Prefix

This page was last updated during patch v1.2.1843''. The current patch is .''

Description
Weapon and ability prefixes were added in patch version v1.0.1783. "All crafted gear will now have a randomized prefix attached which will slightly boost one specific stat depending on the prefix". They behave similar to modules, boosting one or two stats on the piece of gear. They affect the base stats and aren't included in the boost value when examining the equipment.

Basic Prefixes
There are currently 13 weapon prefixes: Increased RoF and Accuracy Increased RoF and Chargeup Increased RoF and Ammo Charge Speed Increase Increased RoF and AoE Increased AoE and Ammo AOE Radius Increase Ammo Capacity Increase Increased Accuracy and Chargeup Accuracy Increase Rate of Fire Increase Increased Accuracy and Ammo Increased Chargeup and Ammo
 * 1) Balanced
 * 1) Blazing
 * 1) Carnage
 * 1) Charging
 * 1) Fusillade
 * 1) Havoc
 * 1) High Yield
 * 1) Longmag
 * 1) Powered
 * 1) Precise
 * 1) Rapidfire
 * 1) Stabilized
 * 1) Surging

As of patch v1.1.1824, weapon prefixes have been simplified such that, "Weapon Prefixes are now equivalent to uncommon module bonuses". This means a prefixed weapon effectively gains the boost of an uncommon module before any other modules are slotted in.

The type of prefixes available vary depending on the properties of the weapon. The average weapon can have the prefixes: Precise, Rapidfire, Longmag, Balanced, Stabilized, or Carnage. Weapons without splash damage cannot have any AOE prefixes, in the same way that weapons without charging cannot have any of the charging prefixes and weapons with no spread (either perfect accuracy or AOE damage) cannot have accuracy prefixes. In general if a weapon uses a stat, all of the combinations of stat boosts are available, but there are exceptions like the Tesla Rifle (which only has access to Longmag, Charging, Surging and no Rate of Fire boosts).

Elemental Prefixes
The six elemental weapon modifiers were first added in patch v1.1, and were improved further in v1.1.1824. For each of the three different damage types, there is an uncommon, rare, and epic version of the prefix: Thermal/Flaming Thermal/Blazing Thermal (Fire), Cryogenic/Chilled Cryo/Freezing Cryo (Ice), Bioactive/Virulent Bioactive/Miasmic Bioactive (Poison), and Electrical/Charged Electrical/Shocking Electrical (Energy). In addition to any bonus effects gained, an elemental modifier will change all weapon damage dealt to the type specified by the prefix.

Fire
Damage increased (5%) and converted to fire. 10% chance per 500ms to ignite targets for 250 base damage over 2 seconds (10 second internal cooldown.)
 * Thermal

Damage increased (7.5%) and converted to fire. 15% chance per 500ms to ignite targets for 250 base damage over 2 seconds (10 second internal cooldown.)
 * Flaming Thermal

Damage increased (10%) and converted to fire. 25% chance per 500ms to ignite targets for 250 base damage over 2 seconds (10 second internal cooldown.) Targets that die while ignited explode for 250 base damage within 5m and ignite other enemies.
 * Blazing Thermal

Ice
Damage increased (5%) and converted to ice. 30% chance per 500ms to chill target, reducing movement speed and rate of fire by 15% for 5 seconds, up to 5 stacks.
 * Cryogenic

Damage increased (7.5%) and converted to ice. 50% chance per 500ms to chill target, reducing movement speed and rate of fire by 15% for 5 seconds, up to 5 stacks.
 * Chilled Cryo

Damage increased (10%) and converted to ice. Always chills targets, reducing movement speed and rate of fire by 15% for 5 seconds, up to 5 stacks. 25% chance for chilled targets to shatter on death for 100 base damage within 5m and applying 5 stacks of chill.
 * Freezing Cryo

Poison
Damage increased (5%) and converted to poison. 30% chance per 500ms to infect target for 33 base damage over 3 seconds, up to 3 stacks.
 * Bioactive

Damage increased (7.5%) and converted to poison. 50% chance per 500ms to infect target for 33 base damage over 3 seconds, up to 3 stacks.
 * Virulent Bioactive

Damage increased (10%) and converted to poison damage. Always infects targets for 33 base damage over 3 seconds, up to 3 stacks. 25% chance to spawn a 4m infectious cloud for 5 seconds when an infected target dies.
 * Miasmic Bioactive

Energy
Damage increased (5%) and converted to energy. 10% chance per 500ms to shock target and an additional enemy within 10m for 125 base damage.
 * Electrical

