Guide to Custom Augments (Work in Progress): Difference between revisions
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[[File:Augment Fab.png|thumb|Augment fabricator template screen, where you get to pick the form, rank and flavor.]] | |||
= Custom Augments = | = Custom Augments = | ||
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|- | |- | ||
| Tattoo | | Tattoo | ||
| | | 50 ahn | ||
| 4 | | 4 | ||
| Cannot have Negative Effects; reduces attributes based on rank (-4, -8, -12, -16, -20). | | Cannot have Negative Effects; reduces attributes based on rank (-4, -8, -12, -16, -20). | ||
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* '''Cost Increase:''' The base cost is increased proportionally to the EP increase. | * '''Cost Increase:''' The base cost is increased proportionally to the EP increase. | ||
* '''Attribute Requirements:''' Ranks require the user to meet specific attribute thresholds: | * '''Attribute Requirements:''' Ranks require the user to meet specific attribute thresholds: | ||
** Rank 1: 20 | ** Rank 1: 20 attributes | ||
** Rank 2: 40 | ** Rank 2: 40 attributes | ||
** Rank 3: 60 | ** Rank 3: 60 attributes | ||
** Rank 4: 80 | ** Rank 4: 80 attributes | ||
** Rank 5: 100 | ** Rank 5: 100 attributes | ||
'''Total Base EP = Form Base EP + (Rank * 2)''' | '''Total Base EP = Form Base EP + (Rank * 2)''' | ||
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=== 3. Adding Effects === | === 3. Adding Effects === | ||
[[File:Augment Effect.png|thumb|Augment fabricator effects screen, where you get to pick which effects to add to your augment.]] | |||
'''Effects''' are the core functional components of an augment. They provide passive buffs, modify attacks, grant new abilities, or introduce weaknesses. | '''Effects''' are the core functional components of an augment. They provide passive buffs, modify attacks, grant new abilities, or introduce weaknesses. | ||
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| 200 / 8 | | 200 / 8 | ||
| Gain toggle ability "Turbulence". While active, take 50% less RED/BLACK damage, but take remaining damage as SP damage. | | Gain toggle ability "Turbulence". While active, take 50% less RED/BLACK damage, but take remaining damage as SP damage. | ||
| | |||
|- | |||
|Cooling Systems ✅ | |||
|100 / 4 | |||
|Take 75% less damage from BURN, however take 25% more damage from RED attacks. | |||
| | |||
|- | |||
|Stalwart Form ✅ | |||
|100 / 4 | |||
|Stuns/Knockdowns are 90% less effective on you. However, you will take 15% extra RED and BLACK damage. | |||
| | |||
|- | |||
|Fireproof ✅ | |||
|50 / 4 | |||
|Under 15% HP, you become immune to BURN damage. | |||
| | | | ||
|} | |} | ||
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| 50 / 4 | | 50 / 4 | ||
| If attacking target's greatest weakness matches your damage type, inflict Fragility matching that type (1 sec CD). | | If attacking target's greatest weakness matches your damage type, inflict Fragility matching that type (1 sec CD). | ||
| | |||
|- | |||
|Strong Grip ✅ | |||
|100 / 4 | |||
|If you attack while you have HARM intent, your weapon will become unable to be dropped. This effect is removed when you attack in HELP intent. | |||
| | | | ||
|} | |} | ||
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| Absorption ✅ | | Absorption ✅ | ||
| 50 / 4 | | 50 / 4 | ||
| On kill, heal HP equal to the damage dealt by the killing blow. | | On kill, heal HP equal to the damage dealt by the killing blow. (Max of 50) | ||
| | | | ||
|- | |- | ||
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| Blood Rush ✅ | | Blood Rush ✅ | ||
| 50 / 4 | | 50 / 4 | ||
| On | | On kill, Gain +50% speed for 5 sec and gain 5 Bleed. | ||
| | | | ||
|- | |- | ||
