* Godly and Legendary items have 3 mod slots, Mythical and Epic items have 2 mod slots, Powerful items have 1 mod slot, and Sturdy and Worn items have no mod slots.
* Godly items drops comes with all 3 mods, Legendary item drops come with 2 mods, Mythical and Epic item drops come with 1 mod, and all lower rarity drops come with no mods.
* Weapon and Armor mods have the "Chip" suffix whereas Relic mods have the "Servo" suffix. Unique or Special mods will mostly have their own name without any suffixes. * Hero-specific mods are added to the drop table if the Hero the mod is for is present as one of the 4 Heroes in your party. The [[Barbarian]] and the [[Gunwitch]] will add ''all'' Hero-specific mods to the drop table.** If you wanted to obtain a mod specific to a hero such as Embermount Flames for the [[Lavamancer]], putting the [[Lavamancer]] in your party is sufficient. Technically, removing all heroes other than the [[Lavamancer]] from your party would give you the best chances, but doing so only increases your chances by less than a tenth of a percent. ===== Tinkering =====* '''Full Article: [[Tinkering]]'''* Similar to [[Shards]], you can transfer mods from one item to another though Tinkering but at a cost of Defender Medals and [[Crafting Materials]].
* While weapons and relics of different types can be tinkered with each other (i.e. transferring a mod from Bow to a Magic staff or from a Medallion to a Totem), Armors can only be tinkered from a specific type of piece to the same type of piece (i.e mods from a glove piece can only be moved to another glove).
* Certain items have locked mods that cannot be tinkered, though they can be rerolled.
* Due to Rings being heirloom items, ring mods are locked and won't be de-leveled by Ancient Power resets.
* Hero-specific mods are added to the drop table if the Hero the mod is for is present as one of the 4 Heroes in your party. The [[Barbarian]] and the [[Gunwitch]] will add ''all'' Hero-specific mods to the drop table.
** If you wanted to obtain a mod specific to a hero such as Embermount Flames for the [[Lavamancer]], putting the [[Lavamancer]] in your party is sufficient. Technically, removing all heroes other than the [[Lavamancer]] from your party would give you the best chances, but doing so only increases your chances by less than a tenth of a percent.
===== Quality =====
* The quality of a mod ranges from 1 to 10. The highest qualities (9 and 10) are significantly more powerful than the lower qualities (1 through 8). The lower qualities are very similar in power.
* The quality of a mod can be rerolled by using mod reroll tokens. '''If you are unable to reroll the quality to a 10 after 285 rerolls, you are guaranteed a 10 on your next reroll.''' (- 286 rerolls altogether -)'''. The pity counter is universal and carries over between all mods, and the counter will reset if you reroll into a 10.* '''If you do not receive a 10/10 mod after 1705 mod drops, your next mod is guaranteed to be 10/10 quality.''' (- 1706 mod drops altogether -)'''. Each mod that is not a 10/10 increases the counter by 1(a legendary gear contains 2 mod drops for example). This counter is separate from the reroll counter and resets if you receive a 10/10 mod drop.
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** For example, you may tinker a Campaign mod onto a Chaos 5 item, but you may '''not''' tinker a Chaos 5 mod onto a Campaign item.
* The Chaos level of a mod can only be upgraded by upgrading the item the mod is attached to to the next Chaos tier. This may change in the future.
* The only ways to decrease a mod's level is by [[Ancient Power | resetting]] or through the Blacksmith's Devolve feature. ** Ring Mods are immune to being de-leveled by Ancient Power due to rings being heirloom items. '''However''', they can still be devolved by the Blacksmith.
== Armor M.O.D.S. ==