---
# System prepended metadata

title: material science

---

# material science
material science is a foundationary project designed to enchance 
exploration loot, fear and serivice comoditiy value, to economica in general.

**this project is designed to work as a foundation to economica,fear and service and exploration on its own its not very usefull**

all materials,items,equipment,gear,organs ect. basically all items now have a quality value.
on the range from -3 to 5 (0 included) for a grand total of 9
* on the topic of stack materials. the quality is an array list that contains all the qualities and the number of mats in this stack that have them 
(example - a 1stack of exelent iron has 1 array index of {1,2})
15 stack of gold with 6poor and 9legendary {{6,-2},{9,4}}
one may pull from the stack with shiftclick to choose what quality and quantity they desire to pull

some items now may posess properties. basically enchansments that make the item more unique. some are positive some are negative. some have ups and downs, some are usefull in combat,some make the item do its primary job better, some make the item better at doing something else, some make the item have exotic properties, some are just defects. 
* an item's quality is not the end all be all. a poor item with several fancy properties would still have some apeal over a legendary item with defects. although its up to prefrence 

## purpose
this project is designed as a base for sevearal other projects with its main purpose to enchance the variety, uniqueness and versitlity of items for the purposes of
* making exploration loot more exiting for the explo project
* upping service game by allowing them to work hard and make high quality goods for fear and service
* adding uniquness and exotic side to some items to enchance trading interactions for economica
* the cargo quality market

## qualities
-3 to +5
awfull,poor,subpar,normal,good,excellent,masterwork,**legendary,ascendant**
legendary and ascendant (4,5) are special. as they are exeptionally rare  extremely hard to make.
## use and rules of quality 
* items that spawn in nonmaint areas of the station have a 90% chance to be normal with 5% chance to have a property. maint and offstation loot is far more varied
* quality slightly enhances or degrades  all properties of an item, from its health to all stats workspeed,damage,armor,max charges,dmg,sell value
specifically
    * consumables have more charges
    * tools are mainly affected by workspeed, work sucsess chance and slightly damage
    * laser weapons affect max ammocharge,speed,accuracy and sligtly damage
    * dedicated melee weapons affect slightly damage slightly armor penetration slightly blocking arc(if any)
    * equipment enchances the armor values but an item with 0 armor in a given damage type will never rise. unless an enhancement adds one, also insulations if any apply (cold,heat,rads,ect)
    * food and drinks (tied to fear and service) improve mood better
    * containers and bags slightly enchanse holding size
    * organs slightly affect their work effitiency (may the organtrade begin)
    * limbs other than health modification. there is no diffrence
    * materials and crafting components. general allstats boost for the few mats that have stats to modify (like base drinks and food ingredients). but their quality is mainly used to determine the quality of items crafted from them
    * component quality further determines the component's preformance on top of its level (exelent t2 is better than terrible t3)
* proto&autolathe printed items are 90% normal +1 or -1 with 10% of enchantments. this may be modified by quality of components in machine with lower quality making more -1 and maybe even -2 and high quality making more +1 and maybe even +2. it also modifies odds of enchantments and the types.
* legendary and acendant tier items can only be handcrafted or found.
* crafted item's quality is determined by the avarage of the quality of all components
## properties
* all items have a chance to spawn with properties onstation gear having only 5%, offstation its offstation in maint its 15% offstation its 30%.
* when a spawned item rolls a property it rolls again till it fails or gets the max amount of properties allowing for items to spawn with more than 1 property. 
items max property slots are determined by its quality 
    * -3 ~ 1
    * -2,-1 ~ 2
    * 0 ~ 3
    * 1,2 ~ 4
    * 3,4 ~ 5
* when crafting an item there's a 15% chance for a property slot to be filled. item quality affects the odds of the property to be positive or negative. starting at 50% it goes up or down by 5% per quality tier
* positive properties have their own tiers based on quality. better properties would require higher quality item to be able to spawn/be applied onto
* **thinkering station** can be located in engineering and sci. it serves the purpose of attempting to improve the quality,add/remove properties and fix the damage of items
* *note the material needed to operate on items depend on what the item is made of/itemtype.*
* all actions (exept repair) have a chance to fail. failure odds growing exponentually with higher quality. research disks/material science research disks may be inserted and the points used up to boost the odds. 
    * starting with 1 point for 1% for -3 each tier costs twice as many points for 1% of boosted odds
    * material science disk - sold at cargo. basically research points for sale. exept you may ONLY use them for material science. 
* operating the table - it can hold 1 item. on whom we work. the table is used to perform the following actions
    *  repairing a damaged item at light material cost
    *  upgrading the item's quality.
    *  extracting a property from the item into a property blueprint (destroying the item in the processs). property blueprints may also be found in ruins (and sold from the economica exotic trader)
    *  applying a property blueprint onto an item (requires the item to be of suffitent quality)
    *  removing a property from an item
    there is a failure chance for all tasks exept repair.
        * modifying properties on low tier items is easier and more difficult on high tier items. rarer properties are harder to add or remove
        * modifying the quality of an item is always difficult
        * repairing items is always easy
* some properties demand specific materials like diamonds,titanium and maybe exotic stuffs
* item durability is now a stat that goes down as the item is used. this item degredation is a slow process and on an avarage shift the item wouldnt break. however items now have intended and unintended functions. when using an item for an intended function the durability will lower by tiny ammount. using unintended functions will lower the durability faster. intended and unintended stats may be changed by properties. 
some examples include 
(tools, intended - use as tool, unintended - bash the clown with it)
(laser gun - intended - shoot with it, unintended - bash with it)
(PKA - intended shoot with it (and bash if a knife is installed), unintended - bash (if no knife is installed))
(radsuit - intended - radiation , unintended - burning,taking damage)
* as durability falls at 20% tresholds the item has an increasing chance to gain a negative or mixed property tied to it,
* when item durability drops bellow 50% it will begin to build up a negative stat that lowers all preformance it growps proportional to the durability lost up its to 75% max.
* the ascendant tier of properties has a chance to appear on legendary and acendant items. theese are extraordinarilly exotic modifications. these properties DO NOT SPAWN RANDOMLY on items of this quality crafted. they can only be found in ruins or exotic traders as items or blueprints

