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Please note that the First Descendant Team has stopped covering the game as of October 2024. Information on certain pages may not be up-to-date.
Modules can improve your Descendant's weapons, stats, and skills in The First Descendant (TFD). Check out our guide below for the modules list, how to obtain modules, how to equip modules, how to enhance modules, and how to dismantle modules.
Related Module Guides | ||
---|---|---|
List of All Modules | Best Modules | Module Socket Guide |
List of Contents
Module | Class | Capacity Cost | Socket | Tag | Base Effect |
---|---|---|---|---|---|
Absolute Curse | 14 | Almandine | - | Upon Colossus part removal, inflicts Dispel which removes buffs on Colossi. | |
Absolute-Zero | 14 | Xantic | - | When using skill, Ice Shackle is not inflicted. When the skill lands a Critical Hit, inflicts Frostbite on the target. Successfully inflicting Frostbite triggers Ice Sphere. | |
Accelerated Driveshaft | 5 | Cerulean | Arche Tech | When Rolling, Fire Rate +8% for 5s at a 15% chance. | |
Action and Reaction | 6 | Malachite | ATK | Explosive ATK +15%, Recoil +5%. | |
Action and Reaction | 6 | Malachite | ATK | Firearm ATK +15%, Recoil +5%. | |
Action and Reaction | 6 | Malachite | ATK | Firearm ATK +15%, Recoil +5%. | |
Action and Reaction | 6 | Malachite | ATK | Firearm ATK +15%, Recoil +5%. | |
Action and Reaction | 6 | Malachite | ATK | Firearm ATK +15%, Recoil +5% | |
Action and Reaction | 6 | Malachite | ATK | Firearm ATK +15%, Recoil +5% | |
Adventurer | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Weak Point Damage +2% | |
Adventurer | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Weak Point Damage +1% | |
Adventurer | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Weak Point Damage +2% | |
Adventurer | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Weak Point Damage +2% | |
Aggressive Melody | 15 | Malachite | - | Changes Passionate Stage and Delightful Stage effects to increase Firearm Damage and Weak Point Damage. | |
Agony | 5 | Malachite | MP | Max MP +2%, DEF +10% | |
Aiming Compensation | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Damage +5% | |
Aiming Compensation | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Damage +6.5% | |
Aiming Compensation | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Damage +4%. | |
Amplification Control | 5 | Rutile | Range | Skill Effect Range +13%, Max Shield +9% | |
An Iron Will | 6 | Rutile | Support Tech | When Shield is at 0%, DEF +32%. | |
An Outstanding Investment | 5 | Rutile | Cooldown | Skill Duration +5%, HP Heal +7.4% | |
Analysis Master | 6 | Rutile | Special Mod | On hit, enemy's Firearm Critical Hit Resistance -25% for 10s. (Cooldown 15s) | |
Anti-matter Round | 6 | Malachite | ATK | Explosive ATK +8%, Firearm Critical Hit Damage +3.5%. | |
Anti-matter Round | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +3%. | |
Anti-matter Round | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +3.5%. | |
Anti-matter Round | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +4%. | |
Anti-matter Round | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +5% | |
Anti-matter Round | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +6.5% | |
Antifreeze Solution | 6 | Almandine | - | Frostbite Immunity, Chill Resistance +7%. | |
Arche Acceleration | 6 | Cerulean | - | Skill Speed and Range Increase Modifier +3% | |
Arche Concretion | 5 | Malachite | - | When using skill, grants 1 stack of Arche Concretion for 20s, when using an Enhanced Skill grants 10 stacks (Max 30 Stacks). Arche Concretion, regardless of number of stacks, reduces Movement Speed and Firearm Attribute ATK, and besides Non-Attribute ATK--22%. Depending on number of stacks, DEF +1.05 and MP +0.65%. However, when using Roll or Grappling Hook, all stacks will be removed. | |
Attacking Compulsion | 19 | Almandine | - | When using skill, summons an Assault Turret. The summoned turret operates in the same way as the existing Assault Turret. | |
Auto-Reload | 5 | Cerulean | Special Mod | When changing weapons, auto-reloads stored weapon (Cooldown 15s). | |
Autoimmunity | 6 | Cerulean | Guard | Incoming DMG Modifier -3%, HP Recovery +7.4% | |
Backdraft | 14 | Malachite | - | Flame Zone absorption significantly increases Weak Point DMG and Firearm ATK instead of Skill Power. | |
Battle of Stamina | 6 | Cerulean | HP | Max HP +12%, Skill Duration +8.8% | |
Battlesuit Melting Rounds | 14 | Cerulean | - | Modifies to stackable skill. Deacreases the enemy's Electric Resistance instead of stunning them. | |
Better Concentration | 6 | Almandine | - | Firearm Critical Hit Damage +19% | |
Better Concentration | 6 | Almandine | - | Firearm Critical Hit Damage +9% | |
Better Concentration | 6 | Almandine | - | Firearm Critical Hit Damage +8% | |
Better Concentration | 6 | Almandine | - | Firearm Critical Hit Damage +8% | |
Better Insight | 6 | Almandine | - | Firearm Critical Hit Rate +8% | |
Better Insight | 6 | Almandine | - | Firearm Critical Hit Rate +9% | |
Better Insight | 6 | Almandine | - | Firearm Critical Hit Rate +8% | |
Better Insight | 6 | Almandine | - | Firearm Critical Hit Rate +10% | |
Better Weapon Weight | 4 | Almandine | - | Weapon Change Speed +8% | |
Better Weapon Weight | 6 | Rutile | Special Mod | Weapon Change Speed +25%. When changing weapons, DEF +32% for 5s (Cooldown 15s) | |
Better Weapon Weight | 6 | Rutile | Special Mod | Weapon Change Speed +25%. When changing weapons, DEF +32% for 5s (Cooldown 15s) | |
Better Weapon Weight | 4 | Almandine | - | Weapon Change Speed +6% | |
Better Weapon Weight | 4 | Almandine | - | Weapon Change Speed +6% | |
Better Weapon Weight | 4 | Almandine | - | Weapon Change Speed +6% | |
Bionic Fuel | 16 | Rutile | - | Decreases speed of Speed of Light, but consumes HP instead of MP. | |
Blood and Iron | 15 | Xantic | - | Life Orbs can no longer be acquired with the Thirst effect. Instead, Power of Life can be obtained when attacks land Firearm Critical Hits. | |
Body Enhancement | 17 | Almandine | - | Void Energy is no longer available through Event Horizon. Increases DEF and Shield proportionally to Max HP. | |
Brisk Walk | 6 | Malachite | Special Mod | On hit, Movement Speed +10% for 5s. (Cooldown 25s) | |
Brisk Walk | 6 | Malachite | Special Mod | On hit, Movement Speed +10% for 5s. (Cooldown 25s). | |
Bullet Rain | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm ATK +1%. | |
Bullet Rain | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm ATK +1%. | |
Bullet Rain | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm ATK +1% | |
Bullet Rain | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm ATK +1% | |
Burst Absorption | 6 | Rutile | - | On Charged Sub Attack, DEF +32% for 5s. | |
Chill Enhancement | 6 | Cerulean | Bullet Improvement | Adds Chill ATK equal to 8% of Firearm ATK | |
Chill Enhancement | 6 | Cerulean | Bullet Improvement | Adds Chill ATK equal to 8% of Firearm ATK | |
Chill Enhancement | 6 | Cerulean | Bullet Improvement | Adds Chill ATK equal to 8% of Firearm ATK | |
Chill Enhancement | 6 | Cerulean | Bullet Improvement | Adds Chill ATK equal to 8% of Firearm ATK | |
Chill Master | 6 | Cerulean | Battle | Skill Power +11%, Chill Skill Power +5% | |
Chill Priority | 6 | Cerulean | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8%. | |
Chill Priority | 6 | Cerulean | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8% | |
Chill Priority | 6 | Cerulean | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8% | |
Chill Priority | 6 | Cerulean | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8%. | |
Chill Specialist | 6 | Cerulean | Battle | Chill Skill Power +20% | |
Classic Chef | 16 | Xantic | - | Modifies the increase to Skill Critical Hit Rate to 5 based on the Flame Zone count. Using Deadly Cuisine increases the number of Flame Zones created to 4. | |
Cluster Bomb | 14 | Malachite | - | Detonating an attached bomb creates additional explosives at the detonated location. | |
Cold Antibody | 6 | Cerulean | - | Chill Resistance +154 | |
Cold Cohesion | 14 | Cerulean | - | The number of Ice Spheres increases by 5, and the base cooldown is reduced by 5 seconds. | |
