Difference between revisions of "Craftmod"
From Flexible Survival
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|- | |- | ||
|[[Salvaging]] | |[[Salvaging]] | ||
+ | |This modifier allows items to guide their target towards valuable salvage, increasing the rate in which you gather it. | ||
+ | |60% | ||
+ | |N/A | ||
+ | |None | ||
+ | |50% | ||
+ | |None | ||
+ | |100% chance of Salvage at magnitude 10 for 10 rounds. | ||
|- | |- | ||
|[[Self Cooling]] | |[[Self Cooling]] | ||
+ | |This item absorbs and diffuses heat, making the target resistant to heated areas. Fortunately, it will automatically stop when in cold areas. Only useful on friendly firing items. | ||
+ | |25% | ||
+ | |25% | ||
+ | |None | ||
+ | |Common Energy x10 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of HeatAdaption at magnitude 5 for 10 rounds. | ||
+ | *100% chance of EnergyBreak at magnitude 1 for 10 rounds. | ||
+ | *Loadout of 5 | ||
|- | |- | ||
|[[Self Heating]] | |[[Self Heating]] | ||
+ | |This item emits heat, making the target resistant to cold areas. It's even polite enough to not overheat the user, handy. This modifier is only useful on items that affects friendly targets. | ||
+ | |25% | ||
+ | |25% | ||
+ | |None | ||
+ | |Common Energy x10 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of ColdAdaption at magnitude 5 for 10 rounds. | ||
+ | *100% chance of EnergyBreak at magnitude 1 for 10 rounds. | ||
+ | *Loadout of 5 | ||
|- | |- | ||
|[[Self Powering]] | |[[Self Powering]] | ||
+ | |The item provides some of its own energy. Easy to pull triggers, anti recoil systems, better batteries and cushy grips make this thing easy to use, reducing the energy needed, though making it a bit more expensive to upgrade and upkeep. | ||
+ | |60% | ||
+ | |20% | ||
+ | |None | ||
+ | |Uncommon Chemical x1 | ||
+ | |None | ||
+ | | | ||
+ | *Energy of -45% | ||
+ | *Upkeep of +15% | ||
|- | |- | ||
|[[Sharp]] | |[[Sharp]] | ||
+ | |Assists in digging deeper with attacks, that added extra pain really is noticeable. The downside is it can make things a little more cumbersome. | ||
+ | |50% | ||
+ | |60% | ||
+ | |None | ||
+ | |Uncommon Mechanical x2 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of Attack at magnitude 0.8 for 10 rounds. | ||
+ | *100% chance of AttackDebuff at magnitude 0.8 for 6 rounds. | ||
+ | *Charge of +30% | ||
+ | *Loadout of 5 | ||
+ | *100% chance of Attack at magnitude 0.4 for 10 rounds. | ||
+ | *100% chance of AttackDebuff at magnitude 0.2 for 6 rounds. | ||
+ | *Penetration of +25% | ||
+ | *Status Duration of -10% | ||
|- | |- | ||
|[[Slutty]] | |[[Slutty]] | ||
+ | |This piece of equipment has been made quite... evocative. While equipped, the user, if female, will appear to be at the height of her/hir fertility. | ||
+ | |33% | ||
+ | |20% | ||
+ | |None | ||
+ | | | ||
+ | *Common Chemical x5 | ||
+ | *Common Energy x5 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of InHeat at magnitude 1 for 10 rounds. | ||
+ | *50% chance of Fertility at magnitude 2 for 5 rounds. | ||
+ | *100% chance of InHeat at magnitude 1 for 10 rounds. | ||
+ | *Loadout of 1 | ||
+ | *100% chance of Inheat at magnitude 1.75 for 10 rounds. | ||
|- | |- | ||
|[[Stabilizing]] | |[[Stabilizing]] | ||
+ | |Give it a tri pod, a better brace, or just plain heavy and grounding. Improving accuracy and over all use for a weapon, while providing better footing if used on just about everything else. | ||
+ | |100% | ||
+ | |15 | ||
+ | |None | ||
+ | | | ||
+ | *Common Mechanical x25 | ||
+ | *Common Chemical x10 | ||
+ | |None | ||
+ | | | ||
+ | *Accuracy of 90% | ||
+ | *Charge of -10% | ||
+ | *Cooldown of -15% | ||
+ | *Loadout of +1 | ||
+ | *100% chance of Knockdownresist at magnitude 4 for 10 rounds. | ||
+ | *Upkeep of 2 | ||
|- | |- | ||
|[[Sticky]] | |[[Sticky]] | ||
+ | |Adding sticky stuff to things is good for creating sticky situations and keeping the focus glued into place. | ||
+ | |100% | ||
+ | |100 | ||
+ | |None | ||
+ | |Common Chemical x10 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of Aggro at magnitude 15 for 40 rounds. | ||
+ | *100% chance of Menace at magnitude 5 for 10 rounds. | ||
