Can have up to 3 crafted modifiers суффикс или префикс

Can have up to 3 Crafted Modifiers — Path of Exile

«Can have up to 3 crafted modifiers» is a suffix(of Crafting). It costs two Exalted Orbs.

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This mod counts as one of the crafted modifiers. Therefore, you can only add two extra crafted mods.

This strategy is used to create high-quality items with up to 5 desirable mods. This crafted modifier is itself counted as a modifier, meaning this craft essentially allows you to add two other crafted modifiers through the crafting bench, instead of the normal one. The downsides to this strategy are that the crafted modifier takes up one of the three suffix spots (where some of the most powerful crafted mods reside) and that crafting the mod costs two exalted orbs, which is quite expensive. Multimodding is ideally done on an item with three desirable mods. These are usually created through alt-aug-regaling.

Orb of Scouring removes all random modifiers from a magic or rare piece of equipment. Therefore, crafted Mods will be removed. However, implicit modifiers, quality, sockets, and links are not removed, as well as affixes protected by meta-crafting mods. For example, if you use «Suffixes Cannot Be Changed» on an item, then using Orb of Scouring, «Can have up to 3 crafted modifiers» can be retained.

Another method to remove crafted mods is through Crafting Bench: Remove Crafted Mods. The cost is an Orb of Scouring.

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How to unlock Can have up to 3 Crafted Modifiers recipe

Suffix ModifierStatsCostRecipe location
of CraftingCan have up to 3 Crafted Modifiers2Г— Exalted OrbThe Pale Court

The Pale Court is a map area(level 75). “Can have up to 3 Crafted Modifiers” crafting recipe can be found here. This area is opened by place the following map fragments into a Map Device:

IngredientMap device location
1x Volkuur’s Keytop left
1x Inya’s Keybottom left
1x Eber’s Keytop right
1x Yriel’s Keybottom right

1. Obtain the above map fragments by purchasing from other players. The total price is about 28 Chaos Orb x 4 = 112 Chaos Orb.

2. As shown in the following image, insert these map framents into the Map Device in the correct order:

3. Then, open the The Pale Court area. Fight the bosses and unlock the crafting recipes.

Can have up to 3 crafted modifiers prefix or suffix?

«Can have up to 3 crafted modifiers» is a suffix(of Crafting).


The following image shows a magic quiver and a rare helmet. These two items all have of Crafting mods: Can have up to 3 Crafted Modifiers.

Can have up to 3 crafted modifiers суффикс или префикс

Which orbs does this protect against?

It doesn’t protect against using a chaos orb, everything gets re-rolled.

Will it prevent the prefixes from being rerolled by a divine orb?
Will it prevent an orb of annulment from removing any of prefixes and force it to remove only suffixes?
Will it prevent an exalted orb from adding a prefix and force it to only add suffixes?

Does it protect against anything else?

The same questions would apply to «suffixes cannot be changed».

What I’d like is a way to re-roll only suffixes or only prefixes. By reroll, i mean randomly pick new ones.

So if I had a tier 1 life, and garbage suffixes, I could lock in the Life prefix and keep re-rolling until I got good suffixes. Or, vice versa by locking in suffixes and trying to get new prefixes.

Is there by chance a website where you can practice crafting to see exactly what everything does?

I am also curious about these questions. I’ve never done much workbench crafting and i figure it’s time to change that.

A website like that would be awesome.

It doesn’t protect against chaos ?
I thought it works with chaos but only once (since «prefixes cannot be changed» is a suffix).
I never used those mods myself though.

Last time I crafted this was how it worked. Protected once but mastermod was toast.

Been a while since I crafted though, and I do suffixes then prefixes, without chaos orbs. They could add too many mods and block the ability to put a ‘cannot be changed’ on it, then you had to pray an orb of annulment didn’t remove the mods you wanted while opening up a prefix/suffix slot you needed.

Any reason you’re doing prefixes first? I’m assuming a good life mod?

As for a practice website,
Google is your friend.

Crap, forgot to answer original question.

It protects through alteration spam, using a scouring (once), prevents the number from being changed with a divine orb, should prevent the current prefixes from being changed with a chaos orb (but will be removed and possibly replaced with a new mod), and an orb of annulment won’t remove a prefix while the mastermod is on the item but it can remove the mastermod.

Also note that the mastermod occupies a suffix slot so after removing it you’ll have a suffix slot to fill via exalted orb.

That means that prefixes are protected against Annulment, Chaos, Divine and Scour. But are not protected against rerolls via essence or resonator.

The ‘cannot change prefix’ is a suffix though, so it will be rerolled. This means that if you annul the item, you could potentially waste exalts because you annul the ‘cannot change prefix’ mod and have to craft it again. This is why nobody ever does that. If you want to mod suffixes, you scour.

