Mods / RPG Item Rarity

Category: #Magic #Other #Weapons
Author: Yew
Side: Both
Created: Sep 21st 2022 at 4:54 AM
Last modified: Aug 1st at 12:32 AM
Downloads: 8514
Follow Unfollow 121

Latest file for Various v1.18.x: 1-click install

Makes weapons, tools, and armor get assigned a rpg-esque rarity which improves their stats.

It is written in a way that should ensure compatibility with modded items as well.

Partially an example mod for my patch I'm working on called Attributer.

How to use:

Items when obtained automatically have rarity generated, this includes loot drops and chests.

Items that don't have rarity need to be "appraised" by dropping them and picking them back up, or using them.

The mod does work on existing worlds, and can be safely removed as well.




Configuration for adjusting chances and the like, and Language files! (1.0.4)

XSkills/XLib Compatibility! (1.0.4)

Six different item raritys that modify stats:

Rarity: Stat Modifier: Rarity Chance:
Common   0% Stat Bonus. 50%
Uncommon 10% Stat Bonus. 20%
Rare 20% Stat Bonus. 15%
Epic 30% Stat Bonus. 10%
Legendary 40% Stat Bonus. ~5%
Unique 50% Stat Bonus. ~1%

Stats Modified:


  • Durability.
  • Attack Power.
  • Mining Speed.


  • Durability.
  • Attack Power.
  • Ranged Damage.


  • Durability.
  • Damage Absorption.


  • Durability.
  • Flat Damage Reduction.


  • Durability.
  • Warmth.
Will eventually be developed into a prefix/suffix system. (e.g. Terraria.)

Please report any bugs!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.4 4036 Aug 1st at 12:32 AM Show Install now
v1.0.3 1152 Jul 10th at 4:38 PM Show Install now
v1.0.2 2758 Sep 23rd 2022 at 8:40 PM Show Install now
v1.0.1 244 Sep 22nd 2022 at 5:30 PM Show Install now
v1.0.0 208 Sep 22nd 2022 at 5:17 AM Show Install now

55 Comments (oldest first | newest first)

💬 DoomDestroyer, 3 days ago

i found the issue it was due to me modifing 

"ItemRarityModifier": {
"Unique": 2.1,
"Legendary": 1.9,
"Epic": 1.7,
"Rare": 1.5,
"Uncommon": 1.3,
"Common": 1.1 it should always just be 1

💬 DoomDestroyer, 3 days ago

im having an issue where when i modify the config rarity it resets this is all i changed

"ItemRarityProbablility": {
"Unique": 0.6,
"Legendary": 0.5,
"Epic": 0.4,
"Rare": 0.3,
"Uncommon": 0.2,
"Common": 0.0
"ItemRarityModifier": {
"Unique": 2.1,
"Legendary": 1.9,
"Epic": 1.7,
"Rare": 1.5,
"Uncommon": 1.3,
"Common": 1.1

💬 Dark_Darcus, Nov 14th at 5:47 AM

Kignus use the mod Attributter

💬 Joethemonk, Oct 31st at 6:32 PM

Is it possible to change the item quality(xskill blacksmithing) coresponding with the rarity ? We would like to rebalance them for a server.

I would also love to know if it would be possible to change the stats of other items based on their rarity. Like giving backpacks extra slots depending on the rarity.


💬 Kignus, Oct 18th at 11:02 PM

I try it with a bunch of other mods ( xlib/skill, still usefullstuff, primitive survival,bullseye and some other 20 in total) and it dont really work well. The rarity and color works but stats are still vanilla one i check the config file and everything is good 😭.

Edit: i try in a new world with only this mod and still dont work I dont know if its from recent update .


💬 Ixcatl, Oct 15th at 8:20 AM

would it be possible to add a config setting for suffixes instead of prefixes? i wouldve liked a style similar to RimWorld qualities i.e. "Tin bronze falx (masterwork)"

💬 Accensus, Oct 1st at 2:01 PM

Bug report: custom rarity names don't work for Unique. Seems that the code uses config.ItemRarityName["Unique"] instead of ModConfig.Current.ItemRarityName["Unique"].

