Modifiers
Modifiers, found on equipment as lines of green text, cause various effects, such as increased crit chance, increased shot count, or increased fire rate/decreased cycle time. The prefix of a weapon is determined by how many modifiers it has:
Modified: 1 Modifier
Custom: 2 Modifiers
Experimental: 3 Modifiers
Prototype: 4+ Modifiers (Prototype items with 5+ modifiers can only be obtained via admin commands.)
Depending on the zone, the max amount of modifiers on equipment can vary.
Minion Loot:
Normal: Stock and Modified Standard Items
Elite: Modified and Custom Standard Items
Mid-boss Loot:
Normal: Modified and Custom Standard Items
Elite: Custom and Experimental Standard Items
Secret Loot:
Normal: Stock Exotic Items
Elite: Modified Exotic Items
Boss:
Standard:
Normal: Custom and Experimental Items
Elite: Experimental and Prototype Items
Exotic:
Normal: Stock, Modified, Custom, and Experimental Items
Elite: Modified, Custom, Experimental, and Prototype Items
The following is a list of modifiers and what they do:
Wildfire
Main
Secondary
Special
Mobility
Body
Duskwing
Main
Secondary
Special
Mobility
Body
Ironclad
Main
Secondary
Special
Mobility
Body
Fabricator
Main
Secondary
Special
Mobility
Body
Base Crit Chance Base Crit Damage Movement Speed +Blockers
+Armor Pierce: Damage dealt by weapon and/or its projectiles now ignore all partial damage reduction (armored enemies normally reduce damage from all sources by 50%)
+Range: Increases the distance in pixels traveled by a weapon's projectiles
+(Object): Adds additional objects (Applies for Shots, Dances, Shrapnel, etc). In particular, +Shrapnel adds 5 bullets to Macron explosions which each deal 50% of explosion damage.
+Bounce: Allows the projectile to bounce one (more) time, resetting range upon contact of a wall and/or floor.
Penetrating: Allows projectile to go through enemies
Explosive Ammo: Projectile lingers as a small explosion for a short time at the end of its range. (Enemies already damaged by the projectile before the explosion will not be damaged by the explosion.)
+Precision: Projectiles no longer spread during continuous fire of a Repeater
Quick Shot: Increases rate of fire for ranged weapons
+Max Ammo: Increases the max ammo of a secondary by a certain amount (only applies while it is equipped, but it is multiplied by Bandolier ammo multipliers if present)
Incendiary: Explosions are replaced by flames that cause 50% of weapon damage every 500 milliseconds. Flames last for 2 seconds before disappearing.
Barbed: Frags now deal 50% of weapon damage to the first enemy they touch directly.
Trisected: Triples the amount of projectiles/explosions produced (Macrons have this as an innate trait)
+Air Blast/Warp: Allows the use of a Blast/Warp again in the air.
+Base Crit Chance: Adds additional chance to crit with any weapon
+Base Crit Damage: Adds additional damage multiplier to crits caused by any weapon
+Jump Height: Increases the upward velocity of a shell when jumping
+Move Speed: Increases the horizontal velocity of a shell when moving left and right
+Damage: Increases the damage of any weapon by a percent (additive with other damage bonuses)
+Armor: Increases defense of a shell
+Crit Chance: Increases the chance to crit on just the weapon with the modifier
+Crit Damage: Increases the damage multiplier of a crit caused by just the weapon with the mod (additive with base crit damage)
+Spin Time: Increases the maximum time of a Duskwing's jump attack
+Extra Hit: Melee weapon hits an additional time (For Duskwing, only applies on ground attacks)
+Leech: Ground attacks heal the Duskwing for 1 HP per strike on most enemies (the extra hit from Extra Hit mod does not count as a strike for Leech purposes)
+Simultaneous: Allows more instances of a projectile or object to be out at one time
+Speed: Projectile (or in the cases of Warps and Mantlets, the Duskwing or Ironclad) moves faster
+Lifetime: Increases the time a projectile can be out before it expires. Alternately, increases the maximum time of a single warp or dive-kick.
+Swing Speed: Increases the execution speed of a melee weapon's attack animations.
+Knockback Resist: Projectile and contact damage cause less knockback (additive with itself). If the total becomes 100% or greater, character becomes immune to damage-based knockback.
+Height: The Preceptor's wave has a maximum of this many projectiles stacked on top of each other.
+Acceleration: Increases rate at which projectile (or the Ironclad) reaches max speed
Seeking: Projectile now homes in on enemies
Reflect: Causes projectiles to be returned in the general direction of where it came at great speed
-Cycle Time: Reduces time between consecutive damage ticks
+Radius: Increases size of area covered by a projectile or set of projectiles
Armored: Decreases damage from all sources by 50%. Only active for Antiphons while still in flight; always active for Mangonels.
Quick Summon: Cuts summoning time in half, reducing it to 500 milliseconds.
+Blockers: The item has (additional) small orbs with innate Shielded attribute
Shielded: Object now destroys non-piercing projectiles on contact.
-Gravity: The effect of gravity on the Fabricator while Lightfoot is equipped is reduced further than usual.