Tiered Item Modifiers
A complete guide to the custom Tiered/Reforged item modifiers, their effects, rerolling costs, compatible equipment, and common questions.
This page documents the custom item modifiers contained in the server's Tiered/Reforged datapack. These modifiers can change the stats of armor, weapons, bows, tools, shields, staffs, fishing rods, and elytra.
Colour is not a ranking
A modifier's coloured name is not always a simple power ranking. Some modifiers are direct upgrades, some are penalties, and others trade one stat for another. Always read the actual effect.
Quick Answer
When an eligible item receives a modifier, the system:
- Finds every modifier pool that matches the item.
- Selects a matching pool using the pool's relative weight.
- Selects one modifier from that pool using the modifier's relative weight.
- Applies the modifier only while the item is used in its configured equipment slot.
- Allows the modifier to be rerolled with the appropriate hammer and the Anvil.
If you don't like the roll, reforging sends the item back to step 2 — a new pool and a new modifier are selected, at the cost of XP and hammer durability.
Best Modifier by Playstyle
This is a practical recommendation chart, not a strict weakest-to-strongest ranking.
| Item type | Strong general-purpose choices | Specialist choices | Usually reroll |
|---|---|---|---|
| Armor | Godly, Epic, or a Legendary variant | Arcane/Magical for casters; Swift/Speed for mobility; Unchained for damage | Dented I–II; Dented III unless the health trade is useful |
| Melee weapons | Legendary, Mythic, Epic | Arcane for spellblades; Berserk for extreme critical-heavy damage; Critical for a lighter crit trade-off | Dull |
| Bows | Legendary, Epic, Rare | Elastic for draw speed; Light for accuracy | Clumsy or Stretched; Stiff is a trade-off |
| Tools | Legendary — Ultimine, Epic, Hasteful | Extended for reach and a small Ultimine boost; Swift for travel while mining | Common has no bonus |
| Shields | Reinforced, Fortified, Resilient | Unchained for an aggressive off-hand build | Dented |
| Staffs | Spiritual or Mystical | Wildsong for nature/sound magic; Energized for faster casting | Unstable; Useless is usually poor |
| Fishing rods | Legendary | Lucky II for Luck and Lure; Lucky I for a simpler Luck bonus | Unlucky |
| Elytra | Legendary or Epic | — | Common Elytra |
How Weights Work
- Pool weight decides how often a group of modifiers is considered compared with other matching groups.
- Modifier weight decides how often an individual modifier is selected after its pool is chosen.
- A higher number means more common, not stronger.
- A weight is not a direct percentage because one item may match several pools at the same time.
- Special modded items may match both a normal equipment pool and a special item-only pool.
Main Pool Weights
| Equipment group | Pools and relative weights |
|---|---|
| General armor | Normal 5, Bad 3, Good 3 |
| General melee weapons | Common 5, Bad 3, Good 2 |
| Simply Swords unique weapons | Additional good pool 2 |
| General bows | Bad 3, Good 2 |
| Too Many Bows bows | Special pool 2 |
| General tools | Normal 7, Good 3, Gathering 3, Extended 3 |
| Shields | Bad 3, Good 2 |
| Staffs | Staff pool 5 |
| Fishing rods | Fishing pool 1 |
| Elytra | Elytra pool 1 |
| Angel armor | Special pool 2 |
| Tectonic Crest armor | Special pool 2 |
| Eldritch Pan | Special pool 5 |
Reforging
Use the Anvil to replace an item's current modifier with another valid roll.
| Equipment | Required hammer |
|---|---|
| Armor, shields, and elytra | Armorer's Hammer |
| Swords, axes, bows, and staffs | Weaponsmith's Hammer |
| Pickaxes, shovels, hoes, fishing rods, and general tools | Toolsmith's Hammer |
The tables below show the configured experience cost and hammer durability cost for each modifier. Reforged describes its experience cost in XP points rather than full experience levels.
Reading the Stat Tables
- Flat additions are shown as
+1,+4, and so on. - Percentage modifiers are shown as
+10%or−25%. - 2 maximum health = 1 heart.
