Items & Crafting
Modifiers
Weapons, armour and jewellery in Everlast come in five qualities. The quality decides how many modifiers an item gets: extra bonuses such as more Slash damage, better resistances or a chance to inflict Bleed. Each modifier then rolls its own strength, from tier I to tier V. This guide explains how it all works and lists every modifier with its value at each tier.
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All modifiers
The value at each tier, straight from the game files. Click a modifier for the items that can roll it.
Group
Damage and combat
Crit Chance Increase
Effect:Increase crit chance when attacking
Tier I:+2%
Tier II:+3%
Tier III:+5%
Tier IV:+7%
Tier V:+9%
Crit Damage Bonus
Effect:Increases crit damage from random chance or hitting staggered enemies
Tier I:+25%
Tier II:+35%
Tier III:+50%
Tier IV:+65%
Tier V:+80%
Increase Heavy Attack Damage
Effect:Increases damage multiplier for heavy attack damage
Tier I:+4%
Tier II:+8%
Tier III:+12%
Tier IV:+16%
Tier V:+20%
Increase Light Attack Damage
Effect:Increases damage multiplier for light attack damage
Tier I:+4%
Tier II:+8%
Tier III:+12%
Tier IV:+16%
Tier V:+20%
Increased Block Damage Cap
Effect:Raises Block Damage Cap.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
Increased Bludgeon Damage
Effect:Raises Bludgeon Damage.
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Increased Cold Damage
Effect:Raises Cold Damage.
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Increased Energy Damage
Effect:Raises Energy Damage.
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Increased Heat Damage
Effect:Raises Heat Damage.
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Increased Pierce Damage
Effect:Raises Pierce Damage.
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Increased Slash Damage
Effect:Raises Slash Damage.
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Parry Damage Increase
Effect:Increases the stamina damage dealt to an enemy when you parry their attack
Tier I:+6%
Tier II:+12%
Tier III:+18%
Tier IV:+24%
Tier V:+30%
Threat
Effect:Enemies you damage focus on you more, drawing them away from your allies.
Tier I:+10%
Tier II:+20%
Tier III:+30%
Tier IV:+40%
Tier V:+50%
Threat (lower)
Effect:Enemies you damage focus on you less.
Tier I:-5%
Tier II:-10%
Tier III:-15%
Tier IV:-20%
Tier V:-25%
Vampiric Weapon
Effect:Recover health on hit based on a percentage of damage done
Tier I:+2%
Tier II:+4%
Tier III:+6%
Tier IV:+8%
Tier V:+10%
Group
Afflictions
Chance to Deflect: Bleed
Effect:Increases chance of resisting this affliction when rolled against you
Tier I:+5%
Tier II:+10%
Tier III:+15%
Tier IV:+20%
Tier V:+25%
Chance to Deflect: Burn
Effect:Increases chance of resisting this affliction when rolled against you
Tier I:+5%
Tier II:+10%
Tier III:+15%
Tier IV:+20%
Tier V:+25%
Chance to Deflect: Electrified
Effect:Increases chance of resisting this affliction when rolled against you
Tier I:+5%
Tier II:+10%
Tier III:+15%
Tier IV:+20%
Tier V:+25%
Chance to Deflect: Fracture
Effect:Increases chance of resisting this affliction when rolled against you
Tier I:+5%
Tier II:+10%
Tier III:+15%
Tier IV:+20%
Tier V:+25%
Chance to Deflect: Freeze
Effect:Increases chance of resisting this affliction when rolled against you
Tier I:+5%
Tier II:+10%
Tier III:+15%
Tier IV:+20%
Tier V:+25%
Chance to Deflect: Weakness
Effect:Increases chance of resisting this affliction when rolled against you
Tier I:+5%
Tier II:+10%
Tier III:+15%
Tier IV:+20%
Tier V:+25%
Chance to Inflict: Bleed
Effect:Increases the chance of doing this affliction with all attacks
Tier I:+1%
Tier II:+1.5%
Tier III:+2%
Tier IV:+3%
Tier V:+4%
Chance to Inflict: Burn
Effect:Increases the chance of doing this affliction with all attacks
Tier I:+1%
Tier II:+1.5%
Tier III:+2%
Tier IV:+3%
Tier V:+4%
Chance to Inflict: Electrified
Effect:Increases the chance of doing this affliction with all attacks
Tier I:+1%
Tier II:+1.5%
Tier III:+2%
Tier IV:+3%
Tier V:+4%
Chance to Inflict: Fracture
Effect:Increases the chance of doing this affliction with all attacks
Tier I:+1%
Tier II:+1.5%
Tier III:+2%
Tier IV:+3%
Tier V:+4%
Chance to Inflict: Freeze
Effect:Increases the chance of doing this affliction with all attacks
Tier I:+1%
Tier II:+1.5%
Tier III:+2%
Tier IV:+3%
Tier V:+4%
Chance to Inflict: Weakness
Effect:Increases the chance of doing this affliction with all attacks
Tier I:+1%
Tier II:+1.5%
Tier III:+2%
Tier IV:+3%
Tier V:+4%
Electrified Timer Bonus
Effect:Extends how long electrified lasts on the victim and increases the final strike's damage.
