Weapon Mods: Difference between revisions

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master reconcile 2026-08-08
Merge the three modifier tables into one sortable 22-row table with a Group column; clarify all four slots draw from a single pool
 
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== Overview ==
== Overview ==
A weapon can carry up to '''four special modifiers'''. There are eighteen to draw from, and you cannot choose which ones you get - both materials reroll, and the appraisal panel tells you afterwards what you ended up with and how strong each roll was.
A weapon can carry up to '''four special modifiers''', drawn from a single pool of twenty-two. Those four slots are the whole limit - there is no separate allowance for any kind of modifier. You cannot choose which ones you get - both materials reroll, and the appraisal panel tells you afterwards what you ended up with and how strong each roll was.


Specials are '''separate from the weapon's tinker budget'''. A weapon still has its ten tinker slots, and an imbue still reserves one of them, but a special costs nothing out of that budget: neither material adds, removes or reforges a tinker any more. Tinkering and weapon mods are two independent things you can do to the same weapon.
Specials are '''separate from the weapon's tinker budget'''. A weapon still has its ten tinker slots, and an imbue still reserves one of them, but a special costs nothing out of that budget: neither material adds, removes or reforges a tinker any more. Tinkering and weapon mods are two independent things you can do to the same weapon.
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== The modifiers ==
== The modifiers ==
There are '''eighteen''' special modifiers in two groups. '''Five''' are written onto the weapon as a rating you can see on the item itself. '''Thirteen''' work invisibly instead, changing what happens in the moment of combat.
All '''twenty-two''' special modifiers draw from '''one pool'''. A weapon's four special slots are filled from this single list in any combination - nothing is reserved and no group has its own allowance, so a weapon can finish with four combat modifiers, four utility modifiers, or any mix of the two. The only thing that narrows the pool is the weapon itself: a weapon draws only from the modifiers marked for its type.


The values below are the ceiling at a perfect roll on a maximum-workmanship weapon; a typical roll lands lower, and your appraisal panel always shows what it actually rolled.
The '''Group''' column is descriptive, not a limit. '''Property''' modifiers are written onto the weapon as a rating you can see on the item itself. '''Combat''' modifiers change what happens in the moment of combat. '''Utility''' modifiers do not add damage; they cover everything around it - costs, regeneration, enchantments, defense.


=== Weapon-property modifiers ===
Five older modifiers - Swift Flight, Life Leech, Mana Leech, Stamina Leech and Overload - were '''retired''' when the utility wing arrived. They no longer roll from any pool and no longer do anything; a weapon still carrying one gets nothing from it, and a Tourmaline reroll replaces it from the current catalog.
{| class="wikitable" style="width:100%;"
 
! Modifier !! At a perfect roll !! Weapon types
The values below are the ceiling at a perfect roll on a maximum-workmanship weapon; a typical roll lands lower, and your appraisal panel always shows what it actually rolled. The table sorts, so you can group it by weapon type or by kind of effect.
 
{| class="wikitable sortable" style="width:100%;"
! Modifier !! Group !! At a perfect roll !! Weapon types
|-
| Devastation || Property || +6 critical damage rating || Melee, missile, caster
|-
| Weak Point || Property || +3 critical chance rating || Melee, missile, caster
|-
| Bloodthirst || Property || +6 damage rating || Melee, missile, caster
|-
| Shield Bypass || Property || 50% of a shield ignored || Melee, missile
|-
|-
| Devastation || +6 critical damage rating || Melee, missile, caster
| Heft || Combat || +22 damage || Melee, missile
|-
|-
| Weak Point || +3 critical chance rating || Melee, missile, caster
| Leverage || Combat || +0.3 to the weapon's damage multiplier || Melee only
|-
|-
| Bloodthirst || +6 damage rating || Melee, missile, caster
| Tension || Combat || +0.5 to the weapon's damage multiplier || Missile only
|-
|-
| Shield Bypass || 50% of a shield ignored || Melee, missile
| Attunement || Combat || +0.28 to the weapon's elemental damage multiplier || Caster only
|-
|-
| Swift Flight || +6 missile velocity || Missile only
| Focus || Combat || +25% critical chance || Melee, missile, caster
|}
 
