Want to know which Mods to add? Well, part of it is luck, part of it is mixing mods with Essence… Here I’ll tell you what you can find.
What are Mods?
Mods are little genetic tweaks (or whatevert the Godz did to ya!) to make your little Yotun even betterer. You can add ONE Mod after each level, but there is a limit to how many Mods you can use per Yotun.
There are a LOT of Mods out there, ranging from ‘Common’ (White) to ‘Excepcional’ (Purple), and the ‘Ultimate’ (I call them so because they offer quite unique effects and give 7 Attribute points each) ones you can only pick after each boss. Don’t worry though: Your Yotun can carry the 3 Ultimates, if you live long enough to get them that is.
Now, what Mods are out there? Quite a few, and I won’t list them all at first because, hey, I have to find them too. I will give only the numbers for those of Exceptional quality, to show you guys just how good they can be. Lower rarity Mods will only get an ‘X’ when pertinent.
Let me show you what I got for now.
Slow, Plodding and never Stopping (Toughness).
Toughness Mods aren’t for those that want to move quickly, at least not most of the time. You want to plan your stuff, gain a lot of HP and use as much force in as few attacks as possible. If you want a big Health Pool, face tanking and you want some really decisive moves, you pick Toughness moves. You also go with this if you find that you get staggered, after all Toughness makes your Stability grow as you get hardier.
One Angry Troll –
60% extra Symbiont Damage while Health is below 33%.
First ‘Clutch’ Symbiont I found, and like all those that need you to be under ⅓ of HP, not my first pick. HOWEVER! The right Symbiont at the right time, with a few other Mods, may make this Mod worthwhile. One single hit from One Angry Troll combined with a few other little things may make you do between 200% to 500% damage with your first hit in battle. Mix that up with vampiric attacks (2% from certain weapons) and you may get a lot of HP back alongside a very, very dead enemy.
Heavy Weapons Guy –
5% of your Max Health is added to your Symbiont Damage.
Just plain good, but not exactly the best when it comes to ‘X’ to Symbiont Damage. Still, even the lowly 300 HP Yotun will add a nice 15 points of harm to their main attacks, which is incredibly good for fast weapons of all kinds. Tougher Yotuns will benefit more, but hey, just pill up the HP and hammer down on your enemies with impunity if you want to use this one. It is good, I promise.
Multi Tool –
Hitting two or more Enemiws with a single Symbiont Attack increases Symbiont Damage by 60% for 5 seconds.
Do you like to fight a lot of enemies at once? Or maybe you just like long reaching weapons, like the whip? I don’t give a damn because you WANT this Mod. Pick it up, slap it on your Troll and then watch your enemies melt as you do heaps more damage for a LONG time… Well, as long as your enemies survive, of course. The obvious downside is: If you prefer to drag your enemies one on one, this won’t do anything for you.
Honed Blade –
All Symbiont Attacks Ignore X% Armor.
Simple enough to understand: If you are on a run with a lot of tough monsties, pick this up. Ignoring a good chunk of the enemy’s armor means you’ll hurt more and faster, killing them in no time.
If your Symbiont Overkills an Enemy, your next Attack deals 150%+ of the Overkill damage.
There is no kill like Overkill, and for Trolls this is the whole truth. Make one big, badass move, kill your enemy SUPER dead, then abuse that damage with a bigger, tougher dude. If you do not do a lot of extra damage and are just scraping by, this Mod is not for you, but if you are going all over the top except for the big dudes, this one is perfect for you.
Magic Trade –
4% of Mutation Damage dealt to Enemies is converted to HP.
Focus heavy builds are good for this Mod. This offers a lot of MP that can be used to relentlessly pelt the enemy with your mutations whenever you are hurt. Mix it with other Mods capable of upping your MP regeneration (Or even the Mod that helps you recover HP when you recover MP!), light armor and some patience and BAM!
Desperate Magic –
Below 33% of your max HP, Mutation damage increases by 40%.
High HP Yotuns are better off with this Mod, probably mixed with Magic Trade to recover a lot of HP after attacking at low HP if you don’t have any Bongo left. Naturally strong mutations will make short work of strong enemies when you are in a pinch, but requiring to be at a ⅓ HP is not recommended in any situation, so only pick this up if you have a way out of it!