Tier I:+6%
Tier II:+12%
Tier III:+20%
Tier IV:+28%
Tier V:+36%
Faster Freezing
Effect:Increases the rate at which freezing drains the victim.
Tier I:+6%
Tier II:+12%
Tier III:+20%
Tier IV:+28%
Tier V:+36%
Fracturing Bonus
Effect:Increases the strength and duration of the fracture debuff.
Tier I:+6%
Tier II:+12%
Tier III:+20%
Tier IV:+28%
Tier V:+36%
Increased Bleed Damage
Effect:Increases bleed damage by a percentage when afflicted
Tier I:+4%
Tier II:+8%
Tier III:+12%
Tier IV:+16%
Tier V:+20%
Increased Burn Damage
Effect:Increases burn damage by a percentage when afflicted
Tier I:+4%
Tier II:+8%
Tier III:+12%
Tier IV:+16%
Tier V:+20%
Weakness Stack Bonus
Effect:Chance of applying a second stack of weakness each time one is applied.
Tier I:+4%
Tier II:+8%
Tier III:+12%
Tier IV:+16%
Tier V:+20%
Group
Resistances
Bludgeon Resistance
Effect:Increases armor resist value to this damage type
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Cold Resistance
Effect:Increases armor resist value to this damage type
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Energy Resistance
Effect:Increases armor resist value to this damage type
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Heat Resistance
Effect:Increases armor resist value to this damage type
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Pierce Resistance
Effect:Increases armor resist value to this damage type
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Slash Resistance
Effect:Increases armor resist value to this damage type
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Group
Defence and survival
Increased Health Regeneration
Effect:Player heals extra hp when passively healing
Arcana level to craft:30
Tier I:+2
Tier II:+3
Tier III:+5
Tier IV:+8
Tier V:+11
Healing Effectiveness Increase
Effect:Increases the amount that all edible healing does to the player
Tier I:+3%
Tier II:+6%
Tier III:+10%
Tier IV:+15%
Tier V:+20%
Increased Maximum Stamina
Effect:Increases maximum stamina by a solid number
Tier I:+5
Tier II:+10
Tier III:+15
Tier IV:+20
Tier V:+25
Increased Movement Speed
Effect:Slightly increases the player's movement speed when running
Tier I:+1%
Tier II:+2%
Tier III:+3%
Tier IV:+4%
Tier V:+5%
Increased Stamina Regeneration
Effect:Stamina Regeneration per Second
Tier I:+1
Tier II:+2
Tier III:+3
Tier IV:+4
Tier V:+5
Potion Efficacy
Effect:Increases the effectiveness of potion buffs. Its tier also makes potions last longer: +10% at tier I, +20% at II, +30% at III, +40% at IV and +50% at V.
Tier I:+3%
Tier II:+6%
Tier III:+10%
Tier IV:+15%
Tier V:+20%
Stamina Use Reduction
Effect:Reduces stamina use on all abilities
Tier I:+3%
Tier II:+6%
Tier III:+10%
Tier IV:+14%
Tier V:+18%
Group
Skill levels
+X% to Arcana Skill
Effect:Raises your Arcana level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Artisan Skill
Effect:Raises your Artisan level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Cooking Skill
Effect:Raises your Cooking level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Defence Skill
Effect:Raises your Defence level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Dexterity Skill
Effect:Raises your Dexterity level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Fishing Skill
Effect:Raises your Fishing level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Forging Skill
Effect:Raises your Forging level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Mining Skill
Effect:Raises your Mining level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Occultism Skill
Effect:Raises your Occultism level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Ranged Skill
Effect:Raises your Ranged level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Sorcery Skill
Effect:Raises your Sorcery level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Strength Skill
Effect:Raises your Strength level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Survival Skill
Effect:Raises your Survival level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Vitality Skill
Effect:Raises your Vitality level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
+X% to Woodcutting Skill
Effect:Raises your Woodcutting level.
