技能宝石 /75
物品 词缀 /5
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
裂界之 | 68 | 后缀 | 当你击败稀有怪物时,有 (15–20)% 的几率获得该怪物的一种属性修正 10 秒 | claw_elder 1000 普通 0 |
征服者之 | 68 | 后缀 | 当你击败稀有怪物时,有 (21–30)% 的几率获得该怪物的一种属性修正 10 秒 | claw_adjudicator 500 普通 0 |
征服者之 | 73 | 后缀 | 当你击败稀有怪物时,有 (31–40)% 的几率获得该怪物的一种属性修正 10 秒 | claw_adjudicator 500 普通 0 |
1 | WeaponTree | 火球和熔岩奔涌的效果范围总增 100% 投射物数量词缀对火球和熔岩奔涌不生效 | 双手武器 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 法杖 1000 长杖 1000 匕首 1000 短杖 1000 盾 500 普通 0 | |
1 | WeaponTree | 火球和熔岩奔涌的效果范围总增 200% 投射物数量词缀对火球和熔岩奔涌不生效 | 单手武器 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 法杖 1000 长杖 1000 匕首 1000 短杖 1000 普通 0 |
怪物 词缀 /2
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
1 | 传奇 | 无法被击退 免疫晕眩 not affected by action speed modifiers [1] | ||
1 | 传奇 | unaffected by life modifiers [1] 生命魔力 生命 |
地图 词缀 /2
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
对立之 | 69 | 后缀 | 稀有怪物的数量增加(20–30)% 每个稀有怪物额外具有 2 个词缀 | uber_tier_map 0 腐化地区 1000 普通 0 |
核心之 | 74 | 后缀 | 瓦尔容器里有一个额外的【腐化的传奇物品】,它有两个基底词缀 | uber_tier_map 0 map_device 0 腐化地区 20 普通 0 |
工艺工作台 /3
词缀 | Require | ItemClasses | 解锁 |
---|---|---|---|
可以最多拥有 3 个工艺属性 | 2x 神圣石 | 单手近战 · 双手近战 · 单手远程 · 双手远程 · 护甲 · 手套 · 鞋子 · 头盔 · 盾 · 戒指 · 护身符 · 腰带 · 箭袋 | 幽秘博物馆 |
不能附加武器攻击相关属性修正 | 1x 神圣石 | 单手近战 · 双手近战 · 单手远程 · 双手远程 · 护甲 · 手套 · 鞋子 · 头盔 · 盾 · 戒指 · 护身符 · 腰带 · 箭袋 | 塞尔.布雷德狼穴 |
不能附加法术相关属性修正 | 1x 神圣石 | 单手近战 · 双手近战 · 单手远程 · 双手远程 · 护甲 · 手套 · 鞋子 · 头盔 · 盾 · 戒指 · 护身符 · 腰带 · 箭袋 | 禁闭祭坛 |
其他属性 词缀 /18
名字 | 等级 | Domain | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|---|
1 | Jewel | 传奇 | 若范围内配置了 4 个关键天赋点,当你击败稀有怪物时,你会获得该怪物的 1 属性修正 20 秒 local jewel effect base radius [800] | ||