Emergency Supply –
When your HP drops below 30% you start to Regain 30% of Max Mana per second for 10 seconds.
Incredibly good if you also recover HP per Mana point regained, but anyone using Mutations regularly will find this little trinket useful, more so with clutchers like a Shield mutation, or Bug Rolls. Get low on HP then use a Shield (with an essence) to deal damage constantly for a long while, or Bug Rolls to discharge a massively powerful blast wave as soon as your mana runs out (Which, considering you recover 30% per second, may take a while).
Perfect Synergy –
For each 1 Mana regained, restores 1 Health.
The perfect Mod for any kind of Troll mage. Use Mana constantly and regain life in return. If you have any booster to Mana regeneration in your Mod collection, like Emergency Supply, it will also help in a pinch or when your Mana drops too low. If you don’t use Mana regularly however, this will do nothing for you.
Focused Magic –
All Mutation Attacks ignore 50% of Armor.
Piercing half of the enemy defenses is good. Even the strongest Mutation may lose a lot of power to the armor that the enemy creatures possess, so just slashing it in half, if you are up for using Mutations, is a great help. If you aren’t planning on keeping Mutations for their use however, or if they aren’t there for damage (You use Teleport for moving and Shield for defending instead of causing damage), then this Mod is easy to ignore.
Blast Radius –
Hitting 3 or more Enemies with Mutations increases your Mutation Damage by 50% for 15 seconds.
If you want to make a lot of damage with one single blast of Mana being used, then this is what you want: Pick a good AOE Mutation, drag a few enemies together and erase them at once. Or, if you don’t one hit kill them, use the newfound power to make them wish they died in one single go! If you are quick you will also use this to hunt the new batch and repeat the process.
Return to Sender –
Perfect Dash deals damage to the enemy equal to 250% of what it would do to you.
Like most other Shock abilities, this goes with anything… provided that you do a Perfect Dash, that is! Doing more than double damage to the enemy without getting hit is good however, so if you are good with reflexes, go for this little trick.
During Roll you and for 3 seconds after it, your Armor Value is increased by 50%.
A good defensive Shock Mod that goes with anything, really, but it is far better with Heavy Armors of all things. Their rolls are slow and take long to recover, plus they have lots of Armor Value by default. Other Mods that benefit from high Armor Value may also give this an extra edge as 3 seconds is usually enough for a quick attack if you plan for it, so even Light and Medium Armor can benefit a lot from this Mod.
Responsive Addict –
Each Perfect Dash extends the duration of Bongos and Drooches by 3 seconds.
Are you quick on your feet? Do you use Drooches and Bongos a lot? Then pick up this little thing. It is best used with Light Armor, as your Dash will be even quicker and you can abuse the hell out of a group of enemies if you are good enough. Fire or Dark Bongos are best, as Fire gives passive regen and Dark allows you to hit away while recovering life.
Live on the Edge –
Perfect Dash recovers 10% of your missing HP.
Risky little thing for those that are good at Dashing, but not good at not getting hit all that often. If you have 400 HP missing you’ll recover 40, then 36 and so on. It is by no means a guaranteed thing that it’ll be useful, but a big group of very predictable enemies, or a lot of patience, may make a desperate Yotun a lot healthier than before… or very, very dead.
Double Skipper –
Each Perfect Dash counts double for other Mods.
THE quintessential Mod for those that practice the Perfect Dash run. Every single effect is doubled, which will either murder your enemies or save your skin so many times you’ll stop counting. Of course, this has a massive downside: You need other Mods. This Mod alone is worthless, but this Mod with many others backing it up… Is a run all on itself.
Last Stand –
Below 33% of your max HP, your Armor Value increases by 60%.
Similar to other low HP (Desperation) Mods, this one is best served on a High HP Yotun. A Yotun with high HP and Heavy Armor is best, but any will do if you want to use this little dude. Getting an extra ‘half’ layer of armor when you are in a pinch is always good, but it may or may not be useful, depending on the pinch in question. Use at your own discretion here.
Healthy Troll –
When your HP is over 90%, deal 25% additional damage.