Cold Snap Watch | 15 | Cerulean | - | Creates a Cold Snap zone in front that remains for a certain period of time. Enemies entering the Cold Snap zone are inflicted with Ice Shackle and suffer continuous damage. | |
Cold-Bloodedness | 15 | Rutile | - | When using skill, increases Skill Power and decreases Skill Cost and Skill Cooldown. Frost Roads are not created when moving. | |
Collision Instinct | 16 | Almandine | - | After a Dash, inflicts Stun at the end of a Knockback. However, DEF increase effect is not applied. | |
Colon Special Forces | 6 | Malachite | - | Movement Speed While Aiming +5% | |
Colon Special Forces | 6 | Malachite | - | Movement Speed While Aiming +5% | |
Colon Special Forces | 6 | Malachite | - | Movement Speed While Aiming +5% | |
Colon Special Forces | 6 | Malachite | - | Movement Speed While Aiming +8% | |
Commando Marksmanship | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm ATK +1%. | |
Commando Marksmanship | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +5%, Firearm ATK +1% | |
Commando Marksmanship | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Firearm ATK +1% | |
Commando Marksmanship | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Firearm ATK +1% | |
Concentrate Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Damage +4%. | |
Concentrate Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Damage +5% | |
Concentrate Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Damage +6.5% | |
Concentrate Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Damage +3.5%. | |
Concentration Priority | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Reload Time Modifier -8%. | |
Concentration Priority | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Reload Time Modifier -8%. | |
Concentration Priority | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +12%, Reload Time Modifier -8% | |
Concentration Priority | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +30%, Reload Time Modifier -8% | |
Concentration Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Damage +5% | |
Concentration Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Damage +6.5% | |
Concentration Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Damage +3.5%. | |
Concentration Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Damage +4%. | |
Conditional Recharge | 6 | Cerulean | Support Tech | When using skill, consumes 4% of Max HP and recovers 3% of Max Shield (However, neither happens when HP is 1 or lower). | |
Consume Magazines | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Weak Point Damage +2%. | |
Consume Magazines | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Weak Point Damage +2%. | |
Consume Magazines | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Weak Point Damage +2% | |
Consume Magazines | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Weak Point Damage +2% | |
Contagion | 17 | Rutile | - | When an enemy inflicted with Room 0 Trauma is killed, There is a contagion of Poison surrounding it. | |
Continuous Exaltation | 5 | Malachite | Arche Tech | During Charged Sub Attack, grants the Exalt effect for 20s. At 5 stacks of the Exalt effect converts into the Passion Effect. Active Skill Cooldown -21% and Skill Power +-6% once for 10s. | |
Creative Explosion | 16 | Xantic | - | After a dash, uses up all of the available bombs to inflict great damage on nearby enemies. The more bombs available, the greater the damage inflicted. | |
Dangerous Ambush | 6 | Xantic | Arche Tech | When landing s Skill Attack while the enemy is not targeting you, Skill Power +6%. On Skill Attack against an immobilized enemy, Skill Power +12%. | |
Deadeye | 4 | Rutile | Accuracy | Accuracy +8%, Firearm ATK +1%. | |
Deadeye | 4 | Rutile | Accuracy | Accuracy +8%, Firearm ATK +1%. | |
Deadeye | 4 | Rutile | Accuracy | Accuracy +8%, Firearm ATK +1% | |
Deadeye | 4 | Rutile | Accuracy | Accuracy +8%, Firearm ATK +1% | |
Decimator | 6 | Xantic | Arche Tech | When defeating an enemy inflicted with debuffs, Skill Power Modifier +2% per defeated enemy for 5s (up to 10 stacks). | |
Defense Master | 6 | Rutile | Special Mod | When defeating an enemy, DEF +120% for 10s (Cooldown 25s) | |
Defense Master | 6 | Rutile | Special Mod | When defeating an enemy, DEF +128.3% for 10s (Cooldown 25s) | |
Defense Master | 6 | Rutile | Special Mod | When defeating an enemy, DEF +128.3% for 10s (Cooldown 25s) | |
Defense Stance | 6 | Rutile | Defense | DEF +16%, Outgoing DMG Modifier -1.8% | |
Demonic Modification | 13 | Malachite | - | Unique Weapon has a fixed Fire Rate and consumes HP based on the duration of True Aim. Bullets deal additional damage proportional to the HP consumed, and attacking Weak Points increases the chance of HP Recovery. | |
Descendant Roll | 5 | Cerulean | Special Mod | When Rolling, auto-reloads the active weapon at a 50% chance (Cooldown 20s) | |
Diamagnetic Bulwark | 14 | Malachite | - | Instead of Magnetic Bulwark's projectile defense, knocks back enemies on contact. Recovers Magnetic Force based on the number of knockbacks. | |
Dimension Master | 6 | Malachite | Battle | Skill Power +12%, Dimension Skill Power Modifier +6% | |
Dimension Specialist | 6 | Malachite | Attack | Dimension Skill Power Modifier +19% | |
Dopaminergic Activate | 6 | Almandine | Special Mod | On Weak Point hit, Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +10% (Cooldown 20s) | |
Dopaminergic Activate | 6 | Almandine | Special Mod | On Weak Point Hit, Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +12% (Cooldown 15s) | |
Dual Claw | 0 | Malachite | - | Modifies the Charged Sub Attack. Use a Dual Claw to attack when performing a Charged Sub Attack. As the Enhancement Level increases, Max Module Capacity increases. (Currently +0) | |
Duty and Sacrifice | 14 | Malachite | - | Grants HP Recovery and HP Recovery per Second to allies in the Squad and Party. | |
Edging Shot | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +9%, Firearm ATK -4%. | |
Edging Shot | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm ATK -4%. | |
Edging Shot | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm ATK -4% | |
Edging Shot | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +11%, Firearm ATK -4% | |
Efficient Treatment | 16 | Xantic | - | Recovers himself after using skill to recover allies over a certain number of times. | |
Electric Antibody | 6 | Xantic | - | Electric Resistance +154 | |
Electric Charge | 13 | Malachite | - | Increases the landing damage after Rabbit's Foot Double Jump. Double Jump deals significantly increased damage after hitting enemies with the skill a certain number of times. | |
Electric Condense | 16 | Xantic | - | Changes Maximum Power into a form that causes damage around Bunny. | |
Electric Conductor | 6 | Xantic | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8%. | |
Electric Conductor | 6 | Xantic | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8%. | |
Electric Conductor | 6 | Xantic | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8%. | |
Electric Conductor | 6 | Xantic | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8%. | |
Electric Enhancement | 6 | Xantic | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK | |
Electric Enhancement | 6 | Xantic | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK | |
Electric Enhancement | 6 | Xantic | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK | |
Electric Enhancement | 6 | Xantic | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK | |
Electric Gunbarrel | 6 | Xantic | Attribute ATK | Electric ATK +23%, Fire Rate -6%. | |
Electric Gunbarrel | 6 | Xantic | Attribute ATK | Electric ATK +28%, Fire Rate -6%. | |
Electric Gunbarrel | 6 | Xantic | Attribute ATK | Electric ATK +20%, Fire Rate -6% | |
Electric Gunbarrel | 6 | Xantic | Attribute ATK | Electric ATK +20%, Fire Rate -6% | |
Electric Master | 6 | Xantic | Battle | Skill Power +11%, Electric Skill Power +5% | |
Electric Priority | 6 | Xantic | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8%. | |
Electric Priority | 6 | Xantic | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8% | |
Electric Priority | 6 | Xantic | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8% | |
Electric Priority | 6 | Xantic | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8%. | |
Electric Specialist | 6 | Xantic | Battle | Electric Skill Power +20% | |
