration +4%.
Lv. 2
Construct Duration +8%.
Lv. 3
Construct Duration +12%.
Lv. 4
Construct Duration +16%.
Lv. 5
Construct Duration +20%. Physical Damage +5%. Magic Damage +5%.
Lv. 6
Construct Duration +24%. Physical Damage +5%. Magic Damage +5%.
Lv. 7
Construct Duration +28%. Physical Damage +5%. Magic Damage +5%.
Best used for
skill access or control
Run test
Repeat one short route and check whether construct duration +4% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Construct Duration +20%. Physical Damage +5%. Magic Damage +5%.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Curse affix icon
C Tier

Curse

Always active

ability

Level effects

Lv. 1
Debuff Duration +5%.
Lv. 2
Debuff Duration +10%.
Lv. 3
Debuff Duration +15%.
Lv. 4
Debuff Duration +20%.
Lv. 5
Debuff Duration +25%.
Best used for
skill access or control
Run test
Repeat one short route and check whether debuff duration +5% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
No new property appears in the listed levels; compare the final value against the cost of reaching it.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Deft affix icon
C Tier

Deft

Always active

mobilityability

Level effects

Lv. 1
Interaction Speed +6%.
Lv. 2
Interaction Speed +12%.
Lv. 3
Interaction Speed +18%.
Lv. 4
Interaction Speed +24%. Interactions cannot be interrupted by minor impacts.
Lv. 5
Interaction Speed +30%. Interactions cannot be interrupted by minor impacts.
Best used for
ability uptime and movement
Run test
Repeat one short route and check whether interaction speed +6% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 4: Interaction Speed +24%. Interactions cannot be interrupted by minor impacts.
Switch when
Switch when the route is failing to create casts or movement windows; raw uptime is not a substitute for a safe exit.
Distant Ward affix icon
C Tier

Distant Ward

Long range

offensedefenseability

Level effects

Lv. 1
Physical Resistance +1.6%. Magic Resistance +1.6%.
Lv. 2
Physical Resistance +3.2%. Magic Resistance +3.2%.
Lv. 3
Physical Resistance +4.8%. Magic Resistance +4.8%.
Lv. 4
Physical Resistance +6.4%. Magic Resistance +6.4%.
Lv. 5
Physical Resistance +8%. Magic Resistance +8%. Resists minor impacts from sources beyond 5 meters.
Lv. 6
Physical Resistance +9.6%. Magic Resistance +9.6%. Resists minor impacts from sources beyond 5 meters.
Lv. 7
Physical Resistance +11.2%. Magic Resistance +11.2%. Resists minor impacts from sources beyond 5 meters.
Best used for
skill access or control
Run test
Repeat one target from a marked distance and check whether physical resistance +1.6% survives terrain and the retreat route.
First role-changing breakpoint
Level 5: Physical Resistance +8%. Magic Resistance +8%. Resists minor impacts from sources beyond 5 meters.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Ethereal affix icon
C Tier

Ethereal

Always active

offensedefensemobility

Level effects

Lv. 1
Fall Damage Resistance +20%.
Lv. 2
Fall Damage Resistance +40%.
Lv. 3
Fall Damage Resistance +60%.
Lv. 4
Fall Damage Resistance +80%. Falling no longer staggers you.
Lv. 5
Fall Damage Resistance +100%. Falling no longer staggers you.
Best used for
safe movement
Run test
Repeat one short route and check whether fall damage resistance +20% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 4: Fall Damage Resistance +80%. Falling no longer staggers you.
Switch when
Switch when movement is not the blocker and the extra speed is making spacing or extraction harder to read.
Focused affix icon
C Tier

Focused

Always active

mobility

Level effects

Lv. 1
Charging Speed +3%.
Lv. 2
Charging Speed +6%.
Lv. 3
Charging Speed +9%.
Lv. 4
Charging Speed +12%.
Lv. 5
Charging Speed +15%. Movement Speed +10%.
Lv. 6
Charging Speed +18%. Movement Speed +10%.
Lv. 7
Charging Speed +21%. Movement Speed +10%.
Best used for
safe movement
Run test
Repeat one short route and check whether charging speed +3% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Charging Speed +15%. Movement Speed +10%.
Switch when
Switch when movement is not the blocker and the extra speed is making spacing or extraction harder to read.
Iron Helmet affix icon
C Tier

Iron Helmet

Always active

offensedefenseability

Level effects

Lv. 1
Critical Damage Resistance +2.2%.
Lv. 2
Critical Damage Resistance +4.4%.
Lv. 3
Critical Damage Resistance +6.6%.
Lv. 4
Critical Damage Resistance +8.8%. Reduces the Impact of Critical Hits received.
Lv. 5
Critical Damage Resistance +11%. Reduces the Impact of Critical Hits received.
Best used for
skill access or control
Run test
Repeat one short route and check whether critical damage resistance +2.2% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 4: Critical Damage Resistance +8.8%. Reduces the Impact of Critical Hits received.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Smiting affix icon
C Tier