Anyone can use this, and they should if they have an easy way to top off their HP at a moment’s notice. Vampiric weapons, Dark Bongo in the middle of combat, etc. An extra 25% of damage with the right build will devastate enemies and ensure your HP will not fall much, or at all, anyway, but it DOES depend on you being somewhat careful, so think about it before you select this Mod.
Accumulative Reduction –
Converts 25% of the Damage Reduced by Armor to Mana.
Much like many other Toughness based mods: Heavy Armor. Also: Focus builds. High MP count, copious use of mutations and face tanking your enemies is very recommended, which likely means you should take Magic Trade alongside it, maybe even Desperate Magic to boot. Pick up your favorite mutation, make sure it has absurd power, then get hit as you deliver brutality while never running out of juice.
Literal Tank –
Your Max Health is increased by 100% of your Armor Value.
If you wanted one Mod that screams Toughness, this is it. Pick it up, slap it on: Armor not only defends you, it also becomes life. Heavy Armor, like Heavy Scrap Armor (54 Armor Value), is now your best friend. Find the biggest, most clunky piece of defense you can, slap it on, get buffed. That is all.
Happy Hour –
Hitting an enemy with a Symbiont has a 6% chance of restoring 1 charge to the Healing Bongo.
One of my favorite Mods, for obvious reasons. Focus weapons, fast and usually ‘weaker’ than other weapons, are better to use with this Mod, but ANY build will benefit from having a small chance of recovering Bongo charges, unless you use Mutations exclusively that is. Even then it would be good to have this on hand for when an encounter is easy enough that a few hits may give you interesting returns…
Bountiful Harvest –
Every active Totem throws out a stack of Traps or Grenades every 6 seconds.
Do you like consumables? Do you like totems? Pick this one out or search for a Mod that allows you to spawn one whenever you use a Bongo. Having free booms or traps on demand is a hoot, more so if you have the right build for them, otherwise you can skip this bad boy, but keep it always in mind.
Traps Happen –
Each Grenade Kill has a 80% chance of dropping a Rootrap of the Grenade’s Element.
Useful if you plan to use Rootraps and have the Mod that grants Grenades on attack or any other Mod that grants you booms almost on demand. With these bad boys you won’t run out of traps anytime soon, just remember to pick them up (or convert them to Veri, if you can).
Stay Healthy –
Your Healing Effectiveness is increased by 33%.
A third more HP whenever you heal yourself. What more is there to say? Nearly any build will benefit from this, more so with instant healing, like the Shock Bongo. Going from 300 to 400 HP recovered in a single go is quite good, but ANY Bongo (or healing effect for that matter) will benefit greatly from this one.
Healing Fruit –
Killing an enemy with a Grenade restores 12% of Max Health.
Cool Yotunz don’t look at Explosions… They EAT the remains! And 12% of health recovered when you Boom someone up is a good trade, no need to ask anyone else. Of course, this has a problem: You must use a Grenade to kill your enemies. A few Mods (Like Fairy Grenadier) and a very particular Perk (Mad Bomber) will make sure that THIS is one of your Mods of choice. If you lack those things? Then this may or may not be useful, but always keep it in mind.
Health Insurance –
Every 15% of Max HP Lost causes a stack of Traps or Grenades to drop.
If you want to get some consumables in the middle of battle, but all you are good at at the time is getting hit, try this Mod. If you can also heal rater quick, this also has the double bonus of getting some quick Veri (If you can scrap consumables), or just ensure you’ll be fully armed for your next combat!
Usable Items are used Significantly Faster.
Turn into Bomberman and throw booms everywhere like nobody’ business. Plant a totem and roll out of the way. Lay the trap and hit that pesky enemy before getting out of dodge. This may not be the most awesome Ultimate, but it sure as hell is going to make you faster if you like consumables.
Mighty Mods for Mighty Trolls. (Strenght)
Strenght weapons are usually of regular speed and hard hitting, making them versatile. You may find them good, maybe bad, but the weapon has little to do with the Mod. Pick your poison and, if all else fails, use an axe and cut someone’s head. That usually works. Overall Strenght offers a balance diet of HP, MP and can also stagger your enemies if you are strong enough, so get these if you want to steamroll your enemies.