## quality's relation to structures, destruction, ruin and scrap
structures do not have qualities. nor do they track what quality material made them

when material is used to craft structures the quality of the material affects the cost in construction. higher tiers of material count for double the previous tier while lower tiers count as half. when making something with material of higher quality. the material isnt consumed but you are given a "change" of lower tier materials
(ok lets do some math here. lets take the value of a single normal tier item in context of other qualities)
a table of proportional total value when we intilaize q0 = 1 mat and we want to get a table where q-3 = 1
q-3 > 8 > 1
q-2 > 4 > 2
q-1 > 2 > 4
q0 > 1 > 8
q1 > 0.5 > 16
q2 > 0.25 > 32 
q3 > 0.125 > 64
q4 > 0.0625 > 128
q5 > 0.03125 > 256
1q0 is valued at 8 total value
a iron wall costs 2*8+4*8=48 (6q0) iron sheets.
thusly a SINGLE 1q5 iron sheet can make...
256-48 > - 208 - > - 160 - > - 112 - > - 64 - > 16 (5 walls) before leaving you with (1q1)
_ _ _ _ _ _  128(1q4)-128(1q4)-64(1q3)- 64(1q3)
_ _ _ _ _ _  64(1q3) - 32(1q2) -32(1q2)
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 16(1q1)

