Item mods: Difference between revisions

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==Modification List==
==Modification List==
===General Mods===
===General Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier|where=_pageNamespace='0' AND Type HOLDS WITHIN 'General'|order by=Name ASC}}
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'General'|order by=Name ASC}}


===Weapon Mods===
===Weapon Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Weapon'|order by=Name ASC}}
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Weapon'|order by=Name ASC}}


===Armor Mods===
===Armor Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Armor'|order by=Name ASC}}
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Armor'|order by=Name ASC}}
 
===Energy Cell Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Energy Cell'|order by=Name ASC}}
 
=== Book Mods ===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Book'|order by=Name ASC}}
 
=== Tech Wall Mods ===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Tech Wall'|order by=Name ASC}}


===Relic Mods===
===Relic Mods===
Relics have unique modifiers. For more information about relics, refer to the [[Relic]]s page.
Relics have unique modifiers. For more information about relics, refer to the [[Relic]]s page.

Revision as of 13:30, 29 October 2020

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This article is a stub. You can help Caves of Qud Wiki by expanding it.

Modification List

General Mods

Name Rarity Description Value TinkerTier Type
Desecrated Desecrated: This object has been desecrated by vandals. 1.0 Statue
Electromagnetically-shielded R Electromagnetic shielding: This item is immune to electromagnetic pulses. 1.3 Tinker II General Electronics
Engraved C Engraved: This item is engraved with a scene from the life of the ancient sultan (sultan). 2.0 General Pottery
Extradimensional R3 Extradimensional: This item has recently materialized, inheriting some properties from its home dimension. 3.0 General Pottery
Fitted with suspensors R Fitted with suspensors: When powered, this item is weightless. 1.3 Tinker III General
Gigantic R2 Gigantic: This item is much heavier than usual and can only be equipped by colossal creatures. [Additional details vary based on item] 1.5 General
Jacked R Jacked: When equipped by a robot, cyborg, or mutant with the ability to generate electricity or access to grid power, this item can draw power. 1.3 Tinker II General Electronics
Jewel-encrusted R Jewel-Encrusted: This item is much more valuable than usual and grants the wearer +100 reputation with water barons. 5.0 General Jeweled
Lacquered C Lacquered: This item repels liquids and cannot rust. 1.1 Tinker I General
Magnetized Magnetized: This item floats around you. 2.0 General
Overloaded R Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw. 1.3 Tinker II General Electronics
Painted C Painted: This item is painted with a depiction of a historical event. 2.0 General Pottery
Phase-harmonic R Phase-Harmonic: This weapon can affect both in-phase and out-of-phase objects. 1.3 Tinker II General Missile Weapon Grenade
Slender C Slender: This item weighs less than normal. 1.1 Tinker I General
Sturdy C Sturdy: This item cannot break or crack, though it can still be destroyed. 1.1 Tinker I General
Willowy R Willowy: This item weighs much less than normal. 1.3 Tinker I General

Weapon Mods

Name Rarity Description Value TinkerTier Type
Airfoil C Airfoil: This item can be thrown at +4 throwing range. 1.1 Tinker I Grenade Thrown Weapon
Beamsplitter R Fitted with beamsplitter: This weapon has a 3-way spread with each shot at -1 penetration. 1.3 Tinker II Beam Weapon
Counterweighted C Counterweighted: Adds +1-3 to hit. 1.1 Tinker I Melee Weapon
Displacer R Displacer: When powered, this weapon randomly teleports its target 1-4 tiles away on a successful hit. 1.5 Tinker II Melee Weapon Missile Weapon Thrown Weapon
Drum-loaded U Drum-loaded: This weapon may hold 20% additional ammo. 1.2 Tinker I Magazine
Electrified U Electrified: When powered, this weapon deals an additional (Tier - (Tier * 3 / 2)) electrical damage on hit. 1.2 Tinker I Melee Weapon
Flaming U Flaming: When powered, this weapon deals an additional ((Tier * 0.8) - (Tier * 1.2)) heat damage on hit. 1.2 Tinker I Melee Weapon
Freezing U Freezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit. 1.2 Tinker I Melee Weapon
Liquid-cooled U Liquid-cooled: This weapon's rate of fire is increased, but it requires pure water to function. When fired, there's a (15-Tier) % chance that 1 dram is consumed. 1.2 Tinker I Firearm
Masterwork U Masterwork: This weapon is 5% more likely to score critical hits (standard chance is 5%). 1.2 Tinker I Melee Weapon Missile Weapon Thrown Weapon
Morphogenetic R Morphogenetic: When powered and used to perform a successful, damaging hit, this weapon attempts to daze all other creatures of the same species as your target on the local map. Compute power on the local lattice increases the effectiveness of this effect. 1.5 Tinker III Melee Weapon Missile Weapon Thrown Weapon
Nanon R Nanon: (tier-based)% chance to dismember upon penetration. 1.3 Tinker III Beam Weapon
Nulling R Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. 1.3 Tinker II Melee Weapon Missile Weapon Thrown Weapon Shield Body Cloak Headwear Eyewear Glove Gauntlet Boot Tread Accessory Exoskeleton
Phase-conjugate R Phase-conjugate: This explosive shifts phase immediately before detonating. 1.5 Tinker II Grenade
Phase-harmonic R Phase-Harmonic: This weapon can affect both in-phase and out-of-phase objects. 1.3 Tinker II General Missile Weapon Grenade
Psionic Psionic: This weapon uses the wielder's Ego modifier for penetration bonus instead of Strength mod and attacks MA instead of AV. It will dissipate from the corporeal realm after some use. 1.0 Melee Weapon
Scoped C Scoped: This weapon has increased accuracy. 1.1 Tinker I Firearm
Serrated R Serrated: This weapon has a 3% chance to dismember opponents. 1.3 Tinker I Long Blade Axe
Sharp C Sharp: +1 penetration 1.1 Tinker I Short Blade Long Blade Axe

