Difference between revisions of "Craftmod"

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Line 1,268: Line 1,268:
 
|-
 
|-
 
|[[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
  • CriticalDamageDuration of +40%
  • CriticalDamageMag of -20%
  • EnergyDamageDuration of +40%
  • EnergyDamageMag of -20%
  • PhysicalDamageDuration of +40%
  • PhysicalDamageMag of -20%
  • PoisonDamageDuration of +40%
  • PoisonDamageMag of -20%
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
  • 30% chance of CriticalDamage at magnitude 3 for 3 rounds.
  • Aggro Rate of -25%
  • Cooldown of +20%
  • Damage of +15%
  • Penetration of +100%
  • Secondary Damage of +15%
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
  • Accuracy of 65%
  • AoE of +2
  • Charge of +20%
  • Cooldown of +20%
  • Damage of -10%
  • Energy of +20%
  • Status Mag of -10%
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
  • 100% chance of Bimbo at magnitude 1 for 5 rounds.
  • 100% chance of Sexual at magnitude 10 for 5 rounds.
  • 100% chance of (all other proficiencies) at magnitude -10 for 5 rounds.
Blocking It's just larger, in unpredictable ways. 75% 50% None Uncommon Mechanical x1 None
  • 100% chance of AreaBlock at magnitude 14 for 10 rounds.
  • 100% chance of StatusBoostDebuff at magnitude 6 for 6 rounds.
  • Damage of -10%
  • Energy of +30%
  • Loadout of 5
  • 100% chance of AreaBlock at magnitude 4 for 10 rounds.
  • 100% chance of StatusBoostDebuff at magnitude 2 for 6 rounds.
  • Status Mag of +20%
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
  • 100% chance of ColdAdaption at magnitude 7 for 3 rounds.
  • 100% chance of EnergyDamageResist at magnitude 4 for 3 rounds.
  • 100% chance of IceDamageResist at magnitude 10 for 3 rounds.
  • 80% chance of FireDamage at magnitude 5 for 7 rounds.
  • 80% chance of DebuffResistDebuff at magnitude 5 for 7 rounds.
  • Charge of -5%
  • Cooldown of +20%
  • Damage of +5%
  • Energy of +5%
  • Loadout of +10%
  • 100% chance of ColdAdaption at magnitude 4 for 3 rounds.
  • 80% chance of FireDamage at magnitude 2 for 7 rounds.
  • 80% chance of DebuffResistDebuff at magnitude 2 for 7 rounds.
  • Upkeep of +10%
Calibrated Good calibration improves the accuracy of the item. Not very applicable for ally/self affecting items. 50% 50% None Common Electronic x5 None
  • Accuracy of 100%
  • Status Chance of +50%
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
  • Uncommon Edible x1
  • Common Chemical x20
None
  • 100% chance of Rut at magnitude -15.00 for 200 rounds.
  • 100% chance of InHeat at magnitude -5.00 for 200 rounds.
  • 100% chance of HornyAsHell at magnitude -5.00 for 200 rounds.
  • Loadout of 3
  • 100% chance of Rut at magnitude -2.00 for 10 rounds.
  • 100% chance of InHeat at magnitude -2.00 for 10 rounds.
  • 100% chance of HornyAsHell at magnitude -2.00 for 10 rounds.
  • Upkeep of 2
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
  • Damage of -10%
  • Loadout of 5%
  • Secondary Damage of -5%
  • Status Mag of -10%
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
  • Charge of -20%
  • Energy of +5
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
  • 100% chance of FleeRate at magnitude 10 for 6 rounds.
  • 30% chance of Accuracy at magnitude 10 for 6 rounds.
  • 30% chance of Haste at magnitude 10 for 6 rounds.
  • 30% chance of Recharge at magnitude 10 for 6 rounds.
  • 30% chance of AccuracyDebuff at magnitude 10 for 6 rounds.
  • 30% chance of HasteDebuff at magnitude 10 for 6 rounds.
  • 30% chance of RechargeDebuff at magnitude 10 for 6 rounds.
  • Aggro Rate of -20%
  • Charge of -10%
  • Energy of -20%
  • Loadout of +10%
  • 100% chance of FleeRate at magnitude 10 for 6 rounds.
