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Prophecy Perandus Rampage
The Pantheon Fossil Catalysts Delirium Orb Scarab Breachstone Emblem Timeless Jewel Divination Card
Skill Gem Quality /1

Skill Gem Quality /1

ItemTypeStatsWeight
Spectral HelixDivergent Bounces up to (0–2) times
Modifiers to number of Projectiles instead apply to the number of Bounces
50
Support Gem /1

Support Gem /1

Item mods /3

Item mods /3

NameLevelPre/SufDescriptionSpawn Weight
of the Elder68SuffixWhen you Kill a Rare Monster, (15–20)% chance to gain one of its Modifiers for 10 secondsclaw_elder 1000
default 0
of the Conquest68SuffixWhen you Kill a Rare Monster, (21–30)% chance to gain one of its Modifiers for 10 secondsclaw_adjudicator 500
default 0
of the Conquest73SuffixWhen you Kill a Rare Monster, (31–40)% chance to gain one of its Modifiers for 10 secondsclaw_adjudicator 500
default 0
Map mods /1

Map mods /1

NameLevelPre/SufDescriptionSpawn Weight
of the Locus74Suffix10% increased Quantity of Items found in this Area
Found Items have (1–3)% chance to drop Corrupted in Area
Area contains 1 additional pack of Corrupted Vaal Monsters
Vaal Vessel contains an additional Corrupted Unique Item with two Implicit Modifiers
map_device 0
secret_area 50
default 0
Watchstone mods /8

Watchstone mods /8

NameLevelPre/SufDescriptionSpawn Weight
of Treacherous Realms1Suffix2% increased effect of Modifiers on non-unique Mapsunique_map 0
no_monster_packs 0
default 500
of Treacherous Realms1Suffix3% increased effect of Modifiers on non-unique Mapsunique_map 0
no_monster_packs 0
default 50
of Treacherous Realms1Suffix4% increased effect of Modifiers on non-unique Mapsunique_map 0
no_monster_packs 0
default 5
Perverse1PrefixMap options offered by Zana Missions in Areas have (20–25)% increased chance to have 8 Modifierswatchstone_item 0
watchstone_league 0
unique_map 0
no_monster_packs 0
default 300
Perverse1PrefixMap options offered by Zana Missions in Areas have (26–35)% increased chance to have 8 Modifierswatchstone_item 0
watchstone_league 0
unique_map 0
no_monster_packs 0
default 150
Perverse1PrefixMap options offered by Zana Missions in Areas have (36–50)% increased chance to have 8 Modifierswatchstone_item 0
watchstone_league 0
unique_map 0
no_monster_packs 0
default 50
1Unique10% increased effect of Modifiers on non-unique Mapsunique_map 0
no_monster_packs 0
default 1000
1UniqueMap options offered by Zana Missions in Areas have (130–150)% increased chance to have 8 Modifiersunique_map 0
no_monster_packs 0
default 1000
Crafting Bench /3

Crafting Bench /3

IDModRequireItemClassesUnlock
NavaliCan have up to 3 Crafted Modifiers2x CurrencyAddModToRareExalted OrbOne Hand Melee, Two Hand Melee, One Hand Ranged, Two Hand Ranged, Body Armour, Gloves, Boots, Helmet, Shield, Ring, Amulet, Belt, QuiverThe Pale Court, The Pale Court
NavaliCannot roll Attack Modifiers1x CurrencyAddModToRareExalted OrbOne Hand Melee, Two Hand Melee, One Hand Ranged, Two Hand Ranged, Body Armour, Gloves, Boots, Helmet, Shield, Ring, Amulet, Belt, QuiverThe Plaguemaw V Prophecy, The Plaguemaw V
NavaliCannot roll Caster Modifiers5x CurrencyImplicitModBlessed OrbOne Hand Melee, Two Hand Melee, One Hand Ranged, Two Hand Ranged, Body Armour, Gloves, Boots, Helmet, Shield, Ring, Amulet, Belt, QuiverThe Feral Lord V Prophecy, The Feral Lord V
Harvest Seed /54

