Can You Roll 2 Increased Prefixes on Shaper Items

Not to be confused with stats.

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.

Contents

  • 1 Mechanics overview
  • 2 Terminology
    • 2.1 Examples
  • 3 Types of modifiers
    • 3.1 Implicit modifiers
    • 3.2 Enchantments
    • 3.3 Explicit modifiers
  • 4 Conditions
    • 4.1 Mod Domain
    • 4.2 Mod Generation Type
    • 4.3 Mod Level
    • 4.4 Mod Group
    • 4.5 Tags
    • 4.6 Spawn weight tag
    • 4.7 Mod tag
  • 5 Developer information
  • 6 Modifier lists
    • 6.1 Item modifiers
  • 7 See also
  • 8 Version history
  • 9 References

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[1]
  • 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 Warstaff
Quality: +20%
Physical Damage: 49.2-91.2
Critical Strike Chance: 6.10%
Attacks per Second: 1.30
Weapon Range: 13
Requires Level 33 , 59 Str, 59 Int +18% Chance to Block Attack Damage while wielding a Staff +1 to Level of Socketed Support Gems
Grants Level 1 Icestorm Skill
Plays Whispering Ice sound on killing a rare Monster (Hidden)
(14-18)% increased Intelligence
(8-12)% increased Cast Speed
1% increased Spell Damage per 10 Intelligence
Guard your darkest thoughts well, for they are
the cracks through which the Nightmare crawls.
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#Conditions :

Term Explanation
Implicit 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.

Explicit 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).

Prefix 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 Vicious
Prefix
(85-109)% increased Physical Damage
on a Broad Sword One Handed Sword
Physical Damage: 15-21
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 11
Requires Level 15 , 30 Str, 30 Dex 40% increased Global Accuracy Rating
will show as Vicious Broad Sword.

Suffix 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 of the Lynx
Suffix
+(13-17) to Dexterity
on a Broad Sword One Handed Sword
Physical Damage: 15-21
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 11
Requires Level 15 , 30 Str, 30 Dex 40% increased Global Accuracy Rating
will show as Broad Sword of the Lynx.

Corruption Refers to the "corrupted" generation type.

Corruptions replace implicit modifiers. Vaal Orb Stack Size: 10 Corrupts an item, modifying it unpredictably Right click this item then left click an item to corrupt it. Corrupted items cannot be modified again.
Shift click to unstack.
is most commonly used to generate corrupted. See Corrupted for a list of modifiers for additional methods of obtaining.

Enchantment 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.

Crusader Refers to Crusader influenced items, which have the "crusader" tag corresponding to the item class.

Crusader items have an electric outline and a Crusader-item-symbol.png symbol next to the item's name.

Crusader prefixes are named "Crusader's" and suffixes "of the Crusade".

Hunter Refers to Hunter influenced items, which have the "basilisk" tag corresponding to the item class.

Hunter items have a poisonous outline and a Hunter-item-symbol.png symbol next to the item's name.

Hunter prefixes are named "Hunter's" and suffixes "of the Hunt".

Redeemer Refers to Redeemer influenced items, which have the "eyrie" tag corresponding to the item class.

Redeemer items have a sparkly outline and a Redeemer-item-symbol.png symbol next to the item's name.

Redeemer prefixes are named "Redeemer's" and suffixes "of Redemption".

Warlord Refers to Warlord influenced items, which have the "adjudicator" tag corresponding to the item class.

Warlord items have a blazing outline and a Warlord-item-symbol.png symbol next to the item's name.

Warlord prefixes are named "Warlord's" and suffixes "of the Conquest".

Elder Refers to Elder influenced items, which have the "elder" tag corresponding to the item class.

Elder items have a tentacle background and a Elder-item-symbol.png symbol next to the item's name.

Elder prefixes are named "Eldritch" and suffixes "of the Elder".

Shaper Refers to Shaper influenced items, which have the "shaper" tag corresponding to the item class.

Shaper items have a cosmic background and a Shaper-item-symbol.png symbol next to the item's name.

Elder prefixes are named "The Shaper's" and suffixes "of Shaping".

Delve Refers to the "delve" generation type from crafting with resonators

Delve prefixes are named "Subterranean" and suffixes "of the Underground".

Veiled Refers to Veiled mods, which are most commonly found in items that drop from the Immortal Syndicate.

Veiled items have a Veiled-item-symbol.png 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 Jorgin's
Suffix
10% Chance to Trigger Level 10 Summon Spectral Wolf on Kill
, of Hillock of Hillock
Suffix
4% increased Attributes
)

Fractured 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 Fractured-item-symbol.png 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.

Synthesised 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 Synthesised-item-symbol.png 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.

