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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.
This page lists all the Descendant modules in The First Descendant. See the full list of Descendant modules, their effects, and more!
Module | Capacity Cost | Tag | Effects |
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14 | - | Upon Colossus part removal, inflicts Dispel which removes buffs on Colossi. |
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14 | - | 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. |
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5 | Arche Tech | When Rolling, Fire Rate +X% for Xs at a X% chance. |
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15 | - | Changes Passionate Stage and Delightful Stage effects to increase Firearm Damage and Weak Point Damage. |
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5 | MP | Max MP +X%, DEF +X% |
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5 | Range | Skill Effect Range +X%, Max Shield +X% |
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6 | Support Tech | When Shield is at X%, DEF +X%. |
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5 | Cooldown | Skill Duration +X%, HP Heal +X% |
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6 | - | Frostbite Immunity, Chill Resistance +X%. |
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6 | - | Skill Speed and Range Increase Modifier +X% |
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5 | - | 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. |
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19 | - | When using skill, summons an Assault Turret. The summoned turret operates in the same way as the existing Assault Turret. |
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6 | Guard | Incoming DMG Modifier -X%, HP Recovery +X% |
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14 | - | Flame Zone absorption significantly increases Weak Point DMG and Firearm ATK instead of Skill Power. |
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6 | HP | Max HP +X%, Skill Duration +X% |
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14 | - | Modifies to stackable skill. Deacreases the enemy's Electric Resistance instead of stunning them. |
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16 | - | Decreases speed of Speed of Light, but consumes HP instead of MP. |
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15 | - | Life Orbs can no longer be acquired with the Thirst effect. Instead, Power of Life can be obtained when attacks land Firearm Critical Hits. |
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17 | - | Void Energy is no longer available through Event Horizon. Increases DEF and Shield proportionally to Max HP. |
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6 | - | On Charged Sub Attack, DEF +X% for Xs. |
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6 | Battle | Skill Power +X%, Chill Skill Power +X% |
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6 | Battle | Chill Skill Power +X% |
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16 | - | 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. |
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14 | - | Detonating an attached bomb creates additional explosives at the detonated location. |
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6 | - | Chill Resistance +X |
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14 | - | The number of Ice Spheres increases by 5, and the base cooldown is reduced by 5 seconds. |
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15 | - | 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. |
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15 | - | When using skill, increases Skill Power and decreases Skill Cost and Skill Cooldown. Frost Roads are not created when moving. |
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16 | - | After a Dash, inflicts Stun at the end of a Knockback. However, DEF increase effect is not applied. |
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6 | Support Tech | When using skill, consumes X% of Max HP and recovers X% of Max Shield (However, neither happens when HP is 1 or lower). |
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17 | - | When an enemy inflicted with Room 0 Trauma is killed, There is a contagion of Poison surrounding it. |
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5 | Arche Tech | During Charged Sub Attack, grants the Exalt effect for Xs. At X stacks of the Exalt effect converts into the Passion Effect. Active Skill Cooldown -X% and Skill Power +-X% once for Xs. |
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16 | - | 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. |
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6 | Arche Tech | When landing s Skill Attack while the enemy is not targeting you, Skill Power +X%. On Skill Attack against an immobilized enemy, Skill Power +X%. |
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6 | Arche Tech | When defeating an enemy inflicted with debuffs, Skill Power Modifier +X% per defeated enemy for Xs (up to X stacks). |
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6 | Defense | DEF +X%, Outgoing DMG Modifier -X% |
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13 | - | 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. |
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14 | - | Instead of Magnetic Bulwark's projectile defense, knocks back enemies on contact. Recovers Magnetic Force based on the number of knockbacks. |
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6 | Battle | Skill Power +X%, Dimension Skill Power Modifier +X% |
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6 | Attack | Dimension Skill Power Modifier +X% |