1 | Jewel | 传奇 | 范围内的近战和近战武器加成转换成弓类武器加成 local jewel effect base radius [1200] 攻击 | ||
1 | Jewel | 传奇 | 你受到的点燃时间加成也适用于所有元素异常状态 | ||
1 | Jewel | 传奇 | 你避免感电的几率加成也适用于所有元素异常状态 | ||
1 | Atlas | 前缀 | 地图内发现的地图被 8 个词缀腐化 使用剩余 3 次 | 普通 50 | |
1 | Atlas | 前缀 | 地图内发现的地图被 8 个词缀腐化 使用剩余 15 次 | 普通 50 | |
1 | MapDevice | 传奇 | 区域内找到的非传奇地图被腐化,并具有 8 个词缀 | ||
1 | MapDevice | 传奇 | 传奇怪物有 2 个额外的怪物词缀 | ||
1 | MapDevice | 传奇 | 保险箱的外延词缀效果提高 75% | ||
1 | MapDevice | 传奇 | 残骸有额外 2% 个后缀 残骸具有 2 个额外的前缀 | ||
1 | MapDevice | 传奇 | 区域内的神龛额外被一个异界首领守卫 地图最终首领词缀也对这些异界首领生效 | ||
1 | MapDevice | 传奇 | 每个稀有怪物额外具有 2 个词缀 | ||
1 | MapDevice | 传奇 | 区域内的怪物群有 15% 的几率被一个随机异界首领所取代 地图最终首领的词缀也会作用于这些异界首领 | ||
碎颅之 | 1 | Sentinel | 后缀 | 当一个角色消灭赋能的稀有怪物时, 有50%的几率获得其词缀效果,持续20秒 | special_sentinel_mod 0 普通 20 |
1 | Sentinel | 传奇 | 当一个角色消灭赋能的稀有怪物时, 获得其词缀效果,持续20秒 | ||
莫测的 | 1 | CrucibleMap | 前缀 | 熔铸物品的词缀数值随机改变 | uber_tier_map 0 crucible_map_low 25 crucible_map_high 250 普通 0 |
致命的 | 1 | CrucibleMap | 前缀 | 每个稀有怪物额外具有 2 个词缀 | uber_tier_map 0 crucible_map_high 1000 普通 0 |
反抗者的 | 1 | UberMap | 前缀 | 稀有怪物的数量增加(35–45)% 每个稀有怪物额外具有 2 个词缀 该区域物品掉落数量提高 20% 怪物群规模扩大 6% | uber_tier_map 30 普通 0 |
物品 /100
该区域有额外 4 种随机词缀
经验值提高 200%
怪物生命总增 250%
该区域获取物品的稀有度提高 60%
怪物群规模提高 60%
怪物等级:84
无冰霜属性
无火焰属性
无物理属性
无混沌属性
无闪电属性
无防御词缀
无生命词缀
无元素词缀
无物理异常状态或混沌异常状态词缀
更少攻击属性
更少施法属性
无速度属性
无魔力属性
无非标签属性
没有属性词缀
没有暴击词缀
高等级属性变得更普通
地图位阶: 14到16
词缀:8
已腐化
地图位阶: 15
词缀: 8
已腐化
地图位阶: 13
品质: +13%
惊悸迷雾: 100%
词缀: 8
已腐化
地图最终首领词缀也对这些异界首领生效
地图最终首领的词缀也会作用于这些异界首领
取代其它品质类型
取代其它品质类型
取代其它品质类型。
取代其它品质类型。
取代其它品质类型。
取代其它品质类型。
取代其它品质类型。
取代其它品质类型
取代其它品质类型。
取代其它品质类型。
后者会重铸为一件稀有物品,并兼有两者的影响效果和新词缀。
并升级另外一个影响效果词缀
升级最高阶的词缀会将它转为尊崇词缀
升级尊崇词缀会重置它的数值
可以用于身体装备、脚部装备、手部装备和头部装备
