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- All Descendant-Exclusive Modules
- All Ultimate Modules
- All Rare Modules
- All Normal Modules
The First Descendant is a free-to-play shooter that allows players to take on the role of a Descendant (which can be Ultimate or Standard), a human that has inhuman abilities.
While playing, players will come across modules that they can add to their gear to do specific things like increasing health or the number of rounds their gun holds (here are some of the best early-game Weapon Modules). Here's a breakdown of all the modules in the game.
All Descendant-Exclusive Modules
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Some modules are only available to specific Descendants and not to everyone (and some are even available early on). Here's a breakdown of all the modules available for each character.
Character |
Module Name |
Effect |
---|---|---|
Ultimate Ajax or Ajax |
Body Enhancement |
Void Energy can no longer be obtained through Event Horizon, and Defense and Shields are increased to max HP. |
Matrix Recomputation |
Modifies Expulsion to create a buff on allies. |
|
Void Burst |
Expulsion will decrease the Sub Attack Cooldown and increase its Damage. |
|
Void Charge |
Void Walk and Expulsion damage is increased proportionally to DEF. |
|
Blair |
Backdraft |
Flame Zone absorption will increase Weak Point ATK instead of Skill ATK. |
Classic Chef |
Changes any increases to Firearm and Skill Critical Hit Rate to 5 based on the Flame Zone count. |
|
Incendiary Bomb |
A projectile is thrown forward that spawns a Flame Zone where it lands. |
|
Truly Deadly Cuisine |
Increases the damage of Giant Fireballs. |
|
Ultimate Bunny or Bunny |
Bionic Fuel |
Makes Speed of Light consume HP instead of MP. |
Electric Condense |
Changes Maximum Power into a form that deals damage around Bunny. |
|
Electric Transition |
Changes Speed of Light to recover Energy Shield in proportion to the distance traveled. |
|
Superconductor |
Adds a debuff that reduces the enemy’s ATK to the Electrocution effect that Bunny inflicts. |
|
Freyna |
Contagion |
When an enemy inflicted with Room 0 Trauma is killed, There is a contagion of Poison surrounding it. |
Neurotoxin Synthesis |
Modifies the effects of Room 0 Trauma as follows: -Does not spread Poison. -Adds ATK reduction & Weaken Regeneration effects. |
|
Toxic Stimulation |
Defense Mechanism skill conversion. Grants Plague Body Armor to surrounding allies. |
|
Venom Synthesis |
Putrid Venom skill conversion. Leaves behind a Toxic Footprint after every step. Inflicts Poison on enemies coming in contact with Toxic Footprint. |
|
Ultimate Gley or Gley |
Blood and Iron |
Life Orbs can no longer be acquired with the Thirst effect. Instead, Power of Life can be obtained when attacks land Firearm or Skill Critical Hits. |
Massive Sanguification |
Modifies Life Siphon to allow the absorption of Life Orbs during Non-Frenzied state. |
|
Predator Instinct |
Modifies Firearm ATK to increase when firing a Firearm during Frenzied state. |
|
Supersense |
Modifies the effects of Frenzied state’s Maximize lethalness during Increased Sensory. Fire Rate becomes fixed, but Weak Point ATK and Duration both increase. |
|
Jayber |
Attacking Compulsion |
When using a skill, summons an Assault Turret. The summoned turret operates in the same way as the existing Assault Turrets. |
Immediate Purge Code |
When using the skill, it instantly explodes all turrets and inflicts damage on nearby enemies. Creates Lightning AoE that deals continuous damage where the turrets explode. |
|
Medical Compulsion |
When using the skill, it summons a Healing Turret. The summoned turret operates in the same way as the existing Healing Turrets. |
|
Turret Engineering |
When using a skill, it recovers the HP of all summoned turrets and extends their duration. It does not switch turrets to Enhanced mode. |