Armor Mods

Name Rarity Description Value TinkerTier Type
Co-processor R Co-Processor: When powered, this item grants +(Tier * 0.25) Intelligence and provides (Tier * 2.5) units of compute power to the local lattice. 1.3 Tinker II Headwear
Disguise R Disguise: This item makes its wearer appear to be a <creature name>. 1.3 Body Cloak Exoskeleton
Feathered U Feathered: This item grants the wearer +250 reputation with birds. 1.2 Tinker I Glove Gauntlet Headwear Body Cloak Shield Boot Tread Accessory Exoskeleton Wings
Fitted with cleats C Fitted with cleats: +2-4 to saves vs. forced movement, knockdown, knockback, and being restrained. 1.1 Tinker I Boot Exoskeleton
Fitted with filters U Fitted with filters: This item protects against breathing in dangerous gases. 1.2 Tinker I Helmet Mask
Flexiweaved U Flexiweaved: This item's DV penalty is reduced by Ceiling(Tier/2). 1.2 Tinker I Body Cloak Exoskeleton
Gesticulating R Gesticulating: +2-6 Strength but disallows the use of the Floating Nearby equipment slot. 1.3 Tinker I Glove Gauntlet Exoskeleton
Lanterned U Lanterned: This item provides light. 1.2 Tinker I Helmet Exoskeleton
Nav R Nav: When powered and booted up, this item enhances navigation. 1.5 Tinker I Eyewear Exoskeleton
Nulling R Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. 1.3 Tinker II Melee Weapon Missile Weapon Thrown Weapon Shield Body Cloak Headwear Eyewear Glove Gauntlet Boot Tread Accessory Exoskeleton
Padded C Padded: This item grants a 10% chance to prevent daze or stun effects, and it doubles the chance for the wearer to shake off daze and stun effects with the Shake It Off skill power. 1.1 Tinker I Helmet
Polarized C Polarized: The item offers protection against visual flash effects. 1.1 Tinker I Eyewear
Recycling R Recycling: This item collects, purifies, and stores up to 8 drams of the wearer's wastewater. 1.3 Tinker I Body Exoskeleton
Refractive R Refractive: This item has a chance to refract light-based attacks. 1.3 Tinker II Glove Gauntlet Headwear Body Cloak Shield Boot Tread Accessory Exoskeleton
Reinforced U Reinforced: +1 AV 1.2 Tinker I Body Exoskeleton Wings
Scaled U Scaled: This item grants the wearer +250 reputation with unshelled reptiles. 1.2 Tinker I Glove Gauntlet Headwear Cloak Body Shield Boot Tread Accessory Exoskeleton Wings
Serene visage R Serene visage: +1 Willpower and reduces the cooldown of Meditate by 40 rounds 1.2 Tinker I Headwear
Six-fingered R Six-Fingered: +1 Agility 1.3 Tinker I Glove Gauntlet
Snail-encrusted R Snail-Encrusted: This item is crawling with tiny snails and grants the wearer +250 reputation with mollusks. 1.2 Glove Gauntlet Headwear Body Cloak Shield Boot Tread Accessory Exoskeleton
Spiked R <on shields>

Spiked: This item adds bonus damage to Shield Slam equal to your Strength modifier and causes your target to bleed.

<on gauntlets>

Spiked: Unarmed attacks performed while this item is equipped cause bleeding.
1.3 Tinker I Gauntlet Shield
Spring-loaded U Spring-loaded: +5-10 movespeed 1.2 Tinker I Boot Exoskeleton
Terrifying visage R Terrifying visage: This item reduces the cooldowns of Berate, Intimidate, and Menacing Stare by 10 rounds. 1.3 Tinker I Headwear
Two-faced R Two-faced: This item grants an additional face slot. 1.3 Tinker I Helmet
Visored C Visored: +1 DV 1.1 Tinker I Helmet Exoskeleton
Wooly U Wooly: This item grants resistance to heat and cold. 1.2 Tinker I Glove Gauntlet Headwear Body Cloak Boot Exoskeleton Wings

Energy Cell Mods

Name Rarity Description Value TinkerTier Type
High Capacity U High-capacity: This item has increased charge capacity. 1.2 Tinker I Energy Cell Charge Storage
Metered U Metered: This item has a readout displaying its charge percentage. 1.2 Tinker I Energy Cell
Radio-powered R Radio-powered: This item can be recharged via broadcast power. This object has a broadcast power receiver that can pick up electrical charge either from satellites if not too far underground or from a nearby broadcast power transmitter. 1.3 Tinker II Energy Cell

Book Mods

Name Rarity Description Value TinkerTier Type
Illuminated U Illuminated: This book is adorned with decorative marginalia and illustrations. It's worth 30% more. 1.3 Book

Tech Wall Mods

Name Rarity Description Value TinkerTier Type
Gearbox R Gearbox: Has mechanical power transmission components installed. 1.2 Misc Tech Wall
Piping R Piping: Has hydraulic pipes installed. 2.0 Misc Tech Wall
Wired C Wired: Has electrical wiring. Contains wiring enabling it to function as part of a power grid, conducting electrical charge between locations. 1.5 Tech Wall

Relic Mods

Relics have unique modifiers. For more information about relics, refer to the Relics page.