Equipment Mods: Difference between revisions
round 2: trade-note rewards, salvage broker, commendation art |
trinkets are eligible (PR 380); sigils excluded because Aetheria carries no ratings |
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'''Equipment Mods''' let a piece of eligible gear carry a small number of rolled bonuses, each tied to a single [[Class Abilities|Class Ability]]. A modded piece amplifies (or, for a player who never trained that ability, quietly stands in for) the ability its mod is linked to. | '''Equipment Mods''' let a piece of eligible gear carry a small number of rolled bonuses, each tied to a single [[Class Abilities|Class Ability]]. A modded piece amplifies (or, for a player who never trained that ability, quietly stands in for) the ability its mod is linked to. It is one of the three mechanisms on the [[Custom Crafting]] page. | ||
== Overview == | == Overview == | ||
A mod is applied by using a salvage-bag material on an item sitting in your pack - never while the item is worn. Every application rolls a random strength for the mod, so a perfect roll is intentionally rare, and trading modded gear or spare material is the normal way to close the gap. | A mod is applied by using a salvage-bag material on an item sitting in your pack - never while the item is worn. Every application rolls a random strength for the mod, so a perfect roll is intentionally rare, and trading modded gear or spare material is the normal way to close the gap. | ||
Each mod is linked to one Class Ability, spanning the Archer, Rogue, Vanguard, Berserker, Archmage and Void lines | Each mod is linked to one Class Ability, spanning the Archer, Rogue, Vanguard, Berserker, Archmage and Void lines. Some mods stand alone, useful even to a player who never trained the linked ability; others are pure machinery, amplifying an ability's own effect and doing nothing without it. Either way, a mod is only worth applying to a player actually built around its ability - which is exactly what keeps modded gear worth trading. | ||
== Applying a mod == | == Applying a mod == | ||
| Line 15: | Line 15: | ||
! Material !! What it does | ! Material !! What it does | ||
|- | |- | ||
| | | Tiger Eye || Adds one random mod, at a guaranteed baseline strength, to a plain item that has no gear ratings and no mod yet. This is what sets an item's mod capacity for good. | ||
|- | |- | ||
| | | Obsidian || '''Convert''': destroys every gear rating an item was born with and mints that many mods instead, each rolled independently. '''Reroll''': replaces every mod already on a converted item with fresh rolls. | ||
|} | |} | ||
| Line 28: | Line 28: | ||
== Eligible gear == | == Eligible gear == | ||
Only armor and clothing (crowns included), cloaks, and | Only armor and clothing (crowns included), cloaks, and jewelry can carry a mod. Jewelry here means neck, wrist and finger pieces '''and the trinket slot''' - a tier 8 trinket rolls vitality or healing-boost ratings exactly as a ring or bracelet does, so Obsidian converts one the same way. Weapons, shields and sigils never can: Aetheria carries no gear ratings at all, so a conversion would have nothing to work with. Trying to apply a mod to an equipped item, or to an ineligible slot, is refused outright and nothing is spent. | ||
== Stacking == | == Stacking == | ||
An item never rolls a mod type it already carries. Across separate pieces of equipped gear, though, matching mod types simply add together with no cap of their own - the only real limit on how far a build can push one mod is how much of the right material you can gather and how the dice land. | An item never rolls a mod type it already carries. Across separate pieces of equipped gear, though, matching mod types simply add together with no cap of their own - the only real limit on how far a build can push one mod is how much of the right material you can gather and how the dice land. | ||
== | == Available modifiers == | ||
Both materials are also sold outright | There are '''27''' mods. The tables below list every one. | ||