|
Kyle |
Collision Instinct |
After a dash, inflicts Stun at the end of a knockback. However, stacks are removed, and the DEF Up effect is not applied. |
Diamagnetic Bulwark |
Instead of Magnetic Bulwark’s projectile defense, it knocks back enemies on contact. Recovers Magnetic Force based on the number of knockbacks. |
|
Self-Directed Eruption |
It consumes Magnetic Force every second when used to pull enemies in front of Kyle. Deals great damage to nearby enemies when the skill ends. |
|
Superconductive Bombing |
While airborne, it 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. |
|
Sharen |
Battlesuit Melting Nuts |
Modifies Impact Rounds to be stackable. Modifies to reduce the enemy's DEF instead of stunning them. |
Overcharged Edge |
Modifies Active Camouflage to consume Energy Shields instead of MP. Ambush damage increases by the amount of Energy Shields consumed. |
|
Release Cutting Force |
Modifies the Cutoff Beam so that it can be unleashed as Sword Aura. |
|
Void Domination |
Increases the targeting range of Flash Shortsword. Increases enemy targeting speed. |
|
Ultimate Lepic |
Explosive Stacks |
This modifies the Grenade Throw to be charged up to three times. The grenade charges once whenever a certain amount of ammo is consumed. |
Firearm Master |
Removes Close Call’s effect. Reloading the weapon increases the Skill Power Modifier. |
|
Ultimate Lepic or Lepic |
Increased Efficiency |
MP is no longer consumed while Overkill is active. It consumes MP when attacking with Overkill. It recovers MP when Overkill lands a Critical Hit. |
Nerve Infiltration |
Overclock no longer inflicts Burn. Inflicts Weaken Regeneration instead. |
|
Power unit Change |
Overclock no longer increases the Skill Power Modifier. Increases Firearm ATK instead. |
|
Regenerative Braking |
Removes Close Call’s effect. When using a skill, there is a chance to recover MP instead. |
|
Ultimate Viessa |
Absolute-Zero |
When using a skill, the Ice Shackle is not inflicted. When the skill lands a Critical Hit, it inflicts Frostbite on the target. Successfully inflicting Frostbite triggers the Ice Sphere. |
Cold Cohesion |
The number of Ice Spheres increases by 5, and the base cooldown is reduced by 5 seconds. |
|
Ultimate Viessa or Viessa |
Cold Snap Watch |
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 |
When using the skill, it increases the Skill Power Modifier and decreases MP Cost and Skill Cooldown. Frost Roads are not created when moving. |
|
Glacial Cloud |
Throws a projectile forward that spawns a blizzard where it lands. |
|
Hypothermy |
When using skill, it 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. |
|
Valby |
Singing Water |
Spawns a Seduction of Water where the Launcher’s bullet explodes. Until it is destroyed, the spawned Seduction of Water taunts surrounding monsters and inflicts the Laundry effect on them. |
Supply Moisture |
While on water, the Skill Critical Hit rate increases, Skull Duration, and Firearm Attribute Status Effect Trigger Rate. Reduction of MP consumption does not apply. |
|
Tidal Wave |
Does not leave watery trails when moving. When moving through a monster, it inflicts skill damage on them. When the skill ends, it deals AoE damage nearby. |
|
Water Play |
It creates a rectangular-shaped pool of water in front. |
All Ultimate Modules
Here's a breakdown of the many Ultimate Modules. These Modules add more impressive effects to gear.
Module Name |
Effect |
---|---|
Absolute Curse |
Upon Colossus Part removal, inflicts Dispel which removes buffs on Colossi. |
Accelerated Driveshaft |
When Rolling, the Fire Rate is +8% for 5s at a 15% chance. |
An Iron Will |
When the shield is at 0%, DEF +32%. |
Analysis Master |
On hit, enemy’s Firearm Critical Hit Resistance -25% for 10s. This effect stacks up to 3 times (Cooldown 15s). |
