Attachments can be gained by using Weapon Upgrade Kits; up to four can be attached to a single weapon.
Using a Weapon Upgrade Kit gives a choice of 3 or more randomly-selected Attachments for the currently equipped weapon, along with a small boost to its damage (+5%). Attachments with a gold color are rare attachments, which have a low chance to appear as an additional choice in the given selection.
15% chance to not consume ammo in the magazine. Scales with luck.
Increases the maximum amount of spare ammo by 40% and grants slightly faster ejection speed. Also increases ammo gain for the weapon by 20%.
Prints spare ammo (15% of magazine size rounded up) for every 50 heat generated. Production then consumes 10 heat.
Losing shields (or health if no shield) grants ammo regeneration for a duration. Multiple instances can stack.
Bullets are directed towards the recoil center, increasing overall accuracy and precision. (Bullets have a high chance of choosing a more accurate trajectory)
Bullets always ricochet from surfaces or gain one additional bounce. Adds 10 armor penetration.
Adds an aiming laser. Grants movement stabilization and passively reduces weapon deviation.
Burst/Full-auto weapons: Turns the weapon semi-automatic and grants a +30% damage boost. Semi-Auto weapons: Turns the weapon fully automatic.
Adds full bullet enemy penetration or increases penetration damage. Increases bullet velocity.
Decreases damage by 5% if adding full penetration.
Increases damage to structures and props by 25%(includes turrets), and reduces enemy health regeneration by 50%.
Last shot in the magazine deals increased damage and inflicts either stun or burn (for each projectile); damage scales with magazine size.
Increases damage by 15%, but also increases deviation by 3° and recoil by 10%.
Offload Cycler Ultra
Burst fire weapons: Fully removes burst delay. Semi/Full-Auto weapons: Increases firerate by 40%.
Power Link 4x4 Pin
Grants a random bonus for a few seconds on successful active reload.
Kills reduce running cooldowns for items by 1 second and decreases weapon deviation by 3°.
On ejecting, vent heat and return unspent ammunition to reserve. Passively reduces heat generation by 15%.
Short Magazine Spring
Increases magazine capacity by 30% rounded up. Can only be reloaded when empty.
Silver Bullet Alloy
Increases damage against Elite enemies and Bosses by 2% for each 100 maximum health (based on player max hp) and bullets take down one additional plating.
Reduces recoil by 20% and deviation by 5° when standing still, but the effect is inactive while moving. Reduces recoil by 5% passively.
Reduces caliber usage or mAH cell.
Reduces deviation and recoil, improves recoil control and increases magazine by 15% rounded up at the cost of 10% damage.
Removes damage falloff over distance or increases distance damage increase. Increases maximum travel distance.
12% chance to fire an extra projectile with slightly increased deviation at no ammo cost.
Vital Data Collector
Every 4 kills grants +25 max health, until +400 max health has been gained. (64 kills.)
Heavily reduces movement speed penalty while firing and improves movement accuracy
Ammo TP MkII
20% chance to not consume ammo in the magazine. Scales with luck.
Cranial Targeting CPU
Deal 100% increased headshot damage but lose 15% damage overall, powering the device costs 10 shields per shot. (Ingame tooltip is outdated)
Converts the weapon for run-and-gun use, strongly increasing deviation, movement stability, and damage. (+20% damage, +20% firerate, -30% recoil and +25-30° deviation.) Also grants 25 bonus move speed.
Replaces vital weapon parts with a heavy Eternium metal mixture, strongly increasing weapon performance (+25% damage, +20% firerate, -10% recoil and -3° deviation) but reduces movement speed nearly to a halt when held.
Titanium Eternium Rifling
Decreases critical chance by 5% but increases critical damage by 75%.
Enemies killed whilst holding the weapon spawn red orbs that each grant 2 ammo directly to the non-empty magazine, 50 shield, and 5 heat.
Unlocks all ammo types for all weapons and allows switching of ammo types without ejecting first. Switching ammo types generates 15 heat.
Super Heavy Compound
Bullets are extremely heavy, deal 50% more damage but slightly reduce movement speed and have 30% reduced range with strong damage falloff over distance.
Decreases damage by 15%. Adds a new variant overtop the current one, and re-applies class bonuses.
40% chance to gain double ammo from pickups. Switches the weapon to a rapid fire 5-round burst, increases firerate by 25%. Burst weapons gain 3 extra shots per burst. Also reduces heat generation by 20%.
Kills grant permanent +0.25 luck, stacking up to 400 times. 5% chance to deal 200% damage, can crit.
decreases magazine size by 20%. Headshots return 1 ammo straight to the magazine.
Decreases firerate and damage by 20% but fires 2 additional pellets per shot, pulling from the magazine. Increases deviation by 30%, recoil by 10% and minimum heat by 10. Even if the magazine has fewer than 3 bullets, it will still fire 3 shots.
Gives a different bonus based on weapon type, these can stack if a weapon has multiple types (Example: Railgun is both a Marksman rifle and Special weapon.) See below for disambiguation.
This page was last edited on 12 February 2021, at 03:58.
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