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Jupiter Hell - Ultimate Guide to Weapon Mods

Written by RedPine   /   Updated: August 13, 2021    


A list of weapon mods, made for my own use and now shared as a quick reference.

Weapon Mods Overview



Basics



"Weapon Perks" grant bonuses to gear, such as extra weapon range or extra armor. There are three ways for a piece of gear to get a perk:

1. Mod Pack

They come in four types:

  • "B" Bulk Mod Pack
  • "A" Accuracy Mod Pack
  • "P" Power Mod Pack
  • "+" Auto Calibration*

When one of these is added to a weapon, it's initial appears after the weapon's name. For example, a 12Ga Shotgun +BAP has one of each mod type installed.

2. Cyan aka AVN items

I use these terms AVN, AV Perk, and AV mod interchangeably. "N" can be any number. AV1 has one random perk normally gotten from a mod, in exchange for one fewer max mod slots. AV2 has two random perks in exchange for two fewer max mod slots, etc.

AV mods are not mods and cannot be extracted or transferred to a different weapon, though you can craft AVN weapons and reroll their bonuses at special stations. In exchange, +X AVN perks are usually twice as strong as their mod pack counterparts (such as Barbed 6 instead of Barbed 3).

However, non +X perks are no different from a mod pack in potency. For example, Durability doubles Durability no matter if it comes from a mod pack or an AVN. If you see a Cyan Perks, like Poison 6, that's a rare "exotic" perk that cannot be imitated by a mod pack. They are usually found on gear that is AV3 or higher.

Otherwise, AVN perks behave the same as normal mods: If a weapon has the AV Perk Barbed 6, you can't use a Power Mod Pack to add Barbed 3. However, if a mod is similar but not identical, they can be combined. One example is AV Perk Compartments (inventory +2) which CAN be combined with the Bulk Mod Pack perk Carrier (inventory +1.).

3. Purple aka Legendary Items

These are extremely rare and powerful items usually found in rare purple crates, or as part of a special level branch. They usually have the drawback of having only one mod slot, or being impossible to mod at all. They also sometimes have an XP meter. If you kill enough enemies with such a weapon, it will eventually reach a max level of 3 that grants bonuses.

Builds and runs that rely on specific legendary items will get less use out of mod packs, though they would still get significant benefits from modding armor.

*Not technically a mod, but is done by the same Technical Station that creates mod packs. Can also be rarely found as a rare Auto Calibration Kit item. It appears to give 10% damage rounded UP, so an 11x3=33 damage weapon becomes an (11*1.1)*3=(12.1)*3=13*3=39 damage weapon. Auto-Calibrated is not to be confused with Calibrated, they sound similar but they are completely different types of mod.

Whizkid



Each mod type (Bulk, Accuracy, Power) can add one of 5 different perks to a weapon. If you don't have the Whizkid trait, you can only choose between one of the first two possible perks, and you can't add more than one of each mod type to a weapon.

Whizkid 1 lets you choose from among the first 3 perks, and lets you add up to two mods of each type to a gear, so you could add two accuracy mods and two bulk mods if you wanted.

If one of the choices is incompatible with a weapon, it can't be selected and the next highest item on the list is an option instead.

Whizkid 2 lets you choose from among the first 4 perks, and allows adding up to 3 mods of each type.

Whizkid 3 lets you choose from all 5 available perks, and adds one extra mod slot to all items that already have at least one mod slot. Legendary gear that has no mod slots whatsoever cannot gain mod slots in any way.

Note that if any of the perks on the list are incompatible with the current weapon, such as from already having an AVN or Mod of that kind installed, the next highest perk on the list becomes an option. For example, even without Whizkid 1, if you find an AV1 Calibrated weapon you can use an Accuracy Mod Pack to add Balanced.

Disclaimer



Between the wiki being out of date, balance patches, and my own spotty testing, do not be surprised if any of this information is wrong. I recommend creating a spreadsheet for your personal use, like so:



For the sake of brevity, and because the in game descriptions are usually straightforward, I will omit explaining the nature of each mod. You will quickly memorize them through gameplay regardless, as most of them are shared across all weapon types.

Bulk Pack



Weapon mods that impact reload times, swap times, and ammo capacity. Mods in this category increase your action economy.

Pistol

  • Swap Harness
  • Speed Loader
  • Extended Mag 4 (8 if AVN)
  • Barbed 3 (4 if AVN)
  • Efficient

Semi-Auto

  • Swap Harness
  • Speed Loader
  • Extended Mag 6 (12 if AVN)
  • Barbed 3 (6 if AVN)
  • Efficient

Shotgun

  • Swap Harness
  • Loading Holster
  • Autoloader
  • Barbed 3 (6)
  • Second Chamber

SMG

  • Swap Harness
  • Speed Loader
  • Extended Mag 5 (10 if AVN)
  • Barbed 1 (2 if AVN)
  • Efficient

Automatic/Rotary

  • Swap Harness
  • Speed Loader
  • Extended Mag 6 (12 if AVN)
  • Barbed 1 (2 if AVN)
  • Efficient

Launcher

  • Swap Harness
  • Loading Holster
  • Autoloader
  • Barbed 3 (6 if AVN)
  • Second Chamber

Melee

  • Swap Harness
  • Guarded 10
  • Guard Shield
  • Barbed 3
  • Surrounded

Armor

  • Durable
  • Fire Resistant
  • Padded
  • Loading Feed
  • Auto Repair

Helmet

  • Durable
  • Bot Scanner
  • Tech Monitor
  • Health Monitor
  • Auto Repair

Notes:

Barbed does not affect robots, as they cannot bleed. It is effective against all "living" creatures, including zombies demonic cyborgs.