'''Reading the tables.''' The strength shown is the effect at a '''perfect 100% roll''' - the ceiling, not what a typical roll gives you. Your item's appraisal panel always shows the value it actually rolled. '''pp''' means percentage points, i.e. added directly to a chance or multiplier rather than scaling it. A mod marked '''Standalone''' works whether or not you have trained its linked ability; a mod marked '''Machinery''' amplifies the ability's own effect and does nothing without it. | |||
=== Archer === | |||
{| class="wikitable" style="width:100%;" | |||
! Mod !! Linked ability !! At a perfect roll !! Type | |||
|- | |||
| Deadeye || Deadeye || +2% missile damage || Standalone | |||
|- | |||
| Eagle Eye || Eagle Eye || +2% effective missile attack skill || Standalone | |||
|- | |||
| Long Draw || Long Draw || +3% missile damage at maximum range || Standalone | |||
|- | |||
| Heavy Draw || Heavy Draw || +2% missile damage while Heavy Draw is active || Machinery | |||
|- | |||
| Splitshot || Multishot || +2pp extra-arrow damage multiplier || Machinery | |||
|- | |||
| Double Volley || Double Volley || +1.5pp volley re-fire chance || Machinery | |||
|} | |||
=== Rogue === | |||
{| class="wikitable" style="width:100%;" | |||
! Mod !! Linked ability !! At a perfect roll !! Type | |||
|- | |||
| Venom || Poison Weapon || +2 poison damage per hit || Standalone | |||
|- | |||
| Acid Proc || Acid Proc || +2pp acid proc chance || Machinery | |||
|- | |||
| Caustic || Acid Proc || +15% acid damage per tick || Machinery | |||
|- | |||
| Riposte || Riposte || +10pp counter-strike weapon damage || Machinery | |||
|- | |||
| Attack Speed || Attack Speed || +0.5% attack speed || Standalone | |||
|} | |||
=== Vanguard === | |||
{| class="wikitable" style="width:100%;" | |||
! Mod !! Linked ability !! At a perfect roll !! Type | |||
|- | |||
| Thorns || Thorns || +1% of shield armor reflected || Standalone | |||
|- | |||
| Shield Check || Shield Check || +10pp thorns-on-parry strength || Machinery | |||
|- | |||
| Bulwark || Battle Hardened || +1% damage reduction || Standalone | |||
|} | |||
=== Berserker === | |||
{| class="wikitable" style="width:100%;" | |||
! Mod !! Linked ability !! At a perfect roll !! Type | |||
|- | |||
| Frenzied Pace || Frenzy || +0.15% attack speed per Frenzy stack || Machinery | |||
|- | |||
| Lingering Fury || Frenzy || +3s Frenzy stack window || Machinery | |||
|- | |||
| Savage Blows || Savage Blows || +2% melee damage || Standalone | |||
|- | |||
| Blood Fury || Blood Fury || +3% melee damage at lowest health || Standalone | |||
|- | |||
| Executioner || Executioner || +3% melee damage against badly wounded targets || Standalone | |||
|- | |||
| Bloodlust || Bloodlust || +0.5% of melee damage returned as health || Standalone | |||
|} | |||
=== Archmage === | |||
{| class="wikitable" style="width:100%;" | |||
! Mod !! Linked ability !! At a perfect roll !! Type | |||
|- | |||
| Overchannel || Overchannel || +2% war magic damage || Standalone | |||
|- | |||
| Echo Cast || Echo Cast || +1.5pp recast chance || Machinery | |||
|- | |||
| Elemental Rend || Elemental Rend || +2pp vulnerability proc chance || Machinery | |||
|- | |||
| Resonance || Spell AoE || +2pp radiated blast damage || Machinery | |||
|} | |||
=== Void and Summoning === | |||
{| class="wikitable" style="width:100%;" | |||
! Mod !! Linked ability !! At a perfect roll !! Type | |||
|- | |||
| Void Damage || Void Damage || +2% void magic damage || Standalone | |||
|- | |||
| Withering || Withering || +2% void damage per tick || Standalone | |||
|- | |||
| Empowered Summons || Empowered Summons || +5% summoned pet health, damage and defenses || Standalone | |||
|} | |||
=== Weak rolls === | |||
A few mods produce an effect the game has to round to a whole number - poison damage, an acid tick, reflected damage. Those carry a '''minimum roll''' so a bad one is never literally worthless: Venom and Caustic never roll below a quarter strength, and Thorns never below a tenth. | |||
Bloodlust is the deliberate exception. Its healing would round away to nothing on most single hits, so instead of a minimum roll the leftover fraction '''accumulates across hits''' until it pays out. Every Bloodlust roll is worth something eventually, however low it landed. | |||
== Getting the salvage == | |||
