Modifiers

Old: Yueren 2021-08-25 13:43:17

New: Yueren 2021-08-25 15:52:05

OldNewDifferences
1-# Pathfinder
1+# Modifiers
2+**Modifiers** generally change various aspects of the entity they are affecting. Most commonly modifiers apply [[stat]]s, however they can also apply buffs or grant skills and can often be found on items, monsters, strongboxes or areas.
3+
4+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 [[stat]]s (and their values), buffs and skills.
5+
6+## Mechanics overview
7+A modifier applies statistics, a buff or grants a skill to an entity. Modifiers are specific to items, monsters, strongboxes or areas.
8+
9+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.
10+
11+Modifiers can either be innately applied (as "implicit" modifier) to entities, be granted under specific conditions or randomly generated.
12+
13+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.
14+
15+Modifier generation is gated by specific conditions that govern if and how likely a modifier is going to appear:
16+- 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).
17+- 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)
18+- 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
19+- Mod group (mod family) prevents other modifiers from the same family to be randomly generated on the same entity
20+- 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)
21+
22+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.
23+
24+If a buff is specified, Modifiers also include a value for the buff, but unlike for Stats it is not randomized and fixed.
25+
26+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]]
27+unique item.
28+
29+## Terminology
30+In general modifiers are referred to as such, however there are many special cases of modifiers that correspond to specific sets and Modifiers#Conditions :
31+
32+**Term** |**Explanation**
33+-|-
34+Implicit |<ul><li>Any innate modifier of an entity. Most commonly used in reference to items.</li><li>On items, this is the effect above the line separating modifiers. They can also be replaced via certain effects such as corruption.</li></ul>
35+Explicit |<ul><li>Any generated modifier of an entity that has a non-normal rarity (i.e. <span class="magic">Magic</span>, <span class="rare">Rare</span>or <span class="unique">Unique</span>).</li><li>May be randomized (such as prefixes, suffixes) or fixed (e.x. on unique items).</li></ul>
36+Prefix |<ul><li>Refers to the "Prefix" generation type.</li><li>On magic entities, these will have a name visible before the name of the entity itself. For example, <span class="explicitMod">Vicious</span> on a [[Broad Sword]] will show as <span class="explicitMod">Vicious Broad Sword</span>.</li></ul>
37+Suffix |<ul><li>Refers to the "Suffix" generation type.</li><li>On magic entities, these will have a name visible after the name of the entity itself. For example, <span class="explicitMod">of the Lynx</span> on a [[Broad Sword]] will show as <span class="explicitMod">Broad Sword of the Lynx</span>.</li></ul>
38+Corruption |<ul><li>Refers to the "[[corrupted]]" generation type.</li><li>Corruptions replace implicit modifiers. [[Vaal Orb]] is most commonly used to generate corrupted. See Corrupted for a list of modifiers for additional methods of obtaining.</li></ul>
39+Enchantment |<ul><li>Refers to the "enchantment" generation type</li><li>Enchantments use their own modifier slot to the item and will not replace implicit modifiers. Gloves, boots, helmets and belts can have [[Labyrinth Enchantment]]s, 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.</li></ul>
40+Crusader |<ul><li>Refers to Crusader [[influenced item]]s, which have the "crusader" tag corresponding to the item class.</li><li>Crusader items have an electric outline and a ![](https://i.imgur.com/DZLgqV5.png) symbol next to the item's name.</li><li>Crusader prefixes are named "Crusader's" and suffixes "of the Crusade".