添加一个次级焚界者基底词缀
它会替换除灭界者基底词缀外的所有原有基底词缀
添加一个高级焚界者基底词缀
它会替换除灭界者基底词缀外的所有原有基底词缀
添加一个上级焚界者基底词缀
它会替换除灭界者基底词缀外的所有原有基底词缀
添加一个卓越焚界者基底词缀
它会替换除灭界者基底词缀外的所有原有基底词缀
添加一个次级灭界者基底词缀
它会替换除焚界者基底词缀外的所有原有基底词缀
添加一个高级灭界者基底词缀
它会替换除焚界者基底词缀外的所有原有基底词缀
添加一个上级灭界者基底词缀
它会替换除焚界者基底词缀外的所有原有基底词缀
添加一个卓越灭界者基底词缀
它会替换除焚界者基底词缀外的所有原有基底词缀
被降低的次级词缀会被移除
如果首要为灭界者,则重置后缀
两件镜像物品,并拥有反转的词缀
允许的后缀 +1
基底词缀不能改变
后缀幅度提高 25%
允许的后缀 -1
基底词缀不能改变
前缀幅度提高 25%
允许的后缀 -3
基底词缀不能改变
允许的后缀 -2
基底词缀不能改变
前缀幅度提高 50%
允许的后缀 +3
基底词缀不能改变
允许的后缀 +1
基底词缀不能改变
后缀幅度提高 50%
具有裂界者、塑界者和所有征服者影响效果
允许的后缀 -1
基底词缀不能改变
外延词缀幅度提高 100%
允许的后缀 -2
基底词缀不能改变
外延词缀幅度提高 100%
传奇 /31
+(40–55) 敏捷
+(50–60) 最大生命
击中伤害对稀有怪物提高 (20–30)%
当你击败稀有怪物时,会获得该怪物属性修正 60 秒
( 当你进入迷踪状态时, 你将不会被敌人所阻挡 )
local stat monsters pick up item [1]
调整爪类伤害的词缀也作用于近战技能的攻击伤害
调整爪类攻击速度的词缀也作用于近战技能的徒手攻击速度
调整爪类暴击率的词缀也作用于近战技能的徒手暴击率
(当你不装备任何武器进行攻击时,这类攻击被成为空手攻击)
闪避值提高 (150–200)%
-30% 冰霜抗性
闪避值随超量冰霜抗性提高
移形换影
(当无上限抗性超过抗性上限时,其数值称为超量抗性)
(绝对抗性指假设无视抗性上限时的抗性数值)
(法术伤害压制率词缀改为有躲避法术击中率,其数值等于原有的 50%。躲避法术击中的上限为 75%)
(若击中和异常状态被压制,则它们施加的伤害被阻挡 50%)
生命上限提高 (4–6)%
魔力上限提高 (4–6)%
[兩個隨機光環詞綴]
攻击速度加快 (5–10)%
[2 random Abyss Jewel-dependent modifiers]
(只有深渊珠宝可以放置于深渊插槽中)
攻击速度加快 (5–10)%
[2 random Abyss Jewel-dependent modifiers]
(只有深渊珠宝可以放置于深渊插槽中)
生命上限提高 (4–6)%
魔力上限提高 (4–6)%
[三個隨機光環詞綴]
具有该词缀时,最多可以有 5 个基底词缀
该装备的护甲与能量护盾提高 (150–200)%
生命上限提高 (7–12)%
+(20–30)% 火焰与闪电抗性
(失去该词缀则留下一个基底词缀,丧失其它所有词缀)
+(15–20)% 所有元素抗性
技能可以额外发射 2 个投射物
投射物速度加快 (20–30)%
调整投射物数量的词缀改为
调整投射物裂化飞向的目标数量
+(40–55) 敏捷
+(50–60) 最大生命
对抗魔法怪物时,击中伤害提高 (20–30)%
有 20% 几率在你击杀一个魔法怪物时获得其词缀,持续 60 秒。
生命上限提高 (12–15)%
+(40–60)% 火焰抗性
调整耐力球数量下限的词缀改为调整残暴球数量下限
残暴球数量上限等于耐力球数量上限
耐力球数量上限 +1
获得残暴球替代耐力球
(每个残暴球使玩家有 3% 几率造成三倍伤害,眩晕门槛提高 10%)
+(40–60)% 冰霜抗性