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0 | - | 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 +X) |
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14 | - | Grants HP Recovery and HP Recovery per Second to allies in the Squad and Party. |
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16 | - | Recovers himself after using skill to recover allies over a certain number of times. |
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6 | - | Electric Resistance +X |
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13 | - | 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. |
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16 | - | Changes Maximum Power into a form that causes damage around Bunny. |
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6 | Battle | Skill Power +X%, Electric Skill Power +X% |
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6 | Battle | Electric Skill Power +X% |
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14 | - | Decreases Electricity Charge amount during Speed of Light, but recovers Shield continuously in proportion tot he distance traveled. |
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6 | Fortitude | Critical Hit Resistance +X%, Electric Skill Power +X% |
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6 | Luck | Skill Critical Hit Rate +X%, Skill Critical Hit Damage +X% |
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4 | - | MP Recovery +X% |
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5 | - | Max MP +X% |
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14 | - | Spawns a Guided Landmine when rolling. |
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16 | - | 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. |
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14 | - | Generates Explosive Propaganda. The generated Explosive Propaganda taunts nearby monsters until destroyed, upon which it explodes and causes great damage to nearby enemies. |
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16 | - | Modifies Grenade Throw to be charged up to 3 times. Grenade charges once whenever a certain amount of ammo is consumed. |
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5 | Arche Tech | When attacking enemies with the fourth skill, Skill Cost -X%, Skill Power -X% for Xs. |
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6 | Battle | Skill Power +X%, Fire Skill Power +X% |
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6 | Battle | Fire Skill Power +X% |
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6 | Fortitude | Critical Hit Resistance +X%, Fire Skill Power +X% |
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15 | - | Reloading weapon increases Skill Range. Changing weapon increases Skill Power. |
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14 | - | Sets up a first aid kit and grants First Aid to allies. |
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16 | - | Attaches a Combat Drone to himself. On Firearm Critical Hit attack, increases the drone's duration. Increases the Max Stack of Explosive Drone. |
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6 | Battle | Chill Skill Power +X%, Skill Cooldown -X% |
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6 | Attack | Dimension Skill Power Modifier +X%, Skill Cooldown -X% |
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6 | Battle | Electric Skill Power +X%, Skill Cooldown -X% |
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6 | Battle | Fire Skill Power +X%, Skill Cooldown -X% |
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6 | Attack | Fusion Skill Power Modifier +X%, Skill Cooldown -X% |
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6 | Battle | Non-Attribute Skill Power +X%, Skill Cooldown -X% |
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6 | Attack | Singular Skill Power Modifier +X%, Skill Cooldown -X% |
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6 | Attack | Tech Skill Power Modifier +X%, Skill Cooldown -X% |
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6 | Battle | Toxic Skill Power +X%, Skill Cooldown -X% |
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6 | Strike | Skill Critical Hit Damage +X%, Skill Critical Hit Rate +X% |
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5 | Resource | Skill Cost -X%, Skill Effect Range +X% |
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6 | Battle | Skill Power +X%, Fusion Skill Power Modifier +X% |
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6 | Attack | Fusion Skill Power Modifier +X% |
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14 | - | Throws a projectile forward that spawns a Blizzard where it lands. |
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6 | Fortitude | Critical Hit Resistance +X%, Chill Skill Power +X% |
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4 | Support Tech | When defeating enemies with a Charged Sub Attack, the remaining Cooldown of the Cahrged Sub Attack is X%. |
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6 | - | Fire Resistance +X |
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6 | - | Burn Immunity, Fire Resistance +X%. |
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15 | - | Reduces the number of enemies that Thrill Bomb and Lightning Emission can strike. Increases range and damage instead. |
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6 | HP | Max HP +X%, Max Shield -X% |
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6 | Support Tech | When defeating an enemy, instantly recovers X% of Max HP (Cooldown Xs). |
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6 | Defense | DEF +X%, Max HP -X% |
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5 | MP | Max MP +X%, Max HP -X% |
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6 | Shield | Max Shield +X%, Max HP -X% |