💬 Ryuu, Sep 16th at 11:46 PM

Whenever a person learns via xskills the Blacksmith skill, the rate of getting items that are above common drastically diminishes; however, whenever one does not have the skill, they get at what feels like a very significantly higher chance of getting items to roll greater than common. It's almost like it is not really compatible with xskills' Blacksmith skill. On top of this, when blasksmithing using the Blacksmith skill, the if the blacksmith crafted an item that has a higher quality with better durability, and then drops or uses the item, it is overwritten with RPG Item Rarity and rolls significantly lower stats and gravely lesser quality than what the blacksmith has crafted.
Also posted this here: your forum page and here: your github issues tracker

💬 NukoSan, Sep 9th at 6:00 PM

Most of the time I get Rare, Epic, and Legendary items I think there's something up with that ;-) as an additional proposal, maybe a small chance of getting a Poor and Very poor item (for the sake of balance)? would be quite cool if this could be tied up with the XP and level of an item depended on the skill level of "crafting" :-)

💬 OverLordAinz, Sep 9th at 3:43 PM

i have made a fair few Unique items now and a conundrum has appeared,

So here is my problem I need a way to repair my tools armor was easy because it had a defualt way to repair them but tools don't any plans for a tool repair mod? or does anyone have any ideas of an existing mod that does just that?

💬 Sindin, Sep 7th at 6:40 AM

It would seem there is a conflict between this mod and butchering. When i tossed my catch over to our butcher it changed the carcas to be "unique" and we could not place it into the butcher table or do anything with it past that. This happened to all our carcases. Only way to fix it was toss those ones in a pit to despawn and remove this mod for the time being. I hope this can be fixed, be in via a "blacklist" to stop items from being modified by this mod or some other method.

💬 Accensus, Aug 27th at 9:54 AM

Looks like bow damage is not affected by rarity, despite the stats above saying range damage is modified. Tested with different bows just in case, but none of them receive any bonus to piercing damage.

While the mod doesn't work in vanilla either, I have to mention that I am using Bullseye and noticed that this may need a compatibility patch in the event this issue is addressed.

💬 DrewTuber, Aug 17th at 3:43 AM

I noticed Temporal gears have rarities, which prevents stacking in barrels. Is this intended behavior?

Second, does anyone know a good gear-repair mod to keep those Legendary and Unique drops?

💬 Accensus, Aug 16th at 4:08 AM

Ionite Yes. It's listed in the requirements. I missed it the first time too. Read the OP again.

💬 Ionite, Aug 15th at 7:29 PM

Accensus no I did not, Is that a Lib needed to make it run?

💬 Accensus, Aug 15th at 5:30 PM

Ionite Did you download Attributer?

💬 Ionite, Aug 14th at 9:59 PM

so not sure why but I had 2 tin bronze picks made before finding this mod so I threw them and repicked them to get the rarity but the stats are exactly the same

💬 Accensus, Aug 12th at 6:02 PM

Suggestion: rarity affects storage space for items such as backpacks/sacks. Those already get a roll for rarity, only it doesn't do anything.

Suggestion Part Deux: Yew so I'm really liking the Firearms mod by Maltiez. One slight problem, though. This doesn't quite work with that or at least not entirely. Durability and name are both affected as expected, but the weapon stats obviously don't work out of the box. How possible is a compatibility patch in this case? Disregarding the fact that the numbers used in the description are currently hardcoded in the language file. I've posted about both issues on the mod's page, but the former seems like something that'd need to be handled on your side, if doable.

💬 Accensus, Aug 7th at 7:40 PM

Anytime! I may be wrong on the dynamic naming by the way. Initially I thought it only changed the name, but I later found out that whenever you "recalibrate" the propick, an entirely new object is created which gets its own roll for rarity. This still leaves the question of why it doesn't prepend the prefix. Hopefully this information is at least somewhat useful to you. At least the source code for Temporal Prospector is available. Might be worth looking at.