  • 30% chance of Accuracy at magnitude 4 for 6 rounds.
  • 30% chance of Haste at magnitude 4 for 6 rounds.
  • 30% chance of Recharge at magnitude 4 for 6 rounds.
  • 30% chance of AccuracyDebuff at magnitude 4 for 6 rounds.
  • 30% chance of HasteDebuff at magnitude 4 for 6 rounds.
  • 30% chance of RechargeDebuff at magnitude 4 for 6 rounds.
  • Upkeep of 5
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
  • Common Chemical x5
  • Common Edible x5
None
  • 100% chance of BreastsFilled at magnitude 8 for 10 rounds.
  • Loadout of 1
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
  • Accuracy of 95%
  • 100% chance of Cover at magnitude 12 for 10 rounds.
  • 100% chance of Confused at magnitude 5 for 6 rounds.
  • Cooldown of +50%
  • Energy of +2
  • Loadout of 5
  • 100% chance of Cover at magnitude 3 for 10 rounds.
  • 100% chance of Confused at magnitude 1 for 6 rounds.
  • Upkeep of -30%
Crippling Items with this modifier can cripple the damage output of the enemy. 100% 50% None Uncommon Mechanical x1 None
  • 100% chance of DamageBuff at magnitude 6 for 10 rounds.
  • 100% chance of DamageBuffDebuff at magnitude 8 for 6 rounds.
  • Charge of +10%
  • Cooldown of +20%
  • Damage of +20%
  • Energy of -20%
  • Loadout of 5
  • 100% chance of DamageBuff at magnitude 2.5 for 10 rounds.
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
  • Damage of -5%
  • Secondary Damage of -5%
  • Status Mag of -5%
  • Upkeep of +10%
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
  • 100% chance of Radical StatusBoost at magnitude 0.5 for 15 rounds.
  • 100% chance of Coolasarat at magnitude 1 for 15 rounds.
  • Charge of +5%
  • Damage of -5%
  • Loadout of -5%
  • 100% chance of Coolasarat at magnitude 1 for 15 rounds.
  • Status Chance of +25%
  • Status Mag of +15%
  • Upkeep of +5%
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
  • 100% chance of Delay at magnitude 5 for 4 rounds.
  • 100% chance of DelayDebuff at magnitude 5 for 4 rounds.
  • Charge of +15%
  • Energy of +10%
  • Upkeep of 5
Directed It will hit anything! 20% 30 None Common Electronic x5 None
  • Accuracy of 95%
  • AccuracyDebuffMag of +10%
  • AccuracyMag of +20%
  • DefenseDebuffMag of +20%
  • DefenseMag of +10%
  • Energy of -20%
  • Status Chance of +20%
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
  • 100% chance of CriticalDamageDelayed5 at magnitude 2 for 10 rounds.
  • 100% chance of DamageImmunityDebuff at magnitude 3 for 15 rounds.
  • 100% chance of HealGainDebuff at magnitude 2 for 15 rounds.
  • Aggro Rate of +50%
  • Charge of +10%
  • Damage of -5%
  • 100% chance of CriticalDamageDelayed5 at magnitude 1 for 10 rounds.
  • 100% chance of DamageImmunityDebuff at magnitude 2 for 15 rounds.
  • 100% chance of HealGainDebuff at magnitude 1 for 15 rounds.
  • Penetration of 2
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
  • Common Chemical x5
  • Common Edible x5
None
  • 100% chance of AssFilled at magnitude 8 for 10 rounds.
  • Loadout of 1
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
  • Common Chemical x5
  • Common Edible x5
None
  • 100% chance of MouthFilled at magnitude 8 for 10 rounds.
  • Loadout of 1
Duplicating Buy one, get one free! Makes gear so nice you use it twice! 50% 100% None Uncommon Electronic x1 None
  • 100% chance of RepeatAttack at magnitude 2 for 6 rounds.
  • 100% chance of RepeatAttack at magnitude 2 for 6 rounds.