Antifreeze Solution |
Frostbite Immunity. Chill Resistance +7%. |
Auto-Reload |
When changing weapons, auto-reloads stored weapons (Cooldown 15s) |
Battlesuit Crusher |
On hit, the enemy’s DEF -30% for 10s (Cooldown 25s). |
Better Weapon Weight |
Weapon Change Speed +25% When changing weapons, DEF +32% for 5s (cooldown 15s) |
Brisk Walk |
On hit, Movement Speed +10% for 5s (Cooldown 25s). |
Burst Absorption |
On Sub Attack, it acquires a DEF +32% buff for 5s. |
Chill Infusion |
On hit, the enemy’s Chill Resistance -8% for .5s at a 3% chance |
Conditional Recharge |
When using skills, it consumes 4% of Max HP and recovers 3% of Max Shield (However, neither happens when HP is 1 or lower). |
Continuous Exaltation |
On Charging Melee Attack, grants the Exalt effect for 20s. At 5 stacks of the Exalt effect, changes to the Passion effect. Active Skill Cooldown -90% and Skill Power -6% once for 10s. |
Dangerous Ambush |
When landing a Skill Attack while the enemy is not targeting you, Skill Power +6%. On Skill Attack, while the enemy is Groggy (Parts Removal, Boss Stress Gauge), Skill Power +6%. |
Decimator |
When defeating enemies inflicted with debuffs, the Skill Power Modifier +2% per defeated enemy for 15s (up to 10 stacks). |
Defense Master |
When defeating an enemy, DEF +120% for 10s (Cooldown 25s) |
Descendant Roll |
When rolling, auto-reloads the active weapon at a 50% chance (Cooldown 20s) |
Dopaminergic Activate |
On Weak Point hit, Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +10% (Cooldown 20s) |
Electric Conductor |
When attacking enemies inflicted with Electrocution, Firearm ATK +8% |
Electric Infusion |
On hit, the enemy’s Electric Resistance -8% for .5s at a 3% chance |
Final Wish |
When attacking enemies with an Ultimate Skill, Skill Cost -9%, Skill Power -10% for 10s (cooldown 0s) |
Fire Conductor |
When attacking enemies inflicted with Burn, Firearm ATK +8% |
Firing Fiesta |
When Reloading, rounds are not consumed for 3s (Cooldown 25s) |
Frigid Burn |
Hitting an enemy 3 times in a row with a firearm attack from a distance of 25m or more deals 24% Chill ATK as additional damage. |
Gladiator |
When defeating enemies with Sub Attack, its remaining Cooldown -50%. |
Hardline Suppression |
On Weak Point hit, 18% Chance to Knockdown target |
Heat Incinerator |
When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3 m of the target for 5s (Cooldown 20s) |
Heat Infusion |
On hit, enemy’s Fire Resistance -8% for .5s at a 3% chance |
Heat Release |
Burn Immunity. Fire Resistance +7%. |
HP Collector |
When defeating an enemy, instantly recovers 9% of Max HP (Cooldown 11s). |
HP Plunder |
When defeating an enemy with Sub Attack, it recovers 9% HP at an 8% chance. |
Improve Driveshaft |
When Rolling, Firearm ATK is +8% for 5s at a 15% chance. |
Insulate Conductor |
Electrocution Immunity. Electric Resistance +7%. |
Iron Knuckle |
On Sub Attack, Knockdown enemies (Cooldown 8.9s). |
Lethal Finish |
When firing a firearm, ammo with an additional 20% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with an additional attack, the module cooldown is -10s. However, the firearm’s base Weak Point Damage is fixed at 100% |
Lethal Infection |
When landing a Firearm Critical Hit on an enemy inflicted with a debuff, Skill Power Modifier +1% for 5s (up to 10 stacks, Cooldown 0s). |
Long-Distance Maneuvering |
Modifies the Grappling Hook range to 25m, but the Base Charge Time changes to 6s, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%). |
Mass Purification |
Upon Colossus Part destruction, grants Purification, which removes debuffs to players within a 50m radius. |
Mental Focus |
Base Fire Rate -10%. When firing a firearm, Firearm ATK +0.8% for 2s (up to 30 stacks) removes the effect when reloading or changing the firearm. |
Midair Fire |
While Jumping, Accuracy +8%, DEF -8%. |
Mid-Air Maneuvering |
