This can sharply reduce the chance of having a modifier at all, but does so by eliminating only bad modifiers. However, an item that a player sells to an NPC will keep its modifier, and if repurchased in the same trading session, the modifier will be unchanged.įor a weapon's initial modifier, there is a "mercy" mechanic that reduces the chance of penalties: If a weapon's initial modifier is one of a list of "bad" modifiers, it has a 66.67*2/3 (66.67%) chance of being voided, and the item will be created without a modifier. No modifiers are visible on an NPC's shop stock, but one can be supplied when the item is bought (its purchase price will be unaffected). Items purchased from NPCs never have any modifiers, due to the ability to refund items (selling them back for full price before closing the menu) introduced in 1.4. Items produced by fishing (e.g., Rockfish or Balloon Pufferfish), opening Presents (e.g., Candy Cane Sword), and completing Angler quests (e.g., Angler Earring) never get initial modifiers, though they can be reforged to gain a modifier.
Nearly all weapons and accessories have up to a 75% chance of receiving a random modifier upon the item's creation: Naturally generated in a Chest, crafted, looted from a grab bag (excluding Presents), or dropped by a slain enemy. Modifiers can be added or changed afterwards by the Goblin Tinkerer's Reforge function. Most but not all weapons and accessories will receive a modifier upon the item's creation. Weapon-like items that do not inflict damage (e.g., a Bug Net) cannot gain modifiers neither can the two stackable weapons ( Bananarangs and Light Discs) nor consumable weapons (e.g., Shurikens). Tools that damage enemies, such as pickaxes and hammers, may also have these modifiers. The effects of a given modifier can be all positive, all negative, or mixed. Weapon modifiers alter the statistics of that particular weapon, and can affect up to five statistics.Certain accessory-like items that cannot be placed in an accessory slot (e.g., a Cell Phone), cannot receive modifiers.
The modifier is applied as long as the accessory is equipped.