M.O.D.S (Magical Offensive Defensive Subroutines or simply "Mods"), are passives on equipment most of which provide passive effects and can be moved attached to the same Slot TypeWeapons, eg. Helmet to Helmet, Weapon to any Weapon, but not Helmet to Boots. Mods can be found throughout the gameArmor, with more available in higher difficultiesand Relics.
== Quality Overview ==Mods come in * The strength of a tenmod is determined by its two properties -tiered quality system also known as and Chaos level.* Legendary items have 3 mod slots, Mythical items have 2 mod slots, Epic and Powerful items have 1 mod slot, and Sturdy and Worn items have no mod slots.* 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 "QualibeanServo"suffix.* Certain items have locked mods that cannot be tinkered, though they can be rerolled.* 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.
Differences between ===== 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 first nine quality to a 10 after 285 rerolls, you are mainly marginalguaranteed a 10 on your next reroll. HoweverThe pity counter is universal and carries over between all mods, and the difference from the Ninth 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 Tenth Tier be 10/10 quality . Each mod that is quite significant as not a 10/10 increases the latter tier will allow counter by 1. This counter is separate from the reroll counter and resets if you receive a 10/10 mod to reach drop.* The mods on the items sold by the [[Non_Playable_Characters#The_Blacksmith | Blacksmith]] and the [[Non_Playable_Characters#The_Relic_Hunter | Relic Hunter]] will increase the maximum stat value when counter, and it's in Chaos VIII tieris possible for the guaranteed 10/10 to appear on an item sold by either of them.
=Armor Mods==== Chaos Level=====Mods for * The Chaos level of a mod ranges from Campaign to Chaos 8. Though Chaos 9 and 10 exist in the 4 Gear Slots (Helmetgame, Chestthe Chaos level of a mod cannot go above Chaos 8.* You may tinker a lower level mod onto a higher level item, Glovesbut you may '''not''' tinker a higher level mod onto a lower level item. '''Tinkering a lower level mod onto a higher level item is almost always incredibly wasteful and highly discouraged'''.** For example, and Boots)you may tinker a Campaign mod onto a Chaos 5 item, which have 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 Chip suffixnext Chaos tier. Their effects are additive between each SlotThis may change in the future.* The only way to decrease a mod's level is by [[Ancient Power | resetting]]
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== Trivia ==
* MODS officially stands for Magical Offensive/Defensive Subroutines.
* Some developers liked to call the quality of a mod "qualibean" in reference to the bean shaped quality indicator present on mods.