Tier I:+2%
Tier II:+4%
Tier III:+7%
Tier IV:+10%
Tier V:+13%
Group
Gathering and loot
Group
Magic
Group
Fixed effects
Damage Reflection
Effect:Deals a share of the damage taken from a hit back to the attacker.
Arcana level to craft:3
Tier I:+10%
Tier II:+10%
Tier III:+10%
Tier IV:+10%
Tier V:+10%
Food Healing Increase
Effect:Increases the healing from eating food.
Arcana level to craft:7
Tier I:+15%
Tier II:+15%
Tier III:+15%
Tier IV:+15%
Tier V:+15%
Gathering Speed
Effect:Makes each gathering action faster.
Arcana level to craft:10
Tier I:+20%
Tier II:+20%
Tier III:+20%
Tier IV:+20%
Tier V:+20%
+8% to Combat Skills
Effect:Raises the Dexterity, Strength, Defence, Ranged and Sorcery levels.
Arcana level to craft:15
Tier I:+8%
Tier II:+8%
Tier III:+8%
Tier IV:+8%
Tier V:+8%
Elemental Damage Taken
Effect:Lowers the damage taken from Heat, Cold and Energy hits.
Arcana level to craft:22
Tier I:-30%
Tier II:-30%
Tier III:-30%
Tier IV:-30%
Tier V:-30%
Loot Magnet Range
Effect:Picks up your own loot drops within this many units automatically.
Arcana level to craft:27
Tier I:+8
Tier II:+8
Tier III:+8
Tier IV:+8
Tier V:+8
Rare Gathering Finds
Effect:Raises the odds of rare finds while gathering.
Arcana level to craft:35
Tier I:+25%
Tier II:+25%
Tier III:+25%
Tier IV:+25%
Tier V:+25%
Damage from Undead and Demons
Effect:Lowers the damage taken from Zombie, Skeleton and Demon attackers.
Arcana level to craft:38
Tier I:-20%
Tier II:-20%
Tier III:-20%
Tier IV:-20%
Tier V:-20%
Item qualities
| Quality | Colour | Modifiers |
|---|---|---|
| Common | Grey | None |
| Uncommon | Green | 2 |
| Rare | Blue | 3 |
| Epic | Purple | 4 |
| Legendary | Orange | 5 |
A better quality also gives the item slightly better base stats (damage, block and sell value) than the Common version, and from Uncommon up, weapons have a mana bar.
Any weapon, armour piece or piece of jewellery that can roll modifiers can be found up to Legendary. Open an item and look at its Modifiers tab to see what it can roll.
Modifier tiers (I to V)
Every modifier on an item shows a roman numeral from I to V. That is its tier, and it sets how strong the modifier is. The list at the bottom of this page gives the value for each tier. For example, Crit Damage Bonus is +25% at tier I and +80% at tier V.
Each modifier rolls its tier on its own, so a Legendary item can still roll tier I modifiers. From the server code: each modifier first has a chance to be tier V that depends on the item's quality: Common 0%, Uncommon 0.5%, Rare 1%, Epic 2%, Legendary 4%. If it misses, the tier is picked evenly from tier I to tier IV. So tier V is rare at every quality, and tiers I to IV are equally likely.
Numbers on real items can differ a little from the table, so treat the table as a guide to how big each tier is.
Bonus conditions
Each modifier an item rolls has a 10% chance to come with an extra condition printed under it, which doubles its effect while the condition is met. That chance is the same at every quality, and only conditions that fit the item can appear. For example, a Legendary Poplar Wand rolled +4% Vampiric Weapon with Rampage: the effect is doubled for 6 seconds after one attack hits two or more enemies. These are all the conditions in the game:
First Strike Prowess
Effect is doubled while above 90% Health.
Adrenaline
Effect is doubled while below 35% Health.
Defensive Fighter
Effect is doubled for 6 seconds after blocking or parrying an attack.
Catalyst
Effect is doubled for 10 seconds after drinking a potion.
Aggressive
Effect is doubled for 10 seconds after a kill.
Battle Vigor
Effect is doubled for 6 seconds after eating food.
Rampage
Effect is doubled for 6 seconds after one attack hits two or more enemies.
Last Resort
Effect is doubled while both abilities are on cooldown, and for 2 seconds after.
Executioner
Effect is doubled for 10 seconds after staggering an enemy.