Every 4th Symbiont attack causes a 5-meter radius Explosion of the same Element as your Symbiont’s.
If you are Smart you’ll buy in the Troll Mart. Bad jokes aside: This is a good Mod for most builds, though it greatly benefits from fast attacks or multiple enemies, creating small, Grenade like explosions constantly. The damage is decent and the elemental effect is better (even if it is not the right element). It is far less useful with the slowest weapons, but it is a passive worth keeping in mind.
Your next attack deals up to 50% Additional Damage the longer you pause between Attacks (up to 7 seconds).
A favorite for slow, plodding weapons, like the hammer. Take your time, aim and CRUSH THEIR SPINE. This Mod is perfect for those that REALLY want to make an enemy feel it when they are hit. For fast weapons however, this is only good in the opening salvo. Faster and nonstop players will likely not use this much unless it is the only Mod they have on hand for some reason.
Interim Rabies –
The Less Mana you have the More Damage you deal, up to an additional 35%.
Do you like to empty your whole mana pool as you enter combat, then smash your enemies to the ground, like Heavy Metal? Then pick this Mod, use your mana pool and CRUSH YOUR ENEMIES. Of course you’ll recover Mana as you fight, but that only means you can use Mana again and repeat the cycle! Fast recovering Mana builds and Mods are not recommended of course.
Exhaustive Power –
You lose 1 Mana each second but your Symbiont Damage is increased by 50%. Cooldown of 30 seconds after running out of Mana.
If you don’t give a single ♥♥♥♥ about your Mana usage, then pick this bad boy up. 50% extra unf just by losing 1 Mana per second is incredible if you want to go all melee all the time. Of course this is a massive detriment for those that use Mana regularly however, so only the most berserker like Yotuns should get to use this Mod.
Focused Attack –
20% damage bonus when attacking the same enemy, stacks up to 3 times, lasts 3 seconds.
Perfect for single, tough enemies, like bosses, or for players that drag one enemy at a time. It is completely useless for mob combat however, so the use is situational, but when those situations do come… Well, someone is going to hurt, a LOT.
Combo Master –
Alternating Light and Strong attacks increases your Symbiont Damage by 50%.
Many weapons have good combos after hitting Light to Heavy or Heavy to Light, like the Sabre Symbiont. These weapons DECIMATE your enemies with this Mod. Others, however, are much trickier to use, making this Mod either useless or very, very situational. Either way the 50% extra damage CAN come in handy from time to time at worst, or constantly at best.
Symbiotic Mutation –
Hitting an enemy with a Mutation increases Damage dealt to that enemy by 35% for the duration of 5 seconds.
A massive target painted on your enemy is good. One that makes them suffer a lot more is better. While this requires you to use Mutations here and there, even if you aren’t a fan of them, 35% more hurt is always welcome. Better used with AOE or fast Mutations before you deliver far more painful (and sometimes slow) hits.
Murder Magician –
Killing an Enemy with a Mutation increases Mutation Damage by 60% for 10 seconds – Stacks up to three times.
A perfect Mod for those whose Mutations are life. Use this alongside an area of effect Mutation with enough power to destroy a few, one after another, while you quickly recover MP to make your Mutations completely unstoppable! Sadly, the time limit in the duration makes it inefficient against many, tough enemies or singular opponents.
Exhaustive Defense –
You lose 1 Mana each second but your Armor is increased by 50%. Cooldown of 30 seconds after running out of Mana.
Exactly the same as Exhaustive Power, but defensive in nature. Do not mind that 1 Mana per second? Then pick this up and boost your armor a lot! Half extra Armor in exchange of Mana you may not use is perfectly fine, more so if you can regenerate it fast enough.
Rolling Stone –
Rolling inflicts Damage equal to 125% of your Armor Value. You can also Roll Through Enemies!
Roll over and die? Roll over and KILL! While most enemies will be nowhere close to dying as you dodge THROUGH them, this will easily help you get into a good position before dealing a finishing blow. This Mod is perfect for ALL builds, as you can get out of a tight situation even when you get yourself trapped by mistake. Do remember that this roll won’t make you invulnerable, though, so rolling through a group of enemies MAY still turn YOU into mincemeat.
