Difference between revisions of "Modifications"

From Starsonata Wiki
Jump to: navigation, search
m
Line 1: Line 1:
Occasionally [[:Category: AI Ships|AI ships]] might drop a [[Category:Modifications|modified]] item, indicated by an asterisk in the item's name, such as a MagCannon*. Modified items might have a small increase of their stats (such as reduced item weight, or a decrease in electricity needed), or might have a ship-wide beneficial effect (such as an increase in speed, or extra hull space). There is no limit to the number of mods an item might possess, but the probability of getting multiple modifications is extremely low. Any given item can have a mod, but only 3 at a time. Mission rewards and built items will ''not'' have mods on them (as far as we know). The variation and/or power of the mod depends on the item's tech level. For example, a modified scoop (tech 0) applies 1 percent hull space, while a sliver scoop (tech 5) gives 1.1 percent. Other scoops (of higher tech) might give 1.2 percent, or even 1.7 percent. This is applied to other items. The affect only applies for some types of mods. Mods such as Extended and Amplified are always 10 and 20 percent respectively, while mods such as Transcendental and Super Intelligent vary depending on the tech level of the item.
+
Occasionally [[:Category: AI Ships|AI ships]] might drop a [[:Category:Modifications|modified]] item, indicated by an asterisk in the item's name, such as a MagCannon*. Modified items might have a small increase of their stats (such as reduced item weight, or a decrease in electricity needed), or might have a ship-wide beneficial effect (such as an increase in speed, or extra hull space). There is no limit to the number of mods an item might possess, but the probability of getting multiple modifications is extremely low. Any given item can have a mod, but only 3 at a time. Mission rewards and built items will ''not'' have mods on them (as far as we know). The variation and/or power of the mod depends on the item's tech level. For example, a modified scoop (tech 0) applies 1 percent hull space, while a sliver scoop (tech 5) gives 1.1 percent. Other scoops (of higher tech) might give 1.2 percent, or even 1.7 percent. This is applied to other items. The affect only applies for some types of mods. Mods such as Extended and Amplified are always 10 and 20 percent respectively, while mods such as Transcendental and Super Intelligent vary depending on the tech level of the item.
  
 
'''This is a list of only known mods. Please update only if you have seen a particular mod on a particular item!'''
 
'''This is a list of only known mods. Please update only if you have seen a particular mod on a particular item!'''

Revision as of 13:05, 21 August 2010

Occasionally AI ships might drop a modified item, indicated by an asterisk in the item's name, such as a MagCannon*. Modified items might have a small increase of their stats (such as reduced item weight, or a decrease in electricity needed), or might have a ship-wide beneficial effect (such as an increase in speed, or extra hull space). There is no limit to the number of mods an item might possess, but the probability of getting multiple modifications is extremely low. Any given item can have a mod, but only 3 at a time. Mission rewards and built items will not have mods on them (as far as we know). The variation and/or power of the mod depends on the item's tech level. For example, a modified scoop (tech 0) applies 1 percent hull space, while a sliver scoop (tech 5) gives 1.1 percent. Other scoops (of higher tech) might give 1.2 percent, or even 1.7 percent. This is applied to other items. The affect only applies for some types of mods. Mods such as Extended and Amplified are always 10 and 20 percent respectively, while mods such as Transcendental and Super Intelligent vary depending on the tech level of the item.

This is a list of only known mods. Please update only if you have seen a particular mod on a particular item!

Strength of mods marked with an asterisk (*) is dependent on the item's tech level, and such effects are ship-wide (the bonus exists as long as the item is equipped).

Mod Weapon Shield Engine Capacitor Scoop Energy Radar
Amorphous N/A +3% + .3% per tech Nimbleness N/A N/A N/A N/A N/A
Buffered +10% Recoil, +10% Damage N/A N/A N/A N/A N/A N/A
Composite -20% and -1 weight -20% and -1 weight -20% and -1 weight -20% and -1 weight -20% and -1 weight -20% and -1 weight -20% and -1 weight

Weapon Mods

  • Buffered: +10% Recoil, +10% Damage
  • Composite: -40% Item Weight
  • Dynamic: +4% Damage
  • Evil: +1% Damage, +10% Hostility*
  • Extended: +20% Range
  • Forceful: +8% Damage
  • Intelligent: +1% EXP*
  • Miniaturized: -20% Item Size
  • Overclocked: -10% Recoil
  • Radioactive: +3% Electricity*
  • Scoped: +15% Tracking*
  • Sleek: +2% Speed, -3% Nimbleness*
  • Super Intelligent: +2% EXP*
  • Superconducting: -10% Electricity Needed

Shield Mods

  • Amorphous: +6% Nimbleness*
  • Amplified: +20% Max
  • Composite: Reduced Item Weight
  • Docktastic: +50% Docking*
  • Extended: +10% Max
  • Gyroscopic: +30% Agility*
  • Miniaturized: -20% Item Size
  • Overclocked: +10% Regeneration
  • Rewired: +10% Shield, -10% Energy*
  • Sleek: +2% Speed, -3% Nimbleness*
  • Transcendental: +2% Hull, 10 Electricity Cost*

Engine Mods

  • Composite: Reduced Item Weight
  • Evil: +1% Damage, +10% Hostility*
  • Forceful: +20% Thrust
  • Gyroscopic: +30% Agility
  • Intelligent: +1% EXP*
  • Miniaturized: Reduced Item Size
  • Radioactive: +3% Electricity*
  • Shielded: 50% Visibility Blocked From Item
  • Sleek: +2% Speed, -3% Nimbleness*
  • Super Intelligent: +2% EXP*
  • Transcendental: +2% Hull, 10 Electricity Cost*
  • Workhorse: +10% Tractoring*
  • Dynamic: +10% Thrust*

Energy Mods

  • Amplified: +20% Max
  • Composite: Reduced Item Weight
  • Evil: +1% Damage, +10% Hostility*
  • Intelligent: +1% EXP*
  • Gyroscopic: +30% Agility
  • Miniaturized: -10% Item Size
  • Overclocked: +10% Regeneration
  • Radioactive: +3% Electricity*
  • Rewired: +10% Energy, -10% Shield
  • Transcendental: +2% Hull, 10 Electricity Cost*
  • Workhorse: +10% Tractoring*

Radar Mods

  • Amplified: +20% Detection, +20% Visibility
  • Dynamic: +20% Ping Strength
  • Evil: +1% Damage, +10% Hostility*
  • Miniaturized: Reduced Item Size
  • Radioactive: +3% Electricity*
  • Resonating: +5% Shield, +5% Radar*
  • Scoped: +15% Tracking*
  • Shielded: 50% Visibility Blocked From Item
  • Sleek: +2% Speed, -3% Nimbleness*
  • Superconducting: -10% Electricity Needed
  • Transcendental: +2% Hull, 10 Electricity Cost*

Capacitor Mods

  • Gyroscopic: +30% Agility*
  • Super Intelligent: +2% EXP*
  • Resonating: +5% Shield, +5% Radar*
  • Transcendental: +2% Hull*
  • Miniturized: Reduced Item Size

Scoop Mods

  • Dockstastic: +50% Docking*
  • Evil: +1% Damage, +10% Hostility*
  • Radioactive: +3% Electricity*
  • Sleek: +2% Speed, -3% Nimbleness*
  • Super Intelligent: +2% EXP*
  • Workhorse: +10% Tractoring*
  • Transcendental: +2% Hull*