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
You can modify something up to three times, items that already has mods still count toward the limit. Tinkering requires 2 bits, first bits are based on the Tinkering Tier of the mod and the second bits are based on the level of the item being modified. The level of the second bits increases with each modification but the first does not change.
List of ModsEdit
These mods apply to both weaponry and armor.
|Name||Effect||Notes||Value Change||Tinkering Tier|
|Engraved||Reveals a description of a Historical Event when looked at||Can also appear on pottery.||200%||n/a|
|Jewel-Encrusted||Base item value x5 and +100 reputation with water barons||Cannot be added with Tinkering, most items become high value||500%||n/a|
|Lacquered||Item can not rust||-||110%||1|
|Painted||Reveals a description of a Historical Event when looked at||Can also appear on furniture, walls and even on monsters, so it's worth looking at least at legendaries.||200%||n/a|
|Slender||Item weighs less than normal||Reduce the weight by 50% (rounded in your favor so the weight can go up to 0)||110%||1|
|Sturdy||Item can not break||-||110%||1|
|Willowy||Item weighs much less than normal||Reduce the weight by 75% (with slender it can go to 87.5%)||130%||2|
|Extradimensional||This item has materialized from a random dimension and has inherited some properties from its home dimension||Has a single random Relic based modification.||300%||n/a|
|Metallized||+1 AV or Penetration||Unimplemented Feature||110%||n/a|
|Nanochelated||-1 AV or Penetration but adds +1 DV||Unimplemented Feature||110%||n/a|
|Magnetized||Object can be equipped in Floating Nearby Slot||Unimplemented Feature, but can be made using High-Powered Magnet.||200%||n/a|
Weapon Exclusive ModsEdit
|Name||Effect||Notes||Value Change||Tinkering Tier|
|Counterweighted (X)||+X To-Hit||Melee weapons and Rifles only||110%||2|
|Drum-loaded||Weapon holds 20% additional ammo||Pistols and rifles only||120%||2|
|Electrical (X)||When powered, weapon deals an additional electrical damage||Melee weapons only; higher X means higher damage range; chance for AoE damage||120%||2|
|Flaming (X)||When powered, weapon deals an additional fire damage||Melee weapons only; higher X means higher damage range||120%||2|
|Freezing (X)||When powered, weapon deals an additional cold damage||Melee weapons only; higher X means higher damage range||120%||2|
|Psionic||Weapon uses wielder's Ego-Modifier for PV rolls. Creature attacked must defend with MA instead of AV.||Weapon will disappear after a certain amount of usage. Item Description will show current state.||100%||n/a|
|Serrated||Weapon has +3% chance to dismember opponent (stacks with weapon skills)||Long blades and axes only||130%||3|
|Sharp||+1 bonus to armor penetration||Short blades, long blades and axes only||110%||1|
|Scoped||Weapon is more accurate||Ranged weapons only||110%||1|
|Masterwork||Weapon scores critical hits twice as often||Scales with a relic mod that also increase critical chance||120%||1|
|Homing||Weapon Ignores DV. Also known as "Heat Seeking"||Uncraftable, also change damage to 1||100%||n/a|
Armor Exclusive ModsEdit
|Feathered||+250 reputation with Birds||-||120%||2|
|Flexiweaved (X)||Item's DV penalty is reduced by X||Can only be applied to body armor. Can't be used to bring an item's DV modifier above 0||120%||2|
|Gesticulating||+2 Strength, but disables the Floating Nearby item slot||Handwear only||130%||3|
|Greased||You may walk freely over webs. -5 movespeed.||Footwear only (removed from the game)||?||n/a|
|Lanterned||item provides light||Helmets only||120%||2|
|Polarized||The item offers protection against visual flash effects.||Face items only||110%||2|
|Recycling||Item stores up to 8 drams of Fresh Water and steadily fills with water while worn, like a Recycling Suit||Body Armour only||130%||3|
|Reinforced||+1 AV||Body Armour only||120%||2|
|Scaled||+250 reputation with Unshelled Reptiles||-||120%||2|
|Six-Fingered||+1 Agility||Handwear only||130%||3|
|Serene Visage||+1 Willpower. Reduces the cooldown of Meditate by 40 rounds.||Headgear only, item also occupies face slot.||130%||3|
|Spiked||Item adds bonus damage to your Shield Slam equal to your strength modifier, and makes the target bleed.||Shields only||130%||3|
|Spring-Loaded||+5-10 to move speed||Footwear only||120%||2|
|Terrifying Visage||Reduces the cooldowns of Berate, Intimidate and Menacing Stare by 10 rounds. Causes headgear to also occupy the face slot.||Headgear and Facegear only||130%||3|
|Two-Faced||Adds an extra face slot||Helmets only||130%||3|
|Visored||+1 DV||Helmets only||110%||1|
|Wooly||Grants +5 (+10 for body armor) resistance to Heat and Cold||Headwear, body armor, gloves, and boots olny||120%||2|
Apply to almost any item. Those are generally added to items as a side-effect of combat.
|Bloody||Item is covered in blood||Can affect items lying on the ground, if Critical Hits happen nearby; items can be washed by pouring a dram of water on them or by dropping them in water||100%|
|Broken||Item is no longer functional and must be repaired||Greatly reduces value; can be caused by failed artifact identification attempt. Fixed with Repair, repair services or Fix-It Spray Foam||?|
|Cracked||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.||n/a|
|Flaming||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.
|Rusted||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.||?|
Miscellaneous Mods Edit
|Name||Effect||Note||Value Change||Tinkering Tier|
|Metered||Shows energy level||Energy Cells only||120%||2|
|High Capacity||62.5% more energy capacity||Energy Cells only||120%||1|
|Radio-powered||Regenerates energy when above ground or near power transmitter||Energy Cells only||130%||4|
|Illuminated||Increased Value||Books only||130%||n/a|
|Phasing||Grenade Affects phased creature||Grenade only||150%||6|
|Jacked||When equipped by a robot with onboard power systems or access to grid power, this item can draw on those power sources.||Environmental||110%||4|
- 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.
|Gameplay Mechanics||Achievements - Character Creation(Calling - Arcologies) - Cooking and Gathering - Cooking Recipes - Desecration - Dismemberment - Journal - Faction Hero - Psychic Glimmer- Psychic Assassin - Modification - Relic - Scrap & Bits - Tinkering - Trade - Water Ritual - Reputation - Wish/Cheats - World Map|
|Character Mechanics||Attributes - Quickness - Move Speed - AV - DV - Mental Armor - Hitpoints - Experience - Temperature - Skills - Mutation - Cybernetics - Mutants - True Kin|
|Major Categories||Artifacts - Armor & Equipment - Weapons - Monsters - Factions - Locations - Quests|
|Elemental Damage >||Acid - Electrical - Cold - Heat - Astral - EMP - Explosive - Light - Mental - Vibration|
|Status Effects >||Astrally Burdened - Astrally Tethered - Bleeding - Confused - Dazed - Fates Have Their Way - Fear - Flaming - Frozen - Ill - Itchy Skin - Lovesick - Paralyzed - Phased - Poison - Prone - Sleep - Slipped - Sprinting - Stuck - Stunned|