Harvest Seed /54

Name
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Caster} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Caster} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Caster} modifier. {Caster} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Physical} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Physical} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Physical} modifier. {Physical} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Fire} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Fire} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Fire} modifier. {Fire} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Speed} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Speed} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Speed} modifier. {Speed} modifiers are more common
{Upgrade} a {Magic item} to a Rare item, adding {two} random modifiers
{Upgrade} a {Magic item} to a Rare item, adding {three} random modifiers
{Upgrade} a {Magic item} to a Rare item, adding {four} random modifiers
{Upgrade} a {Normal item} to a Magic item, adding {two} random {high-tier} modifiers
{Upgrade} a {Magic item} to a Rare item, adding {two} random {high-tier} modifiers
{Upgrade} a {Magic item} to a Rare item, adding {three} random {high-tier} modifiers
{Upgrade} a {Magic item} to a Rare item, adding {four} random {high-tier} modifiers
{Reroll} the values of {Prefix} modifiers on a Magic or Rare item, with Lucky modifier values
{Reroll} the values of {Suffix} modifiers on a Magic or Rare item, with Lucky modifier values
{Reroll} the values of {Prefix, Suffix and Implicit} modifiers on a Rare item, with Lucky modifier values
{Randomise} the {Influence} types on an Influenced Normal, Magic or Rare {Weapon} or {Quiver}, as well as {reforging} the item with new random modifiers
{Randomise} the {Influence} types on an Influenced Normal, Magic or Rare {Armour}, as well as {reforging} the item with new random modifiers
{Randomise} the {Influence} types on an Influenced Normal, Magic or Rare {Jewellery}, as well as {reforging} the item with new random modifiers
{Randomise} the numeric values of the random {Influence} modifiers on a Magic or Rare item
{Reforge} a Rare item with new random modifiers, including an {Influence} modifier. {Influence} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including an {Attack} modifier
{Reforge} a {Rare} item with new random modifiers, including an {Attack} modifier
{Reforge} a {Rare} item with new random modifiers, including an {Attack} modifier. {Attack} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Cold} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Cold} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Cold} modifier. {Cold} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Life} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Life} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Life} modifier. {Life} modifiers are more common
{Reforge} a Rare item with new {random modifiers} 10 times, using the outcome with the highest average modifier level
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Critical} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Critical} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Critical} modifier. {Critical} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Defence} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Defence} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Defence} modifier. {Defence} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Lightning} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Lightning} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Lightning} modifier. {Lightning} modifiers are more common
{Reforge} a {Normal} or {Magic} item as a Rare item with random modifiers, including a {Chaos} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Chaos} modifier
{Reforge} a {Rare} item with new random modifiers, including a {Chaos} modifier. {Chaos} modifiers are more common
{Fracture} a random modifier on an item with {at least 5 modifiers}, locking it in place. This can't be used on Influenced, Synthesised, or Fractured items
{Sacrifice} a {Weapon} or {Armour} to create a {Belt} with similar modifiers
{Sacrifice} a {Weapon} or {Armour} to create a {Ring} with similar modifiers
{Sacrifice} a {Weapon} or {Armour} to create an {Amulet} with similar modifiers
{Sacrifice} a {Weapon} or {Armour} to create a {Jewel} with similar modifiers
Item /39

