| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | ||
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1 | ID | Partial Name | Name | Body Part[s] | Slot | Required Mod[s] | Required DLC[s] | Brief Description | Status | EMP Effects | Notes | For Humans | For Animals | Surgeries as Module | Surgeries as Implant | ||||||||||||
2 | 1 | Resurrector | Resurrector Module | Heart | Support | ​ | Can be fueled with 1 resurrector mech serum in order to provide 2 resurrection charges. Initiates a slow/delayed resurrection and consumes 1 charge upon pawn's death if there's at least 1 charge. Has to be refueled via a "surgery" [pawns usually refuel modules like those themselves, but this one's "fuel" is too rare for that]. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
3 | 2 | Hemofilter | Hemofilter Module | Heart | Utility | ​ | Boosts blood filtration. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
4 | 3 | Biowelder | Biowelder Module | Heart | Utility | ​ | Increases wound healing speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
5 | 4 | Coagulator | Coagulator Module | Heart | Utility | ​ | Reduces bleeding rate. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
6 | 5 | Charge Rifle | Charge Rifle Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Charge Rifle. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
7 | 6 | Charge Lance | Charge Lance Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Charge Lance. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
8 | 7 | Power Claw | Power Claw Module | Arm/Leg | Combat | ​ | Acts like a power claw that, like all modules, can be installed on top of a body part's bionic replacement. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
9 | 8 | Power Blade | Power Blade Module | Arm/Leg | Combat | ​ | Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
10 | 9 | Power Saw | Power Saw Module | Arm/Leg | Combat | ​ | Basically the same as the Power Claw Module, except it sacrifices attack power for attack speed. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
11 | 10 | Power Fist | Power Fist Module | Arm | Combat | ​ | Basically the same as the Power Claw Module, except it deals blunt damage instead. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
12 | 11 | Autopistol | Autopistol Module | Arm/Leg | Combat | ​ | Acts like an implant version of a normal-quality Autopistol. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
13 | 12 | Power Kick | Power Kick Module | Leg | Combat | ​ | Basically the same as the Power Blade Module, except it deals blunt damage instead. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
14 | 13 | Minigun | Minigun Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Minigun. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
15 | 14 | Chain Shotgun | Chain Shotgun Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Chain Shotgun. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
16 | 15 | LMG | LMG Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality LMG. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
17 | 16 | Sniper Rifle | Sniper Rifle Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Sniper Rifle. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
18 | 17 | Pump Shotgun | Pump Shotgun Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Pump Shotgun. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
19 | 18 | Heavy SMG | Heavy SMG Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Heavy SMG. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
20 | 19 | Assault Rifle | Assault Rifle Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Assault Rifle. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
21 | 20 | EMP Launcher | EMP Launcher Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality EMP Launcher. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
22 | 21 | Incendiary Launcher | Incendiary Launcher Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Incendiary Launcher. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
23 | 22 | Smoke Launcher | Smoke Launcher Module | Arm | Combat | ​ | Acts like an implant version of a normal-quality Smoke Launcher. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
24 | 23 | Doomsday rocket launcher | Doomsday rocket launcher Module | Arm | Combat | ​ | Acts as "storage" for the doomsday rocked launcher. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
25 | 24 | Frag Grenade | Frag Grenade Module | Leg | Combat | ​ | Acts like an implant version of a normal-quality Frag Grenade. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
