Mod
Skill Gem /75
Support Gem /2
Item mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Elder | 68 | Suffix | When you Kill a Rare Monster, (15–20)% chance to gain one of its Modifiers for 10 seconds | claw_elder 1000 default 0 |
of the Conquest | 68 | Suffix | When you Kill a Rare Monster, (21–30)% chance to gain one of its Modifiers for 10 seconds | claw_adjudicator 500 default 0 |
of the Conquest | 73 | Suffix | When you Kill a Rare Monster, (31–40)% chance to gain one of its Modifiers for 10 seconds | claw_adjudicator 500 default 0 |
1 | WeaponTree | Fireball and Rolling Magma have 100% more Area of Effect Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma | two_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 shield 500 default 0 | |
1 | WeaponTree | Fireball and Rolling Magma have 200% more Area of Effect Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma | one_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 default 0 |
Monsters mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | Cannot be Knocked Back Cannot be Stunned not affected by action speed modifiers [1] | ||
1 | Unique | unaffected by life modifiers [1] resource life |
Map mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Antagonism | 69 | Suffix | (20–30)% increased number of Rare Monsters Rare Monsters each have 2 additional Modifiers | uber_tier_map 0 secret_area 1000 default 0 |
of the Locus | 74 | Suffix | Vaal Vessel contains an additional Corrupted Unique Item with two Implicit Modifiers | uber_tier_map 0 map_device 0 secret_area 20 default 0 |
Crafting Bench /3
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
Can have up to 3 Crafted Modifiers | 2x Divine Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | The Putrid Cloister |
Cannot roll Attack Modifiers | 1x Divine Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | Caer Blaidd, Wolfpack's Den |
Cannot roll Caster Modifiers | 1x Divine Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | Whakawairua Tuahu |
Misc mods /18
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | With 4 Notables Allocated in Radius, When you Kill a Rare monster, you gain 1 of its Modifiers for 20 seconds local jewel effect base radius [800] | ||
1 | Jewel | Unique | Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | Modifiers to Ignite Duration on you apply to all Elemental Ailments | ||
1 | Jewel | Unique | Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments | ||
1 | Atlas | Prefix | Maps found in your Maps are Corrupted with 8 Modifiers 3 uses remaining | default 50 | |
1 | Atlas | Prefix | Maps found in your Maps are Corrupted with 8 Modifiers 15 uses remaining | default 50 | |
1 | MapDevice | Unique | Non-Unique Maps found in Area are Corrupted with 8 Modifiers | ||
1 | MapDevice | Unique | Unique Monsters have 2 additional Monster Modifiers | ||
1 | MapDevice | Unique | Explicit Modifiers on Strongboxes have 75% increased effect | ||
1 | MapDevice | Unique | Remnants have 2 additional Suffix Modifiers Remnants have 2 additional Prefix Modifiers | ||
1 | MapDevice | Unique | Shrines in Area are guarded by an Atlas Boss Modifiers to the Final Map Boss also apply to these Atlas Bosses | ||
1 | MapDevice | Unique | Rare Monsters each have 2 additional Modifiers | ||
1 | MapDevice | Unique | Monster Packs in Area have a 15% chance to be replaced by a random Atlas Boss Modifiers to the Final Map Boss also apply to these Atlas Bosses | ||
of Skullcrushing | 1 | Sentinel | Suffix | When a Character Kills an Empowered Rare Monster, they have 50% chance to gain its Modifiers for 20 seconds | special_sentinel_mod 0 default 20 |
1 | Sentinel | Unique | When a Character Kills an Empowered Rare Monster, they gain its Modifiers for 20 seconds | ||
Unpredictable | 1 | CrucibleMap | Prefix | Forged Items have the numeric values of Modifiers Randomised | uber_tier_map 0 crucible_map_low 25 crucible_map_high 250 default 0 |
Deadly | 1 | CrucibleMap | Prefix | Rare Monsters each have 2 additional Modifiers | uber_tier_map 0 crucible_map_high 1000 default 0 |
Antagonist's | 1 | UberMap | Prefix | (35–45)% increased number of Rare Monsters Rare Monsters each have 2 additional Modifiers 20% increased Quantity of Items found in this Area 6% increased Pack size | uber_tier_map 30 default 0 |
Item /100
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Area has 2 additional random Modifiers
150% increased Experience Gain
Monster Level: 82
Area has 2 additional random Modifiers
200% increased Experience Gain
Monster Level: 83
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
No Cold modifiers
No Fire modifiers
No Physical modifiers
No Chaos modifiers
No Lightning modifiers
No Defence modifiers
No Life Modifiers
No Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
Fewer Attack modifiers
