Modifiers

Modifiers generally change various aspects of the entity they are affecting. Most commonly modifiers apply stats, however they can also apply buffs or grant skills and can often be found on items, monsters, strongboxes or areas.

A modifier should be seen as an instance of change applied to an entity. A basic modifier does nothing on its own, it is given the effect by the associated stats (and their values), buffs and skills.

Mechanics overview
A modifier applies statistics, a buff or grants a skill to an entity. Modifiers are specific to items, monsters, strongboxes or areas.

Since not all statistics have a visible text, it is possible that some effects are granted by the modifier but are not visible to the player. On the wiki, some of these effects have a custom text specific to the wiki and are noted with  in the description. In particular area and monster effects may be hidden from the player.

Modifiers can either be innately applied (as "implicit" modifier) to entities, be granted under specific conditions or randomly generated.

Some specific circumstances like the rarity of a monster, being touched or possessed by a Tormented Spirit, etc can also apply modifiers innately without them being randomly generated.

Modifier generation is gated by specific conditions that govern if and how likely a modifier is going to appear:
 * Mod domain governs the type of entity the modifier is going to appear and may confer some specific rules (such as the number of affixes).
 * mod generation type determines how the modifier is generated, for example whether it's a prefix, suffix, corrupted or always applied (like on unique items)
 * Mod level governs the minimum required level of the entity for a modifier to appear (i.e. the item level, monster level, area level), and for items only raises the item's level requirement to 80% of it's value
 * Mod group (mod family) prevents other modifiers from the same family to be randomly generated on the same entity
 * Tags in conjunction with weights are used to further restrict the types of modifiers that can appear and set the relative chance to be randomly applied. (for example, shaper and elder get a corresponding tag)

The values of stats include a minimum and maximum value, which is most commonly used on items - the actual value of the stat in the cases where minimum and maximum are not the same will be randomized within with equal chances, so for example a Stat with a minimum value of 1 and a maximum value of 3, can either be 1, 2 or 3 at 1/3 chance for each value.

If a buff is specified, Modifiers also include a value for the buff, but unlike for Stats it is not randomized and fixed.

If a skill is specified, the specified skill (at the specified level) will be granted to the relevant entity. The modifier does not include values for the skill other then the level as they're defined by the skill itself. Often this is found on items, where they grant skills, such as unique item.

Terminology
In general modifiers are referred to as such, however there are many special cases of modifiers that correspond to specific sets and Modifiers :

Implicit modifiers
Implicit modifiers always spawn on entities before the addition or change of additional modifiers (for example by changing the rarity).

On monsters, implicit modifiers can be very commonly found. For example, some monsters are granted damage conversion which converts their inherent damage to that of another element. However, on unique monsters and bosses implicits are most notable - for example most bosses are granted a boost to their item rarity and item quantity as well as other bonuses such as on Atziri.

On items, visible implicit modifiers are most commonly found on:
 * Rings
 * Amulets
 * Belts
 * Quivers
 * Most weapons
 * Shields
 * Specific body armour (Astral Plate, Assassin's Garb, Occultist's Vestment, and Carnal Armour.)

Shields and body armour also commonly have a hidden movement speed penalty modifier.

Unlike the implicit modifiers on monsters, the implicit modifiers on equipment can be by altered in various ways:
 * - rerolls the range of the stats found on the implicit modifiers.
 * - Corruption can add or replace an implicit modifier depending on the item type.
 * Using a Resonator with a will add an  implicit to the item. This does not overwrite or affect the item's current implicit modifier.
 * Certain Harvest crafting options allows you to set a new implicit modifier on jewels.

Certain unique items also have special interactions with implicits:
 * - has two randomly chosen talisman implicits.

Enchantments
Enchantments are similar to implicit modifiers, but are granted to the item by specific means. Enchantments have their own mod slot on items and do not use the implicit mod slot. Most items can have up to one enchantment at a time. Any level of rarity, even unique items, can be enchanted. Mirrored or corrupted items cannot receive an enchantment. They are always fixed values, so have no effect on them. Applying an enchantment on an already enchanted item replaces the old enchantment with the new one. This does not include maps, they can only be enchanted once.


 * Labyrinth Enchantments are obtained from the Divine Font at the end of the Labyrinth. Gloves, Boots, and Helmets can receive Labyrinth enchantments. Belts could also be given enchantments in the Eternal Labyrinth of Potential.
 * Rings, Amulets, and certain Blight league uniques can be Anointed with Oils to give it an enchantment.
 * Cluster Jewels have two (for legacy bases) or three enchantments: One that determines what stat the small passives gives (which determine what mods the jewel can roll), one that determines how many passive skills are in the cluster, and one that determines how many jewel sockets it has (for Large and Medium Cluster Jewels).
 * Certain Harvest crafting options allows you to add enchantments to weapons, body armours, maps and flasks. Read, , and  for details.
 * Weapons and body armour with enchantments are possible rewards in Grand Heists. The enchantments can be added by using or  which drops from Heist league.
 * Jewels with enchantments can be found in Heists. The enchantment modifiers pool apparently the same as Harvest jewel implicit.

Explicit modifiers
Explicit modifiers are generally dynamically generated by changing the rarity of the entity or by other modification.