Modifies the Grappling Hook to be cast midair. However, it can only be used once, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%). |
MP Collector |
When defeating an enemy, it instantly recovers 12.2% of Max MP at a 4% chance. |
MP Plunder |
When defeating an enemy with Sub Attack, it recovers 12.2% MP at an 8% chance. |
Multi-Maneuvering |
Modifies the Max Stack of the Grappling Hook to 3, but the Base Range decreases to 18m, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%). |
Multitalented |
When using the Dimension Active Skill, Skill Cooldown -5% for 5s. When using the Fusion Active Skill, Skill Cost -4% and Duration 4% for 5s. When using the Tech Active Skill, Skill Range and Power Modifier + 9% for 5s. When using the Singular Active Skill, All Attribute Damage +8% for 5s. Only one of the effects is applied. |
Narcissism |
While Sprinting, Skill Cost -2%/Skill Cooldown +1% every second (up to 10 stacks). |
Overwhelming DEF |
Increases DEF by 50% of Max HP. Max HP is fixed to 1. |
Overwhelming HP |
Increases Max HP by 50% Max Shield. Max Shield is fixed to 1. |
Overwhelming Shield |
Increases Max Shield by 50% of Max HP. Max HP is fixed to 1. |
Passionate Sponsor |
When buffing or recovering an ally, Firearm ATK and Skil Power Modifier +2% each time for 5s (up to 10 stacks). |
Payout |
When landing a Firearm Weak Point Attack rounds are not consumed for 3s (Cooldown 25s) |
Perfect Antivenom |
Poison Immunity. Toxin Resistance +7%. |
Potent Collector |
When defeating an enemy, instantly recovers 12.2% of Custom Resources at a 4% chance. Characters with Custom Resources: -Ajax -Bunny -Gley -Kyle |
Preemptive Strike |
Skill Attacks against enemies with max HP deal 8.5% of the skill damage incurred as additional damage on the target. |
Quick Freezer |
When defeating an enemy inflicted with Frostbite, it inflicts Frostbite on other enemies within 3 m of the target for 0.8s (Cooldown 5s) |
Real-Life Fighter |
Base Accuracy -20%. On dealing Weak Point DMG, Firearm ATK +3% for 5s (up to 10 stacks) but loses 2 stacks per failed Weak Point Attack. |
Remote Generator |
When defeating an enemy inflicted with Electrocution, inflict Electrocution on other enemies within 3 m of the target for 3s (Cooldown 20s) |
Sharp Precision Shot |
Base Fire Rate -20%. While pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK |
Snowflake Conductor |
When attacking enemies inflicted with Frostbite, Firearm ATK +8% |
Special Sight |
Movement Speed When Aiming -8%, Weak Point Damage When Aiming 8% |
Spray and Pray |
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 25s). |
Strengthen First Shot |
After Reload, the first shot’s Firearm ATK +100% (Cooldown 20s) |
Sweeping Squad |
When defeating an enemy, Firearm ATK +10.6% for 5s at a 33% chance. This effect stacks up to 3 times. |
Technique Manual |
Landing a skill attack deals 12% of own Max HP as additional damage to the target (Cooldown 8s against the same target). |
Toxic Conductor |
When attacking enemies inflicted with Poison, Firearm ATK +8% |
Toxic Infusion |
On hit, the enemy’s Toxin Resistance -8% for .5s at a 3% chance |
Unstoppable Smasher |
When defeating an enemy, Shell Capacity +30% for 5s at an 8% chance. |
Venom Injector |
When defeating an enemy inflicted with Poison, it inflicts Poison on other enemies within 3 m of the target for 5s (Cooldown 20s) |
Veteran’s Tactics |
When defeating an enemy, resets the cooldown of a random skill at a 2.1% chance. |
Walk a Tightrope |
When HP is 50% or lower, Skill Power Modifier +8%, Firearm ATK +8%. |
Weak Point Expansion |
On Weak Point hit, Weak Point Damage +35% (Cooldown 20s) |
Weaken Recovery |
On Sub Attack, Outgoing Heal -50% for 10s at a 100% chance (Cooldown 25s). |
All Rare Modules
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Here's a breakdown of all the Rare Modules available in the game.
