Character Creation:

The Duality Wars

 

Step 3: What Are Mods?

What are Mods?

Mods are special abilities granted to your character by the various classes. They give you power ups, special moves, and all sorts of neat little stuff to help you survive the world of Duality. You can find the list of Mods in the left column in the link called List of Mods.

An example of a Mod is this:

Tech-Runner (Open To All):

Double Jump Lv. 1 - Allows you to double jump off a wall (Cost: 1 Intelligence or 1 Mod Point)

That essentially means that Mod is open not only to all the various types of Tech-Runners, but all the other classes as well. The Intelligence Stat can buy it, as well as a Mod Point (which is the currency after the initial bio creating phase).

So how do I get Mods?

The number of mods you get is determined by the class stats and how many points you put in them. Those stats are as follows:

Willpower, Perception, Intelligence, Mana, Strength, Transformation

So the higher the points in those stats, the more mods you can get. But there's a hitch in this, of course. The first being that Tech-Spirit conflict so that you cannot go above 3 in Willpower if you have anything with Intelligence. Or vice versa.

The second is this: A lot of classes share the same stats, so that means their mods will share the same stats.

What does this mean? Lets take this particular class as an example.

Samurai Runner - 4 Intelligence, 4 Strength

Samurai Runner is a Tech-Runner class that has 4 Intelligence and 4 Strength. Strength is shared with Fighter. Samurai Runner uses both Intelligence and Strength in it's mods. That means when you buy more mods, you will see some that costs Strength points, and some that costs Intelligence points.

So even if you have 7 Strength and 7 Intelligence, if you want all of the Samurai Runner stuff, that would exclude you from any Fighter mods, maybe, if you wanted to get at your Samurai Runner stuff. (Unless there was Fighter mods you really wanted).

Of course, this is the initial buying phase. As you level up, you are given Mod Points from then on out.

So classes share mods?

Yeah. Basically, your stats are from 1 to 7 as you know. Even if you ignored your class's entry level, those Class Stats I listed above [Willpower, Perception, etc.], that would mean how many mods you could get out of each category - aka, 1 - 7 in each of those stats.

But then - you'll begin to see some classes share stats with other classes like the example I used.

However, if your class is more lenient, and you do not have a Tech-Spirit issue, you CAN get mods from another Class's Open To All if your Class lets you. Always check to see if your class says you cannot take from a certain class's mods. There will be a notation saying you cannot.

What Is Open To All?

Basically, there are mods that are available only to your class. They will be arranged easily enough. For example, using Tech-Runner again, if you clicked Tech-Runner Mods, you would see Inflitrator Runner, Samurai Runner, and Steam-Punk Runner Mod links. And then you would also see Open To All linked as well. That means those mods are not only open to all Tech-Runners, but EVERY class. So while Inflitrators will have their own mods, and Samurai their own, etc. There is a group of Tech-Runner mods open to EVERYONE. Including non Tech-Runners if they qualify.

So that is it?

Basically. Just have enough points in a stat. Make sure you do not have an Intelligence/Willpower conflict. And see if you have enough to take mods in other classes, noting that some classes will share stats.

What are Mod Points?

Those are what you start getting as currency to buy mods. You can still spend stats in the class stats and get at the mods, too, but Mod Points will let you buy mods, too. As stated above, you will get a few to begin with depending on your class, but after that as you level up you will start using this primarily to get your mods.

What is Mod Capacity?

Each race has their own Mod Capacity. So when choosing a race, it's wise to note it's Mod Capacity. That is how many mods you can keep. You cannot dump mods until Level 15. So you have to keep Lv. 1, Lv. 2, Lv. 3, Lv. Max until such a time you can dump them to regain mod space. Your Mod Capacity will raise with certain level ups.

So even if you can buy more mods at the beginning, you might not be able to do so if you hit your race's Mod Capacity.

You will find yourself in a constant back and forth race, trying to buy more mods and hitting your capacity. Your capacity will increase as your level goes up.

 


 

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