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| On kill, gain 2 Strength. | | On kill, gain 2 Strength. | ||
| | | | ||
|- | |||
|Reclaimed Flame ✅ | |||
|50 / 4 | |||
|On kill, heal 20 * X BURN damage | |||
|<code>[Repeatable, Max 3]</code> | |||
|} | |} | ||
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| <code>[Repeatable, Max 3]</code> | | <code>[Repeatable, Max 3]</code> | ||
|- | |- | ||
| Acidic Blood | | Acidic Blood ✅ | ||
| 25 / 2 | | 25 / 2 | ||
| Take Bleed damage -> deal (Bleed * 2X) BLACK damage to simple mobs within 3 sqrs. | | Take Bleed damage -> deal (Bleed * 2X) BLACK damage to simple mobs within 3 sqrs. | ||
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| <code>[Repeatable, Max 3]</code> | | <code>[Repeatable, Max 3]</code> | ||
|- | |- | ||
| Blood Cycler | | Blood Cycler ✅ | ||
| 50 / 4 | | 50 / 4 | ||
| When mob within 3 sqrs takes Bleed damage, heal HP equal to 50% of Bleed damage taken (Min 4, Max 12). | | When mob within 3 sqrs takes Bleed damage, heal HP equal to 50% of Bleed damage taken (Min 4, Max 12). | ||
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| Cloaker Fields | | Cloaker Fields | ||
| 200 / 8 | | 200 / 8 | ||
| Gain ability "Cloak": Become hard to see | | Gain ability "Cloak": Become hard to see and become untargetable by simple mobs for 10 sec. Ends early on melee attack or opening crates. | ||
| | | | ||
|} | |} | ||
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| <code>[Repeatable, Max 3]</code> | | <code>[Repeatable, Max 3]</code> | ||
|- | |- | ||
| Internal Vibrations | | Internal Vibrations ✅ | ||
| 10 / -2 | | 10 / -2 | ||
| Take damage -> gain 2*X Tremor (double if WHITE dmg) (0.5 sec CD). | | Take damage -> gain 2*X Tremor (double if WHITE dmg) (0.5 sec CD). | ||
| <code>[Repeatable, Max 3]</code> | | <code>[Repeatable, Max 3]</code> | ||
|- | |- | ||
| Scalding Skin | | Scalding Skin ✅ | ||
| 10 / -2 | | 10 / -2 | ||
| Take damage -> gain Burn = (dmg taken)/5 (double if RED dmg) ( | | Take damage -> gain Burn = (dmg taken)/5 (double if RED dmg) (30/X sec CD). | ||
| <code>[Repeatable, Max 3]</code> | | <code>[Repeatable, Max 3]</code> | ||
|- | |- | ||
| Open Wound | | Open Wound ✅ | ||
| 10 / -2 | | 10 / -2 | ||
| After taking BLACK dmg, attacks inflict 2*X Bleed on self for 10 sec (20 sec CD). | | After taking BLACK dmg, attacks inflict 2*X Bleed on self for 10 sec (20 sec CD). | ||
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== Additional Notes == | == Additional Notes == | ||
[[File:Augment Fin.png|thumb|This is the final step in making the augment, where you get to see all of the effects you have added.]] | |||
* '''Examination:''' A Prosthetics Surgeon has a tool (Augment Tester) which lets them examine a player to see what Custom Augment they have installed, and what augments they are able to use. | * '''Examination:''' A Prosthetics Surgeon has a tool (Augment Tester) which lets them examine a player to see what Custom Augment they have installed, and what augments they are able to use. | ||
* '''Removal:''' Prosthetics Surgeons also have a tool (Augment Remover) which allows them to to remove augments from individuals. | * '''Removal:''' Prosthetics Surgeons also have a tool (Augment Remover) which allows them to to remove augments from individuals. |
Latest revision as of 00:09, 22 April 2025

Custom Augments
Custom Augments are a highly customizable piece of equipment. They allow residents of the city to personalize their abilities and stats through a combination of templates and modular effects.
Augments are created using the Augment Fabricator machine located within the Prosthetics Surgeon's office. Only Prosthetics Surgeons and Office Fixers (Fixers in the OF gamemode) have access to the Augment Fabricator.
