There's a vast array of active and passive items you can find and use in your mission to take down the Heart of Armageddon, and you're going to need every single one in order to survive. You start with three class specific items (one set core item and two selectable class items) and can carry up to eight total. Items can be upgraded via Power Tokens gained from the Supply Hack Research, and via Upgrade Stations. Any item on hand can be recycled by dragging them to the red recycling item at the right side of the Item bar. This returns credits (based on rarity and quality) and can confer secret bonuses marked with "R:" under the item's description (revealed by unlocking the Recycling Info Research). Items can also be dropped to the ground, this is achieved by dragging an item off of the hotbar without recycling it. Items that are on cooldown cannot be dropped until they are ready to be used again.
Item Quality[ | ]
The aspects of an item that are affected by its quality level are highlighted in orange beneath its description in-game.
Items come in several different quality levels and corresponding power levels by default:
- Damaged: 75% Power
- Standard: 100% Power
- Superior: 125% Power
- Cursed: 150% Power
- Ultra: 175% Power
- Divine: 250% Power (1% chance * luck)
- '''????''': 350% Power (0.1% chance * luck)
- Revised: 100% Power, 25% Faster Cooldown. Replaces Damaged quality items when playing as an Engineer at Prestige 1 or higher.
Class Core items[ | ]
Image | Name | Rarity | Description | Cooldown | Note |
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Stuns all enemies in an area around the user for a short time. |
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Tosses out all charges at once, exploding at a short distance. One charge is granted per each dash. (Base: 3) |
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When held down, reduces deviation heavily (but also movement speed) and grants certain sniper level bonuses. When not on cooldown, the next shot will be a guaranteed critical. |
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Stabbing deals damage in a small area in front of the player and applies heavy acid damage. Backstabs deal more damage. (See Assassin page for more effects.) |
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Turns the player invisible. |
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Builds up damage charges over time. When used, swipes in front of the player and deals damage based on charges. (See Raider page for more effects.) |
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When used, grants high firerate and ammo regeneration boost for 5s. (See Heavy Gunner page for more effects) |
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Spawns a friendly turret emplacement, automatically shooting enemies with good firerate. (See Engineer page for more effects) |
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Empowers a friendly unit near the crosshairs, granting a firerate and maximum health boost at the cost of 25 scrap, can be stacked and lasts infinitely on summons.
Scrap is granted for kills, recycling items, bolts and plating. |
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Explosions spawn a resonator mark, which can be detonated remotely, using charges. (Base: 3) |
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Class starting items[ | ]
Image | Name | Rarity | Description | Cooldown | Note |
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Fires a taser projectile on a weapon shot after a slight delay, stunning and damaging a target when hit. |
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Grants heavy damage resistance and health regeneration for all team members over a short duration. 50% chance to gain one charge at Medical Chests. |
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Reflects direct incoming bullet damage back to the original shooter. +20 armor.
+40 armor, if reflect effect is activated. |
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Stunning all units in an area for a brief moment, removing shields and granting 5 guardian core stacks. |
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Consumes all shield and does damage based on shield consumed.
The next shield recharge has no delay and grants 5 class core stacks. |
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Throws a hard hitting tomahawk axe, dealing more damage the longer it flies and causing a strong wound, reducing enemy healing by half for 8 seconds |
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Using a teleporter heals for 75% of maximum health for all team members. Entering a boss room or finding a vial pickup grants a strong health regeneration buff. |
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Places a hologram that will take enemies' attention. |
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Fires a flare projectile, lighting up the area and granting increased accuracy and damage if within range while revealing invisible units. |
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Fires a custom heavy power bolt after a delay, dealing high damage and gaining damage on each pierced target |
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Throws down mines on the ground. Enemies that step on mines take 1000 damage. |
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Fully restores the players shields and refreshes a single dash, then drops a smoke cloud that increases dodge chance and invincibility frames. All enemies in the cloud have their movement speed and accuracy reduced. |
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Disorients and slows enemies in a large area. Deals 20% maximum health damage to targets hit, up to 1000 damage. |
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Places a barricade that acts as normal cover and improves shield regeneration while near. |
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Deals minimal damage then heals team members by a large amount after a delay. Uses no charges and reduces cooldown on kills and vial pickups. |
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Throws a plasma grenade, dealing a high amount of damage concentrated in a circular area. |
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Fires a flare projectile, lighting up the area and granting increased accuracy and damage if within range while revealing invisible units. |
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Uses charges that can be used by all team members, refilling ammo and granting a crit chance boost. Grants charges after every teleport.