  • Cooldown of +50%
  • Damage of -40%
  • Energy of +10%
  • Loadout of 5
  • Upkeep of +2
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
  • Self Repair of 200
  • Upkeep of -5%
Enduring Effect The other statuses on the item seem to last forever, or at least longer. 100% 100% None 75% None
  • Loadout of +10%
  • Status Duration of +50%
  • Upkeep of +10%
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
  • 100% chance of Energized EnergyBreak at magnitude 4 for 5 rounds.
  • 100% chance of Energized EnergyMod at magnitude 2 for 5 rounds.
  • AoE of -3
  • 100% chance of Energized EnergyBreak at magnitude 2 for 10 rounds.
  • 100% chance of Energized EnergyMod at magnitude .5 for 10 rounds.
  • Upkeep of +5
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
  • Energy of -15%
  • Loadout of -15%
Evasive A bit of a boost of energy to make the wearer more dodgey. 50% N/A None Uncommon Energy x1 None
  • 100% chance of Defense at magnitude 4 for 2 rounds.
  • 100% chance of DefenseDebuff at magnitude 5 for 6 rounds.
  • Loadout of +5%
  • 100% chance of Defense at magnitude 1 for 6 rounds.
  • 100% chance of DefenseDebuff at magnitude 2 for 6 rounds.
  • Upkeep of +10%
Extra Lethal Just a little sharper, just a little hotter... 100% 100% None Common Energy x5 None
  • Cooldown of 10%
  • CriticalDamageMag of +5%
  • Damage of 30%
  • Energy of +10%
  • EnergyDamageMag of +15%
  • Loadout of +5%
  • PhysicalDamageMag of +15%
  • Secondary Damage of +30%
  • Upkeep of +5%
Extraplanar A touch of the otherworlds lends extra ability to your device. N/A N/A Mysterious Humming Crate x1 5% None
  • Damage of +5%
  • Status Chance of +30%
  • Status Mag of +20%
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
  • Accuracy of 55%
  • AoE of +5
  • Charge of +30%
  • Cooldown of +60%
  • Damage of -25%
  • Energy of +30%
  • Status Mag of -25%
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
  • 100% chance of Haste at magnitude 10 for 10 rounds.
  • 100% chance of HasteDebuff at magnitude 10 for 6 rounds.
  • Charge of -30%
  • Energy of +20%
  • Loadout of 5
  • 100% chance of Haste at magnitude 5 for 10 rounds.
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
  • Accuracy of 85%
  • AoE of -3
  • Charge of +10%
  • Damage of +15%
  • Energy of +15%
  • Loadout of +5%
  • Penetration of +4
  • Status Mag of +5%
  • Upkeep of +12%
Fortified Items so modified become better at protecting the user from harm. 50% N/A None 100% None
  • DamageImmunityMag of +20%
  • DamageResistMag of +20%
  • DebuffResistMag of +20%
  • EnergyDamageResistMag of +33%
  • Loadout of +10%
  • MaxHPMag of +15%
  • PhysicalDamageResistMag of +33%
  • Upkeep of +5%
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
  • 100% chance of Gravid Pregnant at magnitude 4 for 10 rounds.
  • 100% chance of Gravid Haste at magnitude -5 for 10 rounds.
  • 100% chance of Gravid Healgain at magnitude 2 for 10 rounds.
  • 100% chance of Gravid EnergyMod at magnitude 1 for 10 rounds.
  • 100% chance of Pregnant at magnitude 4 for 10 rounds.
  • 100% chance of HasteDebuff at magnitude 5 for 10 rounds.
  • Energy of +20%
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
  • Accuracy of 65%
  • Charge of -35%
  • Energy of -25%
  • Loadout of +10%
  • Status Mag of -10%
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
  • Accuracy of 85%
  • 100% chance of DamageResist at magnitude 1 for 10 rounds.
  • 100% chance of DamageResistDebuff at magnitude 1 for 6 rounds.
  • Loadout of 5
  • 100% chance of DamageResist at magnitude 0.5 for 10 rounds.
  • 100% chance of DamageResistDebuff at magnitude 0.25 for 10 rounds.