Opportunistic
Effect is doubled for 10 seconds after afflicting an enemy.
Mankiller
Effect is doubled against humans, bandits and other players.
Necrotic Smite
Effect is doubled against zombies and skeletons.
Trophy Hunter
Effect is doubled against beasts, including spiders and wolves.
Beast Slayer
Effect is doubled against Thrunk, demons and capfolk.
Gatherer
Effect is doubled for 15 seconds after gathering a resource.
Where quality comes from
Crafting
When you craft, you will create items of a certain quality based on your skill level, the quality of the materials, and your success in the active crafting method.
| Minigame grade | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| Incomplete | 77.4% | 18% | 4% | 0.5% | 0.1% |
| C | 65.9% | 26% | 7% | 1% | 0.125% |
| B | 46.3% | 35% | 16% | 2.5% | 0.25% |
| A | 27.5% | 41% | 26% | 5% | 0.5% |
| S | 12% | 44% | 34% | 9% | 1% |
Crafted gear quality is rolled from the grade you score in the crafting minigame, using the fixed odds above. The roll does not use Magic Find. It also does not use your crafting skill level or the quality of your materials; those only decide whether you can craft the recipe. Crafting from a base item keeps that item's quality and modifiers instead of rolling again. Whether your skill level makes the minigame easier is not something the server data shows.
Chests
Chests ignore your Magic Find (Quality) for the quality roll and use a fixed bonus instead. Bigger chests have a bigger bonus, and a locked chest beats an unlocked one of the same size. Your Magic Find (Quality) still helps decide which item the chest gives, and Magic Find (Quantity) still adds rolls:
Magic Find
Necklaces and rings can roll Magic Find. Both only work on loot from monster drops, chests and gathering. They do nothing for crafting.
Magic Find (Quality)
A Magic Find (Quality) of 1.5 (+50%) multiplies the chance of every quality above Common by 1.5, then the odds are rescaled. The multiplier counts up to 5 (+400%). It only changes the quality of gear that drops or is gathered, and it also makes rarer entries more likely to be picked from a loot table.
| Magic Find (Quality) | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| None | 84% | 9.5% | 4% | 2% | 0.5% |
| +50% | 77.8% | 13.2% | 5.6% | 2.8% | 0.7% |
| +100% | 72.4% | 16.4% | 6.9% | 3.5% | 0.9% |
| +200% | 63.6% | 21.6% | 9.1% | 4.5% | 1.1% |
| +400% (max) | 51.2% | 29% | 12.2% | 6.1% | 1.5% |
Magic Find (Quantity)
Magic Find (Quantity) multiplies how many times a loot table is rolled, so you get more items per kill, chest or gather. It never changes item quality.
How modifiers are picked
| Rule | What it means |
|---|---|
| Each slot has its own pool | Weapons, off-hands, each armour piece, necklaces and rings draw from different lists. A weapon never rolls a resistance, and only boots can roll Increased Movement Speed. |
| Some are more likely | Every modifier has a weight in the game files. On an item's Modifiers tab, "4.4% chance" means that modifier has a 4.4% chance to be picked for each modifier the item gets, from the game's weights (weight 100 out of a 2,250 pool is 4.4%). |
| Some need a minimum quality | The game only offers a modifier to items at or above its minimum quality. In the current version, Increased Movement Speed needs Legendary boots and Threat needs at least Uncommon. |
| Mana modifiers | Mana Capacity and Mana Efficiency appear on weapons with a mana bar. Mana Capacity raises the bar, so 1000 mana with +20% becomes 1200. |
| Some can appear twice | A few modifiers can show up twice on one item (listed below). |
| Built-in modifiers | Some items always have one fixed modifier on top of what they roll, such as the Copper Helm (Bludgeon Resistance) and the Regenerating Amulet (Health Regeneration). The jewellery ones are under Fixed effects at the bottom. |
| Never rolled | Increased Damage, Global Damage Reduction, to Slayer Skill and Chance to Inflict: Poison are in the files but have no chance to roll right now. |
Can appear twice on one item
Chance to Inflict: Bleed
Tier I to V:+1% to +4%
Chance to Inflict: Burn
Tier I to V:+1% to +4%
Chance to Inflict: Electrified
Tier I to V:+1% to +4%
Chance to Inflict: Fracture
Tier I to V:+1% to +4%
Chance to Inflict: Freeze
Tier I to V:+1% to +4%
Chance to Inflict: Weakness
Tier I to V:+1% to +4%
Increased Block Damage Cap
Tier I to V:+2% to +13%