moving on
**SCRAP**
when trying to refine materials, breaking down trash via the reclamation or "dissasembling" structures in means other than the predefined proper way to dissasemble a structure aka (blowing it the hell  up or breaking it)
you get **scrap**
there is 1 scrap type for every material. it acts just like broken glass (as broken glass is 1 type of scrap) you can smelt it back into the material reclaiming it
    * breaking machines gives you scrap of quality ranging form q0 to q-2 quality of value equal to the materials used to build it with normal being the most common.
* when an item is made of composite materials (plasma glass ect) drop scrap of appropriate base composites
* **ruined scrap** - special scrap that makes sure your day cant be nice forever. in all processes that make scrap there's always a 10~20% chance that your scrap is turned into ruined scrap instead... the station and the crew are not equipped to reclaim something this badly ruined. you may however sell it from cargo for *some profit* to entities that might. (this means that destruction is no longer a 0 sum game and overall breaking things the improper way would overitme give you less and less)
* iron scrap - works just like glass shards. including crafting recipies (99% metal shivs and spears) 
* glass shard - ingame
* copper scrap - identical to iron and glass 
* plasma shards - fine shattered plasma. (open to ideas what you can do with fine sharp plasma sand) (i wouldnt use a wielder on that)
* silver scrap - about as usefull as normal silver
* gold scrap - hefty. good throwing damage
* uranium chunks - the forbiden snack (open to ideas what one may do with tiny scraps of uranium) (cannot be reclaimed with wielder inhand)
* diamond dust - how did you even break that (cannot be reclaimed with wielder inhand)
* bluespace dust - acts like normal telecrystals exept it has a max range of 1 tile when it comes to teleporting others when thrown (cuz its dust) (cannot be reclaimed with wielder inhand)

## cargo and the material refining industry
the oresilo and protolathes only hold normal quality materials. if you want anything else you must go visit cargo in person (feature)
    * matvault. a new storage machine holds all non normal quality materials. it is linked with only the material refinery found near it.


a new machine at cargo. the **material refinery** (not to be confused with ore refinery)
inputs refined materials materials and converts them into materials of higher quality at a %chance of sucsess or failure
* it is operated manually. materials are inserted and a desired output quality is defined. then the process initiates
* in the process. each second a refinment dice is rolled. based on weighted odds one of the following actions occur. going from lowest to highest quality stacks until the desired stack is achieved/all materials are wasted/the process is halted
    * the odds may be skewed by setting a set volume of research/matsci points to be consumed per process akin to the **enchantment station** from a total pool gained by inserting disks
    * upgrades the value of 1 material unit at a 1>1 ratio
    * upgrades the value of 1 material unit at a 2>1 ratio
    * fails to refine but spares the material
    * fails to refine and ruins 1 material turning it into scrap that's discarded (has a chance to turn it into ruined scrap)
## properties table
some properties are limited to certain item groups others are generic all exist in categories. acendant properties CANNOT BE ADDED OR REMOVED
* **properties can be tiered increasing the effect they have by X. max tier 3.**
* property - description
    * rarity
    * positive or negative
    * excluded item group
    * required special items to add property