26 | 25 | EMP Grenade | EMP Grenade Module | Leg | Combat | ​ | Acts like an implant version of a normal-quality EMP Grenade. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
27 | 26 | Orbital bombardment | Orbital bombardment Module | Arm/Leg | Ability | ​ | Acts as "storage" for the orbital bombardment targeter. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
28 | 27 | Orbital power beam | Orbital power beam Module | Arm/Leg | Ability | ​ | Acts as "storage" for the orbital power beam targeter. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
29 | 28 | Tornado Generator | Tornado Generator Module | Arm/Leg | Ability | ​ | Acts as "storage" for the tornado generator targeter. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
30 | 29 | Drill | Drill Module | Arm | Work | ​ | Boosts mining work stats. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
31 | 30 | Field | Field Module | Arm | Work | ​ | Boosts plant work stats. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
32 | 31 | Analyzer | Analyzer Module | Arm | Work | ​ | Boosts research and drug synthesis speed. | Finished | --- | -Also boosts hacking speed if Ideology is active -Also boosts piloting ability if Odyssey is active | Yes | No | Mechanical | --- | |||||||||||||
33 | 32 | Crafter | Crafter Module | Arm | Work | ​ | Boosts crafting work stats [including art-making speed]. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
34 | 33 | Constructor | Constructor Module | Arm | Work | ​ | Boosts construction/building work stats. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
35 | 34 | Chef | Chef Module | Arm | Work | ​ | Boosts cooking work stats. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
36 | 35 | Medic | Medic Module | Arm | Work | ​ | Boosts medical work stats. | Finished | --- | --- | Yes | No | Mechanical | --- | |||||||||||||
37 | 36 | Smoke Spewer | Smoke Spewer Module | Lung | Ability | ​ | Gives an ability to create a cone-shaped wave of smoke. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own. | Finished | --- | -If a pawn has multiple of these installed, the cost of activating the ability is decreased by 20% for each extra one [max 20%]. | Yes | Yes | Flesh | Flesh | |||||||||||||
38 | 37 | High-explosive burst | High-explosive burst Module | Arm/Leg | Ability | ​ | Gives an ability to create an AOE explosion around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own. | Finished | --- | -If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%]. | Yes | Yes | Mechanical | --- | |||||||||||||
39 | 38 | Firefoam burst | Firefoam burst Module | Arm/Leg | Ability | ​ | Gives an ability to create an AOE firefoam blast around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own. | Finished | --- | -If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%]. | Yes | Yes | Mechanical | --- | |||||||||||||
40 | 39 | Smoke burst | Smoke burst Module | Arm/Leg | Ability | ​ | Gives an ability to create an AOE smoke burst around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own. | Finished | --- | -If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%]. | Yes | Yes | Mechanical | --- | |||||||||||||
41 | 40 | EMP burst | EMP burst Module | Arm/Leg | Ability | ​ | Gives an ability to create an AOE EMP Blast around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own. | Finished | --- | -If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%]. | Yes | Yes | Mechanical | --- | |||||||||||||
42 | 41 | Incendiary burst | Incendiary burst Module | Arm/Leg | Ability | ​ | Gives an ability to create an AOE incendiary explosion around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own. | Finished | --- | -If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%]. | Yes | Yes | Mechanical | --- | |||||||||||||
43 | 42 | Gastrosterilizer | Gastrosterilizer Module | Stomach | Utility | ​ | Prevents food poisoning [A module version of that royalty stomach that I forgot the name of] | Finished | -Causes vomiting | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
44 | 43 | Reprocessor | Reprocessor Module | Stomach | Utility | ​ | Reduced hunger rate [A module version of the reprocessor stomach] | Finished | -Causes vomiting | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
45 | 44 | Nuclear | Nuclear Module | Stomach | Utility | ​ | Prevents food poisoning and greatly decreases hunger rate, but causes cancer. [A module version of the nuclear stomach] | Finished | -Causes vomiting | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
