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Modifiers

Items & Crafting

Modifiers

Weapons, armour and jewellery in Everlast come in five qualities. The quality decides how many modifiers an item gets: extra bonuses such as more Slash damage, better resistances or a chance to inflict Bleed. Each modifier then rolls its own strength, from tier I to tier V. This guide explains how it all works and lists every modifier with its value at each tier.

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All modifiers

The value at each tier, straight from the game files. Click a modifier for the items that can roll it.

Group

Damage and combat

15 entries

Group

Afflictions

18 entries

Group

Resistances

6 entries

Group

Defence and survival

7 entries

Group

Skill levels

15 entries

Group

Gathering and loot

2 entries

Group

Magic

2 entries

Group

Fixed effects

8 entries

Item qualities

QualityColourModifiers
CommonGreyNone
UncommonGreen2
RareBlue3
EpicPurple4
LegendaryOrange5

A better quality also gives the item slightly better base stats (damage, block and sell value) than the Common version, and from Uncommon up, weapons have a mana bar.

Any weapon, armour piece or piece of jewellery that can roll modifiers can be found up to Legendary. Open an item and look at its Modifiers tab to see what it can roll.

Modifier tiers (I to V)

Every modifier on an item shows a roman numeral from I to V. That is its tier, and it sets how strong the modifier is. The list at the bottom of this page gives the value for each tier. For example, Crit Damage Bonus is +25% at tier I and +80% at tier V.

How a tier is rolled

Each modifier rolls its tier on its own, so a Legendary item can still roll tier I modifiers. From the server code: each modifier first has a chance to be tier V that depends on the item's quality: Common 0%, Uncommon 0.5%, Rare 1%, Epic 2%, Legendary 4%. If it misses, the tier is picked evenly from tier I to tier IV. So tier V is rare at every quality, and tiers I to IV are equally likely.

Numbers on real items can differ a little from the table, so treat the table as a guide to how big each tier is.

Bonus conditions

Each modifier an item rolls has a 10% chance to come with an extra condition printed under it, which doubles its effect while the condition is met. That chance is the same at every quality, and only conditions that fit the item can appear. For example, a Legendary Poplar Wand rolled +4% Vampiric Weapon with Rampage: the effect is doubled for 6 seconds after one attack hits two or more enemies. These are all the conditions in the game:

Where quality comes from

Crafting

When you craft, you will create items of a certain quality based on your skill level, the quality of the materials, and your success in the active crafting method.
- In-game tutorial
Minigame gradeCommonUncommonRareEpicLegendary
Incomplete77.4%18%4%0.5%0.1%
C65.9%26%7%1%0.125%
B46.3%35%16%2.5%0.25%
A27.5%41%26%5%0.5%
S12%44%34%9%1%

Crafted gear quality is rolled from the grade you score in the crafting minigame, using the fixed odds above. The roll does not use Magic Find. It also does not use your crafting skill level or the quality of your materials; those only decide whether you can craft the recipe. Crafting from a base item keeps that item's quality and modifiers instead of rolling again. Whether your skill level makes the minigame easier is not something the server data shows.

Chests

Chests ignore your Magic Find (Quality) for the quality roll and use a fixed bonus instead. Bigger chests have a bigger bonus, and a locked chest beats an unlocked one of the same size. Your Magic Find (Quality) still helps decide which item the chest gives, and Magic Find (Quantity) still adds rolls:

Magic Find

Necklaces and rings can roll Magic Find. Both only work on loot from monster drops, chests and gathering. They do nothing for crafting.

Magic Find (Quality)

A Magic Find (Quality) of 1.5 (+50%) multiplies the chance of every quality above Common by 1.5, then the odds are rescaled. The multiplier counts up to 5 (+400%). It only changes the quality of gear that drops or is gathered, and it also makes rarer entries more likely to be picked from a loot table.

Magic Find (Quality)CommonUncommonRareEpicLegendary
None84%9.5%4%2%0.5%
+50%77.8%13.2%5.6%2.8%0.7%
+100%72.4%16.4%6.9%3.5%0.9%
+200%63.6%21.6%9.1%4.5%1.1%
+400% (max)51.2%29%12.2%6.1%1.5%

Magic Find (Quantity)

Magic Find (Quantity) multiplies how many times a loot table is rolled, so you get more items per kill, chest or gather. It never changes item quality.

Magic Find (Quality)

How modifiers are picked

RuleWhat it means
Each slot has its own poolWeapons, off-hands, each armour piece, necklaces and rings draw from different lists. A weapon never rolls a resistance, and only boots can roll Increased Movement Speed.
Some are more likelyEvery modifier has a weight in the game files. On an item's Modifiers tab, "4.4% chance" means that modifier has a 4.4% chance to be picked for each modifier the item gets, from the game's weights (weight 100 out of a 2,250 pool is 4.4%).
Some need a minimum qualityThe game only offers a modifier to items at or above its minimum quality. In the current version, Increased Movement Speed needs Legendary boots and Threat needs at least Uncommon.
Mana modifiersMana Capacity and Mana Efficiency appear on weapons with a mana bar. Mana Capacity raises the bar, so 1000 mana with +20% becomes 1200.
Some can appear twiceA few modifiers can show up twice on one item (listed below).
Built-in modifiersSome items always have one fixed modifier on top of what they roll, such as the Copper Helm (Bludgeon Resistance) and the Regenerating Amulet (Health Regeneration). The jewellery ones are under Fixed effects at the bottom.
Never rolledIncreased Damage, Global Damage Reduction, to Slayer Skill and Chance to Inflict: Poison are in the files but have no chance to roll right now.
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