What it is
Mods are account-wide stat plates the player collects after missions, merges into stronger tiers, and arranges on a single shared 4x4 inventory grid. Each owned mod is one of nine fixed archetype templates carrying a tetris footprint and a stat block; every mod placed on the grid contributes its bonuses additively to every run.
Inventory grid
The Mod Grid is a 4x4 board of cells. Mods occupy cells via row-major boolean masks; every current template is a filled rectangle so footprints are read as width x height. Only mods on unlocked cells contribute stats. Mods rotate in place in 90-degree steps before placement.
Grid cell unlocks
| Zone | Cells | Cost per cell | Cells in zone |
|---|---|---|---|
| Free | upper-left 2x2 | 0 | 4 |
| Inner | remaining cells within the 3x3 | 1,000 credits | 5 |
| Outer | outer rim (col 3 or row 3) | 10,000 credits | 7 |
| Full board total | all 16 cells | n/a | 75,000 credits |
Cells unlock in a fixed sequence; only the next cell in line is purchasable, so all five inner cells must be bought before any outer cell becomes available.
| Step | Cell | Cost |
|---|---|---|
| 1 | A3 | 1,000 |
| 2 | B3 | 1,000 |
| 3 | C3 | 1,000 |
| 4 | C2 | 1,000 |
| 5 | C1 | 1,000 |
| 6 | A4 | 10,000 |
| 7 | B4 | 10,000 |
| 8 | C4 | 10,000 |
| 9 | D4 | 10,000 |
| 10 | D3 | 10,000 |
| 11 | D2 | 10,000 |
| 12 | D1 | 10,000 |
Rarity tiers and merging
Every mod has one of five rarity tiers. Tier multiplies the template’s base stat block.
| Tier | Rarity | Stat multiplier | Acquisition |
|---|---|---|---|
| T1 | Common | 1x | Mission drop |
| T2 | Uncommon | 2x | Mission drop or merge 3 commons |
| T3 | Rare | 4x | Merge 3 uncommons |
| T4 | Epic | 8x | Merge 3 rares |
| T5 | Legendary | 16x | Merge 3 epics |
Merging consumes three unplaced inventory mods of the same template and same rarity and returns one mod of the next rarity. Legendary cannot merge further. Equipped (placed) mods are never counted toward a merge. 81 common drops of a template equal one legendary of that template.
| Rarity | Display color |
|---|---|
| Common | grey |
| Uncommon | green |
| Rare | blue |
| Epic | purple |
| Legendary | gold |
Drop rates
Mods drop only at mission end. Rarity is rolled per drop, template is rolled uniformly across all nine templates.
| Outcome | Probability per drop |
|---|---|
| Common (T1) | 70% |
| Uncommon (T2) | 30% |
| Rare or higher (T3-T5) | 0% (merge-only) |
| Template selected | 1/9 each (uniform) |
Drop count per mission depends on this run’s tier-reached versus the player’s per-planet best tier.
| Condition | Mods dropped |
|---|---|
| First attempt on the planet (no prior best) | 2 |
| Tier reached >= per-planet best | 3 |
| Tier reached = per-planet best - 1 | 2 |
| Tier reached ⇐ per-planet best - 2 | 1 |
All new drops are flagged “unseen” in local storage and surface a NEW badge on the inventory tab until viewed.
Mod templates
Nine archetype templates. Footprint is width x height of a filled rectangle. Stats listed are the T1 Common baseline; T2-T5 columns apply the rarity multiplier to every value in the block.