+ | *100% chance of HasteDebuff at magnitude 5 for 6 rounds. | ||
+ | *100% chance of DefenseDebuff at magnitude 5 for 6 rounds. | ||
+ | *Aggro Rate of +100% | ||
+ | *Charge of +25% | ||
+ | *Cooldown of +15% | ||
+ | *Damage of +10% | ||
+ | *Loadout of 5 | ||
+ | *100% chance of Aggro at magnitude 10 for 40 rounds. | ||
+ | *100% chance of HasteDebuff at magnitude 1 for 6 rounds. | ||
|- | |- | ||
|[[Stiffened]] | |[[Stiffened]] | ||
+ | |Heat treating your creation makes it stiffer and more hardy, better able to handle all sorts of things. | ||
+ | |50% | ||
+ | |60% | ||
+ | |None | ||
+ | |Uncommon Energy x1 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of Stiffened PhysicalDamageResist at magnitude 1 for 10 rounds. | ||
+ | *100% chance of Stiffened EnergyDamageResist at magnitude 1 for 10 rounds. | ||
+ | *100% chance of PhysicalDamageResistDebuff at magnitude 1 for 6 rounds. | ||
+ | *100% chance of EnergyDamageResistDebuff at magnitude 1 for 6 rounds. | ||
+ | *Charge of +25% | ||
+ | *Damage of +15% | ||
+ | *Loadout of 5 | ||
+ | *100% chance of PhysicalDamageResist at magnitude 0.5 for 10 rounds. | ||
+ | *100% chance of EnergyDamageResist at magnitude 0.5 for 10 rounds. | ||
+ | *100% chance of PhysicalDamageResistDebuff at magnitude 0.25 for 6 rounds. | ||
+ | *100% chance of EnergyDamageResistDebuff at magnitude 0.25 for 6 rounds. | ||
+ | *Penetration of +30% | ||
|- | |- | ||
|[[Stimulating]] | |[[Stimulating]] | ||
+ | |This interesting modifier causes the device to... stimulate... friends, or the user, that fall under the effect of the item, making them hornier. | ||
+ | |33% | ||
+ | |20% | ||
+ | |None | ||
+ | |Uncommon Edible x1 | ||
+ | |None | ||
+ | |100% chance of HornyAsHell at magnitude 2 for 5 rounds. | ||
|- | |- | ||
|[[Subtle]] | |[[Subtle]] | ||
+ | |The subtle modifier makes the user less noticeable, reducing their hate gain. Used offensively, it strikes in somewhat confusing and insidous ways, decreasing the ability of the enemy to defend against it. | ||
+ | |100% | ||
+ | |75% | ||
+ | |None | ||
+ | |Uncommon Chemical x1 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of Aggro at magnitude -20 for 40 rounds. | ||
+ | *100% chance of Menace at magnitude -5 for 5 rounds. | ||
+ | *100% chance of DefenseDebuff at magnitude 5 for 6 rounds. | ||
+ | *100% chance of DamageResistDebuff at magnitude 1 for 6 rounds. | ||
+ | *Aggro Rate of -40% | ||
+ | *Energy of +20% | ||
+ | *Loadout of 5 | ||
+ | *100% chance of Aggro at magnitude -10 for 40 rounds. | ||
+ | *100% chance of DefenseDebuff at magnitude 1 for 6 rounds. | ||
+ | *100% chance of DamageResistDebuff at magnitude 0.25 for 6 rounds. | ||
+ | *Penetration of +3 | ||
|- | |- | ||
|[[Sucking]] | |[[Sucking]] | ||
+ | |What happens when you put a bunch of sucking fish on your stuff and enhance it with nanites? This, apparently. Causes the target(s) of the item so modified to shed debuffs like no one's business. It's recommended for armor and other passive sources, giving the fish the time they need to do their magic. Somewhat a shame that the fish die after a while, reducing the item to a stinky mess. | ||
+ | |25% | ||
+ | |N/A | ||
+ | |Sacramento Sucker x3 | ||
+ | |25% | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of DebuffClear at magnitude 15 for 1 rounds. | ||
+ | *100% chance of DebuffResistDebuff at magnitude 10 for 6 rounds. | ||
+ | *Expiring of Yes | ||
+ | *Loadout of 5 | ||
+ | *100% chance of DebuffClear at magnitude 10 for 1 rounds. | ||
+ | *100% chance of DebuffResistDebuff at magnitude 3 for 6 rounds. | ||
+ | *Status Mag of +30% | ||
|- | |- | ||
|[[Suppressing]] | |[[Suppressing]] | ||
+ | |This little trick causes enemies to heal more stubbornly, and allies to heal more readily. Quite useful. | ||
+ | |120% | ||
+ | |75% | ||
+ | |None | ||
+ | |Uncommon Chemical x1 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of HealGain at magnitude 5 for 6 rounds. | ||
+ | *100% chance of HealGainDebuff at magnitude 6 for 6 rounds. | ||
+ | *Damage of +10% | ||
+ | *Loadout of 3 | ||
+ | *100% chance of HealGain at magnitude 2 for 10 rounds. | ||
|- | |- | ||
|[[Targeting]] | |[[Targeting]] | ||