- 2 armor points = 1 full armor icon.
- Armor values are listed per equipped armor piece, not as a full-set total.
- Main-hand bonuses apply only while the item is held in the main hand.
- Off-hand shield bonuses apply only while the shield is in the off hand.
- Staff bonuses are configured for either hand.
- A percentage modifier on an attribute whose normal base is
0may do nothing until another item or effect first adds that attribute.
Armor Modifiers
These modifiers can roll on equipment matched by the configured Forge or Bookshelf armor tags. Unless noted otherwise, the effect applies while the armor piece is equipped in any armor slot.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Common (standard_armors/common) | No stat change | No attribute changes. | 8 | 1 XP / 1 hammer durability |
Dented I (armors/dented) | Negative | −1 armor (−0.5 armor icons). | 3 | 2 XP / 2 hammer durability |
Dented II (armors/dented1) | Negative | −1.5 armor (−0.75 armor icons). | 4 | 2 XP / 2 hammer durability |
Dented III (armors/dented2) | Trade-off | −1 armor (−0.5 armor icons); +1 maximum health (+0.5 hearts). | 4 | 2 XP / 2 hammer durability |
Unchained (armors/unchained) | Damage trade-off | −2 armor (−1 armor icons); +25% attack damage. | 3 | 3 XP / 2 hammer durability |
Fortified (armors/fortified) | Defense | +25% armor. | 3 | 4 XP / 2 hammer durability |
Heavy (armors/heavy) | Knockback defense | +10% knockback resistance. | 3 | 4 XP / 2 hammer durability |
Reinforced (armors/reinforced) | Defense | +2 armor (+1 armor icons). | 3 | 4 XP / 2 hammer durability |
Resilient I (armors/resilient) | Health | +1 maximum health (+0.5 hearts). | 3 | 4 XP / 2 hammer durability |
Resilient II (armors/resilient_1) | Health / stamina | +4 maximum health (+2 hearts); +20 idle stamina regeneration. | 4 | 4 XP / 2 hammer durability |
Magical (armors/magical) | Spellcasting | +20% mana regeneration; +15% spell power; +5% cast-time reduction; +15% spell resistance. | 2 | 3 XP / 2 hammer durability |
Arcane (armors/arcane) | Advanced spellcasting | +25% mana regeneration; +25% spell power; +20% spell cooldown reduction; +20% spell resistance. | 2 | 3 XP / 2 hammer durability |
Speed (armors/speed) | Mobility | +1 armor (+0.5 armor icons); +15% attack speed; +10% movement speed; +10% swim speed; +35 idle stamina regeneration. | 4 | 4 XP / 2 hammer durability |
Swift (armors/swift) | Advanced mobility | +25% attack speed; +20% movement speed; +0.25 entity reach; +1 block reach; +20% swim speed; +75 idle stamina regeneration. | 2 | 4 XP / 2 hammer durability |
Rare — Defense (standard_armors/rare) | Health / defense | +4 maximum health (+2 hearts); +1 armor (+0.5 armor icons). | 4 | 6 XP / 3 hammer durability |
Rare — Experience (standard_armors/rare_1) | Health / experience | +4 maximum health (+2 hearts); +65% experience gained. | 2 | 6 XP / 3 hammer durability |
Epic (standard_armors/epic) | Health / defense | +6 maximum health (+3 hearts); +2 armor (+1 armor icons); +1 armor toughness. | 2 | 8 XP / 4 hammer durability |
Legendary — Tank (standard_armors/legendary) | Maximum defense | +10 maximum health (+5 hearts); +4 armor (+2 armor icons); +0.5 Luck; +2 armor toughness. | 1 | 10 XP / 5 hammer durability |
Legendary — Balanced (standard_armors/legendary_1) | Balanced defense | +8 maximum health (+4 hearts); +1 armor (+0.5 armor icons); +1 Luck; +1.5 armor toughness. | 1 | 10 XP / 5 hammer durability |
Legendary — Juggernaut (standard_armors/legendary_2) | Extreme armor | +12 maximum health (+6 hearts); +8 armor (+4 armor icons). | 1 | 10 XP / 5 hammer durability |
Legendary — Tough (standard_armors/legendary_3) | Health / toughness | +10 maximum health (+5 hearts); +1 armor (+0.5 armor icons); +0.5 Luck; +2 armor toughness. | 1 | 10 XP / 5 hammer durability |
Mythic (standard_armors/mythic) | Health / stamina | +12 maximum health (+6 hearts); +1 armor (+0.5 armor icons); +100 idle stamina regeneration; +0.5 Luck. | 1 | 10 XP / 5 hammer durability |
Godly (standard_armors/godly) | All-round premium | +12 maximum health (+6 hearts); +20% attack speed; +2 armor (+1 armor icons); +100 idle stamina regeneration; +3 Luck; +5 experience gained; +15% spell power; +10% movement speed; +10% swim speed; +0.25 entity reach. | 1 | 10 XP / 5 hammer durability |
Armor Notes
- Dented I, II, and III are separate internal files even though their visible names may be similar.