41+Hunter |<ul><li>Refers to Hunter [[influenced item]]s, which have the "basilisk" tag corresponding to the item class.</li><li>Hunter items have a poisonous outline and a ![](https://i.imgur.com/v5nrfri.png) symbol next to the item's name.</li><li>Hunter prefixes are named "Hunter's" and suffixes "of the Hunt".</li></ul>
42+Redeemer |<ul><li>Refers to Redeemer [[influenced item]]s, which have the "eyrie" tag corresponding to the item class.</li><li>Redeemer items have a sparkly outline and a ![](https://i.imgur.com/erdzGYQ.png) symbol next to the item's name.</li><li>Redeemer prefixes are named "Redeemer's" and suffixes "of Redemption".</li></ul>
43+Warlord |<ul><li>Refers to Warlord [[influenced item]]s, which have the "adjudicator" tag corresponding to the item class.</li><li>Warlord items have a blazing outline and a ![](https://i.imgur.com/rb8Kav6.png) symbol next to the item's name.</li><li>Warlord prefixes are named "Warlord's" and suffixes "of the Conquest".</li></ul>
44+Elder |<ul><li>Refers to Elder [[influenced item]]s, which have the "elder" tag corresponding to the item class.</li><li>Elder items have a tentacle background and a ![](https://i.imgur.com/JoRXOaN.png) symbol next to the item's name.</li><li>Elder prefixes are named "Eldritch" and suffixes "of the Elder".</li></ul>
45+Shaper |<ul><li>Refers to Shaper [[influenced item]]s, which have the "shaper" tag corresponding to the item class.</li><li>Shaper items have a cosmic background and a ![](https://i.imgur.com/sX3cNLN.png) symbol next to the item's name.</li><li>Elder prefixes are named "The Shaper's" and suffixes "of Shaping".</li></ul>
46+Delve |<ul><li>Refers to the "delve" generation type from crafting with resonators</li><li>Delve prefixes are named "Subterranean" and suffixes "of the Underground".</li></ul>
47+Veiled |<ul><li>Refers to Veiled mods, which are most commonly found in items that drop from the Immortal Syndicate.</li><li>Veiled items have a ![](https://i.imgur.com/kIg1R41.png) symbol next to the item's name.</li><li>Veiled prefixes are named "Chosen" and suffixes "of the Order". Veiled affixes exclusive to certain Syndicate members are named after the agent (Ex. <span class="explicitMod">Jorgin's</span>, <span class="explicitMod">of Hillock</span>)</li></ul>
48+Fractured |<ul><li>Refers to Fractured versions of base items. Fractured items have up to three permanently fixed mods that cannot be modified.</li><li>Fractured items have a foggy bluish glow and a ![](https://i.imgur.com/UZcU0qt.png) symbol next to the item's name.</li><li>Fractured items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest.</li></ul>
49+Synthesised |<ul><li>Refers to Synthesised versions of base items. </li><li>Synthesised have different implicit modifiers from the original base item, up to three.Synthesised items have a shimmering glow and a ![](https://i.imgur.com/H0dAUZW.png) symbol next to the item's name.</li><li>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]].
50+Hybrid |<ul><li>Refers to modifiers that grant two or more different statistics of lesser magnitude than "pure" modifiers.</li><li>For example, generally these refer to modifiers such as <span class="explicitMod">#% increased Physical Damage, +# to Accuracy Rating</span>".</li><li>Please note that while technically correct, modifiers <span class="explicitMod">Adds # to # Damage modifiers are not considered hybrid</span>.</li></ul>
51+Local |<ul><li>Refers to modifiers that grant local statistics.</li><li>In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.</li><li>Please note that modifiers themselves are never local. Only statistics can be local.</li></ul>
52+Global |<ul><li>Refers to modifiers that grant global statistics.</li><li>In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.</li><li>Please note that modifiers themselves are **never global**. Only statistics can be global.</li></ul>
53+
54+## Types of modifiers
55+### Implicit modifiers
56+Implicit modifiersalways spawn on entities before the addition or change of additional modifiers (for example by changing the rarity).
57+
58+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.
59+
60+On items, visible implicit modifiers are most commonly found on:
61+- [[Rings]]
62+- [[Amulets]]
63+- [[Belts]]
64+- [[Quivers]]
65+- Most [weapons](Weapon)
66+- [[Shields]]
67+- Specific [[body armour]] ([[Astral Plate]], [[Assassin's Garb]], [[Occultist's Vestment]], and [[Carnal Armour]].)
68+
69+Shields and body armour also commonly have a hidden movement speed penalty modifier.
70+
71+Unlike the implicit modifiers on monsters, the implicit modifiers on equipment can be by altered in various ways:
72+- [[Blessed Orb]] - rerolls the range of the stats found on the implicit modifiers.
73+- [[Vaal Orb]]- Corruption can add or replace an implicit modifier depending on the item type.
74+- Using a Resonator with a [[Gilded Fossil]]will add an <span class="explicitMod">Item sells for much more to vendors</span> implicit to the item. This does not overwrite or affect the item's current implicit modifier.
75+- Certain [[Harvest]] crafting options allows you to set a new implicit modifier on jewels.
76+
77+Certain unique items also have special interactions with implicits:
78+- [[Greatwolf Talisman]]- has two randomly chosen [[talisman]] implicits.