+ | |A modification that helps an item improve your ability to hit your enemies. | ||
+ | |125% | ||
+ | |50% | ||
+ | |None | ||
+ | |Uncommon Electronic x1 | ||
+ | |None | ||
+ | | | ||
+ | *Accuracy of 95% | ||
+ | *100% chance of Accuracy at magnitude 8 for 10 rounds. | ||
+ | *100% chance of AccuracyDebuff at magnitude 10 for 6 rounds. | ||
+ | *Charge of +10% | ||
+ | *Energy of -10% | ||
+ | *Loadout of 5 | ||
+ | *100% chance of Accuracy at magnitude 4 for 10 rounds. | ||
+ | *100% chance of AccuracyDebuff at magnitude 3 for 6 rounds. | ||
+ | *Penetration of +40% | ||
|- | |- | ||
|[[Temporal]] | |[[Temporal]] | ||
+ | |The rats claimed to have warped time itself, the real question is how they actually managed this. | ||
+ | |20% | ||
+ | |30 | ||
+ | |None | ||
+ | |Common Energy x5 | ||
+ | |None | ||
+ | | | ||
+ | *Charge of -25% | ||
+ | *Energy of +10% | ||
+ | *HasteDebuffMag of +20% | ||
+ | *HasteMag of +20% | ||
+ | *RechargeDebuffMag of +10% | ||
+ | *RechargeMag of +10% | ||
+ | *RepeatAttackMag of +20% | ||
|- | |- | ||
|[[Thunderous]] | |[[Thunderous]] | ||
+ | |100% | ||
+ | |15 | ||
+ | |Battery x2 | ||
+ | |Common Mechanical x5 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of KnockDownResist at magnitude 2 for 40 rounds. | ||
+ | *100% chance of DebuffResist at magnitude 3 for 40 rounds. | ||
+ | *10% chance of CriticalKnockDown at magnitude 3 for 1 rounds. | ||
+ | *100% chance of KnockDown at magnitude 3 for 1 rounds. | ||
+ | *Energy of +30% | ||
+ | *Loadout of -10% | ||
+ | *100% chance of KnockDownResist at magnitude 1.5 for 40 rounds. | ||
+ | *100% chance of KnockDown at magnitude 1 for 1 rounds. | ||
+ | *Upkeep of 5 | ||
|- | |- | ||
|[[Toughened]] | |[[Toughened]] | ||
+ | |A certain foodstuff has been modified to allow gear to take far more hits. So you're tougher, AND tastier! | ||
+ | |25% | ||
+ | |100% | ||
+ | |None | ||
+ | |Uncommon Edible x3 | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of MaxHP at magnitude 12 for 10 rounds. | ||
+ | *Damage of +10% | ||
+ | *Loadout of 5 | ||
+ | *100% chance of MaxHP at magnitude 6 for 10 rounds. | ||
+ | *Penetration of +25% | ||
+ | *Upkeep of 1 | ||
|- | |- | ||
|[[Unpredictable]] | |[[Unpredictable]] | ||
+ | |An adjustment that causes massive power, but sometimes it just... doesn't work. | ||
+ | |100% | ||
+ | |150% | ||
+ | |None | ||
+ | |125% | ||
+ | |None | ||
+ | | | ||
+ | *Accuracy of 40% | ||
+ | *Damage of +30% | ||
+ | *Status Chance of -30% | ||
+ | *Status Duration of +25% | ||
+ | *Status Mag of +25% | ||
|- | |- | ||
|[[Untrackable]] | |[[Untrackable]] | ||
+ | |An upgrade to, and incompatible with, Invisible. More extreme effect for more extreme a price. | ||
+ | |200% | ||
+ | |N/A | ||
+ | |None | ||
+ | |100% | ||
+ | |None | ||
+ | | | ||
+ | *100% chance of Aggro at magnitude -30 for 2 rounds. | ||
+ | *Aggro Rate of -200 | ||
+ | *Cooldown of +25% | ||
+ | *Penetration of 3 | ||
|- | |- | ||
|[[Weight Gaining]] | |[[Weight Gaining]] |
Revision as of 02:07, 17 July 2016
Name | Description | Cred Cost | XP Cost | Ingredients | Salvage | Crafting Skills | Item Stats |
---|---|---|---|---|---|---|---|
Agonizing | By dispersing the energy release over time, you can deal more overall damage with your weapons. It may deal less over its previous duration of damage, but it now lasts far longer to give more overall ow. | 25% | N/A | None | Common Energy x50 | None |
|
Amplifying | A few extra thousand volts never hurt anyone! Nobody you cared about, anyway. | 50% | 50% | None | Uncommon Energy x1 | None | stats |
Attention Grabbing | An item so modified is designed to grab the attention of everyone round it. Heal and harm with style and never be forgotten! | 30% | N/A | None | None | None | Aggro Rate of +100 |
Backstabbing | Insulate the motor, cover the lights, paint it black, whatever. Just make it a little easier to sneak up on a feral while you are carrying this, striking when and where they least expect it. | 75% | 150% | None | Uncommon Electronic x1 | None |
|
Barb Firing | An item so modified causes its targets to be covered with tiny barbs. Being struck has a chance of making them dig in. Painful! Safety regulations restrict use on allies. | 50% | N/A | None | 25% | None | 100% chance of Barbs |