移动速度加快 (8–12)%
狂怒球数量上限 +1
调整狂怒球数量下限词缀改为调整痛苦球数量下限
痛苦球数量上限等于狂怒球数量上限
获得痛苦球替代狂怒球
(每个痛苦球使玩家异常状态总伤害额外提高 8%,非伤害型异常状态总效果额外提高 8%)
魔力上限提高 (16–20)%
+(40–60)% 闪电抗性
暴击球数量上限 +1
调整暴击球数量下限的词缀改为调整榨取球数量下限
榨取球数量上限等于暴击球数量上限
获得榨取球替代暴击球
(每个榨取球使玩家将受到元素伤害的 14% 回收为能量护盾。)
(仅能回收击中伤害,它在击中 4 秒内回收)
当一个角色消灭赋能的稀有怪物时,
获得其词缀效果,持续20秒
具有该词缀时,最多可以有 5 个基底词缀
该装备的护甲与能量护盾提高 (150–200)%
生命上限提高 (7–12)%
+(20–30)% 火焰与闪电抗性
(失去该词缀则留下一个基底词缀,丧失其它所有词缀)
你受到的点燃时间加成也适用于所有元素异常状态
(被点燃、烧灼、冰缓、冰冻、脆弱、感电和精疲力尽统称为元素异常状态)
你避免感电的几率加成也适用于所有元素异常状态
(被点燃、烧灼、冰缓、冰冻、脆弱、感电和精疲力尽统称为元素异常状态)
[兩個隨機詞綴]
法术压制几率词缀有 50% 也套用于避免元素异常状态几率
(被点燃、烧灼、冰缓、冰冻、脆弱、感电和精疲力尽统称为元素异常状态)
生命在击败敌人时恢复 (1–3)%
晕眩回复和格挡回复提高 (30–40)%
若装备的其他物品没有生命词缀,生命上限 +(700–1000)
(未装备药剂和珠宝)
天赋 /10
躲避法术击中的上限为 75%
地图工艺选项在打开地图时获得无法预测的修改
以该方式修改的地图具有 1-3 个额外的随机地图词缀
额外召唤 1 到 3 个异界首领
若地图中的剩余怪物数量较少
召唤额外首领的数量会提高
每张地图最终地图首领的修正也会作用于召唤的首领
属性和词缀II 流放小百科属性和词缀II 流放小百科
状态和词缀 I:它们是如何计算的?
流放之路的角色流派,主要由天赋、技能宝石和装备组合而成。天赋树和装备乍看之下可能会使人感到无助,故在此引导中,我们将介绍相关的基础知识让流亡者们了解。
天赋树
你一定要知道你的天赋对你的角色有什么效果。一般来说,天赋影响到角色所有有关的能力,无论他的来源是什么。我们可以称呼这些为「全域词缀」。
从上面的例子,增加生命上限的天赋会先全部加总,再增加到角色的生命。大多数的天赋都是这样运作的。
'额外增加总量'和'额外减少总量'
如果天赋中有特别说明获得「额外增加总量」或者「额外减少总量」什么的话,则不适用此规则。这将会于加总全部的增加词缀后再套用此词缀,像是加成的效果。不像增加词缀会先加总,「额外增加总量」词缀会用相乘的方式计算。在辅助宝石上很常见此方式。
全域 VS 局部:
物品词缀会有两种分类:「全域」词缀作用方式与天赋一样,而「局部」词缀则只会作用于装备本身。比较下列的武器,并且注意魔法武器(右边)有「增加物理伤害」词缀。你可以看到这件武器的物理攻击比较高而且是不同颜色。这表示数字被其他词缀作用,像是你的天赋,这将会计算出你的攻击造成多伤害。
物品上有增加护甲词缀和增加闪避词缀就是直接增加护甲和闪避。 例如「增加攻击速度」词缀会出现在武器和护甲上。像增加物理伤害词缀,武器上的增加攻击速度词缀,只会作用于此武器上改变武器的攻击速度。手套若是有增加攻击速度词缀,他们会作用于任何你装备的武器,并且将计算出来的攻击速度呈现在武器上。
手套上攻击速度词缀是全域词缀,所以它会先与其他的全域增加攻击速度词缀加总,包括在天赋树上的词缀。 一般来说(虽然会有些例外)
属性和词缀II 流放小百科属性和词缀II 流放小百科
状态和词缀 II:寻找什么
在流放之路中角色玩法和流派极为多变,不同的道具和天赋的价值也因此依每个流派的需求而异。虽然如此,还是有某些属性是几乎每个角色都用的到的!
