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GeneralNote on 'Elemental' Mods
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NameModEffectValue (Merchant)Elemental Mods (E.Mods)Elemental Mod TypeElemental Mod Critical Effect
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AnySharpened/Weighted+DAM equal to (AP cost/5), Effect is lost after the first Crit-Fail1/4 base cost of modded weaponE.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.FireSets 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.
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LightningOn living Biological opponents a Crit drains AP equal to half the lightning damage dealt (rounded up). On machines causes 3x listed lightning damage as AX damage.
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AnyBalanced+5 to hit, +5 to parry1/2 base cost of modded weaponPoisonLiving Biological opponents automatically fail their attempt to resist the Poison's effect and suffer a -10 to all skill checks until the end of their next turn.
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AnyTemperedGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail1/2 base cost of modded weaponBloodCauses Living Biological opponents to bleed profusely, dealing twice as much bleed damage per turn as listed and causing Movement actions to cost +5AP
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ForceStores a critical amount of kinetic energy to send the opponent flying on the final attack. The target's STR check is automatically failed. Size 3 targets can be effected, but are knocked back half as far.
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Weapon Mods are usually only sold by weapon merchants(The following are optional rules)Merchants will not buy a player-made Mod
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Tier 1Weapon Mods are generally Rare(Unless required) a Workbench grants +10 Mech / ScienceCreating a Mod requires a Workbench
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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SwitchbladeMagi-steel Edged BladeWeapon becomes Armor Piercing (light)50Mechanics: 15 / Melee: 30--
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KnifeMagi-steel Edged BladeWeapon becomes Armor Piercing (light)50Mechanics: 15 / Melee: 30--
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Venomous E.Mod
(Poison)
A roll of 01-30 to hit causes the target to lose 1 STR and 1 AGI unless it passes an END check with a +1 for every 10 points of Poison Resist the target has.100Mechanics: 20 / Survival: 40Mechanics: 40 / Survival: 80Box of Materials (12), Detergent/Bleach (5), 2xPoison Glands (2x25)
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MacheteRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), Bundle of Components (20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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SickleShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Venomous E.Mod
(Poison)
A roll of 01-30 to hit causes the target to lose 1 STR and 1 AGI unless it passes an END check with a +1 for every 10 points of Poison Resist the target has.100Mechanics: 20 / Survival: 40Mechanics: 40 / Survival: 80Box of Materials (12), Detergent/Bleach (5), 2xPoison Glands (2x25)
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SwordRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Knife SpearForged Spear Head+5 Dam50Mechanics: 30 / Melee: 60--
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Magi-steel Edged BladeWeapon becomes Armor Piercing (light)50Mechanics: 15 / Melee: 30--
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Lead PipeSpiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 / Melee: 40Mechanics: 30 / Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Impact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.100Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Nail BoardSpiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 / Melee: 40Mechanics: 30 / Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Cattle ProdMagic Wand E.Mod (Force)A roll of 01-30 to hit knocks the target back 2 yards per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.150Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Police BatonShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Spiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 / Melee: 40Mechanics: 30 / Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Impact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.100Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Shovel SpearShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Spiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 / Melee: 40Mechanics: 30 / Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Pool CueImpact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.100Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Tire IronShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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9 IronMagic Wand E.Mod (Force)A roll of 01-30 to hit knocks the target back 2 yards per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.150Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Brass ShoesSpiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 / Melee: 40Mechanics: 30 / Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Impact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.100Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Mantis HelmetCreate Mantis HelmetCreates 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]
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King Mantis Claw+5 Dam100Mechanics: 30 / Unarmed: 60-King Mantis Claw (100) [Rare, can also be used to Create Mantis Helmet]
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Bladed HelmetRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Zebra SwordRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 / Science: 20Mechanics: 40 / Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Venomous E.Mod
(Poison)
A roll of 01-30 to hit causes target to lose 1 STR and 1 AGI unless it passes an END check with a +1 for every 10 points of Poison Resist the target has 100Mechanics: 20 / Survival: 40Mechanics: 40 / Survival: 80Box of Materials (12), Detergent/Bleach (5), 2xPoison Glands (2x25)