Name |
Effect |
---|---|
Action and Reaction |
Firearm ATK +x%, Recoil +x% |
Adventurer |
Firearm Critical Hit Rate +5%, Weak Point Damage +2% |
Agony |
Max MP +2%, DEF +10%. |
Aiming Compensation |
Accuracy +8%, Firearm Critical Hit Damage +4% |
Anti-matter Round |
Firearm ATK +8%, Firearm Critical Hit Damage +3.5% |
Autoimmunity |
Incoming DMG Modifier -3%, HP Recovery +7.4%. |
Battle of Stamina |
Max HP +12%, Skill Duration +8.8%. |
Bullet Rain |
Fire Rate +8%, Firearm ATK +1% |
Chill Priority |
Chill ATK +13%, Reload Time Modifier -8% |
Commando Marksmanship |
Firearm Critical Hit Damage +5%, Firearm ATK +1% |
Concentrate Support Ammo |
Rounds per Magazine +8%, Firearm Critical Hit Damage +6.5% |
Concentrated Fire |
Weak Point Damage +5%, Firearm Critical Hit Damage +3.5% |
Concentration Priority |
Firearm Critical Hit Damage +30%, Reload Time Modifier -8% |
Concentration Stabilizer |
Recoil -8%, Firearm Critical Hit Damage +3.5% |
Consume Magazines |
Reload Time Modifier +6%, Weak Point Damage +2% |
Deadeye |
Accuracy +8%, Firearm ATK +1% |
Defense Stance |
DEF +16%, Outgoing DMG Modifier -1.8% |
Dimension Master |
Skill Power +12%, Skill Dimension Power Modifier +6% |
Edging Shot |
Firearm Critical Hit Rate +8%, Firearm ATK -4% |
Electric Gunbarrel |
Electric ATK +20%, Fire Rate -6% |
Electric Master |
Skill Power +11%, Skill Electric Power +5% |
Electric Priority |
Electric ATK +13%, Reload Time Modifier -8% |
Electronic Syncytium |
Critical Hit Resistance +4%, Electric Skill Power +3%. |
Emergency Measures |
Skill Critical Hit Rate +16%, Skill Critical Hit Damage +7%. |
Fatal Critical |
Firearm Critical Hit Damage +5%, Firearm Critical Hit Rate +1% |
Fire Master |
Skill Power +11%, Skill Fire Power +5% |
Fire Priority |
Fire ATK +13%, Reload Time Modifier -8% |
Fire Rate Concentration |
Fire Rate +8%, Firearm Critical Hit Damage +6.5% |
Fire Rate Insight |
Fire Rate +8%, Firearm Critical Hit Rate +1% |
Fire Syncytium |
Critical Hit Resistance +4%, Fire Skill Power +3%. |
Fixed Shot |
Recoil -8%, Weak Point Damage +2% |
Focus on Chill |
Skill Chill Power +19%, Skill Cooldown -6.1% |
Focus on Dimension |
Skill Dimension Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Electric |
Skill Electric Power +19%, Skill Cooldown -6.1% |
Focus on Fire |
Skill Fire Power +19%, Skill Cooldown -6.1% |
Focus on Fusion |
Skill Fusion Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Non-Attribute |
Skill Non-Attribute Power +19%, Skill Cooldown -6.1% |
Focus on Singular |
Skill Singular Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Tech |
Skill Tech Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Toxic |
Skill Toxic Power +19%, Skill Cooldown -6.1% |
Front Lines |
Skill Critical Hit Damage +16%, Skill Critical Hit Rate +7%. |
Frugal Mindset |
Skill Cost -2%, Skill Effect Range +6%. |
Fusion Master |
Skill Power +12%, Skill Fusion Power Modifier +6% |
Glacial Syncytium |
Critical Hit Resistance +4%, Chill Skill Power +3%. |
Have Aiming |
Unknown— Devs have not completed this one |
Hit Rate Focus |
Accuracy +8%, Firearm Critical Hit Damage +3% |
Hit Rate Insight |
Accuracy +8%, Firearm Critical Hit Rate +1.5% |
HP Amplification |
Max HP +23%, Max Shield -9% |
HP Conversion (DEF) |
DEF +17%, Max HP -13% |
HP Conversion (MP) |
