Modifier: Difference between revisions

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Revision as of 14:21, 30 September 2022

Not to be confused with stats.
For a list of item modifiers, see List of item mods.

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[1]
  • 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 IceThe Whispering Ice
Vile Staff
Warstaff
Physical Damage: 41-76
Critical Strike Chance: 6.10%
Attacks per Second: 1.30
Weapon Range: 1.3 metres
Requires Level 33, 59 Str, 59 Int+18% Chance to Block Attack Damage while wielding a Staff+1 to Level of Socketed Support Gems
Grants Level 1 Icestorm Skill
Plays Whispering Ice sound on killing a rare Monster (Hidden)
(14-18)% increased Intelligence
(8-12)% increased Cast Speed
1% increased Spell Damage per 10 Intelligence
Guard your darkest thoughts well, for they are
the cracks through which the Nightmare crawls.
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, rare or 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, ViciousVicious
Prefix
(85-109)% increased Physical Damage
on a Broad SwordBroad SwordOne Handed Sword
Physical Damage: 15-21
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 1.1 metres
Requires Level 15, 30 Str, 30 Dex40% increased Global Accuracy Rating
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 Lynxof the Lynx
Suffix
+(13-17) to Dexterity
on a Broad SwordBroad SwordOne Handed Sword
Physical Damage: 15-21
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 1.1 metres
Requires Level 15, 30 Str, 30 Dex40% increased Global Accuracy Rating
will show as Broad Sword of the Lynx.

Corruption Refers to the "corrupted" generation type.

Corruptions replace implicit modifiers. Vaal OrbVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again. 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 be found with enchantments from Grand Heists, or added using a Tempering OrbTempering OrbStack Size: 20Adds or replaces an enchantment on a weapon
This may reforge the weapon's sockets
Right click this item then left click on the item you wish to modify.
or Tailoring OrbTailoring OrbStack Size: 20Adds or replaces an enchantment on a body armour
This may reforge the body armour's sockets
Right click this item then left click on the item you wish to modify.
; they can also be found from Harvest. Flasks can be enchanted by some harvest crafts, and utility flasks can be enchanted by using an Instilling OrbInstilling OrbStack Size: 20Adds an enchantment to a utility flask that will cause
it to be used when certain conditions are met
Replaces any existing enchantment
Right click this item then left click a flask to apply it.
or Enkindling OrbEnkindling OrbStack Size: 20Adds an enchantment to a utility flask that will improve it
but prevent it from gaining charges during its effect
Replaces any existing enchantment
Right click this item then left click a flask to apply it.

Crusader Refers to Crusader influenced items, which have the "crusader" tag corresponding to the item class.

Crusader items have an electric blue and red texture 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 green 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 misty blue 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 yellow 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'sJorgin's
Suffix
Trigger Level 10 Summon Spectral Wolf on Kill
, of Hillockof Hillock
Suffix
4% increased Attributes
)

Fractured Refers to Fractured versions of base items. Fractured items have up to three permanently fixed mods that cannot be modified.

Fractured items appear partially worn down and have a pale 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 distorted blue 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, or from Synthesis Maps under certain circumstances.

Eater Refers to items with an Eater of Worlds implicit which have the "eaterofworlds" tag corresponding to the item class.

Eater items have a pulsing blue texture and a symbol next to the item's name.

Eater implicits are named based upon the tier of eldritch implicit modifiers.

Exarch Refers to items with a Searing Exarch implicit which have the "searingexarch" tag corresponding to the item class.

Exarch items have an orange blazing outline and a symbol next to the item's name.

Exarch implicits are named based upon the tier of eldritch implicit modifiers.

Hybrid Colloquially refers to modifiers that grant two or more different statistics in a single modifier.

For example, generally these refer to modifiers such as #% increased Physical Damage, +# to Accuracy Rating", or modifiers named after Incursion architects.

Local Colloquially 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.[2]

Please note that modifiers themselves are never local. Only statistics can be local.

Global Colloquially 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.[2]

Please note that modifiers themselves are never global. Only statistics can be global.

Examples

Types of modifiers

Implicit modifiers

Implicit modifier on items
Implicit modifier on items

Implicit modifiers always 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:

  • Blessed OrbBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it. - rerolls the range of the stats found on the implicit modifiers.
  • Vaal OrbVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again. - Corruption can add or replace an implicit modifier depending on the item type.
  • Eldritch currency - Eldritch Ichors and Eldritch Embers will replace the item's implicit modifier with an Eater of Worlds implicit modifier or a Searing Exarch implicit modifier respectively, while retaining any Eldritch modifiers of the other type.
  • Using a Resonator with a Gilded FossilGilded FossilStack Size: 10Item is overvalued by vendorsPlace in a Resonator to influence item crafting. 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 Harvest crafting options allows you to set a new implicit modifier on jewels.