- Rare and Legendary have multiple internal variants with different bonuses. Read the tooltip rather than relying on the rarity name alone.
- Heavy uses a percentage knockback-resistance bonus. Because ordinary players begin with zero knockback resistance, it is most useful when another item or effect already provides some.
- Godly, Mythic, and the Angel special include some bonuses configured for
MAINHAND. Those specific lines only activate while the armor item itself is held, not while it is worn. - Tectonic Crest Special contains
−50% spell cooldown reduction. A negative reduction normally makes spell cooldown behavior worse rather than better.
Special Armor-Set Modifiers
These are only added by item-specific pools. The listed items may also match ordinary armor pools, so the special modifier is not necessarily the only possible result.
| Special modifier | Eligible items | Effect per piece | Weight | Reforge cost |
|---|---|---|---|---|
Angel Set Special (armors/set) | Epic Paladins Angel helmet, chestplate, leggings, and boots | +12 maximum health (+6 hearts); +2 armor (+1 armor icons); +1.5 armor toughness; +100 idle stamina regeneration; +0.5 Luck. | 1 | 10 XP / 5 hammer durability |
Tectonic Crest Special (armors/set2) | Travel Optics Tectonic Crest helmet, chestplate, leggings, and boots | +15% spell power; −50% spell cooldown reduction; +35% fire spell power. | 1 | 10 XP / 5 hammer durability |
Melee Weapon Modifiers
These modifiers are intended for swords, axes, Forge-tagged melee weapons, compatible Blue Skies weapons, and selected Sons of Sins weapons. Simply Swords unique weapons also receive their own positive-only pool.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Common (standard_weapons/common) | No stat change | No attribute changes. | 8 | 1 XP / 1 hammer durability |
Dull (melee_weapons/dull) | Negative | −10% attack damage. | 3 | 2 XP / 2 hammer durability |
Berserk (melee_weapons/berserk) | Extreme critical-heavy damage | +75% attack damage; −25% attack speed; +2 critical bonus damage; +55% to existing critical rate. | 3 | 3 XP / 2 hammer durability |
Critical (melee_weapons/critical) | Critical-hit trade-off | −10% attack damage; +2 critical bonus damage; +25 percentage points of critical-hit chance. | 3 | 3 XP / 2 hammer durability |
Keen (melee_weapons/keen) | Damage | +10% attack damage. | 3 | 4 XP / 2 hammer durability |
Sharp (melee_weapons/sharp) | Damage | +15% attack damage. | 3 | 4 XP / 2 hammer durability |
Rare (melee_weapons/rare) | Balanced offense | +0.25 attack damage; +0.1 attack speed. | 4 | 6 XP / 3 hammer durability |
Epic (melee_weapons/epic) | Fast offense | +0.375 attack damage; +0.5 attack speed. | 2 | 8 XP / 4 hammer durability |
Legendary (melee_weapons/legendary) | Premium offense | +0.625 attack damage; +1 attack speed; +0.5 Luck. | 1 | 10 XP / 5 hammer durability |
Mythic (melee_weapons/mythic) | Offense / defense | +1.625 attack damage; +2 armor (+1 armor icons); +1.5 Luck; +2 armor toughness; +65% two-handed stamina reduction. | 2 | 10 XP / 5 hammer durability |
Arcane (melee_weapons/arcane) | Spellblade | +1.625 attack damage; +5% spell resistance; +1.5 Luck; +5% spell power; +5% mana regeneration; +25 maximum mana; +65% two-handed stamina reduction. | 2 | 10 XP / 5 hammer durability |
Melee Notes
- Berserk now grants a very large +75% attack-damage bonus, +2 critical bonus damage, and +55% to existing critical rate, but still reduces attack speed by 25%. It no longer reduces block or entity reach.