  • Status Duration of +20%
  • Upkeep of +10%
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
  • Accuracy of 60%
  • Charge of +30%
  • Cooldown of +40%
  • Damage of +35%
  • Energy of +20%
  • Loadout of +10%
  • Secondary Damage of +20%
  • Status Chance of +40%
  • Status Duration of +15%
  • Status Mag of +25%
  • Upkeep of +10%
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
  • Common Chemical x25
  • Common Edible x35
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
  • Common Chemical x25
  • Common Edible x35
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
  • Common Electronic x10
  • Uncommon Mechanical x2
None
  • 100% chance of PhysicalDamageReturn at magnitude 12 for 20 rounds.
  • 100% chance of FishingRod at magnitude 4 for 20 rounds.
  • 75% chance of Taunt at magnitude 1 for 1 rounds.
  • 100% chance of Hooked PhysicalDamage at magnitude 5 for 1.5 rounds.
  • Charge of -20%
  • Cooldown of +40%
  • Damage of +10%
  • Loadout of 5
  • 100% chance of PhysicalDamageReturn at magnitude 6 for 20 rounds.
  • 100% chance of FishingRod at magnitude 2 for 20 rounds.
  • 100% chance of Hooked PhysicalDamage at magnitude 1 for 6 rounds.
  • Status Mag of +10%
  • Upkeep of 5
  • Vampiric of +20%
Improved Take your time, use the best parts, and just make it better. Simple, effective. Good quality work. 75% 50% None None? None
  • Charge of -10%
  • Cooldown of -10%
  • Damage of +10%
  • Energy of -10%
  • Penetration of +10%
  • Secondary Damage of +10%
  • Status Chance of +10%
  • Status Duration of +10%
  • Status Mag of +10%
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
  • Charge of -40%
  • Cooldown of +15%
  • Damage of -10%
  • Status Mag of -10%
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
  • 100% chance of Insulting HPBuffer at magnitude 20 for 10 rounds.
  • 100% chance of DebuffResistDebuff at magnitude 10 for 6 rounds.
  • Cooldown of -10%
  • Energy of +15%
  • Loadout of 5
  • 100% chance of Insulting HPBuffer at magnitude 10 for 10 rounds.
Intricately Wrought This item is a masterpiece. It's a shame it's so expensive. 50% N/A None None None
  • Damage of +5%
  • Expiring of Yes
  • Secondary Damage of +5%
  • Status Mag of +10%
Invisible You can't see it, but you sure can feel it. 100% 100% None 50% None
  • 100% chance of Aggro at magnitude -20 for 2 rounds.
  • Aggro Rate of -125
  • Cooldown of +20%
  • Penetration of 2
Jagged Things always seem to bleed easier when they're jagged, don't they? 100% 100% None 25% None
  • AoE of -1
  • Charge of +15%
  • CriticalDamageMag of +35%
  • Energy of -20%
  • EnergyDamageMag of +35%
  • Loadout of +10%
  • PhysicalDamageMag of +35%
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
  • Common Chemical x5
  • Common Edible x5
None
  • 100% chance of CuntFilled at magnitude 8 for 10 rounds.
  • Loadout of 5
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
  • Common Chemical x5
  • Common Edible x5
None
  • 100% chance of Rut at magnitude 3 for 10 rounds.
  • 50% chance of BallDensity at magnitude 20 for 5 rounds.
  • 100% chance of Rut at magnitude 1 for 10 rounds.
  • Loadout of 5
  • 100% chance of Rut at magnitude 1.75 for 10 rounds.
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
  • 100% chance of Leeching Vampiric at magnitude 3 for 3 rounds.
  • Charge of -10%
  • 100% chance of VampiricDebuff at magnitude 2 for 10 rounds.
  • Energy of +20%
  • 100% chance of Leeching Vampiric at magnitude 1 for 10 rounds.
  • Status Duration of +20%
  • Status Mag of +20%
  • Upkeep of 5
  • Vampiric of +10
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
  • Charge of -50%
  • Cooldown of -25%
  • Damage of -40%
  • Energy of -50%
  • Loadout of -40%
  • Secondary Damage of -20%
  • Status Duration of -20%
  • Status Mag of -40%
  • Upkeep of -30%
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
  • 100% chance of AttackDebuff at magnitude 4 for 5 rounds.
  • 100% chance of DamageBuffDebuff at magnitude 5 for 20 rounds.
  • Loadout of +5%
  • 100% chance of AttackDebuff at magnitude 0.8 for 5 rounds.