Smiting

Critical hit

offenseability

Level effects

Lv. 1
Recover Energy by 2.
Lv. 2
Recover Energy by 4.
Lv. 3
Recover Energy by 6.
Lv. 4
Recovers Energy by 8. Reduces Cooldown by 1s.
Lv. 5
Recovers Energy by 10. Reduces Cooldown by 1s.
Best used for
skill access or control
Run test
Test one repeatable weak-point target and check whether recover energy by 2 is more useful than a stable baseline.
First role-changing breakpoint
Level 4: Recovers Energy by 8. Reduces Cooldown by 1s.
Switch when
Switch when the skill loop is already stable and the affix is not changing the next decision.
Spirit Shield affix icon
C Tier

Spirit Shield

Always active

defense

Level effects

Lv. 1
Shield Strength +2.4%.
Lv. 2
Shield Strength +4.8%.
Lv. 3
Shield Strength +7.2%.
Lv. 4
Shield Strength +9.6%.
Lv. 5
Shield Strength +12%. Magic Resistance +5%.
Lv. 6
Shield Strength +14.4%. Magic Resistance +5%.
Lv. 7
Shield Strength +16.8%. Magic Resistance +5%.
Best used for
survival
Run test
Repeat one short route and check whether shield strength +2.4% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Shield Strength +12%. Magic Resistance +5%.
Switch when
Switch when the route is losing to a specific damage or control check that raw durability cannot solve.
Swift affix icon
C Tier

Swift

Always active

mobilityability

Level effects

Lv. 1
Movement Speed +4%.
Lv. 2
Movement Speed +8%.
Lv. 3
Movement Speed +12%.
Lv. 4
Movement Speed +16%.
Lv. 5
Movement Speed +20%.
Best used for
ability uptime and movement
Run test
Repeat one short route and check whether movement speed +4% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
No new property appears in the listed levels; compare the final value against the cost of reaching it.
Switch when
Switch when the route is failing to create casts or movement windows; raw uptime is not a substitute for a safe exit.
Tenacious affix icon
C Tier

Tenacious

Always active

defense

Level effects

Lv. 1
Maximum Health +1.8%.
Lv. 2
Maximum Health +3.6%.
Lv. 3
Maximum Health +5.4%.
Lv. 4
Maximum Health +7.2%.
Lv. 5
Maximum Health +9%. Healing +7.5%.
Lv. 6
Maximum Health +10.8%. Healing +7.5%.
Lv. 7
Maximum Health +12.6%. Healing +7.5%.
Best used for
survival
Run test
Repeat one short route and check whether maximum health +1.8% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
Level 5: Maximum Health +9%. Healing +7.5%.
Switch when
Switch when the route is losing to a specific damage or control check that raw durability cannot solve.
Wealth affix icon
C Tier

Wealth

Always active

economy

Level effects

Lv. 1
Amount of Gyldenblod dropped +10%.
Lv. 2
Amount of Gyldenblod dropped +20%.
Lv. 3
Amount of Gyldenblod dropped +30%.
Lv. 4
Amount of Gyldenblod dropped +40%.
Lv. 5
Amount of Gyldenblod dropped +50%.
Best used for
haul value
Run test
Repeat one short route and check whether amount of gyldenblod dropped +10% fixes the blocker before you invest in a conditional option.
First role-changing breakpoint
No new property appears in the listed levels; compare the final value against the cost of reaching it.
Switch when
Switch back to a combat or escape affix when the extra haul no longer pays for the route risk.

How to use this reference

Filter by job before chasing a tier

  1. Name the missing result.Damage, survivability, movement, ability uptime, or loot value.
  2. Check the trigger.A high tier can still be wrong when your class cannot keep the condition active.
  3. Read the milestone.Some bonuses add a new effect at a level rather than only increasing the first stat.

Build handoff

An affix is only good when the run can keep its trigger alive

Use the database to identify a candidate, then connect it to the class, stance, and extraction job you are actually playing. A high tier that never triggers is a worse route than a lower tier that stays active through the whole haul.

Class firstOpen the class selector and name the missing job: frontline, range, control, recovery, scouting, or flank.
Trigger secondCheck whether the run naturally reaches the trigger—low health, critical hit, long range, or combat start—without forcing a bad trade.
Extraction testTake a short run, repeat the same job, and extract before investing rare materials into a modifier that has not proven itself.

Trigger fit

Choose the condition your route can actually keep alive

The tier is only the first lookup. The useful comparison is whether the class, stance, and extraction route can repeatedly satisfy the trigger without spending the margin that keeps the run alive.

Always active

The build needs a dependable baseline on every pull or rotation.

