Weapons

Pass the Fear Weapon Affix Guide: What Can Roll

The affix pool is decided by the weapon, not the rarity. Here are the 20 standard lines, the special and mythic tiers, and the rolls your gun can never get.

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10 min
Updated

The pool is decided by the weapon

Before you judge a roll, know that no weapon can roll everything. All 45 weapons carry an exclusion list, and those lists run from 12 to 30 blocked lines each.

Three patterns cover most of it. Every one of the 33 standard-fire weapons excludes the Charge Speed lines, because there is nothing to charge. Forty four of the 45 weapons exclude the four mythic off-element damage lines and keep only the one matching their own element. And 30 weapons exclude Magazine Capacity, most of them guns with small magazines where the stat would rewrite how they play.

So a “bad roll” is often not bad luck. It is the pool doing what it was designed to do. Open any weapon in the Weapons database to see its element, magazine, and firing behaviour before you plan around a stat it cannot have.

The 20 standard lines and how tiers scale

Eighty of the 131 affixes are standard lines: the same 20 stats printed at Common, Rare, Epic, and Legendary. The list covers Movement Speed, Critical Chance, Critical Damage, Smite Chance, Final Damage, Magazine Capacity, Reload Speed, Battle Skill Cooldown, Fire Rate, Charge Speed, Weapon Spread, Ultimate Charge Gain, the five elemental bullet-damage lines, Bounce, Pierce, and Projectiles.

LineCommonRareEpicLegendary
Critical Chance+8% to 16%+14% to 34%+14% to 34%+20% to 40%
Final Damage+8% to 12%+10% to 30%+10% to 30%+15% to 35%
Smite Chance+10% to 22%+22% to 42%+22% to 42%+30% to 50%
Magazine Capacity+20% to 40%+25% to 65%+35% to 85%+50% to 100%
Reload Speed+8% to 12%+10% to 20%+10% to 30%+15% to 35%

Rare and Epic are identical on five lines

This is the single most useful thing to know about affix tiers. Five of the 20 standard lines print exactly the same range at Rare and at Epic: Movement Speed, Critical Chance, Critical Damage, Smite Chance, and Final Damage.

An Epic weapon is still better than a Rare one, because its base attack and DPS are higher and because the other 15 lines do improve. But if the affix you care about is one of those five, upgrading from Rare to Epic buys you nothing on that specific line. Magazine Capacity, in contrast, moves at every tier.

Most standard lines can appear up to four times on the same weapon, so a stacked pair of Critical Chance rolls is a normal outcome rather than a jackpot.

Special lines change behaviour, not numbers

Eighteen affixes sit in a separate special tier, and they are far rarer than standard lines. Several are conditional damage rewrites: 20% chance to fire without consuming a bullet, Damage +50% with weapon spread +50%, Final Damage +100% with Damage Taken +100%, or 20% additional True Damage on every bullet.

Ten of the 18 are elemental trigger lines, and they are the ones worth hunting. Five give bullets a 5% chance to directly trigger a Transmutation, and five give First Shot a 15% chance to trigger one. Those bypass the normal buildup cycle described in the Transmutation guide, which matters most on slow, high-damage weapons that struggle to fill a buildup bar.

The 33 mythic lines are rarer again and read like relic text: Transmutation Damage +300%, Battle Skill Damage +300%, Common affix effects are doubled, or an extra trigger of Embarkation, Destination, or Shatter.

Pierce and Bounce block each other

Pierce and Bounce sit in mutually exclusive groups. Take one and the other leaves your pool. This is a real build decision rather than a technicality, because the two solve different problems: Pierce lines up enemies in a row, Bounce fills a room and, on the special version, can bounce back to you.

Pierce also scales harder by tier, reaching +5 at Legendary, while Bounce tops out at +1 to +2 there. The special line “Pierces through all enemies” can only appear once.

Rerolling is a progression choice

Affixes are not permanent if you have the right permanent unlock. The Sword Reforged team talent lets you forgo the reward when opening chests in weapon and weapon part rooms, and refresh your main weapon’s affixes instead. That converts a mediocre chest into a second attempt at the line your build needs.

If you keep finding weapons you like with rolls you do not, that node is worth planning for on the Team Talent tree.

What to prioritise

Pick the line that fixes your current bottleneck rather than the biggest number. If your problem is uptime, Reload Speed and Magazine Capacity buy more damage than a Critical Chance roll. If your problem is reaching Transmutations, a special trigger line beats any percentage. If your problem is raw output and the loop already works, Final Damage and the elemental bullet lines stack cleanly.

Then check the finished weapon against the rest of the build in the Build Planner, where baseline stats and conditional effects stay separated instead of being added into one misleading total.

Frequently asked questions

How many weapon affixes are in Pass the Fear?

The current build ships 131. That is 80 standard lines (20 lines across four rarity tiers), 18 special lines, and 33 mythic lines.

Why can my weapon not roll Magazine Capacity?

Every weapon carries its own exclusion list, and 30 of the 45 weapons exclude Magazine Capacity entirely. Most of them are low-magazine designs where the stat would change the weapon's identity.

Can one weapon have both Pierce and Bounce?

No. Pierce and Bounce sit in mutually exclusive groups, so rolling one removes the other from the pool.