Creating a Custom Augment
Interacting with the Augment Fabricator opens a menu where you can design and build your augment. The creation process involves selecting a Template, customizing its Flavor, and adding Effects.
1. Template Selection
The first step is choosing a Template. Templates define the core characteristics of the augment, including its appearance, base cost, Base Effect Points (EP), and potential upgradeability. Templates consist of two main properties: Form and Rank.
Form
The Form dictates the augment's visual appearance, its base fabrication cost in Ahn, its Base EP, and potentially other unique rules or limitations.
Form Name | Base Cost | Base EP | Other Effects |
---|---|---|---|
Internal Prosthetic | 200 ahn | 2 | Must include at least one Negative Effect. |
Tattoo | 50 ahn | 4 | Cannot have Negative Effects; reduces attributes based on rank (-4, -8, -12, -16, -20). |
(More forms might be added...) | ... | ... | ... |
Rank
Augments have 5 possible Ranks (1 to 5). Each rank increases the augment's available EP and base cost.
- EP Increase: An augment gains additional EP equal to
Rank * 2
. - Cost Increase: The base cost is increased proportionally to the EP increase.
- Attribute Requirements: Ranks require the user to meet specific attribute thresholds:
- Rank 1: 20 attributes
- Rank 2: 40 attributes
- Rank 3: 60 attributes
- Rank 4: 80 attributes
- Rank 5: 100 attributes
Total Base EP = Form Base EP + (Rank * 2)
2. Flavor Customization
Players can personalize their augments cosmetically:
- Name: Give your augment a unique name.
- Description: Add custom descriptive text.
- Primary Color: Choose the main color.
- Secondary Color: Choose an accent color.
3. Adding Effects

Effects are the core functional components of an augment. They provide passive buffs, modify attacks, grant new abilities, or introduce weaknesses.
- EP Cost: Each positive effect costs a certain amount of EP, consuming from the augment's total available EP (determined by Form and Rank).
- Negative Effects: Some effects have a negative EP cost. Adding these increases your available EP, allowing you to add more positive effects, but they come with specific downsides or weaknesses.
- Ahn Cost: Each added effect also increases the final fabrication cost of the augment in Ahn.
- Repeatable Effects: Some effects are marked as
[Repeatable]
. These can be added multiple times to enhance their potency, often indicated by an 'X' in the description representing the number of times the effect has been stacked (up to a specified maximum). - Variants: Some effects could also have variants which means all of the variants will combine into one ability. Variants are marked as
[Variants]
Effect Sales and Markups
The market for effects within the Augment Fabricator is dynamic:
- Timing: Market changes occur at the start of each round and subsequently every 20 minutes.
- Sales: During a market change, 20% of the available effects will be put on sale.
- Possible discount values: 25%, 33%, 40%, 66%.
- A maximum of two effects can have a 66% discount simultaneously.
- Markups: Simultaneously, 10% of the available effects will have their Ahn cost increased.
- Possible markup values: 25%, 33%, 40%.
List of Effects
Effects are categorized by their general function. Note: Ahn costs listed here are base costs and are subject to Sales/Markups.
