This page will discuss how to fuse modchips in Gotham Knights, including the effects of fusion on level, rarity and type.
What Are Modchips?
Around level ten or so you’ll start to find modchips, and somewhat later you’ll also start to obtain gear that has slots in which you can install these modchips. Modchips allow you to customize your gear to a limited extent, granting bonuses for various stats, like Health (suit), and critical damage or elemental buildup (melee/ranged). Modchips will also increase that gear’s power rating, and like all gear, modchips have varying levels and rarity, and are randomly dropped when you defeat enemies, resolve opportunistic and premeditated crimes, resolve cases, and loot chests.
How to Fuse Modchips
Like other forms of gear, modchips are not all created equal. Not only are modchips segregated by what type of gear they can be installed in (suits, melee or ranged) and the type of stats they affect, but they also vary in level and rarity. It should go without saying, but rarer, higher-level modchips will improve gear more than more common, lower-level modchips.
Modchips cannot be dismantled for resources, but fortunately there’s a way to make use of obsolete modchips - fusion. Fusing modchips allows you to select four unwanted modchips and fuse them to make a modchip that’s higher level and, ideally, rarer. To do this, go to the “Gear/Mods” menu and press the / .
Fusing modchips is simple enough, but there are some complexities to keep in mind, namely the quality of the fused modchip depends heavily on the modchisp that were consumed to create it. If you fuse four level eleven modchips, the resulting modchip will also likely be level eleven. If you toss a higher level modchip into the mix, the level will increase substantially. Likewise with rarity - four modchips of the same rarity tends to result in a fused modchip of the next higher rarity (four uncommon modchips typically fuse into one rare modchip). On the other hand, fusing a rare modchip and three common modchips will probably create an uncommon modchip. You’re also not required to fuse the same type of modchip together - fusing a mix of suit, melee and ranged modchips is permitted, but the resulting modchip will randomly be the same type as one of the base modchips, with each modchip used giving a 25% chance of the product being the same type.
For the reasons listed above, you’re better off mixing modchips of the same rarity and type, while seeding low-level modchips with a higher-level modchip will generally improve the resulting modchip’s overall level.
If you leave modchips unattended in your inventory, they’ll be automatically fused to make space as your inventory fills up.