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).
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.[1] The gigantic mod is the primary exception, as it does not take up a modification 'slot'.[2]
Relics have unique modifiers and are described separately. For more information about relics, refer to the Relics page.
Each mod has a rarity value of either Common, Uncommon, Rare, Rare 2 or Rare 3. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.[3][4]
Rarity
Weight
C
Common mods
2000
U
Uncommon mods
800
R
Rare mods
210
R2
Rare 2 mods
50
R3
Rare 3 mods
3
The actual percentage chance of obtaining a particular mod depends on the rarity of each mod in the overall pool of potentially applicable mods for an item. For example, in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 rare 3 mod, the total weight would be 7813 (2000+2000+2000+800+800+210+3) and the weighted percentage of obtaining mods of a specific rarity would be 76.6% common, 20.4% uncommon, 2.68% rare, and 0.03% rare 3. The exact pool of mods varies for each type of item, such as a grenade or a pair of boots.
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 weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. (Weight ÷ ((ModNativeTier - ItemTier) * 5))[5][6]
Other Qualities
Item mods have a variety of other qualities, many of which are described in the infobox on each mod's wiki page.
Quality
Description
Categories & Restrictions
The items to which mods can be applied are defined by categories, and in some cases additional unique restrictions. For example, the fitted with filters mod is associated with the Helmet and Mask categories, meaning that it can be applied only to helmets and masks. Furthermore, this mod has an additional unique restriction that prevents it from being applied to any item that already filters gas, such as the gas mask.
Difficulty and Complexity
Item mods often increase the difficulty and/or complexity of the modded item, making that item harder to 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Tinkerable Mods
Several, but not all mods can be added to their appropriate items if they have learned it with a data disk. The cost of such modification is the highest(right-most) bit of the mod, and the tier of the item to be modded. For example, modding a fullerite plate mail to be flexiweaved would cost <25>: flexiweaved costs <2>, and fullerite plate mail is tier 5 armor. For any additional modification already on the item, the cost based on the tier will increase by 1. If the flexiweaved fullerite plate mail was further modded to add wooly, it would cost <26>: wooly costs <2>, and the tier of the plate is 5 plus 1 from the flexiweaved mod.
↑The actual weights for mods by rarirty are 100000, 40000, 10500, 1500, and 150, but those numbers have been simplified to the highest common factor for this article.