Synergies and weapon modding

Synergies and weapon modding
The beautiful thing about synergies is that they work like Voltron. The more you can hook up, the better it gets.
Example: If you have just the base Assassin tag (unmodded and freshly bought/found) on your weapon you only get +2 to your critical multiplier. If you mod it with two more Assassin synergies – you will not only get + 4 critical multiplier, but also deal more damage on your next shot after a critical kill.NOTE: The item you are modding has to already have a base synergy on it in order for the bonus to apply.
Example: If you have a gun with the Brutal synergy, you can’t just mod it with the Assassin synergy. You have to keep going with Brutal or nothing at all.

There are also Synergies that do not require mods. Just equip two weapons with the same synergy (1 main and 1 secondary) for the effect to kick in. The ones that do this have a [2], and only a [2] under their name.
Example: Hard-Boiled. Wielding two guns that have Hard-Boiled will give you the +2% refresh self-revive on a kill synergy.

This is the current list of Synergies in the game and their descriptions. 

Synergy: Assassin
[1]: +2% Crit Mult
[2]: +4% Crit Mult
[3]: +5% DMG on next shot after critical kill (Expires after 10 sec)
[4]: +10% DMG on next shot after critical kill (Expires after 10 sec)

Synergy: Brutal
[1] +5% Melee DMG
[2] +10% Melee DMG
[3] +5% Reload on Melee Kill
[4] +10% Reload on Melee Kill

Synergy: Cannoneer
[1] +3% Fire Rate
[2] +6% Fire Rate
[3] +10% nano-effect chance for 2 sec after full reload
[4] +20% nano-effect chance for 2 sec after full reload

Synergy: EGO Precision
[1] +10% Accuracy
[2] +20% Accuracy
[3] +3% active EGO ability duration on critical kill
[4] +6% active EGO ability duration on critical kill

Synergy: Hard-Boiled
[2] +2% refresh self-revive on a kill

Synergy: Machinist
[2] Take 5% less damage while reloading

Synergy: Nano-Executioner
[2] +5% nano-effect chance on a kill

Synergy: Nano-Mastery
[2] +5% nano-effect chance on a critical hit

Synergy: Outlaw
[2] +5% damage from last shot in clip

Synergy: Prepared
[1] 1% ammo regen/10 sec
[2] 2% ammo regen/10 sec
[3] +5% DMG on next shot after melee kill (expires after 10 sec)
[4] +10% DMG on next shot after melee kill (expires after 10 sec)

Synergy: Quartermaster
[1] +5% Reload
[2] +10% Reload
[3] +50% Reload on self-revive
[4] +100% Reload on self-revive

Synergy: Rolling Thunder
[1] +5% Mag
[2] +10% Mag
[3] +10% Hip Accuracy
[4] +20% Hip Accuracy

Synergy: Run-n-Gun
[1] +5% Movement Accuracy
[2] +10% Movement Accuracy
[3] +10% Accuracy and -10% Recoil at low health
[4] +20% Accuracy and -20% Recoil at low health

Synergy: Sawbones
[2] Fully reload weapons after reviving another player

Synergy: Scavenger
[1] +1% item drop chance
[2] +2% item drop chance
[3] +10% nano-effect chance against out-of-combat targets
[4] +20% nano-effect chance against out-of-combat targets

Synergy: Stalker
[1] +5% Range
[2] +10% Range
[3] +5% EGO ability refresh on critical kill
[4] +10% EGO ability refresh on critical kill

Synergy: Survivalist
[2] +2% damage to targets with full health and shields

Synergy: Veteran
[2] +10% rate-of-fire after a full reload

Synergy: Wrecker
[2] +10% DMG to vehicles

Weapon Modification:

For some reason this was not at all explained in the tutorial and a lot of high level players still don’t know how to do it because of the nightmare like UI.

To break down your gear, hit L and scroll over to the Salvage Matrix. Once there, pick a piece of equipment and break it down into Ark Resources.

NOTE: Ark Resources are NOT the same as Scrip. Scrip is used to buy gear, while Ark Resources are used to buy keys, which in turn are used to buy Lockboxes. Think of Scrip as gold and Ark Resources as DKP.

To modify an item, select Attach, Remove, Add, or Recover Mod.

Selecting Attach Mod is pretty self explanatory. Scroll down to the mod you want to attach and click.

If you chose the Remove Mod option ALL mods in that weapon will be destroyed. You can’t pick the mod you want gone.

Choosing to add Mod slots to an item will add a random mod slot to it. This can be done until your item has a maximum of four mod slots.

Picking Recover Mod gives you back all the mods you put into your item, BUT it will destroy the item itself in the process.

NOTE: You can’t break down items you have equipped, so don’t worry.
Some of these options also only appear after a certain EGO level is reached.

———-USER TIP———-
Chuck Goodrich has a very good tip regarding Ark resources. If you have plenty of Scrip and not enough Ark resource to buy a Lockbox, simply buy gear from the vendors and salvage/break it down!

Breaking down a white item gets you 250 Ark resources.
Breaking down a green item gets you 500 Ark resources.
Breaking down a blue item gets you 750 Ark resources.
Breaking down a purple item gets you 1000 Ark resources.
Breaking down a orange item gets you 1250 Ark resources.

Source: http://steamcommunity.com/sharedfiles/filedetails/?id=136738681#45613