(The ✅ symbol indicates the effect is currently implemented/available in the PR as per the source document)
Reactive Damage Effects
(Trigger when you take damage)
Effect Name | Cost (Ahn / EP) | Effect Description | Properties |
---|---|---|---|
Struggling Defense ✅ | 50 / 4 | For every 25% of HP lost, take 10%*X less damage. | [Repeatable, Max 3]
|
Emergency Shields, RED ✅ | 50 / 4 | When taking brute damage < 50% HP, gain 8 RED Protection (1 min CD). | |
Emergency Shields, BLACK✅ | 50 / 4 | When taking brute damage < 50% HP, gain 8 BLACK Protection (1 min CD). | |
Emergency Shields, WHITE✅ | 50 / 4 | When taking sanity damage < 50% SP, gain 8 WHITE Protection (1 min CD). | |
Defensive Preparations ✅ | 50 / 4 | When taking brute damage, grant self & humans within 4 sqrs 4 Protection (1.5 min CD). | |
Reinforcement Nanites ✅ | 25 / 2 | When taking damage, take 5*X% less damage per visible human (Max 40%). | [Repeatable, Max 3]
|
Turbulence | 200 / 8 | Gain toggle ability "Turbulence". While active, take 50% less RED/BLACK damage, but take remaining damage as SP damage. | |
Cooling Systems ✅ | 100 / 4 | Take 75% less damage from BURN, however take 25% more damage from RED attacks. | |
Stalwart Form ✅ | 100 / 4 | Stuns/Knockdowns are 90% less effective on you. However, you will take 15% extra RED and BLACK damage. | |
Fireproof ✅ | 50 / 4 | Under 15% HP, you become immune to BURN damage. |
Attacking Effects
(Trigger when you attack)
Effect Name | Cost (Ahn / EP) | Effect Description | Properties |
---|---|---|---|
Struggling Strength ✅ | 50 / 4 | For every 25% of HP lost, deal 10%*X more damage. | [Repeatable, Max 3]
|
Regeneration ✅ | 25 / 2 | On hit with RED weapon, heal flat 2*X HP (0.5 sec CD). | [Repeatable, Max 3]
|
Tranquility ✅ | 25 / 2 | On hit with WHITE weapon, heal 2*X SP (0.5 sec CD). | [Repeatable, Max 3]
|
Armor Rend, RED ✅ | 50 / 4 | On hit with BLACK weapon, inflict 1 RED fragility. | |
Armor Rend, BLACK ✅ | 50 / 4 | On hit with RED weapon, inflict 1 BLACK fragility. | |
Strong Arms ✅ | 200 / 8 | Melee attack triggers attack with off-hand weapon (CD = off-hand attack speed * 4). | |
Unstable ✅ | 50 / 4 | While >= 50% SP, BLACK melee attacks deal +20% damage, but cost 5% Max SP per hit. | |
Shattering Mind, RED ✅ | 25 / 2 | For every 25% missing SP, deal +10*X% RED damage. | [Repeatable, Max 3]
|
Shattering Mind, WHITE ✅ | 25 / 2 | For every 25% missing SP, deal +10*X% WHITE damage. | [Repeatable, Max 3]
|
Shattering Mind, BLACK ✅ | 25 / 2 | For every 25% missing SP, deal +10*X% BLACK damage. | [Repeatable, Max 3]
|
Gashing Wounds ✅ | 25 / 2 | On hit with RED weapon, inflict 2 Bleed (0.5 sec CD). | |
Scorching Mind ✅ | 25 / 2 | On hit with WHITE weapon, inflict 3 Burn (1 sec CD). | |
Slothful Decay ✅ | 25 / 2 | On hit with BLACK weapon, inflict 2 Tremor (+2 if weapon speed > 1.5s) (1.5 sec CD). | |
Weakness Exploit | 50 / 4 | If attacking target's greatest weakness matches your damage type, inflict Fragility matching that type (1 sec CD). | |
Strong Grip ✅ | 100 / 4 | If you attack while you have HARM intent, your weapon will become unable to be dropped. This effect is removed when you attack in HELP intent. |
Execution Effects
(Trigger on kill/executing an enemy)
Effect Name | Cost (Ahn / EP) | Effect Description | Properties |
---|---|---|---|
