Item mods: Difference between revisions

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{{disambig hatnote|This page describes item '''mods''', which are modifiers applied to equipment or items. For a more general usage of the term, refer to [[mods (disambiguation)]].}}
{{disambig hatnote|This page describes item '''mods''', which are modifiers applied to equipment or items. For a more general usage of the term, refer to [[mods (disambiguation)]].
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Item mods, often referred to simply as "mods", represent enhancements or abilities that can be added to an item. Mods can either be added intentionally to an item with the [[Tinkering]] skills, or mods can appear spontaneously on an item as part of procedural item generation. Items are limited to a maximum of 3 mods in almost all cases.<ref>One rare but notable exception to the 3 mod limit is described on the [[extradimensional]] page.</ref>
 
Relics have unique modifiers and a described separately. For more information about relics, refer to the [[Relic]]s page.
 
== Mod Rarity and Other Qualities ==
Item mods have a variety of qualities, many of which are described in the infobox on each mod's wiki page.
{| class="wikitable"
! Quality
! Description
|-
| Rarity
| Each mod has a rarity value of either Common, Uncommon, Rare, or Mega Rare. The rarity of the mod affects its chances of appearing on procedurally generated items. The rarities equate to roughly the following percent chances:{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}
  {| class="wikitable"
  ! Common
  | 65.7%
  ! Uncommon
  | 26.3%
  ! Rare
  | 7.9%
  ! Mega Rare
  | 0.1%
  |}
In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Chance ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}}
|-
| Difficulty and Complexity
| Item mods often increase the difficulty and/or complexity of the modded item, making that item harder to [[artifact examination|identify]].
|-
| EMP-sensitivity and Reality Distortion
| Certain mods are susceptible to being disabled by [[EMP]] effects or [[normality]].
|-
| Tinkerability
| Many, but not all, mods can be added to items through tinkering. Notable exceptions include the [[painted]] and [[engraved]] mods, which appear only on procedurally generated items. Additionally, some mods can appear spontaneously on ''items'' created through tinkering. These mods are classified as "Autotinkerable" on their respective wiki pages.
|-
| Value multiplier
| Each mod has a value multiplier which increases the [[commerce]] value of the modded item. Multiple mods' value multipliers stack multiplicatively.
|}
 
==Modification List==
==Modification List==
===General Mods===
===General Mods===
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{{#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}}
{{#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===
{{references|2.0.201.114}}
Relics have unique modifiers. For more information about relics, refer to the [[Relic]]s page.