
In Will To Live Online, you can modify both weapons and armor. A modification can significantly boost certain stats, but usually at the cost of others. Below is a detailed breakdown of what you need for this and how the modification system actually works.

Weapons
Crafting a truly good weapon in the game is a complicated process, which is why such weapons come at a high price. First, you need to craft a “blank” on a CNC machine, and then apply modification kits to it. With some luck, you’ll get a genuinely high-quality weapon — but the entire process demands close attention.
Producing a “blank” requires a V4 module, which drops from robots at the Drone Arena or can be bought from other players. V1, V2, and V3 modules aren’t fit for crafting a good “blank” — they serve other purposes, such as quests, building drones, and making weapons to sell to a merchant or to break down for parts.
Even though the V4 module is rare, having one doesn’t guarantee you’ll craft a good “blank”. What matters is that the stats of the resulting “blank” meet the standards (listed in the cards below). If they’re way off, you’re better off selling the gun to a merchant, because further upgrades won’t be worth it.
Once your “blank” is ready, you can start upgrading it using modification kits. Crafting them requires blueprints, which drop from airdrops and as event completion rewards, as well as parts, which can only be obtained by breaking weapons down. Keep in mind that the chance of successfully applying a modification kit is fairly low, and a failed attempt will break the weapon. Fixing it takes a “Master” repair kit (a donation-store item), so stock up on several repair kits and craft a few modification kits in advance.
The order you apply the kits in depends on what the weapon is for — PvP or PvE. Usually, you start with two wear-resistance kits, then move on to damage. For PvP, the priorities are accuracy (so the bullet lands exactly on target) and damage (as high as possible). For PvE, damage and durability are what matter (so the weapon doesn’t break during long mob-farming runs).
That said, these are just general guidelines — a lot depends on the particular gun and your playstyle.
- A PDA module with a recipe for crafting weapon blanks drops from robots at the Drone Arena.
- A PDA module with a recipe for crafting modification kits can be found in loot crates.
- Modification parts are obtained by breaking down weapons (the higher the weapon’s level / the more modifications on it, the better your odds of getting more parts).
- Blueprints drop from airdrops and as event completion rewards.
- V1, V2, V3, and V4 modules drop from robots at the Drone Arena.
V1 – 10% (10 blanks)
V2 – 20% (5 blanks)
V3 – 25% (4 blanks)
V4 – 50% (2 blanks)
- The “Master” repair kit is sold in the in-game donation store; you can also buy it from other players or get it as a drop for completing Adventure No. 1
- Damage crate = 3 modifications
- Accuracy crate = 3 modifications
- Durability crate = 1 modification
- For PvP: max accuracy and solid damage. Durability matters less.
- For PvE: max damage and solid durability. Accuracy is secondary.
- When picking a weapon, don’t go by the percentage damage bonus — look at its maximum damage instead. Minimum damage usually isn’t a big deal: if the corresponding branch is fully leveled, you’ll almost always deal hits close to the maximum. But if you’re using an off-class weapon and the branch isn’t fully leveled, minimum damage becomes worth watching too.
Pistols
Blueprints
Parts
Modification kits
Assault rifles
Blueprints
Parts
Modification kits
Sniper rifles
Blueprints
Parts
Modification kits
Shotguns
Blueprints
Parts
Modification kits
Submachine guns
Blueprints
Parts
Modification kits
Modification effects
Accuracy
Damage: -4%…-7%
Accuracy: +20%…+40%
Wear resistance: -25%…-50%
Damage
Damage: +10%…+12%
Accuracy: -20%…-40%
Wear resistance: -25%…-50%
Durability
Wear resistance: +20%…+40%
Crafting and upgrading weapons
The cards below lay out the raw math of what a weapon can turn out to be after modification. The damage range is listed — from minimum to maximum, depending on how lucky the roll is. As a rule of thumb, a gun counts as good from the middle of the range and up. Anything below the midpoint can safely be labeled outright junk.