Hybrid 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.

Local 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.[2]

Please note that modifiers themselves are never local. Only statistics can be local.

Global 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.[2]

Please note that modifiers themselves are never global. Only statistics can be global.

Examples

  • A normal Goat's Horn Wand
    Physical Damage: 9-16
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.20
    Weapon Range: 120
    Requires Level 6 , 29 Int (10-14)% increased Spell Damage
    with a increased Spell Damage implicit modifier.

  • Orb of Augmentation Stack Size: 30 Augments a magic item with a new random modifier Right click this item then left click a magic item to apply it. Magic items can have up to two random modifiers.
    Shift click to unstack.
    enchanted a suffix modifier.

  • Regal Orb Stack Size: 10 Upgrades a magic item to a rare item Right click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added. upgraded it to rare item and enchanted an additional suffix modifier.

Types of modifiers

Implicit modifiers

Implicit modifier on items

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:

Certain unique items also have special interactions with 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.[3] 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.[4] They are always fixed values, so Blessed Orbs Stack Size: 20 Randomises the numeric values of the implicit modifiers of an item Right click this item then left click another item to apply it.
Shift click to unstack.
have no effect on them.[5] 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 Stack Size: 10 Adds an enchantment to a utility flask that will cause it to be used when certain conditions are met. Replaces any existing enchantment. Right click this item then left click a flask to apply it.
    Shift click to unstack.
    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 Stack Size: 100
    Seed Tier: 3
    Spawns a level ? Monster when Harvested
    Provides ? Units of Raw Wild Lifeforce when Harvested
    Can be Harvested after 11 Growth Cycles
    Consumes (50%) Vivid Units of Condensed Lifeforce per Growth Cycle
    Consumes (50%) Primal Units of Condensed Lifeforce per Growth Cycle
    Requires 4 Adjacent Wild Seeds of at least Tier 2 to Grow
    Reveals a random Weapon Enchantment that replaces Quality's effect when Harvested Shift click to unstack.
    , Primal Cystcaller Bulb Stack Size: 100
    Seed Tier: 3
    Spawns a level ? Monster when Harvested
    Provides ? Units of Raw Primal Lifeforce when Harvested
    Can be Harvested after 11 Growth Cycles
    Consumes (50%) Wild Units of Condensed Lifeforce per Growth Cycle
    Consumes (50%) Vivid Units of Condensed Lifeforce per Growth Cycle
    Requires 4 Adjacent Primal Seeds of at least Tier 2 to Grow
    Reveals a random Body Armour Enchantment that replaces Quality's effect when Harvested Shift click to unstack.
    , Vivid Nestback Grain Stack Size: 100
    Seed Tier: 2
    Spawns a level ? Monster when Harvested
    Provides ? Units of Raw Vivid Lifeforce when Harvested
    Can be Harvested after 9 Growth Cycles
    Consumes (100%) Wild Units of Condensed Lifeforce per Growth Cycle
    Requires 4 Adjacent Vivid Seeds of at least Tier 1 to Grow
    Reveals a random Map Enchantment when Harvested Shift click to unstack.
    and Vivid Striketail Grain Stack Size: 100
    Seed Tier: 2
    Spawns a level ? Monster when Harvested
    Provides ? Units of Raw Vivid Lifeforce when Harvested
    Can be Harvested after 8 Growth Cycles
    Consumes (100%) Primal Units of Condensed Lifeforce per Growth Cycle
    Requires 4 Adjacent Vivid Seeds of at least Tier 1 to Grow
    Reveals a random Flask Enchantment that depletes as it is used when Harvested Shift click to unstack.
    for details.
  • Weapons and body armour with enchantments are possible rewards in Grand Heists. The enchantments can be added by using Tailoring Orb Stack Size: 20 Adds or replaces an enchantment on body armour. This may reforge the body armour's sockets. Right click this item then left click on the item you wish to modify.
    Shift click to unstack.
    or Tempering Orb Stack Size: 20 Adds or replaces an enchantment on a weapon. This may reforge the weapon's sockets. Right click this item then left click on the item you wish to modify.
    Shift click to unstack.
    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:

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.

