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This page describes item mods, which are modifiers applied to equipment or items. For a more general usage of the term, refer to mods (disambiguation).
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This page describes item
mods, which are modifiers applied to equipment or items. For a more general usage of the term, refer to
mods (disambiguation).
|
This page describes item mods, which are modifiers applied to equipment or items. For a more general usage of the term, refer to mods (disambiguation).
|
Item mods, often referred to simply as "mods", represent enhancements or abilities that can be added to an item. Mods can either be added intentionally to an item with the Tinkering skills, or mods can appear spontaneously on an item as part of procedural item generation. Items are limited to a maximum of 3 mods in almost all cases.[1] The gigantic mod is the primary exception, as it does not take up a modification 'slot'.[2]
Relics have unique modifiers and a described separately. For more information about relics, refer to the Relics page.
Mod Rarity
Each mod has a rarity value of either Common, Uncommon, Rare, Rare 2 or Rare 3. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.[3][4]
Rarity
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Weight
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C
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Common mods
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2000
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U
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Uncommon mods
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800
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R
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Rare mods
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210
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R2
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Rare 2 mods
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50
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R3
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Rare 3 mods
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3
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The actual percentage chance of obtaining a particular mod depends on the rarity of each mod in the overall pool of potentially applicable mods for an item. For example, in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 rare 3 mod, the total weight would be 7813 (2000+2000+2000+800+800+210+3) and the weighted percentage of obtaining mods of a specific rarity would be 76.6% common, 20.4% uncommon, 2.68% rare, and 0.03% rare 3. The exact pool of mods varies for each type of item, such as a grenade or a pair of boots.
In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. (Weight ÷ ((ModNativeTier - ItemTier) * 5))[5][6]
Other Qualities
Item mods have a variety of other qualities, many of which are described in the infobox on each mod's wiki page.
Quality
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Description
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Categories & Restrictions
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The items to which mods can be applied are defined by categories, and in some cases additional unique restrictions. For example, the fitted with filters mod is associated with the Helmet and Mask categories, meaning that it can be applied only to helmets and masks. Furthermore, this mod has an additional unique restriction that prevents it from being applied to any item that already filters gas, such as the gas mask.
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Difficulty and Complexity
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Item mods often increase the difficulty and/or complexity of the modded item, making that item harder to identify.
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EMP-sensitivity and Reality Distortion
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Certain mods are susceptible to being disabled by EMP effects or normality.
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Tinkerability
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Many, but not all, mods can be added to items through tinkering. Notable exceptions include the painted and engraved mods, which appear only on procedurally generated items. Additionally, some mods can appear spontaneously on items created through tinkering. These mods are classified as "Autotinkerable" on their respective wiki pages.
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Value multiplier
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Each mod has a value multiplier which increases the commerce value of the modded item. Multiple mods' value multipliers stack multiplicatively.
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Modification List
General Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Desecrated |
|
Desecrated: This object has been desecrated by vandals. |
1.0 |
|
Statue |
Electromagnetically-shielded |
R |
Electromagnetic shielding: This item is immune to electromagnetic pulses. |
1.3 |
Tinker II |
General • Electronics |
Engraved |
C |
Engraved: This item is engraved with a scene from the life of the ancient sultan (sultan). |