Electric Transition | 14 | Cerulean | - | Decreases Electricity Charge amount during Speed of Light, but recovers Shield continuously in proportion tot he distance traveled. | |
Electronic Syncytium | 6 | Almandine | Fortitude | Critical Hit Resistance +4%, Electric Skill Power +3% | |
Emergency Measures | 6 | Almandine | Luck | Skill Critical Hit Rate +16%, Skill Critical Hit Damage +7% | |
Energy Collection | 4 | Xantic | - | MP Recovery +14% | |
Enlightenment | 5 | Malachite | - | Max MP +4% | |
Expand General Magazine | 4 | Xantic | - | Max General Rounds +13% | |
Expand High-Power Magazine | 4 | Xantic | - | Max High-Power Rounds +13% | |
Expand Impact Magazine | 4 | Xantic | - | Max Impact Rounds +13% | |
Expand Weapon Charge | 5 | Cerulean | - | Rounds per Magazine +12% | |
Expand Weapon Charge | 5 | Cerulean | - | Rounds per Magazine +12% | |
Expand Weapon Charge | 5 | Cerulean | - | Rounds per Magazine +12% | |
Expand Weapon Charge | 5 | Cerulean | - | Rounds per Magazine +12% | |
Explosive Evade | 14 | Malachite | - | Spawns a Guided Landmine when rolling. | |
Explosive Life | 16 | Malachite | - | The chance to create a Life Sphere is slightly increases. Detonates all nearby Life Spheres to deal damage instead of absorbing HP. Recovers Power of Life based on the number of Life Spheres exploded. | |
Explosive Propaganda | 14 | Malachite | - | Generates Explosive Propaganda. The generated Explosive Propaganda taunts nearby monsters until destroyed, upon which it explodes and causes great damage to nearby enemies. | |
Explosive Stacks | 16 | Rutile | - | Modifies Grenade Throw to be charged up to 3 times. Grenade charges once whenever a certain amount of ammo is consumed. | |
Fatal Critical | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +5%, Firearm Critical Hit Rate +1%. | |
Fatal Critical | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +5%, Firearm Critical Hit Rate +1.5%. | |
Fatal Critical | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Firearm Critical Hit Rate +1.5% | |
Fatal Critical | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Firearm Critical Hit Rate +1% | |
Final Wish | 5 | Malachite | Arche Tech | When attacking enemies with the fourth skill, Skill Cost -9%, Skill Power -10% for 10s. | |
Fire Conductor | 6 | Almandine | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8%. | |
Fire Conductor | 6 | Almandine | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8%. | |
Fire Conductor | 6 | Almandine | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8%. | |
Fire Conductor | 7 | Almandine | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8%. | |
Fire Enhancement | 6 | Almandine | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK | |
Fire Enhancement | 6 | Almandine | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK | |
Fire Enhancement | 6 | Almandine | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK | |
Fire Enhancement | 6 | Almandine | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK | |
Fire Master | 6 | Almandine | Battle | Skill Power +11%, Fire Skill Power +5% | |
Fire Priority | 6 | Almandine | Attribute ATK | Fire ATK +13%, Reload Time Modifier -8%. | |
Fire Priority | 6 | Almandine | Attribute ATK | Fire ATK +13%, Reload Time Modifier -8% | |
Fire Priority | 6 | Almandine | Attribute ATK | Fire ATK +13%, Reload Time Modifier -8% | |
Fire Priority | 6 | Almandine | Attribute ATK | Fire ATK +13%, Reload Time Modifier -8%. | |
Fire Rate Concentration | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +3.5%. | |
Fire Rate Concentration | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +4%. | |
Fire Rate Concentration | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +5% | |
Fire Rate Concentration | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +6.5% | |
Fire Rate UP | 5 | Xantic | Fire Rate | Fire Rate +6% | |
Fire Rate UP | 5 | Xantic | Fire Rate | Fire Rate +6% | |
Fire Rate UP | 5 | Xantic | Fire Rate | Fire Rate +8% | |
Fire Rate UP | 5 | Xantic | Fire Rate | Fire Rate +6% | |
Fire Specialist | 6 | Almandine | Battle | Fire Skill Power +20% | |
Fire Syncytium | 6 | Almandine | Fortitude | Critical Hit Resistance +4%, Fire Skill Power +3% | |
Firearm Master | 15 | Malachite | - | Reloading weapon increases Skill Range. Changing weapon increases Skill Power. | |
Firing Fiesta | 5 | Xantic | Special Mod | When reloading, rounds are not consumed for 3s (Cooldown 25s). | |
First Aid Kit | 14 | Malachite | - | Sets up a first aid kit and grants First Aid to allies. | |
Fixed Shot | 4 | Rutile | Recoil | Recoil -8%, Weak Point Damage +2%. | |
Fixed Shot | 4 | Rutile | Recoil | Recoil -8%, Weak Point Damage +2%. | |
Fixed Shot | 4 | Rutile | Recoil | Recoil -8%, Weak Point Damage +2% | |
Fixed Shot | 4 | Rutile | Recoil | Recoil -8%, Weak Point Damage +2% | |
Focus Fire | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Damage +4%. | |
Focus Fire | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Damage +5% | |
Focus Fire | 6 | Malachite | Weak Point Strike | Weak Point Damage +8%, Firearm Critical Hit Damage +6.5% | |
Focus Fire | 16 | Xantic | - | Attaches a Combat Drone to himself. On Firearm Critical Hit attack, increases the drone's duration. Increases the Max Stack of Explosive Drone. | |
Focus Fire | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Damage +3.5%. | |
Focus on Chill | 6 | Cerulean | Battle | Chill Skill Power +19%, Skill Cooldown -6.1% | |
Focus on Dimension | 6 | Malachite | Attack | Dimension Skill Power Modifier +17%, Skill Cooldown -6.1% | |
Focus on Electric | 6 | Xantic | Battle | Electric Skill Power +19%, Skill Cooldown -6.1% | |
Focus on Fire | 6 | Almandine | Battle | Fire Skill Power +19%, Skill Cooldown -6.1% | |
Focus on Fusion | 6 | Xantic | Attack | Fusion Skill Power Modifier +17%, Skill Cooldown -6.1% | |
Focus on Non-Attribute | 6 | Malachite | Battle | Non-Attribute Skill Power +19%, Skill Cooldown -6.1% | |
Focus on Singular | 6 | Rutile | Attack | Singular Skill Power Modifier +17%, Skill Cooldown -6.1% | |
Focus on Tech | 6 | Almandine | Attack | Tech Skill Power Modifier +17%, Skill Cooldown -6.1% | |
Focus on Toxic | 6 | Rutile | Battle | Toxic Skill Power +19%, Skill Cooldown -6.1% | |
Frigid Burn | 6 | Cerulean | Special Mod | Hitting an enemy 3 times in a row with a firearm attack from a distance of 25m or more deals 24% of Chill ATK as additional damage. | |
Front Lines | 6 | Almandine | Strike | Skill Critical Hit Damage +16%, Skill Critical Hit Rate +7% | |
Frugal Mindset | 5 | Malachite | Resource | Skill Cost -2%, Skill Effect Range +6% | |
Fusion Master | 6 | Xantic | Battle | Skill Power +12%, Fusion Skill Power Modifier +6% | |
Fusion Specialist | 6 | Xantic | Attack | Fusion Skill Power Modifier +19% | |
General Round Charge Improvement | 16 | Xantic | Rounds Conversion | When acquiring dropped General Rounds, change to 1 High-Power Round for every 200 Rounds. | |
General Round Magazine Replacement | 4 | Xantic | Rounds Conversion | When acquiring dropped General Rounds, change to 1 Special Round for every 16.7 Rounds | |
General Round Projectile Modification | 4 | Xantic | Rounds Conversion | When acquiring dropped General Rounds, change to 1 Impact Round for every 100 rounds. | |
General Rounds Compulsive | 4 | Xantic | - | Max General Rounds +15%, Movement Speed -5% | |
Glacial Cloud | 14 | Cerulean | - | Throws a projectile forward that spawns a Blizzard where it lands. | |
Glacial Syncytium | 6 | Almandine | Fortitude | Critical Hit Resistance +4%, Chill Skill Power +3% | |
Gladiator | 4 | Malachite | Support Tech | When defeating enemies with a Charged Sub Attack, the remaining Cooldown of the Charged Sub Attack is -50%. | |
Hardline Suppression | 11 | Rutile | Special Mod | On Weak Point hit, 18% chance to Knockdown target. | |
Hardline Suppression | 11 | Rutile | Special Mod | On Weak Point Hit, 5% chance to Knockdown target. | |
Have Aiming | 6 | Malachite | Weak Point Strike | Weak Point Damage +10%, Accuracy -5%. | |
Have Aiming | 6 | Malachite | Weak Point Strike | Weak Point Damage +10%, Accuracy -5% | |
Have Aiming | 6 | Malachite | Weak Point Strike | Weak Point Damage +10%, Accuracy -5% | |
Hawk-Eye | 4 | Rutile | - | Accuracy +11% | |
Hawk-Eye | 4 | Rutile | - | Accuracy +11% | |
Hawk-Eye | 4 | Rutile | - | Accuracy +11% | |