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6 | - | When defeating an enemy with a Charged Sub Attack, recovers X% HP at a X% chance. |
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15 | - | 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. |
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16 | - | 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. |
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16 | - | When using skill, instantly explodes all turrets and inflicts damage on nearby enemies. Creates Lightning AoE that deals continuous damage where the turrets exploded. |
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6 | Arche Tech | When Rolling, Firearm ATK +X% for Xs at a X% chance. |
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16 | - | Throws a projectile forward that spawns a Flame Zone where it lands. |
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6 | - | DEF +X% |
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17 | - | 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. |
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6 | - | Max HP +X% |
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6 | - | Max Shield +X% |
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6 | - | Electrocution Immunity, Electric Resistance +X%. |
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6 | Defense | DEF +X%, Skill Power Modifier +X% |
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4 | - | On Charged Sub Attack, Knockdown enemies (Cooldown Xs) |
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6 | - | Critical Hit Resistance +x% |
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0 | - | 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 +X) |
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6 | Arche Tech | When landing a Firearm Critical Hit on an enemy inflicted with a debuff, Skill Power Modifier +X% for Xs (up to X stacks). |
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15 | - | Modifies the Orbit Barrier and Hyper Cube barrier to only be affected by the caster's HP. |
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0 | Special Mod | Modifies the Grappling Hook range to X. But the Base Charge Time changes to Xs and charge time increases by X %. Based on the Enhancement Level, increases Max Module Capacity (current + X), decreases Charge Time Increase (current +20%). |
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14 | - | Upon Colossus part destruction, grants Purification which removes debuffs to players within a Xm radius (Cooldown Xs). |
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16 | - | Modifies Life Siphon to allow the absorption of Life Orbs during Non-Frenzied state. |
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16 | - | Modifies Expulsion to grant a buff that helps allies survive. |
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6 | - | Chill Resistance +X%, Max HP -X% |
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5 | Resource | Skill Cost -X%, Skill Power Modifier -X% |
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5 | Cooldown | Skill Duration +X%, Skill Power Modifier -X% |
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5 | Resource | Skill Cost -X%, Max MP -X% |
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6 | - | Electric Resistance +X%, Max HP -X% |
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6 | - | Fire Resistance +X%, Max HP -X% |
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6 | Attack | Skill Power Modifier +X%, Skill Cooldown +X% |
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5 | Range | Skill Range +X%, Skill Power Modifier -X%. Range increase applies only to certain skills for each Descendant. |
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6 | Battle | Skill Power +X%, Skill Cooldown +X% |
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6 | - | Toxin Resistance +X%, Max HP -X% |
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16 | - | When using skill, summons a Healing Turret. The summoned turret operates in the same way as the existing Healing Turrets. |
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4 | - | HP Heal +X% |
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0 | Special Mod | Modifies the Grappling Hook to be cast mid-air. However, it can only be used once, and Charge Time increases by X %. Based on the Enhancement Level, increases Max Module Cpacity (current + X), decreases Charge Time Increase (current + X%). |
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4 | - | While Jumping, Accuracy +X%, DEF -X%. |
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5 | Cooldown | Skill Duration +X%, Max MP +X% |
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6 | Support Tech | When defeating an enemy, instantly recovers X% of Max MP at a X% chance. |
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5 | Control | Skill Cooldown -X%, Max MP -X% |
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6 | - | When defeating an enemy with a Charged Sub Attack, recovers X% MP at a X% chance. |
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0 | Special Mod | Modifies the Max Stack of Grappling Hook to X. But the Base Range decreases to Xm and Charge Time increases by X %. Based on the Enhancement Level, increases Max Module Capacity (current + X), decreases Charge Time Increase (current + X %) |
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6 | Arche Tech | When using the Dimension Active Skill, Skill Cooldown -X% for Xs. When using the Fusion Active Skill, Skill Cost -X% and Duration +X% for Xs. When using the Tech Active Skill, Skill Range and Power Modifier +X% for Xs. When using the Singular Active Skill, All Attribute Damage +X% for Xs. Only one of the effects is applied. |