Weapons produce 25% less heat when using special ammo and the LG-2 'Onslaught' can be refilled with it. |
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Stimulants grant fire rate, damage, movement speed, and improved dashing recharge for all team members for a short period. |
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Creates an acid puddle, afflicting anyone passing it and generates 25 heat when thrown. |
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Fires a quick short-range shotgun blast using custom Dragonsbreath incendiary ammunition, causing burning damage and slowing targets. Has a chance to fire a second shot. |
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Deploys an ammunition canister to be used by all team members. Picking up any ammo heals team members for 15% of maximum health. |
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Spawns a friendly missile drone to fight for you. |
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Spawns an allied spiderbot that seeks enemies and explodes. Gains one charge per double kill, and
two charges for a triple kill. |
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Has one of many mostly positive side effects and heals 30+(5×Item grade) health on all team members. Gains one charge while teleporting. |
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Plants a remotely detonable explosive on the ground, can be detonated by clicking the explosive icon. |
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Summons a shielded Riot Guard to assist you. |
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Place a neutrino bomb on the ground, detonating after a couple of seconds, dealing extreme area damage. |
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Drops a suitcase sentry that uses an integrated laser weapon. Stacks twice. |
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Limited use items[ | ]
Image | Name | Rarity | Description | Cooldown | Note |
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Gives great buffs for a duration, but has limited charges and cannot replenish. |
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Heals or damages between -150 and +700 hp, but can never be fatal. Grants +1 permanent health regeneration on each use for all team members. | |||||
Instantly regenerates a fixed amount of team members health. Last charge heals double. Gains charges via vial pickups but is destroyed at zero charges. |
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Increases damage of the currently equipped weapon and allows the installation of one of many varied attachments. Grants a choice of 3. |
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Grants one of multiple powerful passive stat boosts. |
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Reduces recoil, deviation, heat generation, reload and ejection times of the currently held weapon. |
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Grants maximum health based on kills within 12 seconds. Always grants 100 Max HP + The value of 1 kill as a base. |
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Allows selecting one of three different class modules. |
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Active items[ | ]
Image | Name | Rarity | Description | Cooldown | Note |
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Deals explosive damage in an area. |
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Fires out a flame trail, burning enemies. Damage is based on current weapon heat and removes some heat when using |
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Snaps upon an enemy walking above, inflicting high damage, slowing, and bleeding in a small radius. Can be triggered 3 times before being destroyed. Automatically places traps at max stacks. | |||||
Weapon hits have a chance to unleash a custom hyper blade at high speed. Causes bleeding and bounces many times. |
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Fires two bursts of penetrating flechette rounds, causing direct damage and bleeding. Increases weapon heat when used. |
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Dropping below 25% health lets you vanish to the starting teleporter and releases a blinding flash |
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Plants a remotely detonatable explosive on the ground which can be detonated by clicking the explosive icon. |
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Deploys a stationary long range sentry turret, attacking enemies with high-powered shots. |
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Fires a barrage of beams from above in a narrow area. | |||||
Fires a spread of knives, causing direct damage and bleeding. Increases weapon heat when used. |
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Spawns a mind-controlled Champion, who annihilates nearby targets. The Champion can only be targeted by enemies when reloading. |
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While active, all shots lock onto the nearest enemy with reduced recoil and increased fire rate. Kills whilst it's active grant a permanent accuracy increase. | |||||
Greatly decreases dash cooldown and strongly improves movement accuracy for the duration. Dashing grants a short damage buff. |
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Resets heat to minimum and has a chance to not use ammo while active. |
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If not on cooldown, has a chance to gain +1 ammo to unequipped weapons. When used, it grants one of the five powerups, but disables its passive effect when used or when on cooldown. |
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Hitting enemies and all fired bullets grants lifeblood charges which can be consumed to heal all team members - cooldown based on charges used. |
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Raises terror level on use. Long cooldown. | |||||
Instantly reloads the current non-empty magazine and grants a temporary buff that increases firerate and removes movement inaccuracy. |
