(Max 2)įires a volley of 6 Radioactive projectiles that bounce off of the environment and deal 35 RADIATION damage each.ĭischarge 7 radioactive projectiles that will seek towards enemies within 20 meters and deal 30 RADIATION damage each. Summons a ROOT HOLLOW that deals 50 damage per hit. Crit Chance against marked enemies is increased by 10%. ![]() Marks all enemies within 35 meters for the caster and their allies. ![]() Shots also have a 100% chance to apply the BURNING effect, dealing 100 FIRE damage over 10 seconds. Lasts 60 seconds.Īmmunition is imbues with flame dealing FIRE damage which is increased by 15%. Reduces Melee damage taken from enemies by 20%, reflects 120% of Melee damage taken, and reduces stagger on hit. ![]() Shoots a projectile that summons a RATTLE WEED upon impact with 200 Health and draws aggro on enemies within 10 meters. Lasts 15 seconds. 10 seconds cooldown.Ĭreates a 2.3 meter healing pool that regenerates 10 Health per second. Surrounds the caster with a magical shield absorbing 50% of their Max Health in damage from incoming attacks and prevents getting staggered. Each mod's individual page lists all mod effects and their modifiers.Īll Weapon Mods in Remnant: From the Ashes Some will have their damage increased, while others will have their duration extended, among many variables. Mods are also affected in various ways by your Traits and equipment. What parameters are affected by Weapon Level varies from mod to mod. The higher the Weapon Level, the better the mods attached perform. Improving Mod EffectivenessĪ Weapon Mod's effectiveness is primarily affected by the level of the Weapon that the mod is slotted into. Their arrival is signified by a single sharp chime. Lumenite Crystals are acquired by defeating Elites which spawn randomly throughout the overworld and in dungeons. Crafting Mods also requires Lumenite Crystals and scrap. Mod-crafting materials are typically obtained by defeating Bosses, although some are also obtained by completing certain objectives. McCabe in Ward 13 is the resident Weapon and Mod crafter and will help craft your mods for you when you provide her with the materials. ![]() Mods are acquired primarily via crafting. Refer to each mod's individual page for details on their effects, activation mechanisms and more. Many mods also act as alternate firing methods for the Weapon they are equipped in and activating them swaps the weapon's firing mode, allowing the user to manually aim and fire the mod's ability. Some mods are cast immediately, while some allow you to hold down the cast button to lock-on to targets. Once a mod is charged, players can press the cast button to activate its effects. These effects vary widely, and activation methods can differ from mod to mod as well. For this reason, it is best to swap mods and/or weapons at a Checkpoint Crystal. Note that when swapping mods on a weapon, they will be completely emptied and will require charging before you can use them. Touching Checkpoint Crystals will fully recharge most mods. Mod Power can also be generated via other means such as passive effects granted by Traits, Armor, Amulets and Rings. Some mods can also hold multiple charges at once which will be indicated by a charge counter on the top-right of the mod's icon.
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