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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 have 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.

Note that the tinkering tier listed here is different from the levels used for tinkering skills; Tinkering I allows tier 1-3, Tinkering II allows tier 4-6, and Tinkering III is needed for modifications of tiers 7-8.

List of ModsEdit

GeneralEdit

These mods apply to both weaponry and armor, and often other items.

Name Effect Applies To Value Change Tinkering Tier
Engraved Reveals a description of a Historical Event when looked at - 200% n/a
Extradimensional Has a single random Relic based modification. Armor, shields, melee weapons, and missile weapons. Cannot be tinkered. 300% n/a
Fitted with suspensors While powered, this item is weightless. - 130% 7
Fitted with electromagnetic shielding Makes electronics able to function despite EMP Electronics 130% 5
Jacked When equipped by a robot or cyborg with onboard power systems or access to grid power, this item can draw on those power sources. Artifacts that use charge while equipped 130% 4
Jewel-Encrusted Base item value x5 and +100 reputation with water barons Cannot be tinkered. 500% n/a
Lacquered Item can not rust or be coated with liquids - 110% 1
Magnetized Object can be equipped in Floating Nearby Slot Not tinkerable, applied using High-Powered Magnet. 200% n/a
Nulling On armor, astrally tethers the wearer. On weapons, causes reality stabilization on hit. Requires power. Armor and weapons 130% 6
Painted Reveals a description of a Historical Event when looked at - 200% n/a
Slender Reduces weight by 50% (rounded in your favor so the weight can go to 0) - 110% 1
Sturdy Item can not break - 110% 1
Willowy Reduces weight by 75% (with slender it can go to 87.5%) - 130% 2

Weapon ModsEdit

Name Effect Applies To Value Change Tinkering Tier
Airfoil +2 throwing range Grenades and thrown weapons 110% 1
Gigantic Heavy, Slam is twice as effective Cudgels 120% 1
Counterweighted (X) +X To-Hit Melee weapons 110% 2
Displacer When powered, teleports the target 1-4 squares at random on a successful hit Melee, missile, and thrown weapons 130% 6
Drum-loaded Weapon holds 20% additional ammo, minimum 1 additional round Magazine-loaded firearms 120% 2
Electrical (X) When powered, weapon deals additional electrical damage. Higher X means higher damage range. Electricity may arc to additional nearby targets (including friendlies) Melee weapons 120% 2
Flaming (X) When powered, weapon deals additional fire damage. Higher X means higher damage range. Melee weapons 120% 2
Freezing (X) When powered, weapon deals additional cold damage. Higher X means higher damage range Melee weapons 120% 2
Liquid-cooled Weapon consumes 1 dram of pure water as part of its firing process on 7-14% of shots and has increased rate of fire. Weapon gains a liquid reservoir of a size dependent on its rate of fire. Rapid-firing firearms 120% 3
Masterwork Weapon scores critical hits twice as often Melee, missile, and thrown weapons 120% 1
Morphogenetic When powered, this weapon may, on a succesful, damaging hit, daze other creatures of the same species in the same zone Melee, missile, and thrown weapons 130% 7
Phase-Conjugate Grenade switches phase before exploding Grenades 150% 6
Phase-Harmonic Interacts with both in-phase and out-of-phase objects Missile weapons and Grenades 130% 6
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.

Psionic axes cleave MA instead of AV. Deals no damage to creatures without a mind.

Melee weapons. Not tinkerable. 100% n/a
Serrated Weapon has +3% chance to dismember opponent (stacks with weapon skills) Long blades and axes 130% 3
Sharp +1 bonus to armor penetration Short blades, long blades and axes 110% 1
Scoped Weapon is more accurate Firearms 110% 1

Armor ModsEdit

Name Effect Applies To Value Change Tinkering

Tier

Feathered +250 reputation with Birds - 120% 2
Fitted with co-processor +1 or +2 to Intelligence, provides compute power to other equipment Headwear only 130% 6
Flexiweaved (X) Item's DV penalty is reduced by X, to a maximum of 0 Body armor and exoskeletons that have a DV penalty 120% 2
Gesticulating +2 Strength. Item occupies the Floating Nearby slot in addition to its normal slot or slots. Handwear and exoskeletons 130% 3
Lanterned item provides light Helmets and exoskeletons 120% 2
Nav item provides bonuses to navigation on the world map (requires an energy cell) Eyewear and exoskeletons 150% 3
Padded Doubles Shake It Off's chance to take effect against dazed and stun Helmets 110% 1
Polarized The item offers protection against visual flash effects. Eyewear 110% 2
Recycling Item stores up to 8 drams of Fresh Water and steadily fills with water while worn, like a Recycling Suit Body armor and exoskeletons 130% 3
Refractive Item has a 40% (body or back), 20% (arm), or 10% (other body parts) chance of reflecting light-based attacks Armor and shields 130% 5
Reinforced +1 AV Body armor and exoskeletons 120% 2
Scaled +250 reputation with Unshelled Reptiles - 120% 2
Serene Visage +1 Willpower. Reduces the cooldown of Meditate by 40 rounds. Headwearand Facegear Headwear and masks 130% 3
Six-Fingered +1 Agility Handwear 130% 3
Spiked Item adds bonus damage to your Shield Slam equal to your strength modifier, and makes the target bleed. Shields 130% 3
Spring-Loaded +5-10 to move speed Footwear and exoskeletons 120% 2
Terrifying Visage Reduces the cooldowns of Berate, Intimidate and Menacing Stare by 10 rounds. Item occupies both a head and face slot. Headwear and masks 130% 3
Two-Faced Adds an extra face slot Helmets 130% 3
Visored +1 DV Helmets and exoskeletons 110% 1
Wooly Grants +5 (+10 for body armor) resistance to Heat and Cold Headwear, body armor, gloves, boots, and exoskeletons 120% 2