Item /39

IconName
CurrencyRerollRareChaos Orb
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
VeiledChaosOrbVeiled Chaos Orb
Stack Size: 1 / 10
Reforges a rare item with new random modifiers, including a Veiled modifier. Can only be used on items that can have a Veiled modifier.
CurrencyRerollMagicOrb of Alteration
Stack Size: 1 / 20
Reforges a magic item with new random modifiers
CurrencyConvertToNormalOrb of Scouring
Stack Size: 1 / 30
Removes all modifiers from an item
CurrencyModValuesDivine Orb
Stack Size: 1 / 10
Randomises the numeric values of the random modifiers on an item
CurrencyImplicitModBlessed Orb
Stack Size: 1 / 20
Randomises the numeric values of the implicit modifiers of an item
AmberFireFlyScorched Fossil
Stack Size: 1 / 20
More Fire modifiers
No Cold modifiers
AmberFangFrigid Fossil
Stack Size: 1 / 20
More Cold modifiers
No Fire modifiers
MetallicFossilMetallic Fossil
Stack Size: 1 / 20
More Lightning modifiers
No Physical modifiers
JaggedFossilJagged Fossil
Stack Size: 1 / 20
More Physical modifiers
No Chaos modifiers
AbberantFossilAberrant Fossil
Stack Size: 1 / 20
More Chaos modifiers
No Lightning modifiers
PristineFossilPristine Fossil
Stack Size: 1 / 20
More Life modifiers
No Defence modifiers
DenseFossilDense Fossil
Stack Size: 1 / 20
More Defence modifiers
No Life Modifiers
CorrodedFossilCorroded Fossil
Stack Size: 1 / 20
More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
PrismaticFossilPrismatic Fossil
Stack Size: 1 / 20
More Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
AethericFossilAetheric Fossil
Stack Size: 1 / 20
More Caster modifiers
Fewer Attack modifiers
SerratedFossilSerrated Fossil
Stack Size: 1 / 20
More Attack modifiers
Fewer Caster modifiers
LucentFossilLucent Fossil
Stack Size: 1 / 20
More Mana modifiers
No Speed modifiers
ShudderingFossilShuddering Fossil
Stack Size: 1 / 20
More Speed modifiers
No Mana modifiers
ResonatingFossilBound Fossil
Stack Size: 1 / 20
More Minion, Aura or Curse modifiers
FacetedFossilFaceted Fossil
Stack Size: 1 / 10
More Gem modifiers
TangledFossilTangled Fossil
Stack Size: 1 / 10
Can have any Fossil modifiers
GildedFossilSanctified Fossil
Stack Size: 1 / 10
Numeric modifier values are lucky
High Level modifiers are more common
Primitive Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
Potent Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
Powerful Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
Prime Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
TurbulentCatalystTurbulent Catalyst
Stack Size: 1 / 10
Adds quality that enhances Elemental Damage modifiers on a ring, amulet or belt
Replaces other quality types
ImbuedCatalystImbued Catalyst
Stack Size: 1 / 10
Adds quality that enhances Caster modifiers on a ring, amulet or belt
Replaces other quality types
AbrasiveCatalystAbrasive Catalyst
Stack Size: 1 / 10
Adds quality that enhances Attack modifiers on a ring, amulet or belt
Replaces other quality types
TemperingCatalystTempering Catalyst
Stack Size: 1 / 10
Adds quality that enhances Defence modifiers on a ring, amulet or belt
Replaces other quality types
FertileCatalystFertile Catalyst
Stack Size: 1 / 10
Adds quality that enhances Life and Mana modifiers on a ring, amulet or belt
Replaces other quality types
PrismaticCatalystPrismatic Catalyst
Stack Size: 1 / 10
Adds quality that enhances Resistance modifiers on a ring, amulet or belt
Replaces other quality types
IntrinsicCatalystIntrinsic Catalyst
Stack Size: 1 / 10
Adds quality that enhances Attribute modifiers on a ring, amulet or belt
Replaces other quality types
ChaosPhysicalCatalystNoxious Catalyst
Stack Size: 1 / 10
Adds quality that enhances Physical and Chaos Damage modifiers on a ring, amulet or belt
Replaces other quality types
SpeedModifierCatalystAccelerating Catalyst
Stack Size: 1 / 10
Adds quality that enhances Speed modifiers on a ring, amulet or belt
Replaces other quality types
CriticalModifierCatalystUnstable Catalyst
Stack Size: 1 / 10
Adds quality that enhances Critical modifiers on a ring, amulet or belt
Replaces other quality types
TransferOrbAwakener's Orb
Stack Size: 1 / 10
Destroys an item, applying its influence to another of the same item class
The second item is reforged as a rare item with both influence types and new modifiers
MavenOrbMaven's Orb
Stack Size: 1 / 10
Removes one Influenced Modifier from an item with at least two Influenced 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.
Item /5