💬 YewAuthor, Aug 7th at 6:53 PM

Thanks for letting me know Accensus! It probably is fixable, depending on how Temporal Prospector generates its dynamic names anyway. If all else fails I can add a specific patch for it as well, I don't think it would be much effort to do.

💬 Accensus, Aug 6th at 11:34 AM

Mods such as Temporal Prospector that have items with dynamic names do not have the prefixes or colors from this mod applied to them. No idea if this is even fixable. Might be some weirdness in the other mod's implementation. The good news is that after spending half an hour trying to figure out what's up, I've concluded that this mod does, in fact, work just fine with regards to attribute modification. This is purely a visual bug.

💬 YewAuthor, Jul 31st at 6:13 PM

Since I have some time on my hands for once, I'll be not only making the configuration files actually work, but also I'm going to work on adding XSkills/XLib compatability, Bullseye Compatability, and of course fixing the knife bug.

💬 Gods_Mistake, Jul 30th at 2:55 AM

Same issue as BigShasta here
tools can only be used for special blocks and not for stuff which has a more purpose toolusage

💬 AlmondSnake, Jul 25th at 12:08 PM

I really like this mod, gives a little bit more of fun to weapon crafting but doesnt make them op

💬 Noleadge, Jul 14th at 11:35 AM

hey you should make it generate fantasy words instead of epic and unique, maybe it says sharp or mastercrafted.


💬 BigShasta, Jul 13th at 1:22 AM

First let me say Thanks for this mod and the creativity behind it! I wasn't able to get it to work, please take this as simply an anecdote; I don't want to discourage anyone from trying the mod. My issue seems to have been caused by this mod, I had a pretty light mod list (<10), just a little grab I made for testing. The Attributer and the RPG Item Rarity mods were the ONLY mods I used that changed anything about tools... Golden Combs but I don't think that messes with tools... anyway I could start a new game, punch branches, get a stick, (get flint) craft a flint knife, and the knife would cut exactly ONE branch block (evergreen "Pine" was used in my world) - and the knife would no longer cut any branches at all. It would cut grass, etc, but no branches after the first one. Tested it 3 times before removing the attributer and rpg mod - then everything worked normally. Weird! So if it's all working correctly - my apologies - but it seemed to have a bug here in my instance, from what I can deduce. 

💬 Sp0wN, Jul 12th at 5:09 PM

Binn told the truth, the config file does not appear when the server is loaded. The file itself is in mods.
This means that the administrator has the opportunity to set the chance of the appearance of this or that item in server machine.

💬 YewAuthor, Jul 12th at 2:09 PM

I do plan on adding compatability with some other mods, including xskills and bullseye. 

💬 DrakeBD, Jul 12th at 8:49 AM

This would be awsome with the XSkills XSkills - Vintage Story Mod DB mod the higher smithing skills the more chance of making a better Item maybe look into doing that 

💬 YewAuthor, Jul 11th at 5:25 PM

I believe I did include config files in the latest update, however I don't remember if I actually got it working or not. If you unzip the mod folder, it should have an "assets" folder with the configuration and language files. If they don't work, just shoot me a message wherever. Binn

💬 Binn, Jul 11th at 4:33 PM

What about adding a config file to set own chances of each rarity?

💬 Coer, Jul 10th at 7:08 PM

so it looks like you can disregard my last comment about the mobs lagging me out and assuming it was a part of the mod. I'm running some tests right now with a fresh instance of my game and it seems to me that running the game for multiple hours without closeout was causing memory issues and slowing my overall experience down. Apologies about that.

💬 YewAuthor, Jul 10th at 4:26 PM

Mobs shouldn't be getting assigned attributes, only items should. However, I'll see what I can find. I did notice I left in some debug print statements so I'll be updating the mod with those taken out to clear out the console a bit.