Hawk-Eye | 4 | Rutile | - | Accuracy +11% | |
Heat Antibody | 6 | Almandine | - | Fire Resistance +154 | |
Heat Incinerator | 5 | Almandine | Special Mod | When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3m of the target for 5s (Cooldown 20s) | |
Heat Incinerator | 5 | Almandine | Special Mod | When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3m of the target for 5s (Cooldown 20s) | |
Heat Incinerator | 5 | Almandine | Special Mod | When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3m of the target for 5s (Cooldown 20s). | |
Heat Incinerator | 5 | Almandine | Special Mod | When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3m of the target for 5s (Cooldown 20s). | |
Heat Release | 6 | Almandine | - | Burn Immunity, Fire Resistance +7%. | |
High-Power Rounds Compulsive | 4 | Xantic | - | Max High-Power Rounds +15%, Movement Speed -5%. | |
High-Voltage | 15 | Malachite | - | Reduces the number of enemies that Thrill Bomb and Lightning Emission can strike. Increases range and damage instead. | |
Hit Rate Focus | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Damage +3%. | |
Hit Rate Insight | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Rate +3%. | |
Hit Rate Insight | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Rate +1.5%. | |
Hit Rate Insight | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Rate +1.5% | |
Hit Rate Insight | 4 | Rutile | Accuracy | Accuracy +8%, Firearm Critical Hit Rate +1.5% | |
HP Amplification | 6 | Cerulean | HP | Max HP +23%, Max Shield -9% | |
HP Collector | 6 | Xantic | Support Tech | When defeating an enemy, instantly recovers 9% of Max HP (Cooldown 11s). | |
HP Conversion (DEF) | 6 | Rutile | Defense | DEF +17%, Max HP -13% | |
HP Conversion (MP) | 5 | Malachite | MP | Max MP +5%, Max HP -13% | |
HP Conversion (Shield) | 6 | Cerulean | Shield | Max Shield +16%, Max HP -13% | |
HP Plunder | 6 | Xantic | - | When defeating an enemy with a Charged Sub Attack, recovers 9% HP at a 8% chance. | |
Hydro Pressure Bomb | 15 | Malachite | - | The Skill involves instantaneously compressing the body's moisture to leap high into the air, then striking the ground with the energy of a vertical fall, causing the Arche moisture to burst. | |
Hypothermia | 16 | Cerulean | - | When using skill, inflicts Ice Needle instead of Ice Shackle. When Ice Needle reaches a certain number of stacks, passive skills are triggered. Ice Needle: Continuous damage to the target. Damage increases as it stacks. | |
Immediate Purge Code | 16 | Almandine | - | When using skill, instantly explodes all turrets and inflicts damage on nearby enemies. Creates Lightning AoE that deals continuous damage where the turrets exploded. | |
Impact Round Charge Improvement | 16 | Xantic | Rounds Conversion | When acquiring dropped Impact Rounds, change to 1 High-Power Round for every 25 Rounds. | |
Impact Round Magazine Replacement | 4 | Xantic | Rounds Conversion | When acquiring dropped Impact Rounds, change to 1 Special Round for every 2.08 Rounds | |
Impact Rounds Compulsive | 4 | Xantic | - | Max Impact Rounds +15%, Movement Speed -5% | |
Improve Driveshaft | 6 | Cerulean | Arche Tech | When Rolling, Firearm ATK +8% for 5s at a 15% chance. | |
Incendiary Bomb | 16 | Almandine | - | Throws a projectile forward that spawns a Flame Zone where it lands. | |
Increased DEF | 6 | Rutile | - | DEF +16% | |
Increased Efficiency | 17 | Rutile | - | MP is no longer consumed while Unique Weapon is active. It consumes MP when attacking with Unique Weapon. It recovers MP when Unique Weapon lands a Critical Hit. | |
Increased HP | 6 | Cerulean | - | Max HP +22% | |
Increased Shield | 6 | Cerulean | - | Max Shield +15% | |
Insight Focus | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm Critical Hit Damage +3.5% | |
Insight Focus | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm Critical Hit Damage +4% | |
Insight Focus | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +5% | |
Insight Focus | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +6.5% | |
Insight Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Rate +1.5% | |
Insight Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Rate +1.5% | |
Insight Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Rate +1%. | |
Insight Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm Critical Hit Rate +1.5%. | |
Insight Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1%. | |
Insight Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1.5%. | |
Insight Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1.5% | |
Insight Support Ammo | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1.5% | |
Insulated Conductor | 6 | Almandine | - | Electrocution Immunity, Electric Resistance +7%. | |
Iron Defense | 6 | Rutile | Defense | DEF +22%, Skill Power Modifier +3% | |
Iron Knuckle | 4 | Rutile | - | On Charged Sub Attack, Knockdown enemies (Cooldown 8.9s) | |
Ironclad Defense | 6 | Almandine | - | Critical Hit Resistance +6% | |
Kicking | 0 | Malachite | - | Modifies the Charged Sub Attack. Use a Kick to attack when performing a Charged Sub Attack. As the Enhancement Level Increases, Max Module Capacity increases. (Currently +0) | |
Lethal Finish | 6 | Almandine | Special Mod | When firing a firearm, ammo with an additional + 20% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10s. However, the firearm's base Weak Point DMG is fixed at 100%. | |
Lethal Finish | 6 | Almandine | Special Mod | When firing a firearm, ammo with an additional + 30% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10s. However, the firearm's base Weak Point DMG is fixed at 100%. | |
Lethal Finish | 6 | Almandine | Special Mod | When firing a firearm, ammo with an additional + 30% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10s. However, the firearm's base Weak Point DMG is fixed at 100%. | |
Lethal Finish | 6 | Almandine | Special Mod | When firing a firearm, ammo with an additional +30% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10s. However, the firearm's base Weak Point DMG is fixed at 100%. | |
Lethal Infection | 6 | Xantic | Arche Tech | When landing a Firearm Critical Hit on an enemy inflicted with a debuff, Skill Power Modifier +1% for 5s (up to 10 stacks). | |
Life Barrier | 15 | Malachite | - | Modifies the Orbit Barrier and Hyper Cube barrier to only be affected by the caster's HP. | |
Long-Distance Maneuvering | 0 | Malachite | Special Mod | Modifies the Grappling Hook range to 25m. But the Base Charge Time changes to 6s and charge time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +0), decreases Charge Time Increase (current +20%). | |
Magazine Compulsive | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +10%, Weak Point Damage -3%. | |
Magazine Compulsive | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +10%, Weak Point Damage -3%. | |
Magazine Compulsive | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +10%, Weak Point Damage -3% | |
Magazine Compulsive | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +10%, Weak Point Damage -3% | |
Marksman | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm ATK +1%. | |
Marksman | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm ATK +1% | |
Marksman | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm ATK +1% | |
Marksman | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm ATK +1%. | |
Mass Purification | 14 | Almandine | - | Upon Colossus part destruction, grants Purification which removes debuffs to players within a 20m radius (Cooldown 30s). | |
Massive Sanguification | 16 | Almandine | - | Modifies Life Siphon to allow the absorption of Life Orbs during Non-Frenzied state. | |
Matrix Recomputation | 16 | Cerulean | - | Modifies Expulsion to grant a buff that helps allies survive. | |
Maximize Chill Resist | 6 | Cerulean | - | Chill Resistance +18%, Max HP -1.3% | |
Maximize Conservation | 5 | Malachite | Resource | Skill Cost -9%, Skill Power Modifier -5% | |
Maximize Duration | 5 | Rutile | Cooldown | Skill Duration +10%, Skill Power Modifier -5% | |
Maximize Efficiency | 5 | Malachite | Resource | Skill Cost -4%, Max MP -0.9% | |
Maximize Electric Resist | 6 | Xantic | - | Electric Resistance +18%, Max HP -1.3% | |
Maximize Fire Resist | 6 | Almandine | - | Fire Resistance +18%, Max HP -1.3% | |
