流亡编年史, Path of Exile Wiki (2024)

词缀通常会各方面改变影响的物品,附加统计数据为最常见的词缀,也可以附加增益或技能, 经常在物品、 怪物保险箱或各区域看到。

机制概述

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 circ*mstances 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 冰点低语unique item.

术语

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

术语 解释
固定
  • 最为常见,物品上的固有词缀。
  • 受横线分离於上方的词缀,可被腐化、追忆词所取代。
随机
  • 具有稀有度普通以外(魔法稀有传奇)的任何生成词缀。
  • 可以是随机的(前缀、后缀)或是固有的 (传奇)。
前缀
  • 指在前缀生成的类型。
  • 在稀有度魔法的物品上,可以直接查看,例如,无情的阔剑上将会显示无情的 阔剑
后缀
  • 指在后缀生成的类型。
  • 在稀有度魔法的物品上,可以直接查看,例如,穿透之阔剑上将会显示穿透之 阔剑
腐化
  • 指"污染"后生成的类型。
  • 腐化会取代固定词缀,瓦尔宝珠是最常见的腐化生成方式,详细的腐化词缀,请参阅腐化词缀
附魔
  • 指"附魔"的生成的类型。
  • 附魔词缀有自己的词缀槽,并不会取代固定词缀,手套、鞋子、头部、腰带可以透过帝王试炼迷宫取得,戒指、项炼、凋落传奇可以透过油瓶涂抹取得,武器和胸甲则可以透过丰收园艺取得。
圣战士
  • Refers to Crusader 势力影响物品s, which have the "crusader" tag corresponding to the item class.
  • Crusader items have an electric outline and a 流亡编年史, Path of Exile Wiki (2) symbol next to the item's name.
  • Crusader prefixes are named "Crusader's" and suffixes "of the Crusade".
狩猎者
  • Refers to Hunter 势力影响物品s, which have the "basilisk" tag corresponding to the item class.
  • Hunter items have a poisonous outline and a 流亡编年史, Path of Exile Wiki (3) symbol next to the item's name.
  • Hunter prefixes are named "Hunter's" and suffixes "of the Hunt".
救赎者
  • Refers to Redeemer 势力影响物品s, which have the "eyrie" tag corresponding to the item class.
  • Redeemer items have a sparkly outline and a 流亡编年史, Path of Exile Wiki (4) symbol next to the item's name.
  • Redeemer prefixes are named "Redeemer's" and suffixes "of Redemption".
总督军
  • Refers to Warlord 势力影响物品s, which have the "adjudicator" tag corresponding to the item class.
  • Warlord items have a blazing outline and a 流亡编年史, Path of Exile Wiki (5) symbol next to the item's name.
  • Warlord prefixes are named "Warlord's" and suffixes "of the Conquest".
异界尊师
  • Refers to Elder 势力影响物品s, which have the "elder" tag corresponding to the item class.
  • Elder items have a tentacle background and a 流亡编年史, Path of Exile Wiki (6) symbol next to the item's name.
  • Elder prefixes are named "Eldritch" and suffixes "of the Elder".
塑界者
  • Refers to Shaper 势力影响物品s, which have the "shaper" tag corresponding to the item class.
  • Shaper items have a cosmic background and a 流亡编年史, Path of Exile Wiki (7) symbol next to the item's name.
  • Elder prefixes are named "The Shaper's" and suffixes "of Shaping".
掘狱
  • Refers to the "delve" generation type from crafting with resonators
  • Delve prefixes are named "Subterranean" and suffixes "of the Underground".
隐匿
  • Refers to Veiled mods, which are most commonly found in items that drop from the Immortal Syndicate.
  • Veiled items have a 流亡编年史, Path of Exile Wiki (8) 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)
破裂
  • 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 流亡编年史, Path of Exile Wiki (9) 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.
追忆
  • 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 流亡编年史, Path of Exile Wiki (10) 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 追忆联盟. They can be found in other challenge leagues content like 劫盗 and 丰收.
复合
  • 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.
区域
  • 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.
全域
  • 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.

词缀类别

固定词缀

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.

在物品上,可见的固定词缀大多位於:

  • 戒指
  • 项炼
  • 腰带
  • 箭袋
  • 大多数武器
  • 特定胸甲 (星芒战铠刺杀者之装秘术长衣禁礼之甲)

胸甲通常都有隐藏的移动速度惩罚词缀。

装备上的固定词缀可以透过以下方式改变:

  • 祝福石 - rerolls the range of the stats found on the implicit modifiers.
  • 瓦尔宝珠- Corruption can add or replace an implicit modifier depending on the item type.
  • Using a Resonator with a 镶金化石will 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 丰收 crafting options allows you to set a new implicit modifier on jewels.

Certain unique items also have special interactions with implicits:

  • 狼王魔符- has two randomly chosen 魔符 implicits.

附魔

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 滴注石 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.
  • 星团珠宝s 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 裁缝石 or 淬炼石 which drops from 劫盗同盟.
  • Jewels with enchantments can be found in Heists. The enchantment modifiers pool apparently the same as Harvest jewel implicit.

随机词缀

Explicit modifiers are generally dynamically generated by changing the rarity of the entity or by other modification.

