Experimention Mechanics
Each enhancement has 5 levels of complexity, the higher the better. Some enhancements, especially the weapon ones, will only show complexity in the effect description - like +1 Fire Damage (complexity 1), up to +1-3 Fire Damage (complexity 5). Other enhancements, like "Supercooled", have Mk1 to Mk5 near the name to indicate the complexity level. Remember that each enhancement and each complexity vary in their result on the stats of the item.
To give a general idea, almost all the 1st and 2nd level enhancements (Mk1 and Mk2) will add 1 to the level requirement of the item, Mk3 to Mk5 are usually anywhere from 1 to 3 levels. So just remember if you are a crafter or want to use gadgets, if the level requirement for the item you want is really close or equal to your level, do NOT enhance it if you want to use it, unless you really know what you are doing. Since similar enhancements will result in only ONE of them active.
Each enhancement will also increase the level requirement and rarity of the item, usually from 10% to 30%, so if your item requires level 10 character to use, putting in more enhancements will increase those requirements up to level 15. or less, depending on how many and how complex the added enhancements are.
Each enhancement will also increase the value of the item, usually up to 2 times its original value or more, and the enhancement "Collectors Series" only increases the value of the item, so Mk.I = x2, Mk.II = x 2.5, Mk.III = x3, Mk.IV = x3.5, Mk.V = x4.
Most enhancements will affect the item's visible stats, so for "Supercooled", it will add heat dissipation to the power plant. The effect is already displayed in the item stats, so if you see a power plant with "Mk.II Supercooled" with +5 heat dessipation, the real dessipation of this power plant with no enhancement was probably around +4 or less.
If you put enhancements on an item that obviously affect that type of item (such as + Damage on weapons, + Power on powerplants, +Drivetrain on vehicles, and +Defense/Resists on armor), the expected effect will occur on that item. However, any other combination is either useless of unattainable, like putting +1 Energy Damage on your Hazard Chip or +TacArc and Range on an Ornament, etc.
Enhancements Table
| Enhancement | Prefix-Suffix | Result |
| All Items | ||
| Mk. I Collector Series | Collectible |
Increases value of item by 50% |
| Chassis | ||
| Military Construction Mk.I | of War |
+10% Steering, +10% Redline, +1 Cargo, +25% Mass, -10% Spin, +5% Heat Dissipation, +10% Speed |
| Mk.I Storage Module | of Cargo |
+1 Cargo slot on chassis. (Max 4 slots per chassis) |
| Mk.II Storage Module | of Storage |
+1 Cargo slot on chassis. (Max 4 slots per chassis, Stacks with Mk.I Storage Module) |
| Mk.I Performance Suspension | Shock Absorbing |
+10% Steering, +10% HP & +10% Mass |
| Mk.II Performance Suspension | Absorbing |
+X% Steering |
| Mk.III Performance Suspension | Stabilized
|
+X% Steering |
| Mk. I Performance Drivetrain | Performance
|
+25% Mass, +5 HP, +1 Power, 5% Redline, 5% Speed Adjust |
| Mk. II Performance Drivetrain | Swift |
+25% Mass, +1 Power, 10% Redline, 10% Speed Adjust |
| Mk. III Performance Drivetrain | Speedy |
+25% Mass, +1 Power, 15% Redline, 15% Speed Adjust |
| Mk.I Performance Brakes | of Braking |
+10% Redline & +5% Mass |
| Mk.II Performance Brakes | of Stopping |
+20% Redline & +10% Mass |
| Mk.III Performance Brakes | of Friction |
+30% Redline & +15% Mass |
| Mk.I Performance Frame | Rugged |
+10 HP & -10% Spin |
| Mk.II Performance Frame | Strengthened |
+X HP |
| Mk.III Performance Frame | Reinforced |
+X HP |
| Mk.I Performance Power Conduits | Energized |
+5 Power Capacity & +5% Mass |
| Mk.II Performance Power Conduits | Amplified |
+10 Power Capacity & +5% Mass |
| Mk.III Performance Power Conduits | Amplified |
+15 Power Capacity & +5% Mass |
| Mk.I Performance Heatsink | of Dissipating |
+10% Max Heat Capacity, +5% Mass |
| Mk.II Performance Heatsink | of Dispersion |
+20% Max Heat Capacity, +10% Mass |
| Mk.III Performance Heatsink | of Diffusion |
+30% Max Heat Capacity, +15% Mass |
| Mk.I Performance Radiator | Cooling |
+10% Max Power Capacity & +10% Mass |
| Mk.II Performance Radiator | Boosted |
+20%Max Power Capacity & +10% Mass |
| Mk.III Performance Radiator | Upgraded |
+30%Max Power Capacity & +10% Mass |
| Power Plants | ||
| Mk. I Supercharged | Supercharged |
Increases Power by +5% & +5% Power Recharge |
| Mk. II Supercharged | Supercharged |
Increases Power by+10% & +5% Power Recharge |
| Mk. I Supercooled | of Frost
|
Increases heat dessipation by +0.33 MKz |
| Mk. II Supercooled | of Frost
|
Increases heat dessipation by +0.66 MKz |
| Mk. III Supercooled | of Frost
|
Increases heat dessipation by +0.99 MKz |
| Mk. V Supercooled | of Freezing
|
Increases heat dessipation by +1.33 MKz |
| Mk. VI Supercooled | of the Arctic |
Increases heat dessipation by +1.66 MKz |
| Weapons | ||
| Mk. I Power Converter | Converting |
Converts 1 Power to +1 Energy Damage |
| Mk. II Power Converter | Modulating |
Converts 2 Power to +2-2 Energy Damage |