all item -
* bulky - the item is X+1 size larger, but it has a slight boost to all stats
    * common
    * mixed
* compact - the item is X-1 size smaller, but it has a slight penaulty to all stats
    * common
    * mixed
* heavy - item workspeed(if applicable) and attackspeed lowered, melee damage raised by X
    * common
    * mixed 
* light - item workspeed(if applicable) and attackspeed raised, melee damage lowered by X
    * common
    * mixed
* hardened - item raises (attacking,blocking,taking damage) intended actions by X point. breaking more slowly doing theese actions
    * rare
    * positive
* delicate - item lowers (attacking,blockking,taking damge)  intended actions by X point breaking more easily doing theese actions
    * rare
    * negative
* damaged - all stats lowered by X
    * common
    * negative
* broken - all stats lowered by X*1.5
    * rare
    * negative
    * excluded - clothing and gear
* reinforced - item max hp X*25%
    * very rare
    * positive
* compromised - item max hp X*25%
    * very rare
    * negative  
* tuned - all intended actions of this item gain X*5% stat boost and all unintended actions get X*5% stat debuff
    * very rare
    * mixed
* radioactive - equipment emitts radiation, if its  used to hit anyone it will iradiate the target slightly
    * exotic
    * mixed
    * requires - uranium
* gilded - item has slight golden overlay provides mood boost when in inventory or worn by X. very slightly lowers all stats by X
    * exotic
    * mixed
    * requires - gold
* regal - item has slight diamond overlay provides mood boost when in inventory or worn by X. raises item durability by X*10%
    * very exotic
    * mixed
    * requires - diamonds
* phased - can bond to 1 player when picked up. player gains a ability button. when pressed item dissapears regardless of its location. when pressed again it reapears in their arm. if the player dies the item appears and unlinks on their body
    * ASCENDANT
    * positive
* absorbed - item can be bonded to user by dragging it onto your sprite. when bonded the user gains the ability to maifest/demanifest at the press of ability button. the item can be unbonded when another user uses it
    * ASCENDANT
    * positive
* iridescent shell - item does not take durability damage item properties are slightly improved by X%. if item is clothing compleately negate a hit of damage at X%*10 chance
    * ASCENDANT
    * positive
* loyal - the item can be bonded to its user enabling a speical ability... when used the item will be recalled in the user's free hand or on the floor if none is free. may be unbonded by other users
    * ASCENDANT
    * positive
* radiant - the item glows powerfully and endlessly... nice
    * ASCENDANT
    * mixed
* haunted - ghostchat can enter and use the item. moving it as if telekenetically and forcing it to be used... even if inhand. but they have a cooldown
    * ASCENDANT
    * negative
* object of desire - when picked up... if held for 5 minute or more the user develops desire for the item and will get a heavy mood loss if the item leaves their inventory akin to a heirloom. but whilst carrying it the user gains a major mood boost
    * ACENDANT
    * positive?
* desire of object - when another user observes the item even when held in hand. they have a random chance every minte to have a violent mental breakdown. and gain a hypnosis esk objective to AQUIRE THE ITEM. gaining strong mood debuf until they do so. wielder of object has major mood boost
    * ASCENDANT
    * negative?
* fear or hunger - when picked up... if held for 5 minute or more the uiser developes an addiction to a drug or drink but whilst maintained they gain a minor health regen
    * ASCENDANT
    * negative?
* hunger or fear - whilst carrying the item. player gains a very minor health regen but the user's nutrition value is sapped at much more rapid pace... if the user is hungry they will start building up stam damage and if starving they will build up bruite
    * ASCENDANT
    * positive?
* torment - carrying this object you gain a phobia. it is lost when leaving the object
* shapeless - item spawns as SHAPELESS MASS, use item on any other item to save identity(can be done at range... as long as you see it) (nuke disk is not valid). when item is used inhand opens a menu that allows to morph it into an item within the saved identities... identity list size dependant on X*3
    * DEVINE (highest tier)
    * positive
* cursed - by holding onto this item the player agrees to be the subject of thematic ~~adminabuse~~ eldrich influence. ghostchat can weigh in if creativity needed. this property will not spawn if there are no eligable ~~ghost admins~~ eldrich entities. there will be no holding back or mercy
    * UNHOLY (higest tier)
    * negative

