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Modifiers

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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
Staff
Quality: +20%
Physical Damage: 4278
Critical Strike Chance: 6.10%
Attacks per Second: 1.30
Weapon Range: 13
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)
(8-12)% increased Cast Speed
1% increased Spell Damage per 10 Intelligence
(14-18)% increased 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 or enchanting.

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: 1521
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 11
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: 1521
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 11
Requires Level 15, 30 Str, 30 Dex40% increased Global Accuracy Rating
will show as Broad Sword of the Lynx.

Elder Refers to items that are have the "elder" tag corresponding to the item class.

Elder items have a special tentacle background image and little blue-purple cross Elder-item-symbol.png next to the item's name.

Elder prefixes are named "Eldrich" and suffixes "of the Elder".

Shaper Refers to items that are have the "shaper" tag corresponding to the item class.

Shaper items have a special starry background image and little red star Shaper-item-symbol.png 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".

Corruption Refers to the "corrupted" generation type.

Corruptions replace implicit modifiers. Vaal OrbVaal OrbStack Size: 10Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again.
Shift click to unstack.
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 replace implicit modifiers and can be applied on boots, gloves and helmets through the enchantment fond in the Eternal Labyrinth. See Enchantment for additional methods of obtaining.

Hybrid Refers to modifiers that grant two or more different statistics of lesser magnitude then "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.[2]

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.[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 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 numeric values of the implicit modifiers of an itemRight click this item then left click another item to apply it.
    Shift click to unstack.
    - rerolls the range of the stats found on the implicit modifiers.
  • Vaal OrbVaal OrbStack Size: 10Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again.
    Shift click to unstack.
    - Corruption can add or replace an implicit modifier depending on the item type.
  • Enchantment - Enchanting gloves, boots or helmets can give them a new implicit modifier.

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.

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:

On items, modifiers can be changed by spending currency:

  • Divine OrbDivine OrbStack Size: 10Randomises the numeric values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it.
    Shift click to unstack.
    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.
    Shift click to unstack.
    , 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.
    Shift click to unstack.
    , Orb of AlchemyOrb of AlchemyStack Size: 10Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it.
    Shift click to unstack.
    , 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.
    Shift click to unstack.
    and Regal OrbRegal OrbStack Size: 10Upgrades 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.
    Shift click to unstack.
    may be used to alter the rarity of an item (adding/removing mods in the process)
  • 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.
    Shift click to unstack.
    and Chaos OrbChaos OrbStack Size: 10Reforges a rare item with new random modifiersRight click this item then left click a rare item to apply it.
    Shift click to unstack.
    may be used to re-roll the modifiers on Magic and Rare items respectively
  • Orb of AugmentationOrb of AugmentationStack Size: 30Enchants 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.
    Shift click to unstack.
    and Exalted OrbExalted OrbStack Size: 10Enchants 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.
    Shift click to unstack.
    may be used to add a random modifier on Magic and Rare items respectively
  • Vaal OrbVaal OrbStack Size: 10Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again.
    Shift click to unstack.
    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.
    Shift click to unstack.
    removes a random modifier from an item

Areas may receive modifiers depending on how they were created unlike items, monsters or strongboxes:

  • Corrupted areas as they have the 'secret_area' tag will receive (0 to 1) prefixes and (0 to 1) suffixes that satisfy that tag
  • Areas created with Map items receive the modifiers on the map they were created with
  • Areas created through a Map device may receive mods from placing map fragments in the device
  • The current league(s) or other server-wide effects (from races for example)
  • With Tempest active in the area, the area may receive a tempest modifier

Conditions

Modifiers usually include conditions which are used to determine how they appear. These are generally used to govern the creation of explicit modifiers on entities.

Mod Domain

The mod generation determines what entity the mod applies to. The domains are primarily reverse engineered, as detailed information has been removed from the game files.

Id Type Description
1 Item The mod is generated on items (but not jewels or flasks)
2 Flask The mod is generated on flasks
3 Monster The mod is generated on monsters
4 Chest The mod is generated on Chests (i.e. Strongboxes)
5 Area The mod is generated on areas
6 Unknown
7 Unknown
8 Unknown
9 Crafted The mod is generated by masters through master crafting
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
17 Delve Area
18 Synthesis
19 Synthesis
20 Synthesis

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

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 though. 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
Quality: +20%
Evasion: 15
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 and Mana if you've Killed Recently enchantment from the 3rd labyrinth on it, will increase the level requirement to  \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} \left \lceil{66 \times 0.8 }\right \rceil = 52
    .

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

Some mods use the internal Tag system to determine on which entities they can appear and how likely they are to appear on entities. A mod can add tags to the entity it is modifying.

It primarily functions like this:

  • Find the Tags on the entity.
  • 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: 776Requires Level 68, 191 Str has the tags str_armour body_armour armour default.
  • Assassin's GarbAssassin's GarbEvasion: 737Requires Level 68, 183 Dex3% increased Movement Speed has the tags dex_armour body_armour armour default.
  • The mod ImpregnableImpregnable
    Prefix
    (92-100)% increased Armour
    has the spawn weights str_armour 1000, default 0.
  • Result for Glorious PlateGlorious PlateArmour: 776Requires 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: 737Requires Level 68, 183 Dex3% increased Movement Speed: The mod can not spawn because only default matches and its spawn weight is 0.

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.

See also

Modifier lists

Item modifiers

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.". Reddit. Retrieved July 06, 2019.
  2. 2.0 2.1 (January 30, 2013). "Local vs Global modifiers". Official Path of Exile Forums. Retrieved August 21, 2016.