Basic Spread | This modifier increases the spread of a basic object, making it a small AoE without sacrificing too much. | 100% | 5 | None | Common Mechanical x5 | None |
|
Bimbolicious | Just wearing something with this... it makes you feel so... like, wow. You just kinda want to play. Forget all that boring stuff! | N/A | N/A | None | Uncommon Chemical x1 | None |
|
Blocking | It's just larger, in unpredictable ways. | 75% | 50% | None | Uncommon Mechanical x1 | None |
|
Bouncing | Placed on items that affect allies, this modifier causes them to gain a reactive proc on being struck in combat, allowing them to bounce back. | 75% | N/A | None | 50% | None | 100% chance of BounceBack |
Burning | Attaching flammable chemicals to things has never been so easy. Now you can make your friends and enemies spontaneously combust too! | 45% | 10 | None | Common Chemical x5 | None |
|
Calibrated | Good calibration improves the accuracy of the item. Not very applicable for ally/self affecting items. | 50% | 50% | None | Common Electronic x5 | None |
|
Calming | Finally, something to keep that boner from popping up at inopportune times. Items modified as such will keep your loins calm, even with all the temptations in the world today. | 33% | 20% | None |
|
None |
|
Cheap | Big, clunky, cheap as hell. Sometimes you just don't want to pay for the damn thing. | N/A | N/A | None | -50% | None |
|
Computerized | By taking out some of those clunky mechanical parts and replacing them with electronic components that do the same thing, you make an item fire so much quicker! But... it takes quite a bit more energy to do so. | 25% | 100% | None | Common Electronic x50 | None |
|
Cool | And you thought the rats were just naturally cool, but no, they have honed it into a fine art and can even make their equipment show off. | 75% | 100% | None | Uncommon Electric x1 | None |
|
Covered | How... interesting. An item with this modifier makes the wearer appear to be leaking in a, most potentially embarrassing, fashion. | 33% | N/A | None |
|
None |
|
Covering | An item modified by this enhancement emits a dazzling array of colorful patterns. To allies, this provides a powerful deflection aura. When targeting enemies, the lights are a confounding display that leave their attacks off the mark. | 125% | 75% | None | Uncommon Electronic x1 | None |
|
Crippling | Items with this modifier can cripple the damage output of the enemy. | 100% | 50% | None | Uncommon Mechanical x1 | None |
|
Cut Rate | Stretching your supplies as tight as they can go, you produce something functional, but shabby looking. Its flimsy parts require more constant repair and upkeep, but it does work! | N/A | N/A | None | -25% | None |
|
Decked Out | Any assortment of wacky, rad, or just plain over the top tweaks that boost auxiliary functions already existing on an item. Sadly, that comes a price. Any original function of the item might as well be forgotten. | 75% | 30% | None | 50% | None |
|
Delaying | Adding chemicals into the mix to get your foes to slow way down... or help allies in resisting others doing the same. | 75% | 50% | None | Uncommon Chemical x1 | None |
|
Directed | It will hit anything! | 20% | 30 | None | Common Electronic x5 | None |
|
Diseased | A little vibrio cholerae here, some cryptosporidiosis there, a dash of onchocerca volvulus, and you've got yourself one nasty bouquet of disease-spreading. | 100% | N/A | None | Uncommon Chemical x1 | None |
|
Dripping | How... interesting. An item with this modifier makes the wearer appear to be leaking in a, most potentially embarrassing, fashion. | 33% | N/A | None |
|
None |
|
Drooling | Umm... can, can we get you a napkin? This modifier makes the user/target/wearer appear to have recently shown someone a very good time, but not the type to swallow. | 33% | N/A | None |
|
None |
|
Duplicating | Buy one, get one free! Makes gear so nice you use it twice! | 50% | 100% | None | Uncommon Electronic x1 | None |
|
Durable | Items with this modifier are made to be tough, causing them to wear down slower and cost much less salvage to keep going. | 25% | N/A | None | None | None |