The number of affixes given by rarity depends on the rarity class:
 * - random modifiers based on conditions: (0 to 1) prefix and (0 to 1) suffix
 * - random modifiers based on conditions: (1 to 3) prefixes and (1 to 3) suffixes (but always at least 3) with the exception of jewels which can only have (1 to 2) prefixes and (1 to 2) suffixes
 * - non-random, fixed modifiers based on the unique entity

Monsters have additional means of receiving modifiers:
 * packs of monsters may receive a modifier
 * monsters may receive a modifier
 * and monsters may be touched by a Tormented Spirit, giving a Torment '' modifier
 * and monsters may be possessed by a Tormented Spirit, giving a Torment '' modifier
 * Picking up a Talisman gives monsters a Talisman modifier
 * Beasts, which are found in Einhar missions, can have one or two mods.

On items, modifiers can be changed by spending currency:
 * rerolls the value of any stats on explicit modifiers on the item
 * ,, , , , and may be used to alter the rarity of an item (adding/removing mods in the process)
 * and will give the newly created map different modifiers.
 * and may be used to re-roll the modifiers on  and  items respectively
 * and may be used to add a random modifier on  and  items respectively
 * has a chance to change the rarity or create maps with 8 Modifiers
 * removes a random modifier from an item

Areas may receive modifiers depending on how they were created unlike items, monsters or strongboxes:
 * Corrupted areas as they have the 'secret_area' tag will receive (0 to 1) prefixes and (0 to 1) suffixes that satisfy that tag
 * Areas created with Map items receive the modifiers on the map they were created with
 * Areas created through a Map device may receive mods from placing map fragments in the device
 * The current league(s) or other server-wide effects (from races for example)
 * With Tempest active in the area, the area may receive a tempest modifier

Conditions
Modifiers usually include conditions which are used to determine how they appear. These are generally used to govern the creation of explicit modifiers on entities.

Mod Domain
 The mod generation determines what entity the mod applies to. The domains are primarily reverse engineered, as detailed information has been removed from the game files.

Mod Generation Type
 The mod generation determines "how" the mod will be created on an item. The generation types are primarily reverse engineered, as detailed information has been removed from the game files.

Mod Level
The required level of the relevant entity. For example, this can be the required item level or a monster level.

However, there are cases where this is not respected: in particular this is the case for any mods that are directly given to other entities, such as implicit mods including enchantments or monsters with innate mods.

The mod level is also a factor in calculating the level requirement of items; raising the level requirement up to 80% requirement of the mod (with the requirement rounded down to the nearest whole integer). In particular this is the case for mods on unique items and for enchantments

For example, normally has a level requirement of, however putting the  enchantment from the 3rd labyrinth on it, will increase the level requirement to $\left \lceil{ \times 0.8 }\right \rceil = {{#expr: floor({{#cargo_query: |table=mods|where=id="EnchantmentLifeAndManaLeechOnKill2_"|fields=required_level|no html}}*0.8)}}$.

Mod Group
Mods have a single group associated with them. Only one mod from a group can appear at a time, as such all mods in specific group are mutually exclusive.

This system is used to group various types of modifiers together and to prevent the same modifiers to appear on items.

For example, on items this is used a lot for the prefix and suffix generation to create those group of modifiers that modify only a single or two stats. Together with the item level requirements, this creates the "tiered" system of modifiers.

This system was called "mod family" by the GGG, but has been referred to as mod group by the community.

Tags
Mods use the internal Tag system to determine on which entities they can appear and how likely they are to appear on entities. Tags are classified as spawn weight tag and mod tag:

Spawn weight tag
Spawn weight tag primarily functions like this:
 * Find the Tags on the basetype.
 * Match the Tags against the mod's list of tags.
 * For the found mods get the associated spawn weighting of the tag.
 * If the spawn weighting is zero, discard the mod, otherwise use it.
 * If multiple tags apply, the left-most tags are most important, where the right most tags are the least.

So, for example:
 * has the tags.
 * has the tags.
 * The mod has the spawn weights.
 * Result for : The mod can spawn because it has the tag str_armour and a positive spawn weight.
 * Result for : The mod can not spawn because only default matches and its spawn weight is 0.

Mod tag
Mods are tagged with mod tag such as "attack", "caster", "elemental", "damage", "curse", "gem", "cold", "fire" and "lightning" etc. Some mod did not have any tag. Those tag can interact with Catalyst and Fossil,, Harvest crafting and several enchantments.

Currency such as, as well as beastcrafting recipes "add affix, remove affix", interact with item which has metamod or. Which Exalted Orb would not add mod to the item with attack mod tag or caster mod tag. However, essence, ignore aforementioned metamod.

The Catalyst will increase the value of mod that matching the catalyst used. For example, will add quality to the item which the quality will increase the numeric value of caster mod. It also increase the likelihood to add caster mod to the item if using the currency, and consume the quality depends on which currency is used.

Fossil multiply the spawn weight of mod that matching the fossil, For example, multiply the spawn weight of mod that have "physical and Ailment" or "Chaos and Ailment" tags by 10, and multiply the spawn weight of the mod with "elemental" tag by 0.

Some enchantments, such as on body armor, will affect the mod with "life" mod tag.

Developer information
Relevant data can be found in the content.ggpk

Note that many other .dat files link to the relevant row of Mods.dat.

Version history

 * Item modifier tags have been entirely reworked with a goal in mind of consistency and simplicity. These changes have negligible impacts to the odds of various modifiers appearing on rare items naturally, but may have impacts to the results of certain crafting methods. A list of all modifiers and their associated tags can be found here.
 * As a result of the above changes, several fossil descriptions have changed slightly.


 * Fixed several modifiers that didn't have names.
 * }