Fewer Caster modifiers
No Speed modifiers
No Mana modifiers
No Tagless modifiers
No Attribute modifiers
No Critical modifiers
High Level modifiers are more common
Map Tier: 14 to 16
Modifiers: 8
Corrupted
Map Tier: 15
Modifiers: 8
Corrupted
Map Tier: 13
Quality: +13%
Delirium: 100%
Modifiers: 8
Corrupted
Modifiers to the Final Map Boss also apply to these Atlas Bosses
Modifiers to the Final Map Boss also apply to these Atlas Bosses
Replaces other quality types
Replaces other quality types
Replaces other quality types
Replaces other quality types
Replaces other quality types
Replaces other quality types
Replaces other quality types
Replaces other quality types
Replaces other quality types
Replaces other quality types
The second item is reforged as a rare item with both influence types and new modifiers
Modifiers and upgrades another Influenced Modifier
Upgrading a modifier of the highest tier transforms the
modifier into an Elevated Modifier
Attempting to upgrade an Elevated Modifier rerolls its values
Can be used on Body Armours, Boots, Gloves and Helmets
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Lesser modifiers that have their strength lowered will be removed
If The Eater of Worlds is dominant, reroll suffix modifiers
into two mirrored halves with reflected modifiers
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Suffix Modifier magnitudes
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Prefix Modifier magnitudes
-3 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
-2 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
50% increased Prefix Modifier magnitudes
+3 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
50% increased Suffix Modifier magnitudes
Has Elder, Shaper and all Conqueror Influences
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
100% increased Explicit Modifier magnitudes
-2 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
100% increased Explicit Modifier magnitudes
Unique /31
to the number of targets Projectiles Split towards
it and your Class' starting location
they gain its Modifiers for 20 seconds
Passive /10
Maximum Chance to Dodge Spell Hits is 75%
applying to them are modified unpredictably when opened
when Witnessing Map Bosses
The number of additional Bosses summoned is higher if there
are fewer monsters remaining in the Map
Modifiers to the Final Map Boss in each Map also apply to these summoned Bosses
Fail on reaching 7 Ruin
Ascendancy Passive /3
Stats and Mods I The Help PanelStats and Mods I The Help Panel
Stats and Mods I: How Are They Calculated?
Your Path of Exile character is primarily built from a combination of passive skills, skill gems, and items. Both the passive tree and the items can seem overwhelming at first, so in this tutorial we will cover some of the basics.
The Passive Tree:
The most important thing to know is how the passive tree interacts with your character. In general, passive skills affect all the relevant stats on your character, regardless of where they come from. We call these global modifiers.
In the example above, we see that the 'increased maximum life' passives add together before they affect the character's life. Most passive skills, especially any that use the word 'increased', act this way.
'More' and 'Less':
Passives that specifically say they grant 'more' or 'less' of something are the exceptions to the above rule. These are applied after all of the increases, acting like multipliers. Unlike passives which increase something, passives which provide 'more' or 'less' of something never add together and instead each apply their multiplicative effect separately. These terms appear on Keystones in the passive skill tree, but are most commonly seen on support gems.
Global VS Local:
Item mods tend to come in two varieties: 'global mods', which act like the passive skills, and 'local mods', which affect the item itself. Compare the weapons below, and note that the magic weapon (on the right) has 'Increased Physical Damage'. You'll see that the weapon's Physical Damage is higher, and is a different colour. It is this number that is used when other modifiers, such as your passive skills, are used to calculate how much damage your attacks deal.
The same is true for increases to armour on items that naturally provide armour, or increases to evasion on items that naturally provide evasion, and so on. Some mods, such as 'Increased Attack Speed', can appear on both weapons and armour. Like the Increased Physical Damage modifier, the Increased Attack Speed on the weapon shown below is local to the weapon, and changes that specific weapon's rate of attack. The gloves shown below also have Increased Attack Speed, but they affect any weapon you are holding and use the Attacks Per Second value displayed on the weapon to calculate how quickly you attack.
