# Item Quality, Rarity & Modifiers Guide

Path of Exile Style Advanced System

This server adds a Path-of-Exile–style item layer on top of normal Tibia items.

Every eligible equipment item can have:

  • Quality (0–20): scales the item's base stats
  • Rarity (Normal → Legendary): determined by the number of modifiers on the item
  • Modifiers: extra stats that change how your attacks and spells behave

This guide explains what these mean, how they work, and how crafting currencies interact with them.


# Eligibility

Not every item can roll these properties.

Eligible items:

  • Weapons (swords/axes/clubs/wands, etc.)
  • Rings/amulets
  • Armor pieces

Not eligible:

  • Stackable items (e.g., runes, many consumables)
  • "Charged" or special-use items
  • Containers
  • Ammo (excluded from quality scaling and usually excluded from properties)

# Quality (0–20)

Quality increases an item's base stats by a percentage.

It does not change the item's modifiers. Quality only scales what the item already "is" underneath.

# Base Stats

Depending on the item type, Quality can scale:

  • Weapon Attack (physical and the native elemental portion)
  • Defense and extra defense
  • Armor
  • Protection values (absorb/reflect)
  • Hit chance
  • Speed bonuses
  • Stat/skill bonuses
  • Regen gain amounts

# Example: Serpent Sword

Base stats (Quality 0):

You see a serpent sword (Atk:18 physical + 8 earth, Def:15 +1).

At Quality 20 (20% increase):

  • Physical: 18 → 22
  • Earth: 8 → 10
  • Def: 15 → 18
  • ExtraDef: +1 stays +1 (scaled independently, rounding applies)

Result:

You see a serpent sword (Atk:22 physical + 10 earth, Def:18 +1).

# Rounding Rule

Example: Base -5 with Quality 20% → -4 (not -6)


# Rarity and Modifiers

Rarity is determined by the number of modifiers on an item.

Modifier Count Rarity
0 Normal
1 Uncommon
2 Magic
3 Rare
4 Epic
5 Legendary

# Modifiers

Modifiers are extra properties on top of the base item. They come in two types:

# Flat Modifiers

Add a fixed amount to stats.

Examples:

  • +10 fire attack damage
  • +10 fire spell damage
  • +25 max health

# Percent Modifiers

Scale an existing base value.

Examples:

  • +10% fire damage
  • +12% physical damage

# Available Modifier Types

Here are some examples of the modifiers available in the system:

Category Modifier Type Example
Elemental Damage Fire/ice/energy/earth/holy/death/physical Flat +10 fire attack damage
Damage Increase Elemental damage boost Percentage +15% fire damage
Spell Damage Spell damage boost Percentage +12% spell damage
Resistance Elemental absorption Percentage +20% fire absorb
Defense Defense value Flat +5 defense
Defense Defense value Percentage +10% defense
Armor Armor value Flat +8 armor
Armor Armor value Percentage +12% armor
Speed Movement speed Flat +10 speed
Speed Movement speed Percentage +5% speed
Skills Sword/Axe/Club/Distance/Shielding/Magic Level Flat +3 sword fighting
Skills Sword/Axe/Club/Distance/Shielding/Magic Level Percentage +5% magic level
Stats Health/Mana Flat +50 max health
Stats Health/Mana Percentage +10% max mana
Critical Critical chance Flat +5% critical chance
Critical Critical damage Percentage +25% critical damage
Double Damage Double damage chance Percentage +3% double damage chance
Recovery Health/Mana regen Flat +3 health per second
Leech Life/Mana leech Percentage +5% life leech
Attributes Intelligence/Dexterity/Strength Flat +30 intelligence
Attributes Intelligence/Dexterity/Strength Percentage +10% strength

# Damage Sources: Attacks vs Spells

Modifiers can apply differently depending on whether the damage comes from an Attack or a Spell.

# Attacks

An Attack is a weapon-driven hit:

  • Sword/axe/club melee swings
  • Wand hits (their on-hit element is still an "attack source")
  • Distance attacks

# Spells

A Spell is something you cast:

  • exori
  • exori hur
  • Rune-like spell effects (if treated as spells)

# Elemental Components

A hit can have multiple elemental components (physical, fire, ice, energy, etc.).

# Creating Damage Types

If a modifier adds an element, and the hit does not already have that element component:

  • The element component is created, as long as the modifier matches the hit's source type (attack vs spell).

Example 1:

  • +10 fire attack damage on a pure physical sword hit:
    • Creates a fire component and adds +10 fire to it

Example 2:

  • A wand that normally deals energy (attack source)
  • Add +10 fire attack damage
    • The hit keeps its energy component
    • And gains a new fire component (+10)

# Percent Modifiers

  • +10% fire damage applies to fire damage from attacks and spells.

# Modifier Examples (Fire)

# +10 fire attack damage

  • Applies only to attack hits (weapon-based hits)
  • Adds +10 to the hit's fire component
  • If the hit has no fire component, it creates one

Example: Wand of Vortex (base energy hit) Result: energy base + new fire component

# +10 fire spell damage

  • Applies only to spell hits (casted spells)
  • Adds +10 to the spell's fire component
  • If the spell has no fire component, it creates one

Example: exori hur that normally deals physical Result: physical base + new fire component

# +10% fire damage

  • Applies to all fire damage, regardless of source:
    • Attack fire components
    • Spell fire components
  • Scales the total fire base (native + flat adds)

# Crafting Currencies

These currencies mutate rarity, modifiers, and quality (when allowed by item eligibility).

# Currency Catalogue

Currency Effect Restrictions Use Case
Quality +1 Quality (max 20), scales base stats Eligible, Quality < 20 Improve base stats
Transmutation Normal → Uncommon/Magic, 1-2 mods Normal only Upgrade white items
Alteration Rerolls all mods, count can be 1 or 2 Uncommon/Magic only Reroll bad mods
Augmentation +1 mod to Magic Magic with 1 mod only Add second mod to Magic
Chance Normal → random tier Normal only Gamble for high tiers
Scouring Removes all mods, resets to Normal Any item Start fresh
Regal Magic → Rare, +1 mod, keeps existing Magic only Upgrade to Rare
Alchemy Normal → Rare, 3 mods Normal only Fast path to Rare
Chaos Rerolls mods (count may change) 3+ mods (Rare+) Reroll everything
Annulment Removes 1 random mod Items with mods Remove bad mods
Exalted +1 mod (up to max 5) Rare/Epic with < 5 mods Add more modifiers
Divination Rerolls mod values, keeps mod types Items with mods Improve values on good mods

# Rules and Safeguards

# No Mutation While Equipped

Quality, rarity, and modifier changes are blocked if the item is in a real equipment slot.

  • If it's equipped: the currency/action fails
  • Unequip it first, then try again

# Quality and Modifiers Are Independent

  • Quality scales base stats
  • Modifiers add or scale extra effects
  • Quality does not multiply modifier values

# Quick Examples

# Example A: Quality Scaling

Serpent Sword:

  • Base: Atk:18 physical + 8 earth
  • Quality 20 → Atk:22 physical + 10 earth

# Example B: Element Creation

Physical sword hit with +10 fire attack damage:

  • Physical remains
  • Fire component is created: +10 fire

# Example C: Spell vs Attack

  • +10 fire spell damage affects exori casts, not sword swings
  • +10 fire attack damage affects sword swings, not exori
  • +10% fire damage affects both (any fire component)