Maximize Power | 6 | Xantic | Attack | Skill Power Modifier +24%, Skill Cooldown +13% | |
Maximize Range | 5 | Rutile | Range | Skill Range +24%, Skill Power Modifier -5%. Range increase applies only to certain skills for each Descendant. | |
Maximize Skill | 6 | Xantic | Battle | Skill Power +22%, Skill Cooldown +13% | |
Maximize Toxic Resist | 6 | Rutile | - | Toxin Resistance +18%, Max HP -1.3% | |
Maximize Weight Balance | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Weak Point Damage +2%. | |
Maximize Weight Balance | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Weak Point Damage +2% | |
Maximize Weight Balance | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Weak Point Damage +2% | |
Maximize Weight Balance | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Weak Point Damage +2%. | |
Medical Compulsion | 16 | Xantic | - | When using skill, summons a Healing Turret. The summoned turret operates in the same way as the existing Healing Turrets. | |
Medical Support | 4 | Xantic | - | HP Heal +8% | |
Mental Focus | 6 | Malachite | Special Mod | Fire Rate -10%. When firing a firearm, Firearm ATK +0.8% for 2s (up to 30 stacks) Removes effect when reloading or changing firearm. | |
Mental Focus | 6 | Malachite | Special Mod | Fire Rate -10%. When firing a firearm, Firearm ATK +0.4% for 2s (up to 60 stacks) Removes effect when reloading or changing firearm. | |
Mental Focus | 6 | Malachite | Special Mod | Fire Rate -10%. When firing a firearm, Firearm ATK +0.25% for 2s (up to 150 stacks) Removes effect when reloading or changing firearm. | |
Mid-Air Maneuvering | 0 | Malachite | Special Mod | Modifies the Grappling Hook to be cast mid-air. However, it can only be used once, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Cpacity (current + 0), decreases Charge Time Increase (current +20%). | |
Midair Fire | 4 | Rutile | - | While Jumping, Accuracy +8%, DEF -8%. | |
MP Accelerant | 5 | Rutile | Cooldown | Skill Duration +5%, Max MP +3.7% | |
MP Collector | 6 | Xantic | Support Tech | When defeating an enemy, instantly recovers 12.2% of Max HP at a 4% chance. | |
MP Conversion | 5 | Malachite | Control | Skill Cooldown -9%, Max MP -4% | |
MP Plunder | 6 | Xantic | - | When defeating an enemy with a Charged Sub Attack, recovers 12.2% MP at a 8% chance. | |
Multi-Maneuvering | 0 | Malachite | Special Mod | Modifies the Max Stack of Grappling Hook to 3. But the Base Range decreases to 18m and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current + 0), decreases Charge Time Increase (current +20%) | |
Multitalented | 6 | Malachite | Arche Tech | When using the Dimension Active Skill, Skill Cooldown -5% for 5s. When using the Fusion Active Skill, Skill Cost -2% and Duration +2% for 5s. When using the Tech Active Skill, Skill Range and Power Modifier +4% for 5s. When using the Singular Active Skill, All Attribute Damage +8% for 5s. Only one of the effects is applied. | |
Narcissism | 5 | Malachite | Support Tech | While Sprinting, Skill Cost -1%/Skill Cooldown +1% every second (up to 10 stacks) | |
Nerve Infiltration | 14 | Xantic | - | Overclock no longer inflicts Burn. Inflicts Weaken Regeneration instead. | |
Neurotoxin Synthesis | 16 | Xantic | - | The effect of Room 0 Trauma has been modified as follows: Does not spread Poison, but adds ATK reduction & Weaken Regeneration. | |
Nimble Fingers | 5 | Malachite | - | Skill Cooldown -6% | |
Nimble Footsteps | 14 | Malachite | - | Granting a buff to allies increases Luna's Movement Speed and Skill Range. | |
Noise Surge | 17 | Malachite | - | Using the skill deals damage to nearby enemies but doesn't buff allies. Grants a stackable buff to Luna that is enhanced with each stack. | |
Non-Attribute Master | 6 | Malachite | Battle | Skill Power +11%, Non-Attribute Skill Power +5% | |
Non-Attribute Specialist | 6 | Malachite | Battle | Non-Attribute Skill Power +20% | |
Non-Attribute Syncytium | 6 | Almandine | Fortitude | Critical Hit Resistance +4%, Non-Attribute Skill Power +3% | |
Normal Impact Rounds Refining | 4 | Xantic | Rounds Conversion | When acquiring dropped Impact Rounds, change to 1 General Round for every 1.25 Rounds | |
Normal Special Rounds Refining | 4 | Xantic | Rounds Conversion | When acquiring dropped Special Rounds, change to 1 General Round for every 6 Rounds | |
Overcharged Edge | 14 | Cerulean | - | Modifies Active Camouflage to consume Shields instead of MP. Ambush damage increases by the amount of Shields consumed. | |
Overwhelming DEF | 16 | Rutile | Final Hand | Add Max DEF by 24.7% of Max HP. Max HP is fixed to 1. Added DEF can also be increased by other beneficial effects. | |
Overwhelming HP | 16 | Cerulean | Final Hand | Add Max HP by 14.2% Max Shield. Max Shield is fixed to 1. Added HP can also be increased by other beneficial effects. | |
Overwhelming Shield | 16 | Cerulean | Final Hand | Add Max Shield by 2% Max HP. Max HP is fixed to 1. Added Shield can also be increased by other beneficial effects. | |
Pain Reliever | 6 | Cerulean | Guard | Incoming DMG Modifier -3%, Outgoing DMG Modifier -2.5% | |
Passionate Sponsor | 6 | Cerulean | Arche Tech | When buffing or recovering an ally, Firearm ATK and Skill Power Modifier +2% each time for 5s (up to 10 Stacks). | |
Payout | 5 | Xantic | Special Mod | When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 25s) | |
Perfect Antivenom | 6 | Almandine | - | Poison Immunity, Toxic Resistance +7%. | |
Pinpoint Shot | 6 | Malachite | ATK | Explosive ATK +8%, Weak Point Damage +2% | |
Pinpoint Shot | 6 | Malachite | ATK | Firearm ATK +8%, Weak Point Damage +2%. | |
Pinpoint Shot | 6 | Malachite | ATK | Firearm ATK +8%, Weak Point Damage +2%. | |
Pinpoint Shot | 6 | Malachite | ATK | Firearm ATK +8%, Weak Point Damage +2%. | |
Pinpoint Shot | 6 | Malachite | ATK | Firearm ATK +8%, Weak Point Damage +2% | |
Pinpoint Shot | 6 | Malachite | ATK | Firearm ATK +8%, Weak Point Damage +2% | |
Poison Priority | 6 | Rutile | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8%. | |
Poison Priority | 6 | Rutile | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8% | |
Poison Priority | 6 | Rutile | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8% | |
Poison Priority | 6 | Rutile | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8%. | |
Polygenic Antibody | 6 | Rutile | - | All Attribute Resistances +60 | |
Potent Collector | 6 | Xantic | Support Tech | When defeating an enemy, instantly recovers 12.2% of Custom Resources at a 4% chance. Characters with Custom Resources - Ajax - Bunny - Gley - Kyle | |
Power Increase | 6 | Malachite | Battle | Skill Power +13% | |
Power Unit Change | 15 | Malachite | - | Overclock no longer inflicts Skill Power. Inflicts Firearm ATK instead. | |
Predator Instinct | 16 | Malachite | - | When using a Firearm, while Frenzied, Firearm ATK gradually increases. | |
Preemptive Strike | 11 | Xantic | Arche Tech | On Skill Attack upon enemies with max HP, deals 8.5% of the skill damage incurred as additional damage on the target. | |
Proliferating Allergy | 14 | Malachite | - | Inflicts Explosive Reaction effect. Deals damage to nearby enemies when the effect ends or the enemy dies. Inflicts the same effect to nearby enemies when the enemy dies. | |
Psychological Victory | 6 | Cerulean | Guard | Incoming DMG Modifier -2%, MP Recovery +3% | |
Quick Freezer | 5 | Cerulean | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3m of the target for 0.8s (Cooldown 20s) | |
Quick Freezer | 5 | Cerulean | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3m of the target for 0.8s (Cooldown 20s) | |
Quick Freezer | 5 | Cerulean | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3m of the target for 0.8s (Cooldown 20s). | |
Quick Freezer | 5 | Cerulean | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3m of the target for 0.8s (Cooldown 20s). | |
Rapid Fire Insight | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Rate +1%. | |
Rapid Fire Insight | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Rate +1.5%. | |
Rapid Fire Insight | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Rate +1.5% | |
Rapid Fire Insight | 5 | Xantic | Fire Rate | Fire Rate +8%, Firearm Critical Hit Rate +1.5% | |
Real-Life Fighter | 6 | Malachite | Special Mod | Accuracy -20%. Upon successfully attacking Weak Point, Firearm ATK +3% for 5s (up to 10 stacks). But loses 2 stacks per failed Weak Point Attack. | |
