Loading...
Modifiers
August 26, 2026 at 03:50 PM
Added page description summarizing the article
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. 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% |
Armor mods adjust flat armor, magic armor, 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 | Melee Damage | Energy Regen | Knockback Res. | Physical Res. |
|---|---|---|---|---|---|---|
Weak | - | - | - | - | - | -1% |
Bulwark | - | - | - | -2 | +10% | - |
Hardened | +1 | - | - | -2 | - | - |
Anti-Hex | - | +5% | - | -2 | - | - |
Pristine | - | - | +5% | - | - | +1% |
Masterwork | - | - | - | +1 | - | +1% |
Legendary | - | - | - | +2 | - | +1.5% |
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. 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. |