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2 | General | Note on 'Elemental' Mods | |||||||||||
3 | Name | Mod | Effect | Value (Merchant) | Elemental Mods (E.Mods) | Elemental Mod Type | Elemental Mod Critical Effect | ||||||
4 | Any Melee/Unarmed Weapon | Sharpened/Weighted | +DAM equal to (AP cost/5), Effect is lost after the first Crit-Fail | 1/4 base cost of modded weapon | E.Mods trigger when the character rolls low enough on a successful hit. An attack must be able to cause damage past the target's DT for an E.Mod to take effect. Only one Elemental Mod can be applied to a weapon. E.Mod damage is not multiplied on a Crit, instead check the table to the right for its Crit effect. Spirits consider E.Modded weapons an insult and refuse to inhabit or imbue them. E.Mod damage ignores DT but is effected by resistances, so it may be best to roll the E.Mod damage separately to your normal damage. For example, if 2 attacks triggered a Shocking E.Mod then you could roll the 2x2d10 lightning damage after working out the regular damage and then apply any resistances to the result. E.Mods do not effect all targets, see the notes to the right. | Fire | Only effects biological opponents | Sets target on fire for 3 turns causing the E.Mod's listed fire damage per turn. This is in addition to the fire damage caused by the hit and can stack with multiple crits. | |||||
5 | Lightning | Only effects living biological opponents or machines | On living Biological opponents a Crit drains AP equal to half the lightning damage dealt (rounded up) during the target's next turn (can only happen once per turn, use the highest drain). On machines causes 3x listed lightning damage as AX damage. | ||||||||||
6 | Any Melee/Unarmed Weapon | Balanced | +5 to hit, +5 to parry | 1/2 base cost of modded weapon | Poison | Only effects living biological opponents | Living Biological opponents suffer a -3 on their attempt to resist the Poison's effect and suffer a -10 to all skill checks until the end of their next turn. The skill check penalty does not stack with multiple crits. | ||||||
7 | Any Melee/Unarmed Weapon | Tempered | Gives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail | 1/2 base cost of modded weapon | Blood | Only effects living biological opponents | Causes Living Biological opponents to bleed profusely, dealing twice as much bleed damage per turn as listed and causing Movement actions to cost +5AP. The improved bleeding effect can stack but the Movement penalty does not. | ||||||
8 | Force | Effects any opponent. Large targets less so | Stores a critical amount of kinetic energy to send the opponent flying on the final attack. The target suffers a -3 on their STR check to resist the knockback. Size 3 targets can be effected on a critical, but are knocked back half as far. | ||||||||||
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11 | Weapon Mods are usually only sold by weapon merchants | (The following are optional rules) | Merchants will not buy a player-made Mod | ||||||||||
12 | Tier 1 | Weapon Mods are generally Rare | (Unless required) a Workbench grants +10 Mech OR Science | Creating a Mod requires a Workbench | Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps | ||||||||
13 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | ||||||
14 | Switchblade | Magi-steel Edged Blade | Weapon becomes Armor Piercing (light) | 50 | Mechanics: 15 OR Melee: 30 | - | - | ||||||
15 | Knife | Magi-steel Edged Blade | Weapon becomes Armor Piercing (light) | 50 | Mechanics: 15 OR Melee: 30 | - | - | ||||||
16 | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | |||||||
17 | Venomous E.Mod (Poison) | A roll of 01-30 to hit causes the target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 100 | Mechanics: 20 OR Survival: 40 | Mechanics: 40 OR Survival: 80 | Box of Materials (12), DetergentORBleach (5), 2xPoison Glands (2x25) | |||||||
18 | Machete | Red Hot Blade E.Mod (Fire) | A roll of 01-30 to hit causes +2d10 fire damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), Bundle of Components (20), Spark Cell (1) | ||||||
19 | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | |||||||
20 | Sickle | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | ||||||
21 | Venomous E.Mod (Poison) | A roll of 01-30 to hit causes the target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 100 | Mechanics: 20 OR Survival: 40 | Mechanics: 40 OR Survival: 80 | Box of Materials (12), DetergentORBleach (5), 2xPoison Glands (2x25) | |||||||
22 | Sword | Red Hot Blade E.Mod (Fire) | A roll of 01-30 to hit causes +2d10 fire damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1) | ||||||
