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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:

  1. Finds every modifier pool that matches the item.
  2. Selects a matching pool using the pool's relative weight.
  3. Selects one modifier from that pool using the modifier's relative weight.
  4. Applies the modifier only while the item is used in its configured equipment slot.
  5. 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 typeStrong general-purpose choicesSpecialist choicesUsually reroll
ArmorGodly, Epic, or a Legendary variantArcane/Magical for casters; Swift/Speed for mobility; Unchained for damageDented I–II; Dented III unless the health trade is useful
Melee weaponsLegendary, Mythic, EpicArcane for spellblades; Berserk for extreme critical-heavy damage; Critical for a lighter crit trade-offDull
BowsLegendary, Epic, RareElastic for draw speed; Light for accuracyClumsy or Stretched; Stiff is a trade-off
ToolsLegendary — Ultimine, Epic, HastefulExtended for reach and a small Ultimine boost; Swift for travel while miningCommon has no bonus
ShieldsReinforced, Fortified, ResilientUnchained for an aggressive off-hand buildDented
StaffsSpiritual or MysticalWildsong for nature/sound magic; Energized for faster castingUnstable; Useless is usually poor
Fishing rodsLegendaryLucky II for Luck and Lure; Lucky I for a simpler Luck bonusUnlucky
ElytraLegendary or EpicCommon 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 groupPools and relative weights
General armorNormal 5, Bad 3, Good 3
General melee weaponsCommon 5, Bad 3, Good 2
Simply Swords unique weaponsAdditional good pool 2
General bowsBad 3, Good 2
Too Many Bows bowsSpecial pool 2
General toolsNormal 7, Good 3, Gathering 3, Extended 3
ShieldsBad 3, Good 2
StaffsStaff pool 5
Fishing rodsFishing pool 1
ElytraElytra pool 1
Angel armorSpecial pool 2
Tectonic Crest armorSpecial pool 2
Eldritch PanSpecial pool 5

Reforging

Use the Anvil to replace an item's current modifier with another valid roll.

EquipmentRequired hammer
Armor, shields, and elytraArmorer's Hammer
Swords, axes, bows, and staffsWeaponsmith's Hammer
Pickaxes, shovels, hoes, fishing rods, and general toolsToolsmith'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 0 may 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.

ModifierBest forEffect per itemWeightReforge cost
Common (standard_armors/common)No stat changeNo attribute changes.81 XP / 1 hammer durability
Dented I (armors/dented)Negative−1 armor (−0.5 armor icons).32 XP / 2 hammer durability
Dented II (armors/dented1)Negative−1.5 armor (−0.75 armor icons).42 XP / 2 hammer durability
Dented III (armors/dented2)Trade-off−1 armor (−0.5 armor icons); +1 maximum health (+0.5 hearts).42 XP / 2 hammer durability
Unchained (armors/unchained)Damage trade-off−2 armor (−1 armor icons); +25% attack damage.33 XP / 2 hammer durability
Fortified (armors/fortified)Defense+25% armor.34 XP / 2 hammer durability
Heavy (armors/heavy)Knockback defense+10% knockback resistance.34 XP / 2 hammer durability
Reinforced (armors/reinforced)Defense+2 armor (+1 armor icons).34 XP / 2 hammer durability
Resilient I (armors/resilient)Health+1 maximum health (+0.5 hearts).34 XP / 2 hammer durability
Resilient II (armors/resilient_1)Health / stamina+4 maximum health (+2 hearts); +20 idle stamina regeneration.44 XP / 2 hammer durability
Magical (armors/magical)Spellcasting+20% mana regeneration; +15% spell power; +5% cast-time reduction; +15% spell resistance.23 XP / 2 hammer durability
Arcane (armors/arcane)Advanced spellcasting+25% mana regeneration; +25% spell power; +20% spell cooldown reduction; +20% spell resistance.23 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.44 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.24 XP / 2 hammer durability
Rare — Defense (standard_armors/rare)Health / defense+4 maximum health (+2 hearts); +1 armor (+0.5 armor icons).46 XP / 3 hammer durability
Rare — Experience (standard_armors/rare_1)Health / experience+4 maximum health (+2 hearts); +65% experience gained.26 XP / 3 hammer durability
Epic (standard_armors/epic)Health / defense+6 maximum health (+3 hearts); +2 armor (+1 armor icons); +1 armor toughness.28 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.110 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.110 XP / 5 hammer durability
Legendary — Juggernaut (standard_armors/legendary_2)Extreme armor+12 maximum health (+6 hearts); +8 armor (+4 armor icons).110 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.110 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.110 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.110 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 modifierEligible itemsEffect per pieceWeightReforge 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.110 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.110 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.