|
Enduring Effect | The other statuses on the item seem to last forever, or at least longer. | 100% | 100% | None | 75% | None |
|
Energized | By adding in some 'UMPH' to your gear, you are able to make it re-energize you while also making further exertions easier! Perfect for those who need to be constantly on the go. | 25% | 100% | None | Uncommon Energy x1 | None |
|
Ergonomic | It's just a little more comfortable and easy to use. Its loadout is reduced as a result. It's nice when things are designed for real life. | 100% | 100% | None | 50% | None |
|
Evasive | A bit of a boost of energy to make the wearer more dodgey. | 50% | N/A | None | Uncommon Energy x1 | None |
|
Extra Lethal | Just a little sharper, just a little hotter... | 100% | 100% | None | Common Energy x5 | None |
|
Extraplanar | A touch of the otherworlds lends extra ability to your device. | N/A | N/A | Mysterious Humming Crate x1 | 5% | None |
|
Extreme spread | An humble basic spread isn't enough for you? Don't worry, this extreme modifier allows you to hit a lot if not all of your opponents with a single hit. Still, remember to check the downsides to achieve such extreme power. | 150% | 25% | None | Uncommon Mechanical x1 | None |
|
Fast | The fast modifier makes the item faster, and the user faster for using it! Employed offensively, it slows down the enemy a small bit. | 100% | 75% | None | Uncommon Edible x1 | None |
|
Flexible | This shows you how to add all sorts of little tweaks to your gear allowing for more flexibility. This should help to avoid those nasty blows. | fixme | fixme | fixme | fixme | fixme | fixme |
Focused | Adding in some oomph to your recipe, this mod helps deal a more focused amount of penetration, but it requires more focus towards hitting less targets in order to do this. | 100% | N/A | None | 40% | None |
|
Fortified | Items so modified become better at protecting the user from harm. | 50% | N/A | None | 100% | None |
|
Gravid | Need a little pick-me-up? Are your subjects moving just a bit too fast? Well the scientists down at Lab 6 have been working on a little toy just for you. Using the latest in nanite induced hormonal cascade technology, this tiny module can quickly attach to any piece of active gear you might slap together. Get your equipment to invigorate you while you fight, slow your enemies to a crawl, try on that maternity wear in between pregnancies. Warning, hormonal changes may cause pseudocyesis, does not work on passive gear. Zephyr Inc., make checks out to cash. | 50% | N/A | None | 25% | None |
|
Hair Triggered | The item wants to fire, oh please let it fire. Can we fire now? How about now? Don't keep me waiting! | 150% | 100% | None | Uncommon Energy x1 | None |
|
Hardening | Using some complex electronic equipment, you are able to send pulses to temporarily harden and protect on demand without losing mobility. | 50% | 60% | None | Uncommon Electronic x2 | None |
|
Heavy | Just add a couple extra pounds, what could it hurt? An item with this will swing slower and less often, but will have greater impact when it lands. | 120% | N/A | None | 40% | None |
|
Height Gaining | Need help reaching the top shelf? Want to clean out the gutters without using a ladder? We have what you need! Slap this onto your gear, or fire it at a friend, and get ready for that age old question, 'How's the weather up there?' | 33% | 20% | None |
|
None | 100% chance of Height at magnitude 5 for 4 rounds |
Height Losing | Ever wonder what it would like to be a bit shorter? Fit in smaller places? Hide out like a mouse? Now you can try it out! Add this onto your gear, or point it at a friend, and let the small times begin! | 33% | 20% | None |
|
None | 100% chance of Height at magnitude -5 for 4 rounds |
Hooked | Adds rather alarming looking hooks that grasp onto enemies and draw their attention and their blood. | 200% | 30% | None |
|
None |
|
Improved | Take your time, use the best parts, and just make it better. Simple, effective. Good quality work. | 75% | 50% | None | None? | None |
|
Instant Drawing | An interesting modifier that reduces the charging time of your weapon. You sacrifice a bit of damage, but fast is always better, isn't it? | 80% | 5 | None | 30% | None |
