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Maybe i will do something on Discord but there will be an UI rework for release of the game so I won't do one before the new UI.
Just some things on it:
-You must recycle your items to learn new modifiers. You never unlearn your modifiers (you can see the mods you know in encyclopedia > Equipment Modifiers)
-You can craft learned modifiers and there is 3 types of modifiers:
---Primary which give you a number of secondary and negatives slots for modifiers to craft, they are usualy unique to one kind of item.
---Secondary are always positive bonus.
---Negative are usually bad, but not always. It depends of your build.
-You can level up your Item up to level 10, then tier up but it return to level 1, etc...
-You can rename your item
-You can make it a favor item (you can't recycle an favorite item)
There is nothing like moving a modifier. You can learn one by recycling an item which have a not learned modifier. Once it's done you can craft this modifier an unlimited number of time if you have enough materials to do it.
I would just say you should nearly always recycle items with a mod you don't know so you can craft them.
That's it.
Negative modifiers are brilliant game play to me. As If I want some really prime stat boosts (which tend to have a high starting level requirement) at a lower or my starting level, I balance out the level requirement to start using that gear with negative modifiers.
Any acceptable negative modifiers for your game play can be helpful to open up gear stats earlier.
Another option with the load out saves as the UI stands is to think of it as a low level gear load out and a higher level gear load out to switch to later on, depending on your game style, challenge, rog... etc.
So, like Dirian says, keep playing and recycling your gear if you don't know the perk yet or need recycled supplies for upgrades for the gear you want to keep.
We can put a star on the gear we like so it doesn't get accidentally recycled (which is said above as 'favoring' the gear).
Certain rogs can only use light armor and no shields, some can use heavy, gunslinger obviously has it's own holster load out.
Per level perks tend to give better results, but are useful with one time percentage perks too.
Negative modifier per level perks are necessary for now to start a high level gear load out with positive perks at a real low starting level or even below or at level zero depending on how the negative perks are paired.
The primary perk slots on gear tell you how many secondary positive and negative modifiers can be set to an item.
There's a guide on here for how to get all the unique items for reference, like adaptive greaves/gloves/armor/helm, trainers gloves, knights amulets and lots of other real useful rare items that open up the dynamics of RG even more.