Weapon Mods

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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. There are twenty-two 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.

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

There are twenty-two special modifiers in three groups. Four are written onto the weapon as a rating you can see on the item itself. Nine change what happens in the moment of combat, and nine more are utility modifiers - they 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.

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
Shield Bypass 50% of a shield ignored Melee, missile

Combat-triggered modifiers

Modifier At a perfect roll Weapon types
Heft +22 damage Melee, missile
Leverage +0.3 to the weapon's damage multiplier Melee only
Tension +0.5 to the weapon's damage multiplier Missile only
Attunement +0.28 to the weapon's elemental damage multiplier Caster only
Focus +25% critical chance Melee, missile, caster
Execution +50% critical damage Melee, missile, caster
Ambush +30% damage against a full-health target Melee, missile, caster
Quickening +24% attack speed Melee, missile
Second Wind Restores 12% of your maximum vitals on a killing blow Melee, missile, caster

Utility modifiers

Modifier At a perfect roll Weapon types
Efficiency Attacks cost 50% less stamina, or spells 50% less mana Melee, missile, caster
Recovery Your natural health, stamina and mana regeneration is 50% faster Melee, missile, caster
Mana Well A killing blow restores 5 mana to every equipped item that can hold it Melee, missile, caster
Cleanse A killing blow strips one harmful enchantment off you Melee, missile, caster
Longevity Your self-cast buffs last 25% longer Caster only
Quick Refresh Your self-cast buffs cast twice as fast Caster only
Siphon 10% chance on hit to steal a beneficial enchantment off the target, at full duration Melee, missile, caster
Arcane Defender Deflects frontal physical blows like a 25-armor shield, with no shield equipped Caster only
Panic Reload +10% attack speed while an enemy stands within 6 meters of you Missile only

A weapon draws only from the modifiers marked for its type. Since the utility wing arrived, 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