Probably StolenLower Level, Sector 14 · Update 049
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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

EffectTrade-off
PremiumThis Module has a percentage higher base stats, but costs significantly more.
InferiorThis Module has a percentage lower base stats, but costs significantly less.
DegradingThis Module starts with double the base stats but lose a percentage of its positive bonus each time it is used.
Learning AlgorithmThis Module starts with no positive stats but gains a base bonus to a stat each time it's used (up to a maximum).
OverchargedThis Module has a percentage higher base stats, but there's a probability of being permanently ruined on use.
Negative FeedbackThis Module has a percentage higher positive base stats, but receives a percentage of the negative base stats from adjacent modules.
ReceiverThis Module receives a percentage temporary bonus to its stats for each adjacent [Node].
Support NodeThis Module receives a percentage of the base stats from each adjacent [Module] as temporary bonuses.
Top MountThis 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 MountThis 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.