Real-Life Fighter | 6 | Malachite | Special Mod | Accuracy -20%. Upon successfully attacking Weak Point, Firearm ATK +3% for 5s (up to 10 stacks). But loses 2 stacks per failed Weak Point Attack. | |
Real-Life Fighter | 6 | Malachite | Special Mod | Accuracy -20%. Upon successfully attacking Weak Point, Firearm ATK +3% for 5s (up to 10 stacks). But loses 2 stacks per failed Weak Point Attack. | |
Real-Life Fighter | 6 | Malachite | Special Mod | Accuracy -20%. Upon successfully attacking Weak Point, Firearm ATK +3% for 5s (up to 10 stacks). But loses 2 stacks per failed Weak Point Attack. | |
Recycling Genius | 5 | Cerulean | - | Reload Time Modifier +8% | |
Recycling Genius | 5 | Cerulean | - | Reload Time Modifier +8% | |
Recycling Genius | 5 | Cerulean | - | Reload Time Modifier +8% | |
Recycling Genius | 5 | Cerulean | - | Reload Time Modifier +8% | |
Refrigerate Gunbarrel | 6 | Cerulean | Attribute ATK | Chill ATK +23%, Fire Rate -6%. | |
Refrigerate Gunbarrel | 6 | Cerulean | Attribute ATK | Chill ATK +28%, Fire Rate -6%. | |
Refrigerate Gunbarrel | 6 | Cerulean | Attribute ATK | Chill ATK +20%, Fire Rate -6% | |
Refrigerate Gunbarrel | 6 | Cerulean | Attribute ATK | Chill ATK +20%, Fire Rate -6% | |
Regeneration Boost | 4 | Xantic | - | HP Recovery Modifier +6% | |
Regenerative Braking | 15 | Almandine | - | Chance to recover MP when using skill. | |
Reinforce Front Line | 14 | Malachite | - | Spawns a Front Line Reinforcement Device that grants a Firearm ATK Up effect to allies in range. | |
Release Cutting Force | 16 | Xantic | - | Modifies Cutoff Beam so that it can be unleased as Sword Aura. | |
Reload Expert | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1%. | |
Reload Expert | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1%. | |
Reload Expert | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1% | |
Reload Expert | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1% | |
Reload Focus | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage +5% | |
Reload Focus | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage +6.5% | |
Reload Focus | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage +3.5%. | |
Reload Focus | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage +4%. | |
Reload Insight | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +1%. | |
Reload Insight | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +1.5%. | |
Reload Insight | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +1.5% | |
Reload Insight | 5 | Cerulean | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +3% | |
Remote Generator | 5 | Xantic | Special Mod | When defeating an enemy inflicted with Electrocution, inflicts Electrocution on other enemies within 3m of the target for 3s (Cooldown 20s) | |
Remote Generator | 5 | Xantic | Special Mod | When defeating an enemy inflicted with Electrocution, inflicts Electrocution on other enemies within 3m of the target for 3s (Cooldown 20s) | |
Remote Generator | 5 | Xantic | Special Mod | When defeating an enemy inflicted with Electrocution, inflicts Electrocution on other enemies within 3m of the target for 3s (Cooldown 20s). | |
Remote Generator | 5 | Xantic | Special Mod | When defeating an enemy inflicted with Electrocution, inflicts Electrocution on other enemies within 3m of the target for 3s (Cooldown 20s). | |
Rifling Reinforcement | 6 | Malachite | - | Explosive ATK +12% | |
Rifling Reinforcement | 6 | Malachite | - | Firearm ATK +12% | |
Rifling Reinforcement | 6 | Malachite | - | Firearm ATK +12% | |
Rifling Reinforcement | 6 | Malachite | - | Firearm ATK +12% | |
Rifling Reinforcement | 6 | Malachite | - | Firearm ATK +12% | |
Rifling Reinforcement | 6 | Malachite | - | Firearm ATK +12% | |
Safe Recovery | 4 | Xantic | Medical | Outgoing Heal +4%, Incoming Final DMG -4.5% | |
Second Wind | 4 | Xantic | Medical | HP Heal +5%, Skill Power -5% | |
Selective Recovery (HP) | 4 | Xantic | - | HP Recovery Modifier +6%, MP Recovery Modifier -3.5% | |
Selective Recovery (MP) | 4 | Xantic | - | MP Recovery Modifier +15%, HP Recovery Modifier -1.4% | |
Self-Directed Eruption | 15 | Almandine | - | Consumes Magnetic Force every second when used to pull enemies in front of Kyle. Deals great damage to nearby enemies when the skill ends. | |
Sensory Dep (HP) | 6 | Cerulean | Guard | Incoming DMG Modifier -3%, Max HP -1.3% | |
Sensory Dep (MP) | 6 | Cerulean | Guard | Incoming DMG Modifier -3%, Max MP -1.5% | |
Sharp Precision Shot | 6 | Xantic | Special Mod | Fire Rate -20%. While pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK +6% every 0.8s (up to 10 stacks). | |
Sharp Precision Shot | 6 | Xantic | Special Mod | Fire Rate -20%. While pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK +6% every 1s (up to 10 stacks). | |
Sharp Precision Shot | 6 | Xantic | Special Mod | Fire Rate -20%. While pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK +6% every 1.5s (up to 10 stacks). | |
Sharpshooter | 6 | Malachite | ATK | Explosive ATK +8%, Firearm Critical Hit Rate +1%. | |
Sharpshooter | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +3%. | |
Sharpshooter | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +1%. | |
Sharpshooter | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +1.5%. | |
Sharpshooter | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +1.5% | |
Sharpshooter | 6 | Malachite | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +1.5% | |
Shell UP | 16 | Rutile | - | Shell Capacity +33% | |
Shield Collector | 7 | Cerulean | Support Tech | When defeating an enemy, instantly recovers 6.3% of Max Shield (Cooldown 11s) | |
Shield Conversion (DEF) | 6 | Rutile | Defense | DEF +17%, Max Shield -9% | |
Shield Conversion (MP) | 5 | Malachite | MP | Max MP +4%, Max Shield -18% | |
Shock Punch | 0 | Malachite | - | Modifies the Charged Sub Attack. Use a Shock Punch to attack when performing a Charged Sub Attack. As the Enhancement Level increases, Max Module Capacity increases. (Currently +0) | |
Shortsword | 0 | Malachite | - | Modifies the Charged Sub Attack. Use a Shortsword to attack when performing a Charged Sub Attack. As the Enhancement Level increases, Max Module Capacity increases. (Currently +0) | |
Shot Focus | 6 | Cerulean | - | Firearm ATK +4%, Skill Power Modifier -4% | |
Singer's Mercy | 15 | Xantic | - | When using skill, sets up a Speaker that grants buffs to allies within range. | |
Singing Water | 15 | Rutile | - | Spawns a Seduction of Water where the Unique Weapon's bullet explodes. Until it is destroyed, the spawned Seduction of Water taunts surrounding monsters and inflicts the Laundry effect on them. | |
Singular Master | 6 | Rutile | Battle | Skill Power +12%, Singular Skill Power Modifier +6% | |
Singular Specialist | 6 | Rutile | Attack | Singular Skill Power Modifier +19% | |
Skill Concentration | 6 | Almandine | - | Skill Critical Hit Damage +14% | |
Skill Expansion | 5 | Rutile | - | Skill Effect Range +12%, applies only to certain skills for each Descendant | |
Skill Extension | 5 | Rutile | - | Skill Duration +9%, applies only to certain skills for each Descendant | |
Skill Insight | 6 | Almandine | - | Skill Critical Hit Rate +14% | |
Skill Simplification | 6 | Xantic | Attack | Skill Power Modifier +21%, Max MP -6% | |
Slow Art | 6 | Malachite | ATK | Firearm ATK +16%, Fire Rate -6% | |
Slow Art | 6 | Malachite | ATK | Firearm ATK +16%, Fire Rate -6% | |
Slow Art | 6 | Malachite | ATK | Firearm ATK +16%, Fire Rate -6% | |
Slow Art | 6 | Malachite | ATK | Explosive ATK +15%, Fire Rate -6%. | |
Slow Art | 6 | Malachite | ATK | Firearm ATK +15%, Fire Rate -6%. | |
Slow Art | 6 | Malachite | ATK | Firearm ATK +15%, Fire Rate -6%. | |
Snowflake Conductor | 6 | Cerulean | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8%. | |
Snowflake Conductor | 6 | Cerulean | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8%. | |
Snowflake Conductor | 6 | Cerulean | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8%. | |
Snowflake Conductor | 7 | Cerulean | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8%. | |
Spear and Shield | 6 | Rutile | Defense | DEF +22%, Skill Power +8.1% | |
Special Round Charge Improvement | 16 | Xantic | Rounds Conversion | When acquiring dropped Special Rounds, change to 1 High Power Round for every 120 Rounds. | |