💬 Coer, Jul 10th at 3:18 PM

so it seems like this mod may be lagging a server it's applied in extremely dark environs and high mob pop areas. Is this mod running the get attribute check on every mob that spawns by chance? there have been several times where it just freezes up when enough mobs spawn in.

💬 YewAuthor, Jul 10th at 4:13 AM

Also, sorry for anyone who gets the error "Modinfo.json missing", it should be fixed momentarily, I accidentally uploaded the mod zipped wrong. 

💬 YewAuthor, Jul 9th at 2:00 AM

I will be updating both RPGItemRarity(and Attributer) soon. Sorry for the delay, but I've been busy. I plan on also patching any missed bugs and also adding features such as you no longer need to "appraise" them to get them to get a rarity, hopefully.

Oh yeah, I'll also likely make a github for both, probably a good idea.

💬 Arden, Mar 24th at 5:55 PM

Just a FYI: This uses 'Attributer' which is said not to be compatible with 1.18.

💬 LadyBlakeHammer, Feb 28th at 1:43 AM

Hello hi, I wanted to know if the mod applies itself to modded items, based on it being tagged a specific item like shield, or armor?

💬 RianAshes, Feb 2nd at 5:19 AM

Hello. Here is a conflict with xSkill. You can't break grass with any tool, exept knife or hand, or locust nest with pickaxe. Seems like you can't destroy blocks with "wrong" tools, i.e. break planks with shovel or dirt with pickaxe. Problem occurs right after you "appraise" tool, until that - any tool can break any block. But appraise it - and you curse it, so it can break only tool-related blocks.

I have installed only xSkills + xlib and attributer + rpg item rarity. Because problem occurse only after appraising of item - i think that problem can be on your side.

There is nothing interesting in game logs, no errors or even warnings.
This is great mod, but this conflict is a big pain. Espessialy locust nests, whitch can be broken only by bare hands.

💬 Seiyria, Feb 2nd at 2:02 AM

I'm enjoying this mod so far, but I ran into a crash when I interact with our beehives. Any time angry bees spawn the server crashes: 


1.2.2023 20:44:13 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at attributer.src.patch.WearableStatsPatch.handleDamagedWearableStats (Vintagestory.API.Common.IPlayer player, System.Single damage, Vintagestory.API.Common.DamageSource dmgSource, Vintagestory.API.Common.ICoreAPI& ___api, System.Single& __result) [0x0099f] in <eea4f6c535c743898b0cd7360e22c393>:0
at (wrapper dynamic-method) Vintagestory.GameContent.ModSystemWearableStats.Vintagestory.GameContent.ModSystemWearableStats.handleDamaged_Patch2(Vintagestory.GameContent.ModSystemWearableStats,Vintagestory.API.Common.IPlayer,single,Vintagestory.API.Common.DamageSource)
at Vintagestory.GameContent.ModSystemWearableStats+<>c__DisplayClass8_0.<Event_PlayerJoin>b__1 (System.Single dmg, Vintagestory.API.Common.DamageSource dmgSource) [0x00000] in <7256d91810284f579e2e7941793953ac>:0
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single& damage) [0x00021] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00047] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.API.Common.EntityAgent.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00000] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.GameContent.AiTaskMeleeAttack.ContinueExecute (System.Single dt) [0x0013d] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.GameContent.AiTaskManager.OnGameTick (System.Single dt) [0x000e4] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick (System.Single deltaTime) [0x00076] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x00100] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x007a0] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.GameContent.EntityBeeMob.OnGameTick (System.Single dt) [0x0005e] in <7256d91810284f579e2e7941793953ac>:0
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00035] in <ff0c509c81c540cc89f5bdcbaf20f7cf>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <ff0c509c81c540cc89f5bdcbaf20f7cf>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <ff0c509c81c540cc89f5bdcbaf20f7cf>:0


Hope this helps at all! It looked like it was an issue with attributer but since this is the only mod that uses it (AFAIK) I wasn't sure if this was the right place to report or not.