Certain unique items also have special interactions with implicits:

  • Greatwolf TalismanGreatwolf TalismanTalisman Tier: 4<Two random talisman implicit modifiers>CorruptedThe wolf greeted the king,
    In the light of the harvest moon.
    The wolf offered the strength of the wild,
    And the king paid for it in blood.
    - 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.[3] 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.[4] They are always fixed values, so Blessed OrbsBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it. have no effect on them.[5] Applying an enchantment on an already enchanted item replaces the old enchantment with the new one. Enchantments can be removed using the Crafting Bench recipe. This does not include maps, they can only be enchanted once.

  • Using an Instilling OrbInstilling OrbStack Size: 20Adds an enchantment to a utility flask that will cause
    it to be used when certain conditions are met
    Replaces any existing enchantment
    Right click this item then left click a flask to apply it.
    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 can 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 harvest crafting for details.
  • Weapons and body armour with enchantments are possible rewards in Grand Heists. The enchantments can be added by using Tailoring OrbTailoring OrbStack Size: 20Adds or replaces an enchantment on a body armour
    This may reforge the body armour's sockets
    Right click this item then left click on the item you wish to modify.
    or Tempering OrbTempering OrbStack Size: 20Adds or replaces an enchantment on a weapon
    This may reforge the weapon's sockets
    Right click this item then left click on the item you wish to modify.
    which drops from Heist league.

Scourge mods

If an item becomes Scourged using the Blood Crucible, it gains two Scourge implicit modifiers, one positive and one negative. Scourge mods are separate from implicit mods and enchantments. Blood Crucible upgrades can cause an item to gain additional Scourge implicit mods.

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 different means of receiving modifiers:

  • Magic packs of monsters spawn with one Archnemesis modifier
  • Rare monsters spawn with at least one Archnemesis modifier. At Act 6, they can have up to two, and in Maps, they can have up to three.
  • Normal and Magic monsters may be touched by a Tormented Spirit, giving a Torment 'Touch' modifier
  • Rare and Unique monsters may be possessed by a Tormented Spirit, giving a Torment 'Possession' modifier
  • Rare Beasts, which are found in Einhar missions, can have one or two Bestiary mods.
  • Magic and Rare monsters receive a Delirium modifier during a Delirium encounter; they are removed when the encounter is over
  • Picking up a Talisman gives monsters a Talisman modifier (Talisman league only as well as specific Delve node that contains a Talisman-possessed monster)

On items, modifiers can be changed by spending currency:

  • Divine OrbDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it. rerolls the value of any stats on explicit modifiers on the item
  • Orb of ScouringOrb of ScouringStack Size: 30Removes all modifiers from an itemRight click this item then left click on a magic or rare item to apply it., Orb of TransmutationOrb of TransmutationStack Size: 40Upgrades a normal item to a magic itemRight click this item then left click a normal item to apply it., Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it., Orb of ChanceOrb of ChanceStack Size: 20Upgrades a normal item to a random rarityRight click this item then left click a normal item to apply it., Regal OrbRegal OrbStack Size: 20Upgrades a magic item to a rare itemRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added., and Ancient OrbAncient OrbStack Size: 20Reforges a unique equipment as another of the same item classRight click this item then left click a unique item to apply it. may be used to alter the rarity of an item (adding/removing mods in the process)
    • Orb of HorizonsOrb of HorizonsStack Size: 20Reforges a map item as another of the same tierRight click this item then left click a map to apply it. and Harbinger's OrbHarbinger's OrbStack Size: 20Reforges a map item as another of a higher tierRight click this item then left click a map to apply it. will give the newly created map different modifiers.
  • Orb of AlterationOrb of AlterationStack Size: 20Reforges a magic item with new random modifiersRight click this item then left click a magic item to apply it. and Chaos OrbChaos OrbStack Size: 20Reforges a rare item with new random modifiersRight click this item then left click a rare item to apply it. may be used to re-roll the modifiers on Magic and Rare items respectively
  • Orb of AugmentationOrb of AugmentationStack Size: 30Augments a magic item with a new random modifierRight click this item then left click a magic item to apply it. Magic items can have up to two random modifiers. and Exalted OrbExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. may be used to add a random modifier on Magic and Rare items respectively
  • Vaal OrbVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again. has a chance to change the rarity or create maps with 8 Modifiers
  • Orb of AnnulmentOrb of AnnulmentStack Size: 20Removes a random modifier from an itemRight click this item then left click on a magic or rare item to apply it. 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, etc)
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 Sextants.
12 Leaguestone The mod is generated by leaguestones. Whole leaguestone mechanic is not added to the core gameplay
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 The mod is generated on Synthesis unique map, due to the map item mod Map has # additional random Modifiers; used to be part of Synthesis instance building mechanic
19 Synthesis Area (Global) The mod is generated on Synthesis unique map, due to the map item mod Map has # additional Synthesis Global Modifiers; used to be part of Synthesis instance building mechanic
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 rogue's equipment
24 Trinket The mod is generated on Thief's Trinket
25 Watchstone The mod is generated on craftable Watchstone (item no longer in-game)
26 veiled modifier The mod is generated on item that drops from Immortal Syndicate
27 Expedition Remnants
28 unveiled modifier The mod is generated on item that drops from Immortal Syndicate and unveiled by Jun
29 Eldritch Altar monster augmentation mod from altar in Searing Exarch or Eater of Worlds-influenced map, sometimes also augmentation the player
30 Sentinel