79+
80+### Enchantments
81+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
82+
83+Blessed Orbs
84+ 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.
85+- Using an [[Instilling Orb]] on a flask adds an enchantment which causes the flask to be automatically used when a certain condition is met.
86+- [[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.
87+- Rings, Amulets, and certain Blight league uniques can be Anointed with Oils to give it an enchantment.
88+- [[Cluster Jewel]]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).
89+- 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.
90+- 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]].
91+- Jewels with enchantments can be found in Heists. The enchantment modifiers pool apparently the same as Harvest jewel implicit.
92+
93+### Explicit modifiers
94+Explicit modifiers are generally dynamically generated by changing the rarity of the entity or by other modification.
95+
96+The number of affixes given by [[rarity]] depends on the rarity class:
97+- <span class="magic">Magic</span>- random modifiers based on conditions: (0 to 1) prefix and (0 to 1) suffix
98+- <span class="rare">Rare</span> - 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
99+- <span class="unique">Unique</span>- non-random, fixed modifiers based on the unique entity
100+
101+Monsters have additional means of receiving modifiers:
102+
103+- <span class="magic">Magic</span>packs of monsters may receive a <font color=#D200DC>Bloodlines </font>modifier
104+- <span class="rare">Rare</span>monsters may receive a <font color=#FFC800>Nemesis</font> modifier
105+- <span class="normal">Normal</span>and <span class="magic">Magic</span>monsters may be touched by a [[Tormented Spirit]], giving a Torment '<font color=#32E664>Touch</font>' modifier
106+- <span class="rare">Rare</span>and <span class="unique">Unique</span>monsters may be possessed by a [[Tormented Spirit]], giving a Torment '<font color=#32E664>Possession</font>' modifier
107+- Picking up a [[Talisman]] gives monsters a Talisman modifier
108+- <span class="rare">Rare</span>Beasts, which are found in Einhar missions, can have one or two Bestiary mods.
109+
110+On items, modifiers can be changed by spending currency:
111+- [[Divine Orb]] rerolls the value of any stats on explicit modifiers on the item
112+- [[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)
113+ - [[Orb of Horizons]] and [[Harbinger's Orb]] will give the newly created map different modifiers.
114+- [[Orb of Alteration]] and [[Chaos Orb]] may be used to re-roll the modifiers on Magic and Rare items respectively
115+- [[Orb of Augmentation]] and [[Exalted Orb]] may be used to add a random modifier on Magic and Rare items respectively
116+- [[Vaal Orb]] has a chance to change the rarity or create maps with 8 Modifiers
117+- [[Orb of Annulment]] removes a random modifier from an item
118+
119+Areas may receive modifiers depending on how they were created unlike items, monsters or strongboxes:
120+- Corrupted areas as they have the 'secret_area' tag will receive (0 to 1) prefixes and (0 to 1) suffixes that satisfy that tag
121+- Areas created with Map items receive the modifiers on the map they were created with
122+- Areas created through a Map device may receive mods from placing map fragments in the device
123+- The current league(s) or other server-wide effects (from races for example)
124+- With Tempest active in the area, the area may receive a tempest modifier
125+
126+## Conditions
127+**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.
128+
129+### Mod Domain
130+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.
131+
132+Id |Type |Description
133+-|-|-
134+1 |Item |The mod is generated on items (but not jewels or flasks)
135+2 |Flask |The mod is generated on flasks
136+3 |Monster |The mod is generated on monsters
137+4 |Chest |The mod is generated on Chests (i.e. Strongboxes)
138+5 |Area |The mod is generated on maps and vaal side areas
139+6 |Unknown |
140+7 |Unknown |
141+8 |Unknown |
142+9 |Crafted |The mod is generated by crafting bench through bench crafting, including unlocked veiled modifier
143+10 |Jewel |The mod is generated on jewels
144+11 |Atlas |The mod is generated by Cartographer's Sextants.
145+12 |Leaguestone |The mod is generated by leaguestones.
146+13 |Abyss Jewel |The mod is generated by abyss jewels.
147+14 |Map Device |
148+16 |Delve Fossil |The mod is generated by Fossils (with some are disabled; read version 3.10.0 patch note).
