Generally Modifiers 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, Strongboxess or Areas.
For Stats modifiers include a minimum and maximum value, which is most commonly found on Item Affixes - the actual value of the stat in the cases where minimum and maximum are not the same will be randomized within, so for example a Stat with a minimum value of 1 and a maximum value of 3, can either be 1, 2 or 3.
If a Skill is specified, the specified skill (at the specified level) will be granted to the relevant entity. The skill does not include values as they're defined by the skill level directly. Often this is found on items, where they grant skills, such as 脚本错误 Unique Item.
Note that the effects of a modifier may be hidden, as some Stats do not have direct description/translation visible to the player.
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:
- Most weapons
- Shields (except Tower Shields and Bucklers)
- Specific body armour (Astral Plate, Assassin's Garb, Occultist's Vestment, and Carnal Armour.)
Unlike the implicit modifiers on monsters, the implicit modifiers on equipment can be by altered in various ways:
- 脚本错误 - re rolls the range of the stats found on the implicit modifiers
- 脚本错误 - Corrupting an item can replace the implicit modifier with another 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
- 脚本错误 - has two randomly chosen talisman implicits
Explicit modifiers are generally dynamically generated by changing the rarity of the entity or by other modifications.
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:
- Magic packs of monsters may receive a Bloodlines modifier
- Rare monsters may receive a Nemesis modifier
- 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
- Picking up a Talisman gives monsters a Talisman modifier
On items, modifiers can be changed by spending currency:
- 脚本错误 rerolls the value of any stats on explicit modifiers on the item
- 脚本错误, 脚本错误, 脚本错误, 脚本错误 and 脚本错误 may be used to alter the rarity of an item (adding/removing mods in the process)
- 脚本错误 and 脚本错误 may be used to re-roll the modifiers on Magic and Rare items respectively
- 脚本错误 and 脚本错误 may be used to add a random modifier on Magic and Rare items respectively
- 脚本错误 has a chance to change the rarity or create maps with 8 Modifiers
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.
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.
|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|
|9||Stance||The mod is generated as a Stance (appears to be animation related)|
|10||Master||The mod is generated by Masters though Master Crafting|
|11||Jewel||The mod is generated on Jewels|
Mod Generation Type编辑
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.
|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 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|
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.
As the name suggests, this primarily used to group various types of modifiers together.
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.
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:
- item A has the tags
- item B has the tags
- the mod has the tags
[str_armour, int_armour, default]with values
[1000, 1000, 0]
- result A: Mod can spawn on the item A because it has the tag str_armour with a weighting of 1000
- result B: Mod can not spawn on item B because it defaults to 0 and no tags are found
Relevant data can be found in the content.ggpk
|Mods|| ||List of mods with their associated stats & values, buffs and skills, conditions|
|Mod Domains|| ||empty|
|Mod Generation Types|| ||empty|
Note that many other .dat files link to the relevant row of Mods.dat.