Item mods: Difference between revisions

187 bytes added ,  07:41, 16 October 2023
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(fixing up the rarities to what they are now)
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{{disambig hatnote|This page describes item '''mods''', which are modifiers applied to equipment or items. For a more general usage of the term, refer to [[mods (disambiguation)]].
{{disambig hatnote|This page describes item '''mods''', which are modifiers applied to equipment or items. For a more general usage of the term, refer to [[mods (disambiguation)]].
}}
}}
Item mods, often referred to simply as "mods", represent enhancements or abilities that can be added to an item. Mods can either be added intentionally to an item with the [[Tinkering]] skills, or mods can appear spontaneously on an item as part of procedural item generation. Items are limited to a maximum of 3 mods in almost all cases.<ref>One rare but notable exception to the 3 mod limit is described on the [[extradimensional]] page.</ref>
Item mods, often referred to simply as "mods", represent enhancements or abilities that can be added to an item. Mods can either be added intentionally to an item with the [[Tinkering]] skills, or mods can appear spontaneously on an item as part of procedural item generation. Items are limited to a maximum of 3 mods in almost all cases.<ref>One rare but notable exception to the 3 mod limit is described on the [[extradimensional]] page.</ref> The [[gigantic]] mod is the primary exception, as it does not take up a modification 'slot'.{{Code Reference|namespace=XRL.World.Parts|class=ModGigantic|method=GetModificationSlotUsage}}


Relics have unique modifiers and a described separately. For more information about relics, refer to the [[Relic]]s page.
Relics have unique modifiers and a described separately. For more information about relics, refer to the [[Relic]]s page.
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== Mod Rarity ==
== Mod Rarity ==


Each mod has a rarity value of either Common, Uncommon, Rare, Rare 2 or Rare 3. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}<ref>The actual weights for mods by rarirty are 100000, 40000, 10500, 1500, and 150, but those numbers have been simplified to the lowest common factors for this article.</ref>
Each mod has a rarity value of either Common, Uncommon, Rare, Rare 2 or Rare 3. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}<ref>The actual weights for mods by rarirty are 100000, 40000, 10500, 1500, and 150, but those numbers have been simplified to the highest common factor for this article.</ref>
   {| class="wikitable"
   {| class="wikitable"
   ! colspan="2" | Rarity
   ! colspan="2" | Rarity
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