Max MP +3%, Max HP -19% |
HP Conversion (Shield) |
Max Shield +16%, Max HP -13% |
Impact Rounds Compulsive |
Max Impact Rounds +15%, Movement Speed -5% |
Insight Concentration |
Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +5% |
Insight Stabilizer |
Recoil -8%, Firearm Critical Hit Rate +1.5% |
Insight Support Ammo |
Rounds per Magazine +8%, Firearm Critical Hit Rate +1% |
Iron Defense |
DEF +22%, Skill Power Modifier +3%. |
Magazine Compulsive |
Rounds per Magazine +10%, Weak Point Damage -3% |
Marksman |
Firearm Critical Hit Rate +8%, Firearm ATK +1% |
Maximize Conservation |
Skill Cost -9%, Skill Power Modifier -5% |
Maximize Efficiency |
Skill Cost -4%, Max MP -0.9% |
Maximize Power |
Skill Power Modifier +24%, Skill Cooldown 13% |
Maximize Range |
Skill Range +24%, Skill Power Modifier -5%. Range increase applies only to certain skills for each Descendant. |
Maximize Skill |
Skill Power +22%, Skill Cooldown +13% |
Maximize Weight Balance |
Rounds Per Magazine +8%, Weak Point Damage +2% |
MP Conversion |
Skill Cooldown -9%, Max MP -4% |
Non-Attribute Master |
Skill Power +11%, Skill Non-Attribute Power +5% |
Non-Attribute Syncytium |
Critical Hit Resistance +4%, Non-Attribute Skill Power +3%. |
Pain Reliever |
Incoming DMG Modifier -3%, Outgoing DMG Modifier -2.5% |
Pinpoint Shot |
Firearm ATK +8%, Weak Point Damage +2% |
Poison Priority |
Toxic ATK +13%, Reload Time Modifier -8% |
Psychological Victory |
Incoming DMG Modifier -2%, MP Recovery +3%. |
Refrigerate Gunbarrel |
Chill ATK +23%, Fire Rate -6% |
Reload Concentration |
Reload Time Modifier +6%, Firearm Critical Hit Damage +6.5% |
Reload Expert |
Reload Time Modifier +6%, Firearm ATK +1% |
Reload Insight |
Reload Time Modifier +6%, Firearm Critical Hit Rate +3% |
Safe Recovery |
Outgoing Heal +4%, Incoming Final DMG -4.5%. |
Second Wind |
HP Heal +5%, Skill Power -5%. |
Sensory Dep (HP) |
Incoming DMG Modifier -3%, Max HP -1.3% |
Sensory Dep (MP) |
Incoming DMG Modifier -3%, Max MP -1.5% |
Sharp Shooter |
Explosive ATK +8%, Firearm Critical Hit Rate +1% |
Shield Conversion (DEF) |
DEF +17%, Max Shield -9% |
Shield Conversion (MP) |
Max MP +3%, Max Shield -23% |
Singular Master |
Skill Power +12%, Skill Singular Power Modifier +6% |
Skill Simplification |
Skill Power Modifier +21%, Max MP -6% |
Slow Art |
Firearm ATK +16, Fire Rate -6% |
Spear and Shield |
DEF +22%, Skill Power +8.1%. |
Stance Stabilizer |
Recoil -8%, Firearm ATK +1% |
Stim Accelerant |
Max HP +23%, Max MP -4% |
Superheat Gunbarrel |
Fire ATK +23%. Fire Rate -6% |
Target Detection |
Firearm Critical Hit Damage +8%, Weak Point Damage +2% |
Tech Master |
Skill Power +12%, Skill Tech Power Modifier +6% |
Time Distribution |
Skill Cooldown -4%, Max HP +13%. |
Toxic Gunbarrel |
Toxic ATK +23%, Fire Rate -6% |
Weak Point Aiming |
Accuracy +8%, Weak Point Damage +2% |
Weak Point Detection |
Weak Point Damage +8%, Firearm ATK +1% |
Weak Point Insight |
Weak Point Damage +5%, Firearm Critical Hit Rate +1% |
Weak Point Quick Fire |
Fire Rate +8%, Weak Point Damage +2% |
Weapon Tuning |
Rounds per Magazine +8%, Firearm ATK +1% |
Weighing the Scales |
Max Shield +21%, Skill Cost -3.7%. |
All Normal Modules
Close
Here's a list of all the Normal Modules in the game. These are the most common type.