Also, if there is an open prefix, it doesn’t prevent getting a prefix slammed. But very few people to do this because it could be a really bad prefix. The better approach is where you have 2-3 desirable (and preferably, rare) prefixes on the item after scouring. Then you can simply add a multimod modifier and choose whatever you want for the remaining slots.

Unless you are swimming in exalts, I wouldn’t recommend adding ‘prefixes cannot be changed’ just to isolate 1 good mod. It’s cheaper just to alt spam, augment and regal for whatever you need — if regaled item sucks then, you scour and repeat.

Chaos spam is more random and cost inefficient to the alt-aug-regal-scour or alc-scour methods, especially if you are only looking for one particular mod. Also, since your ‘cannot change prefix’ mod is removed upon scouring, you’ll need to add it on again afterwards to protect your mod against your next chaos application and so on for each chaos. The risk of adding bad suffixes with no easy way to remove them is also not something I would accept.

Frankly, I don’t understand why you want to spend 2 ex to preserve a t1 life prefix, and that you are willing to randomly roll suffixes back onto the item afterwards. Mechanically, yes, you can do that; it’s your currency, you can do whatever you want with it.

But it would be more cost efficient to buy a high level base, use alt-aug-regal-scour to get 2 desirable mods, metacraft the ‘cannot change prefix/suffix’, scour and then multimod actual desirable mods back on. At this point, if you are feeling daring or rich, you can spend your wealth trying to annul the ‘can have multiple crafted modifiers’ mod off after you finish metacrafting, then exalt slamming the last suffix.

i can tell you one example (there are more but i dont fiddle much with the prefix/suffix cant be changed crafting mods) where it’s used successfully, and that is the guaranteed way to completely multi mod craft an item to your liking by making use of a «prefixes/suffixes» can’t be changed mod and an orb of scouring.

So the short version an orb of scouring wont remove prefixes/suffixes if you added the equivalent crafting mod before using the orb. the crafted mod will then be removed because thats usually always the opposite affix type it wants to protect.

So i’ll describe a perfect situation here, any best base weapon type; your aim is to get a 1 affix rare weapon, under normal circumstances an item will be reverted back to magic rarity if only one suffix/prefix mod remains on the item (except when you are using orb of annulment but ignore that situation for now). But there is a way to accomplish this without using orb of annulments and at least eliminate the RNG of orb of annulment at the cost of higher currency for the craft.

step 1: you apply an orb of transmutation to a white/normal weapon base type to turn it into a magic rarity item.
step 2: you use alteration spam to get a desired tier 1 prefix/suffix, in this perfect situation you hit tier 1 increased physical weapon damage as a single prefix mod and no suffix mod.
step 3: you then apply a regal orb to upgrade the item to rare rarity and the item gets a random suffix you dont want for this weapon (in this example)
step 4: you add the «can have multiple crafted mod» suffix for 2 exalted orbs
step 5: you then craft the «prefixes can’t be changed» suffix mod for 2 exalted orbs, your suffix slots are full now.
step 6: you then craft ANY prefix to simply have 2 prefixes at that moment, more explanation on that later.
step 7: you then use an orb of scouring on the item, because you crafted «prefixes cant be changed» on the item beforehand the end result is a RARE weapon with one desired and one crafted random prefix. If you did not add a random crafted prefix before using an orb of scouring your item would have been downgraded to a 1 prefix mod MAGIC item.
step 8: you then remove the random crafted prefix with the WORKBENCH (another orb of scouring cost). You now have a Rare weapon with 1 desired prefix because removing the crafted prefix doesnt downgrade the item to a one prefix magic rarity item.
step 9: you add the «can have multiple crafted mods» suffix again for 2 exalted orbs, and fill up all the prefix/suffix slots to your liking.

Ultimately this is the guaranteed more costy way to setup a desired 1 prefix/suffix rare item to multicraft with. however only if you managed to hit your desired prefix/suffix tier roll as only mod as magic item in the beginning of the crafting process. Therefore it’s strongly recommended to replace this costy method by making use of an orb of annulment at the cost of RNG, this orb can remove a random mod of an item which doesnt affect the item rarity. So if you used an orb of annulment in the above mentioned crafting steps then you only needed to do steps 1-3, use an orb of annulment hoping to remove the added suffix and behold, you also have a 1 (desired) prefix mod rare item.

On the path of exile gamepedia wiki in the crafting section : «suffix or prefix wipe» there is another situation described for crafting purposes 🙂 hopefully this post was helpful to you!


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 (HIDDEN) 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 The Whispering Ice unique item.