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WingbladesThunder Wings E.Mod (Lightning)A roll of 01-40 to hit causes +4d10 lightning damage150Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Tier 2
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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Combat KnifeHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Toxic E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI unless it passes an END check with a +1 for every 10 points of Poison Resist the target has 200Mechanics: 40 / Survival: 80Mechanics: 60 & Survival: 40Box of Materials (12), 2xRed Herb (2x5* Price varies based on supply),
4xPoison Glands (4x25)
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CutlassBurning Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +2d10 fire damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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High Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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HatchetBurning Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +2d10 fire damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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High Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Dress CaneSmashing E.Mod (Force)A roll of 01-40 to hit knocks the target back 2 yards per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.300Mechanics: 40 / Science: 40Mechanics: 75 / Science: 75Box of Materials (12), Bundle of Components (20), 2xMagic Fission Battery (2x75)
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War ClubHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.200Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Baseball BatBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 / Melee: 60Mechanics: 60 / Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.200Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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SledgehammerHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.200Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Rebar ClubBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 / Melee: 60Mechanics: 60 / Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Smashing E.Mod (Force)A roll of 01-40 to hit knocks the target back 2 yards per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.300Mechanics: 40 / Science: 40Mechanics: 75 / Science: 75Box of Materials (12), Bundle of Components (20), 2xMagic Fission Battery (2x75)
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Steel SawSteel Saw Improved Motor+5 Dam250Mechanics: 50 (requires Workbench)Mechanics: 80 Salvaging another Steel Saw [Used or Better] (250)
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Spiked ShoesBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 / Melee: 60Mechanics: 60 / Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.200Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Yao Guai HelmetCreate Yaoi Guai HelmetCreates 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]
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Grizzly Yaoi Guai Claw+5 Dam300Mechanics: 40 / Unarmed: 80-Grizzly Yaoi Guai Claw (250) [V.Rare, can also be used to create Yaoi Guai Helmet]
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Bear Trap HoofBear Trap Heavy Duty Springs+5 Dam300Mechanics: 50 (requires Workbench)Mechanics: 75Salvaging another Bear Trap Hoof [Used or Better] (300)
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High Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Barbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 / Melee: 60Mechanics: 60 / Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Solaris HoofBlazing Hoof E.ModA roll of 01-40 to hit causes +2d10 fire damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage unless it passes a STR check. Knockback(s) happen after all your attacks are finished.200Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Magic Energy SpearImproved Energy Focus+5 Dam
400Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Salvaging another Magic Energy Spear [Used or Better] (500)
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Overcharged Spear TipWeapon becomes Armor Piercing (light)250Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Salvaging a Magic Pistol (50), Bundle of Components (20), Magic Fission Battery (75)
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Crystal LanceHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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RapierHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Toxic E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI unless it passes an END check with a +1 for every 10 points of Poison Resist the target has 200Mechanics: 40 / Survival: 80Mechanics: 60 & Survival: 40Box of Materials (12), 2xRed Herb (2x5* Price varies based on supply),
4xPoison Glands (4x25)
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ScytheHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 / Science: 30Mechanics: 60 / Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Barbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 / Melee: 60Mechanics: 60 / Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Body SpikesBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 / Melee: 60Mechanics: 60 / Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Tier 3
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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Cosmic KnifeShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Venomous E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI unless it passes an END-1 check with a +1 for every 10 points of Poison Resist the target has 500Mechanics: 50 / Survival: 100Mechanics: 75 & Survival: 50Box 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]
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Bowie KnifeShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Venomous E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI unless it passes an END-1 check with a +1 for every 10 points of Poison Resist the target has 500Mechanics: 50 / Survival: 100Mechanics: 75 & Survival: 50Box 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]