Damage increased (7.5%) and converted to energy. 15% chance per 500ms to shock target and an additional enemy within 10m for 125 base damage (5 second internal cooldown.)
 * Charged Electrical

Damage increased (10%) and converted to energy. 25% chance per 500ms to shock target and an additional enemy within 10m for 125 base damage (5 second internal cooldown.) Targets that die while shocked have a 75% chance to explode for 125 base damage within 5m and stun other enemies.
 * Shocking Electrical

Additional Prefixes
In addition to the above prefixes, secondary weapons also have exclusive prefixes that modify their usage

Bullet Weapons
Fires directed energy pulses, dealing energy damage. Increased accuracy (20%), damage (33%), and range (20%). Decreased rate of fire (40%).
 * Beam

Fires pulses of directed energy, dealing energy damage. Increased accuracy (20%), damage (40%), and range (20%). Decreased rate of fire (40%). Pierces through one target.
 * Laser Beam

Fires pules of directed energy, dealing energy damage. Greatly increased accuracy (40%), increased damage (40%), and range (20%). Decreased rate of fire (40%). Pierces through one target.
 * Radiant Beam

Fires microplasma pellets. [Damage converted to plasma.] Increased damage (98%). Decreased accuracy (30%), rate of fire (80%), and magazine capacity (45%). Microplasma ricochets up to 1 time.
 * Microplasma

Fires microplasma pellets. [Damage converted to plasma.] Increased damage (98%). Decreased accuracy (25%), rate of fire (80%), and magazine capacity (45%). Emissive microplasma ricochets up to 2 times.
 * Emissive Microplasma

Fires microplasma pellets. [Damage converted to plasma.] Increased damage (98%). Decreased accuracy (20%), rate of fire (80%), and magazine capacity (45%). Ionized microplasma ricochets up to 3 times.
 * Ionized Microplasma

Grenade Launchers
Fires a spread of three smaller grenades.
 * Tri-Scatter

Fires a spread of four smaller grenades.
 * Quad-Scatter

Fires a spread of five smaller grenades.
 * Quint-Scatter

Ability Prefixes
There are currently 22 standard ability prefixes: Increased Recharge and AoE Increased Recharge and Potency Increased Recharge and Duration Cooldown Reduction Increase max deployed objects Increased AoE and Potency Increased Duration and AoE Increased Duration and Potency Ability Force increased Increased Force and AoE Increased Range and Potency Increased Force and Potency Increased Range and Duration Ability Effect Duration increase Ability Range increase Ability Potency increase Increased Range and Force Increased Recharge and Range Increased Range and AoE Increased Force and Duration Increased Recharge and Force Area of Effect increased
 * 1) Barrage
 * 1) Blitz
 * 1) Charged
 * 1) Cooled
 * 1) Deployment
 * 1) Disruption
 * 1) Distant
 * 1) Enduring
 * 1) Energized
 * 1) Expanding
 * 1) Focused
 * 1) Forceful
 * 1) Isolated
 * 1) Lasting
 * 1) Longarm
 * 1) Potent
 * 1) Ranging
 * 1) Rapid
 * 1) Remote
 * 1) Strengthened
 * 1) Swift
 * 1) Widened

There is currently one looted ability prefix:
 * Bane: Reduces the cooldown of an ability

Similar to weapons, the prerequisite for having a certain prefix available is for the boosted stat to be used by the ability. All abilities either have a cooldown or recharge rate making the Cooled prefix available on all skills. Even if an uncommon stat is used (like deployment), it doesn't guarantee that the Deployment prefix is available (as is the case with Heavy Turret).

Manufacturing Prefixes
When manufacturing a weapon or an ability at the Molecular Printer, the result is guaranteed to have a random prefix (out of the available possibilities). There is also a 10% chance that the craft crits and produces a "Custom" prefix in addition to the standard prefix (with the exception of Deployment, which cannot be custom). While not changing any other base stats, a Custom craft is a direct upgrade from its standard counterpart.

For a single stat prefix, such as Cooled, the Custom prefix will increase the boost by 50%, making it 15%. For hybrid prefixes, such as Charged, the Custom prefix uses the non-Custom, single stat prefix boosts that make up the hybrid (in this case Recharge and Duration). Therefore a Custom Charged ability would have the cooldown of a Cooled ability, with the duration of a Lasting ability, resulting in a ~43% (inverse of 70% change) increase for each stat boost.

As of patch v1.1.1824, "Custom" weapon prefixes now share the same stat boosts as their rare weapon module counterparts (with the accidental exclusion of Balanced). In general this is a slight buff relative to the old model since many boosts improve by 50% rather than the static ~43%.