Perfect Dash leaves a Rootrap in the element of your armor. Cooldown: 5 Seconds.
Wanna be a ninja? Well, you won’t melt in the shadows with this, or turn into a master of disguise, but you’ll use the common ninja tactic of leaving impediments in your wake as you prepare to flee OR attack once more. It is good for those that have other synergies with Rootraps and are good at timing, but all builds may find this useful in one way or another.
Dash sends a Grenade hurling ahead (20s cooldown). Grenades are the same element as your armor.
Forget getting away. Get in your enemy’s face while kicking some fruit right into their chest! This is a good Mod to pick up if you ever find it, as it just requires you to get ever so close to your enemy to murder it, though you may very well kill it just with the Boom! Of course, if you aren’t one to use explosives you may want to pass on it, but why not give it a try if you ever get Mad Bomber as a perk?
Barbed Skin –
When Taking Damage, the enemy takes 250% of the Damage Taken.
Talk about being prickly! Well, they were asking for it, weren’t they? This Mod is generally good for ANYONE. You are going to get hit, PERIOD, so making sure the enemy gets hurt in return, or even dies, is as good as it gets! Of course you may prefer to avoid damage, but we both know you are going to get sucker punched a time or two. Pick this Mod and use it, it may very well save your skin.
Adrenaline Boost –
Getting Hit boosts your Damage by 50% of your Armor’s Value. Stacks up to 3 times and lasts 5s.
Hey, you can get hurt, but so can they! Only difference with Barbed Skin is this: You get hurt, they don’t, but when you hit them this time, you hit HARDER. So if you don’t mind getting slapped around a bit you will do more than double damage once you return the favor.
Glass Cannon –
Your Symbionts deal Bonus damage based on your Armor Type. Heavy: 12.5%. Medium: 25%. Light: 37.5%.
A perfect Mod for those that like to be nimble on their feet while doing a lot of damage, but it wouldn’t be a mistake if you apply it to any build. Medium and Heavy may not give as big a bonus, but extra damage on hit is always good. Mix this with other Mods and you may find nice combos though…
Fairy Grenadier –
Every Symbionte Attack has a 12.5% chance for Rata to send a Grenade towards the enemy. The Grenade’s element is the same as the Symbiont’s. [Lost the exact text, will recover as soon as possible]
Are you old school like I am and you hated Navi back in the day? Well, hate your fairy no more! This little Mod will not ensure that Rata is useful all the time, but a bomb a day keeps the realm of the Godz away, at least most of the time. These Booms benefit from perks and other upgrades, and a quick weapon benefits the most, sometimes launching Grenade after Grenade. Even when the element is weak against your enemies you’ll deal a lot of damage against both single targets and groups of enemies. A favorite for sure.
Explosive Sprinkler –
Your Totem shoots Grenades every 5 seconds that deal 150% of their Base Damage Value.
Put that Totem Down! No, seriously, do it. Mix this Mod with a Focus Mod called Steady Puff’ and you’ll get yourself a free Grenade Turret whenever you smoke. Or just get this Mod by itself and utterly destroy anyone whenever you place down a Totem, simple as that! If you don’t use Consumables you can skip, of course, but Mad Bomber would benefit from a specific Mod combo if you ever feel inclined…
You can Roll Infinitelly.
Turn into Super Sonic, only slower and somewhat uglier. Roll forever with a few Mods that make rolling more useful and you may very well never stop.
Destructive Presence –
Your mere presence makes Destructibles and Veri Crystals to shatter within a certain range. You can collect Veri at a greater distance.
There is one Mod that will grant you extra damage when you break a Veri crystal, if for a short time. This Ultimate synergizes very well with it, as you can approach the Veri, break it without doing a thing, then attack! Beyond this little bit, it is just useful to have this Mod if no other is to your taste after a Boss, since destroying stuff is fun AND useful to uncover consumables. Besides, longer range for Veri collection is a simple and acceptable enough utility to have.
