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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 |
---|---|---|---|
Absolute Curse | 14 | - | Upon Colossus part removal, inflicts Dispel which removes buffs on Colossi. |
Absolute-Zero | 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. |
Accelerated Driveshaft | 5 | Arche Tech | When Rolling, Fire Rate +X% for Xs at a X% chance. |
Aggressive Melody | 15 | - | Changes Passionate Stage and Delightful Stage effects to increase Firearm Damage and Weak Point Damage. |
Agony | 5 | MP | Max MP +X%, DEF +X% |
Amplification Control | 5 | Range | Skill Effect Range +X%, Max Shield +X% |
An Iron Will | 6 | Support Tech | When Shield is at X%, DEF +X%. |
An Outstanding Investment | 5 | Cooldown | Skill Duration +X%, HP Heal +X% |
Antifreeze Solution | 6 | - | Frostbite Immunity, Chill Resistance +X%. |
Arche Acceleration | 6 | - | Skill Speed and Range Increase Modifier +X% |
Arche Concretion | 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. |
Attacking Compulsion | 19 | - | When using skill, summons an Assault Turret. The summoned turret operates in the same way as the existing Assault Turret. |
Autoimmunity | 6 | Guard | Incoming DMG Modifier -X%, HP Recovery +X% |
Backdraft | 14 | - | Flame Zone absorption significantly increases Weak Point DMG and Firearm ATK instead of Skill Power. |
Battle of Stamina | 6 | HP | Max HP +X%, Skill Duration +X% |
Battlesuit Melting Rounds | 14 | - | Modifies to stackable skill. Deacreases the enemy's Electric Resistance instead of stunning them. |
Bionic Fuel | 16 | - | Decreases speed of Speed of Light, but consumes HP instead of MP. |
Blood and Iron | 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. |
Body Enhancement | 17 | - | Void Energy is no longer available through Event Horizon. Increases DEF and Shield proportionally to Max HP. |
Burst Absorption | 6 | - | On Charged Sub Attack, DEF +X% for Xs. |
Chill Master | 6 | Battle | Skill Power +X%, Chill Skill Power +X% |
Chill Specialist | 6 | Battle | Chill Skill Power +X% |
Classic Chef | 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. |
Cluster Bomb | 14 | - | Detonating an attached bomb creates additional explosives at the detonated location. |
Cold Antibody | 6 | - | Chill Resistance +X |
Cold Cohesion | 14 | - | The number of Ice Spheres increases by 5, and the base cooldown is reduced by 5 seconds. |
Cold Snap Watch | 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. |
Cold-Bloodedness | 15 | - | When using skill, increases Skill Power and decreases Skill Cost and Skill Cooldown. Frost Roads are not created when moving. |
Collision Instinct | 16 | - | After a Dash, inflicts Stun at the end of a Knockback. However, DEF increase effect is not applied. |
Conditional Recharge | 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). |
Contagion | 17 | - | When an enemy inflicted with Room 0 Trauma is killed, There is a contagion of Poison surrounding it. |
Continuous Exaltation | 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. |
Creative Explosion | 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. |
Dangerous Ambush | 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%. |
Decimator | 6 | Arche Tech | When defeating an enemy inflicted with debuffs, Skill Power Modifier +X% per defeated enemy for Xs (up to X stacks). |
Defense Stance | 6 | Defense | DEF +X%, Outgoing DMG Modifier -X% |
Demonic Modification | 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. |
Diamagnetic Bulwark | 14 | - | Instead of Magnetic Bulwark's projectile defense, knocks back enemies on contact. Recovers Magnetic Force based on the number of knockbacks. |
Dimension Master | 6 | Battle | Skill Power +X%, Dimension Skill Power Modifier +X% |