|
Insulating | The item puts out an intense barrier of nanites that actually absorbs punishment. Very draining, but extremely effective! | 200% | 100% | None | Uncommon Chemical x5 | None |
|
Intricately Wrought | This item is a masterpiece. It's a shame it's so expensive. | 50% | N/A | None | None | None |
|
Invisible | You can't see it, but you sure can feel it. | 100% | 100% | None | 50% | None |
|
Jagged | Things always seem to bleed easier when they're jagged, don't they? | 100% | 100% | None | 25% | None |
|
Jumbo Pack | Why make 3 bland things when you can use better parts and cut it down to 5 good things? This modifier works on things that come in quantities, and makes more of them! More is better! | 50% | 10 | None | 20% | None | None (Increases quantity of consumables made by 2.) |
Laser Emitting | What a strange this thing, with its staring fish eyes. Regardless, an item with this causes those affected by it to emit scorching hot rays of heat as they attack, beaming directly out of those life less fish eyes. Creepy science. | 100% | 75% | Three Eyed Fish x6 | Common Energy x50 | None | 100% chance of LaserDamage |
Leaking | How... interesting. An item with this modifier makes the wearer appear to be leaking in a, most potentially embarrassing, fashion. | 33% | 20% | None |
|
None |
|
Lecherous | Want to become more of a horny bastard than you are now? One dose of this, and your wildest wet dreams will come true... because you're going to make sure of that. | 33% | 20% | None |
|
None |
|
Leeching | This seems to be quite good at taking things away from others. Perhaps one might say, it's a little bit greedy. | 200% | 25% | None | Uncommon Edible x5 | None |
|
Lifestealing | fixme | fixme | fixme | fixme | fixme | fixme | fixme |
Light | Sometimes, the full model is too much. Pare it down to size! As they say, sometimes, less is more. | N/A | 5% | None | None? (Wiki reports Common Mechanical x0) |
None |
|
Maiming | An item so modified will cause terrible weakness in enemies. It has no effect on allies. | 100% | N/A | Tousky Quill x5 | 20% | None |
|
Medicated | This modifier makes an item grant its target increased(or decreased if hostile) ability to mend wounds. | 150% | 50% | None | Uncommon Chemical x1 | None |
|
Mending | An item so modified mends wounds miraculously! | N/A? | N/A? | None | None | None | ? |
Milky | Mega mothers know, you can never have enough milk for all those little ones. With the addition of this mod to your gear, you can have even more for all those waiting mouths! | 33% | 20% | None |
|
None |
|
Miniaturized | By rethinking the design from the start and using the best parts available in the smartest way you can manage an item that does the job while also being easy to use and sleek. | 200% | 100% | None | 100% | None |
|
Modular | A little more work upfront, but it makes upgrading and upkeep a breeze by using easily replaced parts. | 25% | 25% | None | Common Mechanical x5 | None | Upkeep of -35% |
Mowing | Why crush one thing mercilessly when you can hit two things instead? | 150% | N/A | None | 50% | None |
|
Nanite Magnetic | This modifier allows items to exert greater attraction on nanites. | 10% | N/A | None | 10% | None |
|
Nanite Reliant | The item has had nanites infused into its design, making it work with nanite power. This means, in places where nanites are rich, they perform well, and in places where nanites are poor, the item does not work as well. | 75% | 75% | None | 33% | None |
|
Nanite Shielded | An item so modified has its vital parts coated in the new anti-nanite coating that helps keep it running for longer without degradation, which means it's cheaper to own. | 25% | N/A | None | None | None |
|
Oozing | This odd modifier makes your nipples look like they are constantly in a state of leaking. | 33% | 20% | None |
|
None
| |
Optimized | This item features advanced heat venting and balancing to bring it back into ready mode faster than ever before! Unfortunately, it is a little bulkier as a result. | 100% | 100% | None | Uncommon Electronic x1 | None |
|