造成伤害:
除非你时常和亲朋好友组成特殊队伍,否则几乎每个角色都需要利用某种方式杀死怪物。找出造成伤害的方法,接着收集可以加强它的道具。如果你想远远的对敌人发射箭矢,一把攻击力高的弓和加强弓系伤害的天赋几乎可以说是必备的。 如果你想施放法术,那么你可以尝试寻找有「增加法术伤害」的武器。如果你对火属性情有独锺,那么你也可以把焦点摆在火属性伤害加成的道具。举例来说「火球」,它不仅可以被「增加火焰伤害」影响,也能够受到「增加法术伤害」、「增加投射物伤害」的影响。一位想要使用单手锤打扁怪物的角色,可以把焦点摆在「单手武器伤害」、「单手锤伤害」、「攻击伤害」、「近战伤害」相关的词缀。
保持生存:
不论你再怎么厉害,死了一切都是浮云。在提升角色能力的同时,你也可以多多研究你的防御手段。大多角色选择使用护甲、护盾、闪避、或者混搭。同时基础生命和增加生命相关的来源也非常受欢迎,但最有效的方式就是在伤害还没碰到你的生命池前就已经被减免缓和了。 火焰伤害,可以通过「火焰抗性」来减免。莫薇尔的法术造成冰霜伤害,所以「冰霜抗性」对付她非常有效。如果游戏中突然发现某些技能对你的角色造成特别多伤害,可能是因为你对应的抗性过低。如果你不确定接下来的天赋该往何处发展,防御手段几乎都是不错的选择。
Community Wiki
词缀
词缀通常会各方面改变影响的物品,附加统计数据为最常见的词缀,也可以附加增益或技能, 经常在物品、 怪物、保险箱或各区域看到。
机制概述
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 冰点低语 unique item.
术语
In general modifiers are referred to as such, however there are many special cases of modifiers that correspond to specific sets and Modifiers#Conditions :
术语 | 解释 |
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固定 |
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随机 |
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前缀 |
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后缀 |
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腐化 | |
附魔 | |
圣战士 |
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狩猎者 |
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救赎者 |
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总督军 |
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异界尊师 |
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塑界者 |
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掘狱 |
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隐匿 |
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破裂 |
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追忆 |
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复合 |
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区域 |
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全域 |
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词缀类别
固定词缀
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.
在物品上,可见的固定词缀大多位於:
装备上的固定词缀可以透过以下方式改变:
- 祝福石 - rerolls the range of the stats found on the implicit modifiers.
- 瓦尔宝珠- Corruption can add or replace an implicit modifier depending on the item type.
- Using a Resonator with a 镶金化石will 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 丰收 crafting options allows you to set a new implicit modifier on jewels.
Certain unique items also have special interactions with implicits:
附魔
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 滴注石 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.
- 星团珠宝s 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 裁缝石 or 淬炼石 which drops from 劫盗同盟.
- Jewels with enchantments can be found in Heists. The enchantment modifiers pool apparently the same as Harvest jewel implicit.
随机词缀
Explicit modifiers are generally dynamically generated by changing the rarity of the entity or by other modification.
The number of affixes given by 稀有度 depends on the rarity class:
- 魔法- random modifiers based on conditions: (0 to 1) prefix and (0 to 1) suffix
- 稀有 - 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
- 传奇- non-random, fixed modifiers based on the unique entity
Monsters have additional means of receiving modifiers:
- 魔法 packs of monsters may receive a 血族modifier
- 稀有monsters may receive a 复仇 modifier
- 普通 and 魔法monsters may be touched by a 苦痛, giving a Torment 'Touch' modifier
- 稀有and 传奇monsters may be possessed by a 苦痛, giving a Torment 'Possession' modifier
- Picking up a 魔符 gives monsters a Talisman modifier
- 稀有Beasts, which are found in Einhar missions, can have one or two Bestiary mods.
