Don't Starve Together

Don't Starve Together

Modifiers for Equippable Items
 This topic has been pinned, so it's probably important
Monti  [developer] 27 Aug, 2023 @ 1:10am
Attribute Details
In this thread, I will explain the workings of the attributes more in detail:

Speed
The speed attribute will increase your speed by adding a speed multiplier to the player. Therefore, if you equip multiple items with speed attributes, they will increase much faster due to being multiplied!

Durability
Every item that has either finites uses, is fueled, perishable or a piece of armor can receive this attribute. The durability of the item will be increased by a percentage of their initial values that are determined at the start of the server, which in turn means that later increases of the durability by another mod will not be considered.

Damage
The damage attribute will add a bonus damage to the player that has the item equipped. It will be added to the total amount of damage that the player has done. This doesn’t count as planar damage, just the normal damage.

Armor
The armor attribute will add a multiplier to the damage that is done to you after already calculating the damage you get with your armor. That means, for example, if you have an armor with 80% armor and an armor attribute of 40%. If you receive 25 damage, 20 damage will be subtracted by the armor. You are left with 5 damage. From those 5 damages, we will remove 40%, and you are left with 2 damage that are applied to your character.

Range
This attribute increases the range of your attacks, so pretty straightforward.

Coldinsulation
This attribute makes you withstand the cold longer, it has the same effect as wearing a piece of winter clothing. The higher the value, the longer you won’t freeze.

Heatinsulation
This attribute makes you withstand the heat longer, it has the same effect as wearing a piece of summer clothing. The higher the value, the longer you won’t overheat.

Waterproofer
This attribute will give your character additional waterproofness, also in percentages, so at 100% you’re completely protected.

Glowingrange
This attribute can be played in 2 different ways:
  1. All glowing items will have their range and their brightness increased/decreased, depending on the modifier. If an item has no light, it will receive the light of a thermal stone, so just enough that Charlie won’t catch you
  2. If you equip such an item, the times between Charlies attacks will be longer/shorter, so that you can remain a longer/shorter time in the darkness without being hit.

Efficiency
Efficiency has different properties depending on the item:
  • Weapons: Weapons will use more/less uses when performing an attack. They will also increase/decrease the attack speed of the weapon.
  • Finite uses items: Their consumption of uses for different actions will be increased/reduced.
  • Tools: The effectivity of the actions that a tool can perform will be decreased/increased. If you have a gold or rainbow modifier, the tool will gain an additional action it can perform from a list of actions (HAMMER, CHOP, DIG, MINE, NET). If you have a glitch modifier, it will even gain 2 additional actions it can perform.
  • Sea Fishing Rods: Sea Fishing Rods will have their maximum throwing distance, accuracy, lure radius and lure efficacy decreased/increased.
  • Fishing Rods: The times between fishes will be increased/decreased.

Space
This attribute is only used by backpacks, it will decrease/increase the number of slots in the backpack.

Magic
The magic attribute will give items a spell depending on their modifier. Only items that can’t cast a spell can have this attribute. If you want to be surprised which ones exist, don’t look into the spoiler.

  • Black modifier: You can cast a spell to set something on fire. But pay attention, after a certain amount of time, this spell will be casted without you doing anything on a random target.
  • Grey modifier: You can cast this spell on a target to teleport it to a random place in the world. But pay attention, after a certain amount of time, this spell will be casted without you doing anything on a random target.
  • Green modifier: This spell will summon a dwarf star during winter and spring and a polar light during summer and autumn.
  • Blue modifier: This spell will heal all players in a distance of 8 from the point where it was cast by 30 health.
  • Purple modifier: This spell will cast a lightning on the target and deal 100 damage.
  • Gold modifier: This spell will summon the heat and cold circles that the deers of Klaus can summon. It will be chosen at random which one will appear.
  • Rainbow modifier: This spell will summon a Wes that will fight with you against your enemies. He will despawn after 5 minutes. He does 59.5 damage, has 300 health and 80% armor. He will heal by 15 health each 5 seconds.
  • Glitch modifier: This spell is a multispell. When cast on a target, it will cast spikes around the target an imprison them. If cast on a point in the world, it will summon 30 tentacles around this point that will not attack players. It can be used in combination by imprisoning the target and summoning the tentacles under them.


Lifeleech
This attribute will give the player the ability to heal themselves by attacking other enemies. But each heal will also cost you sanity, depending on how much was healed.

Sanityaura
This attribute will increase/decrease the sanity you receive when the item is equipped.

Hunger Reduction
This attribute will increase/decrease the hunger loss you receive when the item is equipped.

Preservation
This attribute can only be gotten by backpacks. It will decrease/increase the time for food to spoil in the backpack. If you get a glitch modifier, it will even get fresher again!

Leveling
This attribute adds a level to the item. With each levelup, the item has all their initial abilities worsened/improved by around 4%. Additional abilities from other attributes are not considered. You receive 0.5 experience every 10 seconds by having the item equipped. If you have a gold or better modifier, you will also receive experience from the enemies you have killed when having this item equipped. You can also receive experience by refining the item with the different ores, adamantite ore gives 15 exp, chlorophyte ore 75 exp and luminite ore 200 exp. If you have an item that can also be repaired, you need to hold the alt key to be able to refine the item. The needed experience for each level is calculated by the following formula:
level * level * 10 + 25
Additionally, level and experience will be saved between reforging. You can't use levels from bad modifiers for good modifiers, those have different saves. That means, you have one save for the levels of the good modifiers and one save for the levels of the bad modifiers.

Critical Hit
This attribute will give you the chance to land a critical hit on an enemy. A critical hit will do 1.5x damage (only applied to normal damage, not planar damage). If you have multiple critical hit items equipped, the chances will be added together. If you have a bad modifier, you will not get a critical hit but a missed hit, so that you will only to 0.2x damage to the target.

Dodge Chance
This attribute will give you the ability to dodge incoming attacks. If you dodge the attack, you will receive no damage. If you have multiple dodge chance items equipped, the chances will be added together. If you have a bad modifier, you will not dodge the attack but you will be knocked back.
Last edited by Monti; 29 Aug, 2023 @ 2:32am