Short test
Run the same short route twice without changing class or stance, then compare the resource or damage problem that repeats.
Stop or switch when
The affix solves a different job, or a conditional option is clearly active for the route.
Combat start

The first exchange decides whether the squad keeps space or loses it immediately.

Short test
Open the same encounter with the same approach and record whether the first ten seconds become safer or more decisive.
Stop or switch when
The opening is already stable and the affix adds no measurable handoff into the next action.
High health

The route can preserve a full-health opener long enough to use the bonus.

Short test
Start a low-value run and check whether the bonus survives the first planned commitment instead of treating the label as permanent.
Stop or switch when
The class is regularly forced below the threshold before the intended job is complete.
Low health

The build expects a recovery window rather than a clean, untouched rotation.

Short test
Use replaceable gear and test one controlled mistake; check whether the affix creates a real escape or recovery choice.
Stop or switch when
The route cannot safely reach the condition, or the bonus encourages staying in a losing fight.
Long range

The class can keep sightline and distance while the squad advances or extracts.

Short test
Repeat one target from the same range and keep a retreat landmark visible while checking the effect.
Stop or switch when
Terrain, pressure, or squad movement repeatedly collapses the range before the affix matters.
After a hit

The player can maintain contact without trading away the extraction route.

Short test
Use one short engagement and count whether the next action remains safe after the first confirmed hit.
Stop or switch when
Maintaining contact costs more health, spacing, or recovery than the bonus returns.
Critical hit

The weapon or stance can create critical windows without turning every fight into a gamble.

Short test
Compare one repeatable target with a stable baseline and record whether critical access is actually the blocker.
Stop or switch when
The build needs consistency or control more than a high-roll damage window.
Aerial cast

The route gives the class reliable air time and a safe landing space.

Short test
Test one aerial skill against a known target while keeping the landing route open for the squad.
Stop or switch when
The cast works visually but leaves the player or party exposed on landing.

Class handoff

Start with the class job, then narrow the affix set

These are starting routes, not a universal tier list. Use the class’s confirmed job to choose a small test set, then let the repeated run decide whether the trigger is worth the investment.

Frontline fighter

Mercenary

Search tags: Defense + offense

Trigger fit: Always active or After a hit

Safe test: Keep one block-and-counter route stable before investing in a conditional damage affix.

Ranged scout

Blackarrow

Search tags: Offense + mobility

Trigger fit: Long range or Critical hit

Safe test: Hold a sightline and a retreat landmark while checking whether range—not raw damage—is the blocker.

Magic damage and control

Sorcerer

Search tags: Ability + offense

Trigger fit: Aerial cast or Always active

Safe test: Protect casting space and compare one control loop before adding a second conditional effect.

Mobile assassin

Shadowstrix

Search tags: Mobility + offense

Trigger fit: Critical hit or After a hit

Safe test: Name the disengage point first; a burst affix is not useful if the return route disappears.

Support and recovery

Seer

Search tags: Defense + ability

Trigger fit: Low health or Combat start

Safe test: Reserve one team reset and check whether the affix preserves the group’s recovery window.

Heavy fighter and execute pressure

Withered Knight

Search tags: Offense + defense

Trigger fit: Combat start or Low health

Safe test: Test the same guarded approach twice so slow commits are not mistaken for missing stats.

Investment checkpoint

Use the level effects as a breakpoint, not a reason to overbuild

Several records add a second effect at a later level. Read that breakpoint before spending rare materials: it may change the job you are testing, but it does not prove that every level is worth reaching on the current route.

  1. Find the first effect that changes the job.Separate a larger percentage from a new property such as resistance, range, refund, stacking, or interruption protection.
  2. Check whether the trigger survives extraction pressure.A level-five bonus that needs low health, air time, or uninterrupted contact is only useful when the route can reach it safely.
  3. Spend on one repeated blocker.Keep the class, stance, target, and exit route fixed for a short retest before comparing another tier.
  4. Downgrade cleanly when the condition fails.A lower-tier always-active record can be the better current answer when the higher tier’s condition never appears in a safe run.

Share this guide

Send the answer when another player hits the same blocker.

Share the current Mistfall Hunter route, or copy the link for Discord and group chat.

Player questions

Affixes FAQ

Use the current game panel before spending rare resources on a value that can change.

How many Mistfall Hunter affixes are listed?

The current reference lists 32 named affixes with icons, tier labels, triggers, and level effects.

What is the best Mistfall Hunter affix?

There is no single best affix for every class. Filter by the missing job, then check whether your stance can keep the affix trigger active.

Are these affix tiers final?

No. This is a patch-sensitive current reference. Balance updates can change tier labels and per-level effects, so verify against the live client after a patch.

Do affixes have images?

Yes. All 32 current records have local icon assets matched to the named affix and displayed in the database.

Do weapons and items have a full database yet?

Not yet. Current sources confirm weapon stances, Holy Weapons, class sets, and Equipment Vouchers, but they do not yet provide a stable complete named weapon or item roster.