Item /5

IconName
Convoking Wand
Physical Damage: 30-55
Critical Strike Chance: 7%
Attacks per Second: 1.4
Requires Level 72, 242 Int
Can roll Minion Modifiers
Cogwork Ring
Requires Level 25
-1 Prefix Modifier allowed
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
Geodesic Ring
Requires Level 25
+1 Prefix Modifier allowed
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
Astrolabe Amulet
Requires Level 75
Has Elder, Shaper and all Conqueror Influences
Implicit Modifiers Cannot Be Changed
Simplex Amulet
Requires Level 25
-1 Prefix Modifier allowed
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Explicit Modifier magnitudes
Unique /17

Unique /17

NameShow Full Descriptions
HeadhunterHeadhunter Leather Belt
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Rare monsters
When you Kill a Rare monster, you gain its Modifiers for 20 seconds
LioneyesFallLioneye's Fall Viridian Jewel
Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
local jewel effect base radius [1200]
unique7Inspired Learning Crimson Jewel
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]
UniqueDireClawTalismanRigwald's Curse Wereclaw Talisman
+(24–36)% to Global Critical Strike Multiplier
local stat monsters pick up item [1]
+7% to Unarmed Melee Attack Critical Strike Chance
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Modifiers to Claw Damage also apply to Unarmed Attack Damage with Melee Skills
Modifiers to Claw Attack Speed also apply to Unarmed Attack Speed with Melee Skills
Modifiers to Claw Critical Strike Chance also apply to Unarmed Critical Strike Chance with Melee Skills
Corrupted

Corrupted
RigwaldsTalismanEyes of the Greatwolf Greatwolf Talisman
Implicit Modifier magnitudes are doubled
(Implicit Modifiers are those that come from an item's type, rather than its random properties)

Corrupted
ElderJewelWatcher's Eye Prismatic Jewel
(4–6)% increased maximum Energy Shield
(4–6)% increased maximum Life
(4–6)% increased maximum Mana
[Two random aura modifiers]
ElderJewelWatcher's Eye Prismatic Jewel
(4–6)% increased maximum Energy Shield
(4–6)% increased maximum Life
(4–6)% increased maximum Mana
[Three random aura modifiers]
String_of_ServitudeString of Servitude Heavy Belt
+(25–35) to Strength
Implicit Modifier magnitudes are tripled
(Implicit Modifiers are those that come from an item's type, rather than its random properties)
Corrupted
HandsOfTheHighTemplarHands of the High Templar Crusader Gloves
Can be modified while Corrupted
Can have up to 5 Implicit Modifiers while Item has this Modifier
(Loses all but 1 Implicit Modifier if this Modifier is lost)
(150–200)% increased Armour and Energy Shield
(7–12)% increased maximum Life
+(20–30)% to Fire and Lightning Resistances
MetamorphosisAmuletFury Valve Turquoise Amulet
+(16–24) to Dexterity and Intelligence
(15–25)% increased Evasion Rating
+(15–20)% to all Elemental Resistances
Skills fire 2 additional Projectiles
(20–30)% increased Projectile Speed
Modifiers to number of Projectiles instead apply
to the number of targets Projectiles Split towards
AtzirisAcuityReplica Atziri's Acuity Vaal Gauntlets
+(60–80) to Intelligence
+(60–75) to maximum Life
(200–220)% increased Armour
(25–35)% increased Global Critical Strike Chance
You have Perfect Agony if you've dealt a Critical Strike recently
(Recently refers to the past 4 seconds)
(Modifiers to Critical Strike Multiplier also apply to Damage Multiplier for Ailments from Critical Strikes at 50% of their value. 30% less Damage with Hits)
HeadhunterReplica Headhunter Leather Belt
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Magic monsters
20% chance when you Kill a Magic Monster to gain
its Non-Bloodline Modifiers for 20 seconds
AltChargeStrArn's Anguish Cloth Belt
(15–25)% increased Stun and Block Recovery
+(600–700) to Armour
(12–15)% increased maximum Life
+(40–60)% to Fire Resistance
Modifiers to Minimum Endurance Charges instead apply to Minimum Brutal Charges
Maximum Brutal Charges is equal to Maximum Endurance Charges
Gain Brutal Charges instead of Endurance Charges
(Players have 3% chance to deal Triple Damage and 10% increased Stun Threshold per Brutal Charge)
AltChargeDexOlesya's Delight Cloth Belt
(15–25)% increased Stun and Block Recovery
+(600–700) to Evasion Rating
+(40–60)% to Cold Resistance
(8–12)% increased Movement Speed
Modifiers to Minimum Frenzy Charges instead apply to Minimum Affliction Charges
Maximum Affliction Charges is equal to Maximum Frenzy Charges
Gain Affliction Charges instead of Frenzy Charges
(Players have 8% more Damage with Ailments and 8% more Effect of Non-Damaging Ailments per Affliction Charge)
AltChargeIntGraven's Secret Cloth Belt
(15–25)% increased Stun and Block Recovery
+(60–70) to maximum Energy Shield
(16–20)% increased maximum Mana
+(40–60)% to Lightning Resistance
Modifiers to Minimum Power Charges instead apply to Minimum Absorption Charges
Maximum Absorption Charges is equal to Maximum Power Charges
Gain Absorption Charges instead of Power Charges
(Players Recoup 12% of Elemental Damage taken as Energy Shield per Absorption Charge)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
VaalUnsetRingTriumvirate Authority Unset Ring
Has 1 Socket
+2 to Level of Socketed Vaal Gems
[Four random modifiers]
VaalUnsetRingTriumvirate Authority Unset Ring
Has 1 Socket
+2 to Level of Socketed Vaal Gems
[Three random modifiers]
passives /6