2.0 |
|
General • Pottery |
Extradimensional |
R3 |
Extradimensional: This item has recently materialized, inheriting some properties from its home dimension. |
3.0 |
|
General • Pottery |
Fitted with suspensors |
R |
Fitted with suspensors: When powered, this item is weightless. |
1.3 |
Tinker III |
General |
Gigantic |
R2 |
Gigantic: This item is much heavier than usual and can only be equipped by colossal creatures. [Additional details vary based on item] |
1.5 |
|
General |
Jacked |
R |
Jacked: When equipped by a robot, cyborg, or mutant with the ability to generate electricity or access to grid power, this item can draw power. |
1.3 |
Tinker II |
General • Electronics |
Jewel-encrusted |
R |
Jewel-Encrusted: This item is much more valuable than usual and grants the wearer +100 reputation with water barons. |
5.0 |
|
General • Jeweled |
Lacquered |
C |
Lacquered: This item repels liquids and cannot rust. |
1.1 |
Tinker I |
General |
Magnetized |
|
Magnetized: This item floats around you. |
2.0 |
|
General |
Overloaded |
R |
Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw. |
1.3 |
Tinker II |
General • Electronics |
Painted |
C |
Painted: This item is painted with a depiction of a historical event. |
2.0 |
|
General • Pottery |
Phase-harmonic |
R |
Phase-Harmonic: This weapon can affect both in-phase and out-of-phase objects. |
1.3 |
Tinker II |
General • Missile Weapon • Grenade |
Slender |
C |
Slender: This item weighs less than normal. |
1.1 |
Tinker I |
General |
Sturdy |
C |
Sturdy: This item cannot break or crack, though it can still be destroyed. |
1.1 |
Tinker I |
General |
Willowy |
R |
Willowy: This item weighs much less than normal. |
1.3 |
Tinker I |
General |
Electronics Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Electromagnetically-shielded |
R |
Electromagnetic shielding: This item is immune to electromagnetic pulses. |
1.3 |
Tinker II |
General • Electronics |
Jacked |
R |
Jacked: When equipped by a robot, cyborg, or mutant with the ability to generate electricity or access to grid power, this item can draw power. |
1.3 |
Tinker II |
General • Electronics |
Overloaded |
R |
Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw. |
1.3 |
Tinker II |
General • Electronics |
Weapon Mods
Melee Weapon Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Counterweighted |
C |
Counterweighted: Adds +1-3 to hit. |
1.1 |
Tinker I |
Melee Weapon |
Displacer |
R |
Displacer: When powered, this weapon randomly teleports its target 1-4 tiles away on a successful hit. |
1.5 |
Tinker II |
Melee Weapon • Missile Weapon • Thrown Weapon |
Electrified |
U |
Electrified: When powered, this weapon deals an additional (Tier - (Tier * 3 / 2)) electrical damage on hit. |
1.2 |
Tinker I |
Melee Weapon |
Flaming |
U |
Flaming: When powered, this weapon deals an additional ((Tier * 0.8) - (Tier * 1.2)) heat damage on hit. |
1.2 |
Tinker I |
Melee Weapon |
Freezing |
U |
Freezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit. |
1.2 |
Tinker I |
Melee Weapon |
Masterwork |
U |
Masterwork: This weapon is 5% more likely to score critical hits (standard chance is 5%). |
1.2 |
Tinker I |
Melee Weapon • Missile Weapon • Thrown Weapon |
Morphogenetic |
R |
Morphogenetic: When powered and used to perform a successful, damaging hit, this weapon attempts to daze all other creatures of the same species as your target on the local map. Compute power on the local lattice increases the effectiveness of this effect. |
1.5 |
Tinker III |
Melee Weapon • Missile Weapon • Thrown Weapon |
Nulling |
R |
Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. |
1.3 |
Tinker II |
Melee Weapon • Missile Weapon • Thrown Weapon • Shield • Body • Cloak • Headwear • Eyewear • Glove • Gauntlet • Boot • Tread Accessory • Exoskeleton |
Psionic |
|
Psionic: This weapon uses the wielder's Ego modifier for penetration bonus instead of Strength mod and attacks MA instead of AV. It will dissipate from the corporeal realm after some use. |
1.0 |
|
Melee Weapon |
Serrated |
R |
Serrated: This weapon has a 3% chance to dismember opponents. |
1.3 |
Tinker I |
Long Blade • Axe |
Sharp |
C |
Sharp: +1 penetration |
1.1 |
Tinker I |
Short Blade • Long Blade • Axe |
Missile Weapon Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Beamsplitter |
R |
Fitted with beamsplitter: This weapon has a 3-way spread with each shot at -1 penetration. |
1.3 |
Tinker II |
Beam Weapon |
Displacer |
R |
Displacer: When powered, this weapon randomly teleports its target 1-4 tiles away on a successful hit. |
1.5 |
Tinker II |
Melee Weapon • Missile Weapon • Thrown Weapon |
Drum-loaded |
U |
Drum-loaded: This weapon may hold 20% additional ammo. |
1.2 |
Tinker I |
Magazine |
Liquid-cooled |
U |
Liquid-cooled: This weapon's rate of fire is increased, but it requires pure water to function. When fired, there's a (15-Tier) % chance that 1 dram is consumed. |
1.2 |
Tinker I |
Firearm |
Masterwork |
U |
Masterwork: This weapon is 5% more likely to score critical hits (standard chance is 5%). |
1.2 |
Tinker I |
Melee Weapon • Missile Weapon • Thrown Weapon |
Morphogenetic |
R |
Morphogenetic: When powered and used to perform a successful, damaging hit, this weapon attempts to daze all other creatures of the same species as your target on the local map. Compute power on the local lattice increases the effectiveness of this effect. |