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

  • Any innate modifier of an entity. Most commonly used in reference to items.
  • On items, this is the effect above the line separating modifiers. They can also be replaced via certain effects such as corruption.
  • Any generated modifier of an entity that has a non-normal rarity (i.e. Magic , Rare or Unique ).
  • May be randomized (such as prefixes, suffixes) or fixed (e.x. on unique items).
  • Refers to the «Prefix» generation type.
  • On magic entities, these will have a name visible before the name of the entity itself. For example, Vicious on a Broad Sword will show as Vicious Broad Sword .
  • Refers to the «Suffix» generation type.
  • On magic entities, these will have a name visible after the name of the entity itself. For example, of the Lynx on a Broad Sword will show as Broad Sword of the Lynx .
  • Refers to the «corrupted» generation type.
  • Corruptions replace implicit modifiers. Vaal Orb is most commonly used to generate corrupted. See Corrupted for a list of modifiers for additional methods of obtaining.
  • Refers to the «enchantment» generation type
  • Enchantments use their own modifier slot to the item and will not replace implicit modifiers. Gloves, boots, helmets and belts can have Labyrinth Enchantments, which can be acquired from the Labyrinth. Rings, amulets, and Blight uniques can be Anointed to add an enchantment. Weapons and body armour can have enchantments from Harvest craft.
  • Refers to Crusader influenced items, which have the «crusader» tag corresponding to the item class.
  • Crusader items have an electric outline and a symbol next to the item’s name.
  • Crusader prefixes are named «Crusader’s» and suffixes «of the Crusade».
  • Refers to Hunter influenced items, which have the «basilisk» tag corresponding to the item class.
  • Hunter items have a poisonous outline and a symbol next to the item’s name.
  • Hunter prefixes are named «Hunter’s» and suffixes «of the Hunt».
  • Refers to Redeemer influenced items, which have the «eyrie» tag corresponding to the item class.
  • Redeemer items have a sparkly outline and a symbol next to the item’s name.
  • Redeemer prefixes are named «Redeemer’s» and suffixes «of Redemption».
  • Refers to Warlord influenced items, which have the «adjudicator» tag corresponding to the item class.
  • Warlord items have a blazing outline and a symbol next to the item’s name.
  • Warlord prefixes are named «Warlord’s» and suffixes «of the Conquest».
  • Refers to Elder influenced items, which have the «elder» tag corresponding to the item class.
  • Elder items have a tentacle background and a symbol next to the item’s name.
  • Elder prefixes are named «Eldritch» and suffixes «of the Elder».
  • Refers to Shaper influenced items, which have the «shaper» tag corresponding to the item class.
  • Shaper items have a cosmic background and a symbol next to the item’s name.
  • Elder prefixes are named «The Shaper’s» and suffixes «of Shaping».
  • Refers to the «delve» generation type from crafting with resonators
  • Delve prefixes are named «Subterranean» and suffixes «of the Underground».
  • Refers to Veiled mods, which are most commonly found in items that drop from the Immortal Syndicate.
  • Veiled items have a symbol next to the item’s name.
  • Veiled prefixes are named «Chosen» and suffixes «of the Order». Veiled affixes exclusive to certain Syndicate members are named after the agent (Ex. Jorgin’s , of Hillock )
  • Refers to Fractured versions of base items. Fractured items have up to three permanently fixed mods that cannot be modified.
  • Fractured items have a foggy bluish glow and a symbol next to the item’s name.
  • Fractured items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest.
  • Refers to Synthesised versions of base items.
  • Synthesised have different implicit modifiers from the original base item, up to three.Synthesised items have a shimmering glow and a symbol next to the item’s name.
  • Non-unique Synthesised items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest. items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest.
  • Refers to modifiers that grant two or more different statistics of lesser magnitude than «pure» modifiers.
  • For example, generally these refer to modifiers such as #% increased Physical Damage, +# to Accuracy Rating «.
  • Please note that while technically correct, modifiers Adds # to # Damage modifiers are not considered hybrid .
  • Refers to modifiers that grant local statistics.
  • In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.
  • Please note that modifiers themselves are never local. Only statistics can be local.
  • Refers to modifiers that grant global statistics.
  • In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.
  • Please note that modifiers themselves are **never global**. Only statistics can be global.

Types of modifiers

Implicit modifiers

Implicit modifiersalways 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:

  • Blessed Orb — rerolls the range of the stats found on the implicit modifiers.
  • Vaal Orb- Corruption can add or replace an implicit modifier depending on the item type.
  • Using a Resonator with a Gilded Fossilwill add an Item sells for much more to vendors 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:

  • Greatwolf Talisman- has two randomly chosen talisman implicits.


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

Blessed Orbs 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.