- Berserk’s critical-rate bonus is multiplicative, so it increases an existing critical-rate value by 55% rather than adding 55 percentage points.
- Critical sacrifices 10% normal attack damage for +2 critical bonus damage and 25 percentage points of critical-hit chance.
- Arcane and Mythic include Better Paragliders two-handed stamina attributes.
- A separate
melee_weapons/extendedfile exists with +1 block reach and +2 FTB Ultimine maximum blocks, but no pool currently references it. The active version used by the shared tools-and-weapons pool istools/extended.
Bow Modifiers
General bows matched by the Forge bow tags use the following modifiers.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Clumsy (bows/clumsy) | Negative | −0.3 arrow damage; −0.2 accuracy. | 3 | 2 XP / 2 hammer durability |
Stiff (bows/stiff) | Trade-off | −0.5 draw speed; +0.2 arrow velocity. | 3 | 3 XP / 2 hammer durability |
Stretched (bows/stretched) | Negative | −0.2 arrow damage; −0.2 arrow velocity. | 3 | 2 XP / 2 hammer durability |
Elastic (bows/elastic) | Draw speed | +1.5 draw speed. | 3 | 4 XP / 2 hammer durability |
Light (bows/light) | Accuracy | +0.4 accuracy. | 3 | 4 XP / 2 hammer durability |
Rare (bows/rare) | Projectile power | +0.3 arrow damage; +0.1 arrow velocity. | 4 | 6 XP / 3 hammer durability |
Epic (bows/epic) | Advanced projectile power | +0.3 draw speed; +0.6 arrow damage; +0.4 arrow velocity. | 2 | 8 XP / 4 hammer durability |
Legendary (bows/legendary) | Premium bow | +1 draw speed; +0.25 accuracy; +1 arrow damage; +1 arrow velocity. | 1 | 10 XP / 5 hammer durability |
Too Many Bows Modifiers
Bows in the too_many_bows:bows tag can also use these special versions. They rely on Too Many Bows and UnionLib attributes.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Rare — Too Many Bows (bow/rare) | Too Many Bows | +0.4 Too Many Bows draw speed; +0.15 accuracy; +0.15 Too Many Bows damage; +3 percentage points of Too Many Bows critical chance; +0.5 arrow velocity. | 4 | 10 XP / 5 hammer durability |
Epic — Too Many Bows (bow/epic) | Too Many Bows | +1.2 Too Many Bows draw speed; +0.2 accuracy; +0.25 Too Many Bows damage; +6 percentage points of Too Many Bows critical chance; +0.75 arrow velocity. | 2 | 10 XP / 5 hammer durability |
Legendary — Too Many Bows (bow/legendary) | Too Many Bows | +1 Too Many Bows draw speed; +0.25 accuracy; +0.5 Too Many Bows damage; +15 percentage points of Too Many Bows critical chance; +1 arrow velocity. | 1 | 10 XP / 5 hammer durability |
Bow Notes
- Clumsy, Stiff, and Stretched can appear in the Too Many Bows special pool as well as the general bow pools.
- A Too Many Bows item that also matches the Forge bow tags may qualify for more than one bow pool.
- Accuracy, arrow velocity, draw speed, and arrow damage are custom UnionLib or Too Many Bows attributes; the tooltip value is the safest comparison between two bows.