laserguns - subcategory of all weapons
* overcharged - laser gun can be charged to 100% + X+25% however the gun may deal burn to the user when shooting consecutive shots as the weapon overheats
    * very rare
    * mixed
* heat tuning - laser gun shots set their target on fire at the cost of lowered damage modified by X amount
    * very rare
    * mixed
* electromagnetic tuning - laser gun shots emmit a tiny weak 1 tile emp at hit location at the cost of moderate damage penaulty modified  by X amount
    * very are
    * mixed
* low intensity - weapon gets a damage penaulty but the shots consume less charge modified by X amount
    * rare
    * mixed
* high intensity - weapon gets a damage boost but the shots consume more charge modified by X amount 
    * rare
    * mixed
* degraded preformance - weapon has lower damage and charge
    * rare
    * negative
* optimised capacitors - weapon recharges from chargers X*25% faster
    * rare
    * positive
* degraded capacitors - weapon recharges from chargers x*25% slower
    * rare
    * negative
* internal powerbank - weapon selfcharges by X% per second
    * exotic
    * positive
* powercord - the weapon can be charged by all powersources simular to IPC's,borgs and ethereals, all stats slightly down
    * exotic
    * mixed
* explosive energy - GREATLY reduces firerate however the prjectile fired gains explosive properties on inpact
    * ASCENDANT
    * mixed
all ranged -
* unwieldy - weapon accuracy reduced by X*5%
    * rare
    * negative
* weapon belt - the weapon gains 1 inventory slot
    * very rare
    * positive
* scope - weapon gains the ability of sniper rilfe and bionculars
    * exotic
    * positive  
* effitient mechanisms - the weapon fires more rapidly multiplied by X
    * very rare
    * positive
* ineffitient mechanisms - the weapon fires more slowly multiplied by X
    * very rare
    * negative
* black charge - weapon fires jetblack void projectiles that deal great amount of damage. penertates armor heavily and deals strong damage to waalls and structures. carrying this weapon deals slow brute damage. item deals damage to all containers its stored in 
    * ASCENDANT
    * mixed
* holy charge - deals 150% dmg to entities considered unholy (revenants, cults,eldrich,heretics) however deals only 50% dmg against chaplains and players with faithfull trait. has holy visual effect on player carrying
    * ASCENDANT
    * mixed
* white charge - weapon fires white foggy projectiles... deals very low damage. it buidls up a vaule in target with each shot at certain tresholds a random debuff in the form of hevy reduction in one of taget's sences or a brain trauma will develop... value decalys over time and effects go away as treshodls decay.
weapon falls trough all containers on the floor... each step you take. there's a small chance the weapon drops on the floor
    * ACENDANT
    * mixed
    