Both materials drop as ordinary salvage, and both are also sold outright by '''[[Salvage-Broker Bevan Tolliver]]''' in the Marketplace for one Trade Note each, as '''sealed bags'''. Use a sealed bag in your pack to break the seal and it becomes the matching full bag, already at maximum structure and ready to apply. See [[Custom Crafting]] for his full shelf. | |||
== See also == | == See also == | ||
* [[Custom Crafting]] - all three custom crafting mechanisms and where to buy for them. | |||
* [[Class Abilities]] - the abilities equipment mods amplify. | * [[Class Abilities]] - the abilities equipment mods amplify. | ||
* [[Salvage-Broker Bevan Tolliver]] - sells both salvage materials as | * [[Salvage-Broker Bevan Tolliver]] - sells both salvage materials as sealed bags. | ||
[[Category:Game systems]] | [[Category:Game systems]] | ||
Latest revision as of 13:55, 30 July 2026
Equipment Mods let a piece of eligible gear carry a small number of rolled bonuses, each tied to a single Class Ability. A modded piece amplifies (or, for a player who never trained that ability, quietly stands in for) the ability its mod is linked to. It is one of the three mechanisms on the Custom Crafting page.
Overview
A mod is applied by using a salvage-bag material on an item sitting in your pack - never while the item is worn. Every application rolls a random strength for the mod, so a perfect roll is intentionally rare, and trading modded gear or spare material is the normal way to close the gap.
Each mod is linked to one Class Ability, spanning the Archer, Rogue, Vanguard, Berserker, Archmage and Void lines. Some mods stand alone, useful even to a player who never trained the linked ability; others are pure machinery, amplifying an ability's own effect and doing nothing without it. Either way, a mod is only worth applying to a player actually built around its ability - which is exactly what keeps modded gear worth trading.
Applying a mod
You need the item in your pack (not equipped) and a full bag of the material. Using the bag on the item consumes it and settles the mod in - the roll always succeeds, there is no wasted material on a bad outcome, only a weak one.
Materials
Two salvage materials do the work, in different ways:
| Material | What it does |
|---|---|
| Tiger Eye | Adds one random mod, at a guaranteed baseline strength, to a plain item that has no gear ratings and no mod yet. This is what sets an item's mod capacity for good. |
| Obsidian | Convert: destroys every gear rating an item was born with and mints that many mods instead, each rolled independently. Reroll: replaces every mod already on a converted item with fresh rolls. |
Tiger Eye is common early but grows scarce at high tiers, which keeps it the everyday commodity material. Obsidian stays available at every tier instead, which is what makes it the one worth chasing once you are converting rated endgame gear.
Both destructive Obsidian actions ask you to confirm first, since converting or rerolling cannot be undone.
Capacity
How many mods a piece of gear can ever carry is fixed the moment you first apply one to it, and is set by how many gear ratings that piece was born with. An item with no ratings at all caps at one mod (via Tiger Eye); a well-rolled rated item can hold several. Capacity never grows afterward - it is locked in at that first application.
Eligible gear
Only armor and clothing (crowns included), cloaks, and jewelry can carry a mod. Jewelry here means neck, wrist and finger pieces and the trinket slot - a tier 8 trinket rolls vitality or healing-boost ratings exactly as a ring or bracelet does, so Obsidian converts one the same way. Weapons, shields and sigils never can: Aetheria carries no gear ratings at all, so a conversion would have nothing to work with. Trying to apply a mod to an equipped item, or to an ineligible slot, is refused outright and nothing is spent.
Stacking
An item never rolls a mod type it already carries. Across separate pieces of equipped gear, though, matching mod types simply add together with no cap of their own - the only real limit on how far a build can push one mod is how much of the right material you can gather and how the dice land.
Available modifiers
There are 27 mods. The tables below list every one.
