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All item changes
Updated a week agoNumbers below use the default configuration in version 1.0.0. Each item has an independent toggle and configurable values. Disabled features retain the game's normal mechanics and text. Custom settings can differ from this guide; restart every player/server after changing configuration.
In formulas, n is the number of item copies. “TOTAL damage” follows the item's native triggering-damage basis. Listed damage is before the target's defenses. Temporary buff stacks and inventory item copies are different counts.
Void items
Polylute
Lightning strikes deal 50% TOTAL damage each, rather than 60%. Strike count remains 3 per item copy: 3/6/9 at one/two/three copies. Native proc chance, targeting, crit behavior, proc-chain restrictions and corruption are unchanged.
Lost Seer's Lenses
Against actual teleporter encounter bosses and supported final bosses, a successful proc adds a separate hit for 2000% of the holder's current damage stat, rather than executing the target. The original attack still hits normally.
At a damage stat of 100, the bonus starts at 2,000 raw damage whether a weak attack, powerful attack or critical strike triggered it. Extra Lenses improve the native proc chance, not the bonus coefficient. Native proc-coefficient and luck handling remain.
The bonus cannot crit or trigger itself. Armor, damage reduction, invulnerability and phase gates still apply; ordinary bonus damage can kill a sufficiently weakened boss. The normal void-proc visuals, purple damage numbers and sound are retained.
Boss classification uses real encounter ownership, not just a champion body name or health-bar color. Teleporter multi-boss/horde members qualify. Supported final encounter registries cover Mithrix, Voidling, False Son, Echo of Providence, Solus Heart, the final Reaper encounter and Twisted Scavengers. Summons and unrelated champions are classified separately. Aurelionite in Goldshores is not automatically treated as a qualifying boss.
Safer Spaces
Actual damage to health, shields or barrier pauses existing recharge progress until four damage-free gameplay seconds have elapsed. Further damage restarts that four-second quiet period. It does not reset the full recharge or bank progress while paused.
For example, if eight seconds remained, damage freezes those eight seconds. A further hit three seconds later refreshes the pause. Recharge resumes four seconds after the latest hit, still with eight seconds left.
Fully blocked/rejected hits, invulnerability and dodges do not pause recharge. Passive barrier decay, healing, stat changes and resource costs that are not damage do not count. DOT, fall, environmental and self-damage count when native damage resolution actually removes resources. The pause does not scale with item count; native recharge-duration stacking remains unchanged. Solo pause respects gameplay time.
Singularity Band
Detonation deals 200% TOTAL damage per item, giving 200/400/600% at one/two/three copies. Cooldown becomes 15 seconds.
Native trigger rules, shared band restrictions, corruption, pulling behavior, five-second fuse, 15 m damaging radius, proc behavior and native explosion falloff remain unchanged. The listed damage is the detonation coefficient, not damage per second or an extra multiplier on unrelated black holes.
Lunar items
Gesture of the Drowned
Native cooldown reduction and automatic equipment activation remain. Gesture's remaining-cooldown multiplier is 0.5 × 0.85^(n−1) before other native modifiers.
A valid equipped activation can misfire, canceling its effect and replacing only the attempting equipment location with a consumed Trophy Hunter's Tricorn. The old effect is never executed and undone afterward. A misfire grants no original equipment effect, boss reward or normal successful-use effects.
The default misfire chance is:
p(n) = 50n / (n + 49) percent
| Gesture copies | Misfire chance |
|---|---|
| 1 | 1.00% |
| 2 | 1.96% |
| 3 | 2.88% |
| 5 | 4.63% |
| 10 | 8.47% |
| 25 | 16.89% |
| 49 | 25.00% |
| 100 | 33.56% |
| 1,000 | 47.66% |
“+1% per stack” is nominal stacking weight. Effective gains diminish hyperbolically; the chance never reaches 50%. At zero Gestures it is zero. For custom first-item probability f and additional nominal weight a, let w = f + a(n−1), then p = 0.5w / (0.5−f+w). Zero weight gives zero chance; supported settings keep probability strictly below 50%.
Only otherwise valid activations roll. Invalid targeting/placement, unavailable charges, pickup, recharge completion and repeated unsuccessful auto-use attempts do not independently roll. Consumed Tricorn uses and Bottled Chaos's random subeffects are exempt. Normal unconsumed Tricorn can misfire, in which case there is no boss execution or reward.