Cooky and Cunning, but always Stunning. (Focus)
Focus weapons are generally designed to do little damage but attack stupidly fast. They aren’t the best weapons around when you want to finish a fight quickly, but they have many uses and give you the best Mana to Attribute point conversion rate, as well as MP recovery, so if you want to be a magic Troll you better pick Focus.
Infused Blade –
Symbiont Damage is increased by 15% of currently equipped Mutation Power.
Use. This. NOW! This is, bar none, one of the best Mods in the game. You will ALWAYS hit with your Symbiont sooner or later, and you will (usually) try to pick the best mutation available. Considering mutations get to the 100s, then 200s and 300s rather ‘fast’, you’ll end up growing in power by multiples of 15 quickly, more so if you get a very powerful Mutation from your fungus looking friend up top. Use this with fast or area based weapons, like the Whip, and you’ll decimate enemies with minimal effort.
Air Slash –
Each Symbiont Attack has a 50% chance of spawning a Wave that travels forward and damages Enemies.
Cutting Wind! Quite literally in fact, because the wave has a decent reach for most combat situations, though its biggest use is inflicting extra Damage, both elemental and not, at short range. Do not expect to fight a ranged fight with this, but fast weapons can spawn many, many waves in short order, decimating tougher enemies with impunity in melee combat. For heavier, slower weapons this is not a recommended Mod, but you may find it useful nonetheless.
Canny Fighter –
Each successful Symbiont Hit restores 3 Extra Mana.
If you really like to use Mutations, but want to do so close to your enemy so you can break their spine in two with a punch after the fact, this is for you . Quick attacks will recover a lot of MP very fast with this Mod, mixing it with vampirism and MP recovery equals HP recovery will make you a healthy Yotun while your enemies die through a mix of Mutation and Symbiotic brutality.
Mirror Move –
An Extra Attack is executed almost simultaneously with the original attack. This extra attack deals 20% of the original Attack.
Extra damage and extra Attack prock. If you have Mods that depends on Symbiont Attacks, such as waves, Bongo charges, Rata Grenades, or if you just have a Dark Bongo, then this Mod is perfect for you. If none of those apply? 20% Damage every time you attack is still good.
Mana Refill –
When your Mana drops below 10% you start to Regain 5 Mana per second for 10s. Cooldown of 30 seconds.
Much like Emergency Supply, only at a flat rate and with a cooldown sticker added to it. Most Trolls will have around 50 Mana or less for a decent part of the game, and even after this has been breached a total of 50 Mana returned in 10 seconds is pretty good! If you also heal per Mana recovered this will make sure you can get in tip top shape very fast. If not? Well, there are many builds that can use 50 Mana in no time, more so when you are fighting something very hardy.
Mana Lob –
Using Mana fires a Homing Projectile. The longer you wait between projectiles the more damage they deal up to a 100% of Mutation Power after 4 seconds.
A good extra bit of damage for Mana using warriors, but not for those that use Exhaustive Mods, as the usage of 1 Mana per second does not trigger the attack. That little letdown aside, this extra attack for free is incredibly good for an opening salvo, and just some extra damage if you use Mana on the regular, so pick it up if you want to pelt the enemy right quick.
Boom Sneakers –
Each Perfect Dash causes an Explosion that deals Damage equal to 250% of Armor + Total Mana.
Heavy Armor Focus Build Perfect Dasher = Very dead enemies just by dodging. If you mix this bad boy with a few other Shock based Mods you can easily get yourself a killer combo without lifting a finger. And if you add the Mod that makes all Perfect Dash effects count for 2… Well, I don’t need to say anymore, do I?
Desperate Dodge –
When below 40% of your Max HP Rolls have a bigger Invicility Frames window.
One of those Clutch Mods that is the best definition of clutch: You roll to avoid getting stomped. While the invincibility frames aren’t the end all be all, they do help you out, and since you are close to getting DEAD, hey, better than nothing. This is better with a more mobile outfit however, so Medium Armor may still be good, but Light is prefered to get out of there, recover and try again.
Energized Armor –
Armor Value is increased by 25% of your Max Mana.