mod_chip_targeting — +DMG
Footprint: 1x1.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| weaponDamagePct | 3 | 6 | 12 | 24 | 48 |
mod_plate_hull — +HP
Footprint: 2x1.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| hpMax | 20 | 40 | 80 | 160 | 320 |
mod_core_reactor — +SHIELD
Footprint: 2x2.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| shieldMax | 25 | 50 | 100 | 200 | 400 |
| shieldRegenRate | 2 | 4 | 8 | 16 | 32 |
mod_strut_thruster — +SPEED
Footprint: 1x2.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| maxSpeed | 12 | 24 | 48 | 96 | 192 |
| thrust | 8 | 16 | 32 | 64 | 128 |
mod_array_magnet — +MAGNET
Footprint: 3x1.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| magnetRange | 80 | 160 | 320 | 640 | 1280 |
| luck | 4 | 8 | 16 | 32 | 64 |
mod_block_armor — +DEFENSE
Footprint: 2x3.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| hpMax | 60 | 120 | 240 | 480 | 960 |
| damageReduction | 4 | 8 | 16 | 32 | 64 |
mod_bank_capacitor — +DMG
Footprint: 2x4.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| fireRatePct | 10 | 20 | 40 | 80 | 160 |
| weaponDamagePct | 5 | 10 | 20 | 40 | 80 |
mod_frame_titan — +DEFENSE
Footprint: 3x3.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| hpMax | 100 | 200 | 400 | 800 | 1600 |
| shieldMax | 20 | 40 | 80 | 160 | 320 |
| damageReduction | 3 | 6 | 12 | 24 | 48 |
mod_spire_gyro — +HANDLING
Footprint: 1x3.
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| turnSpeed | 0.08 | 0.16 | 0.32 | 0.64 | 1.28 |
| maxSpeed | 6 | 12 | 24 | 48 | 96 |
Stats that mods can change
Mod templates can only carry these eleven stat fields. Every bonus is flat additive to the ship’s combat stats at run-assemble time.
| Stat | Used by |
|---|---|
| hpMax | plate_hull, block_armor, frame_titan |
| shieldMax | core_reactor, frame_titan |
| shieldRegenRate | core_reactor |
| damageReduction | block_armor, frame_titan |
| maxSpeed | strut_thruster, spire_gyro |
| thrust | strut_thruster |
| turnSpeed | spire_gyro |
| weaponDamagePct | chip_targeting, bank_capacitor |
| fireRatePct | bank_capacitor |
| magnetRange | array_magnet |
| luck | array_magnet |
How it works
- Run ends. Drop count is set from this run’s tier-reached vs. per-planet best.
- Each drop rolls template uniformly and rarity 70 percent common / 30 percent uncommon, then lands in the unplaced inventory marked unseen.
- The player can merge three unplaced mods of the same template and same rarity into one mod of the next rarity, up to legendary.
- The player drags inventory mods onto unlocked cells of the 4x4 grid. Rotation cycles 0 / 90 / 180 / 270 degrees before placement. The grid validates the footprint against unlocked cells and other placed mods before accepting the drop.
- At run start, every equipped mod’s stat block is multiplied by its rarity tier and summed flat-additively into the ship’s combat stats.
Interactions
- Bonuses from mods stack with every other source — ship base stats, level-up modifier picks, weapon upgrades, artifacts — as flat additive into the same
ShipCombatStatsblock. There are no diminishing returns inside the mod system. - All drops enter as common. Higher tiers exist only through merging; no rare or above ever drops directly.
- Rotation never changes a mod’s stats; it only changes which cells the footprint covers.
- Mods in inventory contribute nothing. Only placed mods on unlocked cells provide stats.
- Equipped mods cannot be consumed by merges; the player must first remove them to inventory.
- The inventory persists per account, separate from each run. Mod placement and merge progress carries across every ship and every mission.
What it does NOT do
- Mods do not grant new weapons, abilities, or triggered effects in any current template; the
effectsslot on the template type is defined but unused. - Mods do not roll percentile rolls or affixes; the stat block is fixed per template and tier.
- Mods do not appear as in-run level-up rewards. The in-run upgrade pool is a separate “modifier” system (Health, Shield, Speed, Damage, Heat, Magnet, etc.) sourced from
data/modifiers.tsand offered by the leveling screen. - Mods do not drop during a mission; drops are awarded only at mission end.
- Mods cannot be sold or refunded.
- Legendary mods cannot be merged or upgraded further.
- Drop rolls do not look at which grid cells the player has unlocked; the same nine templates are eligible regardless of board state.
- The grid does not gate cells by player level, ship choice, or planet — only the credit-purchase sequence.