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5 | Support Tech | While Sprinting, Skill Cost -X%/Skill Cooldown +X% every second (up to X stacks) |
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14 | - | Overclock no longer inflicts Burn. Inflicts Weaken Regeneration instead. |
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16 | - | The effect of Room 0 Trauma has been modified as follows: Does not spread Poison, but adds ATK reduction & Weaken Regeneration. |
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5 | - | Skill Cooldown -X% |
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14 | - | Granting a buff to allies increases Luna's Movement Speed and Skill Range. |
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17 | - | 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. |
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6 | Battle | Skill Power +X%, Non-Attribute Skill Power +X% |
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6 | Battle | Non-Attribute Skill Power +X% |
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6 | Fortitude | Critical Hit Resistance +X%, Non-Attribute Skill Power +X% |
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14 | - | Modifies Active Camouflage to consume Shields instead of MP. Ambush damage increases by the amount of Shields consumed. |
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16 | Final Hand | Add Max DEF by X% of Max HP. Max HP is fixed to 1. Added DEF can also be increased by other beneficial effects. |
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16 | Final Hand | Add Max HP by X% Max Shield. Max Shield is fixed to 1. Added HP can also be increased by other beneficial effects. |
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16 | Final Hand | Add Max Shield by X% Max HP. Max HP is fixed to 1. Added Shield can also be increased by other beneficial effects. |
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6 | Guard | Incoming DMG Modifier -X%, Outgoing DMG Modifier -X% |
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6 | Arche Tech | When buffing or recovering an ally, Firearm ATK and Skill Power Modifier +X% each time for Xs (up to X Stacks). |
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6 | - | Poison Immunity, Toxic Resistance +X%. |
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6 | - | All Attribute Resistances +X |
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6 | Support Tech | When defeating an enemy, instantly recovers X% of Custom Resources at a X% chance. Characters with Custom Resources - Ajax - Bunny - Gley - Kyle |
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6 | Battle | Skill Power +X% |
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15 | - | Overclock no longer inflicts Skill Power. Inflicts Firearm ATK instead. |
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16 | - | When using a Firearm, while Frenzied, Firearm ATK gradually increases. |
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11 | Arche Tech | On Skill Attack upon enemies with max HP, deals X% of the skill damage incurred as additional damage on the target. |
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14 | - | 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. |
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6 | Guard | Incoming DMG Modifier -X%, MP Recovery +X% |
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4 | - | HP Recovery Modifier +X% |
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15 | - | Chance to recover MP when using skill. |
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14 | - | Spawns a Front Line Reinforcement Device that grants a Firearm ATK Up effect to allies in range. |
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16 | - | Modifies Cutoff Beam so that it can be unleased as Sword Aura. |
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4 | Medical | Outgoing Heal +X%, Incoming Final DMG -X% |
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4 | Medical | HP Heal +X%, Skill Power -X% |
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4 | - | HP Recovery Modifier +X%, MP Recovery Modifier -X% |
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4 | - | MP Recovery Modifier +X%, HP Recovery Modifier -X% |
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15 | - | Consumes Magnetic Force every second when used to pull enemies in front of Kyle. Deals great damage to nearby enemies when the skill ends. |
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6 | Guard | Incoming DMG Modifier -X%, Max HP -X% |
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6 | Guard | Incoming DMG Modifier -X%, Max MP -X% |
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7 | Support Tech | When defeating an enemy, instantly recovers X% of Max Shield (Cooldown Xs) |
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6 | Defense | DEF +X%, Max Shield -X% |
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5 | MP | Max MP +X%, Max Shield -X% |
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0 | - | 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 +X) |
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0 | - | 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 +X) |
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6 | - | Firearm ATK +X%, Skill Power Modifier -X% |
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15 | - | When using skill, sets up a Speaker that grants buffs to allies within range. |
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15 | - | 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. |
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6 | Battle | Skill Power +X%, Singular Skill Power Modifier +X% |
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6 | Attack | Singular Skill Power Modifier +X% |