Miscellaneous Mods Edit

Name Effect Applies To Value Change Tinkering Tier
Metered Shows energy level as a percentage Energy Cells 120% 2
High Capacity 62.5% more energy capacity Energy Cells 120% 1
Radio-powered Regenerates energy when above ground or near power transmitter Energy Cells 130% 4
Illuminated Increased Value Books. Not tinkerable. 130% n/a
Wired Makes a wall able to work as part of an electrical power grid Walls. Not tinkerable.  ? n/a
Wall Socket - Walls. Not tinkerable.  ? n/a
Piping Makes a wall able to work as part of a hydraulic power transmission system Walls. Not tinkerable.  ? n/a
Gearbox Makes a wall able to work as part of a mechanical power transmission system Walls. Not tinkerable.  ? n/a

Item Status EffectsEdit

Apply to almost any item. Those are generally added to items as a side-effect of combat. They are not mods, but are included here because they can be easily mistaken for mods.

Name Effect Value Change
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 -
Liquid Item is covered in Liquid. Similar to bloody, this can modify any item when applied, poured on, or submerged in a certain liquid. Some liquid such as acid can physically affect the weapon, while some does nothing at all in particular -
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 1%
Cracked Reduced AV. 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. none at -1 AV, 50% at -2 AV, 33% at -3 AV, 25% at -4 AV, etc.
Flaming The item is on fire and increases the temperature around it, even when picked up. It will soon be destroyed. Pour water on it or attempt to extinguish it by beating the fire out via the interaction menu. -
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. 1%

Notes Edit

  • 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.
Artifacts t
Melee Weapons Gaslight Flyssa - Gaslight Kris - Nanopneumatic Jackhammer - Prayer Rod - Stun Rod - Vibro Blade - Vibro Dagger
Ranged Weapons Arc Cannon - Blood-Gradient Hand Vacuum - Borderlands Revolver - Carbine - Chain Pistol - Chaingun - Combat Shotgun - Desert Rifle - Eigenrifle - Electrobow - Freeze Ray - Hypertractor - Laser Pistol - Laser Rifle - Linear Cannon - Musket - Nullray Pistol - Overloaded Laser Pistol - Phase Cannon - Pump Shotgun - Scoped Masterwork Carbine - Semi-automatic Pistol- Sniper Rifle
Heavy/Special Weapons Blast Cannon - Booster Gun - Defoliant Pump - Mortar Tube - Flamethrower - Fungicide Pump - Geomagnetic Disc - Grenade Launcher - Missile Launcher - Normality Gas Pump - Swarm Rack
Equipments Anti-Gravity Boots - Bio-Scanning Bracelet - Bounding Boots - Force Bracelet - Ganglionic Teleprojector - Goggles - Gyrocopter Backpack - Helping Hands - Hologram Bracelet - Hoversled - Magnetized Boots - Mechanical Wings - Mirrorshades - Night-Vision Goggles - Ontological Anchor - Powered Exoskeleton - Recycling Suit - Rocket Skates - Spectacles - Structural-Scanning Bracelet - Telemetric visor - Tread Guard - Ulnar Stimulators - VISAGE
Utilities Energy Cells(Chem Cell - Nuclear Cell - Antimatter Cell - Solar Cell - Lead-Acid Cell - Combustion Cell - Thermoelectric Cell - Biodynamic Cell - Fidget Cell) Desalination Pellet - Droid Scrambler - Grit Gate Recoiler - Joppa Recoiler - Metamorphic Polygel - Nano-Neuro Animator - Portable Wall - Random Point Recoiler - Small Sphere of Negative Weight - Spiral borer - Spray-a-Brain - Timecube
Tonics Blaze Injector - Eater's Nectar Injector - Empty Injector - Hulk Honey Injector - Love Injector - Rubbergum Injector - Salve Injector - Shade Oil Injector - Skulk Injector - Sphinx Salt Injector - Ubernostrum Injector
Grenades Defoliant Grenade - EMP Grenade - Flashbang Grenade - Freeze Grenade - Fungicide Grenade - Hand-E-Nuke - High Explosive Grenade - Normality Gas Grenade - Phase Shift Grenade - Poison Gas Grenade - Resonance Grenade - Sleep Gas Grenade - Stasis Grenade - Stun Gas Grenade - Thermal Grenade
Furniture Carcass Kneader - Ergo Chair - Hyperbiotic Bed - Hyperbiotic Chair - Metal Folding Chair - Peptic Bed - Peptic Chair - Plastic Tree - Psionic Sarcophagus - Regeneration Tank - Rolling Chair - Solar Condenser
Ammunitions HE Missile - Lead Slug - Shotgun Shell
Unique Modified Items Gemini Swords (Polluxus & Caslainard) - Hindren Triaxes (Ari, Shayna,& Yal)
Miscellaneous Box Of Crayons - Heilroom & Relics (Amaranthine Prism - Flume-Flier of the Sky-Bear - Kindrish - Ruin of House Isner - Stopsvalinn)
Mechanics Weapon & Item Mods - Tinkering - Scrap - Bits
Mechanics t
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
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