Dimension Specialist | 6 | Attack | Dimension Skill Power Modifier +X% |
Dual Claw | 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) |
Duty and Sacrifice | 14 | - | Grants HP Recovery and HP Recovery per Second to allies in the Squad and Party. |
Efficient Treatment | 16 | - | Recovers himself after using skill to recover allies over a certain number of times. |
Electric Antibody | 6 | - | Electric Resistance +X |
Electric Charge | 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. |
Electric Condense | 16 | - | Changes Maximum Power into a form that causes damage around Bunny. |
Electric Master | 6 | Battle | Skill Power +X%, Electric Skill Power +X% |
Electric Specialist | 6 | Battle | Electric Skill Power +X% |
Electric Transition | 14 | - | Decreases Electricity Charge amount during Speed of Light, but recovers Shield continuously in proportion tot he distance traveled. |
Electronic Syncytium | 6 | Fortitude | Critical Hit Resistance +X%, Electric Skill Power +X% |
Emergency Measures | 6 | Luck | Skill Critical Hit Rate +X%, Skill Critical Hit Damage +X% |
Energy Collection | 4 | - | MP Recovery +X% |
Enlightenment | 5 | - | Max MP +X% |
Explosive Evade | 14 | - | Spawns a Guided Landmine when rolling. |
Explosive Life | 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. |
Explosive Propaganda | 14 | - | 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 | - | Modifies Grenade Throw to be charged up to 3 times. Grenade charges once whenever a certain amount of ammo is consumed. |
Final Wish | 5 | Arche Tech | When attacking enemies with the fourth skill, Skill Cost -X%, Skill Power -X% for Xs. |
Fire Master | 6 | Battle | Skill Power +X%, Fire Skill Power +X% |
Fire Specialist | 6 | Battle | Fire Skill Power +X% |
Fire Syncytium | 6 | Fortitude | Critical Hit Resistance +X%, Fire Skill Power +X% |
Firearm Master | 15 | - | Reloading weapon increases Skill Range. Changing weapon increases Skill Power. |
First Aid Kit | 14 | - | Sets up a first aid kit and grants First Aid to allies. |
Focus Fire | 16 | - | Attaches a Combat Drone to himself. On Firearm Critical Hit attack, increases the drone's duration. Increases the Max Stack of Explosive Drone. |
Focus on Chill | 6 | Battle | Chill Skill Power +X%, Skill Cooldown -X% |
Focus on Dimension | 6 | Attack | Dimension Skill Power Modifier +X%, Skill Cooldown -X% |
Focus on Electric | 6 | Battle | Electric Skill Power +X%, Skill Cooldown -X% |
Focus on Fire | 6 | Battle | Fire Skill Power +X%, Skill Cooldown -X% |
Focus on Fusion | 6 | Attack | Fusion Skill Power Modifier +X%, Skill Cooldown -X% |
Focus on Non-Attribute | 6 | Battle | Non-Attribute Skill Power +X%, Skill Cooldown -X% |
Focus on Singular | 6 | Attack | Singular Skill Power Modifier +X%, Skill Cooldown -X% |
Focus on Tech | 6 | Attack | Tech Skill Power Modifier +X%, Skill Cooldown -X% |
Focus on Toxic | 6 | Battle | Toxic Skill Power +X%, Skill Cooldown -X% |
Front Lines | 6 | Strike | Skill Critical Hit Damage +X%, Skill Critical Hit Rate +X% |
Frugal Mindset | 5 | Resource | Skill Cost -X%, Skill Effect Range +X% |
Fusion Master | 6 | Battle | Skill Power +X%, Fusion Skill Power Modifier +X% |
Fusion Specialist | 6 | Attack | Fusion Skill Power Modifier +X% |
Glacial Cloud | 14 | - | Throws a projectile forward that spawns a Blizzard where it lands. |
Glacial Syncytium | 6 | Fortitude | Critical Hit Resistance +X%, Chill Skill Power +X% |
Gladiator | 4 | Support Tech | When defeating enemies with a Charged Sub Attack, the remaining Cooldown of the Cahrged Sub Attack is X%. |
Heat Antibody | 6 | - | Fire Resistance +X |
Heat Release | 6 | - | Burn Immunity, Fire Resistance +X%. |
High-Voltage | 15 | - | Reduces the number of enemies that Thrill Bomb and Lightning Emission can strike. Increases range and damage instead. |
