ICE → CRITICAL → CHANCE
The conditional chain
Does the condition appear before the payoff?
Start only if the loadout actually supplies ice. This is a trigger question, not a certified proc chain.
Cobalt Games/VOID/BREAKER/Weapon lab
LOADOUT RESEARCH / NO SIMULATED DAMAGE
Choose an effect you have, add an optional comparison and prepare what to observe in your game.

Your current module grid decides what fits. This lab helps decide what to investigate.
01 / PICK A QUESTION OR START YOUR OWN
These are editable practice questions, not tested presets or guaranteed compatible allocations.
ICE → CRITICAL → CHANCE
Does the condition appear before the payoff?
Start only if the loadout actually supplies ice. This is a trigger question, not a certified proc chain.THROW → SPACE / EFFECT
What changes when the object reaches the target?
Observe environment destruction and the extra effect separately; do not infer a damage total.APPROACH → CONTACT → EXIT
Can you connect and deliberately leave?
Keep a safe route and inspect the reset. A chance-based stack remains a chance.03 / PLAN THE OBSERVATION
Start with an effect you actually have available. A second description can suggest a question; it cannot prove equipment legality.
04 / KEEP THE LESSON
These are your notes about your own attempt. A checkmark does not verify a game mechanic, completion or damage result.
Only on this page. No account, upload or browser storage. Export a copy if you want to keep it before leaving.
CURATED EFFECT REFERENCE
Fifteen documented examples. Effects are qualitative, from dated Early Access notes.
15 modules listed.
Weapon mod
Trades firing speed for increased damage.
Compare the firing rhythm and the time you spend exposed, not only one hit.
Weapon mod
Critical hits can apply Laceration.
A conditional chance is not a guarantee that the next target receives a stack.
Passive mod
Attacks against ice-inflicted enemies receive critical hits.
Establish a real way to inflict ice before assigning value to the payoff.
Passive mod
An enemy hit by a gravity-tethered object is struck by lightning.
Plan a reachable object and a reliable throw before evaluating the extra effect.
Passive mod
Jumping from a slide drops a destructive mine.
An input sequence must fit the route; a passive label does not remove its trigger.
Melee mod
A melee hit resets the dash cooldown.
Reaching melee range safely matters before planning the reset.
Passive mod
Raises weapon damage while wallrunning.
Only count the part of the encounter where you can maintain a useful wallrun.
Passive mod
Adds a jump.
Treat it as route flexibility, not a measured damage increase.
Passive mod
Thrown gravity-tether objects destroy the environment.
An opened route can change cover as well as access.
Passive mod
Blocks one hit and is consumed.
Do not plan later encounters as though a consumed protection remains available.
Melee mod
Melee hits can apply Laceration.
Observe the condition instead of treating a chance-based stack as guaranteed.
Melee mod
Raises melee damage while airborne.
Choose a landing and verify the attack happens during the required state.
Melee mod
Raises melee damage while sliding.
Keep the approach and exit readable before committing to the sliding attack.
Melee mod
Holding melee produces a more damaging attack.
A held input adds a commitment; check whether the opening permits it.
Passive mod
Destruction debris can apply Laceration.
Inspect the affected target before attributing a later melee hit to a stack.
No matching module. Clear a filter or try another effect.
UNDERSTAND THE WHOLE DECISION
Released module effects, Laceration, Recycler unlock and accessibility changes; no numerical 1.0 balance is inferred.
Reviewed 2 November 2026Released Early Access wallrunning, shielded enemies, progression and schematic-readability changes. Later updates can supersede details.
Reviewed 2 November 2026The experimental Overload system did not produce additional damage; remaining UI references were removed.
Reviewed 2 November 2026