Overcharged | Surely nothing can go wrong when you decide to cross the wires and put in twenty times the voltage needed? | 75% | 50% | None | Uncommon Mechanical x1 | None |
|
Overwhelming | What's the scanner say about its power level? | 200% | 100% | None | 150% | None |
|
Penetrative Training | A list of instructions and/or programs to use with your crafted pet! Teaches them how to avoid some of their targets' defenses and how to use the power Shield Break. - Note: This has no effect on anything that is not a crafted pet. |
75% | 75% | None |
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None | None |
Piercing Design | An item with this modification goes right through resistances of the target to deliver maximum impact. | 75% | N/A | None | 50% | None |
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Poisoned | A few toxic chemicals are sure to make things interesting. Don't you think? A little damage over time never hurt anyone... you cared about. | 80% | 7 | None | Common Chemical x5 | None |
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Potent | Sometimes it takes a little bit of refinement to make that perfect medicine. | 20% | 30 | None | Common Chemical x5 | None |
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Priming | An active friendly item with this modifier causes the target(s) to delay dramatically while they prepare for their next, brutal, move. | N/A | N/A | None | Uncommon Edible x1 | None |
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Protective | Very protective isn't it? | 50% | 75% | None | Uncommon Chemical x1 | None |
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Quick | Finely tunes a device to assist in recovering faster from attacks. | 100% | 100% | None | Uncommon Energy x1 | None |
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Rage Inducing | The most effective tips on customizing your equipment to bring out the rage in all of us. | 80% | 90% | None | Uncommon Electronic x2 | None |
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Rapid Cooling | This item features advanced heat venting and balancing to bring it back into ready mode faster than ever before! Unfortunately, it is a little bulkier as a result. | 100% | 100% | None | 75% | None |
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Reactive Triage | An item so modified will administer emergency aid to its target(s) when struck in battle, keeping them on their feet and ready to go. | 100% | N/A | None |
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None | 100% chance of Instacare |
Repairing | This modifier causes the item so modified to repair its target, or impede its repair, if it is hostile. | 150% | N/A | Smelt x3 | Uncommon Chemical x1 | None |
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Repeating | It goes on and on, and on, and on, and on... | 200% | 50% | None | 25% | None |
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Rubbery | Add a little Latex to your things and watch the foes attack come right back at them! Stop hitting yourself! Useful only on ally affecting gear. | 50% | 50% | Essence of Latex x2 | None | None |
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Ruggedized | Build it tougher, more compact, and impact resistant! | 100% | 100% | None | 50% | None |
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Salvaging | This modifier allows items to guide their target towards valuable salvage, increasing the rate in which you gather it. | 60% | N/A | None | 50% | None | 100% chance of Salvage at magnitude 10 for 10 rounds. |
Self Cooling | This item absorbs and diffuses heat, making the target resistant to heated areas. Fortunately, it will automatically stop when in cold areas. Only useful on friendly firing items. | 25% | 25% | None | Common Energy x10 | None |
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Self Heating | This item emits heat, making the target resistant to cold areas. It's even polite enough to not overheat the user, handy. This modifier is only useful on items that affects friendly targets. | 25% | 25% | None | Common Energy x10 | None |