The attack speed mod on these gloves is a global modifier, so it adds together with other global increases to attack speed, including those on your passive tree. As a general rule (though there are occasional exceptions), if the values in the top section of an item are different to the normal basetype, they are benefitting from local modifiers. If a modifier on an item doesn't seem to be affecting anything in the top section, then it is global. See if you can work out which mods are local and which mods are global in the image below.
Stats and Mods II The Help PanelStats and Mods II The Help Panel
Stats and Mods II: What to Look Out For
Character builds in Path of Exile are extremely varied, and which items and passives are important to a character is highly dependent on what that character is trying to achieve, but there are some things almost everyone should look out for.
Dealing Damage:
Unless you're in a coordinated group, every character needs a way to kill monsters. Figure out how you plan to deliver damage and look for items that amplify that. If you plan to shoot arrows at monsters from afar, a high-damage bow, as well as passive skills that benefit your chosen weapon, are a must. If you plan to cast spells, look for weapons with 'increased Spell Damage'. If you're strictly dealing fire damage, look for things that boost your fire damage. A fire spell like Fireball benefits from increases to fire, spell, and projectile damage. A character who wants to smash things with a one-handed mace should look for modifiers to one-handed weapons, maces, attacks and melee attacks specifically.
Staying Alive:
You can't kill monsters if you're dead, so you should also carefully consider your defences. Most characters will want some armour, energy shield or evasion, or some combination of the three. Sources of life and increases to it are a great way to extend your lifespan, but you'll also want to seek out ways to mitigate the damage before it ever touches your life pool. Fire damage, such as the fire from a cannibal's thrown torch, can be mitigated by sources of 'Fire Resistance'. Merveil's spells deal cold damage, so 'Cold Resistance' is very useful against her. If a certain spell or attack deals significantly more damage to you than anything else, it might be of an element that you don't have much resistance to. If you're ever unsure where you spend your next passive point, it's almost always worth investing in a relevant defence.
Community Wiki
Modifiers
Modifiers generally change various aspects of the entity they are affecting. Most commonly modifiers apply stats, however they can also apply buffs or grant skills and can often be found on items, monsters, strongboxes or areas.
A modifier should be seen as an instance of change applied to an entity. A basic modifier does nothing on its own, it is given the effect by the associated stats (and their values), buffs and skills.
Mechanics overview
A modifier applies statistics, a buff or grants a skill to an entity. Modifiers are specific to items, monsters, strongboxes or areas.
Since not all statistics have a visible text, it is possible that some effects are granted by the modifier but are not visible to the player. On the wiki, some of these effects have a custom text specific to the wiki and are noted with (HIDDEN) in the description. In particular area and monster effects may be hidden from the player.
Modifiers can either be innately applied (as "implicit" modifier) to entities, be granted under specific conditions or randomly generated.
Some specific circumstances like the rarity of a monster, being touched or possessed by a Tormented Spirit, etc can also apply modifiers innately without them being randomly generated.
Modifier generation is gated by specific conditions that govern if and how likely a modifier is going to appear:
- Mod domain governs the type of entity the modifier is going to appear and may confer some specific rules (such as the number of affixes).
- mod generation type determines how the modifier is generated, for example whether it's a prefix, suffix, corrupted or always applied (like on unique items)
- Mod level governs the minimum required level of the entity for a modifier to appear (i.e. the item level, monster level, area level), and for items only raises the item's level requirement to 80% of it's value
- Mod group (mod family) prevents other modifiers from the same family to be randomly generated on the same entity
- Tags in conjunction with weights are used to further restrict the types of modifiers that can appear and set the relative chance to be randomly applied. (for example, shaper and elder get a corresponding tag)
The values of stats include a minimum and maximum value, which is most commonly used on items - the actual value of the stat in the cases where minimum and maximum are not the same will be randomized within with equal chances, so for example a Stat with a minimum value of 1 and a maximum value of 3, can either be 1, 2 or 3 at 1/3 chance for each value.
