> For the complete documentation index, see [llms.txt](https://nbmofficialwiki.gitbook.io/nbm-shadow-depths/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://nbmofficialwiki.gitbook.io/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/games-logic/quantum-tuning.md).

# Quantum Tuning

### Where to and How to

1\) Head over to workshop and select the **quantum tuning** option.

<figure><img src="/files/zf1TiOpYqEaCdkEnMaMv" alt=""><figcaption><p>Workshop module options.</p></figcaption></figure>

2\) Select a piece of equipment.

<figure><img src="/files/NCzYLyM2okTVuFy7qOz8" alt=""><figcaption><p>Quantum Tuning section showing the players warehouse.</p></figcaption></figure>

3\) Select enough materials from the rarity required and click on [**Tune Up**](#tune-up)**.**

<figure><img src="/files/LwgzoXcu4nMGlMas74yP" alt=""><figcaption><p>Preparing the tuning process on common Pilot Pants.</p></figcaption></figure>

4\) Check the perk you've got, repeat the process. Use [**Randomize**](#randomize) option whenever you want to reroll all the stats.

<figure><img src="/files/gZ08lvpsjo66wE2qvdG6" alt=""><figcaption><p>Check the tuning perk.</p></figcaption></figure>

5\) On [**Allocated**](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/nfts/allocate-and-print.md#allocate-to-clone) and [**Printed**](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/nfts/allocate-and-print.md#print-a-copy) equipment, you can use the [**lock/unlock**](#lock-unlock) exclusive feature to preserve one stat when you randomize others.

<figure><img src="/files/BwVvqPYJVnupowa3SKJ0" alt=""><figcaption><p>Allocated weapon with stats lock option visible.</p></figcaption></figure>

{% tabs %}
{% tab title="Tune up" %}
Add a new Random Quantum stat to an equipment :

* Check [#quantum-scalability](#quantum-scalability "mention") to understand how many quantum can be added per equipment.
* Check [#tuning-methods](#tuning-methods "mention") to understand the costs and requirements to perform this action.
* Check [#quantum-available-stats](#quantum-available-stats "mention") to see all Quantums available and their range values.

<figure><img src="/files/4To6jfnQmj42WpcuhBHx" alt=""><figcaption><p>Tune Up option.</p></figcaption></figure>
{% endtab %}

{% tab title="Randomize" %}
Replace all the Quantum stats on an equipment by new random ones :

* Quantum stats cannot be duplicates.
* Check [#tuning-methods](#tuning-methods "mention") to understand the costs and requirements to perform this action.
* Check [#quantum-available-stats](#quantum-available-stats "mention") to see all Quantums available and their range values.

<figure><img src="/files/dOfp2uiXtOTLEdaCrP2O" alt=""><figcaption><p>Randomize option.</p></figcaption></figure>
{% endtab %}

{% tab title="Lock/Unlock" %}

* Any stat can be locked/unlocked, but only one at a time.&#x20;
* Depending on the equipment rarity (C/R/E/L/U), It costs 1/2/4/8/16 energy.&#x20;
* When using randomize, all other stats except the one locked will randomly changes.&#x20;
* This feature is only accessible for equipment [Printed](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/nfts/allocate-and-print.md#print-a-copy) and [Allocated](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/nfts/allocate-and-print.md#allocate-to-clone).
  {% endtab %}
  {% endtabs %}

### Quantum scalability

Depending on your items rarity and type, you will be able to add to add a certain amount of Quantum Stat on each piece of equipment

* Crafted and [Printed ](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/nfts/allocate-and-print.md#print-a-copy)equipment :&#x20;
  * Common : up to 1 QT stat
  * Rare/Epic : up to 2 QT stat
  * Legendary/Ultimate : up to 3 QT stat
* [Allocated](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/nfts/allocate-and-print.md#allocate-to-clone) equipment :&#x20;
  * Common : up to 2 QT stat
  * Rare/Epic : up to 3 QT stat
  * Legendary/Ultimate : up to 5 QT stat

{% hint style="info" %}
Be aware that you can only add 1 Quantum per items by default. Unlock more Quantum slots by upgrading the [Quantum Station](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/spaceship/quantum-station.md) to unlock T2 to T5.
{% endhint %}

### Tiers

Adding Quantum Stats on equipment will define from which Tier it belongs. While an equipment without any Quantum is called Tier 0 (T0), one with 1 Quantum will be called Tier 1 (T1) and one with 3 Quantum, Tier 3 (T3).&#x20;

{% hint style="info" %}
Tiers does not rely on equipment rarity as both Epic and Legendary equipment with 2 Quantum on it will be called T2.
{% endhint %}

### Tuning Methods

Any clone will have access to either Tune up and Randomize tuning methods to make its equipment stronger than ever. Those will cost [Actium](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/iii-resources/actium.md)/[Constructium ](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/iii-resources/constructium.md)depending of the method used and consumes materials. The rarer your equipment is, the rarer the materials requirement will become.