23 | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | |||||||
24 | Knife Spear | Forged Spear Head | +5 Dam | 50 | Mechanics: 30 OR Melee: 60 | - | - | ||||||
25 | Magi-steel Edged Blade | Weapon becomes Armor Piercing (light) | 50 | Mechanics: 15 OR Melee: 30 | - | - | |||||||
26 | Lead Pipe | Spiky Bits E.Mod (Blood) | A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated | 75 | Mechanics: 20 OR Melee: 40 | Mechanics: 30 OR Melee: 60 | 3xBox of Materials (3x12), 2xScrap Metal (2x1) | ||||||
27 | Impact E.Mod (Force) | A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 100 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5) | |||||||
28 | Nail Board | Spiky Bits E.Mod (Blood) | A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated | 75 | Mechanics: 20 OR Melee: 40 | Mechanics: 30 OR Melee: 60 | 3xBox of Materials (3x12), 2xScrap Metal (2x1) | ||||||
29 | Cattle Prod | Magic Wand E.Mod (Force) | A roll of 01-30 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 150 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
30 | Police Baton | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | ||||||
31 | Spiky Bits E.Mod (Blood) | A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated | 75 | Mechanics: 20 OR Melee: 40 | Mechanics: 30 OR Melee: 60 | 3xBox of Materials (3x12), 2xScrap Metal (2x1) | |||||||
32 | Impact E.Mod (Force) | A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 100 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5) | |||||||
33 | Shovel Spear | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | ||||||
34 | Spiky Bits E.Mod (Blood) | A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated | 75 | Mechanics: 20 OR Melee: 40 | Mechanics: 30 OR Melee: 60 | 3xBox of Materials (3x12), 2xScrap Metal (2x1) | |||||||
35 | Pool Cue | Impact E.Mod (Force) | A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 100 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5) | ||||||
36 | Tire Iron | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | ||||||
37 | 9 Iron | Magic Wand E.Mod (Force) | A roll of 01-30 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 150 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
38 | Brass Shoes | Spiky Bits E.Mod (Blood) | A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated | 75 | Mechanics: 20 OR Unarmed: 40 | Mechanics: 30 OR Melee: 60 | 3xBox of Materials (3x12), 2xScrap Metal (2x1) | ||||||
39 | Impact E.Mod (Force) | A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 100 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5) | |||||||
40 | Mantis Helmet | Create Mantis Helmet | Creates a Mantis Helmet | - | - | Mechanics: 75 (Good), 50 (Used), 25 (Poor) | Spare Helmet (25), Box of Materials (12), Giant Mantis Claw (25) [Rare, with Survival 50+ a useful Claw can usually be harvested from a dead Giant Mantis] | ||||||
41 | King Mantis Claw | +5 Dam | 100 | Mechanics: 30 OR Unarmed: 60 | - | King Mantis Claw (100) [Rare, can also be used to Create Mantis Helmet] | |||||||
42 | Bladed Helmet | Red Hot Blade E.Mod (Fire) | A roll of 01-30 to hit causes +2d10 fire damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1) | ||||||
43 | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | |||||||
44 | Zebra Sword | Red Hot Blade E.Mod (Fire) | A roll of 01-30 to hit causes +2d10 fire damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1) | ||||||
45 | Shocking E.Mod (Lightning) | A roll of 01-30 to hit causes +2d10 lightning damage | 75 | Mechanics: 20 OR Science: 20 | Mechanics: 40 OR Science: 40 | Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1) | |||||||
46 | Venomous E.Mod (Poison) | A roll of 01-30 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 100 | Mechanics: 20 OR Survival: 40 | Mechanics: 40 OR Survival: 80 | Box of Materials (12), DetergentORBleach (5), 2xPoison Glands (2x25) | |||||||
47 | Wingblades | Thunder Wings E.Mod (Lightning) | A roll of 01-40 to hit causes +4d10 lightning damage | 150 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
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49 | Tier 2 | Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps | |||||||||||
50 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | ||||||
51 | Combat Knife | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
52 | Toxic E.Mod (Poison) | A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 200 | Mechanics: 40 OR Survival: 80 | Mechanics: 60 AND Survival: 40 | Box of Materials (12), 2xRed Herb (2x5* Price varies based on supply), 4xPoison Glands (4x25) | |||||||
53 | Cutlass | Burning Blade E.Mod (Fire) | A roll of 01-40 to hit causes +2d10 fire damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