passives /6

CategoryNameShow Full Descriptions
KeystonePerfect Agony
Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value
30% less Damage with Hits
NotableVivid Memories
SynthesisNotable3
100% increased effect of Additional Modifiers on Unique Synthesis Maps
Monsters in Synthesis Maps have 1% chance to drop Synthesised Items
NotableSynthetic Source
SynthesisNotable1
Unique Bosses of Synthesis Maps drop a well-rolled Fractured Item
Synthesised Unique Items dropped in Areas have 3 Synthesised Implicit Modifiers
NotableEnduring Influence
Sextantnotable1
Sextant Modifiers have 1 additional use
NotableSecrets of the Stones
Watchstonenotable1
25% increased Effect of Watchstone Modifiers
NotableHeart Eater
ThrillKiller
When you Kill a Rare monster, you gain its Modifiers for 30 seconds

Community Wiki

Wiki Edit

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 Staff8uniqueThe 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
  • Any innate modifier of an entity. Most commonly used in reference to items.
  • On items, this is the effect above the line separating modifiers. They can also be replaced via certain effects such as corruption.
Explicit
  • Any generated modifier of an entity that has a non-normal rarity (i.e. Magic, Rareor Unique).
  • May be randomized (such as prefixes, suffixes) or fixed (e.x. on unique items).
Prefix
  • Refers to the "Prefix" generation type.
  • On magic entities, these will have a name visible before the name of the entity itself. For example, Vicious on a OneHandSword4Broad Sword will show as Vicious Broad Sword.
Suffix
  • Refers to the "Suffix" generation type.
  • On magic entities, these will have a name visible after the name of the entity itself. For example, of the Lynx on a OneHandSword4Broad Sword will show as Broad Sword of the Lynx.
Corruption
  • Refers to the "corrupted" generation type.
  • Corruptions replace implicit modifiers. CurrencyVaalVaal Orb is most commonly used to generate corrupted. See Corrupted for a list of modifiers for additional methods of obtaining.
Enchantment
  • Refers to the "enchantment" generation type
  • Enchantments use their own modifier slot to the item and will not replace implicit modifiers. Gloves, boots, helmets and belts can have Labyrinth Enchantments, which can be acquired from the Labyrinth. Rings, amulets, and Blight uniques can be Anointed to add an enchantment. Weapons and body armour can have enchantments from Harvest craft.
Crusader
  • Refers to Crusader influenced items, which have the "crusader" tag corresponding to the item class.
  • Crusader items have an electric outline and a symbol next to the item's name.
  • Crusader prefixes are named "Crusader's" and suffixes "of the Crusade".
Hunter
  • Refers to Hunter influenced items, which have the "basilisk" tag corresponding to the item class.
  • Hunter items have a poisonous outline and a symbol next to the item's name.
  • Hunter prefixes are named "Hunter's" and suffixes "of the Hunt".
Redeemer
  • Refers to Redeemer influenced items, which have the "eyrie" tag corresponding to the item class.
  • Redeemer items have a sparkly outline and a symbol next to the item's name.
  • Redeemer prefixes are named "Redeemer's" and suffixes "of Redemption".
Warlord
  • Refers to Warlord influenced items, which have the "adjudicator" tag corresponding to the item class.
  • Warlord items have a blazing outline and a symbol next to the item's name.
  • Warlord prefixes are named "Warlord's" and suffixes "of the Conquest".
Elder
  • Refers to Elder influenced items, which have the "elder" tag corresponding to the item class.
  • Elder items have a tentacle background and a symbol next to the item's name.
  • Elder prefixes are named "Eldritch" and suffixes "of the Elder".
Shaper