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Fires many soft-point shots, dealing extra damage to elite enemies. |
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Creates a temporary slowing field that damages and lowers movement speed. No friendly fire. | |||||
Fully absorbs any incoming damage and reflects it in a large area. |
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All buffs, debuffs and non stun effects on yourself stop decreasing when active. |
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Places a decoy with high shield, taking enemies' attention. | |||||
Spawns a controlled drone, seeking targets near the current position with strong sustained damage. |
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Triggers a strong seismic explosion and grants brief invulnerability at the expense of health and shields. |
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Calls in an airstrike, releasing cluster bombs over a large area. |
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Trade health to equally damage all enemies visible, and temporary damage absorption. |
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Summons either a mini tank or laser glider assisting with fire support on a long cooldown. |
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Unleashes a mysterious drilling projectile that ignores armor, dealing up to 14 damage instances at extreme speed before vanishing |
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Adds nightvision, lifesteal, and damage bonus when activated. |
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Mind control an enemy unit for a brief time. |
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Unleashes a slowly moving devastating orbital beam, following the target reticle and dealing heavy area damage. |
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Throws out a shuriken that multiplies itself on ricochets. |
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Recycle-only items[ | ]
Charged by obtaining 50 eliminations, destroying the ring when fully charged grants a special reward from Zir. |
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Accumulates bonus experience, can be redeemed by destroying the ring. Dying with the ring intact loses all. Slightly increases damage taken. |
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Charged by obtaining 1000 experience, destroying the ring when fully charged grants a new item. Taking health damage shatters the ring. |
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Passive items[ | ]
Image | Name | Rarity | Description | Cooldown | Note |
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Weapon shots have a chance to unleash acid throwing stars, which poison enemies when hit. | |||||
Triggers a slowly moving beam, seeking a near target and dealing continuous damage, fired from a drone above. | |||||
Deals damage in the immediate area, burning enemies. Damage is based on current weapon heat. |
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Dashing through enemies consumes charges and deals damage. Increases movement speed. |
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Fires a bouncing 40mm high explosive grenade, triggers on weapon shots when it is ready. |
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Shots have a chance to release the orb, stunning enemies and ricocheting. Picking up plating instantly resets the cooldown. |
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Shots can unleash the orb, damaging and disorienting enemies. |
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Charges a strong immaterial beam which is released on weapon shots at 100 charges - kills also add charges. |
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Every 6th shot deals increased damage. |
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Discharges a devastating heavy lightning strike on a nearby enemy when not on cooldown. |
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Triggers on weapon shots, doubles the projectiles fired within its one second duration. |
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When ready, switching weapons grants a temporary fire rate and damage buff. | |||||
Shows chests, pickups and enemy locations the map.
Passively increases scavenging. |
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Grants a health regeneration aura with strength based on the crystal wielder's proximity to enemies. |
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Kills have a chance of releasing two target homing seeker needles |
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Walking over a mine triggers a damage absorption buff. Passively increases credit gain. |
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Destroys 1 additional plating per hit, with a 10% chance to absorb the plating. |
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Grants a short duration shield, activates instantly in combat. Increases luck passively. |
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Fires a homing missile on weapon shots. Has a chance for an extra shot. |
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Chance to unleash a frantic bloodbolt on weapon shots, seeking a near target. | |||||
Discharges a stunning lightning strike which also strips all shields of one close enemy - can obtain one or two charges on kills. |
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Losing shields triggers a 360 degree retaliation of sharp damaging knives. | |||||
Grants a massive boost to luck while held, and grants between 1000-10000 credits when recycled. |
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Kills have a chance of spawning a gun drone in proximity, providing light fire support. |
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Triggers multiple fast-moving satellite beams in proximity of a near target, dealing high damage over an area. Has a chance to reset cooldown upon use. | |||||
Dropping below 35% health releases a strong heal after a delay. |
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Weapon shots have a magazine-size-adjusted chance to fire a dumbfire missile. |