**tools & melee**
* sharpened - item deals additional damage and may cause bleed by X amount
    * rare
    * positive
* dull - item deals X amount less damage
    * rare
    * negative
* jagged (tool) - item gains X slash damage at the cost of X itemuse speed reduction (acts like broken glass when stepped on)
    * rare
    * mixed
* spiked (tool) - item deals X pierce damage at the cost of X itemuse speed (acts like broken glass when stepped on)
    * very rare
    * mixed 
* armor piercing - item ignores X*5% of all armor
    * rare
    * positive
* titanium edge - item ignores X*2% armor and delas X extra damage. *if screwdriver can be used to open the nuke core*
    * exotic
    * positive
    * requires - titanium
* toxic edge - item deals X*2 aditional poison damage
    * exotic
    * positive
    * requires - plasma
* insulated - when item is used against electfied structures item has a X*25%+25% chance to protect from shock and lowers electricution damage when held in hand by X
    * rare
    * positive
    * requires - plastic
* conductive - when item is used against electfied structures take extra damage raises electic damage taken by X. insulls still overide it
    * rare
    * negative
* silver edge - item deals slightly more damage by X and slight armor penetration of X%. surgeries preformed with this item have a X*10% sucsess chance boost
    * rare
    * positive
* serated edge - the item causes bleeding and siphons tiny amount of blood. affected by X
    * very rare
    * positive
* modular - gains the ability to preform 1 random tool use X modiffies the speed at wtich its preformed (screwdriver with a sword)
    * very rare
    * positive 
* exquisit craftsmanship - all stats slightly up max durability down all modified by X
    * exotic
    * positive
* taserd - some madman inegrated a taser into this thing... item deals stag damage equal to (30%itemdamage + (X%*10)). item has a internal charge and requires to be charged in a cell/weapon charger for this trait to function
    * exotic
    * positive*
* combustable - when passing trough fire the item will be ignited. increasing its usespeed (improving surgery ods) and dealing fire damage ontop of its normal damage
    * very exotic
    * positive
* infernal - the item constantly releases heat and flame it deals fire damage ontop of normal damage. it also works slightly faster due to it... dont ask
    * ASCENDANT
    * positive
* charged - the item constantly bulids up charge... as it builds up the item  works faster. every time it hits it discharges a portion of its power as aditional burn damage and an electric arc... it can be discharged by clicking on a distant tile eimmiting an arc... the charge buildup can grow to a dangerous level if not regularly discharged emitting regular arcs and shocking its user at certain points even bypassing insuls
    * ASCENDANT
    * mixed
* craving - the item has a constantly dropping nutrition value it can be rised by feeding it food or attacking entities. high nutrition enchances its damage and itemuse speed. at low nutrition levels it will deal damage to those who wield it or slowly move to attack entites if on the ground. gaining nutrition in the process
    * ASCENDANT
    * mixed 
* black edge - the item's edges are dark as void and sharper than anything known. itemuse speed and damage greatly increased. also grants a 3x3 darksweep AOE ability. carrying this item you take low but steady brute damage and it will damage any container it is in crates and lockers included
    * ASCENDANT
    * mixed
* white edge - the item's edges glissen with foggy light - itemuse speed and attack damage lowered. the item can be used at any distance on any entity or object as long as you can see it. when carrying this object secret value will begin to rise. when it reaches a treshold you will gain a trauma or one of your bodily sences will be impared by some %. when the object is not in your inventory the value will decay and the effects will go away alongside the decay. the object falls out of any and all containers
    * ASCENDANT
    * mixed
* dashing - carrying the item enables a special ability toggle... when toggled on clicking on any tile other than adjacent ones teleports you to it... item has several charges that once depleated do not allow more teleports until they recovery
    * ASCENDANT
    * positive
* holy - deals 150% dmg to entities considered unholy (revenants, cults,eldrich,heretics) however deals only 50% dmg against chaplains and players with faithfull trait. has holy visual effect on player carrying
    * ASCENDANT
    * mixed

**clothing and gear**
* torn - all stats lowered
    * rare
    * negative 
* uncomfortable - slightly lowers mood when worn
    * rare
    * negative
* comfortable - slightly raises mood when worn
    * rare
    * positive
* jagged (clothing) - deals X slash damage when hit to attacker at the cost of slight mood debuff
    * rare
    * mixed
* spiked (clothing) - deals X piercing damage when hit to attacker at the cost of a slight mood debuff when worn
    * rare
    * mixed
* heavyset - slightly lowers movespet but provides a slight boost to armor and protection values
    * rare
    * mixed
    * requires - 1.5 mats
* lightweight - very slightly imprves movespeed but lowers armor and protection values
    * rare
    * mixed
    * requires - 0.8 mats
* padded - very slight boost physical armor vs (brute,bullet,stam) by X
    * rare
    * positive
    * requires - cloth
* plated - slight boost to all physical armor at the cost of slight movement speed penaulty modified by X amount
    * very rare
    * mixed
    * requires - plasteel
* warm - provides cold protection modified by X amount
    * rare
    * positive
    * requires - cloth
* termo insulative - provides heat protection and slight fire armor at X amount
    * rare
    * positive
* insulative - provides slight acid and burn protection armor
    * rare
    * positive
* leaded - provides radiation protection and general armor at the cost of movement speed modified by X amount 
    * very rare
    * mixed
    * iron+titanium
* bluespace - diffrent clothing items gain diffrent spacial iventory esk properties
    * hats - when used inhand opens a backpack sized inventory
    * accsessoary/cloak/scarf - has 1 inventory slot that can be quickly accessed by clicking on the item with item to insert empty hand to pull
    * body - adds 3 medium holding inventory slots
    * suit - adds 1 large holding inventory slot 
    * mask - holds 2 small inventory slots. items can be directly consumed via ability buttons
    * shoes - 1 large inventory slots. can be quickly pulled with altclick
    * gloves - 1 large or 3 medium inventory slots. can be opened by using empty inhand to quickly pull one of them
        * ASCENDANT
        * positive
* black shimmer - when attacked deal X*20% of the damage taken back at the attacker. you take X*10% more damage from all sources
    * ASCENDANT
    * mixed
* white fog - allows the user to trigger a phasing ability. while phasing the user is immune to all damage and can phase trough materials other than unraium, titanium and gold walls... 
when phasing user slowly builds up a value. blocking damage and phasing trough walls adds to the value. as the value reaches tresholds random negative healh conditions will occur such as a random degraded sensation(sight,hearing) and or a random trauma. if the value reaches its max the user takes MASSIVE amount of stamina damage and the phase disables on cooldown for some time
    * ASCENDANT
    * mixed
* advanced - this gear is way to protective for something of its type. randomly grants moderate and high armor values to damage types. X determines the amount
    * ASCENDANT
    * mixed
* holy protection - direct damage dealt by unholy entities (revenants, cults,eldrich,heretics) reduced by 25%
    * ASCENDANT
    * positive