If a buff is specified, Modifiers also include a value for the buff, but unlike for Stats it is not randomized and fixed.
If a skill is specified, the specified skill (at the specified level) will be granted to the relevant entity. The modifier does not include values for the skill other then the level as they're defined by the skill itself. Often this is found on items, where they grant skills, such as The Whispering Ice unique item.
Terminology
In general modifiers are referred to as such, however there are many special cases of modifiers that correspond to specific sets and Modifiers#Conditions :
Term | Explanation |
---|---|
Implicit |
|
Explicit |
|
Prefix |
|
Suffix |
|
Corruption | |
Enchantment |
|
Crusader |
|
Hunter |
|
Redeemer |
|
Warlord |
|
Elder |
|
Shaper |
|
Delve |
|
Veiled |
|
Fractured |
|
Synthesised |
|
Hybrid |
|
Local |
|
Global |
|
Types of modifiers
Implicit modifiers
Implicit modifiersalways spawn on entities before the addition or change of additional modifiers (for example by changing the rarity).
On monsters, implicit modifiers can be very commonly found. For example, some monsters are granted damage conversion which converts their inherent damage to that of another element. However, on unique monsters and bosses implicits are most notable - for example most bosses are granted a boost to their item rarity and item quantity as well as other bonuses such as on Atziri.
On items, visible implicit modifiers are most commonly found on:
- Rings
- Amulets
- Belts
- Quivers
- Most weapons
- Shields
- Specific Body Armours (Astral Plate, Assassin's Garb, Occultist's Vestment, and Carnal Armour.)
Shields and body armour also commonly have a hidden movement speed penalty modifier.
Unlike the implicit modifiers on monsters, the implicit modifiers on equipment can be by altered in various ways:
- Blessed Orb - rerolls the range of the stats found on the implicit modifiers.
- Vaal Orb- Corruption can add or replace an implicit modifier depending on the item type.
- Using a Resonator with a Gilded Fossilwill add an Item sells for much more to vendors implicit to the item. This does not overwrite or affect the item's current implicit modifier.
- Certain Harvest crafting options allows you to set a new implicit modifier on jewels.
Certain unique items also have special interactions with implicits:
- Greatwolf Talisman- has two randomly chosen talisman implicits.
Enchantments
Enchantments are similar to implicit modifiers, but are granted to the item by specific means. Enchantments have their own mod slot on items and do not use the implicit mod slot. Most items can have up to one enchantment at a time. Any level of rarity, even unique items, can be enchanted. Mirrored or corrupted items cannot receive an enchantment. They are always fixed values, so
Blessed Orbs have no effect on them. Applying an enchantment on an already enchanted item replaces the old enchantment with the new one. This does not include maps, they can only be enchanted once.
- Using an Instilling Orb on a flask adds an enchantment which causes the flask to be automatically used when a certain condition is met.
- Labyrinth Enchantments are obtained from the Divine Font at the end of the Labyrinth. Gloves, Boots, and Helmets can receive Labyrinth enchantments. Belts could also be given enchantments in the Eternal Labyrinth of Potential.
- Rings, Amulets, and certain Blight league uniques can be Anointed with Oils to give it an enchantment.
- Cluster Jewels have two (for legacy bases) or three enchantments: One that determines what stat the small passives gives (which determine what mods the jewel can roll), one that determines how many passive skills are in the cluster, and one that determines how many jewel sockets it has (for Large and Medium Cluster Jewels).
- Certain Harvest crafting options allows you to add enchantments to weapons, body armours, maps and flasks. Read Wild Brambleback Bulb, Primal Cystcaller Bulb, Vivid Nestback Grain and Vivid Striketail Grain for details.
- Weapons and body armour with enchantments are possible rewards in Grand Heists. The enchantments can be added by using Tailoring Orb or Tempering Orb which drops from Heist league.
- Jewels with enchantments can be found in Heists. The enchantment modifiers pool apparently the same as Harvest jewel implicit.
Explicit modifiers
Explicit modifiers are generally dynamically generated by changing the rarity of the entity or by other modification.