54 | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | |||||||
55 | Hatchet | Burning Blade E.Mod (Fire) | A roll of 01-40 to hit causes +2d10 fire damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
56 | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | |||||||
57 | Dress Cane | Smashing E.Mod (Force) | A roll of 01-40 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 300 | Mechanics: 40 OR Science: 40 | Mechanics: 75 OR Science: 75 | Box of Materials (12), Bundle of Components (20), 2xMagic Fission Battery (2x75) | ||||||
58 | War Club | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
59 | Forceful E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 200 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75) | |||||||
60 | Baseball Bat | Barbed E.Mod (Blood) | A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated | 150 | Mechanics: 30 OR Melee: 60 | Mechanics: 60 OR Melee: 100 | 2xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100) | ||||||
61 | Forceful E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 200 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75) | |||||||
62 | Sledgehammer | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
63 | Forceful E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 200 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75) | |||||||
64 | Rebar Club | Barbed E.Mod (Blood) | A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated | 150 | Mechanics: 30 OR Melee: 60 | Mechanics: 60 OR Melee: 100 | 2xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100) | ||||||
65 | Smashing E.Mod (Force) | A roll of 01-40 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 300 | Mechanics: 40 OR Science: 40 | Mechanics: 75 OR Science: 75 | Box of Materials (12), Bundle of Components (20), 2xMagic Fission Battery (2x75) | |||||||
66 | Steel Saw | Steel Saw Improved Motor | +5 Dam | 250 | Mechanics: 50 (requires Workbench) | Mechanics: 80 | Salvaging another Steel Saw [Used or Better] (250) | ||||||
67 | Spiked Shoes | Barbed E.Mod (Blood) | A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated | 150 | Mechanics: 30 OR Unarmed: 60 | Mechanics: 60 OR Melee: 100 | 2xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100) | ||||||
68 | Forceful E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 200 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75) | |||||||
69 | Yao Guai Helmet | Create Yaoi Guai Helmet | Creates a Yaoi Guai Helmet | - | - | Mechanics: 75 (Good), 50 (Used), 25 (Poor) | Spare Helmet (25), Box of Materials (12), Yaoi Guai Claw (200) [Rare, with Survival 75+ one useful Claw can usually be harvested from a dead Yaoi Guai] | ||||||
70 | Grizzly Yaoi Guai Claw | +5 Dam | 300 | Mechanics: 40 OR Unarmed: 80 | - | Grizzly Yaoi Guai Claw (250) [V.Rare, can also be used to create Yaoi Guai Helmet] | |||||||
71 | Bear Trap Hoof | Bear Trap Heavy Duty Springs | +5 Dam | 300 | Mechanics: 50 (requires Workbench) | Mechanics: 75 | Salvaging another Bear Trap Hoof [Used or Better] (300) | ||||||
72 | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | |||||||
73 | Barbed E.Mod (Blood) | A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated | 150 | Mechanics: 30 OR Unarmed: 60 | Mechanics: 60 OR Melee: 100 | 2xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100) | |||||||
74 | Solaris Hoof | Blazing Hoof E.Mod | A roll of 01-40 to hit causes +2d10 fire damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
75 | Forceful E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 200 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75) | |||||||
76 | Magic Energy Spear | Improved Energy Focus | +5 Dam | 400 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Salvaging another Magic Energy Spear [Used or Better] (500) | ||||||
77 | Overcharged Spear Tip | Weapon becomes Armor Piercing (light) | 250 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Salvaging a Magic Pistol (50), Bundle of Components (20), Magic Fission Battery (75) | |||||||
78 | Crystal Lance | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
79 | Rapier | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
80 | Toxic E.Mod (Poison) | A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 200 | Mechanics: 40 OR Survival: 80 | Mechanics: 60 AND Survival: 40 | Box of Materials (12), 2xRed Herb (2x5* Price varies based on supply), 4xPoison Glands (4x25) | |||||||
81 | Scythe | High Voltage E.Mod (Lightning) | A roll of 01-40 to hit causes +2d10 lightning damage | 150 | Mechanics: 30 OR Science: 30 | Mechanics: 60 OR Science: 60 | Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75) | ||||||
