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Modifiers
September 21, 2026 at 06:09 AM
Fixed the Pristine armor column to Crit Damage as changed in the Autumn Update, added the Strong bow modifier with hedged figures, noted that bows roll Precise and Strong and that crafted capes roll modifiers
Modifiers in Romestead are permanent stat bonuses that roll on weapons and armor. They never expire, do not require any upkeep, and are not the same as Altar Blessings (which are temporary and only one can be active). Random enchants on dungeon-found trinkets joined the system in patch 0.23.1_3.
Weapon mods roll on melee weapons and trade one stat against another. Since the Autumn Update (0.26.1, August 31, 2026) bows can also roll the Precise modifier and a new one, Strong. A roll almost always carries a downside, so the best-in-slot choice depends on whether a build wants raw damage, swing speed, reach, or crit. Values below are the current Early Access figures and shift with balance patches.
Modifier | Damage | Speed | Range | Crit Chance | Knockback |
|---|---|---|---|---|---|
Sharpened | +5% | -5% | - | - | - |
Swift | -5% | +10% | - | - | - |
Reaching | -5% | - | +15% | - | - |
Pristine | +10% | - | +5% | - | -5% |
Precise | +5% | -5% | -5% | +10% | - |
Forceful | +10% | -5% | -5% | - | +10% |
Masterwork | +15% | - | - | +3% | - |
Legendary | +15% | - | +10% | +5% | +5% |
Strong (bows only) | Increase | Decrease | - | - | - |
Strong was added in the Autumn Update and rolls only on bows. The patch notes list the modifier without figures; community data puts it at roughly +10% ranged damage and -5% attack speed, but that is a single unofficial source and may not match the live build. Precise, which this table lists with its melee values, can roll on bows since the same update.
Armor mods adjust flat armor, magic armor, crit damage, energy regeneration, knockback resistance, and the three physical resistances. Energy regeneration is the usual cost: the defensive rolls that add armor or magic armor subtract from it. Slashing, piercing, and bludgeoning resistance always move together on these rolls, so they are shown as one column.
Modifier | Armor | Magic Armor | Crit Damage | Energy Regen | Knockback Res. | Physical Res. |
|---|---|---|---|---|---|---|
Weak | - | - | - | - | - | -1% |
Bulwark | - | - | - | -2 | +10% | - |
Hardened | +1 | - | - | -2 | - | - |
Anti-Hex | - | +5% | - | -2 | - | - |
Pristine | - | - | +5% (community figure) | - | - | +1% |
Masterwork | - | - | - | +1 | - | +1% |
Legendary | - | - | - | +2 | - | +1.5% |
The Pristine armor roll changed in the Autumn Update: it now gives crit damage instead of melee damage. The patch notes state the change without a number; the +5% shown is community-reported and unverified against the live build.
Modifiers appear on dropped gear with a random chance. They can be re-rolled by crafting the item again (consuming the materials a second time). Boss-tier gear can carry both standard modifiers and unique boss-themed bonuses. Crafted capes can roll modifiers since the Autumn Update (0.26.1). The Pilum cannot get random enchants (set in patch 0.21.1_6), preserving the simplicity of thrown spear builds.
Modifier | Melee Damage | Movement Speed | Attack Range | Crit Chance | Armor | Magic Armor |
|---|---|---|---|---|---|---|
Grasping | - | - | +5% | - | - | - |
Hasty | - | +1% | - | - | - | - |
Angry | +2% | - | - | - | - | - |
Lucky | - | - | - | +1% | - | - |
Protecting | - | - | - | - | - | +1 |
Defending | - | - | - | - | +2 | - |
Trinkets found in dungeons now roll random enchants since patch 0.23.1_3. These behave like weapon and armor modifiers (permanent, no upkeep) but apply to the accessory slot. See Trinkets.
System | Duration | Slot |
|---|---|---|
Modifier | Permanent | Bound to the specific weapon/armor item. |
Blessing | Active until swapped | Altar; one active at a time across the seven gods. |
Talent / Favor | Permanent | Spent Worship Points in a god's talent tree; persist across all sessions. |