The number of affixes given by rarity depends on the rarity class:
- Magic- random modifiers based on conditions: (0 to 1) prefix and (0 to 1) suffix
- Rare - random modifiers based on conditions: (1 to 3) prefixes and (1 to 3) suffixes (but always at least 3) with the exception of jewels which can only have (1 to 2) prefixes and (1 to 2) suffixes
- Unique- non-random, fixed modifiers based on the unique entity
Monsters have additional means of receiving modifiers:
- Magicpacks of monsters may receive a Bloodlines modifier
- Raremonsters may receive a Nemesis modifier
- Normaland Magicmonsters may be touched by a Tormented Spirit, giving a Torment 'Touch' modifier
- Rareand Uniquemonsters may be possessed by a Tormented Spirit, giving a Torment 'Possession' modifier
- Picking up a Talisman gives monsters a Talisman modifier
- RareBeasts, which are found in Einhar missions, can have one or two Bestiary mods.
On items, modifiers can be changed by spending currency:
- Divine Orb rerolls the value of any stats on explicit modifiers on the item
- Orb of Scouring, Orb of Transmutation, Orb of Alchemy, Orb of Chance, Regal Orb, and Ancient Orb may be used to alter the rarity of an item (adding/removing mods in the process)
- Orb of Horizons and Harbinger's Orb will give the newly created map different modifiers.
- Orb of Alteration and Chaos Orb may be used to re-roll the modifiers on Magic and Rare items respectively
- Orb of Augmentation and Exalted Orb may be used to add a random modifier on Magic and Rare items respectively
- Vaal Orb has a chance to change the rarity or create maps with 8 Modifiers
- Orb of Annulment removes a random modifier from an item
Areas may receive modifiers depending on how they were created unlike items, monsters or strongboxes:
- Corrupted areas as they have the 'secret_area' tag will receive (0 to 1) prefixes and (0 to 1) suffixes that satisfy that tag
- Areas created with Map items receive the modifiers on the map they were created with
- Areas created through a Map device may receive mods from placing map fragments in the device
- The current league(s) or other server-wide effects (from races for example)
- With Tempest active in the area, the area may receive a tempest modifier
Conditions
Modifiers usually include conditions which are used to determine how they appear. These are generally used to govern the creation of explicit modifiers on entities.
Mod Domain
The mod generation determines what entity the mod applies to. The domains are primarily reverse engineered, as detailed information has been removed from the game files.
Id | Type | Description |
---|---|---|
1 | Item | The mod is generated on items (but not jewels or flasks) |
2 | Flask | The mod is generated on flasks |
3 | Monster | The mod is generated on monsters |
4 | Chest | The mod is generated on Chests (i.e. Strongboxes) |
5 | Area | The mod is generated on maps and vaal side areas |
6 | Unknown | |
7 | Unknown | |
8 | Unknown | |
9 | Crafted | The mod is generated by crafting bench through bench crafting, including unlocked veiled modifier |
10 | Jewel | The mod is generated on jewels |
11 | Atlas | The mod is generated by Cartographer's Sextants. |
12 | Leaguestone | The mod is generated by leaguestones. |
13 | Abyss Jewel | The mod is generated by abyss jewels. |
14 | Map Device | |
16 | Delve Fossil | The mod is generated by Fossils (with some are disabled; read version 3.10.0 patch note). |
17 | Delve Area | The mod is generated on Azurite Mine areas |
18 | Synthesis Area | |
19 | Synthesis Area (Global) | The mod is generated on Synthesis unique map, due to the map item mod Map has # additional Synthesis Global Modifiers |
20 | Synthesis | |
21 | Cluster Jewel | The mod is generated on Cluster Jewels |
22 | Heist Area | The mod is generated on Contract and Blueprint |
23 | Heist Gear | The mod is generated on Heist NPC gear |
24 | Trinket | The mod is generated on Thief's Trinket |
25 | ||
26 | unveiled modifier | The mod is generated on item that drops from Immortal Syndicate and unveiled by Jun |
Mod Generation Type
The mod generation determines "how" the mod will be created on an item. The generation types are primarily reverse engineered, as detailed information has been removed from the game files.