Name |
Effect |
---|---|
Arche Acceleration |
Skill Speed & Range Increase Modifier +3% |
Better Concentration |
Firearm Critical Hit Damage +19% |
Better Insight |
Firearm Critical Hit Rate +8% |
Better Weapon Weight |
Weapon Change Speed +8% |
Chill Enhancement |
Adds Chill ATK equal to 8% of Firearm ATK |
Chill Specialist |
Chill Skill Power Modifier +20% |
Cold Antibody |
Chill Resistance +154 |
Colon Special Forces |
5% Movement Speed When Aiming |
Dimension Specialist |
Dimension Skill Power Modifier +19% |
Dual Claw |
Modifies the Charged Sub Attack. Use a Dual Claw to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X) |
Electric Antibody |
Electric Resistance +154 |
Electric Enhancement |
Adds Electric ATK equal to 8% of Firearm ATK |
Electric Specialist |
Electric Skill Power Modifier +20% |
Energy Collection |
MP Recovery +14% |
Enlightenment |
Max MP +4% |
Expand General Magazine |
Max General Rounds +13% |
Expand High-Power Magazine |
Max High-Power Rounds +13% |
Expand Impact Magazine |
Max Impact Rounds +13% |
Expand Weapon Charge |
Rounds per Magazine +12% |
Fire Enhancement |
Adds Fire ATK equal to 8% of Firearm ATK |
Fire Rate UP |
Fire Rate +6% |
Fire Specialist |
Fire Skill Power Modifier +20% |
Fusion Specialist |
Fusion Skill Power Modifier +19% |
General Round Charge Improvement |
When acquiring dropped General Rounds, change to 1 High-Power Round for every 200 Rounds. |
General Round Magazine Replacement |
When acquiring dropped General Rounds, change to 1 Special Round for every 17 Rounds |
General Round Projectile Modification |
When acquiring dropped General Rounds, change to 1 Impact Round for every 100 Rounds. |
Hawk-Eye |
Accuracy +11% |
Heat Antibody |
Fire Resistance +154 |
Impact Round Charge Improvement |
When acquiring dropped Impact Rounds, change to 1 High-Power Round for every 25 Rounds. |
Impact Round Magazine Replacement |
When acquiring dropped Impact Rounds, change to 1 Special Round for every 2.1 Rounds |
Increased DEF |
DEF +16% |
Increased HP |
Max HP +22% |
Increased Shield |
Max Shield +15% |
Ironclad Defense |
Critical Hit Resistance +7% |
Kicking |
Modifies the Charged Sub Attack. Use a Kick to attack when performing a Charged Sub Attack. As the Enhancement Level Increases, the Max Module Capacity increases. (Currently +X) |
Medical Support |
HP Heal +8% |
Nimble Fingers |
Skill Cooldown -6% |
Non-Attribute Specialist |
Non-Attribute Skill Power Modifier +20% |
Normal Impact Rounds Refining |
When acquiring dropped Impact Rounds, change to 1 General Round for every 1.3 Rounds |
Normal Special Rounds Refining |
When acquiring dropped Special Rounds, change to 1 General Round for every 6 Rounds |
Polygenic Antibody |
All Attribute Resistances +60 |
Power Increase |
Skill Power +13% |
Recycling Genius |
Reload Time Modifier +8% |
Regeneration Boost |
HP Recovery Modifier +6% |
Rifling Reinforcement |
Firearm ATK +12% |
Rifling Reinforcement |
Explosive ATK +12% |
Rifling Reinforcement |
Firearm ATK +12% |
Rifling Reinforcement |
Firearm ATK +12% |
Shell UP |
Shell Capacity +33% |
Shock Punch |
Modifies the Charged Sub Attack. Use a Shock Punch to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X) |
Shortsword |
Modifies the Charged Sub Attack. Use a Shortsword to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X) |
Singular Specialist |
Singular Skill Power Modifier +19% |
Skill Concentration |
Skill Critical Hit Damage +14% |
Skill Expansion |
Skill Effect Range + 12%, applies only to certain skills for each Descendant |
Skill Extension |
Skill Duration +9% applies only to certain skills for each Descendant |
Skill Insight |
Skill Critical Hit Rate +14% |
Special Round Charge Improvement |
When acquiring dropped Special Rounds, change to 1 High-Power Round for every 120 Rounds. |
Special Round Projectile Modification |
When acquiring dropped Special Rounds, change to 1 Impact Round for every 60 Rounds. |
Special Rounds Storage |
Max Special Rounds +13% |
Strong Mentality |
Skill Cost -4% |
Superconductivity Charge |
Beam Rifle Charging Speed 10% |
Tech Specialist |
Tech Skill Power Modifier +19% |
Technician |
Skill Power Modifier +13% |
Tonfa |
Modifies the Charged Sub Attack. Use a Tonfa to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X) |
Toxic Antibody |
Toxin Resistance +154 |
Toxic Enhancement |
Adds Toxic ATK equal to 8% of Firearm ATK |
Toxic Specialist |
Toxic Skill Power Modifier +20% |
Vibration Absorption |
Recoil -11% |
Weak Point Sight |
Weak Point Damage +9% |
Platform(s) PlayStation 5 , PlayStation 4 , Xbox Series X , Xbox Series S , Xbox One , PC Released July 2, 2024 Developer(s) Nexon Games Publisher(s) Nexon