Special Round Projectile Modification | 4 | Xantic | Rounds Conversion | When acquiring dropped Special Rounds, change to 1 Impact Round for every 60 Rounds | |
Special Rounds Compulsive | 4 | Xantic | - | Max Special Rounds +15%, Movement Speed -5% | |
Special Rounds Storage | 4 | Xantic | - | Max Special Rounds +13% | |
Special Sight | 6 | Malachite | Special Mod | Movement Speed when Aiming -8%, Weak Point DMG when Aiming +8%. | |
Special Sight | 6 | Malachite | Special Mod | Movement Speed when Aiming -8%, Weak Point DMG when Aiming +8%. | |
Spiral Tidal Wave | 14 | Malachite | - | Condense the water within your hand to its limit and rotating at high speed, then projecting it to attack the enemy. | |
Spray and Pray | 5 | Xantic | Special Mod | When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 25s) | |
Stance Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm ATK +1%. | |
Stance Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm ATK +1%. | |
Stance Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm ATK +1% | |
Stance Stabilizer | 4 | Rutile | Recoil | Recoil -8%, Firearm ATK +1% | |
Stim Accelerant | 6 | Cerulean | HP | Max HP +23%, Max MP -4% | |
Strengthen First Shot | 6 | Malachite | Special Mod | After reload, first shot's Firearm ATK +100% (Cooldown 20s). | |
Strengthen Recovery | 4 | Xantic | - | HP Recovery Modifier +6%, Outgoing DMG Modifier -1.8% | |
Strong Mentality | 5 | Malachite | - | Skill Cost -4% | |
Super Senses | 13 | Malachite | - | Modifies the effects of Frenzied state's Maximize Lethality. Fire Rate becomes fixed, but Duration increases significantly. | |
Superconductive Bombing | 16 | Xantic | - | While airborne, continuously consumes Magnetic Force to drop bombs. The bombing stops when Magnetic Force is completely depleted, and additional damage from Magnetic Force is not triggered on collision. | |
Superconductivity Charge | 6 | Xantic | - | Beam Rifle Charging Speed +10% | |
Superconductor | 16 | Xantic | - | Adds an effect that reduces the enemy's ATK to the Electrocution effect that Bunny inflicts. | |
Superheated Gunbarrel | 6 | Almandine | Attribute ATK | Fire ATK +23%, Fire Rate -6%. | |
Superheated Gunbarrel | 6 | Almandine | Attribute ATK | Fire ATK +28%, Fire Rate -6%. | |
Superheated Gunbarrel | 6 | Almandine | Attribute ATK | Fire ATK +20%, Fire Rate -6% | |
Superheated Gunbarrel | 6 | Almandine | Attribute ATK | Fire ATK +20%, Fire Rate -6% | |
Supply Firearm Enhancer | 14 | Malachite | - | Summons a Firearm Enhancement Device. Touching the device grants Weak Point DMG and Firearm Critical Hit Rate Up. | |
Supply Moisture | 14 | Malachite | - | While on water, increases Skill Critical Hit Rate, Skill Duration, and Firearm Attribute Trigger Rate. Reduction of MP consumption does not apply. | |
Supply Tactical Armor | 14 | Malachite | - | Whenever Enzo buffs an ally, he grants himself and all allies Incoming DMG DOWN and Movement Speed UP effects. | |
Sweeping Squad | 6 | Malachite | Special Mod | When defeating an enemy, Firearm ATK +10.6% for 5s at a 33% chance (up to 3 Stacks). | |
Sweeping Squad | 6 | Malachite | Special Mod | When defeating an enemy, Firearm ATK +10.6% for 5s at a 33% chance (up to 3 Stacks). | |
Target Detection | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +5%, Weak Point Damage +2%. | |
Target Detection | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +5%, Weak Point Damage +2%. | |
Target Detection | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Weak Point Damage +2% | |
Target Detection | 6 | Almandine | Firearm Critical Hit Rate | Firearm Critical Hit Damage +8%, Weak Point Damage +2% | |
Tech Master | 6 | Almandine | Battle | Skill Power +12%, Tech Skill Power Modifier +6% | |
Tech Specialist | 6 | Almandine | Attack | Tech Skill Power Modifier +19% | |
Technician | 6 | Malachite | Attack | Skill Power Modifier +13% | |
Technique Manual | 6 | Xantic | Arche Tech | Landing a skill attack, deals 12% of own Max HP as additional damage to the target (Cooldown 8s against the same target). | |
Tidal Wave | 14 | Cerulean | - | Does not leave watery trails when moving. When moving through a monster, inflicts skill damage on them. When the skill ends, deals Burst damage to nearby enemies. | |
Time Distribution | 5 | Malachite | Control | Skill Cooldown -4%, Max HP +13% | |
Tonfa | 0 | Malachite | - | Modifies the Charged Sub Attack. Use a Tonfa to attack when performing a Charged Sub Attack. As the Enhancement Level increases, Max Module Capacity increases. (Currently +0) | |
Toxic Antibody | 6 | Rutile | - | Toxic Resistance +154 | |
Toxic Conductor | 6 | Rutile | Special Mod | When attacking enemies inflicted with Posion, Firearm ATK +8%. | |
Toxic Conductor | 6 | Rutile | Special Mod | When attacking enemies inflicted with Poison, Firearm ATK +8%. | |
Toxic Conductor | 6 | Rutile | Special Mod | When attacking enemies inflicted with Poison, Firearm ATK +8%. | |
Toxic Conductor | 6 | Rutile | Special Mod | When attacking enemies inflicted with Poison, Firearm ATK +8%. | |
Toxic Enhancement | 6 | Rutile | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK | |
Toxic Enhancement | 6 | Rutile | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK | |
Toxic Enhancement | 6 | Rutile | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK | |
Toxic Enhancement | 6 | Rutile | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK | |
Toxic Gunbarrel | 6 | Rutile | Attribute ATK | Toxic ATK +23%, Fire Rate -6%. | |
Toxic Gunbarrel | 6 | Rutile | Attribute ATK | Toxic ATK +28%, Fire Rate -6%. | |
Toxic Gunbarrel | 6 | Rutile | Attribute ATK | Toxic ATK +20%, Fire Rate -6% | |
Toxic Gunbarrel | 6 | Rutile | Attribute ATK | Toxic ATK +20%, Fire Rate -6% | |
Toxic Master | 6 | Rutile | Battle | Skill Power +11%, Toxic Skill Power +5% | |
Toxic Specialist | 6 | Rutile | Battle | Toxic Skill Power +20% | |
Toxic Stimulation | 15 | Cerulean | - | Defense Mechanism skill conversion. Grants Plague Bodyarmor to nearby allies. | |
Truly Deadly Cuisine | 15 | Almandine | - | Significantly increases the damage of Giant Fireball. When Giant Fireball explodes, Small Fireballs and Flame Zones do not spawn. | |
Turret Engineering | 14 | Malachite | - | When using skill, recovers the HP of all summoned turrets and extends their duration. Turrets do not switch to Enhanced mode. | |
Unstoppable Smasher | 6 | Rutile | Special Mod | When defeating an enemy, Shell Capacity +30% for 5s at a 8% chance. | |
Venom Injector | 5 | Rutile | Special Mod | When defeating an enemy inflicted with Posion, inflicts Posion on other enemies within 3m of the target for 5s (Cooldown 20s) | |
Venom Injector | 5 | Rutile | Special Mod | When defeating an enemy inflicted with Poison, inflicts Poison on other enemies within 3m of the target for 5s (Cooldown 20s) | |
Venom Injector | 5 | Rutile | Special Mod | When defeating an enemy inflicted with Poison, inflicts Poison on other enemies within 3m of the target for 5s (Cooldown 20s). | |
Venom Injector | 5 | Rutile | Special Mod | When defeating an enemy inflicted with Poison, inflicts Poison on other enemies within 3m of the target for 5s (Cooldown 20s). | |
Venom Syncytium | 6 | Almandine | Fortitude | Critical Hit Resistance +4%, Toxic Skill Power +3% | |
Venom Synthesis | 14 | Rutile | - | Putrid Venom skill conversion. Leaves behind a Toxic Footprint after every step. Inflicts Poison on enemies coming in contact with Toxic Footprint. | |
Veteran's Tactics | 10 | Malachite | Support Tech | When defeating an enemy, resets the cooldown of a random skill at a 2.1% chance. | |
Vibration Absorption | 4 | Rutile | - | Recoil -11% | |
Vibration Absorption | 4 | Rutile | - | Recoil -11% | |
Vibration Absorption | 4 | Rutile | - | Recoil -11% | |
Vibration Absorption | 4 | Rutile | - | Recoil -11% | |
Void Barrier | 15 | Malachite | - | Modifies Orbit Barrier to be portable. Changes barrier to be affected only by the caster's Skill Power. | |
Void Charge | 15 | Almandine | - | Modifies Void Walk and Expulsion damage to increase proportionally to DEF. When used as Enhanced Skill, Cooldown resets. | |
Void Domination | 14 | Xantic | - | Increases the targeting range of Flash Shortsword. Increases enemy targeting speed. | |