# station traits
funky station traits
* quality suppliers - all items/machines/structures/entities on station maint included will have a +1 to their initial generation
* shady suppliers - all items/machines/structures/entities on station maint included will have a -1 to their initial generation

# SPECIFICS - endgame defining
- stack items - a stack item contains a 1D array consisting of 9 integers
they represent the 9 item qualities
atrocious, awfull, poor, normal, good, excellent, masterwork, legendary, ascendant.
the integer represents the number of items of that quality
- interacting stack items - left click a stack item to pull 1 from the higest quality
alt click to open a menu containing a list of all non 0 qualities and the quantity in said quality... click on that to select how many you wish to pull and then you pull that many
- spawning qualities - 
    * station -
        * -2 5%, -1 25%, 0 55%, +1 10%, +2 5%
    * maint -
        * -3 5%, -2 20%, -1 20%, 0 30%, +1 10%, +2 10%, +3 5%
    * ruin
        * -2 10%, -1 10%, 0 49%, +1 15.25%, +2 10.25%, +3 5.25%, +4 0.25%
- properties
    * higher qualities have more atribute slots... 
    * lower qualties have easier atribute removal or addition
    (a awfull quality item can relatively easily modify its properties)
    * higher qualities have exponentially harder removal and addition 
(a lengendary item with a negative quirk will be exeptionally hard to remove)
    
* properties application
    * qualities have property slots
        * atrocious - 1, awfull - 2, poor - 2, normal - 3, good - 3, excellent - 4, masterwork - 5, legendary - 6, ascendant - 7.

* blueprints
    advanced packages rarely found in ruins or bought off exotic vendors. used to greatly improve the odds of improving your items... theese kits cannot exist in a quality bellow normal
    * **enhancement print** - improves overal item quality. the print's quality must be equal or higher to be able to do the job. if its higer it also has a chance to add positive properties or enchance it by multple levels... depends how big the difffrence of qualities is 
    * **property print** - contains a singular property. higher tier properties can only exist on higher tier kits. with ascendant only existiong on legendary or ascendant tier prints. an item must be the same or higher quality to the kit to use it. thusly one cannot apply a high tier property on a low tier item with theese prints (altough it is possible without a kit)
        * the quality of the print determines how much of a boost in odds the kit provides... unlike enhancement prints property prints can have any quality.
    * extracting property prints - a property print may be extracted from an item that has that property... the item WILL be destroyed in the process. the quality of the property print is determined by the quality of the item.
        * finding or extracting ascendant prints is the only way to aquire ascendant properties on a speific item of your choosing


    