Expansion Modules Info
更新时间 MonStahLer
由 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