ModifierBest forEffect per itemWeightReforge cost
Common (standard_weapons/common)No stat changeNo attribute changes.81 XP / 1 hammer durability
Dull (melee_weapons/dull)Negative−10% attack damage.32 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.33 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.33 XP / 2 hammer durability
Keen (melee_weapons/keen)Damage+10% attack damage.34 XP / 2 hammer durability
Sharp (melee_weapons/sharp)Damage+15% attack damage.34 XP / 2 hammer durability
Rare (melee_weapons/rare)Balanced offense+0.25 attack damage; +0.1 attack speed.46 XP / 3 hammer durability
Epic (melee_weapons/epic)Fast offense+0.375 attack damage; +0.5 attack speed.28 XP / 4 hammer durability
Legendary (melee_weapons/legendary)Premium offense+0.625 attack damage; +1 attack speed; +0.5 Luck.110 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.210 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.210 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/extended file 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 is tools/extended.

Bow Modifiers

General bows matched by the Forge bow tags use the following modifiers.

ModifierBest forEffect per itemWeightReforge cost
Clumsy (bows/clumsy)Negative−0.3 arrow damage; −0.2 accuracy.32 XP / 2 hammer durability
Stiff (bows/stiff)Trade-off−0.5 draw speed; +0.2 arrow velocity.33 XP / 2 hammer durability
Stretched (bows/stretched)Negative−0.2 arrow damage; −0.2 arrow velocity.32 XP / 2 hammer durability
Elastic (bows/elastic)Draw speed+1.5 draw speed.34 XP / 2 hammer durability
Light (bows/light)Accuracy+0.4 accuracy.34 XP / 2 hammer durability
Rare (bows/rare)Projectile power+0.3 arrow damage; +0.1 arrow velocity.46 XP / 3 hammer durability
Epic (bows/epic)Advanced projectile power+0.3 draw speed; +0.6 arrow damage; +0.4 arrow velocity.28 XP / 4 hammer durability
Legendary (bows/legendary)Premium bow+1 draw speed; +0.25 accuracy; +1 arrow damage; +1 arrow velocity.110 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.

ModifierBest forEffect per itemWeightReforge 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.410 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.210 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.110 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.

ModifierBest forEffect per itemWeightReforge cost
Common (standard_tools/common)No stat changeNo attribute changes.81 XP / 1 hammer durability
Uncommon (standard_tools/uncommon)Reach+1 block reach.81 XP / 1 hammer durability
Hasteful (gathering_tools/hasteful)Mining speed+20% block-break speed.34 XP / 2 hammer durability
Swift (gathering_tools/swift)Mining / movement+10% block-break speed; +10% movement speed.34 XP / 2 hammer durability
Extended (tools/extended)Reach / Ultimine+1 block reach; +2 FTB Ultimine maximum blocks.24 XP / 2 hammer durability
Rare (standard_tools/rare)Experience / speed+5% experience gained; +0.1 attack speed.46 XP / 3 hammer durability
Epic (standard_tools/epic)Mining / attack speed+0.075 block-break speed; +0.5 attack speed.28 XP / 4 hammer durability
Legendary — Ultimine (standard_tools/legendary)Ultimine / experience+12.5% experience gained; +1 attack speed; +6 FTB Ultimine maximum blocks.110 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.110 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_1 file 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.

