Weapon Mods: Difference between revisions

From DreamWeave Wiki
Jump to navigation Jump to search
m Admin moved page Draft:Weapon Mods to Weapon Mods without leaving a redirect: wiki-sync promote
Merge the three modifier tables into one sortable 22-row table with a Group column; clarify all four slots draw from a single pool
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
'''Weapon Mods''' let you retinker a melee weapon, missile weapon or caster using two salvage materials, trading its existing tinkers for a fresh random set or for a chance at rare, hard-hitting specials. It is the weapon-side counterpart to [[Equipment Mods]].
'''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 ==
== Overview ==
Every weapon has a budget of ten slots. Imbues keep their own slot for free; everything else in that budget is either an ordinary tinker or one of thirteen rare special modifiers. Two salvage materials rework that budget in different ways - one wipes it and refills it at random, the other trades one slot at a time - so which one you reach for depends on whether you want a clean restart or you are trying to protect a hand-tinkered weapon while still fishing for specials.
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.


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 always asks you to confirm before either salvage is spent, since neither can be undone.
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 ===
=== Materials ===
Line 10: Line 12:
! Material !! What it does
! Material !! What it does
|-
|-
| Tourmaline || '''Reroll''': strips every tinker and special the weapon carries and refills all ten slots at random. Imbues and slayer are untouched. Cheap and repeatable, but nothing about the result can be chosen, and the tinker spread it leaves behind is deliberately a mixed bag rather than a focused build.
| 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''': destroys one random filled slot (a tinker or a special, never an imbue) and replaces it with one random new modifier. The only way to keep a tinker base you chose by hand while still fishing for specials, at a much steeper cost per special gained.
| 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.
|}
|}


Both materials come as a full salvage bag, consumed whole on a single use.
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:
 
{| class="wikitable"
! Tier !! Total intensity across all specials
|-
| Exceptional || 300%
|-
| Elite || 350%
|-
| God || 375%
|}


== The slot budget ==
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.
A weapon always carries exactly ten slots between imbues, specials, and tinkers - the total never changes, only the mix inside it. A weapon can hold at most '''three special modifiers, ever'''. That cap is permanent: once a weapon holds three, nothing can add, replace, or reroll a fourth without a full Tourmaline reroll, which wipes all three back to a fresh random draw.


The Amethyst swap has its own extra requirements on top of the shared ones (an eligible weapon, workmanship present, both items in your pack and unequipped):
== The modifiers ==
* The weapon must already be '''fully tinkered''' - all ten slots filled. A swap trades one slot for another; it will not fill an empty one.
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 weapon must hold '''fewer than three specials'''. At the cap, Amethyst refuses outright - only a Tourmaline reroll can change the set from there.
* A weapon finished by a [[Prismatic Drift Stone]] is sealed against both materials; its tinkers can never be reopened by them.


Only melee weapons, missile weapons and casters are eligible. Shields and ammunition cannot carry a weapon mod.
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.


== Available 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.
There are '''13''' special modifiers, split into two groups that behave differently. '''Six''' land as a bonus written directly onto the weapon - the kind of flat rating boost you can see on the item itself. '''Seven''' work invisibly instead: they add no visible rating, but change what happens in the moment of combat - stealing a sliver of health, mana or stamina back from a hit, striking harder on an opener, casting a shade faster, occasionally casting for free, or steadying you on a killing blow.


The values below are the ceiling at a perfect roll on maximum workmanship; a typical roll lands lower; your weapon's appraisal panel always shows what it actually rolled.
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.


=== Weapon-property modifiers ===
{| class="wikitable sortable" style="width:100%;"
{| class="wikitable" style="width:100%;"
! Modifier !! Group !! At a perfect roll !! Weapon types
! Modifier !! 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
|-
|-
| Devastation || +6 critical damage rating || Melee, missile, caster
| Execution || Combat || +50% critical damage || Melee, missile, caster
|-
|-
| Weak Point || +3 critical chance rating || Melee, missile, caster
| Ambush || Combat || +30% damage against a full-health target || Melee, missile, caster
|-
|-
| Bloodthirst || +6 damage rating || Melee, missile, caster
| Quickening || Combat || +24% attack speed || Melee, missile
|-
|-
| Cleave || +1 cleave target || Melee only
| Second Wind || Combat || Restores 12% of your maximum vitals on a killing blow || Melee, missile, caster
|-
|-
| Shield Bypass || 50% of a shield ignored || Melee, missile
| Efficiency || Utility || Attacks cost 50% less stamina, or spells 50% less mana || Melee, missile, caster
|-
|-
| Swift Flight || +6 missile velocity || Missile only
| Recovery || Utility || Your natural health, stamina and mana regeneration is 50% faster || Melee, missile, caster
|}
 
=== Combat-triggered modifiers ===
{| class="wikitable" style="width:100%;"
! Modifier !! At a perfect roll !! Weapon types
|-
|-
| Life Leech || 4% of damage dealt returned as health || Melee, missile, caster
| Mana Well || Utility || A killing blow restores 5 mana to every equipped item that can hold it || Melee, missile, caster
|-
|-
| Mana Leech || 4% of damage dealt returned as mana || Melee, missile, caster
| Cleanse || Utility || A killing blow strips one harmful enchantment off you || Melee, missile, caster
|-
|-
| Stamina Leech || 4% of damage dealt returned as stamina || Melee, missile, caster
| Longevity || Utility || Your self-cast buffs last 25% longer || Caster only
|-
|-
| Ambush || +15% damage against a full-health target || Melee, missile, caster
| Quick Refresh || Utility || Your self-cast buffs cast twice as fast || Caster only
|-
|-
| Quickening || +6% attack speed || Melee, missile
| 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
|}
|}
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 ==
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 a full bag, ready to apply. For frequent use, Bevan also sells a Tourmaline Hammer and an Amethyst Hammer: multi-charge tools that work exactly like a single bag, but carry ten uses each before they're spent.
Both materials drop as ordinary salvage, and both are sold by '''[[Salvage-Broker Bevan Tolliver]]''' in the Marketplace:
 
{| class="wikitable"
! 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 ==
== See also ==
* [[Equipment Mods]] - the armor-side sibling system.
* [[Equipment Mods]] - the armor-side sibling system.
* [[Salvage-Broker Bevan Tolliver]] - sells both salvage materials as sealed bags, and their multi-charge Hammer versions.
* [[Serpentine Salvage]] - rerolls an item's enchantments rather than its modifiers.
* [[Custom Crafting]] - all the ways gear can be reworked, in one place.
* [[Salvage-Broker Bevan Tolliver]] - sells both materials as sealed bags and as multi-charge hammers.


[[Category:Game systems]]
[[Category:Game systems]]

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