Absorption ✅ | 50 / 4 | On kill, heal HP equal to the damage dealt by the killing blow. (Max of 50) | |
Brutalize ✅ | 25 / 2 | On kill, deal 15*X WHITE damage to simple mobs within 2 sqrs. | [Repeatable, Max 3]
|
Flesh-Morphing ✅ | 50 / 4 | On kill, one nearby human (not self, within 4 sqrs) heals 10% * X of target's max HP. | [Repeatable, Max 3]
|
Blood Rush ✅ | 50 / 4 | On kill, Gain +50% speed for 5 sec and gain 5 Bleed. | |
Force of a Wildfire ✅ | 100 / 6 | On kill, inflict target's Burn stack on foes within 3 sqrs. | |
Adrenaline | 50 / 4 | On kill, gain 2 Strength. | |
Reclaimed Flame ✅ | 50 / 4 | On kill, heal 20 * X BURN damage | [Repeatable, Max 3]
|
Status Effects
(Interact with status effects)
Effect Name | Cost (Ahn / EP) | Effect Description | Properties |
---|---|---|---|
Burn Vigor ✅ | 25 / 2 | Melee attack deals +10*X% damage per 5 Burn on self. | [Repeatable, Max 3]
|
Bleed Vigor ✅ | 25 / 2 | Melee attack deals +10*X% damage per 5 Bleed on self. | [Repeatable, Max 3]
|
Tremor Defense ✅ | 25 / 2 | Per 10 Tremor on self, take 10*X% less RED/BLACK damage. | [Repeatable, Max 3]
|
Earthquake ✅ | 100 / 8 | Attack target with 20+ Tremor -> Tremor burst, deals (Tremor * 6) RED damage to mobs within 3 sqrs (30 sec CD). | |
Tremor Break ✅ | 50 / 4 | Attack target with 15+ Tremor -> Tremor Burst, inflict (Tremor / 5) Feeble (30 sec CD). | |
Tremor Burst ✅ | 25 / 2 | Attack target with 10+ Tremor -> Tremor Burst (10 sec CD). | |
Reflective Tremor ✅ | 25 / 2 | Take RED/BLACK melee damage -> inflict 2*X Tremor on attacker, X Tremor on self (1 sec CD). | [Repeatable, Max 4]
|
Blood Jaunt ✅ | 50 / 4 | Click tile outside melee range (Harm intent) -> Teleport, inflict 10 Bleed to foes within 2 sqrs & self (30 sec CD). | |
Sanguine Desire ✅ | 50 / 4 | Melee attack target with Bleed -> heal 3 SP + 2 SP per status effect (Max 9 SP) (1 sec CD). | |
Pyromaniac ✅ | 50 / 4 | Melee attack while self has 5+ Burn -> transfer 2 Burn to target. | |
Hemomaniac ✅ | 50 / 4 | Melee attack while self has 5+ Bleed -> transfer 2 Bleed to target. | |
Spreading Embers ✅ | 50 / 4 | Attack foe with 10+ Burn -> inflict 10 Burn to foes within 3 sqrs, 15 Burn to self (30 sec CD). | |
Regenerative Warmth ✅ | 50 / 4 | Taking BURN damage heals HP equal to 50% of BURN damage taken. | |
Stoneward Form ✅ | 50 / 4 | On taking damage, spawn Metal Statue (heals nearby humans & gives 3 Tremor every 2s). | |
Ink Over ✅ | 50 / 4 | Melee attack target with Bleed -> +20% damage, +10% per additional status effect. | |
Time Moratorium ✅ | 50 / 4 | Hit target with 15+ Tremor -> consume 10 Tremor, trigger Timestop (AoE 2, 4s duration) (30 sec CD). | |
Rekindled Flame ✅ | 25 / 2 | On attack, inflict 1*X Burn per 25% missing HP. | [Repeatable, Max 3]
|
Acidic Blood ✅ | 25 / 2 | Take Bleed damage -> deal (Bleed * 2X) BLACK damage to simple mobs within 3 sqrs. | [Repeatable, Max 3]
|
Unstable Inertia ✅ | 25 / 2 | Take damage -> inflict 1*X Tremor per 25% missing HP. | [Repeatable, Max 3]
|
Blood Cycler ✅ | 50 / 4 | When mob within 3 sqrs takes Bleed damage, heal HP equal to 50% of Bleed damage taken (Min 4, Max 12). | |
Tremor: Chain | 50 / 4 | Attack foe with 5+ Tremor -> Convert all Tremor to Tremor: Chain (Deal 10% less dmg per 5 Tremor) (30 sec CD). | |
Tremor: Decay | 50 / 4 | Attack foe with 5+ Tremor -> Convert all Tremor to Tremor: Decay (Take 10% more dmg per 5 Tremor) (30 sec CD). |
Ability Effects