  • 100% chance of DamageBuffDebuff at magnitude 1 for 20 rounds.
  • Upkeep of +5%
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
  • 100% chance of Healing at magnitude 6 for 10 rounds.
  • 100% chance of HealingDebuff at magnitude 8 for 6 rounds.
  • Charge of +10%
  • Energy of -30%
  • Loadout of 5
  • 100% chance of Healing at magnitude 2.5 for 10 rounds.
  • 100% chance of HealingDebuff at magnitude 3 for 6 rounds.
  • Status Chance of +20%
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
  • Common Chemical x5
  • Common Edible x25
None
  • 100% chance of Lactation at magnitude 7.5 for 5 rounds.
  • 100% chance of BreastDensity at magnitude 20 for 5 rounds.
  • Loadout of 1
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
  • Loadout of -45%
  • Upkeep of +5%
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
  • 100% chance of Overkill at magnitude 5 for 5 rounds.
  • Upkeep of 2
Nanite Magnetic This modifier allows items to exert greater attraction on nanites. 10% N/A None 10% None
  • ChemicalSalvageMag of +20%
  • CredBonusMag of +20%
  • EdibleSalvageMag of +20%
  • ElectronicSalvageMag of +20%
  • EnergySalvageMag of +20%
  • MechanicalSalvageMag of +20%
  • NaniteCollectionMag of +25%
  • NaniteCollectRateMag of +25%
  • SalvageMag of +20%
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
  • Damage of +2%
  • Nanite Reliant of 1
  • Status Duration of +2%
  • Status Mag of +2%
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
  • Self Repair of 270
  • Upkeep of -5%
Oozing This odd modifier makes your nipples look like they are constantly in a state of leaking. 33% 20% None
  • Common Chemical x5
  • Common Edible x5
None
  • 100% chance of NippleFilled at magnitude 8 for 10 rounds.
  • Loadout of 5
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
  • Charge of -10%
  • Cooldown of -25%
  • Energy of -40%
  • Loadout of +15%
  • Status Mag of -20%
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
  • Accuracy of 70%
  • Charge of 5%
  • Damage of +20%
  • Energy of 5%
  • Status Chance of +10%
  • Status Duration of 20%
  • Status Mag of +20%
Overwhelming What's the scanner say about its power level? 200% 100% None 150% None
  • Charge of -20%
  • Loadout of +20%
  • Status Mag of +40%
  • Upkeep of +20%
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
  • Uncommon Electronic x2
  • Uncommon Edible x2
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
  • Penetration of +5
  • Status Mag of +10%
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
  • 100% chance of Poisoned EnergyDamageReturn at magnitude 8 for 8 rounds.
  • 100% chance of Poisoned StatusBoost at magnitude 1 for 8 rounds.
  • 100% chance of EnergyDamage at magnitude 1 for 8 rounds.
  • 50% chance of PoisonDamage at magnitude 3 for 5 rounds.
  • Cooldown of +10%
  • Damage of +10%
  • Energy of +10%
  • Loadout of 15%
  • 100% chance of EnergyDamageReturn at magnitude 4 for 40 rounds.
  • 100% chance of EnergyDamage at magnitude 1 for 6 rounds.
  • 25% chance of PoisonDamage at magnitude 1 for 6 rounds.
  • Status Duration of +25%
  • Upkeep of +10%
Potent Sometimes it takes a little bit of refinement to make that perfect medicine. 20% 30 None Common Chemical x5 None
  • Damage of +20%
  • Energy of +10%
  • HealGainDebuffMag of +10%
  • HealGainMag of +10%
  • HealingDebuffMag of +20%
  • HealingMag of +20%
  • RegenMag of +20%
  • Secondary Damage of +20%
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
  • 100% chance of Priming InstantCooldownDebuff at magnitude 2 for 1 rounds.
  • 100% chance of Priming DamageBuff at magnitude 15 for 5 rounds.
  • 100% chance of Priming Haste at magnitude -10 for 5 rounds.
  • 100% chance of Priming Attack at magnitude 1 for 5 rounds.
  • 100% chance of Priming StatusBoost at magnitude 2 for 5 rounds.
  • 100% chance of Priming Recharge at magnitude -10 for 5 rounds.
