Items in Qud can occasionally be found possessing one or more enhancements, such as weight reduction, additional elemental damage, or providing extra protection. Those pre-modded items are relatively uncommon to find, but with Tinkering you can add these modifications to your own weapons and armor, provided you have learned the schematics from a data disk, Water Ritual or relevant Cybernetic implant.
See the page on Relic for list of unique mods used by Historical Relics
Greatly reduces value; can be caused by failed artifact identification attempt. Fixed with Repair, repair services or Fix-It Spray Foam
Reduced Item values (AV / DV / etc.)
Effect of attacks on worn equipment by monsters that can damage items. (Knollworm, Segmented Mirthworm, etc.) Effect is removed automatically after certain number of turns.
The item will soon be destroyed
The item is on fire and increases the temperature around it ,even when picked up.
Pour water on it.
Item is no longer functional and must be repaired
Greatly reduces value; can be applied to any metal item (even equipped or in inventory) by certain creatures. Repeated rusting of the same object can destroy it entirely. Regular repairing removes this state.
While you cannot apply the same mod to an item multiple times via tinkering, most mods with an X value in them, such as Electrified (X), will get a higher value if you mod the enhancement onto a higher-quality piece of equipment.
Mods with randomized values like Spring-Loaded can be maximized by retrying with Precognition. Additionally, an item can have only three mods applied to it in total; and each one you apply increases the cost of the next.
The cost (in tinkering bits) of modding an item depends on its value. You can add multiple mods to an item, but each successive mod will be more expensive than the previous.
Recoilers occasionally occur in painted varieties; recoilers can also be modded to be slender, willowy, or lacquered.