149+17 |Delve Area |The mod is generated on Azurite Mine areas
150+18 |Synthesis Area |
151+19 |Synthesis Area (Global) |The mod is generated on Synthesis unique map, due to the map item mod Map has # additional Synthesis Global Modifiers
152+20 |Synthesis |
153+21 |Cluster Jewel |The mod is generated on Cluster Jewels
154+22 |Heist Area |The mod is generated on Contract and Blueprint
155+23 |Heist Gear |The mod is generated on Heist NPC gear
156+24 |Trinket |The mod is generated on Thief's Trinket
157+25 | |
158+26 |unveiled modifier |The mod is generated on item that drops from Immortal Syndicate and unveiled by Jun
159+
160+### Mod Generation Type
161+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.
162+
163+Id |Type |Description
164+-|-|-
165+1 |Prefix |The mod is generated as prefix, for example Item Prefix.
166+2 |Suffix |The mod is generated as suffix, for example Item Suffix.
167+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.
168+4 |Nemesis The mod is a Nemesis mod.
169+5 |Corrupted |The mod is a Corrupted mod and is given to the item upon corruption.
170+6 |Bloodlines |The mod is a Bloodlines mod.
171+7 |Torment |The mod is a Torment mod.
172+8 |Tempest |The mod is a Tempest mod.
173+9 |Talisman |The mod is a Talisman monster mod.
174+10 |Enchantment |The mod is a mod granted by Enchantment.
175+11 |Essence |The mod is a mod granted by Essences.
176+13 |Bestiary |
177+14 |Delve |Used for delve areas
178+15 |Synthesis |
179+16 |Synthesis |
180+17 |Synthesis|
181+
182+### Mod Level
183+The required level of the relevant entity. For example, this can be the required item level or a monster level.
184+
185+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.
186+
187+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
188+
189+For example, [[Seven-League Step]] normally has a level requirement of <em class="tc -value">1</em>, however putting the <span class="explicitMod">0.5% of Damage Leeched as Life if you've Killed Recently</span> enchantment from the 3rd labyrinth on it, will increase the level requirement to ![](https://wikimedia.org/api/rest_v1/media/math/render/png/b25a6086b59338bbf69bf46666f58b9c52e14282).
190+
191+### Mod Group
192+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.
193+
194+This system is used to group various types of modifiers together and to prevent the same modifiers to appear on items.
195+
196+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.
197+
198+This system was called "mod family" by the GGG, but has been referred to as mod group by the community.
199+### Tags
200+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:
201+
202+### Spawn weight tag
203+Spawn weight tag primarily functions like this:
204+- Find the Tags on the basetype.
205+- Match the Tags against the mod's list of tags.
206+- For the found mods get the associated spawn weighting of the tag.
207+- If the spawn weighting is zero, discard the mod, otherwise use it.
208+- If multiple tags apply, the left-most tags are most important, where the right most tags are the least.
209+
210+So, for example:
211+- [[Glorious Plate]] has the tags *str_armour • body_armour • armour • default*.
212+- [[Assassin's Garb]] has the tags *dex_armour • body_armour • armour • default*.
213+- The mod <span class="explicitMod">Impregnable has the spawn weights *str_armour 1000、 default 0*.
214+- Result for [[Glorious Plate]]: The mod can spawn because it has the tag str_armour and a positive spawn weight.
215+- Result for [[Assassin's Garb]]: The mod can not spawn because only default matches and its spawn weight is 0.
216+
217+### Mod tag
218+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.
219+
220+Currency such as [[Exalted Orb]], as well as beastcrafting recipes "add affix, remove affix", interact with item which has metamod <span class="explicitMod">of Spellcraft - Cannot roll Attack Modifiers</span> (Suffix) or <span class="explicitMod">of Weaponcraft - Cannot roll Caster Modifiers</span> (Suffix). Which Exalted Orb would not add mod to the item with attack mod tag (<span class="explicitMod">of Spellcraft</span>) or caster mod tag (of Weaponcraft). However, essence, [[Awakener's Orb]] ignore aforementioned metamod.
221+
222+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.
223+
224+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.
225+
226+Some enchantments, such as <span class="enchantMod">(5–8)% increased maximum Life</span> on body armor, will affect the mod with "life" mod tag.
227+
228+## Developer information
229+Relevant data can be found in the content.ggpk
230+
231+| Mods| Data/Mods.dat | List of mods with their associated stats & values, buffs and skills, conditions |
232+|---------|---------|----------|
233+| Mods Domains | Data/ModsDomains.dat | empty |
234+| Mods Generation Types | Data/ModsGenerationTypes.dat | empty |