Modification Slots per Item techTier

Number of mod slots and mod-rarity caps per item techTier.

A mod slot accepts exactly one mod whose slotType matches the host item. Removing a mod is automatic, free, and takes 1 hr with the appropriate tool. A modded item's resale value is reduced by the sum of installed mod baseValue (sellBackRate applies on top). See spec-economy-crafting S4 for the mod-apply check formula and duration.

Rules Reference

FieldValue
Data / Archotech / Mod Apply Base Dc16
Data / Archotech / Mod Apply Hours8
Data / Archotech / Mod Rarity Caprare (incl. fold-tech; see S4.4)
Data / Archotech / Mod Slots4
Data / Archotech / Tech Tierarchotech
Data / Glitter / Mod Apply Base Dc14
Data / Glitter / Mod Apply Hours4
Data / Glitter / Mod Rarity Caprare
Data / Glitter / Mod Slots3
Data / Glitter / Tech Tierglitter
Data / Industrial / Mod Apply Base Dc10
Data / Industrial / Mod Apply Hours1
Data / Industrial / Mod Rarity Capcommon
Data / Industrial / Mod Slots1
Data / Industrial / Tech Tierindustrial
Data / Primitive / Mod Apply Base Dc0
Data / Primitive / Mod Apply Hours0
Data / Primitive / Mod Rarity Capn/a (cannot be modded)
Data / Primitive / Mod Slots0
Data / Primitive / Tech Tierprimitive
Data / Spacer / Mod Apply Base Dc12
Data / Spacer / Mod Apply Hours2
Data / Spacer / Mod Rarity Capuncommon
Data / Spacer / Mod Slots2
Data / Spacer / Tech Tierspacer

Columns

techTier

FieldValue
descriptionItem techTier (primitive / industrial / spacer / glitter / archotech).
labelTech Tier
nametechTier

modSlots

FieldValue
descriptionMaximum installed mods.
labelMod Slots
namemodSlots

modRarityCap

FieldValue
descriptionHighest mod rarity accepted without DC surcharge (see S4.4).
labelMod Rarity Cap
namemodRarityCap

modApplyBaseDC

FieldValue
descriptionBase DC of 10 + this number per mod-apply check.
labelApply DC Base
namemodApplyBaseDC

modApplyHours

FieldValue
descriptionWorkshop hours per single mod install or remove.
labelApply Hours
namemodApplyHours