46 | 45 | Detoxifier | Detoxifier Module | Kidney | Utility | ​ | Increased toxin resistance. [A Module version of te detoxifier kidney] | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
47 | 46 | Alcohol Synthesizer | Alcohol Synthesizer Module | Liver | Utility | ​ | Applies a permament [untill the implant is removed] and weakaned version of the alcohol hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
48 | 47 | Psychite Synthesizer | Psychite Synthesizer Module | Liver | Utility | ​ | Applies a permament [untill the implant is removed] and weakaned version of the psychite [combination of yayo, psychite tea etc.] hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
49 | 48 | Smokeleaf Synthesizer | Smokeleaf Synthesizer Module | Liver | Utility | ​ | Applies a permament [untill the implant is removed] and weakaned version of the smokeleaf hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
50 | 49 | Go-Juice Synthesizer | Go-Juice Synthesizer Module | Liver | Utility | ​ | Applies a permament [untill the implant is removed] and weakaned version of the go-juice hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
51 | 50 | Wake-Up Synthesizer | Wake-Up Synthesizer Module | Liver | Utility | ​ | Applies a permament [untill the implant is removed] and weakaned version of the wake-up hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
52 | 51 | Power Fang | Power Fang Module | Jaw | Combat | ​ | Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage. | Finished | --- | --- | Yes | Yes | Mechanical | Flesh | |||||||||||||
53 | 52 | Fuelmaker | Fuelmaker Module | Stomach | Utility | ​ | Passively produces chemfuel. The amount produced is bigger the more nutrition per day the pawn requires. | Finished | --- | -If a pawn has a "refuelable hediff" that accepts chemfuel, the produced chemfuel will be used to fuel it instead of being dropped on the ground [unless all of those hediffs are fully fueled]. | Yes | Yes | Flesh | Flesh | |||||||||||||
54 | 53 | Ranger Lens | Ranger Lens Module | Eye | Combat | ​ | Boosts shooting stats. | Finished | --- | --- | Yes | Yes | Mechanical | Flesh | |||||||||||||
55 | 54 | Brawler Lens | Brawler Lens Module | Eye | Combat | ​ | Boosts melee stats. | Finished | --- | --- | Yes | Yes | Mechanical | Flesh | |||||||||||||
56 | 55 | Mindreader | Mindreader Module | Eye | Work | ​ | Boosts social work stats. | Finished | --- | --- | Yes | No | Mechanical | Flesh | |||||||||||||
57 | 56 | Faunamaster | Faunamaster Module | Eye | Work | ​ | Boosts animal work stats. | Finished | --- | --- | Yes | No | Mechanical | Flesh | |||||||||||||
58 | 57 | Pyroweave | Pyroweave Module | Arm/Leg/Spine | Support | ​ | When the user takes damage within ~melee range, there's a chance for the portion of that damage to be reflected at the attacker in the form of heat damage. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
59 | 58 | Cryoweave | Cryoweave Module | Arm/Leg/Spine | Support | ​ | When the user takes damage within ~melee range, there's a chance for the portion of that damage to be reflected at the attacker in the form of the hypothermia hediff. | Finished | --- | -Severity of the applied health condition depends on the attacker's heat armor, 200% grants complete immunity. | Yes | Yes | Mechanical | --- | |||||||||||||
60 | 59 | Flashlight | Flashlight Module | Ear | Utility | ​ | Nullifies the "darkness" mood debuff | Finished | --- | --- | Yes | No | Mechanical | Flesh | |||||||||||||
61 | 60 | Tunenode | Tunenode Module | Ear | Utility | ​ | Applies a small mood buff. Having 2 increases said buff. | Finished | --- | --- | Yes | Yes | Mechanical | Flesh | |||||||||||||
62 | 61 | Echolocation | Echolocation Module | Ear | Utility | ​ | Boosts sight. | Finished | --- | --- | Yes | Yes | Mechanical | Flesh | |||||||||||||
63 | 62 | Immunoenhancer | Immunoenhancer Module | Kidney/Liver | Utility | ​ | Boosts disease immunity gain speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
64 | 63 | Atmofilter | Atmofilter Module | Lung | Utility | ​ | Increases toxic environment resistance. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
65 | 64 | Heater | Heater Module | Lung | Utility | ​ | Increases resistance/tolerance to cold temperatures | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
66 | 65 | Cooler | Cooler Module | Lung | Utility | ​ | Increases resistance/tolerance to hot temperatures | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
