Modifiers

A Modifier, also known as a Prefix (however, in some languages it becomes a suffix), applies permanent changes to an item's statistics. All weapons and accessories have a 75% chance of receiving a random modifier upon being crafted via the key, purchased from an NPC, looted from chests or grab bags, or picked up after having been dropped. Modifiers can also be added or changed via the Goblin Tinkerer's Reforge function.

A modifier changes the name of an item by adding a prefix to the item's name (displayed when selected in the hotbar and in its tooltip), such as "Adept", "Godly", or "Broken" (e.g. "Demonic Minishark"). A complete list of all 83 modifiers can be found below. Hovering the cursor over an item with a modifier in an inventory slot will show the modification details beneath the item's description.


 * Accessory modifiers will grant a bonus to one of the player's stats, such as defense, movement speed, or maximum mana. It is applied as long as the accessory is equipped.
 * Weapon modifiers alter the statistics of that particular weapon, and may be positive or negative, with up to five positive or three negative effects at once. Tools that damage enemies, such as pickaxes and hammers, may also have these modifiers.

Reforging
Reforging is a service provided by the Goblin Tinkerer, which applies a new modifier to an item in exchange for coins. It will add a modifier to an unmodified item, or replace an existing modifier. Whereas crafting has a chance of resulting in an item with no modifier, Reforging will always apply a modifier. On the, it is possible to reforge a weapon and get no modifier.

The Goblin Tinkerer charges one third of the item's current buy value, which is 5/3 (≈1.67) of its sell price or 1/3 of its base value. The Discount Card or its upgrade, the, can be used to lower reforge costs by 20%. Existing modifiers affect an item's value, so items with poor modifiers are cheaper to reforge, while reforging an already well-modified item will be more expensive.

Reforging can be accessed by talking to the Goblin Tinkerer and choosing "Reforge" from the options, then placing the item which is to be reforged in the box that appears below the inventory. Below the listed cost is a small gray hammer that, when clicked, reforges the item for the listed price.

In the, items are reforged by clicking the reforge button after speaking to the Goblin Tinkerer. It will pull up the inventory and highlight items that can be reforged (ones that cannot are hidden by a shadow). Hover the cursor over the item which is to be reforged and press the reforge button.

Accessory Modifiers
Accessory modifiers are only active while the accessory is equipped in a non-vanity slot. Nearly every accessory item can be reforged, with the exceptions of the Guide Voodoo Doll, Clothier Voodoo Doll, and all the Music Boxes. Unlike weapons, accessories cannot have modifiers that negatively affect their stats. Accessories can have one of the following 19 modifiers attached to them:

Weapon Modifiers
These modifiers only apply when the weapon is being used. Weapons and tools that have no knockback cannot be reforged with modifiers that change knockback, such as drills, the Magical Harp and many guns (such as the Minishark).

The stackable weapons Light Disc and Bananarang cannot have modifiers.

Universal
Flails, spears,, boomerangs, chainsaws, drills (including the Drax) and the Chlorophyte Jackhammer can only have universal modifiers, because they cannot have their speed modified.

Universal modifiers can also be found on all other weapon types. The best universal modifier is Godly. However, the Demonic modifier increases damage and critical strike chance (and therefore ) by the same amount, differing from the Godly modifier only in knockback. All endgame bosses and many threatening endgame enemies are knockback-resistant, so for most intents and purposes, a Demonic modifier is just as beneficial as a Godly one. One may prefer to have Demonic for close-ranged combat and for digging tools.

Among drills, only the Drax, Chlorophyte Drill and Laser Drill can obtain the Godly modifier, since only these drills have knockback. The best damage-increasing modifier for the other drills is Demonic, although it is unlikely that a drill would be of much use in combat.

There are 14 universal modifiers.

Common
All weapons which deal melee, ranged, magic, or summon damage can have these modifiers.

There are 10 common modifiers.