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Increases fire duration and grants a chance to unleash a fire wave on weapon shots, dealing damage and increasing heat. |
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Attacks cause splash damage around targets. Attacking shielded enemies drains 25% of their maximum capacity and amplifies the splash effect. |
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Triggers on weapon shots and unleashes a soothing mist, healing for 5% maximum health, a resetting recoil and granting reduced recoil for a duration. |
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Can throw a bomb on weapon shots, exploding in a large area multiple times where it lands. |
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Enemy Takedowns can trigger the airhorn granting a damage and critical strike chance bonus for a duration. Has a 50% chance to keep rolling and trigger an additional usage | |||||
Feeds on damage dealt to discharge a barrage of heavy energy explosions at the target location. |
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Increases max HP by 50% while held. Removes shields and grants increased firerate, health regeneration, and damage absorption. Stronger effect at lower health, but at high health the effects will be inverse (less firerate/damage absorb) |
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Activates upon weapon shots. During the duration, critical hits will grant charges which are used at the end of the duration. One laser is sent out for each charge, hitting and chaining between nearby enemies, even through objects. | |||||
Kills roll the dice and increase or decrease critical strike chance. If the maximum stack is reached, all curses are cleansed. |
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Prevents death and grants brief invulnerability. |
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Headshots deal increased damage and have a chance to cause an Annihilator explosion. |
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Takes a bite out of an enemy on hit, replenishing a random amount of health, increasing maximum health, and causing bleeding. Health gain is halved after 50 instances. |
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Has a chance of triggering a strong laser array on weapon shots. | |||||
Grants lifesteal and constantly drains life from ALL units in the level. |
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Attacks have a chance to briefly stun the target and strike with chaining lightning - can proc off itself. |
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Rips through reality and damages multiple targets while rapidly jumping between them. |
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Bullets apply permanent stacking radioactive radiation. Radiation also affects the wielder. |
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Increases HP regen by 150, Shield regen by 100%, Movement speed by 20%, and Accuracy by 35%.
Grants a unique "DEATH STRIKE" status effect, which will kill the player when the countdown ends. |
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Synergy Items[ | ]
Image | Name | Rarity | Description | Cooldown | Note |
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Status effects from projectiles spread to unafflicted enemies and deal more damage, spreading uses charges. (Base: 3) | |||||
Each activation, links to another item, increasing the linked item's active time and decreasing its cooldown, does not affect charges. | Cannot be dropped, since it is always on cooldown or currently active.
Can crash the game if there are no other items in player inventory | ||||
Fire effects deal more damage and deal it faster with the same duration. Plasma and Explosions deal more damage, all of these effects use charges. (Base: 25) | Each round fired consumes one charge. Attachments that increase ammo cost will increase charges consumed when fired. | ||||
Empowers missile items and lets them fire more projectiles, which uses charges. (Base: 2) | Affects: Blood Bolt, Maverick MKV, Heart Seeker, Sidewinder, Infinity Drill Piece, Onslaught System | ||||
Explosions have a chance to spawn another explosion, using a charge. (Base: 5) | |||||
Increases specific abilities of 'Orb' items, including reality ripper. | Affects: Orb of Wind, Orb of Iron, Orb of Fire, Orb of Lightning, Reality Ripper | ||||
Empowers beam items, increasing duration or damage. | Affects: Beamer, Eclipse, Icarus, Redline | ||||
Grants one charge to most charge-based items. | Doesn't affect Divine Reconstructor, Module Cores, Core Upgrade Kits and a Heart Core. Custom Upgrade Kit can only be used twice. | ||||
Grants summoned unit a shield based on the strength of the player's shield. Also increases their damage and reload speed. | |||||
Kills can cause placed traps and mines to teleport to the position of the enemy's death, uses charges (Base: 2) | |||||
Enables crits for Weapon/Throwing items. Triggers instantly ready the next shot for your main weapon, effectively increasing firerate. | Affects: M205 Launcher, Dragon's Masterkey, M26 Shotgun System Tomahawk, Z1 Sundering Shuriken, Power Array, Fire Prism, Auto Taser, 'Helsing' Power Bolt, Ripjack Hyper Blade, Kunai Throwing Knives, Acid Throwing Stars |
Unobtainable items[ | ]
Image | Name | Rarity | Description | Note |
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Deploys a stationary high range sentry turret, attacking near enemies | ||||
Destroying a boss enemy charges the chip with energy. Use to permanently unlock a new microchip. |
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Time Lock |
All buffs, debuffs, and any non-stun status effects currently applied to enemies will stop decreasing for 10 seconds while active. |
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Slows down time for a duration. |
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Shoots down bullets mid-flight, can overdrive for increased effect. |
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