HP Amplification | 6 | HP | Max HP +X%, Max Shield -X% |
HP Collector | 6 | Support Tech | When defeating an enemy, instantly recovers X% of Max HP (Cooldown Xs). |
HP Conversion (DEF) | 6 | Defense | DEF +X%, Max HP -X% |
HP Conversion (MP) | 5 | MP | Max MP +X%, Max HP -X% |
HP Conversion (Shield) | 6 | Shield | Max Shield +X%, Max HP -X% |
HP Plunder | 6 | - | When defeating an enemy with a Charged Sub Attack, recovers X% HP at a X% chance. |
Hydro Pressure Bomb | 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. |
Hypothermia | 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. |
Immediate Purge Code | 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. |
Improve Driveshaft | 6 | Arche Tech | When Rolling, Firearm ATK +X% for Xs at a X% chance. |
Incendiary Bomb | 16 | - | Throws a projectile forward that spawns a Flame Zone where it lands. |
Increased DEF | 6 | - | DEF +X% |
Increased Efficiency | 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. |
Increased HP | 6 | - | Max HP +X% |
Increased Shield | 6 | - | Max Shield +X% |
Insulated Conductor | 6 | - | Electrocution Immunity, Electric Resistance +X%. |
Iron Defense | 6 | Defense | DEF +X%, Skill Power Modifier +X% |
Iron Knuckle | 4 | - | On Charged Sub Attack, Knockdown enemies (Cooldown Xs) |
Ironclad Defense | 6 | - | Critical Hit Resistance +x% |
Kicking | 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) |
Lethal Infection | 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). |
Life Barrier | 15 | - | Modifies the Orbit Barrier and Hyper Cube barrier to only be affected by the caster's HP. |
Long-Distance Maneuvering | 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%). |
Mass Purification | 14 | - | Upon Colossus part destruction, grants Purification which removes debuffs to players within a Xm radius (Cooldown Xs). |
Massive Sanguification | 16 | - | Modifies Life Siphon to allow the absorption of Life Orbs during Non-Frenzied state. |
Matrix Recomputation | 16 | - | Modifies Expulsion to grant a buff that helps allies survive. |
Maximize Chill Resist | 6 | - | Chill Resistance +X%, Max HP -X% |
Maximize Conservation | 5 | Resource | Skill Cost -X%, Skill Power Modifier -X% |
Maximize Duration | 5 | Cooldown | Skill Duration +X%, Skill Power Modifier -X% |
Maximize Efficiency | 5 | Resource | Skill Cost -X%, Max MP -X% |
Maximize Electric Resist | 6 | - | Electric Resistance +X%, Max HP -X% |
Maximize Fire Resist | 6 | - | Fire Resistance +X%, Max HP -X% |
Maximize Power | 6 | Attack | Skill Power Modifier +X%, Skill Cooldown +X% |
Maximize Range | 5 | Range | Skill Range +X%, Skill Power Modifier -X%. Range increase applies only to certain skills for each Descendant. |
Maximize Skill | 6 | Battle | Skill Power +X%, Skill Cooldown +X% |
Maximize Toxic Resist | 6 | - | Toxin Resistance +X%, Max HP -X% |
Medical Compulsion | 16 | - | When using skill, summons a Healing Turret. The summoned turret operates in the same way as the existing Healing Turrets. |
Medical Support | 4 | - | HP Heal +X% |
Mid-Air Maneuvering | 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%). |
Midair Fire | 4 | - | While Jumping, Accuracy +X%, DEF -X%. |
MP Accelerant | 5 | Cooldown | Skill Duration +X%, Max MP +X% |
MP Collector | 6 | Support Tech | When defeating an enemy, instantly recovers X% of Max MP at a X% chance. |
MP Conversion | 5 | Control | Skill Cooldown -X%, Max MP -X% |
MP Plunder | 6 | - | When defeating an enemy with a Charged Sub Attack, recovers X% MP at a X% chance. |
Multi-Maneuvering | 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 %) |
Multitalented | 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. |
Narcissism | 5 | Support Tech | While Sprinting, Skill Cost -X%/Skill Cooldown +X% every second (up to X stacks) |