Loading Holster completely reloads a weapon.

Auto Loader only reloads one clip or shell at a time (depending on the weapon), and allows reloading very quickly if you have fast movement (such as from Dash or Hellrunner).

Loading Feed only does a partial reload, even of clip weapons. It seems to reload at least enough for one burst from an automatic weapon.

Tech Monitor multiplies the 25% repair of multitools by 50% for a total of 37.5% armor repaired per multitool. This bonus applies to both the armor and the helmet. In effect, this lets you spend 3 multitools to go from 1% Durability to 100% durability instead of 4 multitools. Note that most armor is destroyed upon reaching 0 durability, and loses much of it's protection upon reaching 75% durability, so letting armor fall below 50% is not ideal.

Accuracy Pack



Improve the accuracy of weapons, which indirectly increases their damage.

Pistol

  • Calibrated 1
  • Stabilized 1
  • Precise
  • Critical 25
  • Exalted Bane

Semi-Auto

  • Calibrated 1
  • Stabilized 1
  • Balanced 1
  • Critical 25
  • Exalted Bane

Shotgun

  • Calibrated 1
  • Stabilized 1
  • Retaliate
  • Critical 25
  • Exalted Bane

SMG

  • Calibrated 1
  • Stabilized 1
  • Precise
  • Critical 25
  • Exalted Bane

Automatic

  • Calibrated 1
  • Stabilized 1
  • Balanced 1
  • Critical 25
  • Exalted Bane

Launcher

  • Calibrated 1
  • Stabilized 1
  • Precise
  • Critical 25
  • Exalted Bane

Melee

  • Retaliate
  • Resilient
  • Mechabane
  • Critical 25
  • Exalted Bane

Armor

  • Swift
  • Painkiller
  • Critical 10
  • Pockets
  • Metabolic Boost

Helmet

  • Aim Assist
  • Long-range Tracking
  • Critical 10
  • Heat Vision 3
  • Network Scanner

Notes:

Swift reduces the armor penalty to dodge by 10%. When used on combat armor with a dodge penalty of -10%, it completely removes the dodge penalty.

Exalted Bane adds 25% damage against ALL exalted enemies, no matter if they are zombies or demons. Exalted are usually similar to their normal enemy variants, but with double the health.

For every 100 critical chance, you are guaranteed one crit, with the leftover being a chance to crit again. For exmaple, with 250 critical chance, you are guaranteed to crit at least twice and have a 50% chance to crit a total of three times.

Most weapons have a critical damage of 50%. Any listed bonuses to critical damage are in addition to this 50%. For example, a 90 damage axe with a 50% crit damage bonus will deal:

  • 90 base damage + (90 * (50%+50%)) = 90+90*100%= 180 damage with a single crit.
  • 90 base damage + 2*((90 * (50%+50%)) = 90+2*90*100% = 270 damage with a double crit.

Power Pack



These mods grant bonuses under certain conditions, usually granting bonus damage.

Pistol

  • Fresh Mag 3 (6)
  • Ripper 3 (6)
  • Longshot 3 (6)
  • Frenzy 3 (6)
  • Molten 3 (6)

Semi-Auto

  • Longshot 4 (8)
  • Ripper 4 (8)
  • Hunter 4 (8)
  • Frenzy 4 (8)
  • Molten 3 (6)

Shotgun

  • Point Blank 8 (16)
  • Ripper 8 (16)
  • Cleaner 8 (16)
  • Frenzy 8 (16)
  • Molten 3 (6)

SMG

  • Cleaner 1 (2)
  • Ripper 1 (2)
  • Point Blank 1 (2)
  • Frenzy 1 (2)
  • Molten 1 (2)

Automatic

  • Longshot 1 (2)
  • Ripper 1 (2)
  • Hunter 1 (2)
  • Frenzy 1 (2)
  • Molten 1 (2)

Launcher

  • Longshot 8 (16)
  • Ripper 5 (10)
  • Hunter 5 (10)
  • Frenzy 5 (10)
  • Molten 3 (6)

Melee

  • Cleaner 5 (10)
  • Ripper 5 (10)
  • Hunter 5 (10)
  • Frenzy 5 (10)
  • Molten 3 (6)

Armor

  • Carrier
  • Meshed
  • Acid Shield
  • Plated
  • Auto Med

Helmet

  • Exit Scanner
  • Danger Monitor
  • Plated
  • Crit Enhancer 25
  • Supply Scanner

As far as I can tell, all +X bonuses are doubled when they come from an AVN, with very few exceptions. There could be more exceptions, but finding them is difficult. Post in the comments if you find any.

Molten inflicts Burning. It doesn't work on robots, and can stack, just like Bleeding. The only difference that I know of is that Burning can be partially protected by armor, whereas bleeding bypasses armor. At the time of this guide, all status effects are compatible - an enemy can be Chilled, Burning, Bleeding, and Poisoned all at the same time (and the same is true of you!)

ToDo: What is the exact bonus of Danger Monitor?

Carrier: This is one of the few mods that is compatible with it's AVN counterpart, Compartments, letting you stack the +2 and +1 inventory bonuses. Very helpful on Light Angel runs.

Written by RedPine.


Game:   Jupiter Hell