Are you a Focus based build that likes to roll around? You don’t like how Heavy Armor makes you feel fat(ter) than you already are? Well, here you have the BEST solution for someone that likes to travel light, but can facetank a Rampart. Energized Armor may not be the most useful Mod for everyone out there, but a good mana pool will in turn make you hardier while still being fast… Or you may go around with Heavy Armor anyway and make yourself feel like a damn Titan, your choice!
Mana Reinforce –
When you are below 33% Mana your Armor is increased by 50%.
Far better than the Health variant, lacking Mana may be a problem, but it hardly is a life or death situation (most of the time). Having a self recharging mana bar depleted before a hard fight where you need to TANK hits may very well be a good way to save yourself, though hitting the opponent IS going to recharge your mana bar faster. It is, of course, not recommended to use this alongside fast recharging Mods, or weapons, so Hammers are a good way to go.
Thick Trickster –
Your Mutations deal additional Damage based on your Armor type – Heavy: 75%. Medium: 50%. Light: 25%.
Wanna be a Big Chungus? Do it. Want to be Sonic? Do it too! 25% Damage in some of the most powerful mutations is nothing to sneeze at, and 75% if you want to tackle the hardest doods head on is still viable. This is a good Mod for those that like to use Mutations, no matter the build. Of course, the only problem is that you could be using a different Mod… but who cares? MORE DAKKA.
Fortunate Soul –
Every 15 seconds you get one item for one item for one of your hotbar stacks.
Infinite everything! But only over time of course. If you like to throw bombs and other stuff at your enemies, kill a bunch, use a few items, then go around hitting your head against Veri. After a minute or two you’ll have full stacks of items again for whenever you are in a pinch.
Efficient Instruments –
25% of your Grenades and Rootraps Damage is converted into Mana.
Useful for Mutation and Consumable addicts, more so with something like Fortunate Soul or other Mods that complements this kind of play, Efficient Instruments will make you recover your Mana in a flash! Most Grenades will deal around a 100 damage, if not more, so use your Mutations like a madman and then bomb the ever living stuffing out of your enemies! Laugh as the world BURNS!
Steady Puff –
Smoking a Bongo places a Totem that is active for 60s.
No, you aren’t tripping balls, you just dropped a free Totem. How? I don’t know, drugs. Why? Because who needs consumables!? While you may not be up for Totems, it doesn’t mean you cannot use them, even when you aren’t really using the damn thing! Smoke once, drop a totem and, if you have sinergies, see just how stupid things can get! Totem turret, Totem loot drops, Totem regeneration… and all for 1 Bongo charge.
Another Pint Please! –
For every Enemy Killed while a Drooch is active its duration is increased by X seconds.
If you know how to use the Drooch’s effects to your advantage, and you want the effects to last a long time, get yourself in the middle of a massive mob after drinking one of them and slaughter them all! You won’t make the Drooch last forever, but you can make sure your enemies last a lot less.
Guaranteed 1 Extra Item from the chests!
Chests are already awesome, now they are awesomer. One extra bit may not always make the cut, but that item may very well be enough for you in a pinch. An extra Mod, a new Armor, maybe a Mutation or a Symbiont… Thing is: Are you feeling lucky, punk?
Extends the duration time of Elemental Statuses put on Enemies by 50%.
A perfect Mod for those that want to put any Elemental debuff on their enemies! Except for Dark debuff, as it requires the timer to run out to be effective. Other than Dark Element however, this Mod is incredible for nearly all playthroughs if you want those effects to hit hard and hit long.
Any Damage you deal has a 5% chance to be Critical.
Criticals deal 150% Damage.
Good in any game, any time… but of limited use. 5% chance is not great, but every time you hit with it, the enemy is going to feel it. If you manage a crit with certain Mods, weapons, etc, you may oneshot heavy enemies with ease. Problem is that it is random, but if you have a Focus build and want this Ultimate because the others didn’t appeal, it could be worse.
It is not always possible to have the Mods you want whenever you want them. Do not worry and keep trying. As you heal Roots you will find ‘Cursed Roots’ in future travels down Durnar (If you do not take a permanent curse from your big tree daddy, that is!). Complete these Curses and earn Purple Mods along 3 Essences. Mix and Match as you please, but remember to balance Risk versus Reward!
Hope you guys have fun.
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