(Grant new activated abilities)
Effect Name | Cost (Ahn / EP) | Effect Description | Properties |
---|---|---|---|
Grappling Hook | 150 / 6 | Gain ability "Grapple": Fire projectile, pull self to hit location/target. Uses charges (Max 3, 1 charge/10 sec). | |
Weapon Sheaths | 150 / 6 | Gain ability "Sheath": If holding weapon, store it. If storing weapon, equip it. (10 sec CD). | |
Consuming Augment | 100 / 4 | Gain ability "Consuming Augment": Target adjacent dead simple mob corpse -> gib corpse, gain effect based on []. (40 sec CD). Variants: [HP]: Heal 25% Max HP. [Protection]: Take 40% less damage for 30 sec. [Strength]: Deal 40% more damage for 30 sec. (Multiple Consuming Augment effects add their variants to the same ability.) |
[Variants]
|
Mark | 100 / 4 | Gain ability "Mark Target": Mark target (not self) for 30 sec, applying effects based on []. (1 min CD). Variants: [Commander]: Target takes +50% melee dmg (not from you). [Protection]: Target takes -50% dmg while you are within 3 sqrs. [Assassination]: Target takes +50% dmg from your attacks if not targeting you (hostile mobs only). [Aid]: Target heals 4 HP when you attack a mob (0.5 sec CD). (Multiple Mark effects add their variants to the same ability.) |
[Variants]
|
Cloaker Fields | 200 / 8 | Gain ability "Cloak": Become hard to see and become untargetable by simple mobs for 10 sec. Ends early on melee attack or opening crates. |
Negative Effects
(Provide weaknesses in exchange for negative EP cost, allowing more positive effects)
Effect Name | Cost (Ahn / EP) | Effect Description | Properties |
---|---|---|---|
Paranoid ✅ | 50 / -6 | Take +10 WHITE damage when taking damage if no human insight. | |
Boot Up Sequence ✅ | 25 / -4 | On attack, gain 3 Feeble (2 min CD). | |
Overheated ✅ | 10 / -2 | On attack, gain 2*X Burn per attack for 10 sec (1.5 min CD). | [Repeatable, Max 3]
|
Thanatophobia ✅ | 25 / -4 | Take +10 WHITE damage when taking damage < 50% HP (1 sec CD). | |
Pacifist ✅ | 25 / -4 | On kill, gain 2 Feeble. | |
Struggling Weakness ✅ | 25 / -4 | For every 25% HP lost, deal 25%*X less damage. | [Repeatable, Max 3]
|
Struggling Fragility ✅ | 25 / -4 | For every 25% HP lost, take 25%*X more damage. | [Repeatable, Max 3]
|
Algophobia ✅ | 10 / -2 | Take RED damage -> take extra [RED damage * 0.5 * X] WHITE damage (1 sec CD). | [Repeatable, Max 3]
|
Weak Arms ✅ | 25 / -4 | Melee attack speed decreased by half. | |
Annoyance ✅ | 25 / -4 | Every 8 attacks, foes within 3 sqrs target you & gain 2 Fragile. | |
Allodynia ✅ | 10 / -2 | Take damage -> gain 2*X Bleed (1 sec CD). Take Bleed damage per attack (3 sec CD). | [Repeatable, Max 3]
|
Internal Vibrations ✅ | 10 / -2 | Take damage -> gain 2*X Tremor (double if WHITE dmg) (0.5 sec CD). | [Repeatable, Max 3]
|
Scalding Skin ✅ | 10 / -2 | Take damage -> gain Burn = (dmg taken)/5 (double if RED dmg) (30/X sec CD). | [Repeatable, Max 3]
|
Open Wound ✅ | 10 / -2 | After taking BLACK dmg, attacks inflict 2*X Bleed on self for 10 sec (20 sec CD). | [Repeatable, Max 3]
|
Additional Notes

- Examination: A Prosthetics Surgeon has a tool (Augment Tester) which lets them examine a player to see what Custom Augment they have installed, and what augments they are able to use.
- Removal: Prosthetics Surgeons also have a tool (Augment Remover) which allows them to to remove augments from individuals.