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Upgrades can be crafted or found, and can be applied to equipment. Weapons can hold one upgrade, while armor can hold one of each of three types of upgrades. Each upgrade exists at each Rarity, improving the bonuses given by the upgrade.

Like attribute bonuses, upgrades will add a suffix to the item name of the form +NAME, which always goes after the attribute bonus suffix. Armor upgrade suffixes will be in the order: mechanical, implant, surface.

Upgrades can only be applied to items of equal or greater rarity. That is, you can apply an Obsolete upgrade to a Prototype item, but you cannot apply a Prototype upgrade to an Obsolete item.

Weapon UpgradesEdit

While some weapon upgrades exist for all weapons, many exist only for a subset of weapon types. However, upgrades are universal; that is, a transcendent Cruel upgrade exists as a single item, for example, and can be applied to any weapon meeting the weapon class requirement.

Upgrade Rarity One-Handed Weapons Two-Handed Weapons
Name Effect J O A P T Pistol Sword Knife Gauntlet Whip Shield Rifle Pole Hammer Rocket Launcher
X% increased attack speed 3 3.5 4 4.5 5 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% increased damage 3 3.5 4 4.5 5 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% increased critical chance 6 7 8 9 10 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% increased critical damage 6 7 8 9 10 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
Convert X% of damage to physical 12 14 16 18 20 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
Convert X% of damage to thermal 12 14 16 18 20 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
Convert X% of damage to electric 12 14 16 18 20 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
Convert X% of damage to corrosive 12 14 16 18 20 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
Convert X% of damage to entropic 12 14 16 18 20 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% increased projectile velocity 14 18 22 26 30 Checkmark Checkmark Checkmark
X% increased range 14 18 22 26 30 Checkmark Checkmark Checkmark Checkmark
X% increased knockback 30 35 40 45 50 Checkmark Checkmark Checkmark Checkmark Checkmark
Bleed for X seconds on critical hit 1 1.5 2 2.5 3 Checkmark Checkmark Checkmark Checkmark Checkmark
Restore stamina on critical hit 6 7 8 9 10 Checkmark Checkmark Checkmark Checkmark
X% increased bleed duration 12 14 16 18 20 Checkmark Checkmark
X% increased burning duration 12 14 16 18 20 Checkmark
X% increased cripple duration 12 14 16 18 20 Checkmark
X% increased shock duration 12 14 16 18 20 Checkmark
X% increased stun duration 12 14 16 18 20 Checkmark
X% increased knock down duration 12 14 16 18 20 Checkmark Checkmark
X% increased knockback 10 15 20 25 30 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% increased hit arc 14 18 22 26 30 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% increased attack speed and reduced damage 14 18 22 26 30 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% increased damage, cannot critically hit 20 25 30 35 40 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% reduced damage, 2X% increased critical damage 14 18 22 26 30 Checkmark Checkmark Checkmark Checkmark Checkmark Checkmark
X% reduced attack speed, 0.25 second shock on crit 50 44 38 32 26 Checkmark Checkmark Checkmark

Note: increased hit arc applied to a Rocket Launcher will actually increase the aoe of its attacks.

Armor UpgradesEdit

Each piece of armor has three upgrade slots:

  • Mechanical: typically related to movement or attacking (physical enhancements)
  • Implant: typically related to internal enhancements
  • Surface: outer coating of armor, typically defensive

All armor upgrades can be applied to any type of armor, though the upgrade rarity restriction still applies.

Upgrade Rarity
Name Effect J O A P T
Mechanical
Boosters Your dodges go X meters further 0.8 1.1 1.4 1.7 2
Stabilizers Knockdown duration and knockback distance are reduced by X% 13 16 19 22 25
Gravity Suspension Your dodges last X seconds longer 0.2 0.28 0.36 0.42 0.5
Gravity Motors X% increased melee damage 3 3.5 4 4.5 5
Trigger Reflex X% increased attack speed 3 3.5 4 4.5 5
Impetus Machine Sprinting uses X% less stamina 14 18 22 26 30
Implant
Enchanced Reflexes X% reduced shocked and stunned durations 8 11 14 17 20
Pain-Killer Dispenser X% reduced health regeneration delay 20 25 30 35 40
Micro-suturer X% increased health regeneration 13 16 19 22 25
Organic Stitcher X% reduced bleeding and crippled durations 8 11 14 17 20
Liquid Cooling X% decreased burning damage 13 16 19 22 25
Blood Transfusor X% decreased bonus bleeding damage from movement 35 45 55 65 75
Surface
Capacitors X% of incoming electric damage is added to your next attack 7 9 11 13 15
Overcharger X% of incoming thermal damage increases your movement speed by 20% for (X%) seconds 0.4 0.55 0.7 0.85 1
Entropic Uplink X% of incoming entropic damage recharges your skills by (X%)% 2.6 3.2 3.8 4.4 5
Momentum Transductor X% of incoming physical damage restores (X%) stamina 4 6.5 7 8.5 10
Regenerative Biopolymers X% of incoming corrosive damage heals you for (X%)% (heals current and combat max health) .4 .55 .7 .85 1

The surface upgrades are pretty confusing right now, not sure what the best way to word them is. Entropic Uplink for example: Prototype return is 4.4%. So, if you take 1000 entropic damage, all of your skills will be recharged by 4.4% * 1000 = 44 => 44%

Note that "incoming damage" is calculated as the damage you would have taken with 0 armor. That is, it is the damage of the attack before armor reduction is applied, since this represents the damage incoming to your armor.

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