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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.
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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)
Eligibility
If an item is not eligible, it simply won't gain these properties.
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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.
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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
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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).
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Rounding Rule
Important
Quality scaling always moves values in the "stronger" direction:
- Positive values increase using half-up rounding
- Negative values move toward 0 (less negative), never further away
Example: Base -5 with Quality 20% → -4 (not -6)
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Rarity and Modifiers
Rarity is determined by the number of modifiers on an item.
Key Rule
When you add or remove modifiers, the item's rarity automatically updates to match the new modifier count.
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Modifiers
Modifiers are extra properties on top of the base item. They come in two types:
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Flat Modifiers
Add a fixed amount to stats.
Examples:
+10 fire attack damage+10 fire spell damage+25 max health
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Percent Modifiers
Scale an existing base value.
Examples:
+10% fire damage+12% physical damage
Behavior
Percent modifiers scale a base that includes the item's native/base contribution (not only "other modifiers").
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Available Modifier Types
Here are some examples of the modifiers available in the system:
More Modifiers Available
This table shows a sample of available modifiers. The full system includes modifiers for all seven elements (energy, fire, ice, earth, holy, death, physical) across multiple categories. Modifier values scale with item tier/level.
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Damage Sources: Attacks vs Spells
Modifiers can apply differently depending on whether the damage comes from an Attack or a Spell.
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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
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Spells
A Spell is something you cast:
exoriexori hur- Rune-like spell effects (if treated as spells)
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Elemental Components
A hit can have multiple elemental components (physical, fire, ice, energy, etc.).
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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 damageon 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)
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Percent Modifiers
+10% fire damageapplies to fire damage from attacks and spells.
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Modifier Examples (Fire)
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+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
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+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
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+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)
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Crafting Currencies
These currencies mutate rarity, modifiers, and quality (when allowed by item eligibility).
Important
You can only change Quality/Rarity/Modifiers while the item is NOT equipped.
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Currency Catalogue
Server Tuning
Exact drop rates and some rule details are server-tuned.
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Rules and Safeguards
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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
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Quality and Modifiers Are Independent
- Quality scales base stats
- Modifiers add or scale extra effects
- Quality does not multiply modifier values
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Quick Examples
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Example A: Quality Scaling
Serpent Sword:
- Base:
Atk:18 physical + 8 earth - Quality 20 →
Atk:22 physical + 10 earth
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Example B: Element Creation
Physical sword hit with +10 fire attack damage:
- Physical remains
- Fire component is created:
+10 fire
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Example C: Spell vs Attack
+10 fire spell damageaffectsexoricasts, not sword swings+10 fire attack damageaffects sword swings, notexori+10% fire damageaffects both (any fire component)