Nerve Infiltration | 14 | - | Overclock no longer inflicts Burn. Inflicts Weaken Regeneration instead. |
Neurotoxin Synthesis | 16 | - | The effect of Room 0 Trauma has been modified as follows: Does not spread Poison, but adds ATK reduction & Weaken Regeneration. |
Nimble Fingers | 5 | - | Skill Cooldown -X% |
Nimble Footsteps | 14 | - | Granting a buff to allies increases Luna's Movement Speed and Skill Range. |
Noise Surge | 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. |
Non-Attribute Master | 6 | Battle | Skill Power +X%, Non-Attribute Skill Power +X% |
Non-Attribute Specialist | 6 | Battle | Non-Attribute Skill Power +X% |
Non-Attribute Syncytium | 6 | Fortitude | Critical Hit Resistance +X%, Non-Attribute Skill Power +X% |
Overcharged Edge | 14 | - | Modifies Active Camouflage to consume Shields instead of MP. Ambush damage increases by the amount of Shields consumed. |
Overwhelming DEF | 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. |
Overwhelming HP | 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. |
Overwhelming Shield | 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. |
Pain Reliever | 6 | Guard | Incoming DMG Modifier -X%, Outgoing DMG Modifier -X% |
Passionate Sponsor | 6 | Arche Tech | When buffing or recovering an ally, Firearm ATK and Skill Power Modifier +X% each time for Xs (up to X Stacks). |
Perfect Antivenom | 6 | - | Poison Immunity, Toxic Resistance +X%. |
Polygenic Antibody | 6 | - | All Attribute Resistances +X |
Potent Collector | 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 |
Power Increase | 6 | Battle | Skill Power +X% |
Power Unit Change | 15 | - | Overclock no longer inflicts Skill Power. Inflicts Firearm ATK instead. |
Predator Instinct | 16 | - | When using a Firearm, while Frenzied, Firearm ATK gradually increases. |
Preemptive Strike | 11 | Arche Tech | On Skill Attack upon enemies with max HP, deals X% of the skill damage incurred as additional damage on the target. |
Proliferating Allergy | 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. |
Psychological Victory | 6 | Guard | Incoming DMG Modifier -X%, MP Recovery +X% |
Regeneration Boost | 4 | - | HP Recovery Modifier +X% |
Regenerative Braking | 15 | - | Chance to recover MP when using skill. |
Reinforce Front Line | 14 | - | Spawns a Front Line Reinforcement Device that grants a Firearm ATK Up effect to allies in range. |
Release Cutting Force | 16 | - | Modifies Cutoff Beam so that it can be unleased as Sword Aura. |
Safe Recovery | 4 | Medical | Outgoing Heal +X%, Incoming Final DMG -X% |
Second Wind | 4 | Medical | HP Heal +X%, Skill Power -X% |
Selective Recovery (HP) | 4 | - | HP Recovery Modifier +X%, MP Recovery Modifier -X% |
Selective Recovery (MP) | 4 | - | MP Recovery Modifier +X%, HP Recovery Modifier -X% |
Self-Directed Eruption | 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. |
Sensory Dep (HP) | 6 | Guard | Incoming DMG Modifier -X%, Max HP -X% |
Sensory Dep (MP) | 6 | Guard | Incoming DMG Modifier -X%, Max MP -X% |
Shield Collector | 7 | Support Tech | When defeating an enemy, instantly recovers X% of Max Shield (Cooldown Xs) |
Shield Conversion (DEF) | 6 | Defense | DEF +X%, Max Shield -X% |
Shield Conversion (MP) | 5 | MP | Max MP +X%, Max Shield -X% |
Shock Punch | 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) |
Shortsword | 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) |
Shot Focus | 6 | - | Firearm ATK +X%, Skill Power Modifier -X% |
Singer's Mercy | 15 | - | When using skill, sets up a Speaker that grants buffs to allies within range. |
Singing Water | 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. |
Singular Master | 6 | Battle | Skill Power +X%, Singular Skill Power Modifier +X% |
Singular Specialist | 6 | Attack | Singular Skill Power Modifier +X% |