Melee
All melee weapons and pickaxes, hammers, axes, hamaxes can be reforged with these modifiers, in addition to the top two categories. The best overall melee modifier is Legendary. Melee weapons which are not swung upon use (such as spears, flails,, and certain unique melee weapons, e.g. the Scourge of the Corruptor; but excluding shortswords) cannot receive a modifier that alters size. Therefore, the best modifier for these weapons is Godly. Due to their low base damage, the Wooden Hammer and Copper Axe cannot be affected by modifiers that alters their damage by 15% or less. For the purposes of mining and resource collection, the best modifier for tools such as pickaxes, hammers, and axes is Light, which offers the greatest increase in speed, or Massive for increased range.

There are 16 melee modifiers.

Ranged
All ranged weapons can be reforged with one of the following modifiers, in addition to the top two categories. The best overall ranged modifier is Unreal. Ranged weapons which are unable to inflict knockback (such as the Minishark or low-tier bows) cannot receive a modifier that alters knockback. Therefore, the best modifier for these weapons is Demonic. Although the Harpoon is classified as a ranged weapon, it cannot receive the Unreal modifier; its best modifier is Godly. The Chain Gun has such a high firing speed that the only modifiers that can improve its speed are Frenzying and Rapid, and the former reduces its damage output. As such, its best modifier is a choice between Rapid and Godly (or Demonic if knockback is not a concern).

Hasty may consume less ammunition than Rapid on shorter ranges, especially against weaker targets, while dealing the same (due to projectiles in the air, when the target dies).

There are 12 ranged modifiers.

Magic
All magic weapons can be reforged with one of the following modifiers, in addition to the top two categories. The best overall magic modifier is Mythical. Magic weapons which are unable to inflict knockback (such as the Nimbus Rod or ), cannot receive a modifier that alters knockback. Therefore, the best modifier for these weapons is Mystic or Demonic. Magic weapons must use at least 4 mana upon use to receive any modifier that decreases mana usage.

For summon weapons, different priorities apply. The reduced mana cost, increased speed, critical strike chance, and knockback provided by Mythical are less useful: Summon weapons use mana only for the initial summoning, minions cannot deal critical hits, and their knockback is negligible even with modifiers. For summon weapons, the Ruthless modifier offers the most effective minion boost by solely increasing the minion's damage per hit the most.

There are 12 magic modifiers.

Complete List
Only swung melee weapons (including shortswords) can have their size modified. Only ranged weapons can have their velocity modified. Only magic weapons can have their mana cost modified. Certain weapons cannot have their speed, knockback, damage, or mana cost modified.

Tips

 * It is straightforward (but sometimes expensive) to force a given modifier, by reforging the item until it receives the desired modifier. Note that reforging has no "memory": Upon each reforge, there is an equal chance of getting any of the modifiers possible for that item. A casual guess at "how many tries will it take" is likely to be misleading, because statistics are tricky: In practice, it is better to consider that at any given moment, there is an even (50%) chance of getting the desired modifier in a given number of tries:
 * 10 for weapons with only the 14 universal modifiers
 * 13 for accessories with their 19 modifiers
 * 16 for weapons which can also have the common modifiers (24 modifiers total)
 * 25 for weapons with magic or ranged modifiers (36 total)
 * 28 for weapons with melee modifiers (40 total)
 * This applies regardless of how many tries have been made before. Being willing to settle for more than one modifier will simplify the process: For example, if the player accepts any of the five +4 stat accessory modifiers (Lucky, Menacing, Quick, Violent, or Warding), they have an even chance of receiving one after just two reforges. If they settle for any of three modifiers for a melee weapon, they have even odds of getting one of them in 10 tries. (Note: All of the above numbers make no account of modifiers forbidden for individual weapons, but that will just make things easier.)


 * The fact that existing modifiers affect an item's value can be used to the player's advantage while reforging items with autopause enabled. For example, an Avenger Emblem will cost to reforge if it has a +4 stat modifier. Using this knowledge, the player can quickly determine whether they want to reforge their Avenger Emblem again.

Weapons
Due to various limitations with certain weapon classes, determining the best possible modifiers may not be as simple as comparing statistics, and players can waste money trying to acquire modifiers that are impossible to achieve for their given weapon. Here is an easy rundown of the most desirable possible modifiers for each weapon or weapon type in most situations:

In case the player bears low maximum mana, Masterful may be preferred over Mythical.

If the Lucky Coin is equipped, the following modifiers yield more coins per enemy: