Difference between revisions of "Craftmod"

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Line 321: Line 321:
 
|-
 
|-
 
|[[Directed]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[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]]
 
|[[Fast]]

Revision as of 03:53, 16 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
Flexible
Focused
Fortified
Gravid
Hair Triggered
Hardening
Heavy
Height Gaining
Height Losing
Hooked
Improved
Instant Drawing
Insulating
Intricately Wrought
Invisible
Jagged
Jumbo Pack
Laser Emitting
Leaking
Lecherous
Leeching
Lifestealing
Light
Maiming
Medicated
Mending
Milky
Miniaturized
Modular
Mowing
Nanite Magnetic
Nanite Reliant
Nanite Shielded
Oozing
Optimized
Overcharged
Overwhelming
Penetrative Training
Piercing Design
Poisoned
Potent
Priming
Protective
Quick
Rage Inducing
Rapid Cooling
Reactive Triage
Repairing
Repeating
Rubbery
Ruggedized
Salvaging
Self Cooling
Self Heating
Self Powering
Sharp
Slutty
Stabilizing
Sticky
Stiffened
Stimulating
Subtle
Sucking
Suppressing
Targeting
Temporal
Thunderous
Toughened
Unpredictable
Untrackable
Weight Gaining
Weight Losing
Weighted
Wild
Willful
Windup