The server owns the roll and replacement. Equipment slots/sets, charges and switching are checked against the attempting equipment. Crowdfunder waits for a server approval before a remote client's firing session, adding a network round trip rather than an additional equipment cooldown. Probability has no luck scaling.
Transcendence
Native health-to-shield conversion, the minimum remaining health, and the 50% maximum-health increase (+25% per additional item) remain.
The holder's shields begin recharging 1 second later, plus 0.5 seconds per additional copy. This is added to native recharge delay, not used as its replacement:
| Copies | Extra delay | Ordinary start with native 7 s delay |
|---|---|---|
| 1 | 1 s | 8 s |
| 2 | 1.5 s | 8.5 s |
| 3 | 2 s | 9 s |
The extra delay applies to the holder's shields from every source, including Personal Shield Generator, without changing teammates' recharge, health healing or passive barrier decay. Native forced regeneration receives the extra delay over its own native starting threshold. Direct scripted shield grants retain their behavior. Recharge rate after starting is unchanged.
The recharge-start sound, including Shield Booster's cue when applicable, follows actual delayed restoration. The shared out-of-danger state is not delayed. Safer Spaces' four-second pause is a separate mechanic.
Light Flux Pauldron
Each copy retains native 50% skill cooldown reduction, reduces attack speed by 25% multiplicatively, and removes 20 armor.
| Copies | Remaining attack speed | Remaining skill cooldown | Armor change |
|---|---|---|---|
| 1 | 75% | 50% | −20 |
| 2 | 56.25% | 25% | −40 |
| 3 | 42.1875% | 12.5% | −60 |
Multipliers are 0.75^n for attack speed and 0.5^n for skill cooldown. Armor is −20n, without a zero clamp; negative armor is intended. Contributions recalculate from normal stats without accumulating permanent penalties. Other buffs and modifiers still apply through their native pipeline.
Legendary items
Ben's Raincoat
Preserve native one debuff prevention per item copy, recharge/capacity behavior and 10% barrier grant. Each successful prevention also grants 20% movement speed for three seconds.
Repeated preventions refresh that duration without stacking its magnitude. Extra item copies increase native prevention capacity, not the speed bonus, barrier percentage or speed duration. Native recharge is five seconds. The native barrier calculation uses the holder's combined health/shield basis and normal barrier cap. Debuffs are prevented, not reflected.
Laser Scope
Raises ordinary critical-strike chance to a minimum of 5%, rather than adding five percentage points to every holder.
- 0% → 5%; 3% → 5%; 5% stays 5%; 10% stays 10%.
- More Scopes do not raise this floor.
- Native critical-damage stacking remains unchanged.
The contribution enters the normal crit pipeline before survivor-specific conversion. Railgunner retains her normal conversion into crit damage; the mod does not top up her post-conversion random-crit chance or bypass her passive. Native later stat modifiers retain their ordering. Recalculation and temporary buffs do not cause permanent crit growth.
Wake of Vultures
Native elite-power stealing lasts 8 seconds (+5 seconds per additional item): 8/13/18 seconds at one/two/three copies.
While a stolen elite-type buff is active, take 30% less damage from enemies of that matching elite type. An aspect supplies the matching protection only while it is in the active equipment slot and its corresponding elite buff is active. At least one Wake is always required; an aspect alone grants no reduction.
Inactive MUL-T/Functional Coupler equipment slots do not supply protection. Switching away removes aspect-sourced protection, but an independently stolen power can still protect until its own expiry. Losing the last Wake removes the feature's protection without stripping an aspect's normal powers.
Protection matches the actual attacker's elite type, not merely damage element. Matching stolen/aspect effects, multiple matching buffs and multi-affix attackers still apply the reduction only once: damage × 0.7, not repeated multipliers. Extra items extend native stolen-power duration, not the reduction. Projectile/DOT source attribution is retained where the source dies; environmental or unattributed damage receives no automatic reduction.
Aegis
Native healing-to-barrier conversion and barrier cap remain. Passive decay slows only at low barrier, using the same curve for one or multiple Aegis.
