Expansion Modules Info
指南
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Expansion Modules Info
更新时间 8 months ago MonStahLer

Link to a Google Sheets document to view in a table format: https://docs.google.com/spreadsheets/d/1WCLh7fLNHiAmIlIOiH9aMhvjgonAfx3Q3wJub69Eg30/edit?usp=sharing

Chapter 0 - Game start

Insta-Booster

  • Cost: 0
  • Type: Tactical Assault
  • Description: When using Grappling Hook, Light Attack damage increases 60%. Duration of the buff is based on Dash distance. Lasts a max of 8s.

Energy Discharge

  • Cost: 3
  • Type: Tactical Assault
  • Description: When dealing a melee attack to a Destruction Point, deal 30 extra damage, but get knocked back.

Temporary Bio-Barrier

  • Cost: 3
  • Type: Stable Output, Survival Command
  • Description: Gain Invincibility when using Heal, as well as 16% damage reduction. Lasts for 25s.

Chapter 1 - Post Berserker

Emergency Reconstruct

  • Cost: 3
  • Type: Survival Command
  • Description: Number of Heals increases 3-fold, but only 26% of HP is recovered.

Unbridled Corrosion

  • Cost: 4
  • Type: Controlled Diffusion, Survival Command
  • Description: Absorb deals 10 extra damage and recovers 4% extra HP, but Light Attacks do not increase Infected progress.

Execution Thread

  • Cost: 6
  • Type: Extremist Traits
  • Description: Light Attacks deal 65% extra damage, but reduce all Heal effect by 12s.

Pulse Slicer

  • Cost: 0
  • Type: Stable Output, Protection Protocol
  • Description: Light Attacks have increased range and can eliminate projectiles, but attack speed is slowed.

Mass-Energy Converter

  • Cost: 3
  • Type: Protection Protocol, Controlled Diffusion
  • Description: Gain some Energy when parrying or eliminating a projectile.

Chapter 2 - Post Commander

Synchronized Corrosion

  • Cost: 3
  • Type: Controlled Diffusion
  • Description: When the target has 3 or more stacks of Infected, Light Attacks trigger Absorb.

Overload Adaptor

  • Cost: 5
  • Type: Polymerized Power
  • Description: Charged attacks deal 3 extra damage during this battle. Stacks up to 12, but initial damage is decreased by 10.

Injury Plague

  • Cost: 4
  • Type: Polymerized Power, Controlled Diffusion
  • Description: Charged melee attacks deal 1 stack of Infected (Cooldown time 7s), but 50% less Energy is recovered.

Compression Shot

  • Cost: 0
  • Type: Polymerized Power, Controlled Diffusion
  • Description: Hold {Shoot Button} to use a Charged Shot, which inflicts 2 stacks of Infected for 1 Energy.

Chapter 3 - Post Molter

Trauma Buffer

  • Cost: 6
  • Type: Stable Output, Extremist Traits
  • Description: Single damage taken will not exceed 25% of max HP, but healing from any source will nullify this buff for 15s.

Extreme Corrosion

  • Cost: 4
  • Type: Extremist Traits, Controlled Diffusion
  • Description: Absorb deals 20 extra damage, but does not recover HP.

Deconstructive Impact

  • Cost: 0
  • Type: Polymerized Power, Tactical Assault
  • Description: Charged attacks deal 40% extra damage to Destruction Points.

Impulse Compressor

  • Cost: 4
  • Type: Polymerized Power, Protection Protocol
  • Description: A shield activates when aiming. If the shield parries an attack, that shot becomes a Charged Shot.

Chapter 4 - Post Reaper

Anchor Construct

  • Cost: 6
  • Type: Tactical Assault, Controlled Diffusion, Survival Command
  • Description: After you absorb a target 9 times, you can use the Grappling Hook once.

Crumbling Corrosion

  • Cost: 4
  • Type: Polymerized Power, Controlled Diffusion
  • Description: When attacking a Destruction Point, deals extra damage equal to 12 x Infected stacks.

Slash Stabilizer

  • Cost: 3
  • Type: Stable Output, Extremist Traits
  • Description: Light Attacks deal 85% extra damage, but using 4 dashes within 10s renders the buff ineffective for 12s.

Deflection Matrix

  • Cost: 0
  • Type: Stable Output, Protection Protocol
  • Description: Gain 50% more Energy for successful parries, but Dash has a longer cooldown.

Chapter 5 - Post Hunter

Rhythm of Venus

  • Cost: 0
  • Type: Controlled Diffusion, Survival Command
  • Description: When healed for more than 10% of max HP, increase damage of all attacks by 25%. Lasts 15s.

Anchor Analysis

  • Cost: 7
  • Type: Protection Protocol, Tactical Assault
  • Description: After 12 successful parries, the Grappling Hook can be used 1 time.

Super Charge

  • Cost: 5
  • Type: Polymerized Power
  • Description: Charged attacks deal 30% extra damage, but charge time increases 50%.

Frenzied Impulse

  • Cost: 7
  • Type: Extremist Traits, Protection Protocol
  • Description: After a successful parry, the next attack within 5s deals 25% + 6 extra damage. Stacks up to 4.

Adaptability Bonuses

Survival Command

  • 2-Combo: Max HP +20%
  • 3-Combo: Max HP +25% + DMG RED 15%

Controlled Diffusion

  • 2-Combo: Absorb DMG +8
  • 3-Combo: Absorb DMG +10
  • 4-Combo: Absorb DMG +12 + Absorb Recovery +5

Extremist Traits

  • 2-Combo: DMG RED 15%
  • 3-Combo: DMG RED 20%
  • 4-Combo: DMG RED 25% + Heals increase total damage by 40% instead. Lasts 20s.

Protection Protocol

  • 2-Combo: Max HP +20%
  • 3-Combo: Max HP +25%
  • 4-Combo: Max HP +30% + Shot Charge Slot +1

Polymerized Power

  • 2-Combo: Charge DMG +5
  • 3-Combo: Charge DMG +8
  • 4-Combo: Charge DMG +10 + Destruction Point DMG +40

Tactical Assault

  • 2-Combo: Grappling Hook DMG +50
  • 3-Combo: Grappling Hook DMG +75
  • 4-Combo: Grappling Hook DMG +100 + Light Attack DMG +2

Stable Output

  • 2-Combo: DMG RED 15%

  • 3-Combo: DMG RED 20%

  • 4-Combo: DMG RED 25% + Light Attack DMG +2