=== Combat-triggered modifiers ===
{| class="wikitable" style="width:100%;"
! Modifier !! At a perfect roll !! Weapon types
|-
|-
| Heft || +22 damage || Melee, missile
| Execution || Combat || +50% critical damage || Melee, missile, caster
|-
|-
| Leverage || +0.3 to the weapon's damage multiplier || Melee only
| Ambush || Combat || +30% damage against a full-health target || Melee, missile, caster
|-
|-
| Tension || +0.5 to the weapon's damage multiplier || Missile only
| Quickening || Combat || +24% attack speed || Melee, missile
|-
|-
| Attunement || +0.28 to the weapon's elemental damage multiplier || Caster only
| Second Wind || Combat || Restores 12% of your maximum vitals on a killing blow || Melee, missile, caster
|-
|-
| Focus || +25% critical chance || Melee, missile, caster
| Efficiency || Utility || Attacks cost 50% less stamina, or spells 50% less mana || Melee, missile, caster
|-
|-
| Execution || +50% critical damage || Melee, missile, caster
| Recovery || Utility || Your natural health, stamina and mana regeneration is 50% faster || Melee, missile, caster
|-
|-
| Ambush || +30% damage against a full-health target || Melee, missile, caster
| Mana Well || Utility || A killing blow restores 5 mana to every equipped item that can hold it || Melee, missile, caster
|-
|-
| Quickening || +24% attack speed || Melee, missile
| Cleanse || Utility || A killing blow strips one harmful enchantment off you || Melee, missile, caster
|-
|-
| Life Leech || 4% of damage dealt returned as health || Melee, missile, caster
| Longevity || Utility || Your self-cast buffs last 25% longer || Caster only
|-
|-
| Mana Leech || 4% of damage dealt returned as mana || Melee, missile, caster
| Quick Refresh || Utility || Your self-cast buffs cast twice as fast || Caster only
|-
|-
| Stamina Leech || 4% of damage dealt returned as stamina || Melee, missile, caster
| Siphon || Utility || 10% chance on hit to steal a beneficial enchantment off the target, at full duration || Melee, missile, caster
|-
|-
| Overload || 20% chance a spell costs no mana || Caster only
| Arcane Defender || Utility || Deflects frontal physical blows like a 25-armor shield, with no shield equipped || Caster only
|-
|-
| Second Wind || Restores 12% of your maximum vitals on a killing blow || Melee, missile, caster
| Panic Reload || Utility || +10% attack speed while an enemy stands within 6 meters of you || Missile only
|}
|}


A caster can only draw from the modifiers marked for it, so a caster's pool is shallower than a melee weapon's - a caster reroll asking for four specials may come back with fewer.
Every weapon class has a deep pool - a caster is no longer short-changed on a four-special reroll.


== Getting the salvage ==
== Getting the salvage ==

Latest revision as of 14:08, 23 August 2026

Weapon Mods put rare special modifiers on a melee weapon, missile weapon or caster, using two salvage materials that reroll them in different ways. It is the weapon-side counterpart to Equipment Mods.

Overview

A weapon can carry up to four special modifiers, drawn from a single pool of twenty-two. Those four slots are the whole limit - there is no separate allowance for any kind of modifier. You cannot choose which ones you get - both materials reroll, and the appraisal panel tells you afterwards what you ended up with and how strong each roll was.

Specials are separate from the weapon's tinker budget. A weapon still has its ten tinker slots, and an imbue still reserves one of them, but a special costs nothing out of that budget: neither material adds, removes or reforges a tinker any more. Tinkering and weapon mods are two independent things you can do to the same weapon.

Applying either material is a use-on-target action: put the salvage in your pack (not equipped), then use it on the weapon, also in your pack and not equipped. The game asks you to confirm before either salvage is spent, since neither can be undone.

Materials

Material What it does
Tourmaline Reroll: throws away every special the weapon holds and draws a completely fresh set - a new count, new modifiers, new strengths. This is the only way to change how many specials a weapon carries. On a weapon with none, it is how you get your first.
Amethyst Swap: removes one random special and replaces it with one different modifier, leaving the rest of the set alone. The count never changes, so this is the way to fish for one better modifier without risking a set you are happy with. On a weapon holding no specials, it simply adds one.

Neither material touches the weapon's tinkers, its imbue or its slayer. A weapon finished by a Prismatic Drift Stone is sealed against both.

Only melee weapons, missile weapons and casters can carry a special. Shields and ammunition cannot. A weapon with no workmanship cannot hold one either.

