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Equipment and Mods

Weapons come with a number of enhancements to their base statistics (in the case of uncommon weapons). However, you can add more enhancements to weapons by inserting mods.

Using Mods

Mods are small devices that can be added to your weapons for a certain effect. To do so, simply pick up a mod from your inventory; any weapons that it can be inserted into will be highlighted. (You can only insert mods into your current weapon, though; you may need to tap F2 or F3 to change your current weapon set if you’re not currently holding the weapon you wish to upgrade.) After a mod is inserted into a weapon, its effect is immediately conveyed. If you ever decide to change modifications, you can do so by bringing a weapon to a Demodificator in town, which will remove all the mods in a weapon for a Palladium fee.

Mods can be put into any weapon that has an appropriate slot. Some classes will find certain types of mods more useful than others: melee classes, for instance, will insert batteries, fuel, and relics into their swords, but won’t have any use for ammo or rockets. Marksmen and Engineers will find a wider variety of mods for their weapons than will other classes, so they’ll want to hold on to just about everything. Like other items, there are varying degrees of rarity for mods: normal, enhanced, rare, legendary, and presumably unique.

Note that mods can only be inserted into a weapon of a given level. If your weapon has an item level of 30, and you find a mod that can be inserted into a weapon of level 20-29, then obviously you won’t be able to use the mod. This can also occur if you upgrade a weapon at a Nanoforge; it’s quite possible to upgrade a weapon to the point where the mods in it no longer work. At that point you’ll need to use the Demodificator to get them out.

Equipment and Mod Effects

Pieces of equipment, as mentioned, come with some enhancements built-in, and mods can add a number of additional effects. Here’s a list of what you can expect to find on your mods or items, and a description of what they do. We’re sure that there are more enhancements that we didn’t spot, but this should be a decent list for starting out the game.

Defensive Enhancements

  • Attribute +X: Some weapons and equipment will come with a bonus to a certain attribute, like Strength or Accuracy. When equipped, you’ll immediately gain a bonus to that stat. Some pieces of armor will grant you a bonus to all of your attributes at once, and are highly prized.
  • Adds X [Status Effect] Defense: If an item says that it adds to your Stun or Ignite defense, this means that it will help prevent you from being afflicted by the particular status effect that it guards against. As you proceed through the game, more enemies will resort to Igniting you, Phasing you, and so on, so these defenses are necessary, especially for guardians. Some items will add to all special damage effect defenses at once.
  • Health Regeneration: Health regeneration will let you automatically restore lost health over time. Your character has zero health regeneration initially, so the only one you can regenerate health in the early going is with health injectors. Health regeneration will decrease your reliance on injectors, but it’s pretty slow; still, if you have a lot of downtime between fights, or can rely on minions to take most of the hits, you can still find this to be pretty useful.
  • Hit Point Bonus: Some armors will give you either a percentage hit point bonus or a static number. The percentage bonuses are usually preferred, as a 10% bonus to hit points will result in bigger bonuses as you invest in Stamina.
  • Power Point Bonus: We’ve only seen +X increases to power points; we’ve never noticed any percentage based increases here. Still, those enhancements might be out there#8230;
  • Minion Damage/Minion Armor: Adds a percentage increase to your minion’s armor or damage. Pretty handy, but useless if your class can’t summon minions, obviously.
  • +X Luck: Luck is essentially the Magic Find stat from Diablo II repeated. High luck stats will let you get more items from enemies and will increase the chance that enemies drop enhanced and rare goods. Only Flagship really knows how much Luck effects these variables, but if Diablo II is any indication, you’ll need a lot before the effects become clear.
  • Increases Use of Class Skills by X%: This allows you to use your skills more often. Most activated skills have a cooldown on them. If you have a 10-second cooldown on an ability, for instance, and get a 20% Increased Use enhancement, that cooldown will be reduced to eight seconds.
  • Decreases Power Cost of Class Skills by X%: All skills for the listed class will cost a few percent fewer power points to use.
  • Movement Speed +X%: Although rare, this enhancement is pretty handy, as it will increase your default movement speed at all times.
  • Melee Speed Bonus +X%: This increases your swing rate for all melee weapons. Usually this percentage will be pretty small.
  • Thorns: Some armors will have a Thorns effect with a number after it, usually something small. This will deal damage of the amount and type listed to any enemy that strikes you. It’s a small amount, but it adds up, especially for Guardians.