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Self Powering | The item provides some of its own energy. Easy to pull triggers, anti recoil systems, better batteries and cushy grips make this thing easy to use, reducing the energy needed, though making it a bit more expensive to upgrade and upkeep. | 60% | 20% | None | Uncommon Chemical x1 | None |
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Sharp | Assists in digging deeper with attacks, that added extra pain really is noticeable. The downside is it can make things a little more cumbersome. | 50% | 60% | None | Uncommon Mechanical x2 | None |
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Slutty | This piece of equipment has been made quite... evocative. While equipped, the user, if female, will appear to be at the height of her/hir fertility. | 33% | 20% | None |
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None |
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Stabilizing | Give it a tri pod, a better brace, or just plain heavy and grounding. Improving accuracy and over all use for a weapon, while providing better footing if used on just about everything else. | 100% | 15 | None |
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None |
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Sticky | Adding sticky stuff to things is good for creating sticky situations and keeping the focus glued into place. | 100% | 100 | None | Common Chemical x10 | None |
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Stiffened | Heat treating your creation makes it stiffer and more hardy, better able to handle all sorts of things. | 50% | 60% | None | Uncommon Energy x1 | None |
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Stimulating | This interesting modifier causes the device to... stimulate... friends, or the user, that fall under the effect of the item, making them hornier. | 33% | 20% | None | Uncommon Edible x1 | None | 100% chance of HornyAsHell at magnitude 2 for 5 rounds. |
Subtle | The subtle modifier makes the user less noticeable, reducing their hate gain. Used offensively, it strikes in somewhat confusing and insidous ways, decreasing the ability of the enemy to defend against it. | 100% | 75% | None | Uncommon Chemical x1 | None |
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Sucking | What happens when you put a bunch of sucking fish on your stuff and enhance it with nanites? This, apparently. Causes the target(s) of the item so modified to shed debuffs like no one's business. It's recommended for armor and other passive sources, giving the fish the time they need to do their magic. Somewhat a shame that the fish die after a while, reducing the item to a stinky mess. | 25% | N/A | Sacramento Sucker x3 | 25% | None |
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Suppressing | This little trick causes enemies to heal more stubbornly, and allies to heal more readily. Quite useful. | 120% | 75% | None | Uncommon Chemical x1 | None |
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Targeting | A modification that helps an item improve your ability to hit your enemies. | 125% | 50% | None | Uncommon Electronic x1 | None |
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Temporal | The rats claimed to have warped time itself, the real question is how they actually managed this. | 20% | 30 | None | Common Energy x5 | None |
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Thunderous | 100% | 15 | Battery x2 | Common Mechanical x5 | None |
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Toughened | A certain foodstuff has been modified to allow gear to take far more hits. So you're tougher, AND tastier! | 25% | 100% | None | Uncommon Edible x3 | None |
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Unpredictable | An adjustment that causes massive power, but sometimes it just... doesn't work. | 100% | 150% | None | 125% | None |
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Untrackable | An upgrade to, and incompatible with, Invisible. More extreme effect for more extreme a price. | 200% | N/A | None | 100% | None |
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Weight Gaining | |||||||
Weight Losing | |||||||
Weighted | |||||||
Wild | |||||||
Willful | |||||||
Windup |