67 | 66 | Overdose Immunizer | Overdose Immunizer Module | Kidney | Support | ​ | Makes the pawn immune to drug overdose | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
68 | 67 | Powerslash Horn | Powerslash Horn Module | Head | Combat | ​ | Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
69 | 68 | Powerstrike Horn | Powerstrike Horn Module | Head | Combat | ​ | Basically the same as the Power Fist Module, except it sacrifices attack speed for higher damage. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
70 | 69 | Socialite Subpersona | Socialite Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on social stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats -Also boosts conversion stats if Ideology is active | Yes | No | --- | Flesh | |||||||||||||
71 | 70 | Processor Subpersona | Processor Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on research stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats -Also boosts hacking speed if Ideology is active -Also boosts piloting ability if Odyssey is active | Yes | No | --- | Flesh | |||||||||||||
72 | 71 | Ranger Subpersona | Ranger Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on shooting stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats | Yes | No | --- | Flesh | |||||||||||||
73 | 72 | Chef Subpersona | Chef Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on cooking stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats | Yes | No | --- | Flesh | |||||||||||||
74 | 73 | Constructor Subpersona | Constructor Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on construction stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats | Yes | No | --- | Flesh | |||||||||||||
75 | 74 | Assember Subpersona | Assember Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on crafting [including art] stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats | Yes | No | --- | Flesh | |||||||||||||
76 | 75 | Surgeon Subpersona | Surgeon Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on medical stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats | Yes | No | --- | Flesh | |||||||||||||
77 | 76 | Brawler Subpersona | Brawler Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on melee stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats -Also boosts melee and projectile parry chance if Supreme Melee is active | Yes | No | --- | Flesh | |||||||||||||
78 | 77 | Miner Subpersona | Miner Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on mining stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats | Yes | No | --- | Flesh | |||||||||||||
79 | 78 | Botanist Subpersona | Botanist Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on plant stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats -Also boosts pruning speed if Ideology is active | Yes | No | --- | Flesh | |||||||||||||
80 | 79 | Zoologist Subpersona | Zoologist Subpersona | Brain | --- | ​ | Reduces the rest rate stat, but applies a multiplier on animal stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn. | Finished | -Causes a brain shock [knocks the pawn unconscious] | -Only craftable with Biotech -The buff applied is a multiplier, so it benefits from other buffs to those stats | Yes | No | --- | Flesh | |||||||||||||
81 | 80 | Flu Immunizer | Flu Immunizer Module | Kidney | Support | ​ | Makes pawn immune to flu. Also slightly boosts immunity gain speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
82 | 81 | Scaria Immunizer | Scaria Immunizer Module | Kidney | Support | ​ | Makes pawn immune to scaria. Also very slightly boosts immunity gain speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
83 | 82 | Malaria Immunizer | Malaria Immunizer Module | Kidney | Support | ​ | Makes pawn immune to malaria. Also slightly boosts immunity gain speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
84 | 83 | Lung Rot Immunizer | Lung Rot Immunizer Module | Kidney | Support | ​ | Makes the pawn immune to lung rot. Also slightly boosts immunity gain speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
85 | 84 | Gut Worms Immunizer | Gut Worms Immunizer Module | Kidney | Support | ​ | Makes the pawn immune to gut worms. Also slightly boosts immunity gain speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
86 | 85 | Muscle Parasites Immunizer | Muscle Parasites Immunizer Module | Kidney | Support | ​ | Makes the pawn immune to muscle parasites. Also slightly boosts immunity gain speed. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | |||||||||||||