  • Refers to Shaper influenced items, which have the "shaper" tag corresponding to the item class.
  • Shaper items have a cosmic background and a symbol next to the item's name.
  • Elder prefixes are named "The Shaper's" and suffixes "of Shaping".
Delve
  • Refers to the "delve" generation type from crafting with resonators
  • Delve prefixes are named "Subterranean" and suffixes "of the Underground".
Veiled
  • Refers to Veiled mods, which are most commonly found in items that drop from the Immortal Syndicate.
  • Veiled items have a symbol next to the item's name.
  • Veiled prefixes are named "Chosen" and suffixes "of the Order". Veiled affixes exclusive to certain Syndicate members are named after the agent (Ex. Jorgin's, of Hillock)
Fractured
  • Refers to Fractured versions of base items. Fractured items have up to three permanently fixed mods that cannot be modified.
  • Fractured items have a foggy bluish glow and a symbol next to the item's name.
  • Fractured items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest.
Synthesised
  • Refers to Synthesised versions of base items.
  • Synthesised have different implicit modifiers from the original base item, up to three.Synthesised items have a shimmering glow and a symbol next to the item's name.
  • Non-unique Synthesised items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest. items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest.
Hybrid
  • Refers to modifiers that grant two or more different statistics of lesser magnitude than "pure" modifiers.
  • For example, generally these refer to modifiers such as #% increased Physical Damage, +# to Accuracy Rating".
  • Please note that while technically correct, modifiers Adds # to # Damage modifiers are not considered hybrid.
Local
  • Refers to modifiers that grant local statistics.
  • In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.
  • Please note that modifiers themselves are never local. Only statistics can be local.
Global
  • Refers to modifiers that grant global statistics.
  • In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.
  • Please note that modifiers themselves are never global. Only statistics can be 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:

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:

  • CurrencyImplicitModBlessed Orb - rerolls the range of the stats found on the implicit modifiers.
  • CurrencyVaalVaal Orb- Corruption can add or replace an implicit modifier depending on the item type.
  • Using a Resonator with a SanctifiedFossilGilded 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:

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 FlaskInjectorInstilling 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 DivineEnchantWeaponCurrencyTailoring Orb or DivineEnchantBodyArmourCurrencyTempering 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:

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, BootsDexUnique3Seven-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:

  • BodyStr3CGlorious Plate has the tags str_armour • body_armour • armour • default.
  • BodyDex2CAssassin'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 BodyStr3CGlorious Plate: The mod can spawn because it has the tag str_armour and a positive spawn weight.
  • Result for BodyDex2CAssassin'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 CurrencyAddModToRareExalted 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, TransferOrbAwakener's Orb ignore aforementioned metamod.

The Catalyst will increase the value of mod that matching the catalyst used. For example, ImbuedCatalystImbued 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, CorrodedFossilCorroded 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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