Id Type Description
1 Item The mod is generated on items (but not jewels or flasks)
2 Flask The mod is generated on flasks
3 Monster The mod is generated on monsters
4 Chest The mod is generated on Chests (i.e. Strongboxes)
5 Area The mod is generated on maps and vaal side areas
6 Unknown
7 Unknown
8 Unknown
9 Crafted The mod is generated by crafting bench through bench crafting, including unlocked veiled modifier
10 Jewel The mod is generated on jewels
11 Atlas The mod is generated by Cartographer's Sextants.
12 Leaguestone The mod is generated by leaguestones.
13 Abyss Jewel The mod is generated by abyss jewels.
14 Map Device
16 Delve Fossil The mod is generated by Fossils (with some are disabled; read version 3.10.0 patch note).
17 Delve Area The mod is generated on Azurite Mine areas
18 Synthesis Area
19 Synthesis Area (Global) The mod is generated on Synthesis unique map, due to the map item mod Map has # additional Synthesis Global Modifiers
20 Synthesis
21 Cluster Jewel The mod is generated on Cluster Jewels
22 Heist Area The mod is generated on Contract and Blueprint
23 Heist Gear The mod is generated on Heist NPC gear
24 Trinket The mod is generated on Thief's Trinket
25
26 unveiled modifier The mod is generated on item that drops from Immortal Syndicate and unveiled by Jun
27

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.

Id Type Description
1 Prefix The mod is generated as prefix, for example Item Prefix.
2 Suffix The mod is generated as suffix, for example Item Suffix.
3 Unique The 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.
4 Nemesis The mod is a Nemesis mod.
5 Corrupted The mod is a Corrupted mod and is given to the item upon corruption.
6 Bloodlines The mod is a Bloodlines mod.
7 Torment The mod is a Torment mod.
8 Tempest The mod is a Tempest mod.
9 Talisman The mod is a Talisman monster mod.
10 Enchantment The mod is a mod granted by Enchantment.
11 Essence The mod is a mod granted by Essences.
13 Bestiary
14 Delve Used for delve areas
15 Synthesis
16 Synthesis
17 Synthesis

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 Quality: +20%
Evasion: 15
50% increased Movement Speed
Level Requirement reduced by 100 (Hidden)
"Death can be outrun with these, but beware!
In running from death, you may forget to live."
- Icius Perandus, Antiquities Collection, Item 202
normally has a level requirement of <em class="tc -value">1</em>, 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.[1]

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.[1]

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:

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 Stack Size: 10 Augments a rare item with a new random modifier Right click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. , 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 of Spellcraft
Suffix
Cannot roll Attack Modifiers
) or caster mod tag ( of Weaponcraft of Weaponcraft
Suffix
Cannot roll Caster Modifiers
). However, essence[6], Awakener's Orb Stack Size: 10 Destroys an item, applying its influence to another of the same item class
The second item is reforged as a rare item with both influence types and new modifiers
Right click this item, then left click the item you wish to take the influence from, then left click an item of the same item class you wish to apply it to.
Shift click to unstack.
[7] ignore aforementioned metamod.

The Catalyst will increase the value of mod that matching the catalyst used. For example, Imbued Catalyst Stack Size: 10 Adds quality that enhances Caster modifiers on a ring, amulet or belt
Replaces other quality types
Right click this item then left click a ring, amulet or belt to apply it. Has greater effect on lower-rarity jewellery. The maximum quality is 20%.
Shift click to unstack.
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 Stack Size: 20 More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
Place in a Resonator to influence item crafting.
Shift click to unstack.
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.

Developer information

Relevant data can be found in the content.ggpk

Mods Data/Mods.dat List of mods with their associated stats & values, buffs and skills, conditions
Mod Domains Data/ModsDomains.dat empty
Mod Generation Types Data/ModsGenerationTypes.dat empty

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

Modifier lists

Item modifiers

See also

  • Stat
  • Affix
  • Category:Mods
  • Category:Mod lists

Version history

Version Changes
3.12.0
  • 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.
3.11.0
  • Fixed several modifiers that didn't have names.

References

  1. 1.0 1.1 1.2 (September 25, 2018). "PoEDB does not have a listed mod subset for additional mines/trap and mine damage mod, but metallic or corroded seem to block it.". Path of Exile subreddit. Retrieved July 6, 2019.
  2. 2.0 2.1 (January 30, 2013). "Local vs Global modifiers". Official Path of Exile Forums. Retrieved August 21, 2016.
  3. Bex_GGG (March 6, 2019). "Synthesis Patch Note". Path of Exile Forums. Retrieved March 13, 2019.
  4. Bex_GGG (February 24, 2016). "Ascendancy Enchantments". Path of Exile subreddit. Retrieved February 24, 2016.
  5. Bex_GGG (February 23, 2016). "Ascendancy Enchantments". Official Path of Exile Forums. Retrieved February 24, 2016.
  6. Chris (August 22, 2016). "Essence Metamod Crafting". Retrieved October 16, 2020publisher=Official Path of Exile Forums.
  7. Version 3.9.1b patch note

Can You Roll 2 Increased Prefixes on Shaper Items

Source: https://pathofexile.fandom.com/wiki/Modifiers

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