1.5 |
Tinker III |
Melee Weapon • Missile Weapon • Thrown Weapon |
Nanon |
R |
Nanon: (tier-based)% chance to dismember upon penetration. |
1.3 |
Tinker III |
Beam Weapon |
Nulling |
R |
Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. |
1.3 |
Tinker II |
Melee Weapon • Missile Weapon • Thrown Weapon • Shield • Body • Cloak • Headwear • Eyewear • Glove • Gauntlet • Boot • Tread Accessory • Exoskeleton |
Phase-harmonic |
R |
Phase-Harmonic: This weapon can affect both in-phase and out-of-phase objects. |
1.3 |
Tinker II |
General • Missile Weapon • Grenade |
Scoped |
C |
Scoped: This weapon has increased accuracy. |
1.1 |
Tinker I |
Firearm |
Thrown Weapon Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Airfoil |
C |
Airfoil: This item can be thrown at +4 throwing range. |
1.1 |
Tinker I |
Grenade • Thrown Weapon |
Displacer |
R |
Displacer: When powered, this weapon randomly teleports its target 1-4 tiles away on a successful hit. |
1.5 |
Tinker II |
Melee Weapon • Missile Weapon • Thrown Weapon |
Masterwork |
U |
Masterwork: This weapon is 5% more likely to score critical hits (standard chance is 5%). |
1.2 |
Tinker I |
Melee Weapon • Missile Weapon • Thrown Weapon |
Morphogenetic |
R |
Morphogenetic: When powered and used to perform a successful, damaging hit, this weapon attempts to daze all other creatures of the same species as your target on the local map. Compute power on the local lattice increases the effectiveness of this effect. |
1.5 |
Tinker III |
Melee Weapon • Missile Weapon • Thrown Weapon |
Nulling |
R |
Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. |
1.3 |
Tinker II |
Melee Weapon • Missile Weapon • Thrown Weapon • Shield • Body • Cloak • Headwear • Eyewear • Glove • Gauntlet • Boot • Tread Accessory • Exoskeleton |
Phase-conjugate |
R |
Phase-conjugate: This explosive shifts phase immediately before detonating. |
1.5 |
Tinker II |
Grenade |
Phase-harmonic |
R |
Phase-Harmonic: This weapon can affect both in-phase and out-of-phase objects. |
1.3 |
Tinker II |
General • Missile Weapon • Grenade |
Armor Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Co-processor |
R |
Co-Processor: When powered, this item grants +(Tier * 0.25) Intelligence and provides (Tier * 2.5) units of compute power to the local lattice. |
1.3 |
Tinker II |
Headwear |
Disguise |
R |
Disguise: This item makes its wearer appear to be a <creature name>. |
1.3 |
|
Body • Cloak • Exoskeleton |
Feathered |
U |
Feathered: This item grants the wearer +250 reputation with birds. |
1.2 |
Tinker I |
Glove • Gauntlet • Headwear • Body • Cloak • Shield • Boot • Tread Accessory • Exoskeleton • Wings |
Fitted with cleats |
C |
Fitted with cleats: +2-4 to saves vs. forced movement, knockdown, knockback, and being restrained. |
1.1 |
Tinker I |
Boot • Exoskeleton |
Fitted with filters |
U |
Fitted with filters: This item protects against breathing in dangerous gases. |
1.2 |
Tinker I |
Helmet • Mask |
Flexiweaved |
U |
Flexiweaved: This item's DV penalty is reduced by Ceiling(Tier/2). |
1.2 |
Tinker I |
Body • Cloak • Exoskeleton |
Gesticulating |
R |
Gesticulating: +2-6 Strength but disallows the use of the Floating Nearby equipment slot. |
1.3 |
Tinker I |
Glove • Gauntlet • Exoskeleton |
Lanterned |
U |
Lanterned: This item provides light. |
1.2 |
Tinker I |
Helmet • Exoskeleton |
Nav |
R |
Nav: When powered and booted up, this item enhances navigation. |
1.5 |
Tinker I |
Eyewear • Exoskeleton |
Nulling |
R |
Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. |
1.3 |
Tinker II |
Melee Weapon • Missile Weapon • Thrown Weapon • Shield • Body • Cloak • Headwear • Eyewear • Glove • Gauntlet • Boot • Tread Accessory • Exoskeleton |
Padded |
C |
Padded: This item grants a 10% chance to prevent daze or stun effects, and it doubles the chance for the wearer to shake off daze and stun effects with the Shake It Off skill power. |
1.1 |
Tinker I |
Helmet |
Polarized |
C |
Polarized: The item offers protection against visual flash effects. |
1.1 |
Tinker I |
Eyewear |
Recycling |
R |
Recycling: This item collects, purifies, and stores up to 8 drams of the wearer's wastewater. |
1.3 |
Tinker I |
Body • Exoskeleton |
Refractive |
R |
Refractive: This item has a chance to refract light-based attacks. |
1.3 |
Tinker II |
Glove • Gauntlet • Headwear • Body • Cloak • Shield • Boot • Tread Accessory • Exoskeleton |
Reinforced |
U |
Reinforced: +1 AV |
1.2 |
Tinker I |
Body • Exoskeleton • Wings |
Scaled |
U |
Scaled: This item grants the wearer +250 reputation with unshelled reptiles. |
1.2 |
Tinker I |
Glove • Gauntlet • Headwear • Cloak • Body • Shield • Boot • Tread Accessory • Exoskeleton • Wings |
Serene visage |
R |
Serene visage: +1 Willpower and reduces the cooldown of Meditate by 40 rounds |
1.2 |
Tinker I |
Headwear |
Six-fingered |
R |
Six-Fingered: +1 Agility |
1.3 |
Tinker I |
Glove • Gauntlet |
Snail-encrusted |
R |
Snail-Encrusted: This item is crawling with tiny snails and grants the wearer +250 reputation with mollusks. |
1.2 |
|
Glove • Gauntlet • Headwear • Body • Cloak • Shield • Boot • Tread Accessory • Exoskeleton |
Spiked |
R |
<on shields>
Spiked: This item adds bonus damage to Shield Slam equal to your Strength modifier and causes your target to bleed.
