The field guide / upgrades
Change the way you fight.
Explore every upgrade, its requirements and the effect of each rank.
Afterglow
Rupture Beam: each direct beam damage tick applies a stack of Burning (2 s per stack).
Battering Ram
While Afterburner runs, running into an enemy slams it for 60 damage (with your momentum bonus) and throws it aside.
Battle Drill
Using Pulse Charge or Repulsor reloads both carried guns (and vents the beam's heat).
Bounding Shell
Floodgate Mortar: a shell that catches nobody hops once to the nearest enemy within 14 m and bursts there (70% damage).
Chain Reaction
Enemies a Pulse Charge kills burst in turn (70 damage, 3.5 m), and those bursts can set off more (up to 3 burst generations).
Choke Tube
Spillway Pump: aiming tightens the spread by 45% and carries full damage 6 m farther.
Cluster Shells
Floodgate Mortar: each blast scatters 3 bomblets that burst a moment later (45 damage, 2 m).
Concussion Jacket
Enemies a Pulse Charge hits are exposed for 4 s, taking 25% more damage from everything.
Dead Man's Switch
When your shield breaks, a Repulsor wave goes off by itself (at most every 15 s) without touching its cooldown.
Deep Drum
Floodgate Mortar: +34% base magazine capacity (rounded with other magazine bonuses).
Dragon's Breath
Spillway Pump: each shot applies a stack of Burning to every enemy hit (3 s per stack). A burn kill counts as a pump kill.
Fixation
Rupture Beam: holding the beam on one enemy ramps its damage up, to +50% after 2 s.
Implosion Boom
Sonic Boom pulls enemies in toward you and stuns them for 0.8 s, instead of throwing them away.
Implosion Core
Floodgate Mortar: blasts drag enemies within 8 m in toward the burst, bunching them for the next shell.
Incendiary Filler
Floodgate Mortar: blasts leave fire for 4 s. Each fire patch applies a stack of Burning to enemies inside every 0.3 s (1 s per stack).
Kickback
Spillway Pump: firing in the air throws you away from where you aim. Shoot at the floor to fly.
Last Rites
Rivet Carbine: the last 1/3 of every magazine hits 30% harder. Empty it, then reload.
Meltdown
Rupture Beam: overheating vents a blast around you (90 damage, 6 m, throws enemies back), and the lock clears 40% sooner.
Open Circuit
Siphon marks its target for 6 s. Outside shroud, your gun damage to a marked enemy builds +60% more life force.
Overpressure
Spillway Pump: the last shell in the tube deals 60% more damage and throws enemies back hard.
Point Blank
Spillway Pump: enemies within 4 m take 25% more damage and are stunned for 0.5 s.
Proximity Fuse
Floodgate Mortar: shells burst as they pass within 2.5 m of an enemy, so they catch leapers and fliers.
Quick Draw
Spillway Pump: it comes up racked, and the first shot within 1.5 s of drawing it deals 50% more damage.
Reaping Arc
In shroud: Spectral Slash sweeps a 150° arc and reaches 0.4 m farther. Catch a group in one swing.
Reaping Harvest
In shroud: each enemy a slash hits restores 0.6 life force, and each shard hit 0.4, up to 2 a second. Misses restore nothing.
Return to Sender
Repulsor throws hostile projectiles back at whoever fired them, at 3× damage, instead of erasing them.
Ricochet Rivets
Rivet Carbine: critical hits glance off to the nearest enemy within 14 m for 60% damage.
Salvage Drum
Floodgate Mortar: a blast that hits 3 or more enemies puts its shell back in the drum.
Shell Shock
Floodgate Mortar: enemies caught in a blast are exposed for 3 s, taking 20% more damage from everything.
Shrouded Guard
In shroud: take 25% less damage. Also reduces the hit that breaks shroud. Life force costs and time drain are unchanged.
Soul Splinters
In shroud: Wraith Shard leaves a splinter in what it hits for 8 s. A slash shatters it for 40 extra damage and 5 life force, and Death's Reach seeks splintered enemies first.
Spotter Rounds
Rivet Carbine: critical hits expose the enemy for 4 s. Exposed enemies take 20% more damage from everything (abilities and your other gun too).
Tactical Reload
Rivet Carbine: reloading with rounds left primes one shot per 4 rounds (up to 6). Primed shots deal +35% damage.
Zeroing In
Rivet Carbine: each hit in a row on the same enemy adds 5% damage, up to +50%. Missing or changing target resets it.
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