  • AoE of -99
  • Energy of +20%
  • Loadout of +5
  • Upkeep of +1
Protective Very protective isn't it? 50% 75% None Uncommon Chemical x1 None
  • Accuracy of 65%
  • 30% chance of DamageResist at magnitude 1.25 for 6 rounds.
  • 30% chance of HealGain at magnitude 3 for 6 rounds.
  • 30% chance of EnergyDamageReturn at magnitude 8 for 6 rounds.
  • 100% chance of XPBonus at magnitude 2 for 6 rounds.
  • 50% chance of DamageResistDebuff at magnitude 1 for 6 rounds.
  • 50% chance of HealGainDebuff at magnitude 3 for 6 rounds.
  • Cooldown of -20%
  • Loadout of 5
  • 30% chance of DamageResist at magnitude 0.5 for 6 rounds.
  • 30% chance of HealGain at magnitude 1.5 for 6 rounds.
  • 30% chance of EnergyDamageReturn at magnitude 4 for 6 rounds.
  • 100% chance of XPBonus at magnitude 0.5 for 6 rounds.
  • 50% chance of DamageResistDebuff at magnitude 0.25 for 6 rounds.
  • 50% chance of HealGainDebuff at magnitude 1 for 6 rounds.
  • Penetration of +2
  • Status Mag of +10%
  • Upkeep of +10%
Quick Finely tunes a device to assist in recovering faster from attacks. 100% 100% None Uncommon Energy x1 None
  • Accuracy of 65%
  • 100% chance of Recharge at magnitude 10 for 10 rounds.
  • 100% chance of RechargeDebuff at magnitude 10 for 6 rounds.
  • Charge of -10%
  • Cooldown of -25%
  • Loadout of 5
  • 100% chance of Recharge at magnitude 5 for 10 rounds.
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
  • 100% chance of Haste at magnitude 5 for 5 rounds.
  • 100% chance of DamageBuff at magnitude 10 for 5 rounds.
  • 100% chance of Accuracy at magnitude -5 for 5 rounds.
  • 100% chance of Haste at magnitude 5 for 5 rounds.
  • 100% chance of DamageBuff at magnitude 10 for 5 rounds.
  • 100% chance of AccuracyDebuff at magnitude 50 for 5 rounds.
  • Charge of -5%
  • Cooldown of +5%
  • Loadout of 5
  • 100% chance of Haste at magnitude 2 for 5 rounds.
  • 100% chance of DamageBuff at magnitude 5 for 5 rounds.
  • 100% chance of Accuracy at magnitude -2.5 for 5 rounds.
  • 100% chance of Haste at magnitude 2 for 5 rounds.
  • 100% chance of DamageBuff at magnitude 5 for 5 rounds.
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
  • Cooldown of -30%
  • Damage of -10%
  • Loadout of +10%
  • Status Duration of -10%
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
  • Uncommon Edible x1
  • Common Energy x25
  • Common Chemical x25
  • Common Electronic x25
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
  • 100% chance of Repair Regen at magnitude 1.2 for 5 rounds.
  • 100% chance of HealGainDebuff at magnitude 5 for 5 rounds.
  • Cooldown of 200
  • Loadout of +10%
  • 100% chance of Repair Regen at magnitude 0.6 for 5 rounds.
  • 100% chance of HealGainDebuff at magnitude 2 for 5 rounds.
  • Upkeep of +10%
Repeating It goes on and on, and on, and on, and on... 200% 50% None 25% None
  • Charge of +20%
  • Cooldown of +20%
  • RepeatAttackDuration of +40%
  • RepeatAttackMag of +60%
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
  • 25% chance of EnergyDamageReturn at magnitude 10 for 1 rounds.
  • 25% chance of PhysicalDamageReturn at magnitude 14 for 1 rounds.
  • 25% chance of EnergyDamageReturn at magnitude 6 for 3 rounds.
Ruggedized Build it tougher, more compact, and impact resistant! 100% 100% None 50% None
  • Loadout of -25%
  • Upkeep of -15%
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
  • 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 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 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 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 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 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 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 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 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
  • 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 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 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 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 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 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 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 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 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 Losing
Weighted
Wild
Willful
Windup