82 | Barbed E.Mod (Blood) | A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated | 150 | Mechanics: 30 OR Melee: 60 | Mechanics: 60 OR Melee: 100 | 2xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100) | |||||||
83 | Body Spikes | Barbed E.Mod (Blood) | A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated | 150 | Mechanics: 30 OR Unarmed: 60 | Mechanics: 60 OR Melee: 100 | 2xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100) | ||||||
84 | |||||||||||||
85 | Tier 3 | Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps | |||||||||||
86 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | ||||||
87 | Cosmic Knife | Shocking E.Mod (Lightning) | A roll of 01-40 to hit causes +3d10 lightning damage | 400 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | ||||||
88 | Venomous E.Mod (Poison) | A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END-1 check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 500 | Mechanics: 50 OR Survival: 100 | Mechanics: 75 AND Survival: 50 | Box of Materials (12), 10xRed Herb (10x5* Price varies based on supply), 2xLethal Poison Gland (2x150) [Rare, with Survival 80+ these can usually be harvested from dead giant highly venomous beasties] | |||||||
89 | Bowie Knife | Shocking E.Mod (Lightning) | A roll of 01-40 to hit causes +3d10 lightning damage | 400 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | ||||||
90 | Venomous E.Mod (Poison) | A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END-1 check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 500 | Mechanics: 50 OR Survival: 100 | Mechanics: 75 AND Survival: 50 | Box of Materials (12), 10xRed Herb (10x5* Price varies based on supply), 2xLethal Poison Gland (2x150) [Rare, with Survival 80+ these can usually be harvested from dead giant highly venomous beasties] | |||||||
91 | Gladius | Infernal Blade E.Mod (Fire) | A roll of 01-40 to hit causes +3d10 fire damage | 400 | Mechanics: 40 AND Science: 40 | Mechanics: 75 AND Science: 75 | Box of Materials (12), Zebra Flame Fetish (300) [V.Rare] | ||||||
92 | Shocking E.Mod (Lightning) | A roll of 01-40 to hit causes +3d10 lightning damage | 400 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | |||||||
93 | Bumper Sword | Infernal Blade E.Mod (Fire) | A roll of 01-40 to hit causes +3d10 fire damage | 400 | Mechanics: 40 AND Science: 40 | Mechanics: 75 AND Science: 75 | Box of Materials (12), Zebra Flame Fetish (300) [V.Rare] | ||||||
94 | Shocking E.Mod (Lightning) | A roll of 01-40 to hit causes +3d10 lightning damage | 400 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | |||||||
95 | Thunder Hammer | Create Thunder Hammer | Creates a Thunder Hammer | - | - | Science: 25 AND Mechanics: 75 (Good), 50 (Used), 25 (Poor) | Sledgehammer (250), 2xBox of Materials (2x12), Bundle of Components (20), 4xMagic Fission Battery (4x75) | ||||||
96 | Earthshaker E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 500 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare] | |||||||
97 | Chainsaw | Chainsaw Alloy Frame | Reduces Wg by 8 | 600 | Mechanics: 50 (requires Workbench) | - | - | ||||||
98 | Chainsaw Improved Motor | +5 Dam | 1200 | Mechanics: 75 (requires Workbench) | Mechanics: 75 | Salvaging another Chainsaw [Used or Better] (1500) | |||||||
99 | Chainsaw Diamond-Edged Teeth | Weapon becomes Armor Piercing | 1200 | Mechanics: 50 (requires Workbench) | - | - | |||||||
100 | Shishkebab | Create Shishkebab | Creates a Shishkebab | - | - | Science: 25 AND Mechanics: 75 (Good), 50 (Used), 25 (Poor) | Cutlass [Used or Better] (250), Box of Materials (12), Bundle of Components (20), MotorScooter Gas Tank (100), 4xHigh Quality Scrap Metal [Rare, to make Flame-Resistant Scabbard etc] (4x50), Lots of Fuel (200) | ||||||
101 | Ripper | Ripper Improved Motor | +5 Dam | 1200 | Mechanics: 75 (requires Workbench) | Mechanics: 75 | Salvaging another Ripper [Used or Better] (1200) | ||||||
102 | Fire Axe | Infernal Blade E.Mod (Fire) | A roll of 01-40 to hit causes +3d10 fire damage | 400 | Mechanics: 40 AND Science: 40 | Mechanics: 75 AND Science: 75 | Box of Materials (12), Zebra Flame Fetish (300) [V.Rare] | ||||||
103 | Shocking E.Mod (Lightning) | A roll of 01-40 to hit causes +3d10 lightning damage | 400 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | |||||||
104 | Plasma Lance | Baleful Blade E.Mod (Fire) | A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS. | 1000 | Mechanics: 50 AND Science: 50 | Mechanics: 50 AND Science: 100 | Box of Materials (12), 2xBundle of Components (2x20), Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200) | ||||||
