Weapon Mods

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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.

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.

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.

Materials

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.
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.

Both materials come as a full salvage bag, consumed whole on a single use.

The slot budget

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 weapon must already be fully tinkered - all ten slots filled. A swap trades one slot for another; it will not fill an empty one.
  • 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.

Available modifiers

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.

Weapon-property modifiers

Modifier At a perfect roll Weapon types
Devastation +6 critical damage rating Melee, missile, caster
Weak Point +3 critical chance rating Melee, missile, caster
Bloodthirst +6 damage rating Melee, missile, caster
Cleave +1 cleave target Melee only
Shield Bypass 50% of a shield ignored Melee, missile
Swift Flight +6 missile velocity Missile only

Combat-triggered modifiers

Modifier At a perfect roll Weapon types
Life Leech 4% of damage dealt returned as health Melee, missile, caster
Mana Leech 4% of damage dealt returned as mana Melee, missile, caster
Stamina Leech 4% of damage dealt returned as stamina Melee, missile, caster
Ambush +15% damage against a full-health target Melee, missile, caster
Quickening +6% attack speed Melee, missile
Overload 20% chance a spell costs no mana Caster only
Second Wind Restores 12% of your maximum vitals on a killing blow Melee, missile, caster

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.

See also