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Effects and Best for
Weapons, armor and artifacts carry effects, and weapons and armor can carry one enchantment. Change effects… on an item's card opens the window for both.
The game rolls an item's effects when it drops: none on a Common item, one on a Rare one, two on a Special one, and never more than four. In the editor you choose them.
- Each effect comes in tiers I, II and III.
- The list says where the game rolls each effect: "rolls on ranger gear", "any weapon", "all gear".
- You can put any effect on any item. When the game wouldn't roll that effect on the item you have open, the window says so. The game keeps such an effect; whether it does anything there hasn't been tested.
One per weapon or armor piece, the same as at the Enchantsmith. The window only offers the ones that go on the kind of item you have open.
Pick what you want from the item and the editor puts its picks on, ahead of the effects the item already has:

| Goal | What it reaches for |
|---|---|
| Damage | Bonuses that always apply, then critical hits and charged shots, then ones that need the right enemy or moment |
| Survival | Taking less damage, then healing, then shaking off statuses |
| Mobility | Moving faster, then rolling more often |
| Loot | More drops, then better rarity, duplicates and emeralds |
| Artifacts and souls | Shorter cooldowns, then souls, then artifact damage |
| Companions | Their damage, then keeping them alive, then getting them back sooner |
| XP | No effect on gear gives XP. The Eye of Experience talisman does: PRESETS… → Most XP |
Two things to know about it:
- A pick is always an effect the game can roll on that very item. The game rolls an item's effects from the pool of its slot (any weapon, any artifact, all gear) and from one pool for each archetype the item carries. A Sword is Fighter gear, so for damage it gets Sharpness, Duelist, Swiftness and Critical Hit. A Tank's chestplate is told the game rolls no mobility effect on it.
- Which of those is best is the editor's own judgement, not a measurement. Nobody has tested one effect against another. Change the picks as you like before pressing Apply.
An effect that boosts one element's attacks, such as Pyromancer, is only picked when your hero has an artifact of that element equipped.
Best for never picks the effect a Unique already comes with: the game can roll it a second time, but nobody knows that the two add up, so the place goes to the next pick.
Gear from a Soul Storm's reward chest shows this tag in the game, and has one more effect than its rarity usually gets. Tick Soulstorm Enhanced in the window and the editor puts the game's mark for it on the item. The tick box does only that, so add the extra effect yourself.
The editor writes an effect exactly the way a real save holds it, so it only offers what it has seen in real saves, plus anything on an item in your own saves. A tier nobody has seen saved is offered from the game's published numbers, and the editor asks before adding it.
Your saves can fill the gaps: see Teach the editor.
A Unique comes with an effect of its own, the one its card describes. The editor adds it with the Unique, saved the way the game saves it, for all 116 Uniques. A Unique made with an older version of the editor has a button on its card, Add its own effect.
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