On items, modifiers can be changed by spending currency:
- 神圣石 rerolls the value of any stats on explicit modifiers on the item
- 重铸石, 蜕变石, 点金石, 机会石, 富豪石, and 古变石 may be used to alter the rarity of an item (adding/removing mods in the process)
- 改造石 and 混沌石 may be used to re-roll the modifiers on Magic and Rare items respectively
- 增幅石 and 崇高石 may be used to add a random modifier on Magic and Rare items respectively
- 瓦尔宝珠 has a chance to change the rarity or create maps with 8 Modifiers
- 无效石 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 |
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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 |
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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 |
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, 盟誓之迹 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:
- 荣耀战铠 has the tags str_armour body_armour armour default.
- 刺杀者之装 has the tags dex_armour body_armour armour default.
- The mod Impregnable has the spawn weights str_armour 1000、 default 0.
- Result for 荣耀战铠: The mod can spawn because it has the tag str_armour and a positive spawn weight.
- Result for 刺杀者之装: 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 崇高石, 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, 唤醒者之玉 ignore aforementioned metamod.
The Catalyst will increase the value of mod that matching the catalyst used. For example, 充能的催化剂 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, 斑驳化石 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 wit "elemental" tag by 0.
Some enchantments, such as (5□8)% increased maximum Life on body armor, will affect the mod with "life" mod tag.
词缀(Modifiers)
- 魔法物品最多一随机前缀一随机后缀
- 稀有物品最多三随机前缀三随机后缀
- 传奇物品不受前后缀的数量限制
- 从怪物掉落的稀有物品必定四词缀以上, 只有制作的物品才会有2-3词缀稀有物品
- 药剂因为只有魔法物品, 所以最多一随机前缀一随机后缀
- 部分物品会有固定词缀, 例如 拳钉 的 +3 击中回复生命, 固定词缀不受前后缀的数量限制
- 词缀也分为区域和全域词缀, 区域词缀表示只影响该物品的属性, 而全域词缀表示影响角色的属性.
- 我们会用 T1~T7 来表示词缀的优劣, 而 T1 表示最佳的词缀, 例如匕首的增加 X% 物理伤害 (区域) 等级1-73 范围20-169内的强横的(Tyrannical)为T1词缀.
- 物品等级会影响词缀, 例如匕首的增加 X% 物理伤害 (区域) 等级1-73 范围20-169内的强横的(Tyrannical)T1词缀, 必定要物品等级大於或等於73才能获得.
- 前后缀内容相同的将会合并, 例如 金光戒指 有固定词缀 增加 (6 to 15)% 物品稀有度, 而在词缀表的戒指区, 有前缀 增加 X% 物品稀有度 (全域) 等级20-62 范围8-24 和后缀 增加 X% 物品稀有度 (全域) 等级3-75 范围6-26, 所以他金光戒指在稀有度上最大值会是
- 固定词缀: 增加 15% 物品稀有度
- 随机词缀: 增加 50% 物品稀有度
- 词缀表内的每个分类只会出现一次, 大师在附加词缀时也遵守此规定
- 复合词缀为单一条词缀有两个属性, 例如匕首的前缀有 增加 X% 物理伤害 (区域), X 点命中 (区域) 等级1-73 范围10-80 3-135, 表示该词缀同时具备增加 X% 物理伤害和X 点命中两个属性
- 复合词缀内的两个属性必定在同一个区间, 也就是如果该词缀帝王的(Emperor's), 那该物品等级必定大於或等於 73, 且增加 X% 物理伤害的属性范围必定在 75-80, X 点命中的属性范围必定在 100-135
- 当复合词缀内的属性和其他词缀的属性有相同时, 亦会合并显示, 例如匕首的前缀增加 X% 物理伤害 (区域), X 点命中 (区域) 等级1-73 范 围10-80 3-135出现帝王的(Emperor's)和前缀增加 X% 物理伤害 (区域) 等级1-73 范围20-169出现强横的(Tyrannical)时, 可能会有最大的增加 249% 物理伤害 (区域)
- 同样词缀的T1不一定相同, 例如+X 最大能量护盾在头部的T1会是136-145, 但是在盾牌T1会只有107-135
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