Let q = current barrier / full barrier capacity. Multiply otherwise applicable passive decay by:
clamp(q / 0.25, 0.20, 1.00)
| Barrier as percentage of capacity | Percentage of normal decay |
|---|---|
| 25% or higher | 100% |
| 20% | 80% |
| 15% | 60% |
| 10% | 40% |
| 5% or lower | 20% |
Capacity is the native full barrier cap, including the body's health/shield capacity, not current health or the size of the latest grant. Current barrier is reevaluated as it changes. The curve applies to all barrier on the holder, including Raincoat barrier. It does not reduce incoming damage or improve with additional Aegis copies. The nonzero minimum allows final decay to zero. Invalid/zero capacity or no Aegis uses native behavior.
Growth Nectar
Keep native stats, buff requirements, activation and item stacking. The installed game's late Nectar movement-speed increase lacks a matching acceleration contribution, so the mod applies only that missing acceleration factor.
Acceleration scales proportionally with Nectar's movement-speed multiplier rather than leaving the holder slower to reach the new speed. Native acceleration is rebuilt on recalculation, preventing compounded multipliers. Sprinting, air control and other modifiers keep their native rules; special motors that ignore body acceleration are not separately retuned. This is an acceleration correction, not an extra movement-speed or all-stat buff.
Brilliant Behemoth
Explosion damage falls linearly from 60% TOTAL damage at the center to 40% at the edge:
coefficient = 0.60 − 0.20 × clamp(distance / radius, 0, 1)
Center/half-radius/edge coefficients are 60/50/40%. Outside-radius targets are not hit. Distance follows native blast/hurtbox conventions, so large targets can intersect the blast boundary.
Native radius, trigger and proc behavior remain. The installed radius is (1.5 + 2.5n) × triggering proc coefficient, giving 4/6.5/9 m at one/two/three items when proc coefficient is 1. The description's stack-radius value is corrected from the old native +1.5 m wording to +2.5 m. Falloff is applied once only to this item's native explosion.
Networked Suffering
Keep native infection capacity, 4 enemies (+2 per additional item), the 45% pooling fraction, and three-second payout interval. The installed pool is shared by team; the mod does not turn it into separate per-holder pools.
At payout, each recipient behind world geometry takes 80% of its normal pooled damage. A visible payout of 1,000 becomes 800 for an occluded recipient, before that target's own defenses. Withheld damage is not redistributed and the shared pool is not reduced.
Visibility is checked from that infection's holder to its target when damage is delivered, using core-to-core positions and the world collision mask. Enemies and camera direction do not block it. Doors/moving geometry block when their solid collider belongs to that mask; triggers are ignored. Targets remain infected/tethered while occluded. Moving into or out of cover between collection and payout affects the payout-time result. Missing/dead/nonholding owners fall back to native payout; native feedback protection remains.
Uncommon items
Berzerker's Pauldron
Native activation remains four credited kills within one second, with native Frenzy movement/attack-speed bonuses. Base duration is 4 seconds (+3 seconds per additional item).
During a continuous Frenzy activation, each subsequent qualifying kill adds one second, spending a nonrefillable bonus allowance of 6 seconds (+1 second per additional item).
| Copies | Base duration | Maximum earned bonus | Maximum total duration |
|---|---|---|---|
| 1 | 4 s | 6 s | 10 s |
| 2 | 7 s | 7 s | 14 s |
| 3 | 10 s | 8 s | 18 s |
Activation-triggering kills do not also earn bonus time. Reaching the native kill threshold again during Frenzy does not reset duration or refill its allowance. The bonus budget is captured at activation; changing item count during that activation does not enlarge or refill it.
When Frenzy expires, a new valid activation event can immediately start a new activation with a fresh allowance. There is no added cooldown, wait for unused allowance or automatic replay of an old trigger. Losing the last item clears its owned Frenzy state.
Hunter's Harpoon
Each kill replenishes six temporary movement-speed buff stacks, each worth 14%, for 84% initially. It replaces/restarts the previous effect rather than adding six on top.
Lose one temporary stack every 0.4 seconds (+0.2 seconds per additional item copy). Extra item copies lengthen the interval, not the buff count or per-buff speed.
| Item copies | Interval | All six stacks expire by |
|---|---|---|
| 1 | 0.4 s | 2.4 s |
| 2 | 0.6 s | 3.6 s |
| 3 | 0.8 s | 4.8 s |
Speed steps down through 84%, 70%, 56%, 42%, 28%, 14%, then zero. At one item, expiries occur 0.4/0.8/1.2/1.6/2.0/2.4 seconds after the latest kill. Every kill restores six stacks and restarts that full schedule. Removal/death clears the item's temporary effect.