105 | Hellhound Helmet | Create Hellhound Helmet | Creates a Hellhound Helmet | - | - | Mechanics: 100 (Good), 75 (Used), 50 (Poor) | Spare Helmet (25), Box of Materials (12), Hellhound Claw (1000) [Rare, with Survival 90+ one useful Claw can usually be harvested from a dead Hellhound] | ||||||
106 | Hellhound Alpha Claw | +5 Dam | 1500 | Mechanics: 50 OR Unarmed: 100 | - | Hellhound Alpha Claw (1500) [V.Rare, can be used to Create Hellhound Helmet] | |||||||
107 | Zap Sock | Earthshaker E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 500 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare] | ||||||
108 | Power Hoof | Shocking E.Mod (Lightning) | A roll of 01-40 to hit causes +3d10 lightning damage | 400 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | ||||||
109 | Earthshaker E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 500 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare] | |||||||
110 | Displacer Sock | Shocking E.Mod (Lightning) | A roll of 01-40 to hit causes +3d10 lightning damage | 400 | Mechanics: 40 OR Science: 40 | Mechanics: 80 OR Science: 80 | Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | ||||||
111 | Supercharged Solaris Hoof | Supercharge Solaris Hoof | Creates a Supercharged Solaris Hoof | - | - | Mechanics: 50 AND Science: 100 | Solaris Hoof (300), Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare] | ||||||
112 | Earthshaker E.Mod (Force) | A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 500 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare] | |||||||
113 | |||||||||||||
114 | Tier 4 | Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps | |||||||||||
115 | Name | Mod | Effect | Value (Merchant) | Skill Requirement to Install Mod | Skill Requirement to Create Mod | Construction Materials | ||||||
116 | Katana | Katana Authentic Blade | +5 Dam | 1200 | Mechanics: 60 | - | - | ||||||
117 | Iaido Saya | Allows Katana to be drawn and attack in the same motion for 25AP. This attack deals +2d10 damage. Katana must be sheathed to perform this attack. | 1000 | Mechanics: 25 OR Melee: 25 | - | - | |||||||
118 | Enchanted Zebra Sword | Magical Flux Capacitor | Bonus elemental damage caused by the Enchantment is increased to +4d10 (from +2d10) | 1500 | Mechanics: 75 AND Science: 50 | - | - | ||||||
119 | Crystal Sword | Baleful Blade E.Mod (Fire) | A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS. | 1000 | Mechanics: 50 AND Science: 50 | Mechanics: 50 AND Science: 100 | Box of Materials (12), 2xBundle of Components (2x20), Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200) | ||||||
120 | Zebra Thunder Axe | Thunderous E.Mod (Lightning) | A roll of 01-50 to hit causes +3d10 lightning damage | 1000 | Mechanics: 50 OR Science: 50 | Mechanics: 75 AND Science: 50 | Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare] | ||||||
121 | Thermic Lance | Thunderous E.Mod (Lightning) | A roll of 01-50 to hit causes +3d10 lightning damage | 1000 | Mechanics: 50 OR Science: 50 | Mechanics: 75 AND Science: 50 | Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare] | ||||||
122 | Super Sledge | Unstoppable E.Mod (Force) | A roll of 01-50 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 500 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Box of Materials (12), 2xBundle of Components (2x20), 2xMagic Fusion Battery (2x300) [Rare] | ||||||
123 | Auto Axe | Auto Axe Improved Motor | +5 Dam | 2500 | Mechanics: 90 (requires Workbench) | Mechanics: 90 | Salvaging another Auto Axe [Good or Better] (3000) | ||||||
124 | Industrial Shoe | Industrial Shoe Improved Motor | +5 Dam | 2500 | Mechanics: 90 (requires Workbench) | Mechanics: 90 | Salvaging another Industrial Shoe [Good or Better] (2800) | ||||||
125 | Ballistic Hoof | Unstoppable E.Mod (Force) | A roll of 01-50 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune. | 500 | Mechanics: 50 OR Science: 50 | Mechanics: 75 OR Science: 75 | Box of Materials (12), 2xBundle of Components (2x20), 2xMagic Fusion Battery (2x300) [Rare] | ||||||
126 | Enclave Battle Tail | Thunderous E.Mod (Lightning) | A roll of 01-50 to hit causes +3d10 lightning damage | 1000 | Mechanics: 50 OR Science: 50 | Mechanics: 75 AND Science: 50 | Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare] | ||||||
127 | Lethal E.Mod (Poison) | A roll of 01-50 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END-2 check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets. | 1000 | Mechanics: 60 AND Survival: 30 | Mechanics: 75 AND Survival: 50 | Box of Materials (12), 10xRed Herb (10x5* Price varies based on supply), 4xLethal Poison Gland (4x150) [Rare, with Survival 80+ these can usually be harvested from dead giant highly venomous beasties] | |||||||