<figure><img src="/files/GSCXn3BYTeFmZyoBTeQO" alt=""><figcaption><p>Prices per Rarity / Tier / Tuning Method </p></figcaption></figure>

For instance, Tuning up a Legendary Pilot Helmet T2 to T3 will require 6000 Actium and 3 Legendary materials. Randomizing its stats afterward will cost 2500 Constructium and 3 Legendary materials too.&#x20;

{% hint style="info" %}
Tune up and Randomize T4 and T5 (available on [allocated](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/nfts/allocate-and-print.md#allocate-to-clone) equipment) cost the same as T3.
{% endhint %}

### Quantum available Stats

The below list shows all Quantums you can add onto your equipment by using the [**Quantum Station**](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/spaceship/quantum-station.md) SHIP module. Make sure you have upgraded it to unlock further Quantum slots on you equipment. Be aware that some quantum stats can only be associate to specific gears or weapons. Learn more about a specific stat by heading over the [STATS](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/stats.md) section.

<table data-full-width="false"><thead><tr><th width="187">Stats</th><th width="74">Min</th><th width="69">Max</th><th>Compatible equipment(s)</th><th>Description</th></tr></thead><tbody><tr><td>Accuracy</td><td>1%</td><td>10%</td><td>weapon, helmet, related skins</td><td>Determines how effectively the clone hits its target without missing.</td></tr><tr><td>Accuracy cap</td><td>0.2%</td><td>2%</td><td>helmet, related skins</td><td>This cap indicates the maximum difference in accuracy that can be applied between the clone's accuracy and the enemy's evasion.</td></tr><tr><td>Backpack size</td><td>1</td><td>10</td><td>backpack, related skins</td><td>Determines the number of items that a clone can carry on its back during a mission.</td></tr><tr><td>Chemical damage</td><td>1</td><td>10</td><td>weapon, pet, related skins</td><td>Chemical damage ignores defense but can be mitigated by chemical resistance.</td></tr><tr><td>Chemical resistance</td><td>1%</td><td>10%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Type of defense which reduces a percentage of the chemical damage.</td></tr><tr><td>Chemical damage block</td><td>1%</td><td>10%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Probability (%) to reduce the chemical damage of an attack by half (applied before resistances).</td></tr><tr><td>Combat regeneration</td><td>0.1%</td><td>0.5%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack</td><td>Every round during combat, regenerate a bit of HP(% of max HP).</td></tr><tr><td>Crit damage</td><td>5%</td><td>50%</td><td>weapon, hand_armor, pet, related skins</td><td>Indicates the additional damage dealt (multiplier) in the case of a critical attack.</td></tr><tr><td>Crit chance</td><td>1%</td><td>10%</td><td>weapon, hand_armor, pet, related skins</td><td>Indicates the probability for the clone to perform a critical attack.</td></tr><tr><td>Damage</td><td>1</td><td>10</td><td>weapon, pet, related skins</td><td>Determines the physical damage dealt by the clone.</td></tr><tr><td>Defense</td><td>1</td><td>10</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, pet, related skins</td><td>Determines how effectively the clone can reduce physical damage received from enemies.</td></tr><tr><td>Defense multiplier</td><td>2%</td><td>10%</td><td>pet, related skins</td><td>Increase physical defense by x%.</td></tr><tr><td>Disengage</td><td>1%</td><td>5%</td><td>pet, related skins</td><td>Chance to increase range during battle if not at max range and range state.</td></tr><tr><td>Durability damage reduction</td><td>5%</td><td>30%</td><td>body_armor, helmet, boots, pants, hand_armor, weapon, related skins</td><td>Mitigate the loss of durability of an item by a certain percentage when it is damaged.</td></tr><tr><td>Drop chance multiplier</td><td>1%</td><td>5%</td><td>pet, related skins</td><td>Increase or decrease mission drop chances.</td></tr><tr><td>Electrical damage</td><td>1</td><td>10</td><td>weapon, pet, related skins</td><td>Electrical damage ignores defense but can be mitigated by electrical resistance.</td></tr><tr><td>Electrical resistance</td><td>1%</td><td>10%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Type of defense which reduces a percentage of the electrical damage.</td></tr><tr><td>Electrical damage block</td><td>1%</td><td>10%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Probability (%) to reduce the electrical damage of an attack by half (applied before resistances).</td></tr><tr><td>Enemy armor bypass</td><td>0.5%</td><td>5%</td><td>weapon</td><td>The probability to completely ignore the enemy's physical defense on a hit.</td></tr><tr><td>Enemy crits reduction</td><td>1%</td><td>10%</td><td>body_armor, helmet, boots, pants, hand_armor, related skins</td><td>Reduce enemy chance to hit with critical attack.</td></tr><tr><td>Enemy crits resistance</td><td>1%</td><td>10%</td><td>body_armor, helmet, boots, pants, hand_armor, related skins</td><td>Reduce enemy critical attack damage multiplier.