Reading the tables. The strength shown is the effect at a perfect 100% roll - the ceiling, not what a typical roll gives you. Your item's appraisal panel always shows the value it actually rolled. pp means percentage points, i.e. added directly to a chance or multiplier rather than scaling it. A mod marked Standalone works whether or not you have trained its linked ability; a mod marked Machinery amplifies the ability's own effect and does nothing without it.
Archer
| Mod | Linked ability | At a perfect roll | Type |
|---|---|---|---|
| Deadeye | Deadeye | +2% missile damage | Standalone |
| Eagle Eye | Eagle Eye | +2% effective missile attack skill | Standalone |
| Long Draw | Long Draw | +3% missile damage at maximum range | Standalone |
| Heavy Draw | Heavy Draw | +2% missile damage while Heavy Draw is active | Machinery |
| Splitshot | Multishot | +2pp extra-arrow damage multiplier | Machinery |
| Double Volley | Double Volley | +1.5pp volley re-fire chance | Machinery |
Rogue
| Mod | Linked ability | At a perfect roll | Type |
|---|---|---|---|
| Venom | Poison Weapon | +2 poison damage per hit | Standalone |
| Acid Proc | Acid Proc | +2pp acid proc chance | Machinery |
| Caustic | Acid Proc | +15% acid damage per tick | Machinery |
| Riposte | Riposte | +10pp counter-strike weapon damage | Machinery |
| Attack Speed | Attack Speed | +0.5% attack speed | Standalone |
Vanguard
| Mod | Linked ability | At a perfect roll | Type |
|---|---|---|---|
| Thorns | Thorns | +1% of shield armor reflected | Standalone |
| Shield Check | Shield Check | +10pp thorns-on-parry strength | Machinery |
| Bulwark | Battle Hardened | +1% damage reduction | Standalone |
Berserker
| Mod | Linked ability | At a perfect roll | Type |
|---|---|---|---|
| Frenzied Pace | Frenzy | +0.15% attack speed per Frenzy stack | Machinery |
| Lingering Fury | Frenzy | +3s Frenzy stack window | Machinery |
| Savage Blows | Savage Blows | +2% melee damage | Standalone |
| Blood Fury | Blood Fury | +3% melee damage at lowest health | Standalone |
| Executioner | Executioner | +3% melee damage against badly wounded targets | Standalone |
| Bloodlust | Bloodlust | +0.5% of melee damage returned as health | Standalone |
Archmage
| Mod | Linked ability | At a perfect roll | Type |
|---|---|---|---|
| Overchannel | Overchannel | +2% war magic damage | Standalone |
| Echo Cast | Echo Cast | +1.5pp recast chance | Machinery |
| Elemental Rend | Elemental Rend | +2pp vulnerability proc chance | Machinery |
| Resonance | Spell AoE | +2pp radiated blast damage | Machinery |
Void and Summoning
| Mod | Linked ability | At a perfect roll | Type |
|---|---|---|---|
| Void Damage | Void Damage | +2% void magic damage | Standalone |
| Withering | Withering | +2% void damage per tick | Standalone |
| Empowered Summons | Empowered Summons | +5% summoned pet health, damage and defenses | Standalone |
Weak rolls
A few mods produce an effect the game has to round to a whole number - poison damage, an acid tick, reflected damage. Those carry a minimum roll so a bad one is never literally worthless: Venom and Caustic never roll below a quarter strength, and Thorns never below a tenth.
Bloodlust is the deliberate exception. Its healing would round away to nothing on most single hits, so instead of a minimum roll the leftover fraction accumulates across hits until it pays out. Every Bloodlust roll is worth something eventually, however low it landed.
Getting the salvage
Both materials drop as ordinary salvage, and both are also sold outright by Salvage-Broker Bevan Tolliver in the Marketplace for one Trade Note each, as sealed bags. Use a sealed bag in your pack to break the seal and it becomes the matching full bag, already at maximum structure and ready to apply. See Custom Crafting for his full shelf.
See also
- Custom Crafting - all three custom crafting mechanisms and where to buy for them.
- Class Abilities - the abilities equipment mods amplify.
- Salvage-Broker Bevan Tolliver - sells both salvage materials as sealed bags.