Template (Game Messages)
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Warhead Component Experimentation Mechanics
1. Light Warhead Mechanism
2. Medium Warhead Mechanism
3. Heavy Warhead Mechanism
These items have 1 experimental line.
1. Experimental Damage
The Experimental Damage line has three experimental properties. The first property is Maximum Damage. Maximum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Maximum Damage attribute on these items. The second property is Minimum Damage. Minumum Damage depends on 50% DR and 50% OQ. Experimentation on this line will increase the Minimum Damge attribute on these items. The third property is Wound Chance. Wound Chance depends on 50% DR and 50% OQ. Experimentation on this line will increase the Wound attribute.
This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.
For more information about the Variation Of attribute, see
General Item Mechanics
Represents the current container contents of the Item.
For more information about volumn counts, see Inventory Mechanics
This attribute appears only on crafted items or looted components. The crafter's name is listed here.
General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers
This attribute represents the value that will be added to the weapon's minimum damage range.
This attribute represents the value that will be added to the weapon's maximum damage range.
This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%.