Reference
Probably Stolen module effects
The Probably Stolen module effects in the build: Performance, Efficiency and Quality are the three stats, and ten effects trade one of them for another.
How to use this section
Site narration
Every effect below is the game's own name and description; the three stats are the ones every module moves in one direction or the other.
The extractor pulls a module back out of a machine, which is what makes a loadout worth planning rather than permanent.
What the numbers mean
- Performance
- Efficiency
- Quality
Module effects
| Effect | Trade-off |
|---|---|
| Premium | This Module has a percentage higher base stats, but costs significantly more. |
| Inferior | This Module has a percentage lower base stats, but costs significantly less. |
| Degrading | This Module starts with double the base stats but lose a percentage of its positive bonus each time it is used. |
| Learning Algorithm | This Module starts with no positive stats but gains a base bonus to a stat each time it's used (up to a maximum). |
| Overcharged | This Module has a percentage higher base stats, but there's a probability of being permanently ruined on use. |
| Negative Feedback | This Module has a percentage higher positive base stats, but receives a percentage of the negative base stats from adjacent modules. |
| Receiver | This Module receives a percentage temporary bonus to its stats for each adjacent [Node]. |
| Support Node | This Module receives a percentage of the base stats from each adjacent [Module] as temporary bonuses. |
| Top Mount | This Module receives a percentage temporary bonus to its stats if at least one side of it is touching the TOP edge of the module bay. |
| Side Mount | This Module receives a percentage temporary bonus to its stats if at least one side of it is touching the LEFT edge of the module bay. |
Parts and manuals
- Module Bay Expansion Kit
Module Extractor (Basic)- Module Extractor (Advanced)
- Neural Core Module (Capped)
Corrupted Module- Eco Module
- Efficiency Module
- Refinement Module
- Overclock Module
- Performance Module
- Quality Module
Ruined Module- Streamlining Module
- Neural Core Module (Uncapped)
Blank, corrupted and ruined modules can be repaired or kept as spares.
Common questions
What are the three module stats?
Performance, Efficiency and Quality — every effect moves at least one of them.
How many module effects are there?
Ten, each trading one stat for another.
Can I remove a module?
Yes. The extractor pulls a stuck one out, and a blank, corrupted or ruined module can still be kept as a spare.