87 | 86 | Chempower | Chempower Module | Spine | Power | ​ | Provides a buff to movement speed and manipulation when fueled with chemfuel. | Finished | --- | -The version for animals provides a bigger buff -The version of animals is affected by body size -The version for animals ticks less often | Yes | Yes | Flesh | --- | |||||||||||||
88 | 87 | Atompower | Atompower Module | Spine | Power | ​ | Provides a buff to movement speed and manipulation when fueled with uranium. | Finished | --- | -The version for animals provides a bigger buff -The version of animals is affected by body size -The version for animals ticks less often | Yes | Yes | Flesh | --- | |||||||||||||
89 | 88 | Leathermaker | Leathermaker Module | Stomach | Utility | --Bionic Modularity - Animal Module | ​ | Passively produces whatever leather the pawn would drop when butchered. The amount produced is bigger the more nutrition per day the pawn requires. Makes plainleather if pawn drops none. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | ||||||||||||
90 | 89 | Meatmaker | Meatmaker Module | Stomach | Utility | --Bionic Modularity - Animal Module | ​ | Passively produces whatever meat the pawn would drop when butchered. The amount produced is bigger the more nutrition per day the pawn requires. Makes chicken meat if pawn drops none. | Finished | --- | --- | Yes | Yes | Flesh | Flesh | ||||||||||||
91 | 90 | Magweave | Magweave Module | Arm/Leg/Spine | Support | ​ | When the user takes damage within ~melee range, there's a chance for the portion of that damage to be reflected at the attacker in the form of EMP damage. | Finished | --- | --- | Yes | Yes | Mechanical | --- | |||||||||||||
92 | 91 | Powerslash Tail | Powerslash Tail Module | Tail | Combat | --Bionic Modularity - Animal Module | ​ | Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage [way slower, but hits way harder than blade modules]. | Finished | --- | --- | Maybe? | Yes | Mechanical | Flesh | ||||||||||||
93 | 92 | Powerstrike Tail | Powerstrike Tail Module | Tail | Combat | --Bionic Modularity - Animal Module | ​ | Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage [way slower, but hits way harder than blade modules]. | Finished | --- | --- | Maybe? | Yes | Mechanical | Flesh | ||||||||||||
94 | 93 | Monoblade | Monoblade Module | Arm/Leg | Combat | --Royalty | Basically the same as the Power Claw Module, except has higher armor penetration, like the monosword. | Finished | --- | -Craftable, but uses a monosword [or another similar weapon] as one of the crafting materials | Yes | No | Mechanical | Flesh | |||||||||||||
95 | 94 | Plasmablade | Plasmablade Module | Arm/Leg | Combat | --Royalty | Basically the same as the Power Claw Module, except it also deals extra fire damage, like the plasmasword. | Finished | --- | -Craftable, but uses a plasmasword [or another similar weapon] as one of the crafting materials | Yes | No | Mechanical | --- | |||||||||||||
96 | 95 | Monoclaw | Monoclaw Module | Arm/Leg | Combat | --Royalty | Basically the same as the Power Claw Module, except has higher armor penetration, like the monosword. | Finished | --- | -Craftable, but uses a monosword [or another similar weapon] as one of the crafting materials | Yes | No | Mechanical | --- | |||||||||||||
97 | 96 | Plasmaclaw | Plasmaclaw Module | Arm/Leg | Combat | --Royalty | Basically the same as the Power Claw Module, except it also deals extra fire damage, like the plasmasword. | Finished | --- | -Craftable, but uses a plasmasword [or another similar weapon] as one of the crafting materials | Yes | No | Mechanical | --- | |||||||||||||
98 | 97 | Monosaw | Monosaw Module | Arm/Leg | Combat | --Royalty | Basically the same as the Power Claw Module, except has higher armor penetration, like the monosword. | Finished | --- | -Craftable, but uses a monosword [or another similar weapon] as one of the crafting materials | Yes | No | Mechanical | --- | |||||||||||||
99 | 98 | Plasmasaw | Plasmasaw Module | Arm/Leg | Combat | --Royalty | Basically the same as the Power Claw Module, except it also deals extra fire damage, like the plasmasword. | Finished | --- | -Craftable, but uses a plasmasword [or another similar weapon] as one of the crafting materials | Yes | No | Mechanical | --- | |||||||||||||
100 | 99 | Venom Fangs | Venom Fangs Module | Jaw | Combat | --Royalty | Works exactly like Royalty's venom fangs implant, except this module, like all modules, can also be installed on top of a supported bionic replacement. | Finished | --- | --- | Yes | Yes | Mechanical | Flesh |