Leeching Seed
Each native eligible hit heals a flat 1 HP per item, before normal healing modifiers. Proc coefficient no longer scales the amount.
At three Seeds, eligible proc coefficients 0.2, 1.0 and 3.0 all heal 3 HP. Weak and powerful hits heal the same flat amount. Native trigger eligibility, attribution and proc-chain/healing rules remain; this does not newly make zero-proc hits, DOTs or unrelated secondary events eligible. Exactly one native heal is used per eligible event. Other mods can still alter healing modifiers or when admitted healing is released.
Kjaro's Band
The tornado has a 7 m horizontal damaging radius and deals 280% TOTAL damage per item over its full native duration, not per tick or per second. One/two/three copies give nominal aggregate 280/560/840% before defenses.
Native duration (about 3.3 seconds), tick cadence (about 0.3 seconds), vertical reach, proc behavior, trigger threshold, shared cooldown and band interactions remain. Actual damage depends on exposure/tick timing. Hurtbox intersection defines the edge for large targets. The damaging area uses the requested horizontal circular boundary and the visual footprint is enlarged to match.
Runald's Band
Deals 240% TOTAL damage per item and applies native 80% slow for four seconds per item. At one/two/three copies: 240/480/720% damage and 4/8/12 seconds of slow.
Native activation threshold, ten-second cooldown, proc restrictions and interactions with Kjaro/Singularity remain. No freeze is added. The game's existing threshold code can accept equality at 400% despite its unchanged “more than” wording.
Sale Star
Ordinary reward generation gives consumed Sale Star instead of active Sale Star, preserving the original selection weight and availability. It does not add a second independent drop entry. This covers ordinary chest/shop/printer/Command and other inspected reward paths.
Cauldrons and Artifact of Rebirth are exempt and can still grant active Stars. Existing Stars retain their actual active/consumed state when transferred: dropping/trading, Spec handoffs, temporary disabling and enemy theft/return do not consume an active Star or activate a consumed one merely because it changed hands.
Native chest consumption and consumed-to-active restoration at the next qualifying stage remain. Stage restoration follows the game's own scene rules, including hidden-realm/Bazaar behavior; it is not a reset on every respawn or handoff.
Stars freshly generated by Clover at stage entry stay consumed until the next qualifying stage. Separate permanent, rented and temporary restoration allowances preserve preexisting copies, including fractional temporary values, without letting new copies use another storage type's allowance. Native consumed Star remains NoTier/canRemove=false; some transfer interfaces may therefore not offer it.
Faraday Spur
At 100 charge, movement speed is +120% rather than +160%. The native linear contribution is +1.2% per charge, giving +30/+60/+90/+120% at 25/50/75/100 charge.
Jump behavior, charging from movement, decay, discharge, damage/radius and item stacking remain native. This mod does not reinterpret the game's existing jump-height wording or add another Nectar/Harpoon multiplier.
Items intentionally unchanged
Red Whip and Longstanding Solitude receive no gameplay hooks, configuration toggles or description overrides from T4ylorItems. Existing game/other-mod behavior remains, including Wolfo Gameplay's separately configured Red Whip changes and native Solitude conversion.
Configuration and multiplayer
- Every item change can be disabled independently. Numbers in the in-game descriptions follow the active startup settings.
- Use matching mod versions/settings on every player and server. Restart after configuration changes.
- Native damage, inventory, buffs and effects remain server-authoritative; client stat prediction uses matching settings.
- Optional LookingGlass support supplies config-aware stack statistics for enabled changes, including next-stack previews and consumed Sale Star. Developed against LookingGlass 1.16.4; install it separately. Disabled items keep its original definitions.
- Body-dependent statistics are snapshots at tooltip refresh. Conditional and maximum bonuses are labeled separately from current values. Proc probabilities shown at proc coefficient 1.0 exclude luck. LookingGlass display settings still apply. The new integration needs an in-game visual/refresh check; other mods replacing the same stat definitions can conflict.