The number of affixes given by 稀有度 depends on the rarity class:

  • 魔法- random modifiers based on conditions: (0 to 1) prefix and (0 to 1) suffix
  • 稀有 - 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
  • 传奇- non-random, fixed modifiers based on the unique entity

Monsters have additional means of receiving modifiers:

  • 魔法 packs of monsters may receive a 血族modifier
  • 稀有monsters may receive a 复仇 modifier
  • 普通 and 魔法monsters may be touched by a 苦痛, giving a Torment 'Touch' modifier
  • 稀有and 传奇monsters may be possessed by a 苦痛, giving a Torment 'Possession' modifier
  • Picking up a 魔符 gives monsters a Talisman modifier
  • 稀有Beasts, which are found in Einhar missions, can have one or two Bestiary mods.

On items, modifiers can be changed by spending currency:

  • 神圣石 rerolls the value of any stats on explicit modifiers on the item
  • 重铸石, 蜕变石, 点金石, 机会石, 富豪石, and 古变石 may be used to alter the rarity of an item (adding/removing mods in the process)
    • 地平石 and 神谕石 will give the newly created map different modifiers.
  • 改造石 and 混沌石 may be used to re-roll the modifiers on Magic and Rare items respectively
  • 增幅石 and 崇高石 may be used to add a random modifier on Magic and Rare items respectively
  • 瓦尔宝珠 has a chance to change the rarity or create maps with 8 Modifiers
  • 无效石 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

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.

IdTypeDescription
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
6Unknown
7Unknown
8Unknown
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
20Synthesis
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
25
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.

IdTypeDescription
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.
13Bestiary
14DelveUsed for delve areas
15Synthesis
16Synthesis
17Synthesis

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, 盟誓之迹 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 流亡编年史, Path of Exile Wiki (32).

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.

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:

  • 荣耀战铠 has the tags str_armour body_armour armour default.
  • 刺杀者之装 has the tags dex_armour body_armour armour default.
  • The mod Impregnable has the spawn weights str_armour 1000、 default 0.
  • Result for 荣耀战铠: The mod can spawn because it has the tag str_armour and a positive spawn weight.
  • Result for 刺杀者之装: 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 崇高石, 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, 唤醒者之玉 ignore aforementioned metamod.

The Catalyst will increase the value of mod that matching the catalyst used. For example, 充能的催化剂 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, 斑驳化石 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, suchas (5□8)% increased maximum Life on body armor, will affect the mod with "life" mod tag.

词缀(Modifiers)

  • 魔法物品最多一随机前缀一随机后缀
  • 稀有物品最多三随机前缀三随机后缀
  • 传奇物品不受前后缀的数量限制
  • 从怪物掉落的稀有物品必定四词缀以上, 只有制作的物品才会有2-3词缀稀有物品
  • 药剂因为只有魔法物品, 所以最多一随机前缀一随机后缀
  • 部分物品会有固定词缀, 例如 拳钉+3 击中回复生命, 固定词缀不受前后缀的数量限制
  • 词缀也分为区域和全域词缀, 区域词缀表示只影响该物品的属性, 而全域词缀表示影响角色的属性.
  • 我们会用 T1~T7 来表示词缀的优劣, 而 T1 表示最佳的词缀, 例如匕首增加 X% 物理伤害 (区域) 等级1-73 范围20-169内的强横的(Tyrannical)为T1词缀.
  • 物品等级会影响词缀, 例如匕首增加 X% 物理伤害 (区域) 等级1-73 范围20-169内的强横的(Tyrannical)T1词缀, 必定要物品等级大於或等於73才能获得.
  • 前后缀内容相同的将会合并, 例如 金光戒指 有固定词缀 增加 (6 to 15)% 物品稀有度, 而在词缀表的戒指区, 有前缀 增加 X% 物品稀有度 (全域) 等级20-62 范围8-24 和后缀 增加 X% 物品稀有度 (全域) 等级3-75 范围6-26, 所以他金光戒指在稀有度上最大值会是
    • 固定词缀: 增加 15% 物品稀有度
    • 随机词缀: 增加 50% 物品稀有度
  • 词缀表内的每个分类只会出现一次, 大师在附加词缀时也遵守此规定
  • 复合词缀为单一条词缀有两个属性, 例如匕首的前缀有 增加 X% 物理伤害 (区域), X 点命中 (区域) 等级1-73 范围10-80 3-135, 表示该词缀同时具备增加 X% 物理伤害X 点命中两个属性
    • 复合词缀内的两个属性必定在同一个区间, 也就是如果该词缀帝王的(Emperor's), 那该物品等级必定大於或等於 73, 且增加 X% 物理伤害的属性范围必定在 75-80, X 点命中的属性范围必定在 100-135
    • 当复合词缀内的属性和其他词缀的属性有相同时, 亦会合并显示, 例如匕首的前缀增加 X% 物理伤害 (区域), X 点命中 (区域) 等级1-73 范围10-80 3-135出现帝王的(Emperor's)和前缀增加 X% 物理伤害 (区域) 等级1-73 范围20-169出现强横的(Tyrannical)时, 可能会有最大的增加 249% 物理伤害 (区域)
  • 同样词缀的T1不一定相同, 例如+X 最大能量护盾在头部的T1会是136-145, 但是在盾牌T1会只有107-135
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