ModifierBest forEffect per itemWeightReforge cost
Dented (shields/dented)Negative−1 armor (−0.5 armor icons).22 XP / 2 hammer durability
Unchained (shields/unchained)Damage trade-off−2 armor (−1 armor icons); +25% attack damage.13 XP / 2 hammer durability
Heavy (shields/heavy)Knockback defense+10% knockback resistance.14 XP / 2 hammer durability
Fortified (shields/fortified)Defense+25% armor.14 XP / 2 hammer durability
Reinforced (shields/reinforced)Defense+2 armor (+1 armor icons).14 XP / 2 hammer durability
Resilient (shields/resilient)Health+1 maximum health (+0.5 hearts).14 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.

ModifierBest forEffect per itemWeightReforge cost
Unstable (staffs/unstable)Negative−10% mana regeneration; −10% spell power; −10% cast-time reduction; −15% spell cooldown reduction.60 XP / 2 hammer durability
Useless (staffs/useless)Mixed / mostly negative−20% mana regeneration; −15% spell power; +15% cast-time reduction.60 XP / 2 hammer durability
Bent (staffs/bent)Spell-power trade-off−20% mana regeneration; +15% spell power.80 XP / 2 hammer durability
Enchanted (staffs/enchanted)Mana+10% mana regeneration.40 XP / 2 hammer durability
Energized (staffs/energized)Faster casting+15% cast-time reduction; +15% spell cooldown reduction.40 XP / 2 hammer durability
Enlightened (staffs/enlightened)Spell power+10% spell power.40 XP / 2 hammer durability
Mystical (staffs/mystical)Advanced spellcasting+10% mana regeneration; +15% spell power; +10% cast-time reduction; +10% spell cooldown reduction.20 XP / 2 hammer durability
Spiritual (staffs/spiritual)Premium spellcasting+25% mana regeneration; +20% spell power.20 XP / 2 hammer durability
Wildsong (staffs/wildsong)Nature / sound magic+50% sound spell power; +30% nature spell power.40 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/common file exists, but the staff pool does not currently reference it.

Fishing-Rod Modifiers

ModifierBest forEffect per itemWeightReforge cost
Unlucky (fishing_rods/unlucky)Negative−1 Fishing Luck.14 XP / 2 hammer durability
Lucky I (fishing_rods/lucky)Luck+1 Fishing Luck.34 XP / 2 hammer durability
Lucky II (fishing_rods/lucky1)Luck / faster bites+1 Fishing Luck; +2.5 Fishing Lure.34 XP / 2 hammer durability
Legendary (fishing_rods/legendary)Premium fishing+2 Fishing Luck; +5 Fishing Lure; +5 experience gained.34 XP / 2 hammer durability

Fishing Notes

  • These modifiers now use the flat additional_attributes:fishing_luck and additional_attributes:fishing_lure attributes 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_rods tag verifier, allowing other properly tagged modded rods to qualify.
  • A redundant id: forge:fishing_rods verifier 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.

ModifierBest forEffect per itemWeightReforge cost
Common Elytra (elytra/common_elytra_1)Negative−30% durability; −2 maximum health (−1 heart).502 XP / 2 hammer durability
Epic Elytra (elytra/epic_elytra)Durability / health+20% durability; +2 maximum health (+1 heart).8Not defined
Legendary Elytra (elytra/legendary_elytra)Health / speed+2 maximum health (+1 heart); +10% movement speed.3Not 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

ModifierEligible itemConfigured effectWeightReforge 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.81 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 libraryUsed for
Iron's Spells 'n SpellbooksMana regeneration, spell power, spell resistance, maximum mana, cast-time reduction, cooldown reduction, fire power, and nature power
UnionLibBow damage, draw speed, velocity, accuracy, dig speed, and critical-hit chance
Too Many BowsSpecial bow draw speed, damage, and critical chance
Better ParaglidersIdle stamina regeneration and one-/two-handed stamina reduction
Additional AttributesFishing Luck and Fishing Lure
AttributesLibExperience-gained bonuses
Additional Entity AttributesCritical bonus damage for Berserk and Critical
FTB UltimineExtra maximum blocks for the Extended and Legendary tool modifiers
FamiliarsLibSound spell power for Wildsong
ForgeSwim speed, reach, and equipment tags
BookshelfAdditional 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

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.

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