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GladiusInfernal Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +3d10 fire damage400Mechanics: 40 & Science: 40Mechanics: 75 & Science: 75Box of Materials (12), Zebra Flame Fetish (300) [V.Rare]
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Shocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Bumper SwordInfernal Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +3d10 fire damage400Mechanics: 40 & Science: 40Mechanics: 75 & Science: 75Box of Materials (12), Zebra Flame Fetish (300) [V.Rare]
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Shocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Thunder HammerCreate Thunder HammerCreates a Thunder Hammer--Science: 25 & Mechanics: 75 (Good), 50 (Used), 25 (Poor)Sledgehammer (250), 2xBox of Materials (2x12), Bundle of Components (20), 4xMagic Fission Battery (4x75)
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Earthshaker E.Mod (Force)A roll of 01-40 to hit knocks the target back 1 yard per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.500Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
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ChainsawChainsaw Alloy FrameReduces Wg by 8600Mechanics: 50 (requires Workbench)--
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Chainsaw Improved Motor+5 Dam1200Mechanics: 75 (requires Workbench)Mechanics: 75Salvaging another Chainsaw [Used or Better] (1500)
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Chainsaw Diamond-Edged TeethWeapon becomes Armor Piercing1200Mechanics: 50 (requires Workbench)--
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ShishkebabCreate ShishkebabCreates a Shishkebab--Science: 25 & 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)
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RipperRipper Improved Motor+5 Dam1200Mechanics: 75 (requires Workbench)Mechanics: 75Salvaging another Ripper [Used or Better] (1200)
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Fire AxeInfernal Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +3d10 fire damage400Mechanics: 40 & Science: 40Mechanics: 75 & Science: 75Box of Materials (12), Zebra Flame Fetish (300) [V.Rare]
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Shocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Plasma LanceBaleful Blade E.Mod
(Fire)
A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS.1000Mechanics: 50 & Science: 50Mechanics: 50 & Science: 100Box of Materials (12), 2xBundle of Components (2x20), Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200)
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Hellhound HelmetCreate Hellhound HelmetCreates 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]
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Hellhound Alpha Claw+5 Dam1500Mechanics: 50 / Unarmed: 100-Hellhound Alpha Claw (1500) [V.Rare, can be used to Create Hellhound Helmet]
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Zap SockEarthshaker E.Mod (Force)A roll of 01-40 to hit knocks the target back 1 yard per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.500Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
108
Power HoofShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box 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 unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.500Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
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Displacer SockShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 / Science: 40Mechanics: 80 / Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Supercharged Solaris HoofSupercharge Solaris HoofCreates a Supercharged Solaris Hoof--Mechanics: 50 & Science: 100Solaris 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 unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.500Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
113
114
Tier 4
115
NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
116
KatanaKatana Authentic Blade+5 Dam1200Mechanics: 60--
117
Iaido SayaAllows 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.1000Mechanics: 25 / Melee: 25--
118
Enchanted Zebra SwordMagical Flux CapacitorBonus elemental damage caused by the Enchantment is increased to +4d10 (from +2d10)1500Mechanics: 75 & Science: 50--
119
Crystal SwordBaleful Blade E.Mod
(Fire)
A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS.1000Mechanics: 50 & Science: 50Mechanics: 50 & Science: 100Box of Materials (12), 2xBundle of Components (2x20), Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200)
120
Zebra Thunder AxeThunderous E.Mod (Lightning)A roll of 01-50 to hit causes +3d10 lightning damage1000Mechanics: 50 / Science: 50Mechanics: 75 & Science: 50Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare]
121
Thermic LanceThunderous E.Mod (Lightning)A roll of 01-50 to hit causes +3d10 lightning damage1000Mechanics: 50 / Science: 50Mechanics: 75 & Science: 50Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare]
122
Super SledgeUnstoppable E.Mod (Force)A roll of 01-50 to hit knocks the target back 1 yard per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.500Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Box of Materials (12), 2xBundle of Components (2x20), 2xMagic Fusion Battery (2x300) [Rare]
123
Auto AxeAuto Axe Improved Motor+5 Dam2500Mechanics: 90 (requires Workbench)Mechanics: 90Salvaging another Auto Axe [Good or Better] (3000)
124
Industrial ShoeIndustrial Shoe Improved Motor+5 Dam2500Mechanics: 90 (requires Workbench)Mechanics: 90Salvaging another Industrial Shoe [Good or Better] (2800)
125
Ballistic HoofUnstoppable E.Mod (Force)A roll of 01-50 to hit knocks the target back 1 yard per 10 damage unless it passes a STR-2 check. Knockback(s) happen after all your attacks are finished.500Mechanics: 50 / Science: 50Mechanics: 75 / Science: 75Box of Materials (12), 2xBundle of Components (2x20), 2xMagic Fusion Battery (2x300) [Rare]
126
Enclave Battle TailThunderous E.Mod (Lightning)A roll of 01-50 to hit causes +3d10 lightning damage1000Mechanics: 50 / Science: 50Mechanics: 75 & Science: 50Box 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 unless it passes an END-2 check with a +1 for every 10 points of Poison Resist the target has 1000Mechanics: 60 & Survival: 30Mechanics: 75 & Survival: 50Box 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]