Roll intensity

Every special on the appraisal panel carries a bracketed percentage - how strong that particular roll is, against the best that modifier can reach:

Devastation [67%]: +4 critical damage rating
Quickening [83%]: +20% attack speed

100% is a perfect roll. The percentage is what the quality tiers below are scored on, so it is worth reading before you decide whether to reroll.

Quality tiers

Add up the intensity percentages of every special on a weapon. Cross a threshold and the weapon takes on a permanent visible aura, announced in teal when you earn it:

Tier Total intensity across all specials
Exceptional 300%
Elite 350%
God 375%

With four specials the ceiling is 400%, so Exceptional is an average of 75% per modifier and God is an average of nearly 94% - these are meant to be rare. A reroll that drops the total back below a threshold loses the aura, and you are told when that happens. An aura that has just faded may keep showing until the weapon is next redrawn - relog or re-equip and it will be gone.

The modifiers

All twenty-two special modifiers draw from one pool. A weapon's four special slots are filled from this single list in any combination - nothing is reserved and no group has its own allowance, so a weapon can finish with four combat modifiers, four utility modifiers, or any mix of the two. The only thing that narrows the pool is the weapon itself: a weapon draws only from the modifiers marked for its type.

The Group column is descriptive, not a limit. Property modifiers are written onto the weapon as a rating you can see on the item itself. Combat modifiers change what happens in the moment of combat. Utility modifiers do not add damage; they cover everything around it - costs, regeneration, enchantments, defense.

Five older modifiers - Swift Flight, Life Leech, Mana Leech, Stamina Leech and Overload - were retired when the utility wing arrived. They no longer roll from any pool and no longer do anything; a weapon still carrying one gets nothing from it, and a Tourmaline reroll replaces it from the current catalog.

The values below are the ceiling at a perfect roll on a maximum-workmanship weapon; a typical roll lands lower, and your appraisal panel always shows what it actually rolled. The table sorts, so you can group it by weapon type or by kind of effect.

Modifier Group At a perfect roll Weapon types
Devastation Property +6 critical damage rating Melee, missile, caster
Weak Point Property +3 critical chance rating Melee, missile, caster
Bloodthirst Property +6 damage rating Melee, missile, caster
Shield Bypass Property 50% of a shield ignored Melee, missile
Heft Combat +22 damage Melee, missile
Leverage Combat +0.3 to the weapon's damage multiplier Melee only
Tension Combat +0.5 to the weapon's damage multiplier Missile only
Attunement Combat +0.28 to the weapon's elemental damage multiplier Caster only
Focus Combat +25% critical chance Melee, missile, caster
Execution Combat +50% critical damage Melee, missile, caster
Ambush Combat +30% damage against a full-health target Melee, missile, caster
Quickening Combat +24% attack speed Melee, missile
Second Wind Combat Restores 12% of your maximum vitals on a killing blow Melee, missile, caster
Efficiency Utility Attacks cost 50% less stamina, or spells 50% less mana Melee, missile, caster
Recovery Utility Your natural health, stamina and mana regeneration is 50% faster Melee, missile, caster
Mana Well Utility A killing blow restores 5 mana to every equipped item that can hold it Melee, missile, caster
Cleanse Utility A killing blow strips one harmful enchantment off you Melee, missile, caster
Longevity Utility Your self-cast buffs last 25% longer Caster only
Quick Refresh Utility Your self-cast buffs cast twice as fast Caster only
Siphon Utility 10% chance on hit to steal a beneficial enchantment off the target, at full duration Melee, missile, caster
Arcane Defender Utility Deflects frontal physical blows like a 25-armor shield, with no shield equipped Caster only
Panic Reload Utility +10% attack speed while an enemy stands within 6 meters of you Missile only

Every weapon class has a deep pool - a caster is no longer short-changed on a four-special reroll.

Getting the salvage

Both materials drop as ordinary salvage, and both are sold by Salvage-Broker Bevan Tolliver in the Marketplace:

Item Uses Cost
Sealed Bag of Tourmaline Salvage One 1 Trade Note
Sealed Bag of Amethyst Salvage One 1 Trade Note
Sealed Tourmaline Hammer Ten 10 Trade Notes
Sealed Amethyst Hammer Ten 10 Trade Notes

Use a sealed bag or hammer in your pack to break the seal. A bag is spent on one application; a hammer holds ten and crumbles to dust when the last one is used. Ten applications for ten notes is the same price per use as buying bags, so the hammer is a convenience rather than a discount.

See also