</td></tr><tr><td>Enemy drop chance</td><td>2%</td><td>10%</td><td>pet, related skins</td><td>Increase enemy drop chance by +x%.</td></tr><tr><td>Enemy armor reduction</td><td>1%</td><td>10%</td><td>weapon</td><td>Capacity to reduce the enemy's physical defense by a given percentage.</td></tr><tr><td>Evasion</td><td>1%</td><td>10%</td><td>pants, related skins</td><td>Determines the clone's effectiveness in dodging enemy attacks.</td></tr><tr><td>Evasion cap</td><td>0.2%</td><td>2%</td><td>pants, related skins</td><td>This cap indicates the maximum difference in evasion that can be applied between the clone's evasion and the enemy's accuracy.</td></tr><tr><td>Exploration speed</td><td>0.1 sec/speed</td><td>0.25 sec/speed</td><td>boots, related skins</td><td>Reduces the time required to complete a level by X second(s) for each SPEED point the clone has.</td></tr><tr><td>Exploration speed cap</td><td>1 sec</td><td>10 sec</td><td>boots, related skins</td><td>Increase the exploration speed cap beyond the standard limits.</td></tr><tr><td>HP Regen</td><td>1</td><td>5</td><td>hand_armor, pet, related skins</td><td>Determines how quickly the clone can heal and regain HP in between combats.</td></tr><tr><td>Life steal</td><td>2%</td><td>20%</td><td>melee_weapon</td><td>When hitting the enemy, regenerate a portion of the HP(% of total damage).</td></tr><tr><td>Melee defense</td><td>1%</td><td>10%</td><td>body_armor, pet, related skins</td><td>Reduce all damage received from melee attacks by a given percentage.</td></tr><tr><td>Max Durability damage reduction</td><td>0.5%</td><td>7%</td><td>body_armor, helmet, boots, pants, hand_armor, weapon, related skins</td><td>Mitigate the loss of maximal durability of an item by a certain percentage when repairing it.</td></tr><tr><td>Max Durability increase</td><td>200</td><td>2000</td><td>body_armor, helmet, boots, pants, hand_armor, weapon, related skins</td><td>Increase the maximum durability of an item.</td></tr><tr><td>Max HP</td><td>15</td><td>150</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, pet, related skins</td><td>Clone's health points (HP). If the clone's HP reach 0, it will cease its mission, seeking refuge to recover.<br></td></tr><tr><td>Physical to Electrical damage</td><td>2%</td><td>20%</td><td>weapon</td><td>Converts a portion of the physical damage into electrical damage.</td></tr><tr><td>Physical damage block</td><td>0.5%</td><td>5%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Probability (%) to reduce the physical damage of an attack by half (applied before defense).</td></tr><tr><td>Physical to Chemical damage</td><td>2%</td><td>20%</td><td>weapon</td><td>Converts a portion of the physical damage into chemical damage.</td></tr><tr><td>Range</td><td>1</td><td>3</td><td>range_weapon</td><td>Indicates the maximum distance from which the clone can attack its enemy.</td></tr><tr><td>Range defense</td><td>1%</td><td>10%</td><td>body_armor, pet, related skins</td><td>Reduce all damage received from ranged attacks by a given percentage.</td></tr><tr><td>Recovery speed</td><td>2%</td><td>15%</td><td>body_armor, backpack, pet, related skins</td><td>Increase clone healing amounts when clone is in recovery mode.</td></tr><tr><td>Reduce enemy regeneration</td><td>5%</td><td>40%</td><td>weapon, backpack, pet, related skins</td><td>Reduce the enemy's ability to regenerate HP during combat.</td></tr><tr><td>Speed</td><td>1</td><td>10</td><td>boots, related skins</td><td>Determines how quickly the clone completes levels and how frequently it can perform a double attack during combats.</td></tr><tr><td>Stun chance</td><td>1%</td><td>10%</td><td>weapon</td><td>Probability to stun the enemy. Stunned enemies skip their turn.</td></tr><tr><td>Stun resistance</td><td>1%</td><td>10%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Chance to avoid being stunned.</td></tr><tr><td>Surprise chance</td><td>0.2%</td><td>2%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Increase the chance to surprise an enemy when starting a fight.</td></tr><tr><td>Surprised chance reduction</td><td>0.2%</td><td>2%</td><td>body_armor, helmet, boots, pants, hand_armor, backpack, related skins</td><td>Decrease the chance to be taken by surprise when starting a fight.</td></tr><tr><td>Tokens mines multiplier</td><td>2%</td><td>10%</td><td>pet, related skins</td><td>Increase or decrease mission tokens mined amount.</td></tr><tr><td>Fear damage</td><td>1</td><td>10</td><td>xol weapons, ultimate skins</td><td>Fear damage ignores defense but can be mitigated by fear resistance.</td></tr><tr><td>Fear resistance</td><td>1%</td><td>10%</td><td>xol_body_armor, xol_helmet, xol_boots, xol_pants, xol_hand_armor, xol skins, ultimate skins</td><td>Type of defense which reduces a percentage of the fear damage.</td></tr><tr><td>Fear damage block</td><td>1%</td><td>10%</td><td>xol_body_armor, xol_helmet, xol_boots, xol_pants, xol_hand_armor, xol equipment skins, ultimate skins</td><td>Probability (%) to reduce the fear damage of an attack by half (applied before resistances).</td></tr></tbody></table>