Skill Concentration | 6 | - | Skill Critical Hit Damage +X% |
Skill Expansion | 5 | - | Skill Effect Range +X%, applies only to certain skills for each Descendant |
Skill Extension | 5 | - | Skill Duration +X%, applies only to certain skills for each Descendant |
Skill Insight | 6 | - | Skill Critical Hit Rate +X% |
Skill Simplification | 6 | Attack | Skill Power Modifier +X%, Max MP -X% |
Spear and Shield | 6 | Defense | DEF +X%, Skill Power +X% |
Spiral Tidal Wave | 14 | - | Condense the water within your hand to its limit and rotating at high speed, then projecting it to attack the enemy. |
Stim Accelerant | 6 | HP | Max HP +X%, Max MP -X% |
Strengthen Recovery | 4 | - | HP Recovery Modifier +X%, Outgoing DMG Modifier -X% |
Strong Mentality | 5 | - | Skill Cost -X% |
Super Senses | 13 | - | Modifies the effects of Frenzied state's Maximize Lethality. Fire Rate becomes fixed, but Duration increases significantly. |
Superconductive Bombing | 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. |
Superconductor | 16 | - | Adds an effect that reduces the enemy's ATK to the Electrocution effect that Bunny inflicts. |
Supply Firearm Enhancer | 14 | - | Summons a Firearm Enhancement Device. Touching the device grants Weak Point DMG and Firearm Critical Hit Rate Up. |
Supply Moisture | 14 | - | 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 | - | Whenever Enzo buffs an ally, he grants himself and all allies Incoming DMG DOWN and Movement Speed UP effects. |
Tech Master | 6 | Battle | Skill Power +X%, Tech Skill Power Modifier +X% |
Tech Specialist | 6 | Attack | Tech Skill Power Modifier +X% |
Technician | 6 | Attack | Skill Power Modifier +X% |
Technique Manual | 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). |
Tidal Wave | 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. |
Time Distribution | 5 | Control | Skill Cooldown -X%, Max HP +X% |
Tonfa | 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) |
Toxic Antibody | 6 | - | Toxic Resistance +X |
Toxic Master | 6 | Battle | Skill Power +X%, Toxic Skill Power +X% |
Toxic Specialist | 6 | Battle | Toxic Skill Power +X% |
Toxic Stimulation | 15 | - | Defense Mechanism skill conversion. Grants Plague Bodyarmor to nearby allies. |
Truly Deadly Cuisine | 15 | - | Significantly increases the damage of Giant Fireball. When Giant Fireball explodes, Small Fireballs and Flame Zones do not spawn. |
Turret Engineering | 14 | - | When using skill, recovers the HP of all summoned turrets and extends their duration. Turrets do not switch to Enhanced mode. |
Venom Syncytium | 6 | Fortitude | Critical Hit Resistance +X%, Toxic Skill Power +X% |
Venom Synthesis | 14 | - | 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 | Support Tech | When defeating an enemy, resets the cooldown of a random skill at a X% chance. |
Void Barrier | 15 | - | Modifies Orbit Barrier to be portable. Changes barrier to be affected only by the caster's Skill Power. |
Void Charge | 15 | - | Modifies Void Walk and Expulsion damage to increase proportionally to DEF. When used as Enhanced Skill, Cooldown resets. |
Void Domination | 14 | - | Increases the targeting range of Flash Shortsword. Increases enemy targeting speed. |
Void Explosion | 14 | - | Modifies Expulsion to stackable skill, reduces Charged Sub Attack Cooldown and increases its Damage upon using Expulsion. |
Walk a Tightrope | 6 | Arche Tech | When HP is X% or lower, Skill Power Modifier +X%, Firearm ATK +X%. |
Water Play | 14 | - | Creates a rectangular-shaped pool of water in the front of Valby. |
Weaken Recovery | 4 | - | On Charged Sub Attack, Outgoing Heal -X% for Xs at a X% Chance (Cooldown Xs). |
Weighing the Scales | 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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