Tool Modifiers
These can roll on pickaxes, shovels, hoes, and other items matched by the configured tool tags. Axes and some weapons can match overlapping tool and weapon pools.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Common (standard_tools/common) | No stat change | No attribute changes. | 8 | 1 XP / 1 hammer durability |
Uncommon (standard_tools/uncommon) | Reach | +1 block reach. | 8 | 1 XP / 1 hammer durability |
Hasteful (gathering_tools/hasteful) | Mining speed | +20% block-break speed. | 3 | 4 XP / 2 hammer durability |
Swift (gathering_tools/swift) | Mining / movement | +10% block-break speed; +10% movement speed. | 3 | 4 XP / 2 hammer durability |
Extended (tools/extended) | Reach / Ultimine | +1 block reach; +2 FTB Ultimine maximum blocks. | 2 | 4 XP / 2 hammer durability |
Rare (standard_tools/rare) | Experience / speed | +5% experience gained; +0.1 attack speed. | 4 | 6 XP / 3 hammer durability |
Epic (standard_tools/epic) | Mining / attack speed | +0.075 block-break speed; +0.5 attack speed. | 2 | 8 XP / 4 hammer durability |
Legendary — Ultimine (standard_tools/legendary) | Ultimine / experience | +12.5% experience gained; +1 attack speed; +6 FTB Ultimine maximum blocks. | 1 | 10 XP / 5 hammer durability |
Legendary — Battle Tool (standard_tools/legendary_1) | Combat / defense | +0.625 attack damage; +4 armor (+2 armor icons); +0.5 Luck; +5 experience gained. | 1 | 10 XP / 5 hammer durability |
Tool Notes
- Legendary — Ultimine adds 6 to the FTB Ultimine maximum-block limit while held.
- Extended adds 1 block of block reach and 2 to the FTB Ultimine maximum-block limit while held.
- The
gathering_tools/swift_1file is defined but not included in any pool, so it cannot roll normally. - The two Legendary tool files are very different: one focuses on Ultimine and XP, while the alternate acts more like a combat/defense tool.
Shield Modifiers
Shield effects are configured for the off hand.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Dented (shields/dented) | Negative | −1 armor (−0.5 armor icons). | 2 | 2 XP / 2 hammer durability |
Unchained (shields/unchained) | Damage trade-off | −2 armor (−1 armor icons); +25% attack damage. | 1 | 3 XP / 2 hammer durability |
Heavy (shields/heavy) | Knockback defense | +10% knockback resistance. | 1 | 4 XP / 2 hammer durability |
Fortified (shields/fortified) | Defense | +25% armor. | 1 | 4 XP / 2 hammer durability |
Reinforced (shields/reinforced) | Defense | +2 armor (+1 armor icons). | 1 | 4 XP / 2 hammer durability |
Resilient (shields/resilient) | Health | +1 maximum health (+0.5 hearts). | 1 | 4 XP / 2 hammer durability |
Shield Notes
- Unchained removes 2 armor points but increases total attack damage by 25% while the shield is in the off hand.
- Heavy is percentage-based knockback resistance and may show little or no benefit when the player has no existing knockback resistance.
