+Armor Pierce: Damage dealt by weapon and/or its projectiles now ignore all partial damage reduction (armored enemies normally reduce damage from all sources by 50%)
+Range: Increases the distance in pixels traveled by a weapon's projectiles
+(Object): Adds additional objects (Applies for Shots, Dances, Shrapnel, etc). In particular, +Shrapnel adds 5 bullets to Macron explosions which each deal 50% of explosion damage.
+Bounce: Allows the projectile to bounce one (more) time, resetting range upon contact of a wall and/or floor.
Penetrating: Allows projectile to go through enemies
Explosive Ammo: Projectile lingers as a small explosion for a short time at the end of its range. (Enemies already damaged by the projectile before the explosion will not be damaged by the explosion.)
+Precision: Projectiles no longer spread during continuous fire of a Repeater
Quick Shot: Increases rate of fire for ranged weapons
+Max Ammo: Increases the max ammo of a secondary by a certain amount (only applies while it is equipped, but it is multiplied by Bandolier ammo multipliers if present)
Incendiary: Explosions are replaced by flames that cause 50% of weapon damage every 500 milliseconds. Flames last for 2 seconds before disappearing.
Barbed: Frags now deal 50% of weapon damage to the first enemy they touch directly.
Trisected: Triples the amount of projectiles/explosions produced (Macrons have this as an innate trait)
+Air Blast/Warp: Allows the use of a Blast/Warp again in the air.
+Base Crit Chance: Adds additional chance to crit with any weapon
+Base Crit Damage: Adds additional damage multiplier to crits caused by any weapon
+Jump Height: Increases the upward velocity of a shell when jumping
+Move Speed: Increases the horizontal velocity of a shell when moving left and right
+Damage: Increases the damage of any weapon by a percent (additive with other damage bonuses)
+Armor: Increases defense of a shell
+Crit Chance: Increases the chance to crit on just the weapon with the modifier
+Crit Damage: Increases the damage multiplier of a crit caused by just the weapon with the mod (additive with base crit damage)
+Spin Time: Increases the maximum time of a Duskwing's jump attack
+Extra Hit: Melee weapon hits an additional time (For Duskwing, only applies on ground attacks)
+Leech: Ground attacks heal the Duskwing for 1 HP per strike on most enemies (the extra hit from Extra Hit mod does not count as a strike for Leech purposes)
+Simultaneous: Allows more instances of a projectile or object to be out at one time
+Speed: Projectile (or in the cases of Warps and Mantlets, the Duskwing or Ironclad) moves faster
+Lifetime: Increases the time a projectile can be out before it expires. Alternately, increases the maximum time of a single warp or dive-kick.
+Swing Speed: Increases the execution speed of a melee weapon's attack animations.
+Knockback Resist: Projectile and contact damage cause less knockback (additive with itself). If the total becomes 100% or greater, character becomes immune to damage-based knockback.
+Height: The Preceptor's wave has a maximum of this many projectiles stacked on top of each other.
+Acceleration: Increases rate at which projectile (or the Ironclad) reaches max speed
Seeking: Projectile now homes in on enemies
Reflect: Causes projectiles to be returned in the general direction of where it came at great speed
-Cycle Time: Reduces time between consecutive damage ticks
+Radius: Increases size of area covered by a projectile or set of projectiles
Armored: Decreases damage from all sources by 50%. Only active for Antiphons while still in flight; always active for Mangonels.
Quick Summon: Cuts summoning time in half, reducing it to 500 milliseconds.
+Blockers: The item has (additional) small orbs with innate Shielded attribute
Shielded: Object now destroys non-piercing projectiles on contact.
-Gravity: The effect of gravity on the Fabricator while Lightfoot is equipped is reduced further than usual.