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 unknown
16 Synthesis Globals Synthesis global area mod. Now only used on Synthesis unique maps
17 Synthesis Bonus
18 Blight
19 Blight Tower
20 Monster Affliction
21 Enkindling Orb
22 Instilling Orb
23 Expedition Logbook
24 Scourge Benefit
25 Scourge Detriment
26 Scourge Gimmick
27
28 Searing Exarch generated from Eldritch Ember currencies , etc (28 was used by Archnemesis in version 3.17; Searing Exarch was 29)
29 Eater of Worlds generated from Eldritch Ichor currencies , etc (Eater of Worlds was 30 during version 3.17)
30 N/A

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 StepSeven-League Step
Rawhide Boots
Evasion: (13-18)50% increased Movement Speed
Level Requirement reduced by 100 (Hidden)
"Death can be outrun with these, but beware!
In running from death, you may forget to live."
- Icius Perandus, Antiquities Collection, Item 202
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.[1]

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.[1]

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 PlateGlorious PlateArmour: (776-892)Requires Level 68, 191 Str has the tags str_armour top_tier_base_item_type body_armour armour default.
  • Assassin's GarbAssassin's GarbEvasion: (737-811)Requires Level 68, 183 Dex3% increased Movement Speed has the tags dex_armour top_tier_base_item_type body_armour armour default.
  • The mod ImpregnableImpregnable
    Prefix
    (92-100)% increased Armour
    has the spawn weights .
  • Result for Glorious PlateGlorious PlateArmour: (776-892)Requires Level 68, 191 Str: The mod can spawn because it has the tag str_armour and a positive spawn weight.
  • Result for Assassin's GarbAssassin's GarbEvasion: (737-811)Requires Level 68, 183 Dex3% increased Movement Speed: 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 OrbExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers., 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 Spellcraftof Spellcraft
Suffix
Cannot roll Attack Modifiers
) or caster mod tag (of Weaponcraftof Weaponcraft
Suffix
Cannot roll Caster Modifiers
). However, essence[6], Awakener's OrbAwakener's OrbStack Size: 10Destroys 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
Right click this item, then left click the item you wish to take the influence from, then left click an item of the same item class you wish to apply it to.
[7] ignore aforementioned metamod.

The Catalyst will increase the value of mod that matching the catalyst used. For example, Imbued CatalystImbued CatalystStack Size: 10Adds quality that enhances Caster modifiers on a ring, amulet or belt
Replaces other quality types
Right click this item then left click a ring, amulet or belt to apply it. Has greater effect on lower-rarity jewellery. The maximum quality is 20%.
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 FossilCorroded FossilStack Size: 20More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
Place in a Resonator to influence item crafting.
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.

Developer information

Relevant data can be found in the content.ggpk

Mods Data/Mods.dat List of mods with their associated stats & values, buffs and skills, conditions
Mod Domains Data/ModsDomains.dat empty
Mod Generation Types Data/ModsGenerationTypes.dat empty

Note that many other .dat files link to the relevant row of Mods.dat.

Modifier lists

Item modifiers

See also

Version history

Version Changes
3.12.0
  • Item modifier tags have been entirely reworked with a goal in mind of consistency and simplicity. These changes have negligible impacts to the odds of various modifiers appearing on rare items naturally, but may have impacts to the results of certain crafting methods. A list of all modifiers and their associated tags can be found here.
  • As a result of the above changes, several fossil descriptions have changed slightly.
3.11.0
  • Fixed several modifiers that didn't have names.

References

  1. 1.0 1.1 1.2 (September 25, 2018). "PoEDB does not have a listed mod subset for additional mines/trap and mine damage mod, but metallic or corroded seem to block it.". Path of Exile subreddit. Retrieved July 6, 2019.
  2. 2.0 2.1 (January 30, 2013). "Local vs Global modifiers". Official Path of Exile Forums. Retrieved August 21, 2016.
  3. Bex_GGG (March 6, 2019). "Synthesis Patch Note". Path of Exile Forums. Retrieved March 13, 2019.
  4. Bex_GGG (February 24, 2016). "Ascendancy Enchantments". Path of Exile subreddit. Retrieved February 24, 2016.
  5. Bex_GGG (February 23, 2016). "Ascendancy Enchantments". Official Path of Exile Forums. Retrieved February 24, 2016.
  6. Chris (August 22, 2016). "Essence Metamod Crafting". Retrieved October 16, 2020publisher=Official Path of Exile Forums.
  7. Version 3.9.1b patch note

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