Staff Modifiers
Staff modifiers rely mainly on Iron's Spells 'n Spellbooks. Wildsong additionally uses FamiliarsLib. Their bonuses work in either the main hand or off hand.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Unstable (staffs/unstable) | Negative | −10% mana regeneration; −10% spell power; −10% cast-time reduction; −15% spell cooldown reduction. | 6 | 0 XP / 2 hammer durability |
Useless (staffs/useless) | Mixed / mostly negative | −20% mana regeneration; −15% spell power; +15% cast-time reduction. | 6 | 0 XP / 2 hammer durability |
Bent (staffs/bent) | Spell-power trade-off | −20% mana regeneration; +15% spell power. | 8 | 0 XP / 2 hammer durability |
Enchanted (staffs/enchanted) | Mana | +10% mana regeneration. | 4 | 0 XP / 2 hammer durability |
Energized (staffs/energized) | Faster casting | +15% cast-time reduction; +15% spell cooldown reduction. | 4 | 0 XP / 2 hammer durability |
Enlightened (staffs/enlightened) | Spell power | +10% spell power. | 4 | 0 XP / 2 hammer durability |
Mystical (staffs/mystical) | Advanced spellcasting | +10% mana regeneration; +15% spell power; +10% cast-time reduction; +10% spell cooldown reduction. | 2 | 0 XP / 2 hammer durability |
Spiritual (staffs/spiritual) | Premium spellcasting | +25% mana regeneration; +20% spell power. | 2 | 0 XP / 2 hammer durability |
Wildsong (staffs/wildsong) | Nature / sound magic | +50% sound spell power; +30% nature spell power. | 4 | 0 XP / 2 hammer durability |
Staff Notes
- Spiritual is the strongest general mana-and-power roll.
- Mystical improves mana regeneration, spell power, casting speed, and cooldowns together.
- Wildsong is specifically designed for sound and nature magic.
- Bent is a trade-off: less mana regeneration but more spell power.
- Useless reduces mana regeneration and spell power but improves cast-time reduction.
- A no-bonus
staffs/commonfile exists, but the staff pool does not currently reference it.
Fishing-Rod Modifiers
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Unlucky (fishing_rods/unlucky) | Negative | −1 Fishing Luck. | 1 | 4 XP / 2 hammer durability |
Lucky I (fishing_rods/lucky) | Luck | +1 Fishing Luck. | 3 | 4 XP / 2 hammer durability |
Lucky II (fishing_rods/lucky1) | Luck / faster bites | +1 Fishing Luck; +2.5 Fishing Lure. | 3 | 4 XP / 2 hammer durability |
Legendary (fishing_rods/legendary) | Premium fishing | +2 Fishing Luck; +5 Fishing Lure; +5 experience gained. | 3 | 4 XP / 2 hammer durability |
Fishing Notes
- These modifiers now use the flat
additional_attributes:fishing_luckandadditional_attributes:fishing_lureattributes rather than percentage-based generic Luck. - Lucky II is configured with 2.5 Fishing Lure. Because fishing Luck and Lure behave like level-style values, the tooltip may display a rounded whole number instead of the decimal.
- Legendary is the strongest fishing roll and uses separate modifier IDs for Fishing Luck, Fishing Lure, and experience gained.
- The pool explicitly lists the four Aquaculture rods and now includes the correct
forge:fishing_rodstag verifier, allowing other properly tagged modded rods to qualify. - A redundant
id: forge:fishing_rodsverifier is still present, but the valid tag entry directly below it handles tag-based matching. - The vanilla fishing rod can also match the standard tool pool through its explicit item entry.
Elytra Modifiers
The elytra pool includes the vanilla Elytra, Alex's Mobs Tarantula Hawk Elytra, and Enigmatic Legacy's Enigmatic Elytra.
| Modifier | Best for | Effect per item | Weight | Reforge cost |
|---|---|---|---|---|
Common Elytra (elytra/common_elytra_1) | Negative | −30% durability; −2 maximum health (−1 heart). | 50 | 2 XP / 2 hammer durability |
Epic Elytra (elytra/epic_elytra) | Durability / health | +20% durability; +2 maximum health (+1 heart). | 8 | Not defined |
Legendary Elytra (elytra/legendary_elytra) | Health / speed | +2 maximum health (+1 heart); +10% movement speed. | 3 | Not defined |
Elytra Notes
- The pool weights are 50 Common, 8 Epic, and 3 Legendary, making the Common penalty much more frequent than the two upgrades within this pool.
- The Epic and Legendary Elytra files do not define a reforge hammer, experience cost, or hammer-durability cost.
- The Common Elytra modifier reduces durability by 30% and removes 1 heart.
- The Epic version adds durability and 1 heart.
- The Legendary version adds 1 heart and 10% movement speed.
