Modification System
There are some slight changes from Mythos of Midgard when it comes to the random modification system, so please be sure to reference this post. The first biggest difference is that equipment with 4 modifications is no longer possible. Both weapons and armor can have anywhere from 1 to 3 random modifications. This is not only for balancing purposes but also for the introduction of an adjustment counter used to account for how many times and item has had modifications adjusted on it. All equipment (except accessories and hats) will look like the following
- Slots 1~3: Randomly Assigned Modifications
- Slot 4: Rigidity
- Slot 5: Adjustment
Rigidity is used to identify how close the item is to being destroyed completely and erased from the game. There are three stages of rigidity listed below. The main differences from Mythos of Midgard is that rigidity can no longer be regained. Once it is reduced, it is permanent. The second difference is that there is no longer a "double" loss when failing to refine items at +7 or more. Each failed refine or failed adjustment reduces rigidity by one step. Failing to refine or failing to make an adjustment to a fragile item results in complete loss of the item.
- Sturdy Rigidity: Item saved on failed refines or adjustments.
- Weak Rigidity: Item saved on failed refines or adjustments.
- Fragile Rigidity: Item destroyed on failed refines or adjustments.
Adjustments are a new feature introduced on Yggdrasil where players are able to re-roll a specific modification on a piece of equipment to an entirely new one. Each time modifications are adjusted the counter on the weapon increases. The higher the counter, the higher the chance of failing to make an adjustment is. If the player fails on making the adjustment, the item's rigidity is reduced by one step. Failing to make an adjustment on a fragile item will result in complete loss of the item. Note that making adjustments to modifications still follow the same rules as below. I.E. you can't double up on modifications via adjustments.
Weapon Modifications
Yggdrasil does not use the same categories for determining which modifications are possible on an item, instead, there are only certain types that cannot be duplicated and those are listed below. Additionally, certain weapon types are only able to roll certain modification types. These are listed below:
- 1H and 2H Staffs: Cannot have physical-only modifications
- 1H Swords and Daggers: No restrictions.
- All other weapons: Cannot have magic-only modifications.
Weapons are always assigned 3 random modifications below. Modifications cannot exist twice on the same weapon and in some cases, can only have one of a given type of modification designated below. Note that a direction stat modification (such as DEX +1) means that there cannot be another direct stat modification.
Modification List
- Magical Mods Type 1 (Up to 1, No Duplicates) (Rods, Books, 1H Swords, and Daggers Only)
- +6~12% Magical damage against <element> monsters (+5~8% for Level 1/2 Weapons)
- +6~12% Magical damage against <race> monsters (+5~8% for Level 1/2 Weapons)
- +4~8% Magical damage against <size> monsters (+4~6% for Level 1/2 Weapons)
- Magical Mods Type 2 (Up to 1, No Duplicates) (Rods, Books, 1H Swords, and Daggers Only)
- +25~75 Extra magical damage (+15-40 for Level 1/2 Weapons)
- +4~8% ignoring magical defense against all races (+4~6% for Level 1/2 Weapons)
- +4~7% MATK (+2~5% for Level 1/2 Weapons)
- +15~25 MATK (+10~20 for Level 1/2 Weapons)
- Physical Mods Type 1 (Up to 1, No Duplicates) (All Weapons Except Staffs)
- +7~15% Physical damage against <element> monster (+5~10% for Level 1/2 Weapons)
- +7~15% Physical damage against <race> monsters (+5~10% for Level 1/2 Weapons)
- +5~10% Physical damage against <size> monsters (+5~7% for Level 1/2 Weapons)
- Physical Mods Type 2 (Up to 1, No Duplicates) (All Weapons Except Staffs)
- +7~15% Increased critical damage (+5~10% for Level 1/2 Weapons)
- +25~75 Extra physical damage (+15-40 for Level 1/2 Weapons)
- +4~8% ignoring physical defense against all races (+4~6% for Level 1/2 Weapons)
- +5~8% ATK (+3~6% for Level 1/2 Weapons)
- +7~15 ATK (+5~10 for Level 1/2 Weapons)
- Other Mods (Up to 3, No Duplicates)
- +4~8% Reduced after cast delay. (+4~6% for Level 1/2 Weapons)
- +7~15% Reduced cast time (+5~10% for Level 1/2 Weapons)
- +10~35% Increased effectiveness of healing skills (used by the player) (+5~30% for Level 1/2 Weapons)
- +5-8% ASPD (+3~6% for Level 1/2 Weapons)
- +15~25 HIT (+10~20 for Level 1/2 Weapons)
- +7~15 critical rate (+5~10 for Level 1/2 Weapons)
- +3~5 of a Stat (STR, AGI, VIT, DEX, INT, LUK) (+2~4 for Level 1/2 Weapons)
Armor Modifications
Just like weapon modifications, a piece of Armor can have up to 3 modifications total, followed by a rigidity state, and an adjustment count. The main difference is that while Weapons always have three modifications, Armors will have anywhere from 1 to 3 modifications assigned.
Modification List
- Resistance Mods (Up to 1, No Duplicates)
- +3~4% Resistance against <neutral element> attacks
- +5~8% Resistance against <other element> attacks
- +4~6% Resistance against against <race> monsters
- +3~5% Resistance against <size> monsters
- Health Mods (Up to 1, No Duplicates)
- +150~400 HP
- +3~5% Max HP
- SP Mods (Up to 1, No Duplicates)
- +10~30 SP
- +2~3% Max SP
- Other Mods (Up to 3, No Duplicates)
- +7~15% Increased effectiveness of healing skills (used on the player)
- +15~30% Base HP regeneration rate
- +7~15% Base SP regeneration rate
- +4~8% Decreased SP Consumption
- +1~3 DEF for Lv 3 Armors (+1~2 for Lv 1/2 Armors)
- +2~4 MDEF
- +7~13 Flee
- +2~3 Perfect Dodge