<on gauntlets>
Spiked: Unarmed attacks performed while this item is equipped cause bleeding. |
1.3 |
Tinker I |
Gauntlet • Shield |
Spring-loaded |
U |
Spring-loaded: +5-10 movespeed |
1.2 |
Tinker I |
Boot • Exoskeleton |
Terrifying visage |
R |
Terrifying visage: This item reduces the cooldowns of Berate, Intimidate, and Menacing Stare by 10 rounds. |
1.3 |
Tinker I |
Headwear |
Two-faced |
R |
Two-faced: This item grants an additional face slot. |
1.3 |
Tinker I |
Helmet |
Visored |
C |
Visored: +1 DV |
1.1 |
Tinker I |
Helmet • Exoskeleton |
Wooly |
U |
Wooly: This item grants resistance to heat and cold. |
1.2 |
Tinker I |
Glove • Gauntlet • Headwear • Body • Cloak • Boot • Exoskeleton • Wings |
Energy Cell Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
High Capacity |
U |
High-capacity: This item has increased charge capacity. |
1.2 |
Tinker I |
Energy Cell • Charge Storage |
Metered |
U |
Metered: This item has a readout displaying its charge percentage. |
1.2 |
Tinker I |
Energy Cell |
Radio-powered |
R |
Radio-powered: This item can be recharged via broadcast power.
This object has a broadcast power receiver that can pick up electrical charge either from satellites if not too far underground or from a nearby broadcast power transmitter. |
1.3 |
Tinker II |
Energy Cell |
Book Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Illuminated |
U |
Illuminated: This book is adorned with decorative marginalia and illustrations. It's worth 30% more. |
1.3 |
|
Book |
Statue Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Desecrated |
|
Desecrated: This object has been desecrated by vandals. |
1.0 |
|
Statue |
Tech Wall Mods
Name |
Rarity |
Description |
Value |
TinkerTier |
Type |
Gearbox |
R |
Gearbox: Has mechanical power transmission components installed. |
1.2 |
|
Misc • Tech Wall |
Piping |
R |
Piping: Has hydraulic pipes installed. |
2.0 |
|
Misc • Tech Wall |
Wired |
C |
Wired: Has electrical wiring.
Contains wiring enabling it to function as part of a power grid, conducting electrical charge between locations. |
1.5 |
|
Tech Wall |
Tinkerable Mods
Several, but not all mods can be added to their appropriate items if they have learned it with a data disk. The cost of such modification is the highest(right-most) bit of the mod, and the tier of the item to be modded. For example, modding a fullerite plate mail to be flexiweaved would cost <25>: flexiweaved costs <2>, and fullerite plate mail is tier 5 armor. For any additional modification already on the item, the cost based on the tier will increase by 1. If the flexiweaved fullerite plate mail was further modded to add wooly, it would cost <26>: wooly costs <2>, and the tier of the plate is 5 plus 1 from the flexiweaved mod.
Tinker I
Tinker II
Tinker III
References
- ↑ One rare but notable exception to the 3 mod limit is described on the extradimensional page.
- ↑
XRL.World.Parts.ModGigantic
, method GetModificationSlotUsage
- ↑
XRL.World.ModificationFactory
, method getBaseRarityWeight
- ↑ The actual weights for mods by rarirty are 100000, 40000, 10500, 1500, and 150, but those numbers have been simplified to the highest common factor for this article.
- ↑
XRL.World.ModificationFactory
, method ApplyModifications
- ↑
XRL.World.ModificationFactory
, method getTierRarityWeight
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