💬 Wenex, Jan 1st at 4:07 PM

Hello Yew

Apologies, I'm new to modding Vintage Story, I haven't noticed you need Attributer as required mod for this to work. I installed Attributer and now it works without issues.

💬 Lexingtondavid, Dec 29th 2022 at 2:39 AM

Agreed. It's a shame to get an Epic or Unique spear or knife only for it to be the same as a common tool of the same kind

💬 Wenex, Dec 29th 2022 at 2:06 AM

Hey. I have been using this mod for around 15ish hours and it feels like it doesn't work? I mean no matter what type I get, even Legendary, the stats don't change when you hover on items and they dont "feel" like they last longer.

17.9 here

💬 YewAuthor, Dec 16th 2022 at 9:56 PM


Interesting, I have not tested it with xskills. I will check it out when I have time! Thanks for letting me know.
I plan on eventually officially adding full xskills and other mod support for it, so maybe this is a good time to start!

💬 Krieden, Dec 12th 2022 at 6:24 PM


I have this installed on a hosted server with xskills and eveything seems ok except the daggers. I cant seem to harvest with them sometimes. Now I am fairly new so I dont know if it could be an issue with snow (wich sux lol) but I cant harvest trees or bushes and grass only when its not in a snow block. I guess I need to know if its an issue with the mod or an issue with snow or snow with the mod. Otherwise its a really nice mod. Thanks

Edit: Started a single player game and tried using the knife in the snow and in temperate...seems the knife can not harvest tress or bushes, it can harvest grass as long as its not on a snow tile. Doubt thats intended but there ya go :)

💬 DanaCraluminum, Nov 25th 2022 at 6:34 PM

Does it have source code somewhere? I know how to make it apply rarity when you holding it in hands instead of dropping etc.

💬 YewAuthor, Nov 24th 2022 at 12:36 AM


There is not. I had the mod work that way at some point, but ran into the issue of shift clicking the output assigning all crafted items the same rarity. I could not make a workaround for it because the required functions don't seem to be exposed.

💬 PeterSanderson, Nov 2nd 2022 at 3:46 PM

Is there any way to offer a config option that only makes "items of quality" for loot drops and treasure? Or to ensure player crafted items don't have values assigned merely by dropping and picking up?


💬 YewAuthor, Sep 24th 2022 at 5:53 PM


The problem is fixed! Thanks for letting me know!
You just need to download the newest version of  Attributer.

💬 Jaloopy, Sep 24th 2022 at 2:40 AM

Running into some weird problems where my game crashes because of attributer,
"9/23/2022 10:33:37 PM: Critical error occurred in the following mod: attributer@1.0.2"
"System.ArgumentException: Empty name is not legal. Parameter name: oldValue"

Not too sure why this is happening, any ideas?

💬 YewAuthor, Sep 23rd 2022 at 12:08 AM

It could be integrated with both.
With Bullseye you would need to write a compatibility mod for Attributer, and with Xskills you could just write a compatibility mod for this mod.
I plan on atleast poking around with xskills compatibility for this mod. Maybe. Currently spending time expanding Attributer so its more useful.
This is already somewhat compatible with Bullseye, Bullseye weapons don't get any bonus though, it's purely visual as far as I'm aware.
It would probably help once I put these mods up on GitHub.

💬 xCoiotex, Sep 22nd 2022 at 8:03 PM

Is it possible to integrate this with this mods: Bullseye and Xlibs/ Xskills?

💬 YewAuthor, Sep 22nd 2022 at 4:12 PM

@1618 Yep! You just have to use the item afterward or drop it on the ground and pick it up again.


💬 1618, Sep 22nd 2022 at 3:42 PM

One of my favorite features.

Will Quality be applied to Crafted items?

💬 MrBadWithNames, Sep 22nd 2022 at 9:54 AM

Looks awesome! 

Definitely going to give it a try :D

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