Id | Type | Description |
---|---|---|
1 | Prefix | The mod is generated as prefix, for example Item Prefix. |
2 | Suffix | The mod is generated as suffix, for example Item Suffix. |
3 | Unique | The mod is "unique" - it is given directly to the relevant entity and not generated normally. For example, the mods on unique items and implicit modifiers have this property. |
4 | Nemesis The mod is a Nemesis mod. | |
5 | Corrupted | The mod is a Corrupted mod and is given to the item upon corruption. |
6 | Bloodlines | The mod is a Bloodlines mod. |
7 | Torment | The mod is a Torment mod. |
8 | Tempest | The mod is a Tempest mod. |
9 | Talisman | The mod is a Talisman monster mod. |
10 | Enchantment | The mod is a mod granted by Enchantment. |
11 | Essence | The mod is a mod granted by Essences. |
13 | Bestiary | |
14 | Delve | Used for delve areas |
15 | Synthesis | |
16 | Synthesis | |
17 | Synthesis |
Mod Level
The required level of the relevant entity. For example, this can be the required item level or a monster level.
However, there are cases where this is not respected: in particular this is the case for any mods that are directly given to other entities, such as implicit mods including enchantments or monsters with innate mods.
The mod level is also a factor in calculating the level requirement of items; raising the level requirement up to 80% requirement of the mod (with the requirement rounded down to the nearest whole integer). In particular this is the case for mods on unique items and for enchantments
For example, Seven-League Step normally has a level requirement of 1, however putting the 0.5% of Damage Leeched as Life if you've Killed Recently enchantment from the 3rd labyrinth on it, will increase the level requirement to .
Mod Group
Mods have a single group associated with them. Only one mod from a group can appear at a time, as such all mods in specific group are mutually exclusive.
This system is used to group various types of modifiers together and to prevent the same modifiers to appear on items.
For example, on items this is used a lot for the prefix and suffix generation to create those group of modifiers that modify only a single or two stats. Together with the item level requirements, this creates the "tiered" system of modifiers.
This system was called "mod family" by the GGG, but has been referred to as mod group by the community.
Tags
Mods use the internal Tag system to determine on which entities they can appear and how likely they are to appear on entities. Tags are classified as spawn weight tag and mod tag:
Spawn weight tag
Spawn weight tag primarily functions like this:
- Find the Tags on the basetype.
- Match the Tags against the mod's list of tags.
- For the found mods get the associated spawn weighting of the tag.
- If the spawn weighting is zero, discard the mod, otherwise use it.
- If multiple tags apply, the left-most tags are most important, where the right most tags are the least.
So, for example:
- Glorious Plate has the tags str_armour • body_armour • armour • default.
- Assassin's Garb has the tags dex_armour • body_armour • armour • default.
- The mod Impregnable has the spawn weights str_armour 1000、 default 0.
- Result for Glorious Plate: The mod can spawn because it has the tag str_armour and a positive spawn weight.
- Result for Assassin's Garb: The mod can not spawn because only default matches and its spawn weight is 0.
Mod tag
Mods are tagged with mod tag such as "attack", "caster", "elemental", "damage", "curse", "gem", "cold", "fire" and "lightning" etc. Some mod did not have any tag. Those tag can interact with Catalyst and Fossil, , Harvest crafting and several enchantments.
Currency such as Exalted Orb, as well as beastcrafting recipes "add affix, remove affix", interact with item which has metamod of Spellcraft - Cannot roll Attack Modifiers (Suffix) or of Weaponcraft - Cannot roll Caster Modifiers (Suffix). Which Exalted Orb would not add mod to the item with attack mod tag (of Spellcraft) or caster mod tag (of Weaponcraft). However, essence, Awakener's Orb ignore aforementioned metamod.
The Catalyst will increase the value of mod that matching the catalyst used. For example, Imbued Catalyst will add quality to the item which the quality will increase the numeric value of caster mod. It also increase the likelihood to add caster mod to the item if using the currency, and consume the quality depends on which currency is used.
Fossil multiply the spawn weight of mod that matching the fossil, For example, Corroded Fossil multiply the spawn weight of mod that have "physical and Ailment" or "Chaos and Ailment" tags by 10, and multiply the spawn weight of the mod with "elemental" tag by 0.
Some enchantments, such as (5–8)% increased maximum Life on body armor, will affect the mod with "life" mod tag.
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