Void Explosion | 14 | Cerulean | - | Modifies Expulsion to stackable skill, reduces Charged Sub Attack Cooldown and increases its Damage upon using Expulsion. | |
Walk a Tightrope | 6 | Xantic | Arche Tech | When HP is 50% or lower, Skill Power Modifier +8%, Firearm ATK +8%. | |
Water Play | 14 | Malachite | - | Creates a rectangular-shaped pool of water in the front of Valby. | |
Weak Point Aiming | 4 | Rutile | Accuracy | Accuracy +8%, Weak Point Damage +2%. | |
Weak Point Aiming | 4 | Rutile | Accuracy | Accuracy +8%, Weak Point Damage +2%. | |
Weak Point Aiming | 4 | Rutile | Accuracy | Accuracy +8%, Weak Point Damage +2% | |
Weak Point Aiming | 4 | Rutile | Accuracy | Accuracy +8%, Weak Point Damage +2% | |
Weak Point Detection | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm ATK +1%. | |
Weak Point Detection | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm ATK +1% | |
Weak Point Detection | 6 | Malachite | Weak Point Strike | Weak Point Damage +8%, Firearm ATK +1% | |
Weak Point Detection | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm ATK +1%. | |
Weak Point Expansion | 6 | Malachite | Special Mod | On Weak Point hit, Weak Point DMG +35% (Cooldown 20s). | |
Weak Point Expansion | 6 | Malachite | Special Mod | On Weak Point hit, Weak Point DMG +35% (Cooldown 15s). | |
Weak Point Insight | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Rate +1%. | |
Weak Point Insight | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Rate +1.5%. | |
Weak Point Insight | 6 | Malachite | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Rate +1.5% | |
Weak Point Insight | 6 | Malachite | Weak Point Strike | Weak Point Damage +8%, Firearm Critical Hit Rate +1.5% | |
Weak Point Quick Fire | 5 | Xantic | Fire Rate | Fire Rate +8%, Weak Point Damage +2%. | |
Weak Point Quick Fire | 5 | Xantic | Fire Rate | Fire Rate +8%, Weak Point Damage +2% | |
Weak Point Quick Fire | 5 | Xantic | Fire Rate | Fire Rate +8%, Weak Point Damage +2% | |
Weak Point Quick Fire | 5 | Xantic | Fire Rate | Fire Rate +8%, Weak Point Damage +2%. | |
Weak Point Sight | 6 | Malachite | Weak Point Strike | Weak Point Damage +10%, Accuracy -5%. | |
Weak Point Sight | 6 | Malachite | - | Weak Point Damage +9% | |
Weak Point Sight | 6 | Malachite | - | Weak Point Damage +9% | |
Weak Point Sight | 6 | Malachite | - | Weak Point Damage +9% | |
Weak Point Sight | 6 | Malachite | - | Weak Point Damage +9% | |
Weaken Recovery | 4 | Malachite | - | On Charged Sub Attack, Outgoing Heal -50% for 10s at a 100% Chance (Cooldown 25s). | |
Weapon Tuning | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm ATK +1%. | |
Weapon Tuning | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm ATK +1%. | |
Weapon Tuning | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm ATK +1% | |
Weapon Tuning | 5 | Cerulean | Rounds per Magazine | Rounds per Magazine +8%, Firearm ATK +1% | |
Weighing the Scales | 6 | Cerulean | Shield | Max Shield +21%, Skill Cost -3.7% |
The only way to get modules is by doing any of the tasks that are found in the modules Acquisition Info.
Open the Access Info menu. This can be done by opening the world map and then selecting the Access Info tab. Then go to the Module screen.
In the Module screen, hover over a module, then press the Acquisition Info button to open it.
To equip modules, open first the Inventory screen. From there, select the Descendant Module tab on the left side of the screen if you want to equip descendant modules, or select a weapon if you want to equip weapon modules.
Once inside the Descendant module screen or the weapon module screen, simply select one of the modules listed at the lower portion of the screen and drag it to one of the slots above.
Each module requires a specific module capacity to equip. If the module you want to equip will exceed the maximum module capacity you have, you won't be able to equip it. In that case, you have to remove some of the modules that are already equipped. Your module capacity for your current loadout is displayed at the upper left corner of the screen under Details.
It's important to note that the maximum module capacity of descendant modules and weapon modules are separate. In other words, equipping a descendant module will not affect the module capacity for weapons, and vice versa.
You can increase the maximum module capacity of descendant modules or weapon modules by obtaining and using Energy Activators. Energy Activators can be purchased from Anais, the Magister at the Research Institute.
To enhance modules, go first to Silion, the Module Master, then select Enhance Module.
Once inside the Enhance module screen, simply select the module you want to enhance, then press Enhance (Labeled as 1 in the image). You can enhance modules to a specific level instantly by pressing the + arrow (Labeled as 2 in the image).
Enhancement Level | Kupier Shards (Standard/Rare) |
Gold (Standard/Rare) |
---|---|---|
1 | 300 / 600 | 900 / 6000 |
2 | 900 / 1800 | 9000 / 18,000 |
3 | 2000 / 4000 | 20,000 / 40,000 |
4 | 4000 / 8000 | 40,000 / 80,000 |
5 | 7400 / 14,800 | 74,000 / 148,000 |
6 | 13,100 / 26,200 | 131,000 / 262,000 |
7 | 22,600 / 45,200 | 226,000 / 452,000 |
8 | 38,100 / 76,200 | 381,000 / 762,000 |
9 | 63,100 / 126,200 | 631,000 / 1,262,000 |
10 | 103,100 / 206,200 | 1,031,000 / 2,062,000 |
Enhancing modules require Kupier Shard and Gold. The cost of enhancing a module increases per enhancement level.
Best Module Enhancements Guide
Each module has its enhancement level, referring to how many times it can be enhanced. Most modules have 10 enhancement levels and some have less than 10. A module's enhancement level is indicated by the bars at the left side of their icon. The bars will light up when a module is enhanced to show how many times it has been enhanced.
One important thing to note when enhancing a module is that it will also increase its capacity cost. This means it will take up more space when it's equipped.
To dismantle modules, go first to Silion, the Module Master, then select Dismatle Modules.
Once inside the Dismantle modules screen, simply select the modules you want to dismantle, then press Dismantle.
There are two kinds of modules; Weapon modules and Descendant modules.
Weapon modules are modules that enhance a weapon's efficiency when they're equipped by giving it bonuses, such as increasing its critical-hit damage, ATK stat, or rounds per magazine. They are further categorized into ammo types, indicating that specific modules will only work for certain weapons that use a specific ammo.
Descendant modules, on the other hand, are modules that enhance a descendant's efficiency when they're equipped by adding some effects to its specific actions.
The only way to get modules is by completing the requirements that are found in the module's Acquisition Info. These requirements may be in the form of missions or tasks. Once the requirements are fulfilled, they are automatically stored in your module inventory.
Each module has what is called a Enhancement level, referring to how many times it can be enhanced. Enhancing a module boosts its effects by a certain amount, making it more effective, but it also increases its capacity costs, which means it will take up more space when it's equipped.
Modules can be dismantled for Kupier Shards. The amount of shards that can be obtained when dismantling a module depends on its tier.
Tier | Shards Given |
---|---|
Standard | 300 |
Rare | 900 |
Ultimate | TBA |
Transcendent | TBA |
Modules can also be combined to form a new one. However, the new module created is random and is not always a stronger one.
All modules have a specific socket type, which can reduce their capacity cost by half when inserted into a module slot with a matching socket type.
The First Descendant Guides | |
---|---|
Tier Lists | Tips & Tricks |
News | Main Quests |
Void Bosses | Characters |
Weapons | Sub Quests |
Materials | Reactors |
Modules | External Components |
Maps | Seasons |
You accidently put the wrong symbol for rutile socket type in the module guide. you repeated the symbol for Almandine and put it on rutile as well. Can you please fix this ASAP
Modules Guide: List of All Mods
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Can you also if possible update the symbols for singular and fusion please and thank you