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 StaffWarstaff

Quality: +20%

Physical Damage: 49.2–91.2

Critical Strike Chance: 6.10%

Attacks per Second: 1.30

Weapon Range: 13Requires 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 IntelligenceGuard 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 :

Examples

A normal Goat's HornGoat's HornWand

Physical Damage: 9–16

Critical Strike Chance: 7.00%

Attacks per Second: 1.20

Weapon Range: 120Requires Level 6, 29 Int(10-14)% increased Spell Damage with a increased Spell Damage implicit modifier.

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. upgraded the Goat's HornGoat's HornWand

Physical Damage: 9–16

Critical Strike Chance: 7.00%

Attacks per Second: 1.20

Weapon Range: 120Requires Level 6, 29 Int(10-14)% increased Spell Damage to a magic item and enchanted a prefix explicit modifier.

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. The item's Catalyst quality increases the chance of applying a modifier which matches the quality type. Removes 2% Quality applied by Catalysts on use.

Shift click to unstack. enchanted a suffix modifier.

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. The item's Catalyst quality increases the chance of applying a modifier which matches the quality type. Removes 5% Quality applied by Catalysts on use.

Shift click to unstack. upgraded it to rare item and enchanted an additional suffix modifier.

Types of modifiers

Implicit modifiers

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 Orb Blessed Orb Stack Size: 20 Randomises the numeric values of the implicit modifiers of an item Right click this item then left click another item to apply it.

Shift click to unstack.

Vaal Orb Vaal Orb Stack Size: 10 Corrupts an item, modifying it unpredictably Right 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.

Corruption can add or replace an implicit modifier depending on the item type. Using a Resonator with a Gilded Fossil Gilded Fossil Stack Size: 10 Item is overvalued by vendors Place in a Resonator to influence item crafting.

Shift click to unstack. Item sells for much more to vendors implicit to the item. This does not overwrite or affect the item's current implicit modifier.

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 Talisman Greatwolf Talisman Talisman Tier: 4 <Two random talisman implicit modifiers> Corrupted The 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. 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 numeric values of the implicit modifiers of an itemRight click this item then left click another item to apply it.

Shift click to unstack. have no effect on them.[5] Applying an enchantment on an already enchanted item replaces the old enchantment with the new one.

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 Harvest league.

Rings, Amulets, and certain Blight league uniques can be Anointed with Oils to give it an enchantment.

Cluster Jewels have two 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.

Weapons and body armour with enchantments can be found in Heists.

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

- 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

- 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:

Magic packs of monsters may receive a Bloodlines

packs of monsters may receive a Rare monsters may receive a Nemesis

monsters may receive a Normal and Magic monsters may be touched by a Tormented Spirit, giving a Torment ' Touch ' modifier

and monsters may be touched by a Tormented Spirit, giving a Torment ' ' modifier Rare and Unique monsters may be possessed by a Tormented Spirit, giving a Torment ' Possession ' modifier

and monsters may be possessed by a Tormented Spirit, giving a Torment ' ' modifier Picking up a Talisman gives monsters a Talisman modifier

Rare Beasts, which are found in Einhar missions, can have one or two Bestiary mods.

On items, modifiers can be changed by spending currency:

Divine Orb Divine Orb Stack Size: 10 Randomises the numeric values of the random modifiers on an item Right click this item then left click a magic, rare or unique item to apply it.

Shift click to unstack.

Orb of Scouring Orb of Scouring Stack Size: 30 Removes all modifiers from an item Right click this item then left click on a magic or rare item to apply it.

Shift click to unstack. Orb of Transmutation Orb of Transmutation Stack Size: 40 Upgrades a normal item to a magic item Right click this item then left click a normal item to apply it.

Shift click to unstack. Orb of Alchemy Orb of Alchemy Stack Size: 10 Upgrades a normal item to a rare item Right click this item then left click a normal item to apply it.

Shift click to unstack. Orb of Chance Orb of Chance Stack Size: 20 Upgrades a normal item to a random rarity Right click this item then left click a normal item to apply it.

Shift click to unstack. Regal Orb Regal Orb Stack Size: 10 Upgrades a magic item to a rare item Right click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added. The item's Catalyst quality increases the chance of applying a modifier which matches the quality type. Removes 5% Quality applied by Catalysts on use.

Shift click to unstack. Ancient Orb Ancient Orb Stack Size: 20 Reforges a unique item as another of the same item class Right click this item then left click a unique item to apply it.

Shift click to unstack. rarity of an item (adding/removing mods in the process) Orb of Horizons Orb of Horizons Stack Size: 20 Reforges a map item as another of the same tier Right click this item then left click a map to apply it.

Shift click to unstack. Harbinger's Orb Harbinger's Orb Stack Size: 20 Reforges a map item as another of a higher tier Right click this item then left click a map to apply it.

Shift click to unstack.

rarity of an item (adding/removing mods in the process) Orb of Alteration Orb of Alteration Stack Size: 20 Reforges a magic item with new random modifiers Right click this item then left click a magic item to apply it.

Shift click to unstack. Chaos Orb Chaos Orb Stack Size: 10 Reforges a rare item with new random modifiers Right click this item then left click a rare item to apply it.

Shift click to unstack. Magic and Rare items respectively

and items respectively Orb of Augmentation Orb of Augmentation Stack Size: 30 Enchants a magic item with a new random modifier Right click this item then left click a magic item to apply it. Magic items can have up to two random modifiers. The item's Catalyst quality increases the chance of applying a modifier which matches the quality type. Removes 2% Quality applied by Catalysts on use.

Shift click to unstack. Exalted Orb Exalted Orb Stack Size: 10 Enchants a rare item with a new random modifier Right click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. The item's Catalyst quality increases the chance of applying a modifier which matches the quality type. Removes 20% Quality applied by Catalysts on use.

Shift click to unstack. Magic and Rare items respectively

and items respectively Vaal Orb Vaal Orb Stack Size: 10 Corrupts an item, modifying it unpredictably Right click this item then left click an item to corrupt it. Corrupted items cannot be modified again.

Shift click to unstack. rarity or create maps with 8 Modifiers

rarity or create maps with 8 Modifiers Orb of Annulment Orb of Annulment Stack Size: 20 Removes a random modifier from an item Right click this item then left click on a magic or rare item to apply it. The item's Catalyst quality decreases the chance of removing a modifier which matches the quality type. Removes 20% Quality applied by Catalysts on use.

Shift click to unstack.

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

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 BootsQuality: +20%

Evasion: 1550% 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]

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 Plate Glorious Plate Armour: 776 Requires Level 68, 191 Str str_armour • body_armour • armour • default .

. Assassin's Garb Assassin's Garb Evasion: 737 Requires Level 68, 183 Dex 3% increased Movement Speed dex_armour • body_armour • armour • default .

. The mod Impregnable Impregnable

Prefix

(92-100)% increased Armour str_armour 1000, default 0 .

. Result for Glorious Plate Glorious Plate Armour: 776 Requires Level 68, 191 Str can spawn because it has the tag str_armour and a positive spawn weight.

spawn because it has the tag str_armour and a positive spawn weight. Result for Assassin's Garb Assassin's Garb Evasion: 737 Requires Level 68, 183 Dex 3% increased Movement Speed 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.

Modifier lists

Item modifiers

See also

Version history

Version Changes 3.11.0 Fixed several modifiers that didn't have names.