Draft:Equipment Mods: Difference between revisions

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== Buying salvage from Bevan Tolliver ==
== Buying salvage from Bevan Tolliver ==
Both materials are also sold outright, no drops required, by [[Salvage-Broker Bevan Tolliver]] in the Marketplace, as ready-to-apply full bags - a Full Bag of Tiger Eye Salvage and a Full Bag of Obsidian Salvage, each one Trade Note. A "full bag" bought from him is already at maximum structure, so it is usable the moment it lands in your pack; there is nothing further to fill or prepare. He sells nothing else that touches this system beyond those two bags.
Both materials are also sold outright, no drops required, by [[Salvage-Broker Bevan Tolliver]] in the Marketplace, as ready-to-apply full bags - a Full Bag of Tiger Eye Salvage and a Full Bag of Obsidian Salvage, each one Trade Note. A "full bag" bought from him is already at maximum structure, so it is usable the moment it lands in your pack; there is nothing further to fill or prepare. The rest of his stock - the [[Prismatic Drift Stone]] and the eight [[Attuned Drift Prisms]] - belongs to the tinkering side of the house and does nothing for equipment mods, so do not expect a prism to add or reroll one.


== See also ==
== See also ==
* [[Class Abilities]] - the abilities equipment mods amplify.
* [[Class Abilities]] - the abilities equipment mods amplify.
* [[Salvage-Broker Bevan Tolliver]] - sells both salvage materials as ready-to-apply bags.
* [[Salvage-Broker Bevan Tolliver]] - sells both salvage materials as ready-to-apply bags.
* [[Prismatic Drift Stone]] and [[Attuned Drift Prisms]] - the fork's other custom item-enhancement items, sold by the same vendor but a separate system with no mechanical tie to equipment mods.
* [[Prismatic Drift Stone]] and [[Attuned Drift Prisms]] - the other custom gear-enhancement items, sold by the same broker. They work through tinkering, a separate system with no mechanical tie to equipment mods.


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

Revision as of 11:46, 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.

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 - things like sharper aim, a harder-hitting strike, a longer-lasting buff window, or a stronger elemental bolt. 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
Salvaged 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.
Salvaged 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 neck/wrist/finger jewelry can carry a mod. Weapons, shields, sigils, and trinkets never can, regardless of what they carry. 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.

Buying salvage from Bevan Tolliver

Both materials are also sold outright, no drops required, by Salvage-Broker Bevan Tolliver in the Marketplace, as ready-to-apply full bags - a Full Bag of Tiger Eye Salvage and a Full Bag of Obsidian Salvage, each one Trade Note. A "full bag" bought from him is already at maximum structure, so it is usable the moment it lands in your pack; there is nothing further to fill or prepare. The rest of his stock - the Prismatic Drift Stone and the eight Attuned Drift Prisms - belongs to the tinkering side of the house and does nothing for equipment mods, so do not expect a prism to add or reroll one.

See also