  • Using an Instilling Orb on a flask adds an enchantment which causes the flask to be automatically used when a certain condition is met.
  • [[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 Wild Brambleback Bulb, Primal Cystcaller Bulb, Vivid Nestback Grain and Vivid Striketail Grain for details.
  • Weapons and body armour with enchantments are possible rewards in Grand Heists. The enchantments can be added by using Tailoring Orb or Tempering Orb 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:

  • Magic — random modifiers based on conditions: (0 to 1) prefix and (0 to 1) suffix
  • Rare — 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
  • Unique — non-random, fixed modifiers based on the unique entity

Monsters have additional means of receiving modifiers:

  • Magic packs of monsters may receive a Bloodlines modifier
  • Rare monsters may receive a Nemesis modifier
  • Normal and Magic monsters may be touched by a Tormented Spirit, giving a Torment ‘ Touch ‘ modifier
  • Rare and Unique monsters may be possessed by a Tormented Spirit, giving a Torment ‘ Possession ‘ modifier
  • Picking up a Talisman gives monsters a Talisman modifier
  • Rare Beasts, which are found in Einhar missions, can have one or two Bestiary mods.

On items, modifiers can be changed by spending currency:

  • Divine Orb rerolls the value of any stats on explicit modifiers on the item
  • Orb of Scouring, Orb of Transmutation, Orb of Alchemy, Orb of Chance, Regal Orb, and Ancient Orb may be used to alter the rarity of an item (adding/removing mods in the process)
    • Orb of Horizons and Harbinger’s Orb will give the newly created map different modifiers.
  • Orb of Alteration and Chaos Orb may be used to re-roll the modifiers on Magic and Rare items respectively
  • Orb of Augmentation and Exalted Orb may be used to add a random modifier on Magic and Rare items respectively
  • Vaal Orb has a chance to change the rarity or create maps with 8 Modifiers
  • Orb of Annulment 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


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.

1ItemThe mod is generated on items (but not jewels or flasks)
2FlaskThe mod is generated on flasks
3MonsterThe mod is generated on monsters
4ChestThe mod is generated on Chests (i.e. Strongboxes)
5AreaThe mod is generated on maps and vaal side areas
9CraftedThe mod is generated by crafting bench through bench crafting, including unlocked veiled modifier
10JewelThe mod is generated on jewels
11AtlasThe mod is generated by Cartographer’s Sextants.
12LeaguestoneThe mod is generated by leaguestones.
13Abyss JewelThe mod is generated by abyss jewels.
14Map Device
16Delve FossilThe mod is generated by Fossils (with some are disabled; read version 3.10.0 patch note).
17Delve AreaThe mod is generated on Azurite Mine areas
18Synthesis Area
19Synthesis Area (Global)The mod is generated on Synthesis unique map, due to the map item mod Map has # additional Synthesis Global Modifiers
21Cluster JewelThe mod is generated on Cluster Jewels
22Heist AreaThe mod is generated on Contract and Blueprint
23Heist GearThe mod is generated on Heist NPC gear
24TrinketThe mod is generated on Thief’s Trinket
26unveiled modifierThe mod is generated on item that drops from Immortal Syndicate and unveiled by Jun

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.

1PrefixThe mod is generated as prefix, for example Item Prefix.
2SuffixThe mod is generated as suffix, for example Item Suffix.
3UniqueThe mod is «unique» — it is given directly to the relevant entity and not generated normally. For example, the mods on unique items and implicit modifiers have this property.
4Nemesis The mod is a Nemesis mod.
5CorruptedThe mod is a Corrupted mod and is given to the item upon corruption.
6BloodlinesThe mod is a Bloodlines mod.
7TormentThe mod is a Torment mod.
8TempestThe mod is a Tempest mod.
9TalismanThe mod is a Talisman monster mod.
10EnchantmentThe mod is a mod granted by Enchantment.
11EssenceThe mod is a mod granted by Essences.
14DelveUsed for delve areas

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, Seven-League Step normally has a level requirement of 1, however putting the 0.5% of Damage Leeched as Life if you’ve Killed Recently enchantment from the 3rd labyrinth on it, will increase the level requirement to .

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.

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.

  • Glorious Plate has the tags str_armour • body_armour • armour • default.
  • Assassin’s Garb has the tags dex_armour • body_armour • armour • default.
  • The mod Impregnable has the spawn weights str_armour 1000、 default 0.
  • Result for Glorious Plate: The mod can spawn because it has the tag str_armour and a positive spawn weight.
  • Result for Assassin’s Garb: 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 Exalted Orb, as well as beastcrafting recipes «add affix, remove affix», interact with item which has metamod of Spellcraft — Cannot roll Attack Modifiers (Suffix) or of Weaponcraft — Cannot roll Caster Modifiers (Suffix). Which Exalted Orb would not add mod to the item with attack mod tag ( of Spellcraft ) or caster mod tag (of Weaponcraft). However, essence, Awakener’s Orb ignore aforementioned metamod.

The Catalyst will increase the value of mod that matching the catalyst used. For example, Imbued Catalyst 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, Corroded Fossil 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 (5–8)% increased maximum Life on body armor, will affect the mod with «life» mod tag.