Item-Specific Weapon Modifier
| Modifier | Eligible item | Configured effect | Weight | Reforge cost |
|---|---|---|---|---|
Eldritch Pan Special (standard_weapons/pan) | Enigmatic Legacy Eldritch Pan | +100 idle stamina regeneration; +1000 one-handed stamina reduction; +1000 two-handed stamina reduction. | 8 | 1 XP / 1 hammer durability |
The Pan's three stamina attributes are configured for armor slots rather than a hand slot. As written, those bonuses are unlikely to activate while the Pan is held.
Mod Compatibility
Some modifiers reference attributes supplied by other mods. The basic modifier can only provide a bonus when the corresponding attribute exists.
| Mod or library | Used for |
|---|---|
| Iron's Spells 'n Spellbooks | Mana regeneration, spell power, spell resistance, maximum mana, cast-time reduction, cooldown reduction, fire power, and nature power |
| UnionLib | Bow damage, draw speed, velocity, accuracy, dig speed, and critical-hit chance |
| Too Many Bows | Special bow draw speed, damage, and critical chance |
| Better Paragliders | Idle stamina regeneration and one-/two-handed stamina reduction |
| Additional Attributes | Fishing Luck and Fishing Lure |
| AttributesLib | Experience-gained bonuses |
| Additional Entity Attributes | Critical bonus damage for Berserk and Critical |
| FTB Ultimine | Extra maximum blocks for the Extended and Legendary tool modifiers |
| FamiliarsLib | Sound spell power for Wildsong |
| Forge | Swim speed, reach, and equipment tags |
| Bookshelf | Additional armor tag matching |
Why an Item May Not Receive a Modifier
An item only qualifies when its item ID or one of its tags matches a pool verifier. A modded item may look like a sword, staff, shield, or armor piece but still receive no modifier when its developer did not add it to the expected Forge or mod-specific tag.
Common reasons include:
- The item is missing the required Forge tag.
- The datapack lists a tag as an item ID by mistake.
- The item belongs to a mod that uses its own unusual equipment system.
- The modifier references an attribute supplied by a mod that is not installed.
- The tier file exists but is not referenced by a pool.
- The pool references a tier file that is missing.
Frequently Asked Questions
Not automatically. Several internal files share the same rarity name, and specialist modifiers may be better for a particular build. A caster may prefer Arcane armor over a health-focused Legendary roll, while a miner may prefer Hasteful or Extended over a combat-oriented Legendary tool.
The datapack contains multiple separate Legendary files for armor and tools. The visible rarity name may be the same, but the internal variant and effects are different.
It is a relative selection weight. A modifier with weight 4 is selected more often than one with weight 1 inside the same chosen pool. It does not mean a 4% chance.
Reroll it in the Anvil with the correct hammer. Each roll consumes the configured XP and hammer durability.
No. The item must be in a configured slot: armor worn, weapons/tools in the main hand, shields in the off hand, or staffs in either hand.
The files are configured so the listed values belong to each individual armor piece. Equipping several pieces is intended to combine their bonuses, although exact stacking can depend on the Reforged version and attribute IDs.
The fishing modifiers now use flat, level-style Fishing Luck and Fishing Lure attributes. Lucky II is configured with 2.5 Fishing Lure, but the tooltip may round or truncate that decimal when displaying it.
Percentage modifiers multiply an existing attribute value. Knockback resistance normally begins at zero, so multiplying zero produces no additional value until another source adds some first.
The datapack includes cross-mod attributes for the server's larger modpack. For example, caster modifiers use Iron's Spells attributes and one tool modifier changes FTB Ultimine's block limit.
It can when it matches overlapping tags. The Extended tool pool explicitly includes swords and axes, and axes commonly match both tool and melee pools.
The Angel and Tectonic items have item-specific pools, but they can also match general armor tags. The system considers every matching pool.
Its file contains a negative cooldown-reduction amount. Unless another mod interprets the attribute unusually, negative cooldown reduction works as a penalty.
Internal IDs
When reporting a bug, include the full internal modifier ID shown in the tables. This is especially important for duplicate visible names such as Dented, Rare, Legendary, Resilient, Lucky, and Swift.