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6 | - | Skill Critical Hit Damage +X% |
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5 | - | Skill Effect Range +X%, applies only to certain skills for each Descendant |
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5 | - | Skill Duration +X%, applies only to certain skills for each Descendant |
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6 | - | Skill Critical Hit Rate +X% |
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6 | Attack | Skill Power Modifier +X%, Max MP -X% |
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6 | Defense | DEF +X%, Skill Power +X% |
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14 | - | Condense the water within your hand to its limit and rotating at high speed, then projecting it to attack the enemy. |
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6 | HP | Max HP +X%, Max MP -X% |
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4 | - | HP Recovery Modifier +X%, Outgoing DMG Modifier -X% |
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5 | - | Skill Cost -X% |
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13 | - | Modifies the effects of Frenzied state's Maximize Lethality. Fire Rate becomes fixed, but Duration increases significantly. |
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16 | - | 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. |
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16 | - | Adds an effect that reduces the enemy's ATK to the Electrocution effect that Bunny inflicts. |
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14 | - | Summons a Firearm Enhancement Device. Touching the device grants Weak Point DMG and Firearm Critical Hit Rate Up. |
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14 | - | While on water, increases Skill Critical Hit Rate, Skill Duration, and Firearm Attribute Trigger Rate. Reduction of MP consumption does not apply. |
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14 | - | Whenever Enzo buffs an ally, he grants himself and all allies Incoming DMG DOWN and Movement Speed UP effects. |
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6 | Battle | Skill Power +X%, Tech Skill Power Modifier +X% |
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6 | Attack | Tech Skill Power Modifier +X% |
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6 | Attack | Skill Power Modifier +X% |
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6 | Arche Tech | Landing a skill attack, deals X% of own Max HP as additional damage to the target (Cooldown Xs against the same target). |
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14 | - | 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. |
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5 | Control | Skill Cooldown -X%, Max HP +X% |
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0 | - | 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 +X) |
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6 | - | Toxic Resistance +X |
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6 | Battle | Skill Power +X%, Toxic Skill Power +X% |
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6 | Battle | Toxic Skill Power +X% |
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15 | - | Defense Mechanism skill conversion. Grants Plague Bodyarmor to nearby allies. |
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15 | - | Significantly increases the damage of Giant Fireball. When Giant Fireball explodes, Small Fireballs and Flame Zones do not spawn. |
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14 | - | When using skill, recovers the HP of all summoned turrets and extends their duration. Turrets do not switch to Enhanced mode. |
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6 | Fortitude | Critical Hit Resistance +X%, Toxic Skill Power +X% |
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14 | - | Putrid Venom skill conversion. Leaves behind a Toxic Footprint after every step. Inflicts Poison on enemies coming in contact with Toxic Footprint. |
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10 | Support Tech | When defeating an enemy, resets the cooldown of a random skill at a X% chance. |
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15 | - | Modifies Orbit Barrier to be portable. Changes barrier to be affected only by the caster's Skill Power. |
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15 | - | Modifies Void Walk and Expulsion damage to increase proportionally to DEF. When used as Enhanced Skill, Cooldown resets. |
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14 | - | Increases the targeting range of Flash Shortsword. Increases enemy targeting speed. |
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14 | - | Modifies Expulsion to stackable skill, reduces Charged Sub Attack Cooldown and increases its Damage upon using Expulsion. |
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6 | Arche Tech | When HP is X% or lower, Skill Power Modifier +X%, Firearm ATK +X%. |
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14 | - | Creates a rectangular-shaped pool of water in the front of Valby. |
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4 | - | On Charged Sub Attack, Outgoing Heal -X% for Xs at a X% Chance (Cooldown Xs). |
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6 | Shield | Max Shield +X%, Skill Cost -X% |
Descendant modules are modules that are equipped only by descendants. Morever, each module is exclusive to a specific descendant.
Just as weapon modules adds effects to weapons, descendant modules adds effects specifically to descendants. This does mean that the effect will always be in there regardless of what weapon the descendant is using.
Descendant Modules | Weapon Modules |
Descendant Modules
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