Base damage
L96A1: 800 – 1200
MSR-10: 300 – 500
Vepr-12: 350 – 550
WSC PDW: 210 – 340
MSR-12: 423 – 630
Bonus from 1 damage crate
Bonus %: +10%…+12%
L96A1: 80…96 – 120…144
MSR-10: 30…36 – 50…60
Vepr-12: 35…42 – 55…66
WSC PDW: 21…25 – 34…41
MSR-12: 42…51 – 63…76
After successfully applying 1 damage modification crate
Number of modifications: M2
Bonus %: +10%…+12%
L96A1: 880…896 – 1320…1344
MSR-10: 330…336 – 550…560
Vepr-12: 385…392 – 605…616
WSC PDW: 231…235 – 374…381
MSR-12: 465…474 – 693…706
Bonus when crafting a weapon from a V4 module
Bonus %: +17%…+22%
L96A1: 136…176 – 204…264
MSR-10: 51…66 – 85…110
Vepr-12: 60…77 – 94…121
WSC PDW: 36…46 – 58…75
MSR-12: 66…88 – 102…132
Gun crafted from a V4 module
Number of modifications: M3
Bonus %: +17%…+22%
L96A1: 936…976 – 1404…1464
MSR-10: 351…366 – 585…610
Vepr-12: 410…427 – 644…671
WSC PDW: 246…256 – 398…415
MSR-12: 489…511 – 732…762
Gun from a V4 module + 1 damage modification crate
Number of modifications: M6
Bonus %: +28.6%…+36.7%
L96A1: 1030…1093 – 1544…1641
MSR-10: 386…410 – 644…683
Vepr-12: 451…478 – 708…752
WSC PDW: 271…287 – 438…465
MSR-12: 538…572 – 805…853
Cards showing the stats (damage) of the best blanks for further weapon modification (based on player recommendations):
L96A1
%: 35.4%
M3
976-1451
M6
1093-1625
M9
1052-1578
MSR-10
%: 35.2%
M3
366-604
M6
410-676
M9
393-656
Vepr-12
%: 35.5%
M3
427-665
M6
478-745
M9
459-721
WSC PDW
%: 35.3%
M3
257-411
M6
288-460
M9
276-446
MSR-12
%: 35.3%
M3
488-725
*524-774
M6
547-812
M9
524-787
How to get the maximum 22% damage bonus while keeping the total bonus at 20.9%, so you can still use the damage modification kit:
| Base MSR-10 | 300-500 |
| M3 17%-17% (17%) | 351-585 |
| M3 22%-22% (22%) | 366-610 |
| M3 19.8%-22% (20.9%) | 359.4-610 |
| M3 20.9%-20.9% (20.9%) | 362.7-604.5 |
| M3 22%-19.8% (20.9%) | 366-599 |
*MSR-10. Best blank – 20.6%
Upgrading M2 guns
For modifying “transitional” weapons, it’s recommended to use guns from slot machines or boss drops, since they already come with the M2 modification. The order of applying modification kits in this case differs from the one used for “blanks” of top-tier guns.
As a rule, you throw 3 wear-resistance kits and 1 damage kit on slot machine guns.
Zastava M-70 M2
Base stats
Damage: +17.1%
Wear: -100%
Damage: 230 – 400
After modification
%: 31.1%
Damage: 246 – 459
M16 M2
Base stats
Damage: +20.6%
Wear: -83.3%
Damage: 250 – 390
After modification
%: 35.0%
Damage: 280 – 459
Pioneer M2
Base stats
Damage: +20%
Wear: -40%
Damage: 420 – 720
After modification
%: 34.3%
Damage: 470 – 806
Grom M2
Base stats
Damage: +16.7%
Wear: -33.3%
Damage: 750 – 1050
After modification
%: 30.7%
Damage: 840 – 1176
Marauder-12 M2
Base stats
Damage: +14.3%
Wear: -100%
Damage: 225 – 400
After modification
%: 28%
Damage: 252 – 448
SPAS-12 M2
Base stats
Damage: +20.0%
Wear: -100%
Damage: 350 – 600
After modification
%: 34.4%
Damage: 403 – 672
S&W.500 Special
Base stats
Damage: +20.0%
Wear: -100%
Damage: 720 – 1080 / 760 – 1140
After modification
%: 34.4%
Damage: 806 – 1210
How percentages are calculated when applying modification kits
Below is the principle behind stat calculation, so you won’t have questions when using modification kits. It will help you understand why the final values are what they are and what to expect from further weapon upgrades.
How wear percentages work when modifying weapons
Many players have run into a situation where a weapon’s final wear after modification falls outside the range stated in the modifier descriptions. Let’s figure out why this happens.
Example: Base weapon wear: -100% (let’s take the SMG-90 M2 Lucky). The first accuracy modification is supposed to add wear in the -25% to -50% range, but the actual final wear came out at -190% (meaning the modification gave -90%, which is outside the stated range). The second durability modification is supposed to restore +20% to +40%, but in reality the wear changed to -110% — a gain of +80%, once again not matching the description.


Second example: Take a weapon with -60% wear. Apply two durability modification kits back to back (each is supposed to give +20%…+40%). After the first kit, the wear hit 0; after the second: +30%. Even though each modification was supposed to give no more than +40%, the combined result was +90% — once again outside the expected range.





Answers from the devs:
“The problems with perceiving the percentages come from the fact that there are calculations both from the “base” and from the “current” wear value, so everything is fine here. When we introduced this, we even wrote in the patch notes that there would be confusion.”
“The mechanics are very complex. In reality, items don’t have such concepts as “durability”, “health”, or “wear”. There is an absolute value, in numbers, that is the same for all items. When modifications are applied, it’s not this value that changes, but the degree to which an item “deteriorates” with use — its own coefficient. And “wear” is calculated based on that coefficient. Unlike damage, its values and readings are relative.”
“Let me explain with a simple example — for clarity, we’ll use abstract values.
Imagine that every item has a base “health” of 1000 units. Each use subtracts 1 unit, which means the item can be used 1000 times.
Now let’s apply a -100% wear resistance modifier. This doesn’t mean the health drops to zero. It stays at 1000 but gets consumed twice as fast — meaning each use now takes 2 units. And the item will only survive 500 uses. It’s exactly after this that the displayed wear resistance value gets recalculated.
If you then apply a +50% wear resistance modifier, the situation changes again: the wear now returns to 1 unit per use. Why? Because:
• at -100%, the wear became 2
• and +50% of this new (2) value = 1, which brings it back to the original consumption
Because 100% of the value 1 is 1, and 50% of the value 2 is also 1 — that’s how it works out that you first apply a -100% modification, and then a +50% modification brings it back to the previous value.
And that’s how it goes: first the wear goes up, then it goes down, and in the end you’re back at the original value.
We understand that this logic can be confusing, so the most reliable approach is to go by the final numbers shown in the item’s stats.”
Conclusion:
The wear percentages listed in modifier descriptions are conditional. They don’t reflect the exact change in the stat — they only give a general idea of a modification’s impact. Due to the system’s internal logic, a player can’t precisely calculate the final wear after applying modifications on their own.
How damage percentages work when modifying weapons
Players sometimes fall under the misconception that each subsequent modification changes damage based on the already-improved value. That’s not the case, though. All damage changes are calculated from the weapon’s base (stock) value, not the current one.
Example: Take the “Vepr-12” (base damage, no modifications, = 350 – 550) that already has 5 modifications: the damage bonus is +19.1% → damage: 414 – 655. Now apply a damage modification that’s supposed to give +10%…+12%. After applying it, the total bonus became +31.1% → damage: 455 – 721. Even though the current damage went up from 414 – 655 to 455 – 721, the new modification added its percentages on top of the original 350 – 550.



Conclusion:
Every damage modification is always calculated from the weapon’s base stats, not from the final value after previous modifications. This prevents a “snowball” of percentages and keeps things balanced.
How accuracy percentages work when modifying weapons
Weapon accuracy percentages are calculated the same way as damage: changes are applied to the base value. However, it’s important to understand that accuracy percentages affect the bullet spread angle (MOA), and their calculation may not be as straightforward as with damage.
Example: Take the “Vepr-12” (base accuracy = 30.0 MOA) that already has 5 modifications, with accuracy: -1.7% → 30.5 MOA. Now apply a damage modification, which is supposed to give accuracy -20%…-40%. After applying it, the total bonus became -36.6% → 41.0 MOA.



Conclusion:
Accuracy changes are always calculated from the base value and affect the bullet spread angle (MOA).
Weapon personalization
When a weapon is crafted and modified, its description shows who made it.

If the modification was done by a neutral or faction player without a clan tag, their nickname is displayed. If it was done by a player who’s in a clan, their clan’s tag is shown instead.
However, if you paint such a weapon with donation paint and put it into the account inventory, the creator inscription will disappear for good.



Clothing (armor)
The game lets you modify clothing (all armor except armor plates). A single piece of clothing can take no more than two modification kits. The first kit boosts the stats to M2, and two kits — to M4. The maximum modification effect is +20% armor. Wear can shift in either direction, positive or negative.
- A PDA module with a recipe for crafting modification kits can be obtained from airdrops.
- Modification parts can be obtained as a reward for taking part in